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plowmanplow

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Everything posted by plowmanplow

  1. If you have no intentions of distributing the modpack or sharing it with anyone then it is totally possible to just drop in more mods and configure them to work fine with the existing Hexxit modpack. As long as you don't change IDs in any of the existing config files you should even be able to play on normal Hexxit servers with your locally modified pack.
  2. I think the default for UseSSE is something ridiculous like 99 so there's no need to specify a limit. As for your CPU, there's no need to force it to run at a higher rate all the time. Modern CPUs are very good at monitoring their load (both computational and thermal) and providing the maximum union of both when the job requires. You are much better off letting it manage things itself.
  3. Problems with the Launcher or the default modpacks belong in their respective Trackers. Follow the Tracker link at the top of this page.
  4. Well, you got half way here. As I mentioned previously, you'll need to provide a link to your modified client Technic modpack page or the API URL for same. A crash report would go a long way as well.
  5. It is safe to leave that option out altogether if you are using a recent version of Java 7 or 8. It defaults to the highest value possible.
  6. Good to see you back. Also good that you tried it out. Been using it myself since 1992 and it's been a hell of a ride.
  7. There is nothing wrong with the pack itself. However, I notice that you provided a mediafire link for your modpack. Keep in mind that mediafire is not a valid host for use with Technic custom modpacks.
  8. If you aren't using the Technic Launcher and you aren't using a Technic modpack (custom or default) why would you seek help in a Technic forum? I always help when I can, but it sounds like you have more fundamental issues like an OS or Java issue going on.
  9. You have an outdated version of NotEnoughItems. You have the NotEnoughItems mod but not the dependency mod CodeChickenCore. Get the latest versions from here for your chosen version of Forge/MC: http://chickenbones.net/Pages/links.html
  10. Ahh, you have to run the latest MobiusCore for 1.6.4 and the Opis from here: https://www.dropbox.com/s/4vlbe4zpkk6x50q/Opis_1.2.2b_test1.zip Until Professor Mobius fixes his code and they update the Voltz beta you either have to run updated versions or remove MobiusCore and Opis from your server.
  11. You'll need to provide a link to whatever 1.7.10 modpack API URL you are using. I have a test pack in 1.7.10 for testing TE4, AE2r1, MFR, etc. See if that does the same for you as it works fine for my players. My pack: http://www.technicpack.net/api/modpack/te4test
  12. This problem belongs in the Tracker for Tekkit Lite. Follow the link at the top of this page.
  13. Don't start multiple threads for the same problem. You need to be using Cauldron (new name, same project). Download the installer for 1.6.4 and run that: http://files.minecraftforge.net/Cauldron/ If you are still having troubles come back here.
  14. The file in your bin folder named "besteste.jar" should be named "modpack.jar". You have ArmorStatusHUD installed but not the dependency mod bspkrsCore. As I have previously brought up to you, you have a staggering number of block and item ID conflicts. This is because you haven't included any config files with your modpack and the default configs are using some of the same IDs. These conflicts MUST be resolved and a full set of working configs included in your modpack before your pack will work correctly.
  15. Banning crafting is... difficult. Your best bet is to use a combination of TekkitCustomizer/BanItem and something like ModifyWorld to restrict what players may own/use/place. These are Bukkit plugins and would require you to be using MCPC+(<=1.5.2)/Cauldron(>=1.6.4).
  16. Heh, I must be confused. It happens, especially when I catch a post from the main page portlet for Recent Posts. So...many...posts...
  17. Problems with custom modpacks made by players need to be directed to the pack authors. We are not able to change anything in custom packs which renders any assistance we might provide quite neutered.
  18. Client Pack: Your version of Mekanism is very old with known stability issues. Update to the latest 1.6.4 version. Your version of IC2 Experimental is out of date. If you plan on including IC2 in your 1.6.4 pack I highly recommend reading this post: You have included no config files in your modpack archive. This is always "bad". Config files allow you to balance mods against each other, tweak things like fluid and ore generation and with 1.6.4 packs to resolve ID conflicts when they arise. When intending to use the pack in a SMP environment it is absolutely crucial that config files are included with the client pack because that is the only way to ensure that you have ID synchronization between the client and server. Server Pack: Download either the Forge or Cauldron installer JAR files and install to a folder of your choice. We'll refer to that folder as SERVER. Copy your mods and (completed) config folders to SERVER. You would normally have to remove client-only mods at this point but you have none. Not even a minimap, wow. Start the server jar which was created from the first bullet point above.
  19. You have not provided sufficient context for the error. When did it happen? What were you doing when it happened? What kind/type of pack were you trying to use? (etc.) I have seen this kind of problem when someone has the wrong version of MC selected in their pack settings or when the contents of a custom modpack were incorrect by having extra files in the bin folder. "Need more input, Stephanie!" - #5
  20. @Neowulf: By the time I had found this post it had already been moved to the proper location, but I will be careful in the future to simply point folks in the right direction.
  21. @Melfice: You may get some use out of a little page I put together. You can simply paste an API URL into the available field and hit submit. The page will retrieve the pack metadata and give you a link to the download: http://www.circlecraft.info/platform/ Maybe I'll see about making that a little cleaner/modern this weekend @Batfreak: Client Pack: The contents of your modpack are in a subfolder inside the archive. The main folders (bin, config, Flan, mods) need to be at the top level of the folder structure inside the archive. Your bin folder has too much stuff in it. It should ONLY contain the modpack.jar file. It looks like you have extracted the ZIP files that would be in your Flan folder. Leave them as ZIP files. Don't extract them. Melfice brings up a valid point: Why are you making a new modpack for Forge/MC 1.5.2? Making it for 1.6.4 would be a much better choice, and 1.7.10 would probably be even better. Fix those issues and come back if there are any problems. Side note: Melfice gave you a very reasonable response to your OP. Making a new pack for 1.5.2 is possibly ill advised at this point because none of the server software or mods are being supported anymore by the authors. That being said, getting aggressive with people who are only trying to help you in a reasonable way will not get you very far. There are only a very small handful of us providing modpack support. Flies and honey and whatnot.
  22. If you aren't using a texture pack then setting it to anything over 3G is pointless and counterproductive. If you are using a texture pack then upping it to 4G may be required, but again, anything over that is counterproductive.
  23. You did not extract the Sim-U-Kraft mod correctly. Everything inside the UNZIP ME folder needs to be moved up one level. The current log you posted still has the exact same problem I already mentioned: One of the reasons it isn't working at the moment is because you have MutantCreatures mod but not the dependency mod AnimationAPI. The Player API mod is not installed correctly. The actual mod is inside that ZIP file. Attention to detail is important here.
  24. You may be getting little response because the Technic folks themselves steadfastly avoid responding to Solder posts and, at least for my self, Solder is working perfectly fine so it is most likely that the problem is indeed on your end.
  25. 2014-08-01 18:14:48 [SEVERE] cpw.mods.fml.common.DuplicateModsFoundException That typically means that you have duplicates for one or more mods. Since you haven't provided any other contextual information that's the most I could wager.
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