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plowmanplow

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Everything posted by plowmanplow

  1. I have no idea where contents of the top level "customnpcs" folder came from, but it screwing up the launcher unzipping the file. The file is fine as a normal zip, but the launcher doesn't like that folder. The contents "kind of" look like what should be in a resource pack, however, when I try to make it into a resource pack: 1) It is freaking huge. 2) the client doesn't seem to want to switch to that resource pack. Other than that folder (which really looks to contain a lot of jumbled crap that I can't find a reference to in any of the mods you have installed) the pack works fine. Just get rid of it. Good luck. I'll not be looking at this pack anymore. It is WAY too huge to debug in a timely manner since the pack download is almost 400M (that's right folks, 400 megabytes). Sweet Brown said it best when she said, "Ain't nobody got time fo dat!" Seriously though, just take out that folder I really can't see it being needed.
  2. I'm going to assume you got this fixed because your "With customnpcs folder" pack seems to work fine for me.
  3. Assuming you have a working server setup using just Forge, simply start the MCPC+ jar instead of the Forge/MC jar file. MCPC+ is here: http://ci.md-5.net/job/MCPC-Plus-164/
  4. In order to receive help you will need to post up the link to your Technic pack page.
  5. This line in the error log: java.lang.NoClassDefFoundError: clashsoft/cslib/minecraft/CustomPotion implies that you are missing Clashsoft's Brewing API library. Is this it? http://www.minecraftforum.net/topic/1895107-164sspsmpapiforge-brewing-api/
  6. For block IDs, yes. For item IDs, not so much.
  7. You can disable tornado block damage in the weather mod configs. You can go into the files for Saint's Mod and change the block damage of the dubstep guns to zero. You can disable Flan's mod explosive weapon block damage with "/teams explosions false", but I'm not sure if that persists over restarts. You probably want to turn off worldgen of the Sacred Rubber Tree sapling in the MFR config. You can set SPAMR.Exploding to false in the MFR config. You can change the nyan pig gun config in TrailMix.cfg to zero. If you use MCPC+ you can use the WorldGuard plugin to prevent block damage from TNT and all mobs. If you use MCPC+ you can block the placement/use of things like Atlas, SDX, Florbs by players you don't trust. That is just a start. I'm sure there's more.
  8. Your modpack is in RAR format even though it has a .zip extension. All files intended for use by or with the platform MUST be in ZIP format only. Your modpack.jar file is corrupted or something. I can open it in winzip but cannot extract any files. You'll need to replace that file. You have "minecraftforge-universal-1.5.2-7.8.1.738.zip" in your mods folder. It shouldn't be there. Remove it.
  9. You are looking for GriefPrevention
  10. We can't help you without a link to your technic pack page.
  11. While there is some coordination concerning IDs used by mods, it is safe to assume that each mod acts like it is the only mod in your pack. Each mod (usually) has a default config that is generated when it gets loaded the first time. It is up to you, the mod user or pack builder, to ensure that there are no conflicts between mods. Block ID conflicts will usually either crash out the client or cause a halt and generate an ID conflict file. Both scenarios require you to check log and conflict files to resolve the problem. The same applies to Biome ID conflicts (not sure about enchantments, but those are less common). Item ID conflicts usually just write over each other. The client will start and you can play, but trying to use the conflicting items yields unpredictable results. For example, if you try to smelt ore dusts and get hamster food, you have an item ID conflict. You will need to search your most recent ForgeModLoader log file for "CONFLICT" to help resolve these. This is why it is vitally important to always include all the config files for your mods/packs. Some mods will auto-assign item IDs. If you don't include a working config file you never know if your pack will work for other users. Add to that the need to tune configs to make the mods of your pack play well together (ore generation, treecapitation, microblocks, energy production/use, etc.) And one can easily see how important it is to include config files.
  12. Your pack zip is now a ZIP format archive, but you still have some problems: Your modpack.jar file is named "Modpack.jar". Case matters and should be all lower case. Your modpack.jar file a RAR archive instead of a ZIP archive. Stop using RAR format. Use ZIP format for EVERYTHING related to Minecraft. You can use the free program 7zip to work with ZIP format files. You are not using the latest verions of Forge for 1.5.2 You are not including any config files in your pack ZIP. Even if you just have one mod, you might still want to customize something. Always, always include the contents of the config folder.
  13. Have you updated the previously posted link to be the most recent version of your pack?
  14. Yeah, this is quite frustrating as a server owner. I know that folks are duping. Thankfully most of them are idiots and dupe like CRAZY so they are easily caught, but since I don't know what to look for or block/ban or where to go to find that information I'm kind of hosed. Better access to information would at lease help me mitigate this.
  15. Review the process in post #6 in this forum
  16. If there is an option with MCProHosting to use a custom JAR file for your server you would most likely want to just use the latest MCPC+ jar for your version of Forge/MC. You can get that here: http://ci.md-5.net/job/MCPC-Plus-164/ Keep in mind that you'll need to remove any "client only" mods from your pack to get it working on the server. You can use that JAR locally to get your setup fine-tuned before pushing it up to a hosted server.
  17. That dropbox link, even in your modpack URL, is not a direct download link. All files intended to be downloaded by the launcher must be "direct downloads". After downloading the file indirectly, I find: * You have everything in your zip file under a subdirectory. the "bin", "config", "coremods" and "mods" folders should be right at the top level of the folder structure in the archive. * You are including the entire "bin" folder EXCEPT the only file you actually wanted to include. When you are ready to zip up your pack your bin folder should contain exactly one file and it should be named "modpack.jar". Nothing more, nothing less. You are including the "resources" and "saves" folders (even though the saves folder is empty). You don't need to do this and it just needlessly increases the size of your pack. You want to be using an IC2 1.117 build. 1.116 is out of date for 1.5.2 Your LogisticsPipes mod is out of date for 1.5.2 If you are including modular powersuits, you almost surely want modular powersuits addons. Your Biomes-O'-Plenty mod is out of date for 1.5.2 Only the first two bulleted points above would prevent your pack from working at all and those are easy fixes. After I made those fixes the pack started and ran fine (well, when using my BareBonesPack as the base, not your pack URL).
  18. In your first error log example with Mapwriter it might make sense to suggest that one can simply delete that mapwriter.cfg file and it will get re-downloaded the next time you connect to that server. Not sure why it gets corrupted, but this is a simple fix.
  19. Just wanted to make sure that the OP knew that the mods you removed do indeed have nicely working versions for everything from 1.4.7 to 1.6.4 (well, except for Custom LAN mod only having up to 1.5.2). Always good to see folks pitching in though.
  20. So, you added the BareBonesPack and it wouldn't start? Very odd. Works fine here. You added the pack, changed settings to choose 1.5.2 Forge and then ran it?
  21. Assign less memory in the launcher. Even with 135+ mods you can play fine with 1.5G set in the launcher settings. Over 2G is probably never needed.
  22. My suggested path forward: Start with my BareBonesPack set to your preferred Forge/MC version Add in mods/coremods in logical groups: -all the immibis mods-, -mods with dependancies-,etc. Keep checking your Forge client log "ForgeModLoader-client-0.log" for major errors or conflicts Once you are done, copy out the binmodpack.jar, mods, coremods (if <=1.5.2), and config folders to a new folder somewhere Zip up the contents of this new folder (from within, they should all be at the "top level" of your archive) and you have yourself a pack
  23. You are only including a few of your configs. Get the set the way you want and include every single one of them. You seem to have a modpack.jar with ModLoader installed. This won't work with ForgeModLoader. Use the base Forge "Universal" download. You have CodeChickenCore and NotEnoughItems in the mods folder. In 1.5.2 those are coremods. Why include a FlatBedrock mod? Thermal expansion will provide that feature. Your Biomes-O-Plenty mod is for 1.5.1 not 1.5.2. You need to get the most recent 1.5.2 version of the mod (latest for 1.5.2 is 0.5.9.4) Your version of IC2 does not work in 1.5.2. There "might" be newer version for 1.5.2, but I never got past 1.117.385-lf myself The GregTech author (at least in the 1.5.x version) went to great lengths to block the mod from loading due to his overinflated sense of self importance. You have Biome ID conflicts between Biomes-O-Plenty and ExtraBiomesXL (found after upgrading the BOP mod, many conflicts to resolve here) There is no possible way you ever started this pack locally before trying to push it into Technic. That is always step #1. If it doens't work for you (which your pack never would) it won't work for anyone else. I maintain a pack called "BareBonesPack" which lets you select which Forge/MC version you want to use so you can have an easy to setup environment to start building a pack. Here is the extrabiomes.cfg I tweaked to get it working with BOP: http://pastebin.com/Hkhde5S6
  24. Tekkit 1.2.6b is using version pre2a.56. I have been using 1.6.4-0.1.0.2 for a while now and it seems pretty solid. Everything works well.
  25. You covered up the only information that would have allowed someone to help you.
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