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plowmanplow

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Everything posted by plowmanplow

  1. One of your mods is either a client only mod, or is poorly coded such that it should work in SMP but doesn't. Provide the client modpack API URL or a link to its pack details page.
  2. For starters, there would never be any reason to allocate 7G in the Launcher, and many compelling reasons not to do so. Allocating more RAM than is actually required typically results in the client performing more poorly than it would with the appropriate amount of RAM. The rule of thumb is 3G or half your physical RAM, whichever is smaller. As for why you can't allocate more, it needs an unused chunk of RAM at least that size and will fail if it's not available. Other processes must be using your available physical RAM.
  3. http://solder.io/
  4. That is "bad". You should be fixing the problem correctly instead of hacking in something that works now but will surely break later.
  5. Shall we guess? I think not. As previously stated, we need logs and crash reports.
  6. You have one or more mods which require a newer version of Forge. You have include Forge #1291 but there is a requirement for at least #1384.
  7. Could not researve enough space for 2097152KB object heap You don't have enough free memory to start the server.
  8. This means you have a client only (or poorly coded SMP) mod: (I suspect HoloInventory) java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient You have a recent version of Forge but ancient versions of some mods. You need to update your mods to their newest versions. At a glance: CodeChickenCore, iChunUtil, MineTweaker, TreeCapitator, Waila Address these issues and come back here if you are still having troubles.
  9. Your modpack archive contains too many files. The bin folder should only contain the modpack.jar file. You have multiple files named in the format of "ModName-Mod-1.7.10.jar" or "ModName_Mod_1.7.10.jar". This are usually from illegitimate sources as nearly no mod authors use this naming convention for their mod files. Always get your mods directly from the mod authors. Replace any mods named in this fashion with their legitimate versions. I can't give you a full list of what needs replaced because of the improperly named files (see above bullet point). However, just a quick glance through the mods folder yields: Biomes O' Plenty, Blood Magic, BuildCraft, Mystcraft, NEI, Tinkers' Construct, Thaumic Tinkerer, ttCore, WR-CBE and all mods described in the above bullet point. The IndustrialCraft API JAR is intended for use only by mod developers and should not be in your pack. Your Logistics Pipes and BuildCraft mods are fundamentally incompatible. The page where you download Logistics Pipes clearly states that version is for BuildCraft 7.0.x but you have BuildCraft 6.1.x.
  10. My suspicion is that you have some mods which are incompatible with your selected version of Forge. You have a relatively recent (#1448) version of Forge, but ancient versions of multiple mods. This is "bad". You need to go through and update all the mods to ensure that they are compatible with the updated (as of Forge #1355) Fluid API.
  11. Why are you screwing around with the mod file names? It makes them very hard to read and diagnose. Leave the file names as they are from the author's downloads. You have EnderIO 2.2.x but Mekanism 8.x. Mekanism 8.x requires EnderIO 2.3.x. Your Thaumic Tinkerer mod is hundreds of revisions ole (i.e. ancient). The current build is #507. You are on #164. Your Biomes O' Plenty mod is fatally out of date (nearly 400 revisions old and fatally incompatible with your included version of Forge). Place the latest Forge Multipart in the /mods/1.7.10/ folder.
  12. plowmanplow

    Oops

    Are you talking about the Platform account (for creating modpacks)? You might post in one of the bug reports sections, or possibly try to (patiently) contact someone in the IRC channel.
  13. Provide a download link for the fml-client-latest.log.
  14. This is a workable process for making a server from a client modpack: http://forums.technicpack.net/topic/61989-server-of-fury-i-would-like-more-help/#comment-519381 If you have specific questions concerning specific errors, crash reports, or log entries please provide them in a pastebin service and we will attempt to assist you.
  15. Forge for 1.7.10 does not use a coremods folder in any way. All mods belong in or below the /mods/ folder. CodeChickenCore belongs in /mods/, and CodeChickenLib belongs in /mods/1.7.10/
  16. Yeah, it's clearly listing an erroring entity. Your only options are to (successfully) remove the entity using MCEdit, or to use a server which can automatically remove erroring entities (like KCauldron).
  17. Without crash reports and forge logs (in a pastebin service) we will be unable to help you.
  18. You have multiple mods named in the format of "ModName-Mod-1.7.10.jar". Since almost no mod authors use this naming convention the implication is that you have obtained those mods from illegitimate sources. Always get your mods directly from the mod authors. Several of your mods have a number in parenthesis (i.e. (2) or (1) ). This happens when you attempt to download a file to a folder which already contains a file with the same name. Having that string of characters in the file name sometimes causes issues. You should fix each file that is thusly named. Your Blood Magic mod is fatally out of date. The current version for 1.7.10 is 1.3.3-4. You should update to the latest version of Chisel 2: http://coloredlightscore.us.to:8080/job/Chisel-2 v1.7.10-Dev/ Your version of Advanced Genetics has a fatal bug with the Breeder. Update to the latest version. You should update iChunUtil. Your NotEnoughItems mod is fatally out of date. Some mods belong in the /mods/1.7.10/ folder: Baubles, CodeChickenLib, ForgeMultipart Address these issues and come back if you are still having troubles.
  19. Which custom modpack have you created? Please provide an API URL or a link to the pack's details page. Did you simply start with the Tekkit pack and add mods? If so, did you only change the item and block IDs of the new mods and none of the existing configs?
  20. How about the API URL or a link to your pack details page? It is more helpful to supply everything which is requested at once instead of parceling it out over time.
  21. All archive files intended for use in the platform must be in ZIP format only. 7z and RAR won't work. NEI and Waila should be on both the client and server. All addons for NEI and Waila are client only and should be removed on the server. At a glance, the only obvious client only mod in the crash report you listed is NEIPlugins. You should be using the current stable builds of AE2rv2, not rv0. You should be using the current builds of Mekanism 8.x and EnderIO 2.3.x, not EnderIO 2.1.x. Some of your mods are from illegitimate sources. Any mod named in the format "ModName-Mod-1.7.10.jar" is likely not from a legitimate source. Make sure you are getting your mods directly from the mod authors and not some shady content stealing site. Twilight Forest needs to be updated. If Thermal Expansion was not working you likely downloaded the mod from an illegitimate source and didn't have a version which matched your CoFHCore. Thermal Expansion also requires Thermal Foundation.
  22. Java Version: 1.6.0_65, Apple Inc Your friend needs to update to Java 8.
  23. java.lang.OutOfMemoryError: Java heap space This means that the client exhausted the available RAM. JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M This indicates that you are only allocating 1G of RAM to the Launcher. You need to allocate more (2G is a good starting point). If you are unable to allocate more than 1G of RAM then you need to update to 64bit Java.
  24. I would suggest updating to Java 8. I'm running that and I was able to add and start your pack successfully. You are allocating WAY too much RAM to the Launcher. Except in very rare circumstances, there is no need to allocate more than 3G to the Launcher. Allocating more can (and usually does) cause more issues. If you include the top level /mystcraft/ folder (and update its contents if/when you change any mods) in your modpack archive it will save your players a lot of initial startup time.
  25. Always provide the API URL or a link to the pack details page when requesting custom modpack assistance. You must use a pastebin service for log data. Attachments don't work here.
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