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plowmanplow

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Everything posted by plowmanplow

  1. Well, since you didn't give the full output I am going to assume you do not have 64 bit Java installed. Uninstall ALL the Javas which show up in your Programs control panel. Then install the most recent Java 7 64bit JRE.
  2. @blanketguy6: Update your MCPC+. Known problem with Spigot which has been fixed.
  3. Check the top pinned post in the platform pagoda forum. Basically, you need to update to MCPC+ Build #251.
  4. Are on running 64bit Java 7? What is the output when you run "java -version" from a command prompt?
  5. You are trying to log in with your Minecraft credentials, not your Technic account, right?
  6. Your modpack.jar is an old version of Forge. Get the latest 1.6.4 version. You have a 1.7.2 version of Lucky Block mod. You have Oceancraft installed. This mod is coded very poorly (hard coded block IDs, no config file, sketchy API use, etc.) and you may have some serious challenges getting it to work. Basically all your other mods will have to work around this one and it still might not be compatible.
  7. Your ForgeModLoader log will likely have more/better information. Also, you could just search your configs for the IDs (with or without the 256 shift). You could also do a block/item ID dump from SSP and see what is using those IDs.
  8. If those are the only two files in your server config folder then the server only has Forge running. No other mods are loaded. Are you sure you are looking in the right place? Have you ever actually logged into the server? If not you need to make sure all your mods (well, all of them that aren't client only) are in the correct folder on the server as well as all your config files needing to be in the config folder.
  9. You need to make sure the config files are synchronized between the server and client. This is probably the most compelling reason to have configs in modpacks. If you have existing world data on your server you will want to make sure you are pulling from server to client, not the other way around or you will lose/corrupt stuff.
  10. Then your server is vanilla or your client has mods that the server does not have.
  11. I should probably have been more explicit. Your pack archive should not have a ".jar" extension. If it is a ZIP format archive (as it should be) then the extension should be ".zip". Try resetting your pack (in the launcher). You seem to have duplicates of some mods but there are no duplicates that I see. There was no problem with Mekanism but if you want to remove it go right ahead. Again, many of your mods do not have version numbers in their name implying you didn't get them from the authors' sites/threads/etc. This will make it a royal pain for you to maintain which versions you have. Old versions: Thermal Expansion & CoFHCore, Tinkers' Construct, Waila, Ars Magica (maybe others since I can't easily see their version numbers).
  12. I am constantly reminding folks of this when they ask for help so I figured it might be good to remind new pack makers. The "modpack.jar" (especially when making 1.6.4 packs) is simply the Forge universal download renamed to "modpack.jar". There is no need to extract it and re-make it. Just rename the thing and put it in your "bin" folder.
  13. 7Zip is a program capable of working with multiple different archive formats. It is important that you always select ZIP format (not 7z, rar, etc.) when making archives intended for use by the platform. Also, glad it's working for you!
  14. One does not typically name their pack archive "modpack.jar". It is confusing since that name has specific meaning when used in the "bin" folder, and it really isn't a "jar" file if it is just a ZIP archive renamed to have a ".jar" extension. You have a bunch of extracted mods in your "mods" folder. Don't do this. Leave them as the zip/jar archive. From the names of some of your mod files it is clear that you are not getting your mods from the authors' preferred location. This often leads to confusion for installation and maintenance. Many of your mods are out of date with known bugs/crashes/problems. If you are going to include IC2 I highly recommend looking at this post: You have Item ID conflicts between AM2 and TE/CoFH.
  15. You found an old version of Forge somewhere. Get the latest version for 1.6.4 from their site. You have an extraneous "Ruins_1.6.4.zip" file in the root of your archive. The platform really doesn't like extraneous files scattered around and this could cause problems. Remove it. You have old versions of many mods (Galacticraft, Mekanism, Thaumcraft, Waila, etc.) which have known bugs/crashes/problems. Updated to the latest recommended or working versions (sometimes this is a "dev" build). You have an incomplete installation of Galacticraft. You are missing Galacticraft Planets. Get this when you get your updated version of Galacticraft. It isn't strictly required, but it provides additional content (Mars) which is quite nice. You do not have ForgeMultipart installed. While this isn't strictly required it does provide microblocks with the ability to cover cables and of course gives you lots of decorative options. You are not including any config files in your pack. This is always a bad idea even if your mods don't default to configs that do not have item/block/entity/biome ID conflicts. All that being said, using my own BareBonesPack (empty Forge modpack anyone can use to start a pack, only has Forge) I was able to copy over just the mods (without that extraneous file in the root of your archive) and it worked fine.
  16. Your pack archive is in RAR format. All archives intended for use by the platform must be in ZIP format.
  17. For some reason the Tubes mod is throwing an error. It starts by itself (well, with its dependencies) but not in your pack. Obviously there is a conflict (something related to @SidedProxy injection) with another mod or improper implementation on the part of the Tubes dev (more likely). Disabling this mod allows the pack to start.
  18. Download Forge Universal for 1.6.4 here: http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.6.4-9.11.1.965/forge-1.6.4-9.11.1.965-universal.jar Rename that file to "modpack.jar". Place that file in the "bin" folder of your pack.
  19. I have stated very clearly, as the first line item in my first response, how to get what you need for that.
  20. Kind of need your pack link again
  21. So, it looks like you are trying to make a 1.6.4 pack (albeit with some outdated mods), but are using version 7.8.0.696 of Forge which is for 1.5.2 (and even that is way old for 1.5.2). What is your goal here?
  22. You do not have a "binmodpack.jar". This is just the Forge universal binary download renamed to modpack.jar and the first/primary requirement for any modpack. You have an entire modpack archive in your "Flan" folder. It's 80 meg large which should be a big red flag for a weapons pack. You have some item conflicts, easily resolved.
  23. You are using old/incompatible versions of IC2 and IC2 addon mods like Advanced Solars and Nuclear Control. Use the 1.4.7 version of IC2. You are including GregTech. Forge/MC 1.4.7 was during the Technic/Gregorious crankyness and you might not have much luck. Removing GregTech (or tricking it to think it isn't in the technic launcher) may be necessary. Your main problem arises from you not including config files for your mods. The error you are seeing is telling you (cryptically) that you have block ID conflicts. I got it to work by copying the TekkitLite config and change the "world" block ID settings in the 240-250 range to start at 201. You may have more success starting with my BareBonesPack modpack which provides a "blank" Forge install for whichever version of Forge/MC you select in the pack settings. You can use this as a base for building your pack one mod (or group of mods like red power) at a time. BareBonesPack: http://www.technicpack.net/modpack/details/barebonespack.271497
  24. When updating a mod you can go about it a couple ways: Any mod that is properly developed will be using one of the configuration persistence APIs provided by Forge/MC (or one they provide separately). This will update the config with new entries as needed and you would just need to tweak these to ensure compatility with existing worlds/mods. Make sure you keep a backup of the file to compare with but it is usually pretty straight forward. If it is a major update (like moving from Mekanism 5.7 to 6.0) you might want to move/remove an existing config file and let the mod make a new one. Then compare the new one to the old one and carry over any ID changes you need.
  25. Your pack URL is not a direct download link. All links intended for use by the platform must be direct downloads. You pack archive has everything in a subfolder. All of the files/folders need to start at the root/top of your archive folder structure. Your modpack.jar file is in RAR format instead of ZIP format. All archive files intended fo ruse by the platform must be in ZIP format. Your modpack.jar file is not structured correctly. Everything is in a subfolder inside the archive. Since you almost surely aren't adding anything directly to the modpack.jar file just download the 1.6.4 Forge universal binary and rename it to modpack.jar. Your "Flan" folder does not contain properly formatted weapons packs and has files in RAR format instead of ZIP format. You have what may be a weapons pack (FC Pack v5.rar) in your mods folder. These normally go in the "Flan" folder but need to be in the proper format. You have REI Minimap for 1.6.2. Get the version for 1.6.4. You have Mekanism (albeit an old version) installed but neither of the two supporting mods. This may be what you want but it uncommon. You have Modular Force Field System installed but are missing the dependency mods CalclaviaCore and UniversalElectricity. You have Modular Powersuits installed but are missing the Modular Powersuit Addons mod. This may be what you want but is uncommon. You have Not Enough Items installed but are missing the dependency mod CodeChickenCore. You are not including any config files in your pack archive. This is usually bad and often fatal to the proper operation of a modpack. Since it is clear that you have never started this pack I would highly recommend using something like my BareBonesPack which provides a "bare" Forge installation you can use to test your pack locally before publishing it. BareBonesPack: http://www.technicpack.net/modpack/details/barebonespack.271497
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