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TechnicForumMember

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Everything posted by TechnicForumMember

  1. After watching sp33dy and some of the other players play survival of the fittest, thats the only mode i wanna play now... by chance is there an actual server with sotf in it? or would i have to create my own? (just bought the game 3 days ago "GamingDeity") any help on this matter would be greatly appreciated...
  2. :/ but the description says "wizards chalk" and its an "ars 2" that picture was in a clean 1.6.4 vanilla so why would it be doing witch symbols when i dont even have witchery :/ all i want is for it to work lol
  3. see what i mean? i even started a fresh vanilla server to test it again..... do i have to get the structure unlocked in the book BEFORE i try to build it? if so what do i have to unlock BEFORE this? on my other server i had the alter unlocked the occulus the scripture table what else did i need if so
  4. will the compendium add the nexus to the structures? if so then something was wrong because the only structure was the alter, and again when i used the chalk in the center it wrote a tiny weird letter and did not create a circle. there was also no "white" chalk... or red or blue.only "wizards chalk" i have version 14.x.x.7 (highest number on the mods forum link)
  5. I have been watching utube vid after utube vid trying to figure out why mine does not work.... and there are items missing in the mod that are in the videos and i am using the most up to date version. the videos show XxxxX xxXxx XxxxX for the set up but in the videos they have different colors of chalk and in my mod there is ONLY wizards chalk so i set the stone brick and chiseled stone brick in the proper places in the 5x5 i tried putting essence under the middle block and have tried without the essence neither worked i tried drawing 1 piece of chalk in the center and it drew a white ancient letter. i also tried drawing a 3x3 circle in the middle of the letters and nothing happens... i have read thru the config txt and no where in the list is there blue white or red chalk... just wizards chalk... did i mess something up? is there a work around? I am trying to make sure everythings working correctly before i move on to adding in more mods
  6. once again.... issue was resolved by changing extra cells ids/... however i do not know the real cause behind it as it does not list why extra cells suddenly "acts up" when i add emeraldmod even though emeraldmod has no ids NEAR 4000 (they are below 600) yet when i add it it trips something up.... if anyone might know why and can let me know so i can better understand it. id be very appreciated...
  7. http://pastebin.com/3FBRLG6b i understand id conflicts but not these so far i have been able to add harvest craft but thats it nvm -.- i goofed i got 1.4.6 not 1.6.4.... sometimes i wonder if i got tht ... dyslexia? post can be closed. sorry again
  8. Learning lots of new things today x.x you the man just 1 more question... Say i wanted and succeeded in cramming 150+mods what is considered too much permgem size i was gonna add 1024m but idk if maybe thats too little? too much?
  9. i will keep that in mind tyvm again plow I just want to assure myself before tampering with the version.json if for whatever reason my mod pack does NOT have the -xxpermgemsize:256m am i supposed to add it manually?
  10. o wow i never caught on to the specifics of why some had limits. ty for explaining that part very well. i really appreciate it.... would explain why some id mis matches happened even after i copied over config files
  11. Ok so I want to add a crap ton of mods and have tried using idfixminus to resolve conflicts and such which worked for a while... so then i added more mods and it didnt help anymore... at one point mobs refused to spawn and then further adding cause id mismatches when trying to join the server EVEN though i had id fix and copied my config/mod folders over to my %appdata% (meaning i delete the folders and replace them with the folders from server) so im back to the drawing board. can i simply go down the list of mods and edit EVERY id? going from 1-4000 or higher if needed? idk if doing that to every id could cause items to not exist for w.e reason so i wanted to ask before i attempted it. another problem is i get permgem space which i think ik how it was solved (adding xpermgemsize) to javas "options" but it interferes with other games like wakfu giving java errors. is there a fix to that? atm i have most updated java for x32 and x64 (some things i play demand both) (windows 8.1) i give the launcher 4gb ram i have my server 4gb on both settings inside the .bat file. so simple break down of questions can i edit every id and have all mods function correctly? are there mods im NOT supposed to edit? and are there mods that will NOT go together is there an easier method to bypass/resolve permgem size/space (besides the obvious remove mods) and am i copying over the right folders to my appdata to be fixing the id mismatch conflicts i can apply any more info if needed I know some of you are extremely helpful so I appreciate your never ending support.
  12. arnt default servers set to allow anything when you first run them?...
  13. have copied my mods, config, idfix and replaced them in my tekkitmain but everytime i try to access my server i get missing ids on my thermal expansion... single player loads fine
  14. tinkering to add stuff blah blah blah after grabbing a few missed api's and mod cores i ran into this ---- Minecraft Crash Report ---- // You're mean. Time: 6/8/14 11:58 PM Description: Exception in server tick loop java.lang.NoClassDefFoundError: net/minecraft/util/IChatComponent at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462) at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112) at cpw.mods.fml.common.Loader.loadMods(Loader.java:511) at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:99) at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350) at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583) Caused by: java.lang.ClassNotFoundException: net.minecraft.util.IChatComponent at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 29 more Caused by: java.lang.NullPointerException at org.objectweb.asm.ClassReader.<init>(Unknown Source) at invtweaks.forge.asm.ContainerTransformer.transform(ContainerTransformer.java:116) at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:274) at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:172) ... 31 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- System Details -- Details: Minecraft Version: 1.6.4 Operating System: Windows 8 (amd64) version 6.2 Java Version: 1.7.0_51, Oracle Corporation Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 3781568392 bytes (3606 MB) / 4116709376 bytes (3926 MB) up to 4116709376 bytes (3926 MB) JVM Flags: 2 total; -Xmx4G -Xms4G AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: ~~ERROR~~ NoClassDefFoundError: reifnsk/minimap/ReiMinimap Profiler Position: N/A (disabled) Is Modded: Definitely; Server brand changed to 'fml,forge' Type: Dedicated Server (map_server.txt) i think i can see the "error" but seeing and understanding are 2 different things lol Some topics say classdeferror comes from having the wrong version of a mod... Thing is though... some of the mods I got dont say 1.6.4 or sometimes dont even say a version at all. but each mod i google searched "minecraft [insert mod name] 1.6.4" and went to curse or the mc forums to get the mod and each one i selected the latest 1.6.4 from them so.... yea... crash log of single player launch http://pastebin.com/9wuV4BmW
  15. As i posted Im just looking to jam in more and more nature, machines, and as many more new ores (like how metallurgy offers tons of new ore blocks in the overworld AND nether/dimensions and bricks for more colorful building designs) and the more machines to make all different kinds of older and newer buildings, the nature to have .... well more nature ofc (bushes, a plethora of fruit trees and normal trees) Even as redundant as some mods could be if they include something overpowered, if it adds what I am looking for then it is what it is... for the sake of adding more blocks to further designs to me i could care less how powerful something with it is.
  16. I Wish to start a tekkit server along side my aotbt. Now I try googling a mod list and get a top 20 or something to that affect... But I am actually just looking for specific mods to jam into the server (trying to find a site that i can search what specifically in the list of mods im looking for eg. more building blocks, more/new ores, etc etc). Now unless you are 100% sure a mod is incompatible with tekkits (excluding id conflicts) please feel free to mention some of your own thoughts on mods you use on your server :3 Now I am the miner fanatic and building freak... On my aotbt I absolutely adore "metallurgy"... I love having such a enormous range of stones, ore blocks, block colors, designs to work with. I however do not know if I am even missing out on many more mods like it. I am also a big fan of any and all machinery. EVEN if there are newer alternatives or you feel one machine mod is more over powered than another or feel one is unbalanced.... I am not concerned about the "overpowered" I just like having the ability to have a vast amount of machines even if 1 will make another obsolete... Does not mean I can't make older or less funded buildings use the weaker versions of machines while my "multi-million" dollar buildings using the finest machines known. My other likes are nature mods... Having a vast amounts of different trees, fruit trees, orchards, bushes, gardens alllll that pretty stuff, Even any and all dimensions possible... My reasoning behind this is to have the option to gather resources from OTHER dimensions so the original overworld won't suffer much alterations under the surface. Trying to prevent players from sucking up the overworld resources lol. Some of the mods I use already are what ever tekkit offers as well as metallurgy equivalent exchange ore dimensions war and mage craft There are more but these are my top 4 favorite mods so far but metallurgy tops them all for the large amounts of brick-like blocks it added to the server <3
  17. Ok so since i have yet to receive guidance on getting permgem space resolved (tried adding xxperm at 1024m and still got the error) I have removed vending to fix some stuff targren mentioned I tried removing galactic craft and the permgem space went away... but when i try to start up the game it refuses to load saying i HAVE to have micdoodle (which errors unless i re add galacticraft) Is there a way around that? Everything in my server log will run now... but everytime i re add galactic craft, planets, and micdoodle, my log shows events from galacticraft mars failing to load or something to that affect and then ofc the permgem space
  18. tried -XX:MaxPermSize=512m in my .bat (assuming from what you said it using 256 so I doubled) still permgem space bat info java -Xmx4096m -Xms4096m -jar BTeam.jar nogui pause -XX:MaxPermSize=1024m (i also placed this inside my java's perameter (java has -xms4096m -xxmaxpermsize=1024m)
  19. Ok so idk if I NEED to use magic launcher or not so I will explain my problem. I have added quite a bit of mods from other mod packs to my aotbt mod folder and id fixed blah blah blah. Problem is now 4sec after the worlds spawn is loaded and the dimensions are unloaded I will get java exception: out of memory exception: permgen I have already allocated 4gb, 4gb ram to the bat's 3gb and 2gb and I can make it 5gb 5gb if necessary (system has 8gb) I just have not had this issue till now so as always any help is appreciated Another issue is I am trying to test everything i added but for w.e reason mobs, animals are not spawning OR any and all are invisible I tried to wander around to see if I could find some to test mods on and went a 100x100 redius... no animals i tried roaming a cave about 49+blocks long high and low to find nothing I even tried spawning in eggs and you can clearly hear them being placed but nothings there.... since the forge logs too big to pastebin ive linked to 2 txt single player: https://mega.co.nz/#!89sjwapT!FSa15_GvjLkHW-qrBDi0SYL0WQE3q5jnn4UVbq4fdiE server log: https://mega.co.nz/#!I4NkWQ6L!lUcNntFtzU27-a8p9dT-KgdyCoxVsxhmNJxEGMHloiU If i have mods in here that are pointless i dont need to know nor do I care, HOWEVER if something is causing the mobs, animals to refuse to spawn or a mod concerns you stability-wise, THAT is what I want to know because i WILL remove the mod or mods ty
  20. I have tried checking my mods folder for "thermal" anything and no cfg goes by that name for me to edit the ids so I tried editing growable ores id's instead but even if i change them it STILL says the growable ore id (that i changed in the growable cfg) is still occupying thermals id's... "slot 4071 is already occupied by growable ore reed @44e37222 when adding thermalexpansion fluidblock fluidender" Idk how I did it once but when I changed 4072 (because it was also occupied) I got it to go away but now again is 4071 How can I fix it so I can use both? :/ if you need a pastebin I can add it later but I feel I left enough info to be clear on my problem... I already have idfixminus btw i have tried the latest growable i have also tried 1.6.0 which was supposedly supposed to fix conflicts
  21. no no i was just making sure thats what you were saying. is there a guide i can follow to do this or do i just move all the mods to another folder till i idfix the persistant ids? and will idfix auto correct even if its already been run before or do i have to delete it completely and re add it
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