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Everything posted by plowmanplow
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copy.com works well (at least right now). Simply sign up and upload the file there. Share it through their interface and add "?download=1" to the public URL (without quotes).
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
Those logs indicate that you have not removed all of the client only mods from your server (like REI Minimap). You have item ID conflicts between OreSpawn and ProjectRed (as I mentioned previously). You really, really need to fix these. You need to manually add ForgeMultipart to your mods1.6.4 folder (build #250). You can remove modsPortalGunSounds.pak as it needlessly bloats your download. Mods which need to be removed from the server: REIMinimap -
If you are intending to start a business focused on running a Forge/MC server simply develop a business plan, secure funding and hire a dev and/or manager. We call this a "commercial venture" where you charge people a fee for goods and services. If you want to make server for friends and random folks to play then whip one up and either host it yourself or through some commercial hosting provider. We call this a "hobby". I actually have this hobby and run five Forge/MC servers that lots of folks play on. I thoroughly enjoy the time spent maintaining them and playing/chatting with players. The biggest difference between an "hobby" and a "commercial venture" is that a hobby costs money and a commercial venture (should) makes money. "Donations" should not factor in here. Nobody in their right mind would "donate" to a commercial venture so call a spade a spade and explain clearly that you wish to charge players money to play a game. There is nothing inherently wrong with this and I wish you the best of luck if you can make it work. If this is a hobby then setup and launch what you want and if you can't afford it then try something different. I know folks who really like skydiving but only have the money to go a couple times a year. They don't ask me to "donate" money so they can go even though I do enjoy listening to them relay their antics. I hopped on a TekkitMain server recently that someone has put a lot of effort into. Nobody is ever on this thing with never more than 2 or 3 at once and empty 4 out of 5 times I connect over the course of weeks. They ask for a "donation" of $8 USD to gain access to the /back command. Needless to say I didn't pay that. I played for as long as I could stand and then stopped. I'm sure there are a lot of factors that play into the low population, but there is no doubt in my mind that the "donation" is a huge part of that. I don't say any of this to discourage you. The MC community as a whole is so rich and diverse because folks have taken it upon themselves to create and maintain things like Forge, Bukkit and all of the mods/plugins that go along with them as well as to create and run the servers on which so many people play. That wouldn't happen without folks trying to do things like you have talked about here. However, life is short. Hobbies help keep us sane and are wonderful things. Commercial ventures are wonderful as well and can bring great satisfaction to our lives for (hopefully) completely different reasons. Just make sure you know which one you are trying to engage in so you don't end up frustrated.
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Extract your modpack to a new folder. We'll call that SERVER. Delete the SERVERbin folder. Delete any "client only" mods from the SERVERmods folder. You'll need to check the author's instructions to know (usually) which are client only, but for the most part anything that is drawing something on the screen (like HUDs, minimaps, damage indicators, etc.) that is NOT game content will need to go. If you get errors about "render" or "client" in your FML logs then you still have a client only mod installed. Install Forge with libraries into SERVER. Steal the startup batch file from TekkitMain or B-Team server and change it to point at your forge JAR file. Launch server.
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If you are going to deploy your pack using the Platform, then you should develop your pack using the Platform. Here's the steps to use my BareBonesPack: Add BareBonesPack to your launcher: http://www.technicpack.net/modpack/details/barebonespack.271497 Click the settings icon (little gear) for the pack and select "1.6.4_9.11.1.965". Launch the pack and close the client immediately after it starts. You now have a "clean" Platform based environment to start working on your pack. As for your errors, ignore the ones about textures. And yes, it looks like there are some ID conflicts you'll need to resolve. Also, make sure you have ONLY the latest version of Java 7 JRE for your OS.
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I made a pack for someone else recently that reports 43 mods. It has the mods you mentioned and a few others. Might be worth a look. The pack seems to work well with the launcher set to allocate 512M to the client with the core process hovering around 1G. Pack URL: https://copy.com/NelsvsaHvShO You could use this by: Adding my BareBonesPack ( http://www.technicpack.net/modpack/details/barebonespack.271497 ) to your launcher, change the settings of the pack to use "1.6.4_965" and starting it one time. Close the client. Unzip the pack link I provided above into your %APPDATA%.technicmodpacksbarebonespack folder Launch and play.
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Our previous effort to make your pack got interrupted when the thread was locked. I still had the stuff laying around so I have re-uploaded this after adding the new stuff you listed. I have things mostly balanced (at least a first run at it, the rest you'll have to massage as you use it) and the Flan's weapon packs deconflicted (that is always a pain). Pack: https://copy.com/NelsvsaHvShO As I stated during our last effort, you'll need to host this yourself. Just use your copy.com account, upload it, share it and put "?download=1" (without quotes) on the end of the public share URL.
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The correct response to this query is "by following the mod author's instructions". Unfortunately, not all authors provide the best instructions. If you post a link to your pack page and/or download URL I'll take a peek.
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You may not have all the libraries you need. Download this and extract it to your server folder: https://copy.com/qLsTvZfUUkkb You may have some client only mods in there. I saw something about REIFnsk which is REI's Minimap Mod and that doesn't belong on your server at all.
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I don't use Dropbox, but there is a thread focused on good places to host your pack: '?do=embed' frameborder='0' data-embedContent>>
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Let's get your client modpack working before addressing the server. You should be using something like my BareBonesPack to test your pack locally before assembling the public pack download URL and publishing it somewhere. http://www.technicpack.net/modpack/details/barebonespack.271497 This will let you methodically build your pack and tweak all the config files as necessary before you assemble the pack for your own. IDFixMinus: The forum post seems to be pretty clear on its use http://www.minecraftforum.net/topic/1928632-164smpforge-idfix-and-idfix-minus-mods-for-resolving-id-conflicts/ As I mentioned, I don't use it. I just use the FMLClient log and the IDConflicts.txt file to resolve conflicts.
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Are you playing a custom modpack? If so, which? If not, what pack are you using?
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
That is exactly what you do! As you bulid your pack the config folder wlil get config files for the mods you add. Once you are done you'll need to include the entire config folder and contents from your working "test/build" pack. -
You'll need to provide links to your Technic pack page (preferred) and/or your direct download URL before debugging can continue. I include Immibis' Microblocks mod in order to provide microblock coverage of IC2 cables. They don't work with Forge Microblocks. I include IC2Fixes to repair the display of some recipes for IC2 items in NEI. I include Immibis' Advanced Machines to provide upgraded/different IC2 processing machines (as apposed to Atomic Stryker's, just personal preference). I include Immibis' Advanced Repulsion Systems to provide an alternative to Calclavia's Modular Force Field's Interdiction Matrix. I include Sentimel's Advanded Solars to provide higher tier solar panels (at very high cost/energy requirements). I include IC2 Nuclear Control to provide some fancy control interfaces and those cool Information panels. I include PortableJim's fork of PowerCrystal's Power Converters mod to provide conversion between different forms of energy. As for ID conflicts, you could start by using IDFixMinus if you don't care to learn the intricacies of resolving ID conflicts manually. If you read through the proper way to use this it will probably fix most (or all, just depends) of your ID conflicts. Personally, I recommend learning how to do it yourself (even if the need mostly goes away from 1.7.x on) instead of relying on an automatic ID fixer because when/if that fails you won't know what to do about it. I'm much more of a "teach a man to fish" than a "give a man a fish" kind of guy. When you try to launch the client it will either show a warning that there are conflicts and create an IDConflicts.txt file or it will simply crash and you'll need to check your ForgeModLoader-Client log and crash-report for specifics.
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Jominer's Guide To Server Performance!
plowmanplow replied to jominer247's topic in Server Op Swap Shop
@jominer247: You are providing anecdotal evidence for processes and engineering solutions you obviously understand poorly at best. Disconsented has provided links to clear evidence that some of your statements/observations (specifically related to Linux) are blatantly incorrect. Your anecdotal observations about RAM allocation/usage and your (frankly amusing) references to "MHz" are misleading and unhelpful. I don't say this to poke at you or be purposefully negative (although there might be a bit of snark up there). The community is made richer when more folks contribute more and varied support for everything from making a modpack to running a server. However, a lot of people who come to these forums have little engineering and/or other technical background and take what they see as gospel without doing their own research. Bold claims about minimum requirements need to be supported with clear evidence from the community/industry both to show that you are accurate and complete but also to provide a way for people to better educate themselves about the subject matter. -
The download URL you are using in your pack settings is not a direct download link. You need to add "?download=1" to the copy.com URL (without quotes) in order to make it a direct download. You are including the entire contents of your bin folder in your pack archive. This needlessly bloats the size of the file and distributing minecraft.jar is a violation of Mojang's terms of service. You have a number of mods in your "mods" folder which are completely extracted into their own folders. While this does function you really shouldn't be doing that. Leave them as their single-file zip/jar files. You have some old to very old versions of mods (i.e. HEE, IC2) which may have bugs related to memory usage and/or performance. Auditing your mods and updating may help (and may not). Your collection of mods does not have any glaring problems. You also aren't doing a massive amount of worldgen so nothing out of the ordinary there. However, given how much memory you have it is quite likely that the number and complexity of these mods is going to be tough to play on your PC. My only suggestion would be to try setting your Launcher memory allocation to 768M and see how well things run.
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The most recent link you provided (in Post #12 in this thread) is not valid.
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Your pack archive has all the required folders inside of a subfolder called "modpack". This won't work. The archive needs to have all of the required folders in the top level of the directory structure.
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
You have "upgraded" from the correct version of IC2 for 1.6.4 to one for 1.7.2 which obviously won't work. Please reference my previous post in this thread (above here) at bullet point #5: You have included the wrong version of Advanced Solars. You need the one for IC2 Experimental (3.4.7). Please reference my previous post in this thread (above here) at bullet point #5: You have included Morph mod but not included the required library iChunUtil. You have included QuarryPlus but not the BuildCraft mod on which it depends. You have included no config files (still) in your modpack archive ZIP file. You have item ID conflicts between ProjectRed and OreSpawn. That last one requires you to edit config files to resolve the conflicts. Here are a few pointers: Always include all your config files from the config folder in your modpack archive ZIP file. Always read up on the mods you are including directly from the mod authors. This will ensure you don't miss required mods/libraries. Always include all your config files from the config folder in your modpack archive ZIP file. Check to make sure that you are including mods for the correct version of Forge/MC your pack is using. Always include all your config files from the config folder in your modpack archive ZIP file. Build your pack methodically. Don't just toss a handful of new mods into a working pack and hope for the best. Add them individually or in logical groups so that you don't go insane trying to figure out why the 10 mods from 8 different authors you added are causing your pack to mysteriously crash. Always include all your config files from the config folder in your modpack archive ZIP file. -
Uhh, that statement seems to have no bearing on any of my questions. Can you elaborate?
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Methodical progress is never annoying Good luck!
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What's up? You have an active, existing modpack help request which I've just replied to. Is this a different pack? Are you abandoning the other one?
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You have the "Chocolate" folder inside the mods folder. The "Chocolate" folder needs to be at the top level with bin, config and mods. Other than that, the pack seems to work fine.
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Unless I'm missing something obvious, that is a well formatted pack archive ZIP file and should load up correctly identified as Forge by the platform. Provide a link to your Technic pack page for additional help. As for the pack: You are missing the AutoUtils library required by Chisel. Please note the second bullet point in my first response to you. The author clearly states that this is required. You are missing the LomLibCore library required by Equivalency. In addition, your version of Equivalency is very, very old. You are missing the iChunUtil library required by all of iChun's mods (specifically MobAmputation). You have mismatched versions of your OpenMods mods, specifically an extremely old version of OpenModsLib compared to the other mods. You are missing the bulk of the ChocolateQuest/BetterDungeons mod installation package, specifically the pack-root folder "Chocolate" and its contents. Go back and read over the first two bullets from my first response to you in this thread. Every single one of these problems would never have occurred if you had followed that advice. You have block ID conflicts between QarryPlus, Pam's Harvest Craft and other mods which need to be resolved. You have many item ID conflicts between Railcraft and Witchery.
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Yes, if you are using REI's you probably don't need any Voxel stuff. IC2 Experimental works fine and is quite stable in a large, well used modpack/server I maintain. Does it have a few "gotchas"? Sure, but not all that much different than just about any other major mod out there. This is my big "tech" modpack: http://www.technicpack.net/modpack/details/jacksoncraft.150290 It has a ton of stuff in it and is quite stable in both SSP and SMP.