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Everything posted by plowmanplow
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With no logs, no server information (plain Tekkit.jar? MCPC+? launch details?)... very difficult to offer assistance.
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Yes, config files get created after the Forge attempts to inject the mod for the first time. If you only had one mod in your pack this would be good enough. However, the more mods you have the more likely that their default configs will have item/block/entity/biome/etc. ID conflicts. In addition to that you will almost surely want to "tune" the configs to deal with things such as mod interaction (i.e. TreeCapitator), ore spawn balance (i.e. mods that worldgen) and a slew of other things like power balance or content trivialization. Once you get the configs all where you want them you would include them in your pack. Most packs with a lot of mods will never start properly (or at all) without configs that have been properly adjusted.
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My 1st modpack isn't working (surprise surprise!)
plowmanplow replied to Harry Williams's topic in Platform Pagoda
I should have been more clear. What I meant by that is without a working link to your pack page or modpack URL it is very difficult to offer any assistance. -
At first glance it looks like you are missing the MCPC+ libraries. Some time recently MCPC+ stopped properly retrieving its library files. Download this file and extract it into your server folder: https://copy.com/qLsTvZfUUkkb Also, if you are using IC2 Experimental you probably want the recipe fix mod someone cooked up to fix some of the in-game recipes display. You can get that here:
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- server
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My 1st modpack isn't working (surprise surprise!)
plowmanplow replied to Harry Williams's topic in Platform Pagoda
The link you have provided is not a valid direct download link (or a valid link at all, actually). -
The link you have used for your download URL in your pack settings is not a direct download. Your modpack.jar is not correct. Your file is simply a ZIP format archive with the Forge universal binary inside it. You need to take the universal binary download directly from Forge and simply rename it to "modpack.jar". You have an old version of bspkrsCore. You have no config files or config folder in your pack archive. Always include the config folder and configs for all mods when creating your pack archive. You have included ChatBubbles mod for Forge/MC 1.7.2. Get the 1.6.4 version. After making these changes I was able to successfully start your pack.
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You have old versions of a number of mods. Update the latest versions from the author's preferred distribution channels. You have included a version of IC2 which does not work with Forge/MC 1.6.4. You need IC2 Experimental Build #397. I highly recommend you check this out (you will want the recipe fixer at a minimum): You have included NotEnoughItems mod but not the CodeChickenCore dependency mod. You have included NotEnoughItems mod but none of the "helper" companion mods like NEIAddons or NEIPlugins. You probably want those. There is a problem with the TheYouWillDie mod. It has a config option for "block_ids" and the default value was 4095. However, that is the highest block ID number allowed for that type of block and the mod has an unlisted feature where it needs the listed ID and the one right after it (4096) which is invalid for this purpose. Changing the ID to 3777 (a free ID) fixed the problem. Making these changes allowed the pack to start.
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Without links to your pack page and/or modpack URL we will be unable to help you.
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Only get your mods from the mod author's preferred distribution channels. This will be either a MinecraftForum thread, a Curse page, the author's build server or the author's website for 99.9% of the mods. Don't be copying mods from other packs as you never know what they might have done with them and you won't know if there is a newer version. You should have bookmarks or similar for every single mod in your pack so you can easily check up on updates or bugfixes/patches. This has a secondary, but important, benefit that you will have direct access to the correct installation procedure for the mods. I highly recommend using something like my BareBonesPack ( http://www.technicpack.net/modpack/details/barebonespack.271497 ) to have a clean environment for building and maintaining your pack. This is a bare Forge install with no other mods. Simply copy in your mods/configs and any extra required folders like Flan or Chocolate (leave out your bin folder). In order to find and resolve ID conflicts one must pay close attention to the FMLClient log. Look for the string "CONFLICT" (sometimes it is there and fine, but often not). However, the only way to get reliable results from this is to add your mods in slowly by groups (for mods like ProjRed or Galacticraft that have a number of mod files each) so that you can deal with small changes. Dropping a dozen mods in and starting the pack up can have so many problems and conflicts that the results from the logs are ambiguous or misleading.
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Crash Server Crashes on start up MCPC +
plowmanplow replied to Zephzer's topic in Server Op Swap Shop
NEI (minus the plugins/addons) is fine to have on the server. You can control who has access to which modes and features that way. -
Without examples and/or more details we can provide no help. That being said, try pasting the platform URL here: http://www.circlecraft.info/platform If it is a valid URL you should get a Download link on that page if the pack is not managed by Solder. You can even click it if you want to ensure it is a "direct" download link... a lot of folks mess that up. If the pack URL is invalid it will report such.
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Without a link to your server pack, debugging is very difficult. Without access to your FMLServer log it is nigh unto impossible. The implication from that last crash report is that you either still have a client mod in there somewhere, or you have a mod that is for the wrong version of Forge/MC.
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The great thing about MC, and especially modded MC, is that we all get to play the way we have the most fun and enjoyment. If I want to hop in and write LUA code for a couple hours to interface a bunch of stuff together I can do that. If someone else wants to build a huge structure with little tech, more power to them. I do not feel that the comraderie we feel is an illusion. If folks weren't enjoying themselves I wouldn't have players who have stuck around for well over a year and continue to foster new players while enjoying new things in these different but connected servers. I mean no criticism and welcome the discourse but I think it is a fallacy to think that just because someone doesn't like or wish to experience one aspect of the game that they are not "playing the game". There are so many people who join and never make it even up to the tech level of Tekkit Classic on modpacks with vastly superior technology at their disposal. Does that mean that they aren't really playing because the either choose not to, or are incapable of, fully exploiting every mod in a pack? I do not think it does. We could spend time talking about the good old days of Everquest when it was new and it took an hour of running for your life just to attempt to meet up with friends. I honestly had some amazing fun the first couple trips from Qeynos to Freeport and back, but I would have to be honest and say that over time it wore quite thin and begging for ports was never fun. This is why no modern MMO makes you do that. Sure, there are mechanisms in most mods to facilitate travel and they do help. Trivializing content is way up on the list of things I work hard to prevent. However, since I understand and can empathize with the frustration that can happen in a SMP environment when there is frequently no easy way to set up convenient travel. In SSP you can just make an awesome railway or some flying contraption. In SMP there are often complications that arise from needing to keep anything you don't want broken (by accident or on purpose) in a protection claim. TL;DR - The teleport commands make everyone's life more sane and less frustrating. I have enough of those which try to weasel their way into my life in the real world (much as I try to live a life of peace and harmony).
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I think a large part of running/maintaining a server is building a sense of community. I strive for this on the servers I own/run. Giving the ability for players to help each other out by using /tpa is vital to that or I would just end up with a bunch of people playing SSP while chatting with each other. Travel time in MC/Forge, especially early in game, can be brutal and frequently fatal. Asking someone for help setting up a machine or buliding something only to have them die 10 minutes into a world-spanning travel venture and have no /back command would result in people quitting and never coming back. A lot of us only have so much time to play and we'd rather spend our time designing/building/helping than running/flying across the world. That being said I am totally on board with the "pay to play" mentality. The idea of "donations" seems ludicrous to me. If you are running a for-pay service where you expect people to pay for their time to play then don't delude yourself by offering "perks" for "donations". Call a spade a spade and say "you may buy X amount of Y for Z real world money". I once said something in a thread and still stand by that: Know why you are trying to run a server because hobbies COST money and commercial ventures are supposed to MAKE money. Muddying the waters by trying to coerce people into giving you money to make things easier while calling it a "donation" is disingenuous and detrimental to the community since you are fostering a class system of the haves and have-nots. I run/own/maintain five servers, three of which are custom modpacks I have created. I have 4-6 people cycling through at any given time (usually) with totals in the 25 concurrent player range outside of work and school hours. I have the chats from all five servers linked so that regardless of which server someone chooses to play on they can still chat and help each other. This seems to greatly help the sense of community. The only things I ban or restrict to ranks are things that run a risk of screwing up the servers, bypassing claims or messing up the barter economy (the only economy I permit). I have never asked for anything from my players and never will. This is my hobby. Why would I expect someone else to fund that? Seems a bit selfish to do so. Should you relax? Hehe, likely, if you feel anything like me. Life's too short, and my free time too precious to get worked up about how other people want to comport themselves. I wanted a particular environment for myself, my family and a wide variety of wonderful people I've run into online so I have tried to make something which make me happy. Thankfully there are a few hundred other folks who say they agree with me, but I would do this even if they didn't (although maybe only one or two servers, five of them is crazyness).
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Comments on your client pack: You have Forge build #953. Build #965 is the latest. You should update that. You have HardcoreEnderExpansion (HEE) installed improperly. Open your HEE.zip for details. You have old versions of a number of mods. I recommend updating them. Comments (guesses since you did not provide a server archive/pack link) from the crash report: You seem to have a number of client only mods showing up in that crash report: ArmorStatusHUD, DirectionHUD, StatusEffectHUD, DamageIndicators, ZanMinimap. All client only mods must be removed in a server install.
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Help with Tekkit Server. Initialization of VM
plowmanplow replied to boulton123's topic in Server Op Swap Shop
Go to the programs section of your control panel and remove all instances of anything Java related (there may be multiple entries/listings). Download the latest version of 64bit JRE for Java 7 and install. Return back here with more details if that does not work.- 2 replies
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- javaserver
- 64bit
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Crash Server Crashes on start up MCPC +
plowmanplow replied to Zephzer's topic in Server Op Swap Shop
For whatever reason MCPC+ is not properly downloading the required libraries. Download this file and extract it into your server folder, overwriting any existing files/folders: https://copy.com/qLsTvZfUUkkb?download=1 Also, make sure you have removed any client-only mods from your pack on the sever. (If you have already done this feel free to scoff at me) -
The mods I listed as needing to be disabled are "client only" mods. They can be used in any client without the need to have them on the server (since they won't work in the server anyway).
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Custom Tekkit Server Crashing / SSP Works Fine
plowmanplow replied to Aulrone's topic in Platform Pagoda
You have a client-only mod in your mods folder. Without a pack link I can give you no more guidance than that. -
You have item ID conflicts between multiple mods which need to be resolved. If you are using IC2 I highly recommend you check out this: . At a minimum you will want the recipe fixer. You have old versions of some of your mods with known bugs/crashes/instability (such as EE3 and Project Red). I recommend updating. I was able to start up a server using both plain Forge and MCPC+ by disabling the following mods: Armor Status HUD Animated Player Journey Map NEI Plugins (don't have to disable but does nothing serverside) NEI Addons (don't have to disable but does nothing serverside) Schematica
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Problem creating a custom server. Need help!!
plowmanplow replied to sheygoN's topic in Platform Pagoda
You would need to contact the DivineRPG authors (thread, blog, whatever) and ask them about MCPC+ support. -
Problem creating a custom server. Need help!!
plowmanplow replied to sheygoN's topic in Platform Pagoda
It seems that DivineRPG and MCPC+ might not play well together. And, as previously stated, Tale of 2 Kingdoms doesn't work SMP. -
If you have Morph and Hats, you need iChunUtil.
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Problem creating a custom server. Need help!!
plowmanplow replied to sheygoN's topic in Platform Pagoda
Nice. That's what I get for typing slow and getting distracted. Half a dozen posts pop up in between when I submit. Heh -
Server Crashes With MCPC+ (1.6.4)
plowmanplow replied to Hotelmariofan's topic in Server Op Swap Shop
2014-04-10 18:14:58 [SEVERE] java.lang.OutOfMemoryError: PermGen space The logs don't lie. I have a custom modpack that reports 136 mods many of which are "cornerstone" type mods and I'm fine with 128M of permgen. Also, how much physical memory does the machine you are running your server on have? Is this machine doing anything else (is it your desktop)? -XX:PermSize=128m -XX:MaxPermSize=128m You Probably don't need to be setting Xmx to 6G. That is enough ram to hold dozens of people on most modpacks, but I can't give you a real recommendation until I know more about your server hardware.