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Everything posted by plowmanplow
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Need help problem with server launch bat file
plowmanplow replied to anton1010's topic in Attack of the B-Team
You are missing the Legacy Java Fixer. The mod is in your client's mods folder and can be copied to the server. -
Your /bins/ folder should be named /bin/. Unless you have a mountain of evidence proving that the file is directly from the mod author, never use mod "installers". Almost no authors use them and it is a great way to get your machine infected. Copious Dogs mod (1.7.10 v1.1.2) is provided as a traditional JAR mod by the author. Your ChickenBones mods (CodeChickenCore and NEI) are mismatched and need to be updated. You should remove the "(1)" from MrCrayfishFurnitureMod file name (and any other mod names when you see that). It can cause issues. The Forge installer does not belong in the /mods/ folder. Don't download the installer at all. Download only the universal JAR and rename it to modpack.jar (as you have done). Also, you might want to update to a newer Forge.
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The Modpack Location you entered is not a valid location.
plowmanplow replied to _Mohandar_'s topic in Platform Pagoda
For specific mods which require that their resources be included (i.e. they aren't automatically downloaded, such as Flan's) they will need to be included in the modpack archive. As for the size, if done for your own edification then more power to you.If you know your target audience, and you inform them of the limitations then again, go for it. However, the "large" packs you mentioned are built and maintained by experienced pack creators and aside from some implementation specific details are willing and able to manage it on their own. I am by no means suggesting you shouldn't ask for help, but do attempt to make sure you have all of the obvious problems fixed before doing so on a pack of this size. Be well. -
I was able to add your pack to my launcher and start it. Make sure you are incrementing/changing the version number in your pack settings every time you alter the download archive in any way. That is the only way the Launcher knows that an update is available. Your modpack archive contents are in a subfolder. This won't work (and is why it starts as Vanilla). The top level folders (bin, config, mods) must be at the top level of the folder structure inside the modpack archive. CodeChickenCore goes in the /mods/ folder, not /mods/1.7.10/. Your selected version of Forge (the /bin/modpack.jar) does not match the versions of some of your mods, and some of your mods don't go with each other. Starting with Forge #1355 there was a fundamental change to the way Fluids are handled (an API change which I will explain later). You have Forge #1291 but have mods which were designed to use the updated Fluid API (post #1355). However, some of your mods are ancient (like ProjectRed) and require an earlier version of Forge. You need to update to a current version of Forge and update all your mods to match that version of Forge. Mods which must be updated (quick glance, might not be exhaustive): Carpenter's Blocks CodeChickenCore ForgeMultipart iChunUtil NEI ProjectRed Waila What is an API: An API is an Application Programming Interface. In layman's terms, it is a set of instructions/calls which you expose or provide to others to provide some functionality. In the case of the Forge Fluid API, it provides things like a call to return a unit of a particular fluid, or to generate a particular type of fluid in the world (among many other things). This makes it much easier for other mod makers to simply access that functionality instead of every mod having to reinvent the wheel. In the context of an "API URL", the Technic Platform implements an API internally which provides specific data to clients when called in a specific way. For instance, this is the API URL for your modpack: http://api.technicpack.net/modpack/gunner-mechmagical-modpack If you were to paste that URL into the Launcher search box it will go directly to that modpack. It is referred to as an API URL because: It is a call to Technic's Platform API which (when properly formed) returns data specific to the pack in question. It begins with "api" (how clever). On a separate note, I have multiple files many times the size of your modpack on both copy.com and Dropbox. You shouldn't be having issues and they surely aren't related to the size of the file unless your connection is not stable enough to provide that file in a time-frame that the hosting provider will allow (i.e. it might be timing out because your upload speed is too slow).
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The Modpack Location you entered is not a valid location.
plowmanplow replied to _Mohandar_'s topic in Platform Pagoda
You have included too much in your modpack archive. Your modpack archive should contain four folders: /bin/, /config/, /Flan/, /mods/. The /bin/ folder should only contain the modpack.jar file. You should not include the resource pack archives in the modpack archive. Not everyone can (or wants to) use them, and they needlessly bloat the size of the pack. They also seldom change but would have to be downloaded every time the pack updates. Wasteful and harmful. It is considered bad form to include the options.txt and optionsof.txt files with your pack. This will overwrite the local client settings (including sound, video and key settings) every time the pack updates. Very frustrating. You should not include the /mods/VoxelMods/ folder with your pack. This will overwrite the client settings (including waypoints) every time the pack udpates. You have multiple mods with names in the format of "ModName-Mod-1.7.10.jar". Almost no authors name their mods that way and is a glaring sign that the mods were obtained from illegitimate sources. This is always bad and sometimes fatal to a pack. Always get your mods directly from the mod author's posts or websites. Your pack is... waaaaay to big (nearly 600M!!!). Almost no one will be able to run it at all, much less run it well. It will be nearly impossible to maintain. It is so large that the Launcher may have problems just downloading and extracting it. From this point, you are on your own. Best of luck. -
Ahh. So, what you are saying is that you don't really have a modpack and you aren't using the Technic Launcher. This is not good. If you plan on making a modpack for use in the Technic Launcher, don't create it using the Vanilla Launcher. Use something like my BareBonesPack: http://forums.technicpack.net/topic/62318-minecraft-keeps-crashing/?do=findComment&comment=506458 If you want help with a pack, we need to be able to download it. If you haven't gotten to the point of making an actual new modpack in the platform then you will need to zip up what you have, upload it to a file sharing service (dropbox, copy.com, etc.) and provide that link here. This assumes you are using something like my BareBonesPack to assemble your modpack. If you are using the Vanilla Launcher you are going to have a bad time of things.
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The Modpack Location you entered is not a valid location.
plowmanplow replied to _Mohandar_'s topic in Platform Pagoda
What is the exact URL you are attempting to use? -
HELP | Custom modpack running extremely slow
plowmanplow replied to omrizod's topic in Platform Pagoda
Yeah, that's a dedicated/discreet graphics card and should work just fine. There must be some other issue which has changed on your local system causing things to not run as expected. -
Use NBTExplorer to edit the level.dat file and enable the AllowCommands option.
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Use NBTExplorer to edit the level.dat file and enable the AllowCommands option.
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1.7.10-1.1381.06.221 works great. 1.7.10-1.1307.06.218 works equally well. All other versions are missing patches which are included in those two versions.
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Add them in individually and see if each of them will work as the sole addition to the original pack. If they don't you have your culprit. If they do, then start adding them in sequentially until it fails and watch your logs. You will likely have a candidate culprit. Take out the last mod which made it crash and continue adding the others. If that works you definitely have your culprit. If it doesn't then multiple mods are having issues with the additions and you have your work cut out for you. I am unable to provide additional recommendations because I am unwilling to try debugging a pack that large. Way too much hassle.
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Need help with my custom Modpack (zipping Issues)
plowmanplow replied to Beefchicken's topic in Platform Pagoda
As very often happens when the mod filenames are changed, your pack is not working properly because of the all capital file names. You need to either re-download them all and leave the names intact, or you need to use something like Bulk Rename Utility and rename them to be "Title" cased. You should remove the /mods/Voxelmods and its contents. You should remove the files in the /config/cofh/ folder. Leave the sub-folders and their contents intact. -
Need help with my custom Modpack (zipping Issues)
plowmanplow replied to Beefchicken's topic in Platform Pagoda
Your /bin/modpack.jar is named "modpack.jar.jar". Google "windows explorer always show file extensions" to learn how to prevent this. Why have you converted all your mod filenames to upper case? It makes them hard to read. The IC2 API file in the mods folder is only for use by mod developers and should not be included in the client or server. Your OptiFine version needs to be updated. -
HELP | Custom modpack running extremely slow
plowmanplow replied to omrizod's topic in Platform Pagoda
If you are using an embedded (included in the motherboard) graphics card those can sometimes be too underpowered for complicated packs. If you have almost any add-in video card you shouldn't be seeing that poor performance. -
HELP | Custom modpack running extremely slow
plowmanplow replied to omrizod's topic in Platform Pagoda
Why are you using old versions of some mods? Most (all?) 1.6.4 mods are frozen at this point so using a multi-verions-old copy of Treecapitator (for instance) is usually a bad idea. You should probably turn off all the "udate checkers" in the configs for any mods you can since it they report updates which are for a newer version of MC/Forge. I'm able to start your pack with 2G allocated in the Launcher (8G physical in the system). Responsiveness in the menus is what I would normally expect, and I get 35-60 FPS in the limited testing I did inside an SSP world. I suspect you have something going on with your graphics card or drivers. -
Creating custom modpack server
plowmanplow replied to batfreak12345678's topic in Server Op Swap Shop
Creating a server from a modpack: http://forums.technicpack.net/topic/61989-server-of-fury-i-would-like-more-help/#comment-519381 -
Do you know what a link to your pack details page is? The page with details about your modpack before you log in to edit it?
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Why do you seem so reluctant to provide what I am asking for? If you would provide your API URL or a link to your pack details page, I could help you. Until that happens I believe we are done.
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As previously stated: Modpack making process: http://forums.technicpack.net/topic/103596-still-looking-for-help-building-custom-modpack/#comment-571785 Creating a server from a modpack: http://forums.technicpack.net/topic/61989-server-of-fury-i-would-like-more-help/#comment-519381
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It is likely a firewall issue on the Windows system. Make sure any required ports are opened, or better yet, turn off the firewall when you are on your network.
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Just curious, why are you sticking with such an ancient version of Tinker's Construct?
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HELP | Old custom modpack doesn't work in any version
plowmanplow replied to omrizod's topic in Platform Pagoda
It is considered bad form to include the options.txt file in your pack. This will overwrite the local client settings every time the pack updates, which can be quite annoying. Your modpack archive is in RAR format. All archive files intended for use in the platform must be in ZIP format only. -
Ahh. As long as the pack is properly updated (i.e. the pack version number is changed/incremented), the Launcher will recognize that an update is available as soon as the Launcher is updated. There are other triggers which will make the Launcher re-check, but that's the easiest.
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Why did you start a new thread for this when you had an active thread going with multiple responses? Not only that, you haven't changed the modpack download or the pack version number since the last time I responded to you.