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plowmanplow

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  1. plowmanplow's post in Help!!! I can't log in to technic launcher on a mac! Even with correct password and username! was marked as the answer   
    The Tracker (link at the top of the page) is where this belongs.
  2. plowmanplow's post in How do I make the Infinite Battery work with ICBM ? was marked as the answer   
    If you are going to cheat by using an exploit of bugged code like this you might as well just spawn in a creative energy cell from Thermal Expansion.
  3. plowmanplow's post in Hexxit Mods not working was marked as the answer   
    Start Hexxit.jar instead of minecraft_server.jar.
  4. plowmanplow's post in Missing Mods Error was marked as the answer   
    Re-added Arcane Scrolls and KingCore mods. Uploaded the version of Cauldron I referenced in my previous post to the /jar/ folder. Changed settings in Multicraft interface to reference the new cauldron jar as the server process. I was then able to start the server and connect with your unaltered client (in there now, actually).
  5. plowmanplow's post in Custom Server: No Such Item with ID XXXX was marked as the answer   
    You are using an ancient version of MCPC+ with a known Spigot bug which is causing that crash. Get the latest version of Cauldron (MCPC+ changed its name to Cauldron): http://ci.md-5.net/job/CauldronLegacy/
  6. plowmanplow's post in Having Trouble with a Custom Modpack was marked as the answer   
    The top level folder name for Flan's mod is "Flan" not "flan" (note the case of the letter "F"). Flan's mod itself goes in the mods folder. There has been quite a bit of work on Flan's of late and it's more stable than it used to be. Also, many of the problems with Flan's came from item ID conflicts which most folks never resolved. With 1.7.x that's not such a big deal. NEI and LittleBlocks supposedly have a conflict. Use one or the other.
  7. plowmanplow's post in Server ID mismatches was marked as the answer   
    Client:
    You have included Forge build #953 as your modpack.jar file. Update to the latest/last 1.6.4 Build #965. Forge Multipart mod goes in mods1.6.4. Create a 1.6.4 folder and move the mod into there. You have included a very old version of CodeChickenCore. Update to the latest 1.6.4 version (0.9.0.9). You have an ancient version of ProjectRed with known critical bugs. Update to the latest 1.6.4 version. When intending to create a server for your modpack it is critical that any automated ID "fixing" mod be removed from the pack after all conflicts are resolved. If not, you run a high risk of having conflicts between client and server. You have not included a full set of config files in your modpack. By some miracle your pack doesn't have any block or item ID conflicts, but I assure you that this is quite rare for a 1.6.4 pack with more than a handful of mods even with IDFixMinus installed. Even when there are no ID conflicts the mod files are required to balance the mods against each other (ore generation, power production and conversion, TreeCapitator if you use it, microblock setup) and to tweak settings for mods. Always, always include a full set of configs. This is vital when planning on making a server for a modpack so that you can be 100% sure you have the exact same configs between the client and server. Look at any of the modpacks maintaned by the Technic group. If they are doing something (like including a full set of configs) you should be doing that as well. Server:
    Your server does not have the same version of Forge as your client. Once you update your client this should not be a problem. When creating a server it is critical that the configs between client and server be synchronized. The only way to ensure that is to include the configs from the client to the server or vice versa. Your Run1.bat has a period at the end of the line right beside nogui. Remove that. Making these changes allowed me to start your client pack successfully and to connect to the server.
  8. plowmanplow's post in I am having trouble with my custom modpack was marked as the answer   
    Don't bump your posts. Very bad form.
     
    You are using a "private" link to your pack. This will not work with the platform. Your copy.com link should look something like this:
    https://copy.com/ZwSOTPiZKbOJ?download=1 This is just a public share link with "?download=1" on the end.
  9. plowmanplow's post in Moonquest save file Crashing was marked as the answer   
    The crash seems to be related to Artifice. The version in the pack you are using is Build #197. The latest build number is #243. There have been multiple crash fixes made between those two versions. Try upgrading and seeing if that fixes the problem.
  10. plowmanplow's post in Perplexing Solder API problem was marked as the answer   
    I believe your URL needs to be this:
    http://solder.unknowncraft.us/index.php/api/
  11. plowmanplow's post in Help With Custom Modpack was marked as the answer   
    No, no. Remove the config in your %APPDATA%.technicmodpacksblahblahblahconfig folder, start the pack, THEN  re-package the modpack archive and upload it. Always, always get ALL the bugs worked out before uploading a new one.
  12. plowmanplow's post in Server mods problem was marked as the answer   
    You would be better off getting the current version from the author's build site (as recommended by the author): http://ci.md-5.net/job/Cauldron-164/
     
    This should fix your problem.
  13. plowmanplow's post in Need help getting the correct modpack location was marked as the answer   
    As stated in a sticky post by GenPage at the top of this forum, dropbox recently changed how their links are constructed for public URLs and they are too long to fit in the field for the modpack URL. They are working on a fix, but if you want it to work in the meantime you will need to use a different hosting service. copy.com works quite well. For them, simply add "?download=1" to the end of any public share URL (without quotes).
  14. plowmanplow's post in "You must provide a valid link to your custom zip." Issue was marked as the answer   
    In the meantime, copy.com works fine. Just take any public share URL from there and add "?download=1" (without quotes) to get a direct link.
  15. plowmanplow's post in help some nubs achieve their dream, acquire magic internet karma was marked as the answer   
    What I meant was that I don't think you realize how much work is involved in assembling, testing and publishing a pack like this. I have made dozens of packs and done tech support on many hundreds of packs. I am reasonably familiar with the majority of mods used in most folks' packs. It would probably take me a couple hours to put this together, balance everything and then play test it on a couple different systems to verify that LAN mode was working as expected. If someone wants to commit that kind of time to doing this for you then I salute them. I suspect you will have trouble finding that person.
  16. plowmanplow's post in [SOLVED] IC2 Bug, Stuck on Mojang Screen was marked as the answer   
    You have too much stuff in the bin folder. It should only contain modpack.jar. You should not be including the cache folder (which looks like my BareBonesPack, giggity) You have included an old version of IC2 with known problems. You need to use Build #397. If you are going to include IC2 I highly recommend looking over this post: Edit your IC2 config file and change all the block IDs that start with 40 (i.e. 4001) and make them start with 35 (i.e. 3501). Edit your IC2 config file and change all the item IDs that start with 29 (i.e. 29932) and make them start with 28 (i.e. 28932). You have a Flan's mod ID conflict which will require you to edit the configs inside the weapons pack ZIP archives.
  17. plowmanplow's post in Custom mod pack server keeps crashing was marked as the answer   
    Yes. Half way through your post I literally said out loud, "this dude is going to have to contact his host and ask why his server is hanging."
  18. plowmanplow's post in What is this server crash report telling me? was marked as the answer   
    It means that you have not removed all of the client only mods from the mods folder.
  19. plowmanplow's post in Pack Loads as Vanilla was marked as the answer   
    The modpack archive currently tied to your pack has these problems:
    Still many, many ID conflicts. Player API Core is not installed properly (look inside the zip). Smart Moving is not installed properly (look inside the zip). You need to update to the latest CodeChickCore for 1.6.4 (0.9.0.9 as of this post). (fixes the crash)
  20. plowmanplow's post in Technic mod startup odd error was marked as the answer   
    Yes. You will need to seek help in the Tracker for problems with built-in packs and the Launcher.
  21. plowmanplow's post in My Mod Pack Won't Pick Up All The Mods In My Mods File... ;( was marked as the answer   
    After your pack is working correctly, and you have resolved any ID conflicts, set up microblocks, balanced configs, etc. you would include the config folder and all its contents in your modpack archive.
  22. plowmanplow's post in Issues with gregtech at launch was marked as the answer   
    You are including the entire contents of the bin folder in your modpack archive. This needlessly bloats the archive and distributing the minecraft.jar is a violation of Mojang's EULA. The modpack.jar file should be the only file present. I see that you are including LiteLoader. Have you integrated the liteloader files into the modpack.jar? The "correct" way to include LiteLoader in Forge/MC 1.6.4 is to make the changes you have made to the version.json file inside the modpack.jar file and allow it to retrieve the required library dynamically. As is clearly stated in the (unnecessarily aggressive) first paragraph of the crash report, you have item ID conflicts. You have a MASSIVE number of item ID conflicts between many different mods. These would normally not prevent the client from starting even though they can cause serious gameplay problems down the road. However, GregoriousT has a "my way or the highway" philosophy and chooses to crash the client out rather than let the conflicts go undiscovered. Fix all these conflicts and the problem will go away. You have mismatching mod versions in your mods folder. You have bspkrsCore and TreeCapitator for 1.7.2.
  23. plowmanplow's post in Need help with permissions was marked as the answer   
    Not sure what else to say. The perms file I posted is directly from my server. I use Pex on seven servers across 3 different versions of Forge/MC. Without laying hands on the server files I think I'm stuck. Feel free to zip up the plugins folder you have and put it someplace i can get to. I'll go through setting up a tekkit lite server here with those plugins and see what's up.
  24. plowmanplow's post in Server Crash Report was marked as the answer   
    Assuming you are using MCPC+, get the latest version (new build as of today has a fix so it will get the correct libraries. Build 253) and try again.
     
    I don't know where the hangup is at this point. This was my process with your current (v5) pack:
    Add client pack and launch Copy mods and config (now with config files in it) to server folder Remove DamageIndicators from server mods Copy in MCPC+ b253 and launch Launch server Log into server with client.
  25. plowmanplow's post in Problem creating modpack server was marked as the answer   
    Problem 1: You have a ton of item ID conflicts in your modpack. IDFixMinus does a moderately okay job but isn't perfect. You still need to check your FML Client logs to identify and fix ID conflicts if they exist.
     
    Client only mods in your pack which need to be removed on the server:
    ArmorStatusHUD IngameInfo mapwriter notenoughkeys However, you have a larger problem. You have so many mods installed that you are running out of PemGen memory when trying to join the server. This is fixable (editing version.json in your modpack.jar) but will require a bit of editing.
     
    Making these changes allowed me to start a server with your pack (minus those mods) and join it with your modpack/client.
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