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Everything posted by plowmanplow
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I suppose I could weigh in since this is my modpack (and server). Diche: Here is a download link for the Current (1.0.5) JCLite packaged as a server with you configured to be OP and permissions group "Owner", as well as DynMap configured to work the way it does on my server. https://copy.com/p177RU8RWpqC?download=1 Simply extract it and run the startserver.bat file and you should be good to go.
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Authors really should explicitly state when a mod is client-only since the vast majority of them are for both client and server. However, some mods should work and don't because the mod author is not properly using the APIs. When you try and start a server and get errors about "client", "render", "GUI" and similar it is likely that you have a client-only mod in your server's mods folder. Generally speaking, any mod that only alters things on the client are client only mods. Things like GUI and HUD displays, minimaps, lighting changes, shaders, blood splatters, fancy animations, etc. are all client only modifications. If a mod has items/blocks/entities/etc. it should be a SMP mod. If a mod contains things that other players on the server can interact with, it is likely an SMP mod.
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Yes, you want to have a separate "mod" which contains all the config files. Do not include them with the individual mods. Yes, the folder structure inside the Solder provided ZIP files for each mod needs to duplicate the folder structure for the modpack (i.e. mod files in mods, modpack.jar in bin, etc.). As for your pack, if it works outside your network, but not inside your network you have some routing, DNS resolution, NAT, etc. issues of some sort going on.
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Your modpack download is a RAR format archive. All archive files intended for use by the platform must be in ZIP format only.
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Your pack settings are for MC 1.6.4. You have Forge for 1.6.4 as your modpack.jar. However, you have a mishmash of mods for 1.6.4 and 1.7.10. All mods must match the Forge/MC version you have chosen for your pack. You have no config files in your pack. This is always bad and often fatal for <=1.6.4 modpacks. This post on getting mods may help you: This post on using my BareBonesPack may provide a little insight into building a pack and getting config files:
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IDFix = bad Fixing them properly = good
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There were also a number of block or item already registered errors if I remember correctly. Not that you can really do much about those. There isn't a lot of coordination in the development of the different packs by different authors. Glad it's working now.
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You didn't increment the modpack version number in your modpack settings page.
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Ultra Modded Survival: Put your crashes and issues HERE
plowmanplow replied to Amaxter's topic in Platform Pagoda
Amaxter: Thanks for checking in. I have quite literally lost track of how many "out of memory" support requests I've addressed with UMS. -
Copy.com public share URLs need to have "?download=1" (without quotes) appended to them. Your config files have some item ID conflicts. Check your ForgeModLoader-client-0.log:
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This post on converting a pack to a server should get you most of the way there: The big difference is that post is coming from a direction of starting the Forge/MC server on your PC or a full host of some sort (not managed). Almost all of it is the same, the only differences being how you actually start the server. The config and mods folders will be identical.
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Don't know what to tell you. I just downloaded their zip, extracted it, doubleclicked on "rtoolkit.bat" and it started up. I would make a couple points: Many of the mods are quite out of date. It appears as though they are using an extremely outdated version of MCPC+ (now Cauldron) for as the server. This is likely "bad".
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I always just recommend folks remove OceanCraft. When a number of people express concern in his MCF thread that resolving conflicts is challenging or impossible without a config and his response is (paraphrased) "you aren't the boss of me" it isn't worth the hassle. Just move on to another mod.
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The ZIP library used by the Launcher doesn't like color code characters in file names. Look in your shaderpacks folder. Rename the Paolos LagLess Shaders file that has the color code characters in it to something else without those special characters. Many of the weapons packs in the Flan folder are throwing massive errors into the Forge latest log. Not sure what will be the result of that long term, but it looks sketchy.
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Shiro, there seems to be a fundamental disconnect between the (clear and concise) instructions we are providing and the actions you are taking. Your modpack.jar file is still messed up but in a new and fatal way. I'll reiterate what has been said previously in the clearest way I can: The modpack.jar file is ONLY the Forge universal binary JAR file renamed to "modpack.jar". Don't mess with it. Don't extract it. Don't add things to it. JUST rename it. Something is wrong with OceanCraft mod. It is throwing some kind of fatal entity ID conflict, which should never happen if it was coded properly. However, I would highly recommend finding an alternative mod to replace it since OceanCraft mod has been a piece of incompatible, poorly coded dookie since its inception.
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Textbook block ID conflict: java.lang.IllegalArgumentException: Slot 4084 is already occupied by madscience.tileentities.magloader.MagLoaderBlock@7956c821 when adding mods.natura.blocks.tech.BlazeRail@306d2cc3 This post on resolving conflicts should help you:
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Shiro, you aren't incrementing the "version" in your pack settings when you update the download URL or file. Your "pack version" (not MC version) is still 1.0. You MUST increment this or the client will never be informed that a new version/build is available.
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What server download did you use to create the server, or did you start with the client pack and make your own? If you started with a particular server, did you change anything? Did you follow the installation instructions? The error indicates that you are either missing the correctly named minecraft JAR in your server folder (most likely) or that you are missing required library files (possible as well). Both these issues would be resolved by installing the server correctly.
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WHY ISN'T THE ATTACK OF THE B-TEAM MODPACK WORKING?!?
plowmanplow replied to denischernyavsky101's topic in Cafe Lame
Support requests for native Technic modpacks belong in their respective trackers: http://forums.technicpack.net/tracker/ -
Your modpack archive "modpack.zip" is in 7zip (7z) format. All archive files intended for use in the platform must be in ZIP format only with the compression level set to compatibility or legacy. CodeChickenLib mod belongs in the mods1.6.4 folder, not the mods folder. You have Ender Storage and Not Enough Items mods but not the dependency mod CodeChickenCore (which belongs in the mods folder). You have DenPipes mod but not the dependency mod DenLib. You have a Forge/MC 1.6.2 version ReiMinimap. Get the 1.6.4 version. You have no config files in your modpack. This is always bad. Once you have your pack working successfully and have tweaked/tuned the configs to provide proper interaction and a balanced gameplay the full config folder needs to be included in your modpack archive before you pack is considered "complete".
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The challenge with trying to provide support for problems involving Solder is that there are probably a dozen very different things that could be causing your issue. Maybe a couple different things working in conjunction which yield varying results based how how you alter other parts of the system. For very specific questions like "When I try to add a new version of a mod I am getting an MD5 sum mismatch when the client retrieves the file and here are the links to the file, API URL, webserver logs, etc." it is possible to track things down sometimes. For "my installation doesn't work and I have no logs for you, just anecdotal information" type requests there is little anyone can do to help you. It is assumed that one is already well versed in installing and maintaining the underlying structure (web server, SQL server, PHP applications, service level applications, etc.) before attempting to implement Solder for your packs. If I didn't already have strong suspicions about what is happening I would suggest trying to examine the web requests coming into Solder (server logs, pcap dumps, etc.). All of your "mods" you have in your Solder setup are incorrectly packaged. The launcher simply extracts the solder-provided ZIP files into your modpack folder. None of your mods have the proper directory structure in them so you are getting mods in the root folder of your modpack instead of inside the mods folder. You do not have Forge added as part of your modpack. You need to have a "mod" that is the Forge binary named modpack.jar which is in a folder named "bin". You have no config files. Typically, with Solder packs, you will have the mods all packaged individually (or in sets like with Galacticraft) and have one zip file that contains all your config files. Look in one of Technic's packs (in the cache folder) for examples of how the accepted way to package configs. Now, as to why you seem to be having troubles. I added your API URL to my launcher and it worked fine (aside from the fatal issues listed above). Where is the web server you use to host the Solder installation? Is it inside the same network as your client launcher? Are you exposing URLs to the outside world that are different inside your network? That is the most likely explanation for it working fine for me but not for you if your web server is sitting inside a NAT filtered network interface along with the client launcher.
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Issue Dropbox changes break Technic Platform links
plowmanplow replied to GenPage's topic in Platform Pagoda
Just use copy.com. I've not had any issues with bandwidth restrictions or limits on the space they provide to free accounts. -
You always want to be using a batch/script to launch the JAR. The default memory allocation sizes are fatally low for a modded MC server and the only way to increase them is to add parameters to the command line. The easiest way to do that is with a batch file.
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New Mods Add T.Construct And ThaumCraft!!
plowmanplow replied to A_Flying_Donut's topic in Tekkit Lite Discussion
You will probably have better luck working with a 1.6.4+ modpack when trying to add mods. I maintain a pack I call JCLite which is mostly a spiritual successor to Tekkit Lite but for Forge/MC 1.6.4. Adding other mods to that pack would be fairly simple: http://www.technicpack.net/modpack/details/jclite.349189 I'll even throw together a server pack for that if would like to have it. -
A pre-patched modpack.jar which enables HD textures for Tekkit Lite. Replace your existing modpack.jar with this file: http://www.jaj.com/tekkitlite/modpack.jar Sphax 64x Tekkit Lite patch (base Sphax not included): http://www.jaj.com/tekkitlite/SphaxTekkitLite64x_Mods.zip Sphax 128x Tekkit Lite patch (base Sphax not included): http://www.jaj.com/tekkitlite/SphaxTekkitLite128x_Mods.zip