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Everything posted by plowmanplow
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You have two copies of CodeChickenLib in your mods folder. Remove the ZIP file and put the JAR file in a new folder called 1.6.4 inside of mods (mods1.6.4). All of your mods are still the renamed versions. There is no point in me doing more debugging until you re-download all the mods with the proper names and versions. One of the reasons it isn't working at the moment is because you have MutantCreatures mod but not the dependency mod AnimationAPI. However, had you read through the post I linked about getting mods you would have known to get the mod from the correct location and that right by the download links for MutantCreatues it clearly states that you need AnimationAPI as well. Fix it all, everything I've mentioned and then come back if you are still having troubles. Edit: And there's no need to PM me when you update the thread. I'm in here all the time when I have time. I have averaged 14+ posts a day for the last 6+ months and have hit as many as 60 posts a day before. I'll always respond as soon as I am able.
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Quite right, especially when you are nice about it
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The idea was that you would post the contents of your most recent crash report form the folder I mentioned into that spoiler tag so that I can verify which version of Java you are using and on what platform. That information would still be good to have. However, given how much work you have to do on the modpack posting the crash report is not urgent.
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Grrr. Why did you start multiple threads for the same problem? I have responded in your other thread. You have your work cut out for you.
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I am not intending to be snarky in any way but I just want to make sure you don't get your hopes up for anyone making this pack for you. It would be a huge effort for someone to build such a large and complex pack. Many hours of work for someone who knows what they are doing. Days of work for someone that does not.
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Please provide a link to your Technic pack page or API URL. Please also provide a crash report (located in your %APPDATA%.technicmodpackscandyskulls-adventurescrash-reports folder). I will assume that this is your modpack: http://www.technicpack.net/modpack/details/candyskulls-adventures.440640 If that is your modpack I will proceed with debugging things from there. Please still provide a crash report though. Make sure you put the crash report in a spoiler tag. A spoiler tag looks like this: And it shows up like this: Edit: Your client pack: You have mods in the coremods folder. Forge/MC 1.6.4 does not use the coremods folder in any way. All mods belong in or below the mods folder. It looks like you have carefully renamed almost every mod in your mods folder. What you need to do now is to go back and re-download every single one and NOT rename the files. You have removed the version numbers from the mod's file names which makes it basically impossible to debug and maintain the pack. You have the TreeCapitator mod but not the dependency mod bspkrsCore. Your version of TreeCapitator is amazingly old and not compatible with the current/latest version of bspkrsCore. I would normally continue debugging things, fixing problems as I go and reporting what was necessary to get a fully working modpack. However, trying to do so with all of the mod file names messed up is an exercise in frustration. Download all your mods from the mod author's preferred distribution channels (reading through this will help you: ) and rebuild the pack. Come back to this thread if you are still having troubles.
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How about that! Glad it's working and that your host was responsive to an uncommon request like that. Would you mind saying which host you use? Always good to hear about a host that is doing things well and being responsive.
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This belongs in the Platform Pagoda forum. Hopefully some kind moderator will move the thread. As for your pack, you need to provide relevant information. A link to your Technic pack page or API URL (the URL you paste into the launcher). You can also provide error logs, but I don't think we are to that point yet.
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You have 14+ mods in your pack. To which does "these" refer? It may benefit you to read my post on getting mods:
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- error
- custom modpack
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Fix all the other listed problems. Fix any block or item ID conflicts that arise. At this stage you will have a config folder full of configuration files for mods in your %APPDATA%.technicmodpackssinghpack folder. Include this folder and its contents in your modpack archive. The idea here is that you are testing things in a local, working test environment. The "correct" way to build a pack is to first create a modpack archive that only contains the (correct) binmodpack.jar file and publish that as your modpack. Your pack should start and only be Forge with no extra mods (will show up in the client as having 3 mods). Then you begin adding in your mods to your client modpack folder (%APPDATA%.technicmodpackssinghpack) and testing as you go. Once everything is working correctly you would copy out the config and mods folders and add them to that original "only forge" modpack archive that you created to start up your test environment.
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- error
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Your binmodpack.jar file is a RAR format archive. All archive files intended for use in the platform must be in ZIP format only. The contents of your modpack.jar file are inside a subfolder. All the main contents of the modpack.jar file must be at the top level of the folder structure inside the archive. Your modpack.jar file is the Forge installation JAR. The modpack.jar file is ONLY the Forge universal binary JAR for your selected version of MC downloaded and renamed to "modpack.jar". Nothing more, nothing less. You shouldn't be using special characters in your modpack name (the TM superscript). You should probably rename it to remove that. Your Mekanism mod JAR files are both ancient and broken somehow. Download the latest 1.6.4 version from the author's website (all three mod files, but not the MDK). You have MineFactoryReloaded installed but not the dependency library PowerCrystalsCore. You should download the latest version of ForgeMultipart for 1.6.4 and place it in your mods1.6.4 folder. Thermal Expansion is downloading it automatically, but it's getting an old version. http://files.minecraftforge.net/ForgeMultipart/index_legacy.html You are not including any config files in your modpack. This is always "bad". Once you are finished testing things locally and have a working modpack you need to include the config folder and its contents in your modpack archive.
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- error
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If you bring up a problem with your host, and they verify that it is indeed their problem and then say, "meh". You probably should find another host.
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To start the server with more ram...
plowmanplow replied to Jaroslav Kovač's topic in Tekkit Lite Discussion
That can be safely ignored. -
(assuming this will be moved by a moderator so responding here) You need to be using MCPC+ for Forge/MC 1.5.2 from here: http://ci.md-5.net/job/MCPC-Plus-Legacy/ Then you need to add a Bukkit plugin to provide the functionality you seek. Something like Essentials or CommandBook (both can be had for 1.5.2).
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Looking for someone to help with my modpack!
plowmanplow replied to Totolaser76's topic in Platform Pagoda
It is always preferable to provide a link to your API URL since some problems arise from that not being configured properly. -
Client Pack: You have no config files in your modpack. When trying to make the client work with a server this is always "bad". Without config files in the client there is no way to ensure that the client and server are synchronized with IDs. Never, ever distribute a modpack with an auto ID fixer installed (you have IDFix) when intending to use the pack with a server. It is impossible to ensure that the client and server are synchronized. Additionally, some mods just don't play well with IDFix. It's better to fix conflicts correctly in the respective config files. Once you remove IDFix you will have 3 block ID conflicts and about half a dozen item ID conflicts to resolve (ignore the CandySlab item conflict). Server Pack: Install Forge or Cauldron (from their respective download sites) into a folder. We'll refer to that folder as SERVER. Copy your config and mods folders (after fixing the IDs and removing IDFix) from your client pack folder to SERVER. Remove SERVERmodsnotenoughkeys-1.6.4-0.0.4.jar Launch server with a command similar to this: java -Xmx2048m -Xms2048m -XX:PermSize=128m -jar forgeorcauldron.jar nogui Take note that "forgeorcauldron.jar" is just the name of the JAR file which was installed by the installer you selected in the first Server Pack bullet point.
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Looking for someone to help with my modpack!
plowmanplow replied to Totolaser76's topic in Platform Pagoda
It would be much better if you just put the link here in this thread. I get so many PMs I have to delete them frequently and it makes it more challenging to provide support. Nobody is going to get worked up about you asking for help with a modpack and linking it here. -
Question about transfering Large amounts of RF
plowmanplow replied to Immagamerz's topic in Tekkit Discussion
Yes, straight from TeamCoFH, as of TE3 there is zero loss in any way through tesseracts. They are considered to be a "link in space and time".- 12 replies
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- Thermal Expansion
- Big Reactors
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Looking for someone to help with my modpack!
plowmanplow replied to Totolaser76's topic in Platform Pagoda
This probably belongs in Server Op Swap Shop. A mod will move it if they wish. Provide a link to your client modpack page or API url and I'll give you the lowdown. Once you have a fully working client pack the server is pretty easy. -
Once you have a fully working client pack, making a server is very straight forward. Post a link to the client pack and I'll give suggestions.
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To start the server with more ram...
plowmanplow replied to Jaroslav Kovač's topic in Tekkit Lite Discussion
JRE. Do NOT use the Server JRE. -
"Give a man a fish, he will eat for a day. Teach a man to fish and he will eat for a lifetime." You, sir, know how to fish.
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You have mismatched mod files for Tropicraft. Remove all the Tropicraft mods and reinstall from the author's download. After fixing Tropicraft I was able to start your pack successfully and launch a SSP world.
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How can we keep track of your issues with the same modpack if you keep starting new threads. I promise I'm not picking on you when I say this, but I've already told you two or three times what the problem is and how to fix it (you did put the configs in your pack, WOOHOO! ). Since there seems to be a miscommunication somewhere I'll try to be more explicit. You state that you have parts (items) from EnderIO conflicting with ProjectRed. If you examine your ForgeModLoader-client-0.log file (in your client pack folder underneath the .technic folder) you will find a line like this if you search for the word CONFLICT : 2014-07-31 09:40:51 [INFO] [STDOUT] CONFLICT @ 31731 item slot already occupied by crazypants.enderio.material.ItemCapacitor@2a3c6595 while adding mrtjp.projectred.core.ItemDrawPlate@63312edc 2014-07-31 09:40:51 [INFO] [fml.ItemTracker] The mod ProjRed|Core is overwriting existing item at 31987 (enderIO:itemBasicCapacitor from EnderIO) with mrtjp.projectred.core.ItemDrawPlate You can see that the log explicitly states that you have an item ID conflict where ProjectRed is overwriting EnderIO's capacitor with a draw plate. The broken recipes happen because EnderIO thinks that its capacitor is on (in game) ID 31987 but ProjectRed has overwritten that with its own draw plate item. Obviously this is a problem we must fix. In the lines from the log above you can see that the first line lists the ID as 31731 and the second line lists the ID as 31987. This is because, for most items, the in-game ID is up-shifted by 256 from the value set in the config file. Not all mods have up-shifted IDs so this can sometimes be confusing, but in this case we are dealing with shifted IDs. What you need to do is to use NEI (Open Inventory -> Options in bottom left -> Tools -> Data Dumps -> set Blocks/Items to all -> Click Dump) to dump a full list of IDs to a CSV (comma separated value) file. This will give you a list of in-game IDs assigned to blocks and items. What you need to do is to find a range of unused IDs in that list (there should be many unused ranges), subtract 256 from the ID listed in the CSV file and assign that lesser ID to the item in question inside the config file for one of the conflicting mods. The procedure explained above should be applied to all occurrences of conflicts in your ForgeModLoader-client-0.log. Some mods create conflicts intentionally and can confuse the process, but none of the mods you have in your pack do that.