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plowmanplow

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Everything posted by plowmanplow

  1. (I think this might be in the wrong place, but here goes). Yes, the launcher requires that you have a valid account for a purchased version of Minecraft in order to log in. You log in with that account, not your account for these forums.
  2. Solder API
  3. This looks like your most recent post so I'll analyze the pack here. In the future please keep the support requests for a single pack in one thread to prevent confusion and duplication of work. You have the correct modpack.jar file, but it is in the wrong place. It belongs in the bin folder (which you need to create). You need to remove all files except options.txt (and probably that one too) from the top level of your pack archive. You need to completely remove the "assets", "libraries", "logs" and "versions" folders from your archive. You have extremely old versions of some of your mods. Go through your mod folder and check for the latest version of each mod from the author's preferred distribution channels. I normally list the out of date mods, but for your pack it is just "most of them". You have included a version of AdvancedPowerManagement mod for IC2 which will not work with your included version of IC2. There is no updated version of this mod and it will need to be removed. If you are going to be using IC2 Experimental then I highly recommend looking at this post: Since this pack has never started as Forge it is understandable that you have no config files yet. However, once you get that going you will need to include the entire config folder and its contents in your modpack archive. Address all these issues and come back here if you are still having difficulties.
  4. You would need to use the Solder API to host your pack instead of a single monolithic zip archive file.
  5. If you are not using the Solder API (and you aren't) then you must provide a download URL which contains the entire modpack. If you need to change a single file in the zip archive you will need to publish the updated zip file through your pack settings and the clients will have to download the entire pack again. That's how the platform works.
  6. The Delete button is red and right beside the Edit button.
  7. Wait, am I helping you with your pack, or are we talking about one from someone else? Or do you mean you got the mods from another modpack served through the technic platform?
  8. Be well. If you ever want to continue debugging just make sure you post back in this thread so we can keep everything consistent.
  9. Honestly, for my own efforts, unless it is something simple I really prefer just getting the pack page or download URL. Anything less than that and there is too much risk of leaving out crucial information and there is no compelling reason not to share the links. I'd suggest posting your FMLClient log and crash-report log to Pastebin, but sometimes the FML log can get huge and exceed the pastebin size limits.
  10. Heh, why did you call me out specifically? First time that's happened right in an original post. How odd. You have named your modpack.jar "modpack.jar.jar". This is easy to do when you don't have Windows Explorer set to "Always Show File Extensions". Google how to do that. You don't need "TConstruct_Library_1.6.4_6.1.0 (1).zip". Remove that. Your other Tinkers' mods are out of date. Update them. Always, always include the config folder and its contents. Just because you don't have to resolve an ID conflict since you have so few mods does not aleviate this requirement. One often needs to balance worldgen (ores, trees, liquids, etc.), customize interactions like TreeCapitator, customize mob spawning and a slew of other config options in order to get a pack working properly and adjust balance. Making these changes allowed me to start the pack successfully. Keep in mind that my success was while using the BareBonesPack and not with your pack added to my launcher since yours is currently broken. If you still have troubles after making these changes just come back here.
  11. With no logs or other details we will be unable to help since we would be just randomly guessing. Provide a link to your current URL or pack page and we can get started.
  12. To answer your question, I am not aware of any mods/plugins which do this. To respond more generally and offer an opinion, any admin who you trust little enough to feel misgivings or trepidation about to want to monitor in this way shouldn't be an admin at all.
  13. That looks like it might be a problem specific to OSX: https://github.com/tel/clatrix/issues/3
  14. Woohoo! Bucketloads of configs. This makes plow happy You need to get the latest 1.6.4 version of ForgeMultipart to update your existing version. Should be ForgeMultipart-universal-1.6.4-1.0.0.250.jar You do not have any recipes installed in configmachinemuserecipes for MMMPS. It looks like they might be in your mods folder by mistake. Your version of ComputerCraft does not match your version of OpenPeripheral. CC just recently had a major update and not all of the mods that link to it have updated. You'll need to continue using CC 1.58 for a while yet. Your version of Project Red was so old that it was causing conflicts with other mods. Update to the latest version (4.3.7.32). Your version of Natura and Tinkers' Mechworks are old/mismatched. Get the latest versions of these mods. Some of your Flan's mod weapons packs are conflicting with each other on many item IDs. I've never tried resolving these but from the looks of things it might mean going into each file in every pack to find the conflicting IDs and changing them. Ouch. You have many item ID conflicts between Factorization and ProjectRed. You have item ID conflicts between Immibis' TubeStuff and MutantCreatures. MetaWorlds seems to be having problems with a number of your mods (Factorization, BOP, Railcraft, TConstruct). This is likely due to MetaWorlds using conflicting APIs or versions of APIs. Since MetaWorlds has known issues with NEI and any mod that uses blocks placed as tile entities (many mods do this) you will likely just need to remove MetaWorlds. Making these changes allowed me to start your pack. Since you had old versions of ProjRed, TMech and Natura I would highly recommend that you audit all your mods again (I can see at least 6 just at a glance which need updating, Mekanism specifically since that version has problems bad enough to crash out completely). Don't forget to include the new configs. The number is well over 160 now, hehe.
  15. java.lang.IllegalArgumentException: Slot 1101 is already occupied by portalgun.common.block.BlockMulti@bbe1e3 when adding logisticspipes.blocks.LogisticsSolidBlock@eb1a27 This means you have a block ID conflict for ID number 1101 between Logistics Pipes and PortalGun mods. The second crash you listed is because you probably did not stop the server properly after the crash. Also, from looking at that log you have a very old version of MCPC+ which will never work. You need build #251. The third crash is the same as the first one so you probably didn't remove PortalGun correctly. Just fix the block ID conflict.
  16. I'm going to respond in this thread so we can maintain the narrative. Please don't start multiple threads for debugging the same modpack. I'm going to assume that your current iteration for your pack URL is retry16.zip. I've brought it up multiple times and don't know how else to say it so maybe this will help convey how important this is: LARGE MODPACKS WITHOUT CONFIGS WILL NEVER WORK CORRECTLY Alright, enough on that point. I gave you the direct links to get the correct versions of MMMPS and its required libraries but those are not what is in retry16.zip. Please update your download URL with your current/most recent attempt and we'll start over from there.
  17. You really need to be including config files with your pack. No pack is complete without them. Yours starts and is playable, and luckily enough has no ID conflicts. This is likely due to the small number of mods you are including. However, even when there are not direct conflicts leaving out the configs means that you are unable to tweak the configs to balance your mods for for things like ore spawning, explosion strengths, power production, etc.
  18. In the future, please provide links to your pack page and/or download URL. There are often many different packs with similar names. A small suggestion: Do not use special characters (like an exclamation point) in your modpack archive names. Your modpack archive has all the required contents in a subfolder. All of the folders and files (like config, mods, etc.) need to be at the top level of your archive. Your pack page lists your pack as a Forge/MC 1.6.4 pack. However, your modpack.jar is a 1.5.2 build and not even the most recent one of that. Your modpack.jar is simply the correct version of Forge (build #965 for 1.6.4) universal binary downloaded and renamed to modpack.jar. There are a number of extraneous files/folders in your bin folder. That folder should only contain modpack.jar. ,,, On further inspection it looks like you might actually be making a 1.5.2 modpack. If that is the case you will need to: 1) Get the correct "latest" version of Forge for 1.5.2. 2) Change your pack settings to be a 1.5.2 pack. Having the setting incorrect will make the platform try to combine your 1.5.2 modpack.jar with a 1.6.4 minecraft.jar which won't work. You should not be including the lib folder or its contents. ... Alright, I need to stop debugging. Your modpack settings in the platform are set to 1.6.4. Your modpack.jar file is a 1.5.2 version of Forge/MC (albeit not up to date). You have a coremods folder with 1.5.2 core mods but don't have the corresponding mods which depend on them in your mods folder. You have a mods folder with mostly 1.6.4 mods but at least one 1.5.2 mod (iChun's BackTools for which there is a 1.6.4 version). I assume you see how this is a little confusing. Can you provide any additional detail as to which version of Forge/MC you are trying to make a pack?
  19. You have added a version of IC2 which is for an earlier version of Forge/MC. Get the correct version: You have many mods which are for Forge/MC 1.6.2. This is "bad". As I stated weeks ago, you need to be getting your mods from the mod author's preferred distribution channels.
  20. In order to debug this we will need a link to your current modpack and/or your Technic pack page. If you have not made a pack we will need links to the pack you started with and a link to your additions/changes (not just a list of mods you added, the actual mods and configs in a downloadable file/link).
  21. The term for the text used in the URL for your modpack, in the context of Technic/Solder, is the "slug". The short answer is no, you cannot change the slug. Changing the slug makes it a different modpack. If it matters that much what the slug is you will need to make a "new" modpack with the name you would prefer.
  22. Without a link to your pack and/or pack page it is impossible to know for sure, but double check this: Make sure you have the matching/correct versions of MMMPS with all of its requirements/dependencies. It looks like you have a version of MMMPS for Forge/MC 1.6.2. Get the most recent version for 1.6.4 (and probably the MMMPS Addons as most people want that as well). Make sure you are installing the recipes files correctly. They go in "configmachinemuserecipes".
  23. MMMPS and libraries: http://build.technicpack.net/view/MachineMuse/job/ModularPowersuits/ Addons: http://www.minecraftforum.net/topic/2287651-experimental164-modular-powersuits-addons-mpsa-requires-modular-powersuits/
  24. This mod/pack is doing some funky stuff inside the modpack.jar. You will likely have little luck getting Optifine shoehorned into it without breaking something.
  25. I believe he means that he would like to have the Forge/MC 1.6.4+ feature for item distribution in inventories available for Tekkit Lite (Forge/MC 1.5.7). To my knowledge, there are no mods which provide this functionality.
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