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Everything posted by plowmanplow
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trying to get my custom modpack server to work
plowmanplow replied to gunhammer5000's topic in Server Op Swap Shop
Cauldron (formerly known as MCPC+ but both are now dead) is used as a replacement for the Forge binary to launch the server, not at the same time. Cauldron actually has forge in it. As for your client pack: The download URL in your modpack settings is not direct. You need to add "?download=1" (without quotes) to any copy.com public share URL to make it direct. CodeChickenCore mod goes in the mods folder, not in mods1.6.4. Your Applied Energistics mod is outdated (even for 1.6.4) and has an odd name. The implication is that you did not get it from the author's website. This is usually bad. Actually, most of your mods are out of date and have known issues. You should update them to the most recent versions for 1.6.4. Your modpack has no config files. This is always bad and often fatal for modpacks build for Forge <= 1.6.4. When attempting to make a modpack for a server, the only way to ensure that the client and server are synchronized is to have the same configs in the client pack as are on the server. As for the server, if you are using Cauldron I would just suggest you get the latest version and install it according to the instructions... but you can't download it due to all the DMCA nonsense. It sounds like you may be running an outdated version of MCPC+. -
I would be willing to wager a fair amount of money that out of 10 packs for 1.6.4 you would get duplicates and dependency problems more than 90% of the time if you just combine them. For example: Both packs contain CodeChickenCore but one is 0.9.0.8 and another is 0.9.0.9. One pack contains a mod which references the Thaumcraft API but Thaumcraft isn't present. Another pack contains a version of Thaumcraft which has a different API version than the first pack. As soon as the pack tries to start up and the mod with the outdated Thaumcraft API tries to start up things will go pear shaped. Those kinds of errors are specific examples that I have seen recently. The same principle could be applied to almost any collection of packs and mods which were built at different times but for the same version of Forge/MC. This is not a "well, it could happen under the right circumstances". It is a "has happened so many times I feel like a broken record when instructing people how to fix the issues". This doesn't even get into issues where having a ton of mods with conflicts at the same time can cause weird looking errors that are difficult for the uninitiated to resolve. If you want a maintainable pack that you understand and are familiar with, there is no exception to the "build a pack methodically and test as you go" rule. Combining a large collection of mods from two or more packs together yields the same results and headaches as downloading a large number of mods and trying to drop them in a new pack at the same time. You end up having to repeat yourself like this (from today):
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When desiring to combine two modpacks it is never a good idea to just combine the mods and config folders. Many mods have dependencies and required versions of other mods and combining two full folders of mods will almost always result in major dependency issues. If you wish to make a custom modpack you need to start from scratch and combine them methodically so that you know when and where errors pop up and can address them accordingly. When you just combine a ton of mods together at once you'll end up with a bunch of errors that can be tricky to resolve. Make sure your mods are up to date: Start with just Forge in your pack (or use my BareBonesPack) and build it like this: If the pack is for Forge/MC <= 1.6.4 watch for any ID conflicts and resolve them:
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Technic Launcher Freezes when I click on any gear icon
plowmanplow replied to tracer_see's topic in Platform Pagoda
You are using Java 8_20 and are experiencing the error which is discussed in the top post on Technic's front page: http://www.technicpack.net/article/view/concurrentmodificationexception-in-java-18020.89 -
@pokemaster787: My post on resolving ID conflicts may help you get things resolved both for block ID conflicts (which will usually crash the client at startup) and for item ID conflicts (which are much more insidious and do things like you reported):
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At the risk of repeating myself... I'm going to repeat myself: Your ChickenBones mods (CodeChickenCore, Ender Storage, etc.) are out of date. You have no config files in your modpack. This is always bad and often fatal, especially for 1.6.4 modpacks. After getting your pack working locally you should have a full compliment of config files in the config folder of your test environment. Include this folder and its contents in your modpack archive. As for your current pack: You have the IC2 API archive in your mods folder. This does not belong and should be removed. If you wish to include IC2 (or supporting mods) in your 1.6.4 pack I recommend reading this post: You have two different versions of CodeChickenLib in your mods1.6.4 folder. Remove the 1.0.0.61 version. It appears that OptiFine and Galacticraft are conflicting. Galacticraft has had many updated versions since the last release of OptiFine and it is unlikely that OptiFine will be updating for 1.6.4. You will need to remove OptiFine to get Galacticraft working. You have ArsMagica2 but not the dependency mod AnimationAPI. Your version of OpenCCSensors (1.6.4.1B) does not match your version of Computercraft (1.63). You need the correct version of OpenCCSensors (1.6.4.4 works). Please take this as constructive criticism, but it seems you have indeed made some of the changes for issues I reported without applying that knowledge to other parts of the pack or when you make changes. Things like multiple versions of the same mods (CCC), mods with dependencies (ComputerCraft with OCS, AM2 and AnimationAPI, etc.) should always be addressed and attention to detail will see you through. However, not addressing the issues I bring up (see the first two bullet points here) will usually result in heartache and sorrow. I will provide a few links to other posts I have made which may help you on some of the fundamentals. Getting Mods: Methodically Building a Pack: Fixing ID Conflicts:
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First custom mod pack - Forge MultiPart problem
plowmanplow replied to Rab397's topic in Platform Pagoda
You do not have the exact same problem. No one ever does. Please start a new thread and provide that link to the FML log as well as the API URL to your custom modpack. -
Crashes on the main screen CUSTOM MODPACK
plowmanplow replied to Jammy1234's topic in Platform Pagoda
You have a 1.6.4 version of AutoUtils mod. This needs to be removed. You have a 1.6.4 version of Chisel mod. You will need the 1.7.10 version if you intend to include the mod. DenofLion's mods are not released for 1.7.10 (denPipes, denLib, etc.). ForgeMultipart belongs in mods1.7.10 not mods. iChun's GravityGun mod has not been released for 1.7.10. Remove the 1.6.4 version you have. You have a 1.6.4 version of Logistics Pipes. This mod has not been released for 1.7.10 and the alpha/betas available are likely unstable and incompatible. I'm going to stop at this point. It is clear that you have a huge mishmash of mods for different versions of Forge/MC. This won't work. You need to get mods for 1.7.10 (if you are building a pack for that version) which are specifically made for that version of Forge/MC. Go back through your mods and make sure you have the correct versions and are following all instructions from mod authors. This post may help you: -
Which version of Voltz are you working with?
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How to link solder to an existing modpack?
plowmanplow replied to andyilpro's topic in Platform Pagoda
This is a Technic custom modpack API URL: http://www.technicpack.net/api/modpack/jclite For this pack, the Slug is "jclite". This is what needs to match up in order to link an existing pack through Solder. -
Link not public.
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trying to get my custom modpack server to work
plowmanplow replied to gunhammer5000's topic in Server Op Swap Shop
@ChopThatFabulous: Start your own thread. It is extremely distracting and counterproductive to try to have to separate, focused conversations in the same thread. @gunhammer5000: Are you using Forge or Cauldron as your server binary? -
The server ZIP I provided is self contained and complete. However, I did forget to change a Dynmap setting which will prevent it from rendering properly. I will address that shortly. Using my 1.0.5 server ZIP: Extract ZIP to new folder we'll refer to as SERVER. Download this file and extract it (overwrite any existing files) into SERVERdynmap : https://copy.com/FIcXK3V1WRYj?download=1 Run "startserver.bat" That's it. You shouldn't have to change anything else at all.
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Getting the correct mods, with dependencies, from the correct locations is the first place to start: Once you have the mods you want/need, you can use my BareBonesPack as a platform for constructing your modpack: If you make the pack for Forge/MC 1.6.4 (instead of 1.7+ which would likely be a better choice) you may need to resolve ID conflicts:
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You would need to use the Forge/MC 1.6.4 versions of the mods, but other than that it is quite feasible to add mods.
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I understand that, in your case, I'm preaching to the choir. Had he simply extracted the original ZIP to a folder and then installed the current Cauldron into that same folder he would have able to get it working by simply changing the contents of the startup batch file. I guess what I was getting at is that there wasn't enough information about the state of things or how he got there to give a succinct response about how to fix things. The best recourse in that case is simply to start over and do it correctly (which ever way that may have been). Thanks for helping someone with my (shamefully) outdated server pack, hehe.
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You have TreeCapitator mod but not the required dependency mod bspkrsCore. You have duplicates of the LuckyBlock mod. You have done something fatally bad with all the mods in your pack. Did you zip them up individually before including them in the modpack archive? Did you extract them and re-package them? Don't do any of that. Just follow the mod author's instructions which 99.9% of the time is to simply place the ZIP or JAR files you download from them into your mods folder. You have no config files in your pack. This is always bad and often fatal. Please read this post for the correct way to assemble your modpack: This post on getting mods may help you as well:
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You should not be extracting the archive files you download for mods. They should just be copied into your mods (or mod1.6.4 folder if that's where they belong) folder. You have no config files in your pack. This is always bad and (as in your case) often fatal. You need to be methodically building the pack using either a version of your modpack which ONLY has Forge in it, or using something like my BareBonesPack. This post on the subject may shine a little light on the process:
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The whole process was wrong. The relevant portions of a server modpack are the config and mods folders (and other top level folders like Flan and Chocolate if the mods require). All the rest of the stuff is server process/binary/JAR related. The correct way to move any existing server pack to a significantly new version of Cauldron would be: Download the Cauldron installer and install to a new folder. We'll refer to that folder as SERVER. Launch the new Cauldron server jar in SERVER (using an appropriate batch file containing reasonable command line arguments) in order to generate all the supporting files. Stop the server. Remove the "world" folder that gets generated by default. Edit the supporting files (cauldron.yml, spigot.yml, server.properties, etc.) to your liking. Copy in the config and mods folders (and others, yadda yadda) to SERVER. At this point you have a working server in the SERVER folder. However, if you want to include an existing world you need to put it in a folder named as whatever you have set in the server.properties file.
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I guess I didn't notice any tell-tale errors in the thread other than a general "improper Cauldron or server installation".
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Most likely just a Cauldron installation issue.
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This is not a dig at DicheBach at all (he's a nice guy and I like having him on my servers) but he wasn't installing things "correctly". The JCLite 1.0.3 server archive he downloaded was also a "point and click" solution if it is simply extracted to a folder and started with the startserver.bat file.