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Everything posted by HalestormXV
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Yeah it is not a big deal and yes it is less then 100MB. Opening it is not an issue. By filling up I mean this: http://pastebin.com/LKVjaEVg Its not a huge issue it is a matter of my preference. I just want to filter those out.
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The only source I can think of is my host or maybe the fact they use MultiMC? because it does the same thing on a basic forge server with no mods. Even so, message like "Server can't keep up" I know they happen also but I don't want to see them either. I am sure it may not be normal in most cases but I still want to hide/filter it to prevent my log from filling up. It may not be the best practice to "hide" the messages but as this is a server with 4 or 5 close friends and not a public high population server I don't have a problem doing things un-kousher. I know in prior versions a logging.properties file would go into the config folder. I was curious if that is still the case. I can always give it a shot and report back but I just wanted to know if anyone knew for sure that this was still the case.
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That is some good tips. Anyone have anything on how to reduce/filter the log size. I thought there was a log.properties but maybe not? For example i dont need 0/45 Players spamming my log all the time.
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That sucks....I really am contemplating having them re-install the pack since all the mods are in their cache. I hate build numbers with such minor changes because I am OCD when it comes to that >< Ahh well. Thanks Doctors_Life
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So I have been using a solder setup for a while for all my modpacks and have a simple question. It isn't a bug or anything, as a matter of fact my solder install is fantastic. As you know in solder, for those that use it, you create a build for your pack, publish the build and the users can download that build. It makes updating a breeze. So i pushed out a new build for one of my packs earlier today and while playing noticed some MINOR tweaks that i needed to make to the configurations. I have already made these config changes via server side, just waiting on a restart for them to take effect. But now as for my clients. Instead of cloning/creating a whole new build can I simply download the config zip from my current build and add in the modified files then re-upload it and force rehash the .zip? So when my users reload the pack/relog the config changes will take place automatically? Or do I have to clone a whole new build?
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I was using Cauldron but there is a mod somewhere in my pack with Cauldron that was making it incompatible and causing the server to enter a constant crash loop, although that set of mods was giving me some issues with Forge also. Since I removed the problematic mods the Forge server starts up just fine but I haven't retried my cauldron setup with the same mods, but there is only about 6 or 7 of us so it is no big deal for us. Anyone have log advise on how to reduce the file size of the log. I know there used to be a log.properties with forge that was never created by default and you had to manually create one. Is that still the case? Or are you able to tweak the log settings on a forge server differently?
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- Java 8 - have to see if my host allows that since I am mainly administrating this one and i don't know if the owner is willing to move to a VPS Linux or not - FastCraft is implemented (works amazingly) - View Distance to 6, will definitely do that, currently i think I set it to 10 when it was 16 - Java Option - currently the host launches with 2G and I know there is a ton of other ones to use as I use them on my Linux Box (once again can't really change that as it is a host thing an I only administer this one, so I am stuck with the hosts settings) - Opis - totally forgot about that one. Will have to add that in Thank you Plowmanplow. Amazingly helpful as always. Anyone have any other suggestions or any more suggestions?
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Alrighty, I have a basic question. In have been running servers for quite some time know as both owner and administrator. I am currently running a small server for about 5 people with a private modpack. The server has 4gigs of Ram and the mid pack contains about 77 mods. The server is a default forge server as some of the mods are not compatible with cauldron 1.7.10. One of the heavy mods on there is MoCreatures. Now in running many servers in the past I know that the server load is almost half related to Entities and MoCrestures adds quite a few lol. But I've seen "compact" servers running 1g ram use the default MoCreatures settings and run just fine. So onto my question. Any server side cknfig tips anyone can share for a 4g server or mods that will reduce the CPU/Java usage down? Currently it floats around 90 - 100%. I ask this because this is a 1.7.10 server, usually I run 1.6.4 servers so not sure about any possible new optimizations. I know in the past I could reduce the server's viewing distance via the .properties files but does anyone else have any other tips on better optimization without really touching mod configs (since they are working gloriously together after some tweaks). I apologize for any breviaries/typos as this was typed from my phone.
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Ahh I see, alright. I didn't realize the two databases had a different structure. I thought they mimicked each other or the query script only used/pulled the necessary information and uploaded it. Understood, was just a random thought that came to mind. But anyways keep up the awesome work. This is by far one of the best applications I have seen.
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I see your working on some adding some stuff into this already astronomically amazing piece of software. I have a slight suggestion or maybe its already in there. You already have settings to upload the data to the Solder Installation provided the user has an MySQL setup and it creates the pack for you already in the dashboard which is equally as awesome. What about creating a feature in the program to pull from the Solder MySQL to auto-populate the local database that is stored on the user's computer when the mod is looking if items have already been uploaded. I see that as potentially being especially helpful for mods that are missing .info files and the user has already uploaded them and created them manually via the solder dashboard. Thoughts?
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Greetings! I present my very first Public Modpack Release - Hightech Minecraft! What is Hightech Minecraft? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Hightech Minecraft is a modpack inspired by the Modern Minecraft pack. It is refurbished and renewed with some new and updated mods along with more solid configurations and slight fixes that one can do without re-modifying the mod. The ModPack has a focus on technology and advancement and of course....EXPLOSIONS. The ModPack uses the Technic team's Solder API to make sure updating is easy and simple and won't require a new download every time the pack receives and update. This is my very first public modpack, however I am no stranger to modpacks and I always do the best I can to provide quality over quantity. I select very stable mods and make very precise configuration changes (even if it means going in by hand to adjust certain things). All mods in this pack have Open Permissions and you can see them via the modpack permissions page and I will also post them at the end of this post. With all of that said please keep in mind, I am no Mod Developer and more often then not any crashes that occur I assure you usually won't be from configuration errors but more with problems with the offending Mod itself. However with that said, this pack has been tested thoroughly on a closed server and has yet to experience a crash of any kind relating specifically to mods not getting along with each other. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ I am more than happy to try and assist people to the best of my ability when it comes to the Modpack, however as stated above please keep in mind, I am no developer, only a compiler and config editor. Most errors should be reported correctly and through the proper channels. So without further adieu I will present the Mod list and the permissions list. By all means if you wish to do a Let's Play series on this please do, and don't be afraid to let me know about it (obey the forum rules). I am open to constructive criticism and welcome it. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ MODLIST http://www.technicpack.net/modpack/hightech-minecraft.568807/mods PERMISSIONS http://www.technicpack.net/modpack/hightech-minecraft.568807/permissions INSTALL LINK URL http://www.technicpack.net/api/modpack/hightech-minecraft (Copy the Link Into Your Launcher) Who is Nerd Storm Production? Nerd Storm Production is the name of my company based in New York. We are a small independent game developing company that has just opened up. We mostly do old-retro style RPG Games but have just recently dived into Smart Phone app development. This however is a small sub-division that just creates modpacks for fun. But this is not a plug for the company, nor the place for it.
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Alright so maybe someone has some tips they can share? How do any of you guys effectively and efficiently resolve your ID conflicts? I am mainly talking about 1.6.4 and below. I mean yes there are the NEI Datadumps and yes there is the ForgeID conflict list that gets printed out. But even those don't catch everything all the time. And yes I know of course manually going through it line by line is by far the most effective. But what do you all do to catch those IDs that conflict on startup but don't necessarily cause the server to cease function or crash but just kind of sit there an exist while people are just on your server playing normally. I am sure there is some type of application or program or basic parsing system that people with the massive servers that have 100+ mods on it use no? I am sure not all of them sift through 100s of Mod's config folder manually to find each one (although I am sure some do or have teams that do it also). Hints, Tips, Advise?
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You are a magnificent individual and i would love to bear your Technic Solder Children but I am male and cannot bear children But back to reaality, thank you so very much for the updates. Everything seems to be working fine with the passing over of the mods without the .info page. Although I did see some example mods get added in? but I don't care about that. Everything seemed to work perfectly as expected. On a side note, do you know how to work around the no .info ? I mean out of my 60 mods only 8 of them were missing it lol so it wasn't a big deal, i just left them blank the application parsed over them and then I just manually added in the 8 to Solder's database. But I am curious for my own knowledge, is it possible to work around them missing? Not for your application to do it but just in general.
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Alright, i updated and i cleaned out the solder database as well as reset the applications database, and the solder builds and all that stuff (this is only in testing stages right now so i don't mind wiping the database of solder and then flushing it back to defaults, but you must always remember to flush ) But anyway so i tested the application and reconfigured it and repeated teh steps just as they were above and these errors still persist. It seems to only be the mods that have independent folders (Flans, Carpenters, CustomSkins, ironically though CustomNPCs folder which contains the assents to that mod works fine.) But here are the errors: Now just bare in mind the setup instructions were followed exactly as i did above. And at the very end when it asked "do You want too install carpenters blocks?" I hit yes and "Do you want to install Railcraft" I hit yes. I also did not add any text to the line that appears when it asks you to complain to a mod author about adding the .info file '> '> And of course here are the structure of the Flan directory and carpenters block directory folders. Flan Directory: http://imgur.com/HqTtdqg Flan Subdirectory: FC - pack V6 - http://imgur.com/SCYffEF ---------------------------- Carpenters Blocks Directory: (located in mods folder) http://imgur.com/crEf8gF So perhaps solder isn't playing nice with the zip files in each directory while it is attempting to unzip, or the application isn't playing nice with them upon creation? Or I am totally missing something and those subdirectories aren't even need? (although I know the Flan one is). I find it to hard to believe that the only mods having an issue are carpenters and flans and customnpcs is not having an issue yet also has a subdirectory but what is the missing link? Of the three of those mods customnpc is the only one that doesn't have zip files within it and is the only one not causing issue.. To much for a coincidence I think, no? Please also keep in mind if i delete those mods from my pack (flan's carpenter's blocks) it works just fine. So the issue is somehow how those are getting packaged maybe? Any suggestions or ideas?
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Outstanding, and thank you for the response. I will be patient as I can only imagine the effort it takes for a program as fantastic as this. Thank you for looking into it.
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Love this tool. I finally finally finally after about 10 hours? Got my solder install working on my VPS box and after countless time having to override apache handelrs and moving to subdomains within my host it is working and let me tell you this little tool right here. Just made me smile when I went to create my first solder pack and guess what... However I do have a question, how exactly does this work with mods like DamageIndicators, Carpenter Blocks, and Flan were actually the three that I was most confused about. I will run you through the steps I did: 1. Directory with mods - C:modpackAmods Outpurdirectory - Z:CompiledPacks 2. Tick "Create Technic Pack" 3. Tick "Solder Pack" 4. Tick Include Forge in zip, Include Configs in .zip and Include Configs in .zip 5. MCVersion 1.6.4 6. Forge Version 965 7. Addition Folders: Tick: a)bin, b)customDISkins(used in the custom NPCs mod), c)customnpcs (customnpc directory like Flan it contains an assess folder and in the assest folder is music, sound, textures) d)Flan (contains the flan stuff. My Flan directory is ( this: http://imgur.com/HqTtdqg ) 8. Tick "Use solder installation" 9. Modpack Name - in this case SolderTestPack 10. Modpack Version - 1.0.0 11. Click Go - then it begins to run and a few mods say no modmc.info go bug author about it and a text box appears that you can type stuff in but i generally just leave it black and click okay (perhaps that is what I am doing wrong?) 12. After everything finishes I go to the output directory and its all packaged nice in there in a premade mods folder for me that i just upload via FTP to my repo directory go to the Solder platform and sure enough the mods uploaded to my database, my pack was created for me, and everything looks hunky doory. I go publish the pack, unhide it and then import it via the platform here (with hidden checked of course as it is just testing). Install the API link to my launcher my modpack shows up! Yay and then i click install.... 13. I get an error message saying that this modpack may be corrupt contacts modpack author OR i will get some type of error message that may say <MODNAME> cannot be found or extracted. Sure enough DamageIndicators is one of the mods that I skipped typing in something in the textbox for when creating the pack. That is why I wonder if it is related? I mean clearly it is working as the modpack gets detected, gets imported and begins to install but those errors pop up only at certain points during the launcher's insall. And sure enough, Flan was one, Damage Indicators, Carpenter Blocks and i think one or two other ones. So clearly I am doing something wrong in the setup, but i am just trying to figure out what. I apologize for the Wall of Text but i wanted to be as thorough as possible. I kid you not when I say i spent almost 10 to 12 hours trying to set this up on my shared hosting box and I don't want something so dumb to stop me....if I was able to rewrite the apache handler via its .htacess file on a webhost that generally doesn't have trailing slashes, i hope i can resolve a dinky .zip issue.
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This issue has been resolved. If a mod would like to close this post, I am going to mark it as solved. And for those who are interested in how it was done I had to overwrite the Apache handler and make sure that when the link /public/api was called that it was called as /public/api/ AND did not cause a 404 error. I would have edited the first post but then I fear a mod wouldn't have recognized that is was solved and I didn't want to report the post as that specifically says it is not meant for a means of communicating to the mods.
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So I have finally set up Solder, have finally configured Solder, finally have Solder running and installed along with MySQL and NOW....it doesn't work and have trouble with an erro message sayig "failed to extract zip file" when you try to install in via the Technic Launcher. Now my question is not why this happens, I actually know why it happens thanks to GenPage doing some testing and helping. My api link has a boo boo. My api link looks something like this <DOMAIN NAME>.com/solder/public/api - and it works and show that solder is installed and updated however it is supposed to look like this <DOMAIN NAME>.com/solder/public/api/ - yes, yes the good old trailing slash is what is breaking my whole install. On to the question. How do I force my webhost to use the trailing slash. I mean my webhost gives me literally full access to everything. SSH, ApachHandler via cPanel, PhP.ini configs. I basically have everything so I am sure it is only a matter of configuring something differently. So does anyone know how to forces your website to add trailing slashes? I imagine it has to do with the .htacess file. Or hell maybe it is something i can add in via cPanel's Apache Handler? I really don't think I have to go looking for a new host to resolve something as dumb as this.....right? Help...please? I dont really think you need the link to the modpack since the modpack doesn't seem broken, just this trailing slash business. But in the event you do: http://www.technicpack.net/modpack/solder-testpack.566851 I also do think this was the right place to post as it is an issue with solder and configuration. But if not a mod please move it to the correct location and i apologize.
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Onward to IRC. I appreciate all the help and step by step process though. Perhaps someone will take notice of this and look into it on the development end of things since maybe it is an issue that others are having but don't know how to explain it since these things have been popping up.
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Leave it to me to get the oddball issues. Lol I guess the best way to do that is going to be through the tracker huh? Or bug reports in general?
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Thank you, and yes I know it does start properly I actually run a server off of it and my friends and I play on the server. Its just a small server for the three of us (and yeah there are some config errors I am still hunting down but am looking for a more effective way rather then NEI data dumps). So I know it runs and it does work on the launcher as that is how I download and update it. My question is about the hosting of it (the modpack). Currently I host it off of Dropbox which is great and it works just fine with copying the public download link and using that to Edit my Modpack's location from the platform and paste the link. My question, and I apologize if I wasn't being clear, or maybe am misunderstanding is why: I simply just can't move that already working Zip file which is currently linked to dropbox, which is what the Launcher uses now to download my modpack, to a directory on my website (which I linked above and just copy and paste that URL) in my "Edit Modpack" section of the platform. The link in the above post that i made <mywbsite>.com/modpacks/ZIP is a direct link to the download just like the dropbox link and when I do try to do that, it says that it is an invalid location. I am asking this because i plan to start releasing modpacks but want to host them off of me own website as opposed to dropbox or copy or anything like that. Or maybe I am misunderstanding and you both were/are telling me that because my file structure of the current .zip is wrong, and Technic does some type of .zip check and sees that it is wrong, that is why it is spitting out the error, but it just doesn't notice that when hosting via dropbox. Am i making sense? EDIT: Maybe this will clear up what i am trying to say: http://imgur.com/a/i390u As you can see Screenie1 is what the current setup is and it works just fine, you can download it from the launcher, it gets updates, etc. (what you both have tested and confirmed is working) Screenie2 is me trying to change the modpack location to my direct download url that I posted in this thread in the above post Screenie3 is what happens when I press Update after changing that modpack location URL. As you can see, it says invalid location and defaults it back to the working dropbox one. And yes I know my .zip file structure is wrong and I intend to fix it and at time of this post did fix it. (that is why this is not a pubic pack because the file structure contains things not needed or not allowed. This is me more playing around with different mods and modpacks, tools, etc. before starting to create and host them.) Now if however the Technic website has a some type of check that sees that this structure is wrong, perhaps that is why the errors are popping up. But what doesn't make sense to me is why this pack is working via the dropbox link (as you both have seen and tested via the launcher) but does not work via the website directory that I also own. Hopefully the screenshots clear up the issue more.
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Yes, I am still using the dropbox link because when trying to use the direct link from above the platform errors out and says The Modpack Location you entered is not a valid location. Then it resets the link and goes back to my drop-box link automatically which is the last working link that I guess the platform puts in there because it was able to access it. Yes I also retested the link with the ?dl=1 and no change. The same error appears when i click update and the link resets back to the dropbox one. And thanks for the cache tip. I totally forgot i had that in there.
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http://www.nerdstormproduction.com/modpacks/ModernCiv.zip - that is the direct link to the pack http://www.technicpack.net/modpack/xaralias-modern-civilization.561457 - the unlisted modpack page Just be careful clicking the top link as that will start a download since it is the actual direct link lol. I would also like to be clear I have tried putting both the http:// ; the www. ; just <address> (without http:// or www.) so I have tried a variety of ways to establish this link and I specifically made the file name simple to avoid any possible issues with filename. Please also note, that this Modpack works (although a bit on the large side) and downloads/updates (when I make changes) just fine using the Dropbox link that my pack is currently set to use and is currently stored in and when installing it not issues come up and it runs wonderfully. In reading through some posts I see this is an issue that appears to be creeping up. I wasn't aware it was so.
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Hey there, Yes I see the sticky right up at the top of the boards about good places to host modpacks but my question is slightly different. What exactly do you need to be able to host the modpack? I was always under the assumption that so long as you have a direct link to the ModPack you are golden...or so I thought....(i did it before the new platform launch) I have my own website, it's actually a VPS site and I just got out of support with them and they did a number of tests and checked the mod_sec to see if Technic was blocked by a firewall or anything like that. The reason I contacted them was because I have a directory on my website that I am going or was planning on hosting my own modpacks from. The service I use offers you unlimited storage and they have unlimited traffic. So i figured alright well this is simple enough, create my directory change the permissions of the file if I have to and then edit my modpacks in my account here and just change the links of my modpacks to reflect the links that go directly to starting the download from my website. hxxp://www.domain.com/directory/NameOfZip.zip (This as many of you know automatically will begin the download of the .zip file) No such luck. When doing that and applying that to my Modpack it returns an error stating that the location is invalid. So needless to say i am confused and i am overlooking something, but what is it? Are there special requirements that these links need to have? I really don't know how much more direct you can get other then pointing right to the download url. I even tried adding the ?download=1 after the .zip just to try it. So I call out to you all? What's the deal?
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This issue has been discussed countless times. Please search before posting. If you still cannot find an answer to your issue then make a post in the issue tracker. Follow the link in my signature.