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Everything posted by plowmanplow
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Yes, you can remove FlatBedrock and just set CoFH/ThermalExpansion configs to make bedrock flat. RailCraft and IC2 Experimental work fine together. Quite stable. Totally agree that adding a large mod for one thing like multiblock tanks is like attacking an anthill with a MIRV.
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@Ti Ex Ex: A few points: Using something like my BareBonesPack (or something similar you do yourself) is far superior to using a vanilla minecraft install on top of which you have installed forge. If you are intending to use the Platform to distribute your pack then use the Platform to create your pack. This is as true for making a modpack as it is for all other types of development efforts. Always, always develop in an environment as close to your intended production environment as possible. This will reduce the chance of unexpected problems creeping into your product. This is an industry standard practice and should be heeded in all things. In the past, when folks seem extremely disinclined to include configs, I have used 48pt. bold fonts and bright colors to say "A modpack without configs is a poor excuse for a modpack!" There is no negotiation or excuse for not including config files in your pack. Ever. For any reason. Period. In my previous response I stated very clearly why you would always want to include them. Here I'll expound on that by saying that there is practically no interaction between mods generating their default configs when they get created. So, for instance, if you have a mod that has features for IC2, BuildCraft, AppliedEnergistics and ThermalExpansion but has those disabled by default because the mod can't know if they are also installed during the initial creation of the config you will not be able to use those features. This is just one example from a legion of examples. On the side of a more personal request, please don't suggest that folks deviate from widely accepted best practices for building modpacks without a compelling reason. These best practices have been honed over thousands of posts and hundreds of custom modpacks. I relish the opportunity to refine these procedures when presented with a better way of doing things or when adapting to a change in the common underlying structure of the mods and platforms with which we work. Suggesting contradictory procedures to these best practices is welcome if accompanied by evidence and/or examples. This helps us all. Suggesting deviations for things which have a compelling body of evidence for staying the course is less helpful. Thank you for participating in the support dialog/narrative. The more folks who comment and offer assistance the more rich and diverse the community will become.
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This probably belongs somewhere under Platform Pagoda. "Voxelsomething" is maybe Zan's Minimap which is the minimap mod used by many packs. If you want a minimap in your pack you will likely use one of REIMinimap, ZansMinimap or MapWriter. I recommend using copy.com to host your pack. Has no bandwidth limits, is easy to use, and can easily have direct download links (add "?download=1" without quotes to any public share URL). Thermal Expansion/CoFH can provide flat bedrock functionality. You don't need a stand-alone mod for that. I recommend adding something that gives you large, multi-block tanks. OpenBlocks does this as well as more "cornerstone" style mods like RailCraft and Mekanism. If you are going to use IC2 Experimental for Forge/MC 1.6.4 I recommend checking out this thread post:
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@Omnituens: It is typically considered bad form to hijack another user's thread with an (almost) unrelated problem. As for your question, yes. Simply open your most recent ForgeModLoader-Client log after starting the pack and search for the word "CONFLICT" (without quotes). If there are any (sometimes it shows up expectedly, but this is uncommon and usually when a mod is overwriting vanilla stuff) then you should see which mods are involved and be able to edit their config files to resolve the conflict.
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@Ti Ex Ex: That is not correct. Modpacks without complete config folders should be considered faulty in all cases. When making a <=1.6.4 pack with more than just a few mods (and sometimes with only two) you run the risk of block/item/potion/enchantment/entity/biome/etc. ID conflicts which can only be resolved with proper config files. However, there are many other settings which almost always will need some tweaking to get the pack working "correctly". Configuring oregen/worldgen to balance your mods, configuring mod interactions with things like TreeCapitator, configuring power production interaction, resolving/enhancing recipe interaction and many more tweaks can and should be addressed using config files. @flamebolt_r15: If you use my BareBonesPack and methodically build your pack that way you will see the config folder being filled with more config files as you add mods. The config folder and all of its contents are what you want to be including in your pack. The reason I suggest this way instead of just using your pack in the launcher to do this is because if your pack is crashing you might not get all the configs created if the startup process crashes before all the mods get loaded.
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Make sure you remove all other Java platforms/installs before installing the latest 64bit Java 7. Make sure you are allocating 1.5G to 2G in the launcher. Make sure the failing PC has at least 4G of RAM.
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You should be able to change the name of your pack archive ZIP file, make sure it's publicly published and put that in your pack settings (might want to increment your version number when you do). However, the "modpack directory name" you refer to is likely your pack "slug" which is created when you make your pack. There is no practical way to change this.
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The download URL in your pack settings is broken and does not point at a valid file.
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A few notes before I go through the pack itself: When trying to build a pack, especially for the first time, don't throw dozens of mods into your mods folder and hope they'll all work together. Start small with just a few core mods in your pack and once that is working well add mods in singly or in logical groups. Trying to debug a new pack without any existing configs and 60 mods can make the inexperienced throw their hands up in frustration. Only get your mods from the mod author's preferred distribution channels. This ensures that you have the most recent and/or correct versions and that you have the proper installation procedures. In the case of your pack I see a lot of mod files with all capital letters in their name and it just makes me suspicious that something might be up with them. Don't copy mods from other packs because you might miss dependencies on which a mod requires. In this case you seem to have copied Tropicraft from another mod because the download from the author has five other mods/dependencies inside. Pack notes: You have an old version of Forge. Get the latest version (Build 965) Tropicraft is not installed correctly. Missing all dependencies. Galacticraft is not installed correctly. Missing MicdoodleCore dependency. Also, old version with known problems. Missing Universal Electricity mod, a dependency for CalclaviaCore+ICBM. Missing powercrystalsCore mod, a dependency for MineFactoryReloaded. You have duplicate mods of: OpenBlocks, OpenModsLib Your Calclavia mods (CalclaviaCore and ICBM) may not work together and/or with some other mods. Saw some odd crashes. Getting versions that all work correctly together for Calclavia's mods can be challenging. You have no config files in your pack. This is always bad and often fatal to the operation of a pack. Always include config files. I highly recommend using something like my BareBonesPack ( http://www.technicpack.net/modpack/details/barebonespack.271497 ) to build up your pack the first time (and handy for maintenance/upgrades later). This will allow you to methodically build your pack as you go instead of having to constantly update your online download. Okay, I'm heading out to dinner. You've got a fair amount of homework to do Good luck and come back here after you work through this if you are still having problems.
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Being the weekend after BTeam updated to 1.0.10b being recommended many servers have probably followed suit. You'll get this particular error if your local version of Project Red does not match the server.
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You have named your modpack.jar as "modpacks.jar" (note the "s"). This should be "modpack.jar". You have the forge universal jar in your mods folder. This should be removed. You have not included any config files in your pack. Config files provide a way to resolve ID conflicts if you have them, but also provide a way to balance your mods with each other. Always include a complete config folder with contents in your pack. I would recommend that you use something like my BareBonesPack ( http://www.technicpack.net/modpack/details/barebonespack.271497 ) to build your pack and then package everything up to complete your own pack. This will let you test your pack as you go and allow you to get your finalized config folder before publishing your pack.
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If you are looking at the Platform Pagoda forum there is a big blue button that says "Start New Topic" on the right hand side above the threads.
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In your pack settings, uncheck the box that has "Force Directory Change" beside it.
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@flamebolt_r15: Don't hijack someone else's thread with questions about your own modpack. Start another thread and I'll take a look there. (also, answer the questions in your thread that I posted here because I'll just ask again if you don't)
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You'll need to provide links to your Technic pack page and/or a download URL for your pack before we can debug the pack.
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Yes, we need more details than that. However, I can tell you that this line: Memory connection overburdened shows that you are most likely over-allocating your memory. A few questions to answer: How much physical RAM is in your PC? How much RAM are you allocating in the launcher? What version and platform of Java do you have on your PC? Is this just the client playing in SSP or do you have a server running as well? On the same PC?
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Unless you are using the Solder API (and you aren't) you will need to create an updated modpack archive and provide a direct link to it in your pack settings. You will then need to increment your pack version number in the pack settings. Make sure you restart your launcher after changing your pack settings or the new settings won't be seen in the launcher.
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Here's a few things you'll need to provide in order for someone to be able to provide any assistance: Links to your Technic pack page and/or download URL. Link to your FMLClient log. How much phyiscal RAM in the PC? How much RAM is allocated in the launcher? Is server running on the same machine you are using the client? What is the contents of the batch file used to start your server? Can you provide a link to the server pack? Does this freeze/frame-drop happen in SSP? (With and without the server running)
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Add "?download=1" without the quotes.
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Make sure that you close your launcher and restart it after changing your pack settings. The new settings won't be picked up if you don't.
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I wouldn't really think it would be Essentials Spawn either. Obviously my observations are anecdotal at best, but I have 4 Forge/MC 1.6.4 servers running on MCPC+ b251 and different mods/packs with those plugins and more (minus GroupManager) and I don't have that problem.
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Config files are created when the mod gets injected into the game. Check your config folder after you get the pack running.
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Hmmm, you might have gone a little overboard with PermSize there. You might also benefit from a few more command line parameters to tweak things like memory management and garbage collection. How many concurrent players are you shooting for? Since nothing looks obviously amiss, I would have to point my finger at Group Manager if I was just making a WAG. IMHO, Pex+ModifyWorld is a better perms solution anyway, but different strokes for different folks.
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How about which specific versions of plugins? Typically one would list which modpack (with links), server specs, server process, startup settings, plugins with specific versions, etc.
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So, those are the only plugins you have added? And what version/build of MCPC+ are you running?