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theland10

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Everything posted by theland10

  1. Oh wow, i don't remember specifically what mod it was. I do remember that the problem was that the name of the mod was "whateverB" where the B was a fancy ascii character that I don't know how to type that stood for 'beta'. I just renamed the mod with a normal b. Just look for any mods using special ascii characters in their names.
  2. I'm trying to perform a major update on an already existing modpack that I have and keep receiving this error. The download completes just fine, then it errors at 15% during the unzip/installing mods process. I'm dumfounded as to what could be causing this. I have tried re-zipping and re-uploading everything to dropbox to no avail. I also downloaded the file directly from dropbox to make sure it was working and it did. Dropbox link:https://www.dropbox.com/s/5a97m8rana5pcsq/Hexical Future 2.zip?dl=0 Platform link:http://api.technicpack.net/modpack/hexical-future-20-beta Here's the relevant portion of the technic log: [B#328] 2015/11/03 05:36:47 [INFO] Starting download of https://dl.dropboxusercontent.com/s/5a97m8rana5pcsq/Hexical Future 2.zip?dl=0, with 3 tries remaining [B#328] 2015/11/03 05:56:46 [SEVERE] java.util.zip.ZipException: IllegalArgumentException while parsing next element. [B#328] 2015/11/03 05:56:46 [SEVERE] at net.technicpack.utilslib.ZipUtils.unzipFile(ZipUtils.java:134) [B#328] 2015/11/03 05:56:46 [SEVERE] at net.technicpack.launchercore.install.tasks.UnzipFileTask.runTask(UnzipFileTask.java:59) [B#328] 2015/11/03 05:56:46 [SEVERE] at net.technicpack.launchercore.install.tasks.TaskGroup.runTask(TaskGroup.java:86) [B#328] 2015/11/03 05:56:46 [SEVERE] at net.technicpack.launchercore.install.InstallTasksQueue.runAllTasks(InstallTasksQueue.java:52) [B#328] 2015/11/03 05:56:46 [SEVERE] at net.technicpack.launchercore.install.ModpackInstaller.installPack(ModpackInstaller.java:42) [B#328] 2015/11/03 05:56:46 [SEVERE] at net.technicpack.launcher.launch.Installer$1.run(Installer.java:116) [B#328] 2015/11/03 05:56:46 [SEVERE] at java.lang.Thread.run(Unknown Source) EDIT: I figured out what the problem was, there was one mod with weird characters in the title that the launcher didn't like.
  3. Rifts have a tendency to spread and eventually screw up your game save. There is a setting for the dimension doors mod in the config file to turn rift spreading off. You should be able to remove the mod and load up your world to remove the rifts and re-add the mod without messing anything up.
  4. Do you teleport a lot? Like between overworld/nether/end or across long distances with dimension doors? When I played the 1.5.2 version my game would run fine for awhile but after a few teleports (3 or 4) it would start chugging and I'd have to restart. Anyway, basically something is causing what's known as a memory leak. Do you have optifine installed? If so, try using a different version.
  5. http://chocolatequest.wikia.com/wiki/Super_Tool! Be sure and include the exclamation point at the end of that. I don't know why it cut the link off just before it.
  6. The supertool....... no seriously, shift click when not aiming at a block and it changes the mode of the supertool.
  7. The official 1.0 release of chocolate quest is out. I noticed you have the beta2 version. The updated version has some neat little npc areas that spawn with people you can talk and trade with.
  8. I don't think that's ever going to happen. The old version of minecraft used item IDs. The newer version uses item NAMES. It's actually why some modes are taking so long to update because they use building schematics to generate stuff and they are having to convert all their schematics from IDs to names. So basically instead of (making up this number here) clay being: 92. And that's it. It is now: minecraft:clay.
  9. That's actually not a battletower, notice there aren't really chests laid out in the same pattern as there would be in a battletower. Anyway, the problem is with ruins mod. There are some templates that are old that need to be removed because they still use item IDs instead of item names so they don't parse correctly. As for the mobs no longer being peaceful, this is something new with project zulu. Most mobs that were peaceful before now have an aggro setting in configuration file. So they attack on site.
  10. AtomicStryker is on the ball for battletowers loot now. He's updated the mod in an attempt to fix the issue, however it made a new issue that makes it crash when running on a server. Also, DimensionDoors mod author has posted a status update of sorts to the official minecraft forums saying he is still working on updating the mod but the changes from item IDs to item names has significantly slowed progress and he may have to skip to the next version of minecraft. He did also say that DD is and has always been open source so if anyone want's to help with updating it they can.
  11. It's a problem with the mod itself, not the configuration. You can't add items from other mods to the chests, only vanilla loot. So it won't be fixed until atomicstryker addresses it. It seems like he's been working on his other mods here lately. The latest post on the official battletowers thread is someone asking him about it, and he hasn't replied yet so.... who knows.
  12. I finally got around to updating and I found the problem. CoFH core generation is not working because the config is not set. What your looking at in the World.cfg is just a guideline that doesn't actually affect anything. The values in the vanilla.cfg file are still set to their defaults. That's the one that needs changing.
  13. Actually, now that you mention it, it may not be working even though the config is the same. If even one tiny little thing is wrong syntax wise it'll break ore generation completely and it'll just go with vanilla rules instead of the CoFH rules. Also, check and make sure there's quartz ores spawning in the nether. If there's not then extrabiomes is the culprit.
  14. Ore generation is being handled by CoFH core (or should be anyway). Check it's configuration. I haven't updated to the newest beta version yet so I couldn't tell you myself if it's working as intended.
  15. OoooooOOOoooo, thanks for that list, I haven't seen a couple of those before. That being said, as awesome as mo' creatures is, the mod author states specifically that it's not allowed in modpacks and not to message him about it. :-/
  16. There is an updated version of waila that fixes the crash for 1.7.10
  17. What's your crash log say? I ALWAYS enable bonus chests and haven't run into this.
  18. Holy crapbaskets batman!!! You sir are amazingly awesome! *throws hands up and starts bowing* We're not worthy!
  19. Awww, but with the combination of ZSS heart pieces and Tinker's Construct's heart containers, with enough time spent, you can have up to a maximum of fifty hearts in survival... 50!
  20. It might be wild caves 3. I had similar issues with a modpack I put together and wild caves was the culprit. Massive lag every couple chunks when generating new terrain.
  21. Yea, there shouldn't be any problems with the towers themselves spawning properly. They are set to kind of a low spawn rate though. I have run into a random crash caused by battletowers when they are exploding after defeating the golem on the 1.7.10 version though. No problem reloading after the crash though.
  22. The hole with spawners floating in it is from ruins mod. It's a ruin that didn't spawn correctly. Chocolate Quest will randomly cause a crash when creating a new world... granted it is still in beta for 1.7.10. Also, there's some sort of bug where pirate ships dont spawn as they should. Also, battletowers don't have any loot in them. It's a bug with the loot configuration. Non-vanilla items can't be added.
  23. Look up Yet Another Leather Smelting mod (otherwise known as YALSM). It has the option for rotten flesh to leather when smelted OR craft 5 rotten flesh into patchwork flesh then smelt that to make leather.
  24. It's CoFH core. It's not present in the pack, that's why your not seeing the ores. It has customizable ore and bedrock generation.
  25. StructureStart was the first thing at the top of my crash report as well. I removed Necromancy and did the level.dat fix. Returned to the village, crashed again. So in my case at least Necromancy isn't the issue. Edit: Also, something with battletowers definitely needs to be config'd..... ran into this on a new map: (sorry big pic)
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