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Everything posted by plowmanplow
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Your worldgen block IDs need to be <= 4095. Look at your forestryextrabeesmain.conf file and see if anything in the "block" section is higher than that.
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Please don't post massive logs in plain text inside your post. Upload large log files to something online and post a link. At a minimum, ArmorStatusHUD needs to go. Without a link to your technic pack page and/or a download URL (which you should have also provided) I can't be 100% sure.
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Heh, no worries. I was referring to "I got from another Modpack that ran on 1.6.4"
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As for the SmartMoving mod and it's dependencies, you had the original "download" for Render Player that needed to be extracted and it looked like they might have been mismatched versions. I could be mistaken, but it wouldn't hurt to just download them all again from the author's preferred distribution channels and re-extract them. Always get your mods from the author's preferred distribution channels. This will ensure that you have the correct version and that you have the proper installation procedures. Yes, the config files get created when the mods get injected into Forge/MC. Once you have the pack working this whole config folder needs to be included in your pack archive. This ensures that everyone has the same, predictable configs and gives you an opportunity to fix/prevent ID conflicts and to balance mods against each other. About "modpack.jar": Normally the only thing that should be in your bin folder is modpack.jar. Also, modpack.jar is usually just the Forge universal binary jar renamed to "modpack.jar". However, in your case, since it seemed like you wanted to have LiteLoader, there needs to be some changes made to this (specifically to the version.json file inside the jar). I went ahead and published a link to the modpack.jar I maintain with the proper changes to include LiteLoader already injected. You can just download the file I linked and use that as your modpack.jar.
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Added a build for 1.6.2 and for 1.6.4_9.11.1.965 with LiteLoader configured to be included. Edit: Also added 1.6.4_965 with 256M of PermGen and with both PermGen and LiteLoader.
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You bin folder should only contain the Forge universal binary (965) renamed to "modpack.jar". The coremod folder is unneeded and can be safely removed. Your mods1.6.4 folder has the forge universal binary in it. This should be moved to your bin folder and renamed (see bullet 1) Your mods1.6.4 folder has the liteloader installer jar. Installing Liteloader in Forge/MC 1.6.4 takes a bit of jumping through hoops. I have a modpack.jar with the required changes already installed you can use. Remove your current installer jar and use this: https://copy.com/y2HRNF4mr3Zb?download=1 On a related note, it seems you wanted to install LiteLoader but I don't see any LiteLoader mods. Was that on purpose? You have a version of InventoryTweaks for 1.7.2. Get the 1.6.4 version (will say 1.6.2 or 1.6.2+). You have two different copies of RenderPlayerAPI installed. Use the correct/current version. Your PlayerAPI and SmartMoving mods are named "oddly" (not the author's file names). Remove them and get the most recent 1.6.4 version from the author. Your included version of GraveStone mod is for 1.7.2. Get the 1.6.4 version. You haven't included any config files (mildly understandable since you have never successfully started the pack). Once you make these changes and get the pack to start properly you need to include the config folder and all its contents in your pack archive ZIP file.
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You have failed to remove one of the client-only mods.
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I do not know, but I would be highly surprised if it was.
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How to place a quarry far away from home?
plowmanplow replied to darkblitzrc's topic in Tekkit Discussion
Tesseracts from Thermal Expansion. -
Well, you could use 7zip (free), but windows can extract zip files natively (though their interface sucks, it'll work).
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You are going to want to put some upper bound on your memory allocation. -Xmx4G might be a good starting point given how much RAM you have. You "might" be missing a library file, but that pastebin is so poorly formatted it's a bit hard to read. You need to update Mekanism. There is a fatal problem between Mekanism Universal Cable from your current version and IC2. GunCusExplosives mod has item ID conflicts with ArsMagica2 and IC2. I took the liberty of downloading your pack and removing the mods I listed above. Aside from the fact that both the server and client take FOREVER to start the server (because of GregTech <sigh>) it all seems to work fine and I can connect to the server from the client.
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Forge Multipart: Google search for "forge multipart" and it's the first link Minecraft Forge: Google search for "minecraft forge" and it's the first link
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You need to update Forge Multipart. You have a massive amount of item ID conflicts which will cause lots of problems. You have renamed all of your mods to remove the version number. This will make it VERY challenging to update/troubleshoot anything.
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The mods which seem to be client only from that pack: REIMinimap DamageIndicators ArmorStatusHUD MobAmputation MobDismemberment ImprovedFirstPerson NoVoidFog StatusEffectHUD Try those and see where it gets you.
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You have an outdated version of Forge as your modpack.jar. Upgrade to #965. You have an extraneous file in your coremods folder. Forge/MC 1.6.4 does not use a coremods folder. Remove this folder and its contents. You should be including the latest recommended version of ForgeMultipart (Build #250) in your mods1.6.4 folder. You need to be including the config folder and all of the config files for your mods. Right now you just have one file in there. This is "bad".
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Yes, those are "expected" overwrites by Railcraft. You might see something like that with some mods overwriting slabs.
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Luke’s (Hopefully) comprehensive modpack making guide.
plowmanplow replied to lukeb28's topic in Platform Pagoda
copy.com works fine for use as a modpack direct download URL. Simply put "?download=1" (without quotes) on the end of the public/shared URL they provide. If that doesn't work for you then you are not doing it correctly. -
Problem: Entity/tile conflict at position 6943,75,11356 You have a few options: Change MCPC+ settings to remove erroring tiles/entities automatically (may or may not work) until you can successfully get into the server and visit the offending location. Use MCEdit to erase the entity/block/netherportal at the offending locaiton.
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Problems installing Optifine 1.6.4 into a modpack.
plowmanplow replied to a topic in Platform Pagoda
If a 128x texture pack doesn't work for you (regardless of the modpack) then something is off on your client end: The texture pack is malformed/corrupted More memory needs to be allocated in the Launcher. More memory needs to be available in your physical PC. Possible video card driver/performance issues (unlikely). -
Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
Check your ForgeModLoader client log for the string "CONFLICT" (without quotes). You will see the IDs which are conflicting. -
There is insufficient information in that log to provide much help. We will need a link to your pack page and/or download URL. A server pack download will help even more. Notes: DamageIndicatorsMod is a client only mod and should be removed from your server. Side Notes: I've never seen anyone add in CoFHCore and Redstone Arsenal without Thermal Expansion I highly recommend updated some of your outdated/buggy mod versions (i.e. ProjectRed, ForgeMultipart, etc.)
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We will be unable to help without: FML Server logs crash-reports Modpack pack page Modpack download URL Server pack download The more of these you can provide, the easier it will be for us to help you resolve your problems.
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You can safely ignore the "this won't survive an upgrade to 1.7" warnings. This is all on the mod author to fix.
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NEI is kind of a client mod, but it has server features as well and can/should be left in the server. The server.properties gets created when you launch the server for the first time.
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It is always best to develop a system like this in an environment as representative of the production environment as possible. It "might" work fine to use MultiMC, but there might be gotchas between that and the Platform which using the Platform to develop/debug will show. The launcher can show the console as well, if you want (see settings of the launcher). Also, all the console output shows up in the FML Client log anyway.