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plowmanplow

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Everything posted by plowmanplow

  1. Your modpack.jar is in RAR format instead of ZIP format. All archives intended to be used with the platform MUST be in ZIP format. You have included Galacticraft but are missing MicdoodleCore and GalacticraftPlanets. You'll need the former and want the latter. You have included NEI but did not include the parent dependency mod CodeChickenCore. You have included Thermal Expansion but did not include the parent dependency mod CoFHCore. You haven't included any configs for your mods. This is usually a very bad plan, and is often the cause of complete pack failure. You have included Fossils and Archeology mod. As far as I know the only version of that which exists for 1.6.4 is the stuff Technic did for BTeam and that requires also including all the Tropicraft stuff as well (which may also require Weather). You have included a version of REIMinimap that was made for Forge/MC 1.6.2. Get the one for 1.6.4. Fixing these problems allowed me to start your pack successfully.
  2. You are using an old version of Forge. This is usually bad. I think you have 953 and you want 965. You have an amazingly old version of IronChests. Fixing those two concerns allowed me to make a SSP map using both Default and Biomes O' Plenty map type.
  3. Download the most recent Forge universal binary. Rename it to modpack.jar Put it in your bin folder.
  4. Providing a link to your pack page or download would help diagnose problems. That being said, how much memory does your PC have?
  5. The link you posted is not a "direct download". I'll assume that isn't what you are using in your pack settings since you say "everything downloads", but if you are then that is one problem. You are using a very old version of Forge for 1.6.4 as your modpack.jar. You have 9.11.1.935 where the latest version is 9.11.1.965. You have both the Forge universal and the Forge installer in your mods folder. The installer does not belong there and the universal is what you should be renaming to modpack.jar and putting it in your bin folder since it is the latest version. You have a Smooth Bedrock mod installed. This is not needed since you also have Thermal Expansion installed which provides the same functionality. You have included a version of IndustrialCraft 2 Experimental which is built for Forge/MC 1.7.2. All versions AFTER build #397 are for 1.7.2 so use that build for 1.6.4. I highly recommend using this recipe fix mod for IC2 since a few of the recipes don't show up in NEI: http://forum.industrial-craft.net/index.php?page=Thread&threadID=10433 You have some very old versions of mods such as Bibliocraft 1.4.0. There are 7 newer release versions of the mod than that with many bug/crash fixes. It might be prudent to check the versions of all your mods to make sure you have either the most recent fixes and that you have versions that work correctly together. You have included a version of Mapwriter for Forge/MC 1.7.2. Mapwriter 2.0.17 is the latest version for Forge/MC 1.6.4. You are including Morpheus mod for Forge/MC 1.7.2. You would need the 1.6.4 version, however, this is a server only mod and serves no purpose in a client modpack. Just remove it. It is vitally important, especially when including this many mods, to include config files with your mod. Failing to do so will make it impossible to resolve item/block/biome/entity IDs and provide no way to tweak interaction between mods for things like ore generation, treecapitation, etc. Barrels and FlatSigns mods are causing problems during initialization. I'm out of time this morning so I can't fully resolve this yet, but I anticipate quite a few more adjustments will be necessary.
  6. Just glad to help. Good luck!
  7. As the versions of MC advance they have more features and that almost always means more resources are required. As the versions of Forge/MCP advance there are many more features implemented and the API hooks/connections to go along with those features. All of that takes more resources. As the mods get more sophisticated they frequently take more resources, even with efficient mods like Thermal Expansion. You run into the same thing on cell phones and computer operating systems. As the feature set grows, the resource requirements grow with them. That's why new software that was designed to run on modern hardware and operating systems tend to run poorly on old versions of those. Take your antivirus software as an example. The latest and greatest version is designed to provide many advanced features and on modern/current hardware it runs while using almost no system resources proportional to the system's capabilities. On old hardware/OSs it might take 10%+ of the computer's resources just to idly run the same software. You wouldn't expect to have a good experience trying to run the latest version of Adobe's Master Suite on a 6 year old PC with mediocre specs. Why would Forge/MC be any different? It isn't, and that is what you are experiencing.
  8. cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: Unknown character ' ' in 'C:/Users/Tanner/AppData/Roaming/.technic/tekkitlite/config/forge.cfg:1' This line says that you have a messed up forge.cfg file. Thankfully, unless you can just remove it and it will get recreated when the server gets started. If you have changed anything in the file you might need to reapply those changes. However, make sure you are using something like Notepad++ which preserves formatting and ONLY use spaces, never tabs.
  9. I don't think I've ever seen a mod or plugin that provides this functionality.
  10. Looks like you just need to pull out: DamageIndicators NEIPlugins Optifine ZanzMinimap for your server mods. You might also want to audit the blocks added by your included mods to see if any of them need to be added to your microblocks.cfg.
  11. Something internal to Technic's online services was having trouble all weekend. It happens sometimes.
  12. Some of the ProjectRed mods depend on each other. You have included Mechanical but not Integration and Integration is what you are missing that is causing that error. Also, you might want to just go ahead and upgrade to the latest version.
  13. Wow. That's a lot of paintings. Possibly some kind of mob/entity spawner issue? Nearly impossible to diagnose without a link to the pack page or zip file.
  14. This line: java.lang.NoClassDefFoundError: Lmrtjp/projectred/core/IProxy; implies that you are missing something from ProjectRed. Make sure you have the core and all the extra mods you want in the mods folder, and that they are all the same version. Also, posting a link to your pack page or download greatly helps in diagnosing problems.
  15. You have Galacticraft Planets and MicdoodleCore, but don't have the main Galacticraft mod. You have an amazingly old version of IC2 Experimental that doesn't match your other IC2 mods (like Gregtech and Compact Solars). Update that to Build #397. Your recipes for MMMPS are in the mods folder. Those belong in "configmachinemuserecipes". You are missing Aroma1997Core dependency for CompactWindmills. You are missing CoFHCore dependency for ThermalExpansion. You have an outdated version of denLib for the version of CreeperCollateral you have included. Update to at least denLib 1.6.4-3.2.6. Your LogisticsPipes mod is WAY out of date. For an older version of BC. Use 0.7.4.dev.113. You have mis-matched Calclavia mods. I know that ICBM 1.4.1.339 works with CalclaviaCore 1.1.1.287. Unfortunately, the most recent builds of Calclavia's mods don't always work together. Versions close to yours that seems to at least allow the client to start: CalclaviaCore-1.1.1.287, ICBM-1.4.1.339, MFFS-3.2.6.51, UniversalElectricity-3.1.0.74. You have included the HopperDuctMod for Forge/MC 1.7.2 not 1.6.4. Get HopperDuctMod 1.2.2. You have included GregTech mod in your pack. Unfortunately, GregTech doesn't "play well with others" in many ways and given the number of mods in your pack it just isn't going to work. Not worth the effort to even try (imo). You have so many item ID conflicts that I think the OpenPeripheralAddons is just imploding (and causing a crash). Once you get those resolved you might be able to try re-enabling that mod. You are not including any config files with your pack. Given the number of mods this will be fatal for clients due to item and block ID conflicts. Given the laundry list of issues you see above it is clear that this pack has never been started and could never be. One must ALWAYS include config files for the mods in a pack. After getting most of these problems resolved (except item IDs, so many of those I'm not going to even try) I was still unable to actually start a SSP world. I am getting errors indicating that the client is running out of PermGen memory. Since there's no easy way to increase that in the client anymore you might be out of luck. There are many very large, item/block/worldgen heavy mods in this pack. You might have to start trimming back. You might be asking yourself how I found all these problems? I would recommend that you use a custom modpack I maintain called BareBonesPack: http://www.technicpack.net/modpack/details/barebonespack.271497 This will allow you to have an "empty" pack that only has Forge installed for your chosen version of Forge/MC (check the pack settings to select version before starting). Just from working with your pack (literally for hours) it seems like you have combined parts of multiple other packs, downloaded some mods on your own and I'm not sure about the rest. This makes it nearly impossible (or at least highly frustrating) to diagnose problems. Adding them in a few at a time (specifically mods that "go together") will make your life much easier.
  16. While that might be a block ID conflict, it is impossible to know for sure without a link to your pack download/page.
  17. Your modpack.jar file seems larger (file size) than I am used to seeing. Might not be an issue, but normally one just renames the forge universal binary. Have you added extra stuff to the modpack.jar? You have a "Flan" folder with weapon packs in your mods folder. This folder should be at the top level. Your Flan weapons packs are throwing MANY errors. Make sure you have the packs for the correct version of Flan's mod. Add them in one at a time so you can see which one (or more) are causing problems. You have API zips in your mods folder. You would almost never want that. Remove them. You are using a version of IC2 that isn't for 1.6.4. You need to be using IC2 Experimental build #397. Double check that you have the correct/current version of whatever compact solars or advanced solars for that build of IC2. You have a MASSIVE amount of item conflicts between mods. I don't use IDFix mod so I'm not sure if it is supposed to be fixing them, but it is not. Iguana tweaks for TConstruct is throwing a critical noClassDefFound error. Since the Iguana Tweaks author doesn't bother to state explicitly which versions of his mod work with which versions of Tinkers' you might need to just pull it. That would also let you upgrade to a MUCH newer version of the mod. You MUST include config files with your modpack. Neglecting them means that you cannot resolve ID conflicts and no one will be able to use your pack. WIthout cofigs you also can't tweak compatiblity between mods. Always, always include configs. Since you have never actually started this pack (would never work in its current state) I highly recommend starting with something like my BareBonesPack so that you can add in mods a bit at a time and isolate problems before you have so many it is almost impossible to debug.
  18. I have a custom mod pack that I and my players find to be pretty fun. Check out the pack page and the mod list there to see all of the mods that are included. The pack is intended to be fairly "light" and any PC that runs TekkitLite should handle it with ease. I even have a texture pack for it (Sphax) If you like it, hit me up to get the server address for SMP.
  19. Also, posting a link to your pack page so others can take a look at it can often help.
  20. Added in the information about the other 4 servers in the CircleCraft "family" that share chat text.
  21. I understand how frustrating it can be when what you have isn't working and it seems like one of the only places to get good help is fairly quiet. Something you might look at is the frequency of posts in this forum. They are often hours apart and it could honestly take more than a week for your original post to drop off the first page. However, a big reason for that is that someone usually posts for help and within a few hours someone like me posts a fix or recommendation. Another suggestion is to take a look at previous posts and see some of the solutions. If you were to view my content, for instance, you would see hundreds of posts with recommendations/findings very similar to the ones I posted for you. That might help tide you over, or even help you fix your problem, while you wait for assistance.
  22. Bumping your threads won't make you many friends here. You have a zip file "056.zip" inside of which is what looks like the More Nature mod zip. Not sure this is what you want. It looks like you have the Advanced Genetics API in your mods folder. This isn't the mod itself, just the API for developers. You probably want the mod instead. You have the ArsMagica 2 API. Same as Advanced Genetics. You don't want the API zip in your mods folder. Furniture API. Same as above. You have files with (1) and (2) in them. Not a huge issue, but you probably don't want that for the sake of your own sanity. You have a Flan's weapon pack in the mods folder. It goes in the "Flan" folder. You have some old versions of mods that have known crash/bug/lag problems (such as IC2). You probably want to be using the latest versions of your chosen mods that work together. You aren't including any config files with your pack. This is never a good idea. You always want to include configs. You are trying to use a version of Optifine that has known compatibility issues with Biomes-O'-Plenty. Upgrading to the latest 1.6.4 version fixed your "crash on restart" issue.
  23. For whatever reason the in-game labes are (in order of selection): I/O Down -> I/O -> I/O Right -> I/O Left -> I/O Back -> I/O Front This of course makes no sense since the second one has no ordinal label and the last one would never connect so why is there an input? The way it actually works is that the directions NEVER CHANGE. Regardless of the orientation of the PRC the inputs are based off of compass directions and NOT body oriented "handedness" directions. So, as Silmenume stated, regardless of where the front of the PRC is facing the inputs are ALWAYS compass directions like this: Down -> Up -> North -> South -> East -> West
  24. Yes. That requires the use of the Solder API.
  25. This isn't the help area. That is one level higher up. Edit: Wait. Didn't I help you before? <sigh> I forget too quickly.
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