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Everything posted by plowmanplow
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Your download URL is not a direct download. You need to add "?download=1" (without quotes) to your URL. You have not installed ChocolateQuest/BetterDungeons properly. Follow the mod author's installation instructions. You have some old mod versions. For instance, you have bspkrscore 5.0 but have the TreeCapitator version which wants 5.3. You must include all your config files in your pack. Fix these and try again. If it still doesn't work come back here for more help.
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[HELP] My custom modpack downloads and unzips, but doesnt launch!
plowmanplow replied to omrizod's topic in Platform Pagoda
You want to run MCPC+ as your server instead of default Forge: http://ci.md-5.net/job/MCPC-Plus-164/ However, they no longer push libraries to clients so you need this: https://copy.com/qLsTvZfUUkkb?download=1 From your pack, you need to remove: AnimatedPlayer ArrowCam ChatBubbles Optifine REIMinimap I think that's all of them. Give it a whirl. -
[HELP] My custom modpack downloads and unzips, but doesnt launch!
plowmanplow replied to omrizod's topic in Platform Pagoda
Glad you got it working. -
[HELP] My custom modpack downloads and unzips, but doesnt launch!
plowmanplow replied to omrizod's topic in Platform Pagoda
GT is GregTech and you (thankfully) don't have this in your pack. About your other question, it is safe to interpret that whole paragraph as "a compelling reason to update all my mods to current, working versions". -
Not sure of the source for those messages but they pop up in the log every time someone kills a mob. I would love to know where they are coming from so I can (hopefully) disable them.
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[HELP] My custom modpack downloads and unzips, but doesnt launch!
plowmanplow replied to omrizod's topic in Platform Pagoda
Your ID conflicts are not preventing the pack from starting so there is no IDConflicts.txt file. If you open your most recent ForgeModLoader-client log and search for the word "CONFLICT" you will find them all. There's a bunch. What will happen if you don't fix these is that for some items when you go to craft them you will try to craft one thing and get something completely different as the result, or you won't be able to craft something because the required component has been written over by something from another mod. I had one pack I was debugging where you would try to craft a battery of some sort and it would instead produce hamster food. Fun stuff As for your old/outdated mods, yes, the pack "starts" and for the most part, if it is just you playing it in SSP you'll be able to avoid most of the things that cause crashes/corruption (until you do something by accident and will be required to use MCEdit to fix your world). Speaking from experience, I know that your version of IC2 has major problems and even if you updated IC2 to Build #397 (the last one for 1.6.4) you must NEVER use Mekanism Universal Cable from v5.7 to carry IC2 EU power. This WILL break your world. If you are going to run IC2 Experimental for 1.6.4 you should look at this post: -
[HELP] My custom modpack downloads and unzips, but doesnt launch!
plowmanplow replied to omrizod's topic in Platform Pagoda
It is "bad form" (ill advised) to include resource packs in your pack archive. Personally I would extend this to say that it is not a good idea to include shaderpacks as well (or at least more than one). In your case, you have so many of both that the required part of your pack is 100M and the resource/shader packs are 200M. That is needless bloat to the pack. Keep in mind that every time you change anything at all in your pack and re-publish it that everyone will have to download the entire thing. Not good. Put links to this content where your users can access it and remove it from your pack. Half way through debugging the pack you updated from 2.3 to 2.4 and added the resources folder. This is unnecessary and should be removed (another 50M of bloat). The hats folder is unneeded and should be removed. This will get created automatically when the pack is initializing. You have included shaderpacks containing the MC color code character in their filenames "§". The platform does not understand how to deal with this character and will fail when extracting the pack. You could rename the files but should probably just remove most of the shaderpacks. Most of your mods are very old/outdated with known bugs/crashes/instabilities. These should be updated. From looking at the mod file names it seems that you are not downloading your mods from the author's preferred distribution channels. This is ill advised. Getting your content directly from the authors ensures that you have the latest/correct version and that you have access to the correct installation procedures. Why do you have the "Force Directory Change" option selected for your pack? The BetterDungeons mod zip file in your mods folder is corrupted. You have ID conflicts between Colorful_Armor (CA) and BoP, CA and ImmibisCore, CA and GemsPlus, CA and PortalGun. You have ID conflicts between MorePotionsMod and QuiverChevsky. You have ID conflicts between Forestry and MorePotionsMod. That's a good start. Address these (making sure to remove unnecessary content) and come back if you are still having difficulties. -
Modpacks require a unique "slug" which is what you see at the end of the URL. While this is derived from the name of the pack (by default) you can subsequently change the pack name and the slug will stay the same.
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The mod config files assign these IDs. You can change them there.
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DivineRPG: java.lang.IllegalArgumentException: Failed to register dimension for id 9, One is already registered This means that two mods are trying to assign the same ID to a dimension. This is a problem. MoCreatures: java.lang.IllegalArgumentException: Slot 4095 is already occupied by ic2.core.block.BlockScaffold@35e6861 when adding drzhark.mocreatures.block.MoCBlockLeaf@4b847324 Direct conflict between MoCreatures and IC2.
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Divine RPG crash: looks like a dimension ID conflict MoCreatures crash: looks like a block ID conflict
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I use CoreProtect on all of mine. Seems to work well.
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What to do with 500+ mbs of Mob esscence?
plowmanplow replied to PhoenixSmith's topic in Attack of the B-Team
Yes, it can be used as fuel for dynamos. It can also be used with the MFR auto-enchanter to enchant tools and books. -
Update your download URL with your new pack archive. Change your Technic pack settings to point at this updated URL. Change/increment the version number in the pack settings. Save the pack.
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Something seems "off". I have to assume that someone (or multiple someones) are using chunk loaders to load massive numbers of chunks. Let's say there are 7 people and a server view distance of 10. That's 3087 chunks if there is no overlap at all. Add in a bit for spawn and you are around 3200 chunks. That's almost 4000 chunks which show as loaded beyond the ones for players unless I've grossly miscalculated something. That is a LOT of chunks.
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
Good. The sigh above was for the download being unavailable. Happens sometimes. Thankfully I keep a lot of stuff on hand. -
How many people are logged in when this last one happened? What are they doing? The log is showing that you have almost 7000 chunks and 1600 entities across your dimensions. What is your view distance set to?
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
<sigh> I have rehosted the mod here: https://copy.com/nzv3l8GCkaJB?download=1 -
Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
The NEI Mystcraft mod requires HeldCore: http://dsiwars.specialattack.net/forums/viewtopic.php?t=3 -
Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
NEI Plugins: https://bitbucket.org/mistaqur/nei_plugins/wiki/Home NEI Addons: http://bdew.net/neiaddons/#downloads NEI Mystcraft: https://copy.com/zmOBndwq8aEy?download=1 (the author's source for this seems to be expired at the moment so I rehosted) You are getting the error about needing ImmibisCore: Any because you added Immibis' Advanced Machines and didn't add the dependency library immibis-core. You get that from the same place as Advanced Machines. As for the config files, after you successfully launch your pack you will have a config folder with a bunch of files. You need to include this folder and its contents. In your case you are lucky and have no conflicts for IDs with the default configs. However, you still might want/need to balance ore generation, tweak power production, adjust mod interaction, etc. Always, always include config files. -
Memory balance can sometimes be odd and non-intuitive. It is possible to allocate too much RAM to the server process. In the case of TekkitMain (and I'm just speculating here based on number of mods and such) it is possible that assigning about 94% of your total RAM to the server process may be too much. The OS needs a bit of memory as well and depending on how many concurrent users you have (you haven't specified) it may need a little more. Some anecdotal data from one of my servers: Physical RAM (well, virtual, but same thing in this context): 8G RAM allocated to server process: 4G Number of mods reported: 139 (big pack, lots of worldgen) Concurrent players: <=8 PermSize: 128m Free memory when no players connected: 2.2G (so OS is taking 1.8 and that escalates when folks are active) There are a number of command line options you may be able to use which could improve your performance for GC and other Java parameters. This command line may be quite old and some of the options may have better alternatives now, but here's my command line which works well for me (open to suggestions). /usr/local/java/bin/java -Xmx4096M -Xms4096M -XX:PermSize=128m -XX:MaxPermSize=128m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+UseNUMA -XX:+CMSParallelRemarkEnabled -XX:MaxGCPauseMillis=50 -XX:+UseAdaptiveGCBoundary -XX:-UseGCOverheadLimit -XX:+UseBiasedLocking -XX:SurvivorRatio=8 -XX:TargetSurvivorRatio=90 -XX:MaxTenuringThreshold=15 -XX:UseSSE=3 -XX:+UseLargePages -XX:+UseFastAccessorMethods -XX:+UseStringCache -XX:+UseCompressedOops -XX:+OptimizeStringConcat -XX:+AggressiveOpts -jar mcpcplus.jar nogui
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What I meant to convey is that MetaWorlds doesn't really "play well with others" in many situations. Feel free to use it but do some testing between it and your other mods to make sure nothing gets corrupted or broken.
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These errors look a bit random. Unless you can repeat some action or setup that makes them happen consistently I would throw out a wild guess that you may be running low on PermGen or Heap. I've seen similar-ish errors that are resolved by increasing these. That is, of course, simply an anecdotal observation and the real source of the problem may be only peripherally realated. Give that a shot and see where it gets you. Can you put your startup line with arguments here?
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Modpack loads only as minecraft/wont work
plowmanplow replied to HHxVortex's topic in Platform Pagoda
Your modpack.jar file in the bin folder is named "modpack.jar.jar". This is easy to do if you do not have Windows Explorer set to always show file extensions (Google how to do that). Your modpack.jar file is build #953. Update to the latest build #965. You have included no config files in your pack. After you get your pack working locally you should always include the config file and its contents. You have included Galacticraft but not Galacticraft Planets. You probably want to add that. You have included IndustrialCraft 2 Experimental with no supporting mods. I would recommend checking this post out and adding IC2Fixes at a minimum: You have included NotEnoughItems but none of the plugins or addons. You probably want those. -
Then feel free to multiply some of those numbers. However, it is possible to give the launcher/client too much RAM. Unless you have a compelling reason like the pack having 200+ mods or a very high resolution texture pack (256x+) there is no reason to set the RAM allocation over 2G and a lot of compelling reasons not to.