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plowmanplow

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  1. Upvote
    plowmanplow got a reaction from CharZinta in Failed to download my own pack   
    You changed your modpack archive but did not increment your pack version in the settings page. The Launcher does not get notified of an update to the pack unless that version number changes. Your modpack.jar file is still completely messed up. I don't know how to be more specific than restate what I previously explained. Download the Forge universal binary JAR and rename it. DO NOT MESS WITH IT IN ANY WAY OTHER THAN TO SIMPLY RENAME IT.
  2. Upvote
    plowmanplow got a reaction from CharZinta in Trouble with FLANS on Forge server   
    Your PermSize options are messed up: -XX:PermSize=3096m -XX:MaxPermSize=4000m You should not be allocating 3-4G of RAM to permanent generation space. Your Better Dungeons mod is not installed correctly. Open the ZIP file and follow the instructions. The Warp Mod is not installed correctly. The ZIP file just contains a JAR file. I think the Moden Weapons Pack has a conflict of some sort with either another mod, or SMP in general. It is throwning an error related to data persistence when placing vehicles from that pack. I removed that pack and added FC Pack addon and was able to place vehicles from that. Might need to take the issue up with the Flan's group.
  3. Upvote
    plowmanplow got a reaction from RadioactiveSheep in Modpack not woring   
    Add Lexmanos' legacyjavafixer-1.0.jar to your pack. This is a Java 8 issue for Forge versions on 1.6.4 and 1.7.2 which is fixed by that mod.
     
    http://t.co/9olGYnwZBi
  4. Upvote
    plowmanplow got a reaction from Willyhamgermaine in [HELP] I cant join servers without instantly falling through the map   
    Everything looks fine on my end. Something must be happening to the data stream between your PC and the servers. Likely something to do with a firewall, misbehaving router or modem, some insanely agressive anti-spyware... hard to say which.
  5. Upvote
    plowmanplow got a reaction from Leeo97one in Solder and Apache   
    Yes. Unless your Solder install is just insanely busy, there's no practical difference.
  6. Upvote
    plowmanplow got a reaction from Willyhamgermaine in [HELP] I cant join servers without instantly falling through the map   
    Hmm. The symptoms you describe is basically what happens when the client isn't getting the chunk data from the server. Now, why this is happening is currently a mystery, but that is why you are "falling". The client has no data for blocks under you so it makes you fall. 550ms ping time is pretty abysmal for a server, but that alone shouldn't cause what you are seeing.
     
    Can you try connecting to my TekkitLite server? Tekkit Lite is fairly tame and I know my server is fine:
     
    Pack: TekkitLite
    Server: tekkitlite.circlecraft.info
     
    I'll check the logs afterwards (both server and IP traffic) if there are any issues.
  7. Upvote
    plowmanplow got a reaction from Willyhamgermaine in [HELP] I cant join servers without instantly falling through the map   
    The fact that your system is well equipped, yet you are experiencing symptoms of severe lag, implies that there is either a communications issue of some sort between you and the server (latency, low bandwidth, packet loss, etc.) or that the server is severely overloaded and not able to properly deliver the chunk data to your client. Which of these problems it may be depends on a variety of factors:
    What is the ping time from you to the server? Are there any dropped packets? What is your upstream/downstream provisioning? What results do you get from a speed test? What results do you get from a traceroute to the server? Are others able to log into the server? If so, do they experience this issue? What is the server TPS?
  8. Upvote
    plowmanplow got a reaction from CharZinta in FlansMod Doesnt work when trying to make a new modpack!   
    No logs (in a pastebin), no crash reports, no pack links, no download URLs = no way to help you
  9. Upvote
    plowmanplow got a reaction from CharZinta in When I click play on my modpack it just brings me back to the launcher   
    That is neither your modpack page nor your API URL. Please provide one of the requresting links so that we may proceed in a more efficient manner. (I'll respond the pack's current state below, but do not neglect to provide this information in a subsequent post or modify your OP to include it).
     
    I don't know how you did it, but your modpack.jar file is about 110 megabytes too large. The modpack.jar file is simply the Forge universal binary JAR file renamed to modpack.jar. Don't extract it, don't add anything to it, don't mess with it in any way other than renaming it. You have Not Enough Items mod, but it has an odd file name and you do not have the dependency mod CodeChickenCore. The implication is that you didn't get the mod from the author (always bad). Read this post for more information on getting mods: You have a ZIP file in your /mods/ folder named TConstruct Installer. Tinker's Construct does not use an installer. If that is how you got the mod then you got it from a very shady location. If you are getting your mods from any of these sites ( https://github.com/VictiniX888/Illegal-Mod-Sites/blob/master/sites.md ) then you are going to have a bad day. You have Thaumic Tinkerer mod but not Thaumcraft on which it depends. You have not properly installed Weather mod. Always follow the mod author's instructions. Your pack includes no config files. This is always bad. Fix these errors and come back here if you are still having troubles.
  10. Upvote
    plowmanplow got a reaction from CharZinta in Modpack Location Problem   
    I've asked about it in #technic (IRC). As far as I can tell that URL is valid, is not using a redirect, and responds correctly using PHP's get_headers() call. Will follow up with a reponse if one is provided.
     
    Edit 1: So, I looked at the pack contents. Why on earth are you making a system to do pack updates out of band from the Technic Launcher?? You should be using the Launcher for updates, and if you want to be more elaborate you should be implementing the Solder API for multiple versions and such. Expecting folks to use those batch files is quite unreasonable.
  11. Upvote
    plowmanplow got a reaction from IsomorphicSMP in When I click play on my modpack it just brings me back to the launcher   
    It's not displaying any errors, but rest assured that it is indeed creating errors in both your Forge Mod Loader log and likely a crash report. Please post the link to your modpack page or API URL so that we may continue.
  12. Upvote
    plowmanplow got a reaction from The_Doctors_Life in Question: Is it possible to have multiple authors to a modpack?   
    Using Solder, yes, this is possible with accounts and permissions. Using the platform, you'll have to share login information.
  13. Upvote
    plowmanplow got a reaction from Jg7678 in All modpacks crash after starting a new world   
    Looks like some kind of network or IP stack issue.
  14. Upvote
    plowmanplow got a reaction from disconsented in Server Plugin Options for 1.7.10?   
    Cauldron was a combination of Forge, Bukkit, Spigot, Custom code, and maybe something else. Spigot (then or now) does not address modded MC.
  15. Upvote
    plowmanplow got a reaction from disconsented in Server Plugin Options for 1.7.10?   
    Spigot does nothing for Forge servers.
  16. Upvote
    plowmanplow got a reaction from FrostyZaij in Technic solder on Win Server 2012?   
    I just ran through a new install of Solder on Windows 7 (should be the same for any other 64bit Windows). I used:
    Apache 2.4.10 x64 from ApacheLounge PHP 5.6.4 x64 from php.net MySQL Everything worked as expected following the installation procedure on the wiki. I was able to make a pack, make a build, add a mod, etc. I was not able to add a mod version, but that may be something local or some other wonkyness with Solder on Windows. I haven't gotten a response about that yet in IRC and I can't seem to get it to output any detailed error information while trying to get the MD5 hash.
  17. Upvote
    plowmanplow got a reaction from BossX in Custom modpack server won't start   
    TiCTooltips is a client only mod. Try removing that. The error here:
    Caused by: java.lang.NoClassDefFoundError: net/minecraft/world/World indicates that you have a client only mod in your server mods folder.
  18. Upvote
    plowmanplow got a reaction from emesquita in Ftb Monster Crash   
    No, you would use NBT Explorer to edit your player data file.
  19. Upvote
    plowmanplow got a reaction from TheDarkDeuce in [URGENT] Server Got Hacked! Guy's joined with Admin Nicknames and had OP and such...   
    It might just be my ignorance, but I'm not familiar with a MCPC+ #244 build. This is the version I'm using:
    mcpc-plus-legacy-1.4.7-R1.1-SNAPSHOT-f534-L70.jar MD5 Sum: 96ffb259dc6efbcd06c8eb766af1de3a I believe versions prior to this have a flaw in the way session validation happens which allows someone using a particular hacked client to connect as any user. Every since I updated to that version we never had any more issues of that sort. Even though I believe the flaw to be fixed, I still require any player over the rank of Veteran to use the LoginSecurity Bukkit plugin for a second form of protection.
  20. Upvote
    plowmanplow got a reaction from Jon_ in Technic Launcher fails to setup client libraries and crashes for MC1.8 Forge 1.8-Forge11.14.0.1245   
    Yes, there are libraries missing, or not included in the class path. No, just downloading the libraries does not fix the problem. After a bit of messing around it looks like the list of libraries in the version.json file included with the universal Forge builds for 1.8 does not include:
    log4j-api 2.0-beta9 log4j-core 2.0-beta9 guava 17 authlib 1.5.17 gson 2.2.4 lwjgl, lwjgl_util, lwjgl-platform 2.9.1 commons-lang3 3.3.2 commons-compress 1.8.1 commons-io 2.4 netty-all 4.0.15.Final trove4j 3.0.3 paulscode icu4j-core-mojang 51.2 vecmath 1.5.2 Simply downloading these libraries into Technic's cache folder does not help. They need to be included in the class path. Adding the following to the version.json file in the modpack.jar (Forge universal JAR) adds them to the class path and downloads them if they aren't there:
        {       "name": "org.apache.logging.log4j:log4j-api:2.0-beta9"     },     {       "name": "org.apache.logging.log4j:log4j-core:2.0-beta9"     },     {       "name": "com.google.guava:guava:17.0"     },     {       "name": "com.mojang:authlib:1.5.17"     },     {       "name": "com.google.code.gson:gson:2.2.4"     },     {       "name": "org.lwjgl.lwjgl:lwjgl:2.9.1"     },     {       "name": "org.lwjgl.lwjgl:lwjgl_util:2.9.1"     },     {       "name": "org.lwjgl.lwjgl:lwjgl-platform:2.9.1",       "natives": {         "linux": "natives-linux",         "windows": "natives-windows",         "osx": "natives-osx"       },       "extract": {         "exclude": [           "META-INF/"         ]       }     },     {       "name": "org.apache.commons:commons-lang3:3.3.2"     },     {       "name": "org.apache.commons:commons-compress:1.8.1"     },     {       "name": "commons-io:commons-io:2.4"     },     {       "name": "io.netty:netty-all:4.0.15.Final"     },     {       "name": "net.sf.trove4j:trove4j:3.0.3"     },     {       "name": "com.paulscode:codecjorbis:20101023"     },     {       "name": "com.paulscode:codecwav:20101023"     },     {       "name": "com.paulscode:libraryjavasound:20101123"     },     {       "name": "com.paulscode:librarylwjglopenal:20100824"     },     {       "name": "com.paulscode:soundsystem:20120107"     },     {       "name": "com.ibm.icu:icu4j-core-mojang:51.2"     },     {       "name": "java3d:vecmath:1.5.2"     } After making this change (now included in the BareBonesPack) the launcher starts up Forge 1.8 successfully.
     
    Edit: I must have gotten some wires crossed when I built this the first time. I obviously missed most of the libraries. Should be fixed now.
  21. Upvote
    plowmanplow got a reaction from Alistair Heath in Yet another BIOMES O Plenty Server in need of help   
    Saw a few different posts by you about this and decided to wade in. Here are my findings:
     
    I created a Forge 1.7.10 #1240 server using your pack:
    Removed MDK-1.7.10-7.1.1.127. This is the developers kit and should not be in the client or server. Removed Numina. This is only used by MMMPS which you neither have in your pack, nor for which there is a working version in 1.7.10. Removed Rei's Minimap. Client-only mod. Set level-type to BIOMESOP in the server.properties file. Started server. I launched your client in my test environment on Forge 1.7.10 #1240 (you have #1230 in your pack). I was able to connect to the server and fly around. Biomes O' Plenty biomes are generating properly and I had no troubles.
  22. Upvote
    plowmanplow got a reaction from Alistair Heath in Yet another Biomes   
    Not sure why you have two active threads in different forums for the same problem.
     
    Here's a response in the other one:
  23. Upvote
    plowmanplow got a reaction from Avisil in How do I put TreeCapitator/LumberJack/Timber on my private server?   
    @Avisil: Please keep in mind that j0ach1mmall3 was joking. 1.8 is not currently a viable option.
  24. Upvote
    plowmanplow got a reaction from 3DDario in Technic Launcher fails to setup client libraries and crashes for MC1.8 Forge 1.8-Forge11.14.0.1245   
    Yes, there are libraries missing, or not included in the class path. No, just downloading the libraries does not fix the problem. After a bit of messing around it looks like the list of libraries in the version.json file included with the universal Forge builds for 1.8 does not include:
    log4j-api 2.0-beta9 log4j-core 2.0-beta9 guava 17 authlib 1.5.17 gson 2.2.4 lwjgl, lwjgl_util, lwjgl-platform 2.9.1 commons-lang3 3.3.2 commons-compress 1.8.1 commons-io 2.4 netty-all 4.0.15.Final trove4j 3.0.3 paulscode icu4j-core-mojang 51.2 vecmath 1.5.2 Simply downloading these libraries into Technic's cache folder does not help. They need to be included in the class path. Adding the following to the version.json file in the modpack.jar (Forge universal JAR) adds them to the class path and downloads them if they aren't there:
        {       "name": "org.apache.logging.log4j:log4j-api:2.0-beta9"     },     {       "name": "org.apache.logging.log4j:log4j-core:2.0-beta9"     },     {       "name": "com.google.guava:guava:17.0"     },     {       "name": "com.mojang:authlib:1.5.17"     },     {       "name": "com.google.code.gson:gson:2.2.4"     },     {       "name": "org.lwjgl.lwjgl:lwjgl:2.9.1"     },     {       "name": "org.lwjgl.lwjgl:lwjgl_util:2.9.1"     },     {       "name": "org.lwjgl.lwjgl:lwjgl-platform:2.9.1",       "natives": {         "linux": "natives-linux",         "windows": "natives-windows",         "osx": "natives-osx"       },       "extract": {         "exclude": [           "META-INF/"         ]       }     },     {       "name": "org.apache.commons:commons-lang3:3.3.2"     },     {       "name": "org.apache.commons:commons-compress:1.8.1"     },     {       "name": "commons-io:commons-io:2.4"     },     {       "name": "io.netty:netty-all:4.0.15.Final"     },     {       "name": "net.sf.trove4j:trove4j:3.0.3"     },     {       "name": "com.paulscode:codecjorbis:20101023"     },     {       "name": "com.paulscode:codecwav:20101023"     },     {       "name": "com.paulscode:libraryjavasound:20101123"     },     {       "name": "com.paulscode:librarylwjglopenal:20100824"     },     {       "name": "com.paulscode:soundsystem:20120107"     },     {       "name": "com.ibm.icu:icu4j-core-mojang:51.2"     },     {       "name": "java3d:vecmath:1.5.2"     } After making this change (now included in the BareBonesPack) the launcher starts up Forge 1.8 successfully.
     
    Edit: I must have gotten some wires crossed when I built this the first time. I obviously missed most of the libraries. Should be fixed now.
  25. Upvote
    plowmanplow got a reaction from Avisil in How do I put TreeCapitator/LumberJack/Timber on my private server?   
    Define "never works". Does the pack not start on the server? Does the mod not load? Does the mod load but the trees don't treecapitate? Do the trees treecapitate, but only using specific axes?
     
    Client pack notes:
    You still have no config files in your pack. If you are just using this pack on the client you can get away without them in 1.7.1 (usually) even though it is still "wrong". However, once you get into a client-server environment it is critical that the configs are correctly synced up between client and server. The only way to ensure this is to have them included in the client pack. bspkrsCore and Baubles go in the mods1.7.1 folder, not in mods. Your ChickenBones mods are out of date. Server notes:
    AnimationAPI 1.7.2-1.2.2 simply will not work on an SMP server. It has some internal flaw where it isn't properly wrapping the client-only code. 1.7.2-1.2.1 does work. CoroUtil for 1.7.2 does not work in SMP. It should, but it does not. Are you sure that TreeCapitator was causing you issues on the server and not a problem with these other mods? I created a server for your pack (fixing the above issues) and TreeCapitator worked just fine. Serious question: Why are you making a 1.7.2 modpack? Many mods skipped this version entirely and many others never got stable versions out before moving on to 1.7.10.
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