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plowmanplow

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Everything posted by plowmanplow

  1. You are not providing nearly enough information. What OS are you using? What version of JAVA do you have? Are you using 64bit or 32bit architecture? What processor is in your PC? How much physical memory does your PC have? How much memory are allocating in the launcher? What other applications are open while trying to run the launcher/modpack?
  2. You need to change whatever script you use to launch your server to reference the filename of the new MCPC+ build instead of the old filename.
  3. You did fine, and this is the right place. We might have better luck looking at the most recent file in your crash-reports folder and your most recent ForgeModLoaderClient log, but you put up the link to your pack and that is quite sufficient for anyone who wants to do a through job. Now for the bad news. SPC is challenging enough to get working when you are using Forge and isn't 100% compatible in any event (the wand is unstable). Trying to integrate SPC and Forge in the platform here where "magic" happens behind the scenes to combine everything into a working modpack? Quite near to impossible.
  4. Short answer: If you are trying to run a modpack with 170 mods on a system with only 4G of ram, you are going to have a bad time. Long answer: That many mods will require a ton of permgen space. That, combined with varying system overhead for Windows and other programs will require you to be very aggressive in making sure that your system is as finely tuned as possible and not running anything but the Launcher/MC. You might have better luck reducing the amount of RAM allocated in the launcher on his system. Try dropping by 2.5G and trying it again, then down to 2G and seeing if you can run it.
  5. I got on the idea of maybe a potion/effect ID conflict. Turns out you do have a conflict at ID #21 from Calclavia radiation overwriting a vanilla ID (healthboost). However, that's not what is causing the problem. Since this exact problem happens when Calclavia's mods are the only thing installed I suspect there is just a bug with his mods at the moment. You might just need to disable the chemical explosive for now.
  6. This is a well known issue with old versions of MCPC+. Update.
  7. That last link/pack seems to work fine. I would highly recommend using the IC2 Recipe Fixer: http://forum.industrial-craft.net/index.php?page=Thread&threadID=10433 And I don't see any Advanced solars or power converters in there, but that is just an observation.
  8. Quite the odd problem. Even updating MMMPS to Build #84 (the last 1.6.2 version, from your very old Build #18) doesn't help. Unfortunately you might not get too much traction trying to get folks to help debug a 1.6.2 pack . Way too many mods have fixes/updates in the 1.6.4 version. Sorry I couldn't be more help.
  9. You are not getting your mods from their respective authors. For instance. You have CodeChickenCore 0.9.0.6 which is very old, but you wouldn't notice that because the file doesn't have the version number in the file name. The one from the author does. As for the configs, the ones you need are "all of them". You need to include the entire contents of the config folder after you get your pack working properly. You are missing the KeithyUtils dependency mod required by Metallurgy. You have a file called "TConstruct_Library_1.6.4_6.1.0.zip" which is an empty zip archive. This needs to be removed or fixed. You have a very old version of MoCreatures (6.0.1). Update to at least 6.1.0. You have 4 block ID conflicts between AgentsAgriculture and MoCreatures when using the default configs. You have 3 item ID conflicts between AgentsAgriculture and Metallurgy when using the default configs. Something is conflicting or messed up with DivineRPG mod. The pack won't start with that mod enabled. Either remove or fix. Since the mod works when by itself there is likely some conflict with another mod.
  10. You have way too much extra stuff in your bin folder. It should only contain "modpack.jar". Delete the other stuff. Your modpack.jar is in RAR format instead of in ZIP format. All archives intended for use by the platform must be in ZIP format. The contents of your modpack.jar file is a "modpack.zip" file. This is incorrect. To get the modpack.jar file you simply need to download the Forge universal jar for your preferred MC version and rename it to modpack.jar. The contents of that modpack.zip file is the Forge installer jar. You need to get the universal jar (and rename/place it correctly). There is a Windows shortcut file as the only contents of your config folder. The config folder should contain all the config files for your mods and nothing else. You have placed files into the coremods folder. Forge for 1.6.4 does not use a coremods folder at all. All mods go into the mods folder. You have a 1.6.2 and a 1.6.4 version of Custom Mob Spawner mod in your mods folder. Get rid of the old one. Since you have never successfully started this pack I would highly recommend using something like my BareBonesPack ( http://www.technicpack.net/modpack/details/barebonespack.271497 ) to test out your pack and aid in debugging mods and tweaking configs before using your pack in the launcher. Simply add the BareBonesPack and change its settings to select your preferred Forge version and start it one time before adding your mods and such.
  11. Since you have yet to post a working link for either your pack page or your download URL, no.
  12. Great googly moogly that's an old version of MCPC+ you are using. Updating to Build #251 should fix that problem.
  13. Once the client is authenticated once it should be "cached" and allow you to play offline (or so I've heard before). The server is easy to simply put in "offline" mode from server.properties.
  14. Without the pack link we'll be unable to help.
  15. All indications point to that being an invalid link (you are at least missing a ":"). Post the link to your pack page.
  16. The download URL in your pack settings is an invalid link.
  17. What you need to do is download the Forge universal binary (not the installer) and rename it to "modpack.jar" then place it in your "bin" folder in your pack.
  18. There is obviously something in your network causing the system to crash out. You might have to break down the important parts of the network after editing out the controller.
  19. You can edit your post title just like the rest of the message.
  20. You can permit other people to access/use your space station using the "/ssinvite" command.
  21. Mojang's session/auth servers are messed up at the moment. Give it time.
  22. EE3 has never worked like that. Going all the way back to Tekkit Lite you really only have access to minium stones. The most recent versions have alchemical chests and bags, and the stones are crafted differently, but there are no condensors/collectors (thankfully).
  23. Yeah, seems like a lot of servers (I know my five are) are experiencing that issue at the moment.
  24. Yes, putting the tessie right on top of the quarry and using two pieces of REC is the simplest way. Tesies can move both energy and items at the same time and act as valid inventories for quarry output.
  25. If it is in the mod list it should be fine. The lack of a version/build number isn't fatal. Why do you think it isn't working?
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