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Everything posted by plowmanplow
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Congratulations! That link is the proper format for using in the Technic platform. However, I'm not on a computer where I can download a modpack that is almost 350meg. Something is not right since no modpack should ever be that large. You probably have something in there that doesn't belong. I'll be able to check it out in a couple hours.
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Is there a way I can stop players from digging beneath a certain height?
plowmanplow replied to Mobio's topic in Cafe Lame
Not really. I've never seen a mod or plugin which would address this. -
Cuttable blocks: Turn on Immibis' autodetect and start your client. It will detect blocks and then disable that setting. Start the client and test a block from every block range to make sure it cuts properly. If you see any blocks here that you DO NOT want to be cuttable make a note and remove them from Immibis' config. Test every type of block you want to be cuttable to make sure it can be cut with both Immibis and Forge. If any desired blocks are missing they need to be added to the appropriate config. Microblock settings must match between client and server (if you get that far).
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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
Look inside the config folder of your test pack/environment. You'll find all the configs there. They get created the first time the mod gets injected (loaded) into Forge. -
You would run the jar file you obtain from here instead of the BTeam.jar: http://ci.md-5.net/job/MCPC-Plus-164/ After you run the server once it will make more files in the server root folder and a plugin folder where the Bukkit plugins should be placed.
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The link you provided is not a public link. Click "Share" and copy the public link from the information provided. One step at a time, but we'll see. I can provide assistance. Whether or not you are up to the challenge is on you.
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Adding Mods to a Modpack (Or finding a diverse modpack)
plowmanplow replied to Headlessstew's topic in Platform Pagoda
There are so many modpacks of varying scope and quality. I would suggest trying a few and seeing if anything strikes your fancy. If you find something close that is reasonably well built it wouldn't be too hard to drop an additional mod or two into the pack. -
Those mods don't seem to be in your current modpack download. I can't help if your public pack download is not up to date. As for the missing textures. This surprises me not at all: The Atum mod is in Beta The most recent download link from the author is broken (and is only on the FTB forums) There is at least one texture that doesn't load even when Atum is the only mod installed. On a side note, it doesn't look like you have customized the cuttable blocks in either Immibis' or Forge microblocks config files. Might want to do that.
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You are including the entire contents of the bin folder in your modpack archive. This needlessly bloats the archive and distributing the minecraft.jar is a violation of Mojang's EULA. The modpack.jar file should be the only file present. I see that you are including LiteLoader. Have you integrated the liteloader files into the modpack.jar? The "correct" way to include LiteLoader in Forge/MC 1.6.4 is to make the changes you have made to the version.json file inside the modpack.jar file and allow it to retrieve the required library dynamically. As is clearly stated in the (unnecessarily aggressive) first paragraph of the crash report, you have item ID conflicts. You have a MASSIVE number of item ID conflicts between many different mods. These would normally not prevent the client from starting even though they can cause serious gameplay problems down the road. However, GregoriousT has a "my way or the highway" philosophy and chooses to crash the client out rather than let the conflicts go undiscovered. Fix all these conflicts and the problem will go away. You have mismatching mod versions in your mods folder. You have bspkrsCore and TreeCapitator for 1.7.2.
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Help me setup mod pack server :P Just wont work D;
plowmanplow replied to askenef's topic in Cafe Lame
What does that even mean? I downloaded your "mods" zip and am able to use that to create a server (MCPC+ with Forge B1065) and connect to it with a client (also using Forge B1065). Without the information I have already asked you to provide we will be unable to help you. Please provide: Client modpack page and/or download URL Server binary used (If forge, which version, if MCPC+, which version/build) -
IC2 Experimental is kind of a "moving target" as far as development is concerned. They kind of work on what they want with (what most would consider to be) more attention to adding features than making things robust and consistent. Such is life. It's quite fun to play (in my opinion).
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Make a modpack in the same way you always would. There is a sticky post at the top of this forum for making a custom modpack. In order to publish that modpack the Technic Platform requires that you have a direct download URL. I would put the steps like this: Create your modpack. Test it locally to make sure it works (using something like my BareBonesPack is probably best in your case: http://www.technicpack.net/modpack/details/barebonespack.271497 ) Zip up your modpack (typically the config and mods folders from your testing location along with the binmodpack.jar file, not the whole bin folder). Call it something like fawfull-1.0.zip Log into your copy.com account. If you don't have one then you will need to go through the sign-up process. It's free. Upload your modpack archive and "Share" it. This will give you a public URL that looks like this: https://copy.com/NelsvsaHvShO Copy that URL and add "?download=1" (without the quotes) to the end. You'll end up with something that looks like this: https://copy.com/NelsvsaHvShO?download=1 The URL you created in Step #5 is your "modpack URL" that you put into your Technic pack page settings.
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You will need an account with some service which lets you upload files and create public, direct URLs for. I recommend copy.com ( https://www.copy.com/home/ ). It is totally free and any file you "share" and get a public link for can be made "direct" by adding "?download=1" (without quotes) to the end of that public link/URL.
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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
You have included extraneous files, including the minecraft.jar which is a violation of Mojang's EULA, in your bin folder. That folder should only contain your modpack.jar. Your modpack.jar file is an old version of Forge. Update to the latest/current version (B965). You have some mismatched versions of mods. For instance, you have the latest bspkrscore library mod, but an old version of TreeCapitator which uses bspkrscore. I would recommend checking your mods against the latest/matching versions from the author's preferred distribution channels. BoP also looks very old. Most importantly, you have not included any config files in your pack, and your config folder is misnamed as "cofnig". You MUST include the full contents of the config folder in your modpack archive. -
Help me setup mod pack server :P Just wont work D;
plowmanplow replied to askenef's topic in Cafe Lame
(This post probably belongs in Server Op Swap Shop) You likely have a Forge version mismatch between the client and server. Post a link to the modpack you are trying to use. -
I would recommend you posing a link to your "pre release" modpack here so that you can get some last minute IV&V.
- 8 replies
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- modpacl
- industrial
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ComputerCraft is the root of your problem. Fairly recently the recommended CC went from 1.58 to 1.63. However, a lot of mods you have include the CC API so you have to make sure that they all match. These are: BigReactors (0.3.0A for CC 1.58, 0.3.3A+ for CC 1.63) ComputerCraft (1.58 or 1.63) OpenCCSensors (1.6.4.1b for CC 1.58, 1.6.4.3 for CC 1.63) OpenModsLib (http://www.openblocks.info/ for CC 1.58, Dev versions http://www.openmods.info:8080/ for CC 1.63) OpenPeripheralCore(http://www.openblocks.info/ for CC 1.58, Dev versions http://www.openmods.info:8080/ for CC 1.63) OpenPeripheralAddons(http://www.openblocks.info/ for CC 1.58, Dev versions http://www.openmods.info:8080/ for CC 1.63)
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It looks like you might be missing MicdoodleCore mod, one of the three mods that makes up Galacticraft.
- 8 replies
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- modpacl
- industrial
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@Curunir: That about sums it up. @BrokenReality: You will likely bet better support in the Platform Pagoda forum. In short, when used with a server all clients must have the same collection of mods and the same collections of configs. You likely have something different between client and server.
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If they ONLY thing you want is a MOTD then you shouldn't notice anything at all when you switch to MCPC+. Just replace your current server jar file with the correct/latest version of MCPC+.
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All the motd (message of the day) addons I can find are Bukkit plugins. This is how most servers implement a motd since the vast majority of public servers use MCPC+ which implements Minecraft, Forge, Spigot and Bukkit.
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This has been happening off and on for many days. I do a TON of modpack testing and it does get a bit frustrating, enough so that I am about to hijack the DNS locally so that I can make the update check always resolve. I do not recommend anyone do that though.
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Correct, the "basic" IC2 machines (the ones from IC2, not the addons) do not explode with over-UE. Neither do the cables melt.
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Unfortunate, but not uncommon. IPv6 is still below the radar for a lot of systems/setups.
- 8 replies
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- Error 524
- Cloudflare
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