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Everything posted by plowmanplow
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We will need a link to your Technic pack page and/or your download URL in order to provide assistance.
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We'll need log files, crash reports, etc. Also, without the Technic Pack page for your modpack it will be difficult to provide support.
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SOFTWARE Jominer's Guide to server performance (SOFTWARE)
plowmanplow replied to jominer247's topic in Server Op Swap Shop
Scientific Method: http://en.wikipedia.org/wiki/Scientific_method Anecdotal Evidence: http://en.wikipedia.org/wiki/Anecdotal_evidence -
If the MCPC+ jar is launched in an empty folder (and having the Tekkit server zip in there qualifies as being empty since it does nothing if still zipped) the server will start and simply be Forge with no mods installed.
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Creating multiple builds on a pack
plowmanplow replied to ShadowReaper666's topic in Platform Pagoda
One must implement the Solder API and link it to your platform account in order to provide multiple versions of a pack. This is a "non trivial" process. -
Don't hijack other people's (old) posts. Start a new post with a statement of your problem and the link to your pack page.
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
I was going to mention that you still have item ID conflicts but all of those were from OreSpawn and I have something else to say about that. Your crash is originating from OreSpawn. I've worked on a number of modpacks recently where OreSpawn was the culprit: java.lang.NullPointerException at net.minecraft.client.multiplayer.NetClientHandler.func_72519_a(NetClientHandler.java:956) at net.minecraft.network.packet.Packet24MobSpawn.func_73279_a(SourceFile:87) The only information I can find points at OreSpawn not properly handling entity spawning with their custom mobs. Now, this may be a conflict with another mod causing problems, but removing orespawn fixes the crashes in all cases I have been involved with. Even their Dev versions yield the same results. -
Glad to help. Everyone needs a hobby
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Around July of 2011.
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Heh, I don't know of any good YouTube videos for learning about making modpacks. I'm an old man so I my learnin' the old fashion way. Reading a crash report is all about attention to detail and knowing what to look for. That last bit comes from years of software development and server/service maintenance in my case.
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
Remove DamageIndicators mod. That is a client-only mod. Try that and hop back here with more information if that doesn't work. -
Config files get generated the first time the mod gets injected into Forge. After your pack is up and running you'll need to include that entire config folder in your pack. You may be asking yourself "How would I be able to include the config folder when the pack doesn't work yet?" The challenge here is that the "proper" way to build a pack is to start with a working Forge install and methodically add mods, testing as you go so that you know if/when a newly added mod has conflicts or problems. The "improper" way is to just swipe a bunch of mods from other packs and random locations around the internet (instead of the mod author's preferred distribution channels), toss them in a zip file and try to use that as your modpack. The latter method seldom works. The former always does.
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Each mod you include in your Solder setup will have a slug associated with it. In my setup the MineFactoryReloaded mod's slug is "mfr". I currently have 5 versions of MFR in my Solder and the link to the most recent one looks like this: http://solder.notreally.com/mods/mfr/mfr-2.7.9-final.zip (domain altered) Note that the slug folder for MFR "mfr" is right below the "mods" folder. My 'mirror_url' has no subfolder at the end. It is just the domain. Inside the mfr-2.7.9-final.zip file the structure looks like this: mods |_ MineFactoryReloaded-2.7.9-final.jar If you want more examples simply take a look at the files in any of the Technic packs (like Tekkit or BTeam). They of course use the Solder API and each mod is in its own zip file inside the cache folder.
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Your iChun mods (iChunUtil, Hats, Morph) are out of date and mismatched. Download the current versions from the author's site. Your Lots Of Food mod is for Forge/MC 1.7.2. Get the 1.6.4 version. Your More Swords mod is for Forge/MC 1.6.2. Get the 1.6.4 version. Your Optifine is out of date. Get the current 1.6.4 version. You have no config files in your modpack. Always include the config folder and all its contents when making a pack.
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That requires the use of the Solder API which is a PHP web application sitting on top of a SQL database.
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Please post a link to your Technic pack page and/or modpack download URL and I'll take a look.
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Why would you be running your server as root? Unless you are choosing a port below <=1024 you can (and should) run as a normal user. Other than that it is just as Disconsented mentioned. Extract the TekkitServer zip into a folder, drop in the MCPC+ jar (Build 254 as of this post) and change your launcher script to point at the MCPC+ jar instead of the Tekkit.jar. That's it.
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Seem like the kind of thing that can happen when you have odd mod conflicts for IDs or actual items/entities. How much memory does your PC have? How much are you allocating in the launcher?
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Your BetterDungeons/ChocolateQuest mod is not installed properly. Follow the author's instructions (open up that zip file). Your version of ComputerCraft (1.63) and OpenMods mods don't match. As of the date of this post the recommended releases of OpenMods mods only support CC 1.58. (And your OpenMods mods are WAY old anyway, not that it would help with CC 1.63) You have a massive number of block ID conflicts. You have no config files in your pack. For your pack this is fatal (see previous bullet point). Always include all configs once you get a working pack locally. I highly recommend you start with something like my BareBonesPack ( http://www.technicpack.net/modpack/details/barebonespack.271497 ). Simply add this pack to the launcher and change the settings to your preferred Forge version (probably 1.6.4_9.11.1.965) and launch it one time. Now you'll have a clean platform to assemble your pack, testing as you go so that you'll have working configs.
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I'm not familiar with VoxelMenu.
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So, you have 6-8G set but out of how much RAM in the system? Is this a dedicated server or are you doing something else with machine? And yes, many of the "current version" mods are doing more so they do take a bit more resources. You might want to make sure that your mcpc.yml has been reset (by removing it and letting it get recreated) and changing what you need. There have been some changes to defaults.
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This is why you need to post a link to your pack page. That way we can be looking at the same thing you are when trying to diagnose problems.
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You have a fairly heavy pack for both worldgen and active memory usage. How much memory is in the server running the modpack? How much is allocated to your server process? What is your view distance set to? Large packs with a lot of complex mods can really consume a fairly large amount of memory per player, especially if your view distance is set too high.
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It looks like you have an item ID set to a value that is too high (32056 or 31800). Possibly with a Calclavia mod. It looks like you might have an incorrect version of EnjinMinecraftPlugin in your plugins folder <shudder>. You should update your MCPC+ to the most recent build (B254 as of this post). Without a link to your Technic pack page and/or download URL it will be difficult to provide more input than that.
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The people who don't care about modpack use of mods couldn't care less about what would be on your permissions page. The people who do care wouldn't give you permission anyway (probably) but have no sane ground to stand on (IMHO). As long as you aren't trying to pass off what are distributing as something you made when you didn't and aren't trying to make money on it no one will give a shiny rat's butt about it.