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Everything posted by plowmanplow
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Make sure that the port forward in his router is pointing at the correct internal IP Make sure you are using the correct external IP to connect Make sure his firewall, if it is on, is configured to allow connections on the MC port.
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Yes, if you are running a Forge based server then you need to be using the Forge version of Dynmap. I have never noticed it using an exorbitant amount of ram, but it can surely eat up disk space unless you turn off most of the renders.
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You have a version of ArsMagica that is for an older version of Forge/MC. Get the current 1.6.4 version. You have some item ID conflicts. You MUST include the entire config folder and all its contents in your modpack.
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No need to worry about those at all.
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O.o I don't "do" shortcuts. There is the "right" way to do it, and then there is all the other ways. Don't complain if you don't want to take the time and effort to do it the right way.
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Install MCPC+ ( http://ci.md-5.net/job/MCPC-Plus-164/ ) and get it working properly with no mods installed. Remove the generated world that was made during the setup and initial run. Copy in your mods and config folders. Remove any client-only mods (like Damage Indicators, minimaps, optifine, etc.) Start the server.
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Yes, you surely will need to fix that. And yes, that is exactly what I mean by cuttable blocks.
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I already gave my recommendation. Start at the first one and work through to the last. Check every single mod you are including against the author's most recent/recommended version.
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Block ID conflicts will either cause the client to crash outright, or create a trappable crash which then creates a IDConflicts.txt file. Item ID conflicts seldom crash and just report themselves in the ForgeModLoader client log. These are much more insidious since they may go unnoticed until your world is somewhat developed and you can't make some things because the items they depend on are uncraftable or you get odd results when crafting things. As for the microblocks, that is totally up to you. If you don't want to make the appropriate blocks cuttable that is your call. In my opinion, a modpack isn't complete until the blocks that can be set to be cuttable are properly configured.
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The data is inside the DimensionalDoors folder inside your world folder. First, make a up a full backup of your world. Then try removing all of the "pocketDimID???" folders inside the DimensionalDoors folder and see if that gets you anywhere. If not, you might have to end up removing all the contents of DimensionalDoors, but that will break any existing rifts/etc. in your normal dimensions.
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If you aren't up to adding Optifine into your TekkitLite modpack.jar I have one that is pre-patched: https://www.jaj.com/tekkitlite/modpack.jar
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The contents of your modpack are all in a subfolder inside the archive. All the required folders (bin, config, mods) need to be at the top level of the archive. You have included the entire contents of your client modpack folder in your archive. You only want the "bin", "config" and "mods" folders and the "bin" folder should ONLY contain "modpack.jar", not the entire contents. You have duplicate mods for DamageIndicators, but the one without "1.6.4" in the filename is a corrupted file. Your Reliquary mod jar has a corrupted or improperly formatted mcmod.info JSON file Familiars mod isn't working at all. The mcmod.info file states that it is for Forge/MC 1.5.2 but the author seems to indicate that the mod is for 1.6.4. You might need to try this mod by itself to see if it works at all with 1.6.4. The biggest problem here is that you have a mishmash of mods from all over the place. It looks like you have just copied mods from various different modpacks. The challenge is that some of the mods are extremely out of date and some of them are fairly new. That can cause (and is causing for you) incompatible APIs to be injected into Forge. This is the root of your problem. You need to go through every single mod and get the latest correct version from the mod author's preferred distribution channels.
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If you have 8G of RAM and the launcher won't let you allocate more than 1G then you don't have 64bit Java installed. Uninstall all versions of Java on your system and download the 64bit JRE for Java 7 (not Java 8) for Windows x64 and install that. Then set your Launcher to 2-3G if you plan on using a 128x texture pack.
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How much memory does your PC have? How much memory are you allocating in the Launcher? What resolution of Sphax textures are you trying to use? Are you able to use the Sphax for vanilla pack by itself? Are you certain you are combining and zipping up the Tekkit texture pack properly?
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DimDoors is having a problem accessing its data and that may be corrupted. If you don't have anything in pocket dimensions you can safely remove the dimension data. You might also try updating to the new Tekkit 1.2.9d which is being promoted to recommended today.
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Ich spreche kein Deutsch und Google wird schlachten Übersetzung Ihrer Nachricht.
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mod pack My Mod Pack Won't Pick Up All The Mods In My Mods File... ;(
plowmanplow replied to liamd2001's topic in Platform Pagoda
After your pack is working correctly, and you have resolved any ID conflicts, set up microblocks, balanced configs, etc. you would include the config folder and all its contents in your modpack archive. -
localhost/127.0.0.1 is known as your local loop-back address. This is what your computer can use to talk to itself over the network. If you want people on the outside world to be able to talk to your Solder installation you will need to port-forward to your HTTP service in your router and use something like no-ip to have a static address that can be used in the Technic Platform.
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OpenCCSensors also now has a CC 1.63 version available.
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It seems I do not know what I am doing wrong...
plowmanplow replied to seal54321's topic in Platform Pagoda
If you tried it in BareBonesPack (my test/demo pack) and said you have ID conflicts then... you have ID conflicts you need to fix. -
My modpack loads than goes back to the loader
plowmanplow replied to AremJSJ's topic in Platform Pagoda
Still not a direct download link. A direct download link is one where you can click on it in the browser (like in your post) and the browser pops up a download dialog box (or, as with Chrome, it just starts downloading it). It doesn't show a webpage. You have an old version of Forge. Update to the latest recommended build (B965). Forge/MC 1.6.4 does not use a coremods folder. Everything in your coremods folder belongs in the mods folder. You have the Forge universal binary jar in your mods folder. It does not belong there. Remove it. You have ComputerCraft 1.63 but the release/recommended versions of OpenMods. CC updated recently. You must use the dev versions of OpenMods if you want compatibility with CC 1.63. You have something called "Thermal Expansion Mod Installer 1.6.4.zip". THIS IS VERY VERY VERY VERY BAD!!!! The mod author distributes the two required files for Thermal Expansion freely from their website. THERE IS NO INSTALLER. ANY INSTALLER YOU HAVE IS FROM A HIGHLY SUSPICIOUS THIRD PARTY. Always, always get your mods from the mod authors. Not from random websites and not from other modpacks. You have the Waila build for Forge/MC 1.7.2. Get the version for Forge/MC 1.6.4. You are missing AutoUtils mod on which Chisel depends. You are missing PowerCrystalsCore mod on which MineFactoryReloaded depends. You are missing RenderPlayerAPI on which UltimateNether depends. You have an ancient/incompatible version of EE3. The default configs have an item ID conflict between Pam's HarvestCraft and PortalGunMod. You have not included any config files with your modpack. In your case this is because this pack has never been started (and never could be in its current state). Once you have your pack working locally you MUST include working, deconflicted config files in your modpack. Every single one of the mismatched or missing mods in the list above would have been prevented if you had gotten the mods from the correct locations. Always get mods directly from the mod author's preferred distribution channels. -
My modpack loads than goes back to the loader
plowmanplow replied to AremJSJ's topic in Platform Pagoda
That is not a direct download URL. Post links to your Technic pack page and/or API URL (the URL you would paste into the launcher).