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Everything posted by plowmanplow
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How do i disable/remove a mod from a modpack?
plowmanplow replied to drvexx's topic in Platform Pagoda
You have two real options: 1) Change the weather mod config so that it doesn't break blocks and such. Change the following lines in configWeatherModStorm&Tornado.cfg to "false" B:Storm_Tornado_grabBlocks=false B:Storm_Tornado_grabPlayer=false 2) Disable Weather mod completely. Since you haven't mentioned what pack you are using, all I can suggest is to remove all of the Weather mod related files from the mods folder: ConfigMod for MC v1.6.4.zip CoroUtil for MC v1.6.4.zip ExtendedRenderer for MC v1.6.4.zip Weather v1.591 Mod for MC v1.6.4.zip I highly recommend you choose option #1. -
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.advGenetics.AdvGenetics This implies that either your Advanced Genetics mod is messed up, or that the mod has a conflict with another mod (most likely). Again, post a link to your pack. Why wouldn't you have already done that? Why hold back information when people are trying to help you?
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It looks like that pack has Optifine built into it. That may be causing your problems (and would require you replacing the modpack.jar with the Forge universal jar to remove it) You seem to be allocating a very small amount of RAM. Try bumping that up if you can. The mod pack is what I would call "poorly assembled". There is a ton of extraneous crap in the bin folder.
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Currently seems to be working fine for me (not that that is worth much to you).
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Custom help with my self-created Modpack
plowmanplow replied to Yukosama's topic in Tekkit Discussion
That screenshot is so small that it isn't readable. -
The site occasionally gets overloaded/glitchy. Try again later.
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Unable to put in the URL for my modpack on the site. Help?
plowmanplow replied to LoaMoku's topic in Server Op Swap Shop
Try a different browser. -
Calclavia's mods depend on CalclaviaCore and UniversalElectricity. In this case we are talking about ICBM. However, he doesn't make sure that everything is always re-built to match the current versions. This means that the latest version of ICBM might not work if used in conjunction with the most recent builds of CalclaviaCore or UE. You need to find out what versions "work" together. As for the configs, once your pack is working locally you will have a fully populated config folder. That config folder and its contents MUST be included in your pack archive and used on your server. If you fail to do this you will likely have ID mismatches between client and server.
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You need to update some mods. At a minimum, CodeChickenCore, ChickenChunks, Galacticraft, and ProjectRed. It seems like you have mismatched Calclavia mods (CalclaviaCore, ICBM, UniversalElectricity) If you intend to run a server you MUST include config files with your modpack and use those same config files with your server setup.
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If you post a link to your Technic pack page we can take a look and see if there is some inconsistency which might interfere with a server setup.
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You'll need to contact the pack author.
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Server Crash! Anyone who knows about servers, please help!
plowmanplow replied to ChocolateBrowns's topic in Platform Pagoda
If you haven't followed my instructions I don't know how else to help you. If you have, then post up another FMLClient log. -
Thanks, man. That was nice.
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Most mods have shifted item IDs. The in-game ID is 256 higher than the one in the config. Open your pack without the new mod, open your inventory, select Options (NEI) in the bottom left, go to Tools and dump all Item and Block IDs. Inspect this file for an open range of IDs and, taking the shift into account, edit the config of the new mod to fit.
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Not that I think it is really the source of your problem, but it's usually a good idea to update MCPC+ when you can. There have been some handy fixes since B251.
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Or, you could use a modpack which has all all the mods updated to 1.6.4 (or using spiritual successors when updates are not available): http://www.technicpack.net/modpack/details/jclite.349189 It does have Natura added (because vanilla Nether is a stack of suck at this point) and ExtraCells for AE (to provide better liquid storage), but those are easily removed if you wish. I also run a server with this pack and it has been quite stable and fun. While the mod count appears high (when looking at the number of mods listed on the main client screen) this is largely due to having a lot of tiny mods for various aspects of the updates. It is quite light on system resources. There is even a Sphax pack for it: https://copy.com/14LCs9rC1P6v
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With this config folder/contents: https://copy.com/RDk1Swh9j1NK And this collection of mods: 1.7.2CodeChickenLib-1.7.2-1.1.0.76-universal.jar ic2ejml-0.23.jar backpack-2.0.0-pre1-1.7.x.jar BiblioCraft[1.7.0][MC1.7.2].jar BiomesOPlenty-1.7.2-2.0.0.782-universal.jar.disabled buildcraft-5.0.5.jar CodeChickenCore-1.7.2-1.0.0-universal.jar CustomMobSpawner 3.2.0-DEV-R2.zip DrZharks MoCreatures Mod v6.2.0-DEV-R2.zip Flat Bedrock-V0.1 - 1.7.2.jar.zip forestry_1.7.2-2.4.1.22.jar Grim3212 Core-V0.1 - 1.7.2.jar.zip industrialcraft-2-2.1.477-experimental.jar InventoryTweaks-1.57-116.jar MCA-4.0.3 MC-1.7.2.zip NotEnoughItems-1.7.2-1.0.1-universal.jar RadixCore-1.1.1 MC-1.7.2.zip twilightforest-1.7.2-2.0.3.jar [1.7.2]bspkrsCore-universal-6.8(1.7.2).jar [1.7.2]TreeCapitator-universal-1.7.2.r02.jar I am able to consistently start MCPC+ B72 and create a new world without errors.
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3. I recommend the Bukkit plugin PermissionsEx (with ModifyWorld). It is feature rich and quite stable. 7. If you set "Enable Rift World Generation" to false then rifts will not spawn during worldgen. You could then adjust which doors are available in the DimDoors config or limit access in-game (using perms) to doors so that only players you assign would have access to pocket dims.
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- TekkitServer
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Make sure you are checking your ForgeModLoader client log for the word "CONFLICT" (without quotes). A few mods do weird stuff like overwriting their own blocks/items and a few others purposefully overwrite vanilla IDs, but in most cases if you see CONFLICT anywhere it is a "bad thing" and needs to be resolved.
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Without a link to your Technic pack page and/or crash reports/FMLClient logs we will be unable to help.
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An item of note: You client modpack has an incorrectly named folder. The "Mods" folder should be "mods". This is important because on any OS but Windows the pack will fail because all other operating systems are sensitive to the case (upper/lower) of file and folder names. As for your server: The mod BiomesOPlenty (Biomes O' Plenty) requires mod versions [Forge@[10.12.1.1074,)] to be available Assuming you are trying to use MCPC+ as your server, the latest version of MCPC+ incorporates Forge 1065. The version of BoP you have included requires Forge 1074.
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Calclavia does not make it clear which versions of his mods work together. Since the mods are so interdependent you have to upgrade all of them at the same time to versions that work together. You might have good luck asking in the Calclavia IRC channel which versions match well.
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Big Dig, Mcmmo and some new server questions
plowmanplow replied to Thefrostbite's topic in Platform Pagoda
You are looking for MCPC+: http://ci.md-5.net/job/MCPC-Plus-164/ -
Run TWO mod-servers (Big Dig + Hexxit) at the same time?
plowmanplow replied to Who?'s topic in Cafe Lame
As disconsented mentioned, the only requirement for running multiple servers on the same OS is that the port setting (default 25565) in the server.properties file be different in each instance. -
Would never work.
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- modpack
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