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plowmanplow

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Everything posted by plowmanplow

  1. I need more context in order to understand the question... Oh, wait? You mean permissions for the mods you include? This is of course only my opinion, but you can safely ignore that.
  2. After you have your pack working locally you will have a fully populated config folder. This config folder and its contents needs to be included in your final modpack archive ZIP which you publish.
  3. I would recommend using MCPC+ ( http://ci.md-5.net/job/MCPC-Plus-164/ ) as your server binary. This provides both Forge and Bukkit features so you can use plugins. The last time I looked at the pack there wasn't anthing that would really conflict (I think). You still probably have some balance work to do with oregen, power, fluids/etc. but you can do that as you go.
  4. You seem to be missing core Forge libraries. Go through the installation process for Forge as a server again.
  5. Forge/MC 1.6.4 does not use the coremods folder. All mods go into the mods folder. Flan's weapon packs go in a top level "Flan" folder, not inside the mods folder. The CodeChickenCore mods you had in the coremods folder has an odd name. The implication is that you have not downloaded that mod from the author's preferred distribution channels. Always get the mods from their source. You have the MoreExplosives mod which is for 1.6.2 and I find no 1.6.4 version available. This mod does not seem to work with 1.6.4. Your necromancy mod is for 1.6.2. Update to the 1.6.4 version. Some of your Flan's weapon packs are conflicting or overwriting item IDs. You have included no config files in your modpack. Always include the config folder with contents from your working modpack.
  6. Permissions are a whole other ballgame. Permissions are provided by using a Bukkit plugin after replacing your forge server process with MCPC+. Personally, I use PermissionsEx but there are a few alternatives. Most of them are beyond the scope of a single thread like this but here's the short of it: Set your server up to use MCPC+ Install preferred plugins (like Essentials and PermissionsEx) into the plugins folder. Configure plugins
  7. The shaders just install like any other mod with the shaderpacks going into a top level "shaderpacks" folder. A server pack is just the client pack's folders with the "bin" folder removed and all client-only mods removed from the "mods" folder.
  8. Your modpack download URL is not "direct". The download URL must go directly to the file, not to a "landing page" where you can click on something else to download. You have an extremely old version of Forge as your modpack.jar. Download the latest (965) version and replace it. The "correct" way to use IDFixMinus with a custom modpack is to use it to resolve ID conflicts and then pull it out of the pack and just include your config folder with its contents in your pack.
  9. Most item IDs get shifted up by 256 between the config file and in-game. This is normal.
  10. The crash report will likely fit in a Pastebin ( http://pastebin.com ) but the Forge Mod Loader client log will likely need to be published through a provider like copy.com or dropbox since that tends to be much larger.
  11. That is a generic "your modpack isn't working" message. Please provide links to your Technic pack page and/or your download URL so that we may assist you.
  12. If you need ChickenBones' mods for 1.5.2 go here ( http://www.chickenbones.craftsaddle.org/Files/New_Versions/links.php ) and get the mods under the 1.5.1 section.
  13. The client does not "install". When you run the launcher application it will download some files and put them inside of %APPDATA%.technic. When you add/run modpacks it will put those files in %APPDATA%.technicmodpacks. If you want to "uninstall" the launcher and all its data simple remove the %APPDATA%.technic folder. Next time the launcher application is started it will redownload the required files.
  14. I've heard of this problem (like my pun?) but never experienced it myself. This is not a server problem but something going on with your client.
  15. When requesting modpack help: Post in Platform Pagoda Provide links to your pack download URL and Technic Pack Page Provide crash reports and Forge Mod Loader Client logs
  16. Yes. Reset your local pack
  17. I might have to branch out. Only so many folks making packs.
  18. Always good to see more folks who know what they are doing (which I know you do) hop in with suggestions and help. Feels a little lonely in here sometimes, hehe.
  19. Also, unless you are running a massive texture pack there is almost never any reason to go past 2G of memory allocation in the Launcher. Try setting it to that and hop back here with what you find.
  20. @allnet: What he was referring to is that as of ComputerCraft (CC) 1.6 the bundled cable API is no longer integrated into CC from other mods. What that means is that if Project Red and MineFactoryReloaded (MFR) want to be able to connect their colored/bundled/rednet cables to a CC computer and have the "rs.setBundledOutput()" function as expected then ProjectRed and MFR need to integrate the CC API directly. I am desperately hoping that a new build of MFR will be coming out soon with the CC-1.6 API properly integrated. I have heard that ProjectRed will be doing so shortly. @Zorix: Since Tekkit is using CC 1.58 you can still use bundled cable (PR) or RedNet cable (MFR) with CC computers Bundled Cable API just fine.
  21. @dwwojcik: Turns out he has all the contents of what should be in the modpack.jar inside a subfolder in the archive. @Mr.Goat: The "bin" folder just needs modpack.jar inside it. That modpack.jar file is just the Forge universal jar file renamed to "modpack.jar". No need to extract it and recreate the jar file. Just rename the file you download from Forge. It looks like you have a number of mods for Forge/MC 1.6.2 but are making a 1.6.4 pack. You need to get the 1.6.4 versions of those mods. You have included iChun's Hats mod but not the iChunUtil dependency library. It looks like you have extracted some of the mods into folders inside the "mods" folder. While this mostly "works", it is not the "proper" way to do things. Just leave the mod jar/zip files as they are in the mods folder.
  22. Options: Use my BareBonesPack as a test platform. Simply install that pack and run it once then unzip your modpack archive into the barebonespack folder. From there you can drop new mods into that mods folder as you work on the new pack. Drop new mods into your pack folder and keep track of the changes in mods and config before copying out and building a new pack version.
  23. This is the config folder contents for the server side of the pack made from your client by removing the client-only mods: https://copy.com/mCz2KnZhZwoi?download=1
  24. You have included OpenPeripheralAddons but not ComputerCraft on which it depends. If you don't want ComputerCraft simply remove this mod. You have a ID conflict between FoodPlus and ExtraBees. Resolving these allowed me to start your pack successfully.
  25. Sure, just open the ForgeModLoader client config and search for "CONFLICT" (without quotes). If there is an item from one mod overwriting an item from another mod (ignore the hunger mod conflicts in your pack) you need to look at their config files and change one to a free ID. You can dump item/block IDs using NEI, but you might need to do the 256 ID shift thing. I can put up the server stuff, but not at the moment. On my phone right now hehe.
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