-
Posts
4594 -
Joined
-
Last visited
-
Days Won
74
Everything posted by plowmanplow
-
You would be better off using FastCraft instead of FPSPlus. Your OptiFine is out of date. Why are you not including GalacticraftPlanets? ExtraBiomesXL and Bomes O' Plenty should be an "either/or", not a "both". I would recommend updating Forge and all the mods. Your SSP crash is related to biome generation, possibly specifically related to village generation. You will need to methodically go through the pack disabling mods until you can isolate the conflict. As for your server, I'm really not sure what you are asking for. Are one or more of your plugins not working properly? Is there some feature you are looking for which is not currently available?
-
Modpack updates not extracting everything
plowmanplow replied to Coffee_Nutz's topic in Platform Pagoda
Sorry, that was a typo. I meant to type "log data". Basically, if the modpack archive is failing to extract there should be an error in your Launcher log. Make sure the Launcher is closed. Delete the contents of %APPDATA%\.technic\logs\ Start the Launcher and attempt to install the modpack. When the installation fails, close the Launcher. Provide a link to the contents of the techniclauncher*.log which was created using a pastebin service like http://pastebin.com- 3 replies
-
- custom
- installing
-
(and 2 more)
Tagged with:
-
Modpack updates not extracting everything
plowmanplow replied to Coffee_Nutz's topic in Platform Pagoda
Always provide the API URL or a link to the pack details page when requesting custom modpack assistance. Please provide (in a pastebin service) log date for the systems which are failing the pack update process.- 3 replies
-
- custom
- installing
-
(and 2 more)
Tagged with:
-
help the next version of my pack is broken
plowmanplow replied to fury of fawfull's topic in Platform Pagoda
Using alpha builds is really up to you. If you feel confident of the changes (changelog) and the mod author has a history of reasonably decent alphas, it might not be a problem. As for Forge, you need to have a good working knowledge of what the Forge changes require, and which mods have been kept up to date with Forge. For instance, the latest Forge builds have significantly changed the Fluid API and any mods which lean on that must update as well to maintain compatibility. -
If you want some current, real-world examples, my pack "A-Team's Revenge" has MineTweaker and a few script files to fix some specific errors in recipes.
-
Listing the exact mods a client is connecting with is vital information in a number of scenarios.
-
<sigh> duplicate
-
Always provide a link to the API URL or pack details page when requesting custom modpack assistance. Always use a pastebin or download service for logs. The file attachment feature does not work in the forums. Any "fixes" we could come up with will require you to create a new modpack since you can't change the original creator's content.
-
The only good way to do recipe manipulation is by using MineTweaker and it is quite effective. As for the "running /list too often" I assume you are getting repeated entries in the logs showing the number of connected users? I remember seeing something about that before, but I don't remember the context. If you can provide a link to your custom modpack, and a download for your collection of plugins/configs I'll take another look.
-
Always provide the API URL or a link to the pack details page when requesting custom modpack assistance. Always use a pastebin service (like http://pastebin.com ) for log and crash data. Never post full logs in the forums.
-
help the next version of my pack is broken
plowmanplow replied to fury of fawfull's topic in Platform Pagoda
A bit more information that "it's not working" would go a long way. Does it crash? Are some features of one or more mods not working as expected? Does it fail to start or does it crash when making a SSP world? What kind of errors are you getting? Do you have crash reports? What did you change that caused the behavior you are seeing? How long has this been going on? Does the old version of the pack still operate as expected? You have a version of Thaumic Energistics which is incompatible with the current/latest AE2rv2 betas. There is an alpha version of Thaumic Energistics which seems to start, but bear in mind that it is an alpha. When you update forge versions that far you really need to update the rest of your mods to ensure compatibility. Many of your mods are woefully out of date. -
What does Technic modpacks require?
plowmanplow replied to ThePumpkin5822's topic in Platform Pagoda
<sigh> I'm about to throw in the towel on these forums. :( -
What does Technic modpacks require?
plowmanplow replied to ThePumpkin5822's topic in Platform Pagoda
Your /bin/ folder has too much in it. It should only contain the modpack.jar file. Your modpack.jar file is an ancient version of Forge for 1.7.10 and should be updated. Several of the mods in your pack have file names in the format "Modname-Mod-1.7.10.jar". Almost no authors use that format. That format is nearly always an indicator that the mod files were obtained from illegitimate sources. Always get your mods from the authors. All of your mods are out of date. Most are ancient with known critical issues. -
If all of the packs, including the Technic provided packs, behave that way you need to post in the Tracker for the Launcher.
-
Your OreSpawn mod has an odd name and is very old. The implication is that you did not get it from the mod author's website. Get the latest version for 1.6.4 from the OreSpawn website and try again.
-
The version of Custom Music Discs mod you have (1.4) has a known issue during initialization. Updating to the latest (1.7) version should fix the issue.
-
Custom Modpack Crashing on Startup! | Initializing game
plowmanplow replied to VillagersSpawn's topic in Platform Pagoda
You need to go through and update all your mods. All of the CoFH mods are out of Beta/RC now. Pretty much all mods which include support for AE2 are built against the AE2rv2 betas, not the rv1 stables. Ender storage is mismatched with the rest of your ChickenBones mods. Your iChunUtil is very outdated compared to the rest of your iChun mods. Blood Magic should be updated. The version of BoP you have has known critical issues. Forge Multipart should be updated to the latest to conform with the correct item/block registry format. Basically, nearly every single mod in your pack is outdated or mismatched. Good luck. -
Always provide the API URL or a link to the pack's details page when requesting custom modpack assistance. Is this your pack or one belonging to someone else?
-
Copy.com public share URLs must have "?download=1" (without quotes) appended to them. It appears as though your modpack archive is in RAR format. All archive files intended for use in the platform must be in ZIP format only.
-
You can easily add it to one of your existing solder "mods". It would probably make the most sense to just add another simple solder mod which just adds that folder.
-
There is a tool in this forum (has its own sticky thread) which you might be able to use to help you import from your existing pack. Otherwise, you will have to recreate it manually.
-
Feel free to include an empty /resourcepacks/ folder in your modpack archive.
-
It is generally considered bad form to force a texturepack/resourcepack on users. Many users are unable to use them for various reasons. That being said, it is a simple matter to include the texturepack the same way you would any other file (i.e. /config/blah.cfg, /mods/blah.jar, /resourcepacks/blah.zip). The biggest reason not to force texture packs on users is that the only way to do so is by providing the /options.txt file which will overwrite every single client setting every time the pack is updated. This is "bad".
-
Make sure you are using the latest builds of both BuildCraft and Railcraft. Make sure you have the Buildcraft Compatibility mod. See if that helps.
-
How to create a Crazy Craft server?
plowmanplow replied to Stormyweatherian's topic in Platform Pagoda
As long as you are building a 1.7.10 pack, you shouldn't need to worry about IDs (except in rare edge cases involving enchantment/potion/entity ID conflicts which are very rare).