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plowmanplow

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Everything posted by plowmanplow

  1. You shouldn't really be getting "spam" in your logs. If something is constantly outputting things like 0/45 Players that is definitely not "normal". Finding the source and eliminating that could be beneficial.
  2. Pre-generating the world will reduce your worldgen lag during normal game play. However, it MASSIVELY increases the size of your world save along with a huge increase in disk space requirements if you are using Dynmap. Allocating only 512M to the Launcher will prevent you from playing the majority of modern 1.7.10 modpacks. If you are running a server and a client on the same system, your performance is going to suffer greatly.
  3. Deleting a region file resulting in the removal of potentially over 100 million blocks when you only need to delete one block is probably not the way to go. The old colloquial axiom "throwing the baby out with the bath water" comes to mind.
  4. This is why a version numbering scheme like x.y.z is usually best and why it is so widely used. Increment X for major changes like MC version or fundamental design/API changes. Increment Y for adding/removing mods or major functionality changes (like changing how mods are integrated with each other). Increment Z when updating mod versions with patches/fixes and for minor-ish config changes. Reset Y and/or Z when incrementing the higher order numbers.
  5. If it is just a block that is crashing the client/server when you get close you will probably need something like MCEdit to get rid of it. If it's just causing a crash when interacted with you should be able to break it in creative mode.
  6. More generally speaking, the process of building a pack should involve much testing and starting of the pack as you work through configuration changes, mod additions, balance, etc. Once you finish that process the /config/ folder will be full of all your config files. This folder and its contents must be included in your modpack archive.
  7. Always provide the API URL or a link to your Technic custom modpack page when requesting assistance. Copy.com public share URLs must be appended with "?download=1" (without quotes) in order to be a valid direct download URL for the platform. You may benefit from using my BareBonesPack as the starting point for building your pack:
  8. I'm not sure what to tell you then. I started with your modpack, removed those mods on the server and was able to connect with your client. Make sure you are following a procedure similar to this:
  9. Since you are making a Forge/MC 1.6.4 modpack you need to include Lexmanos' legacy java fixer: http://t.co/9olGYnwZBi You should not include TConstruct_Library in your pack. That is only for developers. Your OptiFine is quite out of date and should be updated. You have not included any config files in your modpack archive. This is always bad and, for Forge/MC 1.6.4 packs, often fatal.
  10. It looks like you are doing something odd/bad with your Solder mod setup. Every mod reported in the pack is listed as version 3.0. It is almost as if you named every individual ZIP file the same as your pack version number. This will make things confusing for users and very difficult to manage. The whole point of Solder is to make it so that you only have to push the changes when an update happens. Will you be updating every ZIP to 3.1 if you update the pack version to 3.1? If so that would invalidate the whole purpose of using Solder. You really need to break up your "mods". For a mod like ProjectRed which is made up of 6 actual mod files, it would be alright to include them all in one ZIP/mod in Solder since they always update together. However, for most mods it is much preferable to separate them. For instance. Your Thermal Expansion ZIP has CoFHCore, CoFHLib (which shouldn't be in there at all as it's a mod developer file), Resonant Engine (a Calclavia mod), Thermal Expansion and Thermal Foundation. Those mods usually update on different schedules so if you update CoFHLib (which updates more often) you'll have to push 10 times the data to clients. This is more of an issue for you because of the next point. The host you are using for your Solder setup seems like it has an amazingly slow internet connection. It looks like I'm getting somewhere in the neighborhood of 60K/sec (0.8megabit). This shouldn't really break anything, but it may be causing some of your issues. Your host may be responding so slowly that the Platform/Launcher thinks that the pack is broken or offline. After some messing around it looks like I finally have the pack downloading, but it seems like it will take close to an hour to download the mods. Nobody is going to wait that long to play your pack. I'll update this post if/when the pack finishes downloading. Edit: I cancelled the pack install after an hour and only being up to 73%. The current Solder installation is not viable.
  11. Ahh. No, I do not think any of the default Technic packs are officially up to 1.7.10. That should be coming long soon (Hexxit is first I think).
  12. Technic does not have "official" servers for packs.
  13. The "stand alone" download you provided has Forge #1230, but your Technic pack has Forge #1291. This may make a difference. Try your Technic pack with Forge #1230 as well. Your Technic pack has the legacyjavafixer-1.0.jar mod. Since you have Forge >= #1230 you can safely remove this (and should). Other than that I don't know of any reasons installing Forge into the Vanilla launcher would work but the Launcher would not.
  14. If you are looking for item transport, Tubes Mod might be a viable, non-techy solution. Also, ProjectRed also has item transport.
  15. Client Only Mods: (must be removed on the server) FlatSigns JourneyMap MineMenu NEIAddons NEIIntegration NEIPlugins OptiFine TiCToolTips WailaHarvestability Item of note: Many of your mods are very old. If you are rolling out a new pack/server it is usually a good idea to use versions which are more up to date with known critical issues addressed.
  16. [B#256] OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. It doesn't like your video drivers. Try removing the OptiFine mod and see if it works or the error changes.
  17. The big issue with running cable the entire way is that you will need to ensure that every intermediate chunk between your end points is force-loaded. Doing this for more than a couple runs will drastically increase the memory requirements of the client. Using WR-CBE (Wireless Redstone - ChickenBones' Edition) means that you only need to ensure that the end point chunks are force loaded.
  18. Without crash reports (in a pastebin, not in a post here) it is impossible to know what's causing the issue.
  19. You are using an out of date version of MCPC+ with a known critical crash issue which is causing this problem.
  20. Glad you got it working. Just for the record, which version of MCMMO were you using?
  21. This guide should be a good starting point. Run through that and if you have specific questions I should be able to elaborate.
  22. http://files.minecraftforge.net/LegacyJavaFixer/legacyjavafixer-1.0.jar
  23. You are missing the javalegacyfixer-1.0.jar in your server's /mods/ folder.
  24. Keep in mind that Solder uses .htaccess files to change the way the web server behaves inside the application folders. The web server needs to be configured to AllowOverride for all directives by .htaccess files. If you are getting "page not found" errors when going to URLs without /index.php then you most likely don't have this configured correctly.
  25. Platform Potluck is the place to announce new modpacks: http://forums.technicpack.net/forum/76-platform-potluck/
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