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Everything posted by plowmanplow
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To answer the OP's question instead of adding to the opinions (nothing wrong with opinions, everybody gets one): Yes. IC2 for Forge/MC 1.6.4 is quite stable and works with Immibis' microblocks to cover the cables. You need to use IC2 Experimental Build #397 for Forge/MC 1.6.4: http://ic2api.player.to:8080/job/IC2_experimental/397/ I also recommend these to go with them: IC2 Recipe Fixer (fixes some recipes that don't display properly in NEI): http://forum.industrial-craft.net/index.php?page=Thread&threadID=10433 Immibis Advanced Machines: http://immibis.com/mcmoddl/ Immibis Advanced Repulsion Systems: http://immibis.com/mcmoddl/ SeNtiMeL's Advanced Solars (3.4.7) (Plow's Choice): http://forum.industrial-craft.net/index.php?page=Thread&threadID=3291 CPW's Compact Solars (4.4.21.306) (Alternative for ^): http://files.minecraftforge.net/CompactSolars/index_legacy.html Aroma1997's Compact Windmills (1.0.3.0): http://forum.industrial-craft.net/index.php?page=Thread&threadID=9205 Nuclear Control (1.6.2e): http://forum.industrial-craft.net/index.php?page=Thread&threadID=5915 PowerConverters (Build 18): http://www.minecraftforum.net/topic/2407074-164-powerconverters-originally-by-powercrystals/ As usual you will want to tweak oreGen and rubber tree generation to fit in with MFR (if installed).
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The only thing that belongs in bin is Forge as modpack.jar. Any more debugging will require your pack link.
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Calclavia has an IRC channel and an issue tracker. Both are viable options for more information.
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Uhh, just curious... why would you do this? There is only one mod that looks like it isn't updated for 1.6.4 and there are almost always enhancements/bugfixes in the updates. If that's the case then you have a lot more work to do still. You have a mish-mash of mods for 1.6.2 and 1.6.4. The version of Forge in your incorrectly named modpack.jar is very out of date even for 1.6.2.
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Your modpack.jar in the bin folder is named "Modpack.jar" (notice the upper case M). This must be all lower case. You are missing iChunUtil which is a dependency library for iChun's mods. You have a 1.6.2 version of Key and Code Lock. Update to 1.6.4. You have a 1.6.2 version of Better Storage. Update to 1.6.4. You have a 1.6.2 version of Extended Workbench. Update to 1.6.4. You have a 1.6.2 version of Beer Mod. Update to 1.6.4. You have a 1.6.2 version of Glen's Gases. Update to 1.6.4. You have a 1.6.2 version of Light Bridges and Doors mod. Update to 1.6.4. You have a 1.6.2 version of More Storage mod and there is no 1.6.4 version of this mod. Remove it. You are missing the AnimationApi required by Mutant Creatures. You have a 1.6.2 version of Mutant Creatures. Update to 1.6.4. You have a 1.6.2 version of Throwable Bricks mod. Update to 1.6.4. The author's download link is currently broken. I massaged the URL to this to get it working: https://dl.dropboxusercontent.com/s/zfng0gw7u44o60g/Throwable%20Bricks%20Mod%20v2.6.4.zip You have a 1.6.2 version of Twilight Forest mod. Update to 1.6.4. You are missing the CountryGamerCore mod dependency for Weeping Angels. You have a 1.6.2 version of Weeping Angels. Update to 1.6.4. Once you fix these problems you will have block ID conflicts between Glen's Gasses and Aether. After fixing that you will find that you have another crash which might be biome related. The only real way to run that down since the log output isn't very descriptive would be to add in the mods one at a time or in logical groups until you figure out where it is coming from or get a better error output. I'll not be doing that because it is time consuming and I've done enough to get you this far.
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Your modpack.jar is named "Modpack.jar" (notice the uppercase M). This must be all lower case. As for your Calclavia mods, he does not document which versions of his mod work with each other very well. As of this post the most recent stable builds DO NOT work together. I was able to start (untested after that) with these versions: Atomic Science 1.2.0.97, Calclavia Core Development 1.2.0.85, Universal Electricity 3.1.0.74.
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Tekkit Lite crashing when im loading it !! HELP
plowmanplow replied to dxarmy129's topic in Tekkit Lite Discussion
According to this (at the top of your error log): java.lang.IllegalArgumentException: Slot 220 is already occupied by ic2.core.block.BlockScaffold@698c7fd6 when adding StevenDimDoors.mod_pocketDim.BlockDimWallPerm@71cf0bd You have a block ID conflict between IC2 and DimensionalDoors. This can be resolved by changing the config files for one of the mods. You can find out your used/free IDs by disabling one of the mods so you can get the server started and using NEI to export a full item/block ID list. However, seeing as you are using Forge/MC for 1.4.7 I'll assume you are trying to use TekkitLite and should not be seeing any ID conflicts at all. You might need/want to double check that you have your config files installed correctly. -
When each mod starts inside of forge it should create its configuration file in the config folder (if it uses one). This file is used to manage item/block/biome/entity IDs so that they don't conflict with other mods and to tweak integration between mods (such as orgen/worldgen/treecapitation/microblocks/etc.) After you have a working pack you would want to include the entire config folder in your pack archive.
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That there are some mods which are not normal Forge mods which are packaged as mods capable of just being dropped in the "mods" folder. It is extraordinarily unlikely that you would be using one of these mods so you would most likely just want to do the "server installation" method for Forge universal and then rename that file to whatever you want.
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I am starting a server would anyone like to make it with me.
plowmanplow replied to Evilbill11's topic in Server Op Swap Shop
Again, it is more helpful to work with facts not anecdotal statements. I don't say that to be critical or argumentative, but my experience seems to differ (and that of my users). My client PC is an AMD 965 (many years old) with a nVidia 260 video card (again, years old) and it runs flawlessly. Admittedly, I only have about a dozen folks that play at all regularly but none of them report issues and I converse with them often. I'm not saying other people don't have performance issues and given that BTeam is supposedly highly entity heavy I don't doubt it can happen, just that I haven't seen it yet. This whole paragraph is anecdotal in nature and not really helpful to resolve anyone's problems. Just one factual statement about what I have and some anecdotes about my observed performance (with no stats showing how many entities present, how much memory used/allocated, whether I'm using textures, etc.) -
Unless you are using mods that have to be injected into the server jar (almost never) you can just use the normal Forge installer to get your "jar" and rename it to whatever you want/need.
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I am starting a server would anyone like to make it with me.
plowmanplow replied to Evilbill11's topic in Server Op Swap Shop
I've never had anyone on my BTeam server complain of lag, either client or server side. This might be an overly generalized statement. -
List of good places to host your modpack file
plowmanplow replied to FatsackTony's topic in Platform Pagoda
Hmm, guess I could have been more specific. Also, it turns out you can just put "?download=1" at the end of the public link and it works as well. A bit simpler that way. -
Again, without additional information about the context of your problems we will be unable to help you.
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This is not a properly assembled modpack. Your pack archive has everything in a subfolder called "minecraft". All contents must start at the top level of your archive. This includes mods, config, bin, etc. You have a ton of extra, unneeded stuff in your archive. There is a 100M minecraft.zip file along with all the extraneous other client files and folders. All that extra stuff needs to be removed. You only want "bin", "mods", "config" and any mod-required folders at the top level of your archive. You are missing your binmodpack.jar file. Without that the pack will not be identified as Forge and will start as a vanilla pack.
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Each mod will (almost always) make config files for itself in the "config" folder. It is important to include these files in your pack because it is impossible to tweak intereaction between mods (ore spawns, other worldgen, microblocks, treecapitation, etc.) and very easy for ID mismatches and conflicts without them.
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We are pretty much unable to do anything without log files as a minimum and preferrably your pack page or the download link you use in your pack settings.
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Provide a link to your pack download or pack page.
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Your "modpack.jar" is not right. You make the modpack.jar file by downloading the Forge universal binary and renaming it to modpack.jar. You aren't including any config files in your pack. This is always "bad".
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You need to include: Links to your pack page and/or your download link. FML logs crash-report
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Myself, I'm a long time fan of vi(m), but most folks will prefer Notepad++.
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Help Error downloading the following modpack:
plowmanplow replied to JoelNL231's topic in Platform Pagoda
This is often caused by your archive not being in ZIP format, not being structured properly, or your link not being a direct download. Impossible to know without having your pack page. -
Help Error downloading the following modpack:
plowmanplow replied to JoelNL231's topic in Platform Pagoda
This is often caused by your archive not being in ZIP format, not being structured properly, or your link not being a direct download. Impossible to know without having your pack page. -
You might be remembering something from MC 1.7.x+. I don't think that feature is in 1.6.x-.