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Everything posted by plowmanplow
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Before I even get into the mod itself, your pack URL is pointing at a RAR archive. All archives intended for use by the platform must be in ZIP format and nothing else. (so, no RAR, 7z, etc.) Your weather mod is still installed incorrectly. Not only do you need to get it from the author's distribution channel, you need to follow their installation instructions. Your MoCreatures mod is missing the CustomMobSpawner dependency mod. This would be apparent if you followed the author's installation instructions. So, OP-Craft and Morph conflict with each other. It looks like the author of Op-Craft has basically just copied iChun's Morph mod in its entirety and is passing it off as his own. I highly recommend using iChun's version of Morph and finding a more reputable solution for the other features of OP-Craft which you require. (If I've misunderstood something here feel free to educate me, but I don't think I have.) Your Mine & Blade: Battlegear 2 mod is out of date.
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You have now posted three completely different threads seeking help for the same modpack. This is confusing and makes it very challenging to provide assistance. After I downloaded your pack it looked very familiar (I go through a ton of packs helping folks). It turns out I have already told you exactly what you need to do to fix this pack: After you do these things, if the pack still doesn't work properly, post a response in the thread I have provided a link for with additional information so we can maintain the narrative.
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1) Don't hijack other threads since your problem is almost surely caused by something different (even if there are similarities). As for common causes: Block, Biome, Entity ID conflicts. Missing dependencies. Incorrect mod versions for your chosen Forge/MC version. Incompatible mods. Improper Forge install. Files in the wrong place in your archive. The list is long.
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This, in a nutshell. I think many people don't understand the work involved in making a reasonably well balanced pack that is fun to play, is stable and has some longevity.
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Server Crashes With MCPC+ (1.6.4)
plowmanplow replied to Hotelmariofan's topic in Server Op Swap Shop
Directly from your log file: 2014-04-06 14:53:03 [SEVERE] Caused by: java.lang.OutOfMemoryError: PermGen space You need to increase the permgen reservation in your launcher script: Add this: -XX:PermSize=128m -
That URL is not a direct download link. This would be your direct download link: https://dl.dropbox.com/s/it1fm1hvirwf3c1/Modpack%20Riki.zip Now for the fun stuff: Your binmodpack.jar file looks like you renamed the Forge Installer, not the universal binary. You need the universal binary. You have an old version of Backpacks mod with known problems. Update to the latest version. I'm pretty sure you need iChunUtil with any of his mods (Morph specifically). You have WeatherMod installed incorrectly. This highlights the need to only get your mods from the author's preferred locations. Had you downloaded the mod from the author you would have seen that there are 3 other mods that need to be installed along side the actual Weather Mod zip file.
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A way to get more than 3 modpacks (preferably without solder)
plowmanplow replied to lordarrani's topic in Platform Pagoda
Not to my knowledge, no. -
The talk has been going on for the better part of a year now, largely speculation by players/users. Supposedly someone in the dev chain has commented that the next version will have upgrades. At this point there are so many alternatives that I don't worry about it any more.
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A way to get more than 3 modpacks (preferably without solder)
plowmanplow replied to lordarrani's topic in Platform Pagoda
You have answered your own question. Your options for more than three packs are: Make multiple technic accounts. Use Solder API -
Useful info for Big Reactor turbine coils.
plowmanplow replied to jakalth's topic in Tekkit Discussion
According to KingLemming, Tesseracts act as a "connection in space and time" and have no artificial limits placed on them for transfers. -
Currently, if you want to be able to process resources quickly you either use Mekanism's factories or IC2 machines (upgraded or advanced). While TE is lauded (and rightly so) on elegance and stability the fact that the machines aren't upgradable and that they are very slow (I can mine by hand faster than they process) can be frustrating. Mek is quite mature now and IC2, while it did have a few wrinkles in the dev process going from 1.4.x to 1.5.x, is now quite stable and current. Some fun changes/upgrades in the mod since TekkitLite and before. Is it for everyone? No. Is it still quite fun? Indeed. (in my opinion)
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There is a I recommend copy.com.
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That is not a direct download link. Please include the link to your pack page. Now, on to the show: You have an old version of Forge installed as your modpack.jar. Get the latest build for 1.6.4 (965). You have a version of ReiMinimap for Forge/MC 1.6.2. Get the version for 1.6.4. You have a very old version of Treecapitator (r01). Update to the latest version. You have an amazingly old version of FurnitureMod for a previous version of Forge/MC. Update to 1.6.4 version. You have a version of Natura for Forge/MC 1.5.2. Update to the 1.6.4 version. You have no config files included. This is "bad". Always include config files.
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Server Crashes With MCPC+ (1.6.4)
plowmanplow replied to Hotelmariofan's topic in Server Op Swap Shop
It looks like you might have a client-only mod "REI Minimap" in your server mods folder. This should be removed. -
Useful info for Big Reactor turbine coils.
plowmanplow replied to jakalth's topic in Tekkit Discussion
I'm using a fairly standard setup with a reactor and turbine. My turbine is using about 850 mb/t of steam and with the returned water to the reactor the system is self-sustaining (from a water perspective) with only 6 accumulators. This design is using 0.025 mb/t of fuel and is producing just below 10000 RF/t. -
Not sure where the idea that IC2 was not under continuous development came from. IC2 was one of the first mods to be updated to Forge/MC 1.7.2. While it is true that IC2 will not be coming back to Tekkit it is quite viable and stable if you wish to add it in yourself. IC2 Info:
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The version of Keybinds and Macros is outdated/expired. The "Paolos LagLess Shaders" shader pack has MC color codes in the file name. The launcher is dying when it tries to extract this file. You can simply rename the file to take out the color codes and it should work fine.
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You have the ReiMinimap mod file in your "bin" folder. This belongs in "mods". You have "CastleDefenders1.2" installed. This mod is for Forge/MC 1.5.2. I was not able to locate a newer version. You have MoCreatures installed but are missing the required CustomMobSpawner mod. You have the EnchantingPlus API in your mods folder. This is not required and should be removed. One could assume you intended to add the EnchantingPlus mod. There is no Forge/MC 1.6.x version of this mod. You have the Food Plus mod for Forge/MC 1.6.2. Update to the 1.6.4 version (it is available, but in pre-release. proceed with caution). After making these changes and starting the pack this mod, which includes PowerCrystals' RedNet API is throwing exceptions into the Forge log. Not sure if this will end up being and issue, but probably isn't good and surely related to its "pre" status. As mentioned by Ket009 you are missing the Keithyutils mod. You have an uncompressed folder called keithyutils in your mods folder. This needs to be removed in favor of the actual mod archive (this mod is a .jar file). You have included the MoFoods mod. This mod is for 1.6.2 and there is no 1.6.4 version available. You are missing the AnimationAPI mod which is a required dependency for Mutant_Creatures. The default configs for FoodPlus and CFM have ID conflicts. You aren't including any config files in your pack. This is always "bad" and, as is the case of this modpack, often fatal to a pack's successful operation. Always include config files. I highly recommend using something like my BareBonesPack to help build and prepare your modpack. It is clear that this pack has never been started and never could with the existing collection of mods and lack of config files. Using my pack (linked below) will allow you start with a basic, working installation of Forge for your chosen version. You can then add mods individually or in logical groups and test the pack as you go. BareBonesPack: http://www.technicpack.net/modpack/details/barebonespack.271497
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By default, no, but you could use my Bare Bones Pack to keep a different version up. Just add it then copy over one version of ABT to that folder (config, mods, etc). BareBonesPack is a modpack that just has Forge installed. You can add other mods and such when testing out a pack, or in your case copy over all the contents of an existing pack/version.
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Please post cracked servers here
plowmanplow replied to LikeShadowInaBuilding's topic in Attack of the B-Team
Wow. Just... wow. I needed a good laugh this morning, so thanks for that. Idiots, sheesh. -
@efflandt: The first, where creeper damage is replaced is a Bukkit plugin called "CreeperHeal". Unfortunately this doesn't always work well with modded blocks. The second is from Bukkit plugins like WorldGuard where you can set Creeper explosions to false and the "wink out" when the would explode.
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Looking for best anti-grief plugin/mod for server.
plowmanplow replied to PiritaCraft's topic in Tekkit Discussion
I'm using GriefPrevention Build #277 (there are newer builds available, but this one works "well" for me on 1.6.4). This is my config.yml: http://pastebin.com/mTaWwzBj This is my world config: http://pastebin.com/CSeGGxEb -
Since you didn't provide a pack link I can only assume based on file names, but it seems you are maybe using Sentimel's Advanced Solar Panels? If so your version is very old and may not match the IC2 you have (which is correctly the last 1.6.4 version). You need mod_AdvancedSolarPanels_3.4.7 for IC2 Experimental. Also, I highly recommend you use the IC2 Recipe fix mod which fixes the recipe display in NEI for a number of IC2 items: http://forum.industrial-craft.net/index.php?page=Thread&threadID=10433
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Looking for best anti-grief plugin/mod for server.
plowmanplow replied to PiritaCraft's topic in Tekkit Discussion
Not sure what "bugs" you are talking about with GriefPrevention. I am using it on 4 different modpacks/servers. You do need to tweak the configs to make sure you have as many blocks as possible/needed protected, but it works fine and without errors. In 1.6.4 Forge/MCPC+ it doesn't fully protect everything (such as some TE machines can have their settings changed but not their inventories) but it does a very good job. -
Changing the gamerule to disable mob griefing only prevents mobs from damaging blocks in the world (Ghast's fireballs, Creeper explosions, Wither exploding skulls, Enderman stealing, etc.) All player damage from mob attacks will still happen. And don't feel like you are making things too simple. The idea that a common mob like a creeper can, in instants, annihilate weeks of work on a heavily modded world makes nobody happy. That is why nearly all servers have mob griefing disabled.