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Googz

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Posts posted by Googz

  1. If you haven't resolved the issue the exact location of the conduit is X24 Y32 Z-24 in the nether (DIM -1). I usually run into this on my server when an area has some form of machine running or something that performs calculations in an area that becomes unloaded either because of faulty chunk loading or lack of loading.

    Yea that is exactly what happened. We broke down our setup and moved it over so problem resolved. Thanks

  2. Hi All

    Hoping someone can provide insight on my constant server crashing. We have a few tessaracts, liquiducts, conduits...the usual. The crash report seems to allude to a liquiduct/conduit but with limited knowledge I am not too sure how I track the exact issue and resolve. Below is a link to pastebin which contains my crash report, any assistance is much appreciated:

    http://pastebin.com/7XQyGvca

  3. The side question is easy to answer. No unfortunately you can't. IC2 never updated to MC 1.5.x and so you have to play Tekkit Lite to get IC2 in a Tekkit pack. Most of the important things from IC2 are possible to do with other mods in Tekkit main. There's a wiki page on the subject.

    As for plugins, the Tekkit server package doesn't support Bukkit style plugins out of the box, only Forge mods. Fortunately there's MCPC+ out there that will give you both. Download a "B" build from that link and replace the Tekkit.jar file with it. Yes replace the existing Tekkit.jar it won't break anything. Launch as usual (with the launch.bat/sh preferably) and it will create the plugin directory. After that you can place any Bukkit plugin into the plugin directory and your server will load it.

    Sorry for the late reply and thank you for the info. Got it all working and have a much better understanding now. Cheers

  4. Hi Guys

    Im running Plus-110 (MC: 1.6.4) (Implementing API version 1.6.4-R0.1-SNAPSHOT)

    Trying to load essentials (its placed in my mods folder) and am getting the below error:

    [iNFO] FML has found a non-mod file EssentialsAntiBuild.jar in your mods directory. It will now be injected into your classpath. This could severe stability issues, it should be removed if possible.

    If I want to load essentials onto my server where does the plugin need to go?

  5. If they are the same mods and cfgs then there is nothing extra to do

    Oh okay thanks, kinda new to this so just trying to wrap my head around it. At the moment I just downloaded the tekkit server files from the Technic website Server 1.1.10 or whatever. Run the .bat file and all is good. My mates are logging in through the technic launcher and again getting onto the server fine. Then one thing I cannot get going is additonal plugins etc so lookin at the OP here I can create a custom server and add addtional mods I want including thermal expansion, GC, Applied energistics and any other bukkit plugins I want (tested this a moment ago and they all seem to be loading just fine so no porblems). Basically what I want to know is when logging onto the server my friends and I will just use the normal minecraft launcher yea? and not the technic one? And how do they get the new machines ect without having downloaded anything clientside (which is what the technic launcher does) ?

  6. A few people have been asking about this, so I thought I'd do a basic, step by step tutorial on how to build a server for you custom modpack. To make it even easier, I have done the tricky stuff for you!

    Step One

    Grab the base server files from here (These files are Bukkit-enabled too, plugins will work as normal):

    1.6.4

    1.6.2

    1.5.2

    1.5.1

    1.4.7

    (More versions coming)

    Unzip the file, create a new folder called 'MyServerNameHere'. Copy the unzipped files into the new folder.

    Step Two

    So you got your pack right? What you need from it are the mods, coremods and config folders. If you have Flan's mod, you need the Flans folder as well. Copy them over into the 'MyServerNameHere' folder. It should now look like this:

    Reminder! In 1.6+ NO mods go in the coremods folder! Everything goes in the mods folder!

    63YoYCp.png

    For this, I have used the example of my pack, Yogcraft Extreme.

    Step Three

    This is an important step. You MUST delete all client side mods from the coremods and mods folders. This includes any NEI plugins from mods, any Voxel mods and Inventory Tweaks. This also includes Dynamic Lights, Custom LAN Ports and Gui API. Only mods that actually add content to the game need to be included. Otherwise, bin it!

    Step Four

    The pack is now done! Just run the launch.bat file and hey presto, it all works!

    Errors

    Most errors when running the server or playing the server can be fixed with a simple update. A common problem with Voxel Mods is if another mod is out of date, it will crash upon disconnecting from the server. Whatever that mod is, update it to its latest version for the version of MC you are using.

    I intend to update this as necessary, so if you have any other bugs/errors, post them below and I will endeavour to help you.

    Thanks, a couple of quick noob questions. Is this essential;ly running like a bukkit server and I then add the mods/plugins I want like galactic-craft, IC etc? Do you then launch minecraft normally or through the technic launcher and for my friends do they need anything client side?

  7. I am sure this isn't the first time this has been asked and probably will not be the last so I apologize for those who have seen this question asked and answered before.

    Basically I am running a Tekkit server locally using the tekkit server 1.1.10 download from the technic website. What I would love to know is how I install additional bukkit plugins to this server? I have done a bit of experimentation but with no luck (creating a "plugins" folder didnt seem to work) In short I would like to use essentials, world edit etc.

    Also as a side question: The current Tekkit mod doesn't use industrialcraft - Is there anyway I could install this so it works as well?

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