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plowmanplow

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Everything posted by plowmanplow

  1. Your modpack.jar is huge. Much bigger than it should be. Unless you are doing something very unique the modpack.jar should simply be the Forge universal binary jar for your version of Forge/MC renamed to modpack.jar. Don't extract it, don't change anything other than the name of the file. You have "mcpc-plus-1.7.2-R0.4-forge1065-B70.jar" in your mods folder. This is a replacement server binary and does not belong in the mods folder, and not at all in a client modpack.
  2. Hmm, could have sworn there was a MCPC+ option for this in a config somewhere. Researching...
  3. @SteakDude12: Start a new thread for this.
  4. An anecdote: A statement of opinion with no supporting evidence: Just because YOU do not use or understand Linux has no bearing on how fit a Linux OS system is for the purpose of hosting a MC server.
  5. Yes, this is a "Universal Cable carrying EU" issue. I'm certain it is fixed in later builds of Mek, but that cable/block/whatever segment may need to be removed before that chunk will load properly. The latest version of ForgeMultipart is B250 and has been for a while. Assuming you are on the latest Mek, B250 of FM and IC2 B397 they all work fine together. You might have luck editing the MCPC+ configs to force it to remove erroring tile entities (or some such).
  6. If you can't launch and play packs in the default collection you would be best posting in the tracker.
  7. I don't remember off the top of my head but I think it's something to do with contention between mods when trying to access data in unloaded chunks.
  8. You have included NEI but not CodeChickenCore on which it depends.
  9. jackbreezy: start a new post, don't hijack someone else's
  10. For IC2 stuff: At a minimum you will want IC2-E Build-397 and IC2Fixes mod to fix some of the recipes in NEI.
  11. If the problem is in getting a custom modpack to work then it goes here. If the problem is with a built-in pack made by the Technic group then it goes in the appropriate tracker. Once you submit something in pastebin.com the URL in your browser is the link you need to put here so others can see it.
  12. Any changes you make to world generation settings will (usually) only affect new chunks. It is possible to turn on retroactive ore generation but it's probably best to leave that alone. And yes, I would turn off GC oil in DIM0 (overworld) if you have BC oil enabled. The small number of chunks that have generated (and it's a lot more than 20 if you have logged in) are not a huge issue in my opinion.
  13. I'm not on .42 but on .38 and things work well. Setting load chunk on request to false will cause problems with other things.
  14. The crash report can go in pastebin.com The ForgeModLoader client log is likely too large for that and will need to go on a public file host.
  15. Mmmm, cookies. Crap, now I want a cookie.
  16. Your bin folder contains the minecraft.jar. The bin folder should ONLY contain "modpack.jar" which is simply the Forge universal binary jar renamed to modpack.jar.
  17. Personally, I use copy.com, but any of the public hosts will work.
  18. Not sure what else to say. The perms file I posted is directly from my server. I use Pex on seven servers across 3 different versions of Forge/MC. Without laying hands on the server files I think I'm stuck. Feel free to zip up the plugins folder you have and put it someplace i can get to. I'll go through setting up a tekkit lite server here with those plugins and see what's up.
  19. This happens when the client crashes and can happen for various reasons including, but not limited to: Various ID conflicts Mod API mismatches Missing dependencies Mismatch versions between mod and forge
  20. The version of Mekanism you have in your client pack (and I assume server pack) has known bugs with this exact problem when using Universal Cable to carry EU. Upgrade to the latest Mekanism.
  21. appeng-rv9-f is Applied Energistics.
  22. Make sure that players are getting the correct rank: pex user PlayerName
  23. From your FMLServer log: [SEVERE] [ForgeModLoader] The mod Waila (Waila) requires mods [NotEnoughItems] to be available NEI has both client and server components and should be left in the server. Waila depends on NEI and also has both client and server components. However, something else is calling the Minecraft client API. I haven't isolated that yet. Unless I'm completely missing it, all of the mods in your server setup are mods that will be required (i.e. they do things in the world and must be on the server). Some mods are not "written well" and don't properly proxy their API calls so when you try to use them on a server they blow up. Finding which one it is is going to take some trial and error.
  24. Without your Technic pack page or API URL I really can't tell. How did I learn how to do the Dropbox direct download? I Googled "dropbox direct download". Sneaky me. How did I know that it needed to be a direct download? The "Luke's how to make a modpack" sticky post in the forums goes over that.
  25. One strong recommendation: Always include config files in your pack. Even when you have few mods and don't have any ID conflicts (as in your pack) it is still very important to include them. Without configs you can't tune interactions between different mods nor tweak settings for individual mods.
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