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Everything posted by plowmanplow
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Well, "resourcepacks". However, it is usually considered bad form to push the options.txt file to clients since that will overwrite all the local client settings any time it is downloaded. You can push the resourcepack, and with Solder it only comes down once, but the players will still need to select it themselves.
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CB's Deploader Downloads the Wrong Forge Multipart
plowmanplow replied to EvanFrostone's topic in Platform Pagoda
When including Forge Multipart, it should be in the /mods/1.7.10/ folder and must be named the same as the file directly from the mod author. As long as you do that it will work fine and simply replace it if you switch to newer mods which require an updated Multipart. -
Yes, your folder structure query is correct. However, it is a bad idea to include the config file with the mod itself. Configs for a pack should be packaged together and be their own Solder "mod" and not included with the mods themselves: Config files are tiny and an entire set for a pack can be easily updated without the client needing to re-download something that hasn't changed (i.e. the whole mod). The entire point of Solder is so that only the changes need to be sent to the client. Config files don't go with mods, they go with packs. If the config file is with the mod then every pack you make would either need multiple versions of the same mod with its config, or every pack would use the same configs. Configs often need to be tweaked to provide better balance and integration between mods in a pack. Different mods means that integration would also be different.
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It is perfectly fine to use the latest Java 8 (32bit or 64bit based on what your OS is).
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Trying to Upload Modpack and It ain't workin
plowmanplow replied to EvanFrostone's topic in Platform Pagoda
If only there was a way to search for things on the internet... oh, wait... https://www.cs.sfu.ca/CourseCentral/120/ggbaker/instr/winrar -
Trying to Upload Modpack and It ain't workin
plowmanplow replied to EvanFrostone's topic in Platform Pagoda
All archives intended for use in the platform must be in ZIP format only. Your modpack archive is in RAR format. -
Every single time I think, "they asked a simple question, I can provide a simple answer", I get bitten for it. I need to keep the "custom pack boilerplate" handy and paste it into every first response. </rant> Always provide the API URL or a link to the pack details page when requesting custom modpack assistance. We will need that in order to continue.
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You can try older versions of AM2, but from the look of that GitHub issue I would think it unlikely that you would get a different result. It seems that Necromancy isn't making a required/fundamental call when an entity is spawned. Without that, AM2 will just crash when it tries to access data that doesn't exist.
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Alright, so this looks like what you are dealing with: https://github.com/Mithion/ArsMagica2/issues/710 The long and short of it is that for the latest versions of those mods in 1.6.4 they are mutually exclusive and cannot be used together.
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You don't need to quote. I see a blue star beside any threads I've posted in when they are updated. Ahh, heh, you aren't displaying file extensions so you don't see that the one you list as "forgemodloader-client-0.log" is actually named "ForgeModLoader-client-0.log.lck". Google "windows explorer always show file extensions". I need to see that first one you listed (1430K)
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Donation Plugins: I don't use them and would never play on a server which pretends to accept "Donations" when they are really executing a "cash for goods" economic transaction. Look up donation in any dictionary and the general idea is "an act or instance of presenting something as a gift, grant, or contribution". Donation Rewards: If you want to reward players with some token for donation (i.e. the cosmetic mechanics you mentioned) I would have no problem with that as it keeps everyone on a level playing field. Providing a material advantage (items, abilities, etc.) for pay (real world currency) is NOT a donation. It is a financial transaction. This splits a community into two groups: Those who can't or won't pay for an advantage, and those who can/do/will. Personal Thoughts: (since you asked) Expecting, or even ASKING for that matter, other people to pay for your hobby is pretty lame. If you are hosting a server because you enjoy it or think it's cool, go for it. You can have a lot of fun and provide an interesting play-space for other people as well. However, like any other hobby you can think of, this will cost money. Even if it's home-hosted someone had to buy the hardware and electricity ain't free. If you are into boating, would you walk up to random people in a marina and ask them to help you buy a boat if you promise to let them ride on it? You would get laughed out of the place. If you are hosting a server as a commercial, for-profit endeavor you are also welcome to do that. However, Mojang has expressly stated that the "pay to win" and "non-cosmetic" rewards for cash is something they 100% do not want. If you can stay within those restrictions and make a great server/community, then by all means go for it, but don't pretend that you are accepting "donations". Doing so is dishonest and harms the greater MC community.
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I can assure you that almost concurrent in time with the launcher window disappearing that there will be a ForgeModLoader-client-0.log file in your BTeam modpack folder. I am able to add AM2 (and AnimationAPI which you didn't mention but I do see in your crash report) to BTeam, fix the ID conflicts, and everything works as expected. This is why I asked for specific and precise details about how and what you added to the base pack. For example: (what I did to get it working) Reset B-Team pack to default (menu option) Add MMMPS from this build (MMMPS, Slick, Numina): http://build.technicpack.net/job/ModularPowersuits/118/ Add Powersuit Addons: 1.6.4-884 Add AM2: 1.2.0.022 Add AnimationAPI: 1.6.4-1.1.2 Launch B-Team (results in block ID conflict crash) Fixed AM2 block ID conflicts Launch B-Team and create SSP world (Creative, BOP world type) Committed to evil and summoned minions.
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Hmm. Maybe I hit the pipe too hard this morning. My B-Team client has MMMPS, but maybe I dropped it in there while testing something. Meh.
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The ForgeModLoader-client-0.log file is in your modpack's top level folder under the .technic/modpacks/ folder. The most recent crash report (by date) is in your modpack's crash-reports folder under the .technic/modpacks/ folder. I'm not sure how you could "add" MMMPS to B-Team since it is included by default. What precise steps did you take when adding this? (gimme dem details)
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Flan's weapons packs go in the top level folder (along with bin, config, mods) named "Flan" (note the capital F).
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With that setup this URL should work but does not: http://markofthephoenix.playat.ch/ClientMods/mods/modpack/modpack-11.zip This is a web server configuration issue. The challenge here is that you likely have /home/Solder/public/ set as the DocumentRoot (or whatever nginx calls the folder at the top level of the web served files/folders). If that is true then there is no way to get to the ClientMods folder over the web. The "mods" folder and below has to be somewhere which can be hit with a direct URL so either inside of "public" (which is the default and I'm not sure why you changed it), or as a new virtual host (which you could set up and keep your current folder structure).
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It provides plugin features and is not required at all. You can use Forge as your server.
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Something has changed. Every time I download the file manually it works as expected and I get a working file. I have added and removed the pack from my Launcher multiple times without no issues.
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You changed your pack settings without changing the pack version number. Any time the pack settings or the download archive change the version number must be changed/incremented.
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This belongs in Platform Pagoda. Hopefully a forum admin will move it. You have multiple mods from illegitimate sources. Always get your mods directly from the mod authors. Without knowing your mods are legitimate and from the authors it is nearly impossible to properly diagnose issues. Any mod named in the format "ModName-mod-1.7.10.jar" is very likely not from the author as almost none of them use that naming convention. You have the Better Dungeons ZIP file in your /mods/ folder. This should be removed. Your OptiFine is fatally out of date. PowerSuits mod has recipes which must be fixed with MineTweaker in order to be fully usable. Please provide a download link for the fml-client-latest.log for the time of the crash.
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I need help with a problem. Modded Server connection
plowmanplow replied to Lancars's topic in Cafe Lame
Without the rest of the information requested (pack links, server links, time-synced client and server logs, etc.) we will be unable to assist you. -
It's one of the settings for your pack, just like the description or modpack location. Now, onto the pack itself: Your modpack.jar file in /bin/ is actually named "modpack.jar.jar". Google "windows explorer always show file extensions" to learn how to prevent this issue. Your NEI mod is from an illegitimate source. This is always bad. Always get your mods directly from the mod authors. In this case you should download the latest 1.7.10 versions from here: http://chickenbones.net/Pages/links.html
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Any time you alter the pack settings in any way, or update the modpack archive referenced by the modpack location, you must increment/change the pack version number.
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The "modpack location" setting for your pack does not contain a valid URL to download the modpack archive. It currently seems to be blank, and I'm not even sure how you could have done that since the platform should have rejected an empty field. Try setting the modpack location to the correct value again.
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Your modpack settings indicate that the pack is for MC 1.8.3 but you have built a 1.8 modpack. Change your pack settings from 1.8.3 to 1.8.