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Everything posted by plowmanplow
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I'm running a "base" server with nothing moved. These are my BTeam logs: (we'll call the server folder SERVER) SERVER/ForgeModLoader-server-0.log SERVER/server.log That's it.
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http://imgur.com Post it there and put a link in this thread.
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The error in that log indicates a problem with IDFixMinus. However, without a link to your pack page or download it is impossible to debug.
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You have included Chisel mod but are missing the dependency mod Autoutils. You have included MineFactoryReloaded but are missing the dependency mod PowerCrystalsCore. You have block ID conflicts between Natura and Galacticraft. You have no Natura.txt config file in your pack. Bad juju. You still have many, many item ID conflicts between: Flans & CFM, FoodPlus & Openblocks, Fossil (633) & FoodPlus
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Heh, just noticed it was you. I've been helping you through a few iterations of fixes. Unfortunately I am currently on my cell so won't be able to do diagnostics until I get home, but I will. Probably a bit after 7pm EST.
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Most efficient energy link setup? *solved*
plowmanplow replied to Cyborgcommunist's topic in Tekkit Lite Discussion
Phased pipes have a hard coded 5% loss if I remember correctly. You can easily reduce Tesseract loss to lower than the default (crazy high) 25% in the config file. 10% seems like a good number for the loss and 200 MJ/t max throughput works well (although I set the max to 500 on my server for convenience). -
Your log cuts off before any Java exceptions/crashes so it is not providing sufficient information to resolve your problem. It is more helpful to post the crash report since the error will be right at the top of that file.
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This will be highly dependent on which host you are using. They may store or redirect the logs away from the normal locations. Also, Forge/MC store the logs in different places for pre 1.7.x and post.
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You, uhh, might want to post that screenshot online somewhere instead of on your hard drive where no one can see it. Imgur is a good option.
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I don't believe they are disabled, they are just amazingly rare. Thankfully you only have to find one to use in your MFR Auto-Spawner setup.
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To add to the excellent information which Loader provided, you only need to forward TCP. MC does not use UDP so you don't need to forward anything but TCP.
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While the world is not active, just copy the world folder to another location.
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Most efficient energy link setup? *solved*
plowmanplow replied to Cyborgcommunist's topic in Tekkit Lite Discussion
Not to be picky, but I think you mean "Energy Bridge" not "Energy Link". That being said, Quarries can take almost 50 MJ/t (and surely that much after phased pipe losses). Since you are inserting an unnecessary LV Transformer between your MFE and your Energy Bridge setup (you should be using a MV Consumer or higher) the max input to your Energy Bridge is 32 EU/t which is only 12.8 MJ/t. You are seeing that "ticking" because you are using more power than you are providing. You are probably seeing your Geothermals pulsing on and off. This is because they are making more power than you are able to provide to the Energy Bridge. However, even if you take out the transformer and upgrade to a MV consumer you will still likely see that "ticking" in the Energy Bridge GUI. Four Geothermals only make 80 EU/t (assuming you are providing enough lava to keep them supplied... TE Magmatic Engines are significantly more efficient in their lava usage even if they are "slower") which is only 32 MJ/t. Between your pump, the quarry and the Phased Pipe loss you would need to be producing well over 60 MJ/t just to keep up. -
Not necessarily. Your world may be fine, but your DimDoors/PocketDims do seem corrupted. Make a backup of your world data as it currently stands. Then try removing the DimDoor/PocketDIm data and see if you can get started. Just delete (or rename) the DimensionalDoors folder in your world folder an try starting the server again. You will of course lose anything in any pocket dims, but that might be better than nothing.
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This line: java.lang.RuntimeException: Unknown character ' ' in '/config/QuantumCraft.cfg:1' implies that your QuantumCraft.cfg file has become corrupted somehow. Try replacing it with the original file from the server download archive.
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You could post crash logs and/or ForgeModLoader logs.
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Oh, no apologies necessary. It's a learning process and the curve can be pretty steep at times.
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Where did you get your config files? Feel free to use the configs from other modpacks as a reference, but if you are building your own pack DO NOT just copy over an entire config collection from some other pack or a collection of packs. You'll just end up with conflicts. Start from scratch then make the changes you need as you go. Your mods are incomplete. You can't just copy mods randomly from other packs. You need to go to the author's preferred location and get the mods from there. In this case you were missing all the dependencies from Weathermod and Tropicraft. Using your configs, after making some changes to item, block and biome IDs I was able to start the pack after properly installing Weather and Tropicraft mods.
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One specific friend crashes when starting my pack.
plowmanplow replied to Sourmoomoo95's topic in Platform Pagoda
The only things I can see which are even off about the pack are: You have MMMPS but do not have slick.jar, a listed dependency for MMMPS You don't have any recipes in configmachinemuserecipes Both of these can be obtained from the MMMPS author here: http://build.technicpack.net/job/ModularPowersuits/ -
Not unlike the Nether, there is a block dimensional correlation between the Overworld and the End. There will be "land" in the End around where the end portal is located inside of a stronghold. Teleporting directly to DIM1 when far away from that location in the Overworld will yield you empty space and since you didn't use the portal there will be no platform automatically created underneath you to prevent you from falling into the void.
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You are providing frighteningly little information with which someone might help you. Logs, crash reports, etc. As for allocating 3G, try cutting it down to 1.5G and see if your situation improves. How much memory does your PC have? If it is only 4G then giving 75% of that to the launcher (which will actually use more than what you set) will cause your PC to start using swap space and that is never a good plan.
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Unless you have access to the Solder management interface, or can contact him to do it for you, it is impossible.
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The next most important thing after getting your pack to start and not have any ID conflicts is to tweak and tune the configs so that the mods work well together. This provides a number of capabilities: Balancing ore generation between mods. Typically you would turn off all but one type of ore generation in the overworld for each type and then tweak the amount that gets spawned to support the kind of mods that you have. Adding trees and axes from other mods to Treecapitator's config. Auditing the blocks from each mod that you want to be "microblockable" and adding any that don't get auto-detected to the microblocks.cfg (and immibis-microblocks if you have that installed). Tweaking power generation and transmission if needed. Enabling/disabling block breaking by things like Weather's Tornadoes, Mo' Creatures mobs, Dinos from F&A, etc. If you have both MFR and IC2 you might turn off rubber tree generation by one of them. You get the picture.
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Some folks use IDFixMinus: http://www.minecraftforum.net/topic/1928632-164smpforge-idfix-and-idfix-minus-mods-for-resolving-id-conflicts/ However, I've had mixed results when debugging other folks' modpacks with this included. Sometimes it catches item ID conflicts, other times not so much. Search your ForgeModLoader logs for "CONFLICT" (without quotes) and it should tell you which mods are overwriting which other mods which should help you with manual fixes when needed.
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One specific friend crashes when starting my pack.
plowmanplow replied to Sourmoomoo95's topic in Platform Pagoda
Without your pack download it will be almost impossible to diagnose the problem.