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Everything posted by plowmanplow
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Cauldron is currently at Forge 1231 so it should work fine once you update.
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Need help identifying errors in my custom mod pack
plowmanplow replied to lucybelaqua's topic in Platform Pagoda
That would be a huge exception to the rule. 99.999%+ of all mods should be left as their ZIP files. As always, follow the mod authors installation instructions. -
You have no config files in your modpack archive. For most 1.6.4 packs with more than a few mods this is usually fatal. This post on using my BareBonesPack to create a modpack has more information on config files: You are using a Mac to build the pack and seem to have allowed the OS to automatically extract the ZIP format mod file into the mods folder. This is not the proper way to deal with the mod files. The individual ZIP format mod files provided by the authors should be left alone and simply placed into the mods folder. I would suggest using the BareBonesPack to build your pack. The link I provided has details on a reasonable, tested method for assembling a modpack.
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Need help identifying errors in my custom mod pack
plowmanplow replied to lucybelaqua's topic in Platform Pagoda
The new download link you just provided is still not a "direct" link. copy.com public share links MUST have "?download=1" (without quotes) appended in order to work properly in the platform. All of the problems I mentioned in my previous post still exist. A challenge here may be that you are using a Mac and I've seen folks have difficulty in the past with the OS trying to automatically extract the ZIP files. The files provided by the authors are individual ZIP files and should be left as such. -
Your modpack.jar file is the Forge installer JAR. The modpack.jar file is simply the Forge universal binary JAR file renamed to modpack.jar. Your modpack has no config files. This is always bad. Config files allow you to control the balance between mods and to customize mods for optimal gameplay. It looks like you have either renamed the mod files to remove the version numbers (bad) or gotten your mods from somewhere other than the author's preferred distribution channels (very bad). This post may help you: You have Flan's mod but no weapon packs in the Flan folder. Flan's isn't overly useful without weapons packs. I did not try to start your modpack. If you fix these issues and still are having difficulties come back here with the details.
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NEI and Waila both have server-side components and should be left in the server mods folder. You seem to be having a problem with the mod files themselves. All of your mods are throwing this error. The implication is that something got corrupted during the transfer up to the server: [23:23:04] [main/ERROR] [FML]: Unable to read the jar file appliedenergistics2-rv1-stable-1.jar - ignoring
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The modpack.jar file is simply the Forge universal binary JAR file renamed to modpack.jar. It is a ZIP format archive file and can be opened with any program which can view/extract ZIP files.
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Cauldron and/or Bukkit are only relevant for making a server. Custom modpacks have been unaffected by the nonsense. Here are a few posts which may help you in making a modpack: Getting Mods: My BareBonesPack for Making Modpacks:
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Looks like you have some mods with mismatched APIs or Forge/MC versions: [14:48:27] [Client thread/WARN]: Could not find itemResourcefrom thaumcraft.common.config.ConfigItems [14:48:27] [Client thread/WARN]: Thaumcraft not detected. [14:48:27] [Client thread/ERROR]: Caught exception from NotEnoughCodecs java.lang.NoSuchMethodError: cpw.mods.fml.common.FMLLog.getLogger()Ljava/util/logging/Logger;
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Max Modpack Size to be submitted on technic site?
plowmanplow replied to jwfc's topic in Platform Pagoda
From the perspective of usability, almost no one will be able to run a pack that large. Add that to the hassle of ever being able to properly maintain it (nightmare) and you have a recipe for disaster. -
Problems with the launcher itself belong in the Tracker for the Launcher located at the top of this page.
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Your modpack.jar file is named "modpack.jar.jar". Google "windows explorer always show file extensions" to learn how to prevent this. You have no config files in your modpack archive. This is always bad. Config files provide a way to ensure balance between mods and to tweak things to your liking. You have Mekanism for 1.7.10 in your 1.7.2 modpack. This won't work.
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Need help identifying errors in my custom mod pack
plowmanplow replied to lucybelaqua's topic in Platform Pagoda
Your download URL is not a direct link. For copy.com links you need to add "?download=1" (without quotes) to the end of the URL. The contents of your modpack are in a subfolder. The required folders (bin, config, mods, etc.) must be at the top level of the folder structure inside the modpack archive. Your bin folder should only contain the modpack.jar file. No other files or folders should be there. You have no config files in your modpack archive. This is always a bad idea. Always include a full compliment of balanced and tested config files in your modpack. It looks like you have extracted some of the mod archive files inside your mods folder. All of the mods should be left as the ZIP archives provided by the mod authors. -
Please provide a link to your custom modpack details page or the API URL (the URL you paste in the launcher).
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The contents of your modpack archive are in a subfolder. All of the required folders (bin, config, mods) must be at the top level of the folder structure inside the modpack archive. Other than that, your pack seems to start just fine. Item of note: I used Forge 1231 instead of the 1217 that you have in your pack.
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You must implement the Solder API in order to provide multiple selectable versions to the Launcher.
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@Aren117: Start a new thread for this. Please provide a link to the modpack you are using (API or Details links) cpw.mods.fml.common.MissingModsException The implication is that you have a mod which is missing a dependency. If you look in your latest log in the logs folder there will likely be more details concerning which mod is missing which dependency.
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Lag for unknown reason (Tekkit Lite)
plowmanplow replied to WOLF81's topic in Tekkit Lite Discussion
Just for giggles, how does it perform if you use the latest Java 7 instead of Java 8_25? -
It is very unlikely that this is causing lag for you: 2014-10-19 14:36:58 [WARNING] [Waila] Leaf data not found. 2014-10-19 14:36:58 [WARNING] [Waila] Leaf cover_6 not found. That is from your ForgeModLoader-server-0.log file. Waila is generating the message. There must be some oddness in one of the mods that generates leaves or some oddness in the way that Waila is detecting/monitoring things. This shouldn't cause any lag and I see none on my server with a similar number of mods while getting this message. If you aren't doing anything server-specific with Waila it is safe to remove it from your server mods folder.
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Figured it was something like that. Just wanted to make sure there wasn't a different option/branch I needed to look at. Thanks!
- 100 replies
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- technic platform
- technic launcher
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I didn't see it mentioned anywhere else: The modpack metadata seems to be different when viewed through the current live versions of the platform and launcher compared to the beta versions. For instance one of the packs I maintain is DatPack (current version 5.1.0): http://www.technicpack.net/modpack/details/dats-circlecraft-pack.387728 In the current Platform/Launcher the version is listed correctly and the Launcher works as expected. In the beta Platform/Launcher the version is detected at 5.0.3 and the Launcher is trying to "update" to that version and failing because it isn't available. Am i missing something?
- 100 replies
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- technic platform
- technic launcher
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Here's the main issue. You have a truly MASSIVE modpack. Packs of this size are challenging to maintain even for seasoned veterans. In order to have any hope of keeping the pack working (and keeping your sanity) one must make any changes to the pack methodically and in a way that is reversible if/when things go pear shaped. Make sure you know what you are changing, and what the effects are likely to be. Keep up with the changelogs of the mods you are changing so you know what to expect and should be more aware of required dependencies. Be patient. Some things can take a long time to yield results. (Your main issue with the current instantiation of the pack) Know how to read the logs. This may mean learning more Java than a casual user. Educate yourself about what the errors mean and where to go when things do not work as expected. In your current pack, you have two mods that are taking a LONG time to start up: IC2 building the UU matter internal database: ~84 seconds Immibis' Simple Recycling buiding the recycling database: ~505 seconds (almost 8.5 minutes) The pack does start when using Forge 1.7.10_1231, it just takes about 10 minutes. You will likely need to remove Simple Recycling or figure out how to make it not take FOREVER to launch.
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You have left out much useful information (OS, Java version and platform, system specs, coexistence of client with server, etc.) but I'll tell you right off the bat that 1G of heap and no increase of permanent generation space (default 64M) for a BTeam server is an exercise in frustration.
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When requesting help, always provide a link to the modpack API URL instead of the hosted file link. You have a version of Thaumcraft which requires a minimum of Forge #1208 but have #1207 as your modpack.jar. The version of Random Things you have installed requires a minimum of Forge #1217. Addressing these issues allowed me to start your modpack.