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plowmanplow

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Everything posted by plowmanplow

  1. Part of the process for using the BareBonesPack is opening the settings for the pack and selecting the specific version of Forge/MC you want to use. (as is clearly stated in the guide I linked) If this doesn't solve the problem then you have something else messed up.
  2. <sigh> Why have you started yet another thread about your issue(s)? It makes it extraordinarily difficult to maintain any cohesion in trying to supprt you. Is this for the same modpack you talked about before? If so, it's not your modpack and anything I/we suggest will be of little value unless you plan on creating your own custom modpack. If the pack you are referring to is indeed the one in one of your other posts it has mods which are out of date and have known problems. Update every mod that has an update available and come back if you still have issues.
  3. To quote my own profile signature, "Friends don't let friends make modpacks without config files." Until you have a full compliment of every config, for every mod in your pack that makes one, inside your modpack archive you do not have a complete pack. Sure Forge/MC 1.7+ modpacks don't have (most) of the ID conflict issues from previous versions. For example, by default every single mod will be managing its own oregen. This means that you may end up with three or four times the amount of a particular resource spawning in your world than you really want. There are a dozen other reasons to comply with this requirement. However, I seem to be going in a different direction that you are interested in going. Carry on.
  4. I maintain a modpack called BareBonesPack which can be used to build and test a pack locally before building your modpack archive. The explanation on how to use it goes into some detail about configs:
  5. It is better to provide a link to your Technic pack page or (preferably) your API URL. Please edit your original post to include that. It is vital that you include a full compliment of config files with your pack. Even when there are no ID conflicts (you dodged a bullet there, very uncommon) they configs are still required for balancing mod interaction, controlling ore/fluid/world generation, balancing power production, managing microblocks, etc. Your pack contains Millenaire mod. That mod author can't be bothered to properly package his mod and it is notorious for not properly extracting on client packs. The zip you provided works fine, but that is using WinZip (or 7zip) which uses a different ZIP engine than the one built into MC. Once you provide a link to your API URL I'll take another look to see if that might be causing you trouble. You have outdated versions of some major mods which desperately need updated: CoFHCore/ThermalExpansion and Galacticraft to name two. Your version of Galacticraft and GalacticraftPlanets does not match your version of MicdoodleCore. This is "bad". You have the TConstruct_Library in your mods folder. This should be removed.
  6. Your Forge version is outdated. The latest Forge for 1.7.2 is #1147. As of Forge/MC 1.6.4 the coremods folder is not used in any way and should not be included in your modpack. You have a mixture of mods for 1.7.2 and 1.7.10. This is "bad". All of the mods you have included have 1.7.10 versions so you really should just switch your pack to 1.7.10 and get all the mods for that version. Always include a full compliment of config files with your modpack. No exceptions.
  7. Looks like you didn't install Tropicraft correctly. Download the mod's installation file from the author's website and follow his instructions.
  8. Client Pack: You should always include a full compliment of config files in your modpack. Even though Forge/MC 1.7+ does not suffer from the item and block ID conflicts like <=1.6.4 the configs are still required to provide balance between mods, to adjust things like power/ore/fluid generation, to manage microblocks, etc.
  9. Your link to the fixed Opis doesn't work. Just copy the link I provided as that is straight from the horse's mouth.
  10. Client Pack: The download URL in your pack settings is not a direct link. You need to append "?download=1" (without quotes) to that copy.com URL. One should never use an automatic ID fixing mod when trying to use a client modpack with a server. The config files between the client and server MUST be exactly the same regarding IDs (blocks, items, potions, etc.) You can use IDFixMinus to "fix" the client IDs and then remove the mod before adding the full compliment of fixed config files to your pack. Take special note of that last bit. You MUST include a full compliment of config files with your client modpack. You have two different versions of CodeChickenLib in your mods1.6.4 folder. Remove the 1.0.0.62 version. Client-Only Mods: Damage Indicators OptiFine Server Setup: Do this: Remove the mods listed above as Client-Only.
  11. Just wait for the 3.1.1a update. That way you can stick with the client version from Technic.
  12. In order to use Cauldron with Voltz 3.1.1 you MUST update to the latest version of MobiusCore and you MUST use this version of Opis: https://www.dropbox.com/s/4vlbe4zpkk6x50q/Opis_1.2.2b_test1.zip I realize that this will make your server mismatched with the 3.1.1 Voltz client. Your only options are to make your own custom modpack, cloning the Voltz pack and upding MobiusCore/Opis or to remove MobiusCore & Opis completely from the server. Edit: Just spoke to Skuli and it is my understanding that an updated 3.1.1a version will be available today which fixes the Cauldron compatibility.
  13. Your modpack is based off of Hexxit which is for Forge/MC 1.5.2. The mods in the HermitCraft pack are for Forge/MC 1.7.2. This won't work. As for attempts at a custom modpack, feel free to start a thread in the Platform Pagoda forum for your custom modpack with a link to the pack and specific, quantitative, relevant information about what isn't working and what you expect to be happening.
  14. Confirm that you have done this because the error you quoted really looks like you haven't. Also, it's going to be very difficult to provide more assistance since the modpack you are trying to make a server for no longer has a client download available.
  15. Issues like this belong in the Tracker for the Launcher. There is a link available right at the top of this page. That being said, you are either using the wrong name and/or password or something else is messed up in your local launcher. Go to the Tracker. Seek help there. (on a side note, using ALL CAPS and demanding help NOW kind of makes people not want to help at all. You catch more flies with honey and whatnot.)
  16. There are rare exceptions (and this ain't one), but mostly no.
  17. This post on getting mods will likely help: Tinker's requires the dependency mod Mantle. Unfortunately I can't seem to find any of mDiyo's mods for Forge/MC 1.4.7. Where did you find the one you have?
  18. Block ID Conflicts: Block ID conflicts will usually either crash the client or generate a file named IDConflicts.txt in the client modpack folder. If the former you will need to examine the ForgeModLoader-client-0.log file (also in the client modpack folder). Towards the end you will see an exception which should reference the block ID and mod in question which will allow you to change the conflicting ID in the listed mod's config file. If you get an IDConflicts.txt file it will list numerous conflicts between specific mods and a few ranges of unused IDs. These are also resolved using the config files. Block IDs should be less than, or equal to 4095. Item ID Conflicts: Item ID conflicts will seldom prevent a pack from launching. Once the pack starts for the first time you will need to examine your ForgeModLoader-client-0.log file and search for the word CONFLICT. Not all conflicts can or should be resolved, and it will take some experience to know which those are just by looking. Focus on the conflicts that specifically reference two different mods by name. Keep in mind that most (but not all) in-game IDs are up-shifted by 256 from the value defined in the config files. A full list of used/unused IDs can be dumped to a CSV file using NotEnoughItems: Start a SSP world. Open the inventory screen. Click the Options button in the bottom left. Click Tools. Set Block/Item IDs to ALL. Click Dump. A CSV file will be created in the dumps folder inside your client modpack folder. Use this list, keeping in mind the typical up-shifted in-game values, as a reference for IDs to use when changing your configs to resolve item ID conflicts to an open range found in the CSV file. Item IDs should be >= 4096 and <= 31999. Those are in-game IDs so keep the up-shift in mind. This is one of the primary reasons why config files must be in all modpacks. The only way to ensure that conflicts are resolved, and that IDs are synchronized between clients and servers is to have a full compliment of config files in the client modpack.
  19. This is incorrect. As of TE3, Tesseracts impose no loss or limit of any sort on any transport mechanism (items, fluid, energy). They are, to quote KL, "to be treated like a connection in space and time". Quarries will use up to a maximum of just over 48 MJ/t (there is a formula for this). This would equate to just over 480 RF/t. Edit: hehe, right in after Digdug83.
  20. It looks like you are trying to include the 1.6.4 version of Applied Energistics in your 1.5.2 modpack. You need this version: http://ae1.ae-mod.info/beta/appeng-rv14-dev2-mc15x.zip As for the rest of your pack, you need to be assembling a custom modpack at this point. These posts (by me) may help you: Getting Mods: Using Plow's BareBonesPack: Making a Server:
  21. Don't start multiple threads for the same issue/pack. It is confusing and counterproductive. The download for that pack has been removed by the author. You'll need to create your own custom client pack at this point.
  22. You launch the Forge universal JAR file (as I already mentioned) with command line parameters to define starting/maximum memory allocation, Permanent Generation space, etc. Damage indicators is a client-only mod and has been so since the first version for Forge/MC 1.6+ It says so right on the author's MCF post. The client download for the pack you listed no longer exists.
  23. I have not "made it that complicated". That is a comprehensive explanation of the procedures involved in making a server. If you do not understand parts of the process there are many resources (myself included) which are available to guide you through. As my brother says to my nephews all the time, "can't" is a four letter word just like all the other ones you aren't allowed to say.
  24. That is because you didn't "install" Forge to your server folder. You just dropped the Forge universal binary JAR file into your server folder. Go get the installer and install the server into your server folder.
  25. Without a link to your Technic pack page or API URL, no, we cannot help you.
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