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Everything posted by plowmanplow
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The mods I listed are the ONLY ones you need to remove. Waila, NEI, etc. have server components and should be left in. Correct. There is no GUI for the server, only the text console.
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Debug these in the client. If you get crashes from conflicts try disabling the conflicting mods one at a time until you can again start the pack. Once the client starts open a SSP world and do an ID dump using NEI. Open this file and then look at the config(s) for the mod(s) you disabled. Find an open sequence of IDs (<4095 for worldgen blocks) and make all the required changes at once. I was able to do this with your pack in two edits I believe.
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You have the current version of Waila. Again, probably just due to being a WIP. You might post something in one of the forums/threads monitored by Professor Mobius.
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You had it right and the log explicitly states what the problem is: 2014-05-19 22:24:19 [SEVERE] [ForgeModLoader] The mod powersuits (MachineMuse's Modular Powersuits) requires mods [numina] to be available You get Numina from the same page you download MMMPS.
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Yep. with a copy.com share URL just add "?download=1" (without quotes) and you should be good.
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Based on your current client pack: Forge Multipart should be in the mods1.6.4 folder. You have updated IC2 but have not included the recipe fix mod from the link I gave you. Even with IDFixMinus you still have some ID conflicts you need to resolve. Specifically with Mystcraft. Check your FML client log. Current dev versions of MMMPS are fundamentally broken. If you place a Tinker's Table it will crash the client. I think you can use up to Build #100 or #99, but just use the recommended one from Machine Muse's website. You have included MMMPS but not the Addons mod. MMMPS is pretty gimpy without the addons (autofeed module, etc.) You have an outdated version of Optifine and should update. When intending to use your pack with a server you MUST remove IDFixMinus and include the full working config folder in your modpack archive and in your server. Mod removed for the server: REIMinimap Damage Indicators Optifine Removing the listed mods (and IDFixMinus) and using the client config folder allowed me to start a MCPC+ B262 server and connect from the client.
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Updated pack: Your modpack.jar is named "modpack.jar.jar". Make sure you have turned on the ability to see extensions to prevent this problem (Google how to do that). OpenBlocks is missing the required library OpenModsLib. Download the latest versions from the author's site. Thermal Expansion is outdated and missing the required libary CoFHCore. Download the latest versions. You have included the Forge/MC 1.5.2 version of Fossil & Archeology. There is no "maintained" version of F&A for 1.6.4. The Technic team patched it up to work with 1.6.4 so if you want those mods you'll need to get them directly from the BTeam pack (F&A and WorldOfDinos). GreekCraft is for Forge/MC 1.6.2 and hasn't been updated in almost a year. Remove this mod. MoCreatures and Custom Mob Spawner are outdated. Update those and remove the outdated/deprecated GUI-API mod. More Bows mod is for Forge/MC 1.6.2 and hasn't been updated in almost a year. Remove this mod. Legend Gear mod is for Forge/MC 1.5.2 and hasn't been updated nor will be. Remove this mod. Arrows mod is for Forge/MC 1.6.2 and hasn't been updated. Remove this mod. Either one of the mods you have installed is so poorly written that it is consuming all the entity registration IDs or one of them is conflicting badly. You have a TON of mods that add entities so I'm not going to go through the whole pack. I'll leave that up to you. You'll need to remove every mod that adds entities and add them back in piecemeal until you find out which is causing problems. It is also possible that you just have too many mods using too many entities in which case you'll eventually have to pick and choose which ones you include. You still haven't included any config files. You'll need to do that. Many of these problems highlight why you should ONLY get your mods from the mod author's preferred distribution channels. That gets you the most recent versions and usually installation instructions and caveats. You'll also usually know specifically which versions of Forge/MC the mod works with so you don't accidentally include old mods. Go through all these issues and come back here for more help.
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How to build a mod pack: For mac. Details
plowmanplow replied to Stop mocking me0's topic in Platform Pagoda
In Forge/MC <=1.6.4 all items and blocks in game are explicitly defined with IDs in the mod's config files. The config files have default values that get created when the mod is first injected into Forge (often just a full default config file stored inside the mod itself). There are a lot of IDs to play with so with a few mods it is common to have few or no conflicts. The more mods you have the more likely you are to have a conflict which would require changing the values in one or more config files. The IDs are just one aspect to consider. Without configs it is impossible to set up which blocks will have microblocks, which trees will be TreeCapitated by which axes, which ores get generated with the world and how much of each, etc. It is often desirable to tune how much power is created or converted between mods. There are a TON of reasons to include a full set of balanced config files. This applies even with Forge/MC >=1.7 which (should) eliminate the numerical ID conflicts. -
Thanks for the kind feedback. This is one of my hobbies but it is nice to hear positive results from folks looking through old posts. As for Mystcraft, check out the post about the 00.10.13.01 hotfix: http://binarymage.com/ I was able to start a MCPC+ (B262) server with the above mod removed and Mystcraft updated.
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Two things: Update to the latest 1.6.4 Mystcraft. The author explains things in his blog, but the version you have is fundamentally broken. You WILL end up having problems with people connecting if you don't include a full, working collection of configs in your client modpack and use the same configs in your server. This was a classic case of the FML server log being more useful than the crash report. From the log: 2014-05-19 16:16:43 [SEVERE] [ForgeModLoader] Caught exception from Mystcraft
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JVM Arguments - Already there(?), or feature request.
plowmanplow replied to Sakata's topic in Platform Pagoda
Yes, this is easy. Simply edit the version.json file that is in the binmodpack.jar file. All of the startup parameters can be tweaked/added there. -
Mods which need removed for SMP server: Damage Indicators Dynamic Lights JourneyMap Zan's Minimap Note: Flat bedrock (with it's library mod XplosionCore) is not needed. CoFH/ThermalExpansion will make flat bedrock.
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solder How do I setup Technic Solder on Godaddy Linux Hosting?
plowmanplow replied to Prodkid's topic in Platform Pagoda
Setting up Solder is what I would call a "non-trivial process". It assumes you have a good working knowledge of how to setup and admin a SQL server, PHP and Apache HTTPD. If you do not have those well in hand then the rest is likely out of your reach. Solder has very little documentation and no official support at all. -
solder How do I setup Technic Solder on Godaddy Linux Hosting?
plowmanplow replied to Prodkid's topic in Platform Pagoda
There are so many things that could be going wrong. Is mod_rewrite installed and enabled? Do you have access to change things in .htaccess files? Do you have the rest of the structure properly installed? Are the permissions set correctly on the appropriate folders? Have you made the appropriate changes to the config files to match your installation environment? These are all (mostly) Linux/system questions with little context inside the Solder application itself. -
solder How do I setup Technic Solder on Godaddy Linux Hosting?
plowmanplow replied to Prodkid's topic in Platform Pagoda
What it will require is some trickery using soft links and Solder configuration changes in order to get everything working inside a subfolder of your DocumentRoot. -
solder How do I setup Technic Solder on Godaddy Linux Hosting?
plowmanplow replied to Prodkid's topic in Platform Pagoda
Then we are right back to post #5 in this thread. -
solder How do I setup Technic Solder on Godaddy Linux Hosting?
plowmanplow replied to Prodkid's topic in Platform Pagoda
If you are renting a Linux VPS for which you have full root access then there is nothing you cannot change or set up. If you are truly able to access a virtual console or SSH into a shell and assume root privilege level then that is all you need. Walking you through how to do Linux admin is way outside the scope of this forum. -
solder How do I setup Technic Solder on Godaddy Linux Hosting?
plowmanplow replied to Prodkid's topic in Platform Pagoda
If you don't have full root access to the Linux console/shell you will likely have many troubles with Solder. You could try being "sneaky" and extracting things in such a way that the folders are mostly in the correct spot and changing configs, or you might be able to make some soft links to trick it, but without root/console access it's a steep hill to climb. -
The instructions directly from the author state that up to and including 1.5.2 the contents of the Optifine distribution need to be integrated into minecraft.jar (modpack.jar for the Technic Launcher). Only starting with 1.6.2 is it a mod that can be loaded with Forge. My own experience supports these instructions. If you believe this to be in error then feel free to post detailed instructions as to your methods and I/we will do a bit of IV&V on the process.
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Your title says you are using MCPC+ but your batch file is launching Tekkit.jar. Did you rename the MCPC+ download? If so, which version of MCPC+ are you using?
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Why would you recommend using an extremely outdated version of Optifine? The latest/current version (as of this post) is 1.6.4_HD_U_D1
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Use copy.com and add "?download=1" (without quotes) to any public share URL you create for your uploaded files.
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The following mods from your client pack need to be disabled for use on the server: Damage Indicators Battle Music Blood Particles MC Capes Extra
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Without a link to your pack I can't give you more specific information, but 1G of PermSize is going to be major overkill. 256M of permgen will typically handle a couple hundred mods without trouble. Maybe up to 384M if you have a lot of very big mods in there.
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Why not... The Technic Launcher will not work unless you have a valid Mojang/Minecraft premium account (paid for the game).