-
Posts
4594 -
Joined
-
Last visited
-
Days Won
74
Everything posted by plowmanplow
-
You have included too many things in your modpack archive. Your modpack archive should only contain the folders: /bin/, /config/, /Flan/, /mods/. The extra, unneeded folders and files are bloating your pack by over 200M. Forge for 1.7.2 requires the use of Lexmanos' legacy java fixer. See this post: http://technicpack.net/article/attention-modpack-authors.105 Your Custom Music Discs mod is out of date. The current version for 1.7.2/1.7.10 is v1.6. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1294939-custom-music-discs-v1-6 After correcting these issues I was able to start the pack.
-
Can you provide a pastebin for the relevant portions of your ForgeModLoader-server-0.log? Also, will the server start on a new world? You can test that by temporarily renaming your world folder and starting the server up.
-
This post probably belongs in Platform Pagoda. As for your crashes, you will need to provide logs (crash report, FML latest log, etc.) in a pastbin (not pasted into the thread here, use http://pastebin.com ).
-
This is happening because the current development builds of CoFHCore and Thermal Foundation are not compatible with the release version of Thermal Expansion. I don't really understand why they don't allow access to development builds of Thermal Expansion, but that's the state of things. You'll need to roll back CoFHCore and Thermal Foundation to versions that are compatible with Thermal Expansion.
-
The platform is still currently not working well. You may have to wait a while to finish debugging this.
-
Yes, it seems to be a bit flaky/overloaded at the moment.
-
Read this post: http://technicpack.net/article/attention-modpack-authors.105
-
We're going to need a lot more information than that. If this is an issue with the default Technic modpacks, you would be better off using the Tracker for that pack (see link at the top of this page).
-
I've had incompatibility issues when not using the "Latest" version of NEI. The platform doesn't seem to like this file and is failing during the extraction process (likely due to the non-standard characters): /mods/moarperipherals/lua/songs/Comptine D'un Autre Été.nbs Renaming the file to remove the special characters allow the pack to install properly.
-
Once you've got a new modpack archive/version up just let me know. As for the points above where you are deviating from the norm, but with specific intent, that is no problem As long as you are aware of the impact/ramifications, go for it.
-
As of the time of this post, the platform is non-functional. Wait until it comes back up.
-
It is usually a bad idea to distribute the /options.txt file with your pack. This will overwrite the client's local settings when the pack updates. Forge for MC >= 1.6 does not use a /coremods/ folder in any way. All mods belong in or below the /mods/ folder. Resource packs should not be extracted into folders. They should be left as the ZIP files in which they are distributed. Additionally, providing resource packs with the modpack archive is considered bad because they seldom change and clients will have to download them every time the pack updates, and because they significantly bloat your modpack archive (+30M for yours). The /mods/VoxelMods/ folder should not be in your modpack archive. This will overwrite client settings when the pack updates. Most mods which connect to the Applied Energistics API have updated to AE2rv2. You should update to the latest AE2rv2 beta (along with any mods which depend on it like Extra Cells). Many of your mods are quite out of date (Ender IO, NEI, Waila, TConstruct, etc.) which know major issues. Updating would be beneficial. That's as far as I can go until the platform starts working again. You've got a fair number of things to work on until then.
-
modpack crashing at initial map generation
plowmanplow replied to martinqc's topic in Platform Pagoda
This problem shows up all the time with folks attempting to use Calclavia's mods. He makes little effort to ensure that the current versions of his mods (with dependencies) work together, and does not list which versions are compatible. You will need to follow up with his support channels to get more information about which versions should/will work together. -
Please do not make multiple threads for the same issue. It makes providing focused support more difficult. As of this post, the API server/service seems to be malfunctioning. Once that is back up I can do a proper analysis. However, if you would post the modpack download link (I would normally get that from your pack metadata) I can take a look.
-
Yeah, once you go through that process a few hundred times it goes pretty quickly. Also, the "sanity check the /mods/ folder" step catches a lot of problems before I even try to launch the pack, so that can save a lot of time.
-
Keep in mind that the "Install This Modpack" button only copies the URL to the clipboard. You must manually paste that into the search bar in the Launcher for it to be detected there. On a side note, that pack link you provided does not work.
-
There are no versions of Waila for Forge/MC < 1.6.4. If you have versions claiming to be for lower versions of Forge/MC they they are either mis-labeled or forgeries.
-
Whatever program you are using to create those archive files needs to be configured to use ZIP format instead of RAR format. How? Depends on the program. Google is your friend.
-
Your file "extrautilities-3.0.zip" is a RAR format archive, even though the file extension is "zip". All archive files intended for use in the platform must be ZIP format archive files.
-
The FML log (the latest.log in /logs/) probably has more specific information, but finding the versions of Calclavia's mods which work together can sometimes (often?) be an exercise in frustration because he does not ensure that the "current" version of his mods work with each other. You will need to follow up with him, or his support locations, to find out the correct versions to use.
-
It looks like you have a block ID conflict. This shouldn't happen when using the Technic packs. The implication is that either your configs were somehow changed, are missing completely, or the server is having trouble reading them.
-
I do a fair amount of modpack testing and debugging, typically in threads posted to this forum. I thought I could demystify the process by sharing some of the steps and tools I use during an evaulation. Testing Environment for Monolithic packs: I keep a "custompacks" folder on one of my drives and made a link to it in Windows Explorer's Favorites to make it easy to navigate into. When someone requests assistance with a pack I copy their API URL (this is why I always ask for it) and paste it into a custom page I maintain for displaying pack metadata (feel free to use it or see what yours looks like: http://www.circlecraft.info/platform ). If the pack download link is valid I save it to custompacks in a subfolder titled as the username of the person requesting assistance. I name the ZIP file the same as the platform (i.e. slug-version.zip). Keeping the version in the filename is important because it permits me to notice when someone is changing their pack contents but not the version number. I then look through the pack to make sure everything looks "normal". Does the pack have the correct modpack.jar file (version, name, contents, etc.)? Does the pack have config files? Are the mods named "correctly" (not renamed, don't look like they came from content scraping sites, etc.)? Do the well known standards (ChickenBones, CoFH, Immibis', etc.) have all their dependencies? Are the mod versions current? I use my BareBonesPack (BBP) ( http://www.technicpack.net/modpack/barebonespack.271497 ) for testing monolithic modpacks (packs which are one big ZIP file download). This allows me to easily deploy a base platform for testing which I know has a working Forge environment. For a new test I will reset the BBP (using this script: http://www.circlecraft.info/bbp/ ) and select the correct version of Forge. I will then copy in the pack's required folders (config, mods, etc.). I then try to launch the BBP. If the pack crashes I will look at the crash report and ForgeModLoader logs (FML logs are in the root folder of the pack for MC <= 1.6.4 and in the /logs/ subfolder for MC >= 1.7.2) to get an idea about what may be causing the crash. This is sometimes quite clear (missing dependency mods, ID conflicts) but sometimes requires reading through Java errors/exceptions. Unless there are dozens of block ID conflicts, or the mods folder is a hot steaming mess I will usually do what is required to get the pack started (update mods, fix dependencies, fix conflicts, etc.) so I can report on that. If the pack launches successfully the first step is to go through the entire FML log and look for glaring issues. Things like mods which completely fail to load (errors reported), item ID conflicts (if MC <= 1.6.4), errors other than missing textures and failures to contact update checkers. I will then try to create an SSP world with the correct world type (like Biomes O' Plenty, etc.) and do some quick checks. Does NEI/Waila/etc. show up? Are there any obviously missing item textures (look through NEI pages)? Do the cornerstone mods allow block placement? Can I successfully change dimensions? Does the pack use an expected amount of RAM/CPU? At this point I will usually write up my findings. Many of you have probably seen them, but here's an example: Testing Environment for Solder packs: It is usually easiest to just add packs to my Launcher when they are managed by Solder. However, I do look around a bit first. My Platform metadata page will provide a link to the direct API URL for the Solder modpack. I will follow this to make sure that things look "normal". I will append the latest version number (i.e. if the latest version is 3.2 I would append "/3.2" without quotes) and make sure that a full mod list shows up. I will usually hit one of the direct mod URLs to make sure the web server is feeding things correctly. Once the pack finishes installing to the Launcher I will examine the pack folder to ensure all the folders look correct (that the modpack.jar in /bin/ is correct, that the config files exist, that the contents of the /cache/modname-version.zip look correct) and perform most of the steps from the Monolithic section above. If everything looks good I will attemp to launch the pack. The analysis steps from here on mirror those from the Monolithic section above except that I would be working in the current pack's folder instead of inside the BBP. Testing Environment for Servers: The first step for server assistance requests is always to do an analysis of the client modpack. If the above steps yield a fully working pack I will continue with the server. I keep a Servers folder in my custompacks folder with pre-built servers (both Forge and MCPC+/Cauldron) for all versions of MC. I will make a new folder for the test server, copy in the required top level folders from the pack (/config, /mods, etc.) then copy in one of these pre-built servers. I then make a new folder in the server folder called client_only and move all the client only mods (minimap, visual animations, etc.) from the server's /mods/ folder. Which mods these are is mostly learned by research and trial/error. However, most (decent) mod authors will state that their mods are client only when relevant (like Damage Indicators). I then launch the server using the Forge JAR as the base. If it starts correctly I will then connect from the client and verify that things are working as expected. If the person requesting assistance has provided crash reports or a test which makes the server crash I will attempt to duplicate that and analyze the results if it does indeed crash. Once everything is working as expected I will report my findings about the client pack, which client only mods must be removed from the server (sometimes mods should work in SMP but don't because they are poorly coded), and any other "gotchas" required to get the server up and running.
-
Keep in mind that Apache directives are case sensitive. For example, here are the lines from my config: <Directory "/var/www/htdocs.solder/public"> AllowOverride All </Directory>
-
Always use a pastebin service (such as http://pastebin.com ) when posting log data instead of pasting it into the thread. Always provide the API URL or the link for your Platform page when requesting custom modpack assistance. It looks like you may have NEI installed but not the dependency mod CodeChickenCore.