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plowmanplow

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Everything posted by plowmanplow

  1. We can't help what we can't see. Show me a log where the Launcher is starting the pack with Java 7 or Java 8 and crashes.
  2. Your version number is bad. Using spaces, slashes, etc. have a potential to mess things up. A better choice for your version might be "20150626-S13". CoFHLib is intended for use only by mod developers and should not be in your client modpack or server. You have the wrong version of EnderIO in the pack. Mekanism 8.x is compatible only with EnderIO 2.3.x. EnderIO 2.2.x (which you have) is for Mekanism 7.x. All the rest of your CoFH mods are recent. Why are you still using the Beta of NetherOres? Your ThaumicTinkerer is nearly 350 builds old. The current build is 1.7.10-2.5.507 That's as far as I'm willing to go and was assessed simply by looking through the pack contents. Further analysis would require starting the pack and the pack is just way too huge for that. A recommendation: Your back is enormous. Every time you update requires a massive use of bandwidth. You would greatly benefit from moving your pack distribution and management over to Solder.
  3. You still had an assignment (=) instead of a comparator (==) in the last conditional. Here's a very simple implementation of what I think you are trying to do: http://pastebin.com/qJ9SYuFY
  4. Please provide the API URL or a link to your pack details page.
  5. FyberOptic recently made a fix available for HackSlashMine when used with Java 8: FyberOptic's Fix Here is the modpack.jar file pre-patched. Simply replace your existing %appdata%/.technic/modpacks/hackslashmine/bin/modpack.jar with this one: modpack.jar
  6. Append "?download=1" (without quotes) to any copy.com public share link.
  7. Copy.com is a viable alternative. If your modpack archive is 300MB or larger, it is likely that you are doing something wrong.
  8. This is in fairly plain English: java.lang.RuntimeException: A defective recipe has crashed the game! Another mod is creating recipes with non-existent blocks or items, which is a serious error that will cause item or even world loss when crafting these recipes. Corrupted recipes have been saved in the log with tag [HEE-ORB], please try to find which mod they belong to and report them to the respective modder. Then enable the 'overrideRemoveBrokenRecipes' option in Hardcore Ender Expansion and the game will start. Have you followed these instructions? Have you inspected your fml-client-latest.log for the [HEE-ORB] entries mentioned in that statement?
  9. Start a new thread in the Platform Pagoda forum and provide the following information: A link to your API URL or the pack's details page. A pastebin of the crash report. Attachments don't work here.
  10. Which version of ComputerCraft? What specific error are you getting? If you are going to do anything other than the most basic of programs, you will want to be using a code-based editor like Notepad++. You can use that to edit the Lua files directly instead of in-game. They are located in the saves/world/computer/<id> (where <id> is the ID of the computer you are using in-game).
  11. Hopefully better late than never. Just like all BC power sources, you need a Wooden Conductive Pipe to extract power.
  12. If you are on a 32bit machine, which limits you to 32bit Java, you can allocate a maximum of 1G in the Launcher. This is a platform/bitdepth limitation for which there is no work-around.
  13. Attachments don't work. Use a pastebin service. Always provide the API URL or a link to the details page for all custom modpack requests for assistance.
  14. You should have a folder in /mods/ named "1.7.10" (so /mods/1.7.10/) containing bspkrsCore (move this from /mods/), Baubles (download this), and CodeChickenLib (this is downloaded the first time the pack is launched). You have a couple mods from illegitimate sources. Any mod with a name in the format of "ModName-Mod-1.7.10.jar" is highly suspect and should be replaced with the mod download directly from the author. Neither of the above issues are fatal and I am able to add and launch your pack successfully. I do notice that your pack version number is 1.0, which is the default value. Are you incrementing/changing this value every time you alter your modpack archive or download location?
  15. Thanks for removing the code from the post. However, it's much nicer if you actually provide a link we can click on instead of having to copy the raw text from a code block, create a new tab, and paste the URL into that. Why do you have so many blank lines in your code. It makes it very hard to read. Pretty sure you want to be using == instead of = in your conditionals. You are putting assignment operators in your conditional statements. Please create pastebins of the actual code inside the Lua source files, not some amalgam of multiple programs and some extra text and error messages. I can't diagnose things when it's all mashed together. You should have feedback from the turtle so that the controlling computer knows whether the commands are working properly. Here's a link with a couple loop and turtle examples that might help you: http://www.circlecraft.info/cc/
  16. Mother of god... use a pastebin service.
  17. If you wanted to make a whole pack with ProjectE as its foundation that could totally work. However, creating and maintaining a themed pack can be very time consuming and most folks just don't see the benefit of jumping through a ton of hoops just to include ProjectE when there are more clever/novel game mechanics available. To a certain degree, EE2 has just "aged out" and more mature/rich systems are what is popular.
  18. Your pack contains too much stuff. It should contain only these folders: bin, config, mods The /bin/ folder should only contain the file modpack.jar. Your modpack.jar file is actually named "modpack.jar.jar". Google "windows explorer always show file extensions" to learn how to prevent this.
  19. You have an ancient version of Forge. You should be using at least the recommended version for 1.7.10. Many of your mods have had their file names changed to remove the version numbers. This should never be done and makes it nearly impossible to quickly diagnose problems and maintain the pack. You will need to re-download all of the most recent version of the mods and leave the file names intact. I would normally go through testing the pack in my dev environment, but with most of the mod filenames messed up that is kind of pointless. Update the pack (remember to increment the pack version number when you do) and come back here if you still have troubles.
  20. This might help you: http://forums.technicpack.net/topic/61989-server-of-fury-i-would-like-more-help/#comment-519381
  21. They way that ProjectE (EE2) is OP is almost insidious when including other mods. Energy Condensers are trivially easy to bootstrap and once you have a condenser system in place it eliminates ALL other forms of resource collection, crafting, mod progression, etc. Entire tech and magic build trees are made obsolete by a trivially assembled condenser system. Yes, the condensers can be banned/blocked but the transmutation table has nearly the same issue when integrating with other mods that can make infinite amounts of "trash" items which have EMC. ProjectE has been around for a while now and is used by a lot of folks, I'm sure. I even have a pack with it installed, but I do remove the condensors. However, it's a pack which has no easy way to make infinite items to be consumed by the transmutation table thus reducing how OP it is, and it fits the rest of the pack theme. Nearly everyone who makes modpacks is aware of ProjectE and would use it if they wanted. No one is stopping them.
  22. This thread belongs in Platform Pagoda or Server Op Swap Shop. Hopefully a patient admin will move it. This post on creating a server from a custom modpack should help you: http://forums.technicpack.net/topic/61989-server-of-fury-i-would-like-more-help/?do=findComment&comment=519381
  23. Their server download should work right from the download. Extract and start. If it doesn't, then you need to take things up with them.
  24. <sigh> You double/cross posted. Every time you do that Ozzy Osbourne kills a baby penguin. Check your other post. (which, after looking, is in the wrong place)
  25. If you are using Java 8, the -XX:MaxPermSize parameter should be removed. If you are using Java 7, it shouldn't need to be set higher than 256M. Memory: 438615552 bytes (418 MB) / 769728512 bytes (734 MB) up to 1060372480 bytes (1011 MB) The above line in the crash report indicates that your -Xmx is set to 1G. The implication is that your server isn't being started with the batch file, and parameters, you linked. Are you using a server build provided by the modpack creator or are you creating it yourself from the client modpack? If the former, then you really need to follow up with EnderMedia. If the latter, why are you doing that?
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