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plowmanplow

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  1. plowmanplow's post in HELP MY CUSTOM TECHNIC MODPACK IS RUNNING VANILLA!!!!!!!!!! was marked as the answer   
    You have the 1.7.2 version of Voxelmap. You need a 1.6.4 version of that or a different minimap mod. Sorry about that. Post #31 got lost halfway through (accidentally hit the back-buttom) and I had to restart it. Looks like I forgot to put the above bullet point back in.
  2. plowmanplow's post in My modpack says it can't download was marked as the answer   
    You should not include the modsrei_minimap folder or its contents in your modpack archive. It will overwrite local client's key mappings and waypoints. The files "ThermalExpansion.recipes" and "vanilla.recipes" in the mods folder belong in the configmachinemuserecipes folder. What are you using to create the modpack archive? Your ZIP archive is 38,284,251 bytes in size. When I simply extract the file (using WinZip-14) and then create a new ZIP archive with the contents my file is 38,031,256 bytes in size. If I replace your ZIP archive with mine in the cache folder the pack extracts and launches just fine. If you have an option when making the ZIP archive you should always choose "legacy compression" to ensure compatibility. Also, I award you 1000 "awesome points" for doing an MD5 sum comparison on the files
  3. plowmanplow's post in [Ultra Modded Survival] [OpenBlocks] Help with the elevator config! was marked as the answer   
    Yes. You should always use a code-based text editor like Notepad++ or Vim (sweet delicious Vim) to edit any text files associated with MC.
  4. plowmanplow's post in How do you make a server? was marked as the answer   
    You have provided insufficient information to allow us to give you specific help. Here is a bit of general server making information:
     
    Thread on Custom Servers: '?do=embed' frameborder='0' data-embedContent>>
    My Creating A Server Summary:
  5. plowmanplow's post in Solder Bugs! Help! was marked as the answer   
    Forge Multipart is one of those mods which get downloaded automatically by the pack (deploaded) when requested by other mods which require it. In your case, you have built a 1.6.4 pack but included the 1.7.10 version of Mekanism. You must use matched versions of Forge, mods, and all dependencies. Additionally, Things like Forge Multipart should be manually added to your modpack archive so that it doesn't have to be downloaded automatically and you can specifically include newer versions than the ones requested by the mods. The Forge Multipart mod belongs in the mods1.6.4 folder (for a 1.6.4 pack... I am sure you can figure out the pattern).
  6. plowmanplow's post in Please help. Modpack help. was marked as the answer   
    Yes, download the latest 1.6.4 version from the author's website and re-integrate it into your pack after removing your existing version.
  7. plowmanplow's post in my custom modpack crashes with this crash report was marked as the answer   
    Please provide a link to your Technic platform API URL. Don't rename your mod files that you download. Removing the version numbers from the files basically makes it impossible to maintain or debug the pack. The versions of Enchanting Plus mod currently available do NOT support Forge/MC 1.7.10. (where your crash is coming from)
  8. plowmanplow's post in How do you get on to the servers? was marked as the answer   
    I think we have a fundamental disconnect in communication here. Unless you are trying to set up a server that other people will be connecting to then you don't need to download any server files at all. You are welcome to peruse the list of servers for various packs in these forums.
  9. plowmanplow's post in ModPack Crash Error help was marked as the answer   
    Looks like you didn't install Tropicraft correctly. Download the mod's installation file from the author's website and follow his instructions.
  10. plowmanplow's post in Help! Having Trouble With Modpack Server was marked as the answer   
    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.
  11. plowmanplow's post in Whats the best OS for a popular tekkit classic server? was marked as the answer   
    For any system which is intended to be a dedicated server one should:
    Focus on Linux distros which are known to work well in a "headless" setup. Focus on Linux distros with great community support and a history of stability. Become familiar with tools which assist in running background processes: Linux screen, cron jobs, etc. Become familiar with monitoring tools: atop (stats over time, woohoo), Java profilers, etc. Become familiar with statistics reporting tools: rrdtool, MRTG, vnstat, etc. Have patience Become familiar with the use of (and etiquette for) IRC on Freenode (for Linux and services) and Esper (for many modded MC projects).
  12. plowmanplow's post in Can anyone help me understand this log? was marked as the answer   
    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
  13. plowmanplow's post in Putting Modpack on server ERROR was marked as the answer   
    Client pack:
    You have too much stuff in your bin folder. The bin folder should only contain modpack.jar. Remove the other files/folders. You have about 30 item ID conflicts in your pack. These MUST be resolved before trying to make a server for the pack. Some of your mods are oddly named. The implication is that you are not getting the mods from their respective author's or that you are renaming them for some reason. I recommend reading this: Client only mods which must be removed on the server:
    ArmorStatusHUD OptiFine Zan's Minimap
  14. plowmanplow's post in Trouble with modpack was marked as the answer   
    Your required "bin" folder is actually named "Bin". Take note of the capital "B". This folder name must be all lower case. You have OpenBlocks mod but not the dependency mod OpenModsLib. Your versions of RotaryCraft (older) and the required dependency mod DragonAPI (newer) do not match. Always get matching mods and dependencies. Follow the mod author's instructions. The version of IndustrialCraft 2 you have is not compatible with your pack version and other mods. Read this post: Your Reliquary mod is out of date and incompatible with other mods. It is also named oddly indicating that you did not get the file from the author's preferred distribution channels. I recommend reading through this post: Your version of Quarry Plus mod is out of date and not compatible with other mods. Your version of DyeTrees (older) and the required dependency mod DragonAPI (newer) do not match. You need to manually update your ForgeMultipart (in mods1.6.4) to the latest version. Calclavia's Atomic Science is now part of Resonant Induction. You need to remove Atomic Science and Calclavia Core mods before adding Resonant Induction Core and it's child mods. DyeTrees mod has a biome ID conflict on ID 48 with Biomes O' Plenty. Change the DyeTrees config from ID 48 to 117 (or any other open ID). DyeTrees mod has an item ID conflict for ID 13000 which must be fixed. Item ID 7595 seems to be open. You have multiple block ID conflicts between various mods. Once you fix all the preceding bullet points the client will kick out an IDConflicts.txt file with details. Resonant Induction mod has multiple block ID conflicts which aren't triggering the creation of the IDConflicts.txt file. Edit the default Resonant Induction.cfg file and replace all instances of "=12" with "=18" to switch the block IDs from the 1200's to the 1800's which is an open ID range. You have multiple serious item ID conflicts which must be resolved. Once the pack starts successfully examine your ForgeModLoader-client-0.log file for the word CONFLICT. Ignore the MystCraft conflicts (that mod is doing something odd and those are false positives), but fix the remaining instances. A few items of note:
    I provided the link to my "Getting Mods" post above, but it is important enough that I'll mention it again. It is vital that one follows the mod author's instructions when installing mods, and that mods with dependencies are installed together with their correctly matching versions. Dropping in a ton of mods from different authors at the same time is a recipe for frustration. Add mods in systematically and in logical groups (mods with dependencies, mods as collections i.e. Resonant Induction, etc.) and test the pack. If it doesn't work check your ForgeModLoader-client-0.log file for additional context as the crash report is often lacking. Fix these issues and come back if you are still having difficulties.
  15. plowmanplow's post in major launcher install problem-need to reset install location was marked as the answer   
    This question probably belongs in the Tracker for the Launcher: http://forums.technicpack.net/tracker/project-1-technic-launcher/
  16. plowmanplow's post in Java update lowered my RAM was marked as the answer   
    My recommendation is to NEVER let java update itself. It seldom picks the correct platforms/versions/whatever. If you are notified of an available update simply uninstall Java and then install the latest/best version for your platform.
  17. plowmanplow's post in Custom Modpack acting like Vanilla. was marked as the answer   
    Your modpack.jar file should be in a subfolder named "bin".
  18. plowmanplow's post in Custom Modpack Problems was marked as the answer   
    Your bin folder has the correct file, but it is named incorrectly. The "forge-1.6.4-9.11.1.965-universal (1).jar" file should be named "modpack.jar". You have a LiteLoader map mod for 1.7.10. Since you have neither of those you will need to remove that mod. You have NetherOres but not the dependency mod PowerCrystalsCore. Your Optifine is out of date. Get the latest 1.6.4 version. You have many mods which are for Forge/MC 1.7.2 and 1.7.10. You need to make sure you are getting the correct 1.6.4 versions. You might benefit from this:
  19. plowmanplow's post in Custom modpack will not work was marked as the answer   
    Your folder names are wrong. You have the first letter of each of the required folders capitalized. They need to be all lower case. You need to update to Forge #965. You have item ID conflicts between: aodb & AdvancedGenetics, aodb & TwilightForest, TwilightForest & AdvancedGenetics, MineFactoryReloaded & Tinker's Mechworks, Fossil & Forestry Fix these and come back if there are more problems.
  20. plowmanplow's post in removing necromany from bteam on aserver was marked as the answer   
    If you remove a mod the only thing that should happen is that any item or block from that mod will be removed from the world. Nothing should crash or corrupt.
     
    A server would simply remove the mod from the mods folder and restart the server.
  21. plowmanplow's post in Downloading custom modpack error was marked as the answer   
    That log is cut off and has no useful information.
    You have a potion ID conflict RotaryCraft and RandomThings at ID #35. Change the RotaryCraft "Freeze Potion ID" to 37. You still have a staggering number of item ID conflicts which need to be resolved. Check your ForgeModLoader client log for the word CONFLICT after you fix the potion ID.
  22. plowmanplow's post in 'Please contact the modpack author' - custom modpack. was marked as the answer   
    You have zipped up the entire client folder as your modpack archive. You should only be including the bin, config, and mods folders. Additionally, the bin folder should ONLY contain modpack.jar so you should remove all other files/folders in the bin folder. Repackage your modpack in that format and try again. If you are still having problems come back here.
  23. plowmanplow's post in Modpack Making 1.6.4 Help was marked as the answer   
    This is what I am confused about. You currently have Forge in your pack, correctly I might add. The modpack.jar file in the bin folder is simply the Forge universal jar file renamed to be "modpack.jar".
     
    As for item ID conflicts, open your ForgeModLoader client log and search for the word "CONFLICT" (without quotes). Some may be unresolvable (Iguana Tweaks does "odd/bad" things) but most should be. Flan's often conflicts with itself which will require you to extract the weapon packs and change the IDs inside the text files from the weapon pack.
     
    The pack does eventually start for me and I am able to create and enter a SSP world. Keep in mind that your pack is quite large and you need to be allocating 3G to the launcher to have any hope of running it successfully.
  24. plowmanplow's post in can you make a separate world including a different mod pack without using the original mod pack was marked as the answer   
    No, they are totally separate in different folder structures.
  25. plowmanplow's post in Voltz "no item with ID ####" error cant find answer was marked as the answer   
    For some reason you seem to be missing the Forge libraries for 1.5.2. I have them here: https://copy.com/FgQpweRKxPeE?download=1
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