Jump to content

plowmanplow

Discord Moderator
  • Posts

    4594
  • Joined

  • Last visited

  • Days Won

    74

Reputation Activity

  1. Upvote
    plowmanplow got a reaction from RealSketch in Modpack closes straight after launch   
    We are pretty much unable to do anything without log files as a minimum and preferrably your pack page or the download link you use in your pack settings.
  2. Upvote
    plowmanplow got a reaction from RealSketch in Modpack keeps up ending up vanilla   
    Download the most recent Forge universal binary.
    Rename it to modpack.jar
    Put it in your bin folder.
  3. Upvote
    plowmanplow got a reaction from GenPage in Custom ModPack Problems   
    Bumping your threads won't make you many friends here. You have a zip file "056.zip" inside of which is what looks like the More Nature mod zip. Not sure this is what you want. It looks like you have the Advanced Genetics API in your mods folder. This isn't the mod itself, just the API for developers. You probably want the mod instead. You have the ArsMagica 2 API. Same as Advanced Genetics. You don't want the API zip in your mods folder. Furniture API. Same as above. You have files with (1) and (2) in them. Not a huge issue, but you probably don't want that for the sake of your own sanity. You have a Flan's weapon pack in the mods folder. It goes in the "Flan" folder. You have some old versions of mods that have known crash/bug/lag problems (such as IC2). You probably want to be using the latest versions of your chosen mods that work together. You aren't including any config files with your pack. This is never a good idea. You always want to include configs. You are trying to use a version of Optifine that has known compatibility issues with Biomes-O'-Plenty. Upgrading to the latest 1.6.4 version fixed your "crash on restart" issue.
  4. Upvote
    plowmanplow got a reaction from disconsented in How to remove mod for custom modpack update?   
    Yes. That requires the use of the Solder API.
  5. Upvote
    plowmanplow got a reaction from masterzh in A noob's questions in regards to purchasing a server   
    I would be careful making recommendations like these. 4G can hold one person on a "large" map? Not at all. That doesn't even make any sense. The map could have a 100000 block world border, and if there is only one person on there will only be a few hundred chunks loaded total regardless of where they are (unless you are including chunk loaders and that is a totally different issue). I have servers that only allocate 3G of ram and with 15-20 people doing very active builds it usually uses only about 2G and sits at a solid 20 TPS. To be honest, the only thing I have every had that caued the TPS to drop (even on packs with 130+ mods and 10 active players) was (1) Complex or rapid worldgen and (2) someone spewing 10s of thousands of items onto the ground from misconfigured builds.
     
    As for the donation spiral, I may be in the minority here (I honestly have no idea) but the moment I log into a server and see anything about donations I just politely leave to go my merry way. I have 5 servers using different modpacks with 10s of concurrent players out of 100s who play and I couldn't imagine charging anyone for that. It is a hobby for me and I get a lot of enjoyment out of keeping it all up. I totally understand that not everyone has my expertise, resources or free time. I'm sure it costs me a little bit in electricity, but I already had the infrastructure in place to host it myself so that's what I do.
     
    I guess what I'm trying to say is "hobbies cost money" and "businesses make money". Both are excellent pursuits. Just make sure you know which one you want to be in before you start so that you stil have fun with it. Life's too short to do something for long that frustrates you.
  6. Upvote
    plowmanplow got a reaction from Sir_Obama in Shards of Minium?   
    No worries, I was just poking in a good-natured way.
  7. Upvote
    plowmanplow got a reaction from Bartoxi in Failed to download modpack   
    Your modpack.zip is actually a RAR format archive even though it has a .ZIP extension. All archives you wish to have Forge/MC/Java use must be in ZIP format. Your modpack.jar file is not the size I would expect. If it work, then great. Just something I noticed. You have some item ID conflicts. Specifically between Factorization's battery and something from CalclaviaCore. Other than that it seems to start and run.
  8. Upvote
    plowmanplow got a reaction from Alpha2Beta in Failed to download my custom pack   
    Your modpack link in your pack is not a "direct" download. It must be so in order for the launcher to recognize it. You have mods in the "coremods" folder. Forge/MC 1.6.4 does not use a coremods folder. Everything goes in "mods". Many (very many) of your mods seem like they are out of date. Might load into 1.6.4, but definitely newer versions exist. You aren't including any config files in your pack. In a pack with this many mods, that is most likely fatal.
  9. Upvote
    plowmanplow got a reaction from TechnicMania in A noob's questions in regards to purchasing a server   
    I would be careful making recommendations like these. 4G can hold one person on a "large" map? Not at all. That doesn't even make any sense. The map could have a 100000 block world border, and if there is only one person on there will only be a few hundred chunks loaded total regardless of where they are (unless you are including chunk loaders and that is a totally different issue). I have servers that only allocate 3G of ram and with 15-20 people doing very active builds it usually uses only about 2G and sits at a solid 20 TPS. To be honest, the only thing I have every had that caued the TPS to drop (even on packs with 130+ mods and 10 active players) was (1) Complex or rapid worldgen and (2) someone spewing 10s of thousands of items onto the ground from misconfigured builds.
     
    As for the donation spiral, I may be in the minority here (I honestly have no idea) but the moment I log into a server and see anything about donations I just politely leave to go my merry way. I have 5 servers using different modpacks with 10s of concurrent players out of 100s who play and I couldn't imagine charging anyone for that. It is a hobby for me and I get a lot of enjoyment out of keeping it all up. I totally understand that not everyone has my expertise, resources or free time. I'm sure it costs me a little bit in electricity, but I already had the infrastructure in place to host it myself so that's what I do.
     
    I guess what I'm trying to say is "hobbies cost money" and "businesses make money". Both are excellent pursuits. Just make sure you know which one you want to be in before you start so that you stil have fun with it. Life's too short to do something for long that frustrates you.
  10. Upvote
    plowmanplow got a reaction from Phrosst in Custom Modpack crashes after mojang logo   
    Most mods will make their config files after they are started for the first time. If you look in your config folder and you don't see config files for most of your mods then you have never started the pack locally. Trying to distribute a modpack before you know it works well on your PC is a recipe for disaster and frustration. The config files provide a way for you to resolve ID conflicts and to better integrate mods with each other.

    If it isn't working locally we'll need more information. Use pastebin to provide the most recent ForgeModLoader log and crash log.
     
    Edit: I decided to take a look at it again since I had done so previously...
    I do not know where you got the Fossil & Archeology mod you have, but it looks like you have the extracted mod in your mods folder. This is (almost always) incorrect. Additionally, it crashes the client immediately so it "may" be for the wrong version of Forge/MC. Since there is no information in the mod folder I have no easy way of verifying that. However, The only working version of F&A I am aware of for 1.6.4 is the patched version that the Technic team worked up for AoTB. As I stated in the previous thread you started you still have a 1.5.1 version of ChocolateQuest instead of the current one for 1.6.4. In a clear testament to including config files in your pack, once I disabled that F&A mod/folder and upgraded ChocolateQuest I was able to get the pack up far enough that it notified me of ID conflicts. There are conflicts between ChocolateQuest, Natura and Biomes-O-Plenty with their default config files. Making two changes in each of the Natura and BOP configs allowed the pack to start up successfully. Just for giggles, I tried adding in the AoTB version of Fossils. After resolving a few item ID conflicts everything seemed fine, but I couldn't fly around to see if there were any dinos anywhere because of the next problem. You have some conflict/contention between two or more mods that do worldgen. You have biomes that are generating MASSIVE amounts of "floating" grass (grass/grass seed that isn't attached to dirt and is hovering above the ground). This is causing an amazing amount of client lag to the point where the game is unplayable. In order to assemble a pack where everything works one must do so in a methodical fashion. Don't just thrown a couple/few dozen mods together and expect them to work. Especially when dealing with mods that change world generation, putting them in one at a time and testing things to make sure it still is doing what you want/expect is vitally important. I suggest starting with my BareBonesPack (simple pack that only has Forge installed and lets you change settings to select which version of that you want to start with) and adding in mods, testing as you go.
  11. Upvote
    plowmanplow got a reaction from nick haggerty in Out of memory error?   
    It seems most people wish to be provided fish. They do not want to learn how to fish.
  12. Upvote
    plowmanplow got a reaction from GusN in Failed to download my custom pack   
    Your modpack link in your pack is not a "direct" download. It must be so in order for the launcher to recognize it. You have mods in the "coremods" folder. Forge/MC 1.6.4 does not use a coremods folder. Everything goes in "mods". Many (very many) of your mods seem like they are out of date. Might load into 1.6.4, but definitely newer versions exist. You aren't including any config files in your pack. In a pack with this many mods, that is most likely fatal.
  13. Upvote
    plowmanplow got a reaction from RadioactiveSheep in Modpack crashes immediately   
    This line in the error log:
    java.lang.NoClassDefFoundError: clashsoft/cslib/minecraft/CustomPotion implies that you are missing Clashsoft's Brewing API library. Is this it? http://www.minecraftforum.net/topic/1895107-164sspsmpapiforge-brewing-api/
  14. Upvote
    plowmanplow got a reaction from Dash16 in Still not getting minimum shards   
    Build and place a Calcinator. Cook diamonds in the Calcinator to get minium dust. Craft an Aludel and a Glass Bell then place them (glass bell goes on top of the Aludel). Make a Inert Stone and put it in the top slot of the Aludel. Put 8 Minium Dust in the middle slot of the Aludel. Cook them (put some kind of fuel in the bottom slot). Profit!
  15. Upvote
    plowmanplow got a reaction from GaMEChld in Still not getting minimum shards   
    Tekkit 1.2.6b is using version pre2a.56. I have been using 1.6.4-0.1.0.2 for a while now and it seems pretty solid. Everything works well.
  16. Upvote
    plowmanplow got a reaction from skithuno in Any info on upgrading 1.1.10 to 1.6.4?   
    There are just way too many changes inside the mods. Items with different damage values or NBT data. Different mechanics for how items/blocks interact with each other, fundamental changes to how a mod operates (Thermal Expansion has MASSIVE changes). Is it possible? Yes, I did it with a pack that started with 1.1.10 and had enough extra mods to bring the mod count to 135. Was it painful and took a LOT of time and patience? You bet. I don't say this lightly. I have been a systems engineer/troubleshooter working with these kinds of things for over 20 years. Upgrading from 1.1.10 to 1.2.6 is what we jokingly like to call a "non-trivial process".
  17. Upvote
    plowmanplow got a reaction from KaosDarkRose in Still not getting minimum shards   
    Build and place a Calcinator. Cook diamonds in the Calcinator to get minium dust. Craft an Aludel and a Glass Bell then place them (glass bell goes on top of the Aludel). Make a Inert Stone and put it in the top slot of the Aludel. Put 8 Minium Dust in the middle slot of the Aludel. Cook them (put some kind of fuel in the bottom slot). Profit!
  18. Upvote
    plowmanplow got a reaction from mewstrongo in My Mod pack doesn't work can you guys help   
    You are renaming the mod files. There is no need to do this and it makes it a LOT harder to keep track of what versions of everything you have. What is the motivation for renaming them?

    There is no "coremods" folder for 1.6.4 packs. Everything goes into "mods". The first thing I intended to try was just moving all the stuff in coremods over to mods. However, right at the top you have a "buildcraft.jar" and a "buildcraft-A-1.6.4-4.2.1.jar". Obviously this is a problem as one cannot have duplicates of the same mod.

    "fml-universal-1.6.4-6.4.41.787.jar" probably doesn't belong anywhere at all. It should be removed.

    You have mod versions which are all over the place. There are mod versions for Forge/MC 1.4.7, 1.5.2, and 1.6.4 all in the mods folder. Obviously, this won't work. Some mods, such as RedPower, have no newer versions than for 1.4.7 and alternatives must be obtained if you wish to preserve feature parity.

    Some mods are not installed correctly at all. Millenaire, for instance, needs to be extracted out with files and folders placed correctly. There are instructions on installation inside the zip.

    You have some mods partially installed. "Galacticraft-1.6.4-1.0.8.908.jar" is there, but you are missing Planets and Micdoodle8Core.

    I do not wish to sound critical, but it looks like this is just a random collection of mod files tossed into one location with no regard for compatibility, Forge/MC versions or dependencies. I maintain a couple custom modpacks and run servers for both. I try to keep up to date on what mods are available and have bookmarks organized to let me hit the pertinent websites for most of them. It would take me hours to "fix" this pack by starting from scratch with the intention of duplicating most of the implied desire for mod features you seem to have collected.
  19. Upvote
    plowmanplow got a reaction from Silmenume in fps problems   
    @Silmenume
     
    Yes, unless you are WAY outside the norms, you'll be fine with 1.5G set in the launcher. This setting is what the launcher uses as a java argument (specifically -Xmx2G for 2gig) when starting the modpack/forge/MC.
     
    The texture sizes are at 32x or 64x etc. The base texture sizes for MC and most mods is 16x so anything over that is considered "HD". 16x textures means that the texture files for a block, as an example, are 16x16 pixels. A 128x pack has 128x128 pixels for each block. As you can see this takes up a LOT more resources.
     
    As for your USB memory stick as a speed booster, I'd be surprised if it added much, but whatevs
  20. Upvote
    plowmanplow got a reaction from rcmaehl in How do I create a server with my custom modpack?   
    6a. Remove any "client only" mods like Damage Indicators, Waila, Custom Lan Ports, etc.
    6b. Make a folder called "config" in the folder called "server".
    6c. Copy the contents of your client "config" folder into the server "config" folder.
    6d. Remove any config files for mods you removed in step 6a.
  21. Upvote
    plowmanplow got a reaction from Garthunos in fps problems   
    To share a few more details, many folks allocate way too much of their available physical RAM to the Technic launcher. If you have 8G of memory, there is no need to allocate 6 of it to the launcher and doing so may actually make your experience much worse. Depending on which mods are in a pack, what textures you use, etc. the java process iteslf can actually use a lot more (java programs, especially big ones like MC tend to act like a gas in that they will expand to fill all the available space). For instance, I run a custom pack that reports 135 mods many of which are big "cornerstone" mods. My system has 8G of physical RAM and I set the launcher to use 1.5G. I have a texture pack that exceeds 80M zipped. Depending on the circumstances I have seen the java process taking as much as 5G of RAM although it usually sits at about 2.5G.
     
    When the java process that is running your client takes too much RAM there isn't enough left over for the rest of the work the operating system needs to do and your whole computer starts running very slowly as a result. Keeping the launcher set to the lowest number you can successfully run your pack/textures/etc. is usually the better option.
×
×
  • Create New...