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Everything posted by plowmanplow
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That is a link back to this forum post, not your API URL.
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Make an exception in your antivirus software configuration for the Tekkit Lite modpack folder. Hop on back if that doesn't help.
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URGENT Chickenchunks help urgent crashes my server
plowmanplow replied to sledgemasterrrr's topic in Tekkit Lite Discussion
Possible chunk corruption? Try renaming your world folder temporarily and see if the server starts up. If it still doesn't you may have a corrupted mod. If it does start then you likely have a chunk corruption of some sort. You haven't provided enough log data to isolate it any further.- 5 replies
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- HELP
- crashes server
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(and 2 more)
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Help with creating modpack server for me and my friends.
plowmanplow replied to crystalstar's topic in Platform Pagoda
I believe AM2 requires the Animation API mod and I don't see that in the report. -
Always provide the API URL or the link to your pack details page when requesting assistance. You have some sort of version mismatch between either a mod and Forge, or Forge and MC. Without the API URL it is impossible to provide more details. Sending me a PM does not speed up my responses and just needlessly fills up my inbox.
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Copy.com public share URLs must have "?download=1" (without quotes) appended to them. Your /flan/ folder should be titled /Flan/ (note the capital F). Make sure you are incrementing the pack version number when you change the modpack archive. You have two different versions of CodeChickenCore in your /mods/ folder. Remove the older version. Smart Moving requires Player API. Address these issues and come back here if you still have troubles.
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That would be a much bigger jump than the last comparison.
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Yes. Using the server options (assuming you are using Cauldron) and the mod settings to limit/control mob spawning is pretty crucial to pack/server stability.
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If you are getting "can't keep up" warnings when nothing is really going on then you almost surely have an issue with one of the packs. The best systems in the world can be brought low by worldgen in modded MC. It's just painful to do. If you are getting the warnings during periods of worldgen then you'll just have to deal with it until it stabalizes. If the former, I abide by my previous logging/monitoring recommendations.
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No, HD packs have been natively supported for quite some time now. That and other optimizations is why OptiFine is much less used than it once was.
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Install 64bit Java.
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The CPU will always be a contributor, but the MC server will be hitting nearly every component in the system. I would rank them thusly: CPU single core speed Memory speed (you want low latency, high bus rate) Disk speed/performance (NCQ is highly important) Network IO performance (card should support TCP segmentation and checksum offloading) The only way to really know what is going on is to use Opis in game and VisualVM outside to isolate where the resources are being consumed. Using the Linux tool "atop" can help you get a picture of what's going on with the overall system as well.
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So, my pack won't load any mods whatsoever
plowmanplow replied to SinisterPixel's topic in Platform Pagoda
Your /bin/modpack.jar is the wrong file. It should be the correct version of the Forge universal binary JAR renamed to modpack.jar. HEE is not installed correctly. Open the ZIP file and follow the instructions. -
Chocolate Quest, Mo' Creatures and Roguelike Dungeons can all add a fair amount of world generation load by themselves. Used together it can be brutal during new chunk generation. The high entity counts with custom movement generated by all of them can dramatically increase the server CPU load. Your current CPU and a 925 are so close as to be the same in the context of MC server hosting. Upgrading to a 925 will buy you nothing. Is the CPU load high all the time, or only during heavy world generation?
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Yes, but which specific modpack. Please provide a link.
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What modpack? Which version of Java? Did you install 64bit Ubuntu? What kind of hard drive are you using? How much memory are you allocating to your server process?
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I've seen a number of similar crashes recently but haven't isolated the cause of the issue yet. You have a large number of mods adding mobs to the game and there is almost sure a conflict between two (or more) of them. Disabling the mob-adding mods one at a time until you can isolate may be the only choice.
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Did you try removing OptiFine? Factorization has no dependencies.
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Your OpenBlocks and OpenModsLib versions don't match and it looks like your OpenBlocks mod isn't from the mod author. You have the IC2 API instead of the actual mod. You need the mod, not the API. Modular Force Fields (MFFS) requires Resonant Engine (which is clearly stated on the mod author's download page). You also have two different MFFS JAR files in your /mods/ folder. You still haven't properly updated your AE2. You should be using AE2rv2_beta8 Your TeamCoFH mods do not match versions. (CoFHCore, MFR, NetherOres, ThermalExpansion, ThermalFoundation) Please read over the follow posts for more information about the process of getting mods and building your pack: I stopped testing at this point. Please go over all your mods again after reading those posts and address any issues as you go long. Come back here after that if you are still having troubles.
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Error extracting file... PLEASE HELP
plowmanplow replied to lewisscrivens98's topic in Platform Pagoda
When I re-zip the pack with only the shaderpacks folder removed it installs just fine. Make sure you are incrementing the pack version number every time you change your modpack archive. -
Always use a pastebin service for posting log data instead of putting in the thread. As for the crash, it looks like a problem with Factorization. There have been a few issues with Factorization and OptiFine. Try getting the latest Factorization.
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Error extracting file... PLEASE HELP
plowmanplow replied to lewisscrivens98's topic in Platform Pagoda
The Launcher doesn't work well with archives containing files with funky names. Rename the files in your /shaderpacks/ folder containing the "ยง" character. -
You shouldn't be including the resource pack with the modpack. 1) It massively bloats the pack. 2) A lot of folks can't run a 128x pack of that size. You have the OpenBlocks mod but not the dependency mod OpenModsLib.
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So confused. Lemme look again.