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TheGatorcraft

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Posts posted by TheGatorcraft

  1. Recently, I tried to update my modpack by adding 1 mod, a minimap mod. My modpack was all fine and dandy before I updated it. I haven't updated it since 115+ days ago. Now, as soon as the update was supposedly setup, my modpack just does not work. Ironically, the Technic servers went down as well meaning I could not fix this until now (since it obviously is up). When I start Minecraft with my later version (the one before the update that is was working perfectly fine) it loads the three default mods which are by forge, as if the modpack never really downloaded but forge did. I know the link is direct because when I paste it within my browser it automatically downloads the zip file. Within the zip file, are 5 folders which consist of the following: bin, config, coremods, mods and Chocolate. (Chocolate is for Chocolate's Quest). This worked perfectly fine, as I keep saying. Here is a screenshot of my modpack settings:

     

    http://puu.sh/c8JoE/72b35b5422.png

     

    Also, note I have tried using "Force Directory Change" multiple times, and without it as well. Nothing seems to be working. I also am sure that within the Technic Launcher, I have the correct version selected (the only one which is the non updated one). Any help is highly appreciated.

     

  2. I don't know what to tell you. I added your API URL to my Launcher and started the pack. Everything worked as expected. Try removing the pack from your launcher and re-adding it.

    It works now :D I really want to thank you for your patience and time you put in to help me! It is greatly appreciated!

  3. Using my test installation your pack contents seem well structured and I am able to use them to start the client.

     

    You need to uncheck the box on your pack settings page labeled "Force Directory Change". Do that and I'll try adding your pack directly to my launcher.

    I unchecked the box. I tried it myself and it didn't work. 

  4.  

    • The contents of your modpack are still in a subfolder called "TheSwampStrikesBack1.0.0". You need to go INTO that folder, select the folders "bin", "Chocolate", "config", and "mods" (leave out coremods, it is superfluous) and zip those up in an archive.
    • Your bin folder contains a modpack.jar file, but it looks like you renamed the minecraft.jar instead of the Forge universal binary jar file. Do not include minecraft.jar, only include modpack.jar and that being the Forge universal jar renamed to modpack.jar.

     

    Still isn't working :( I went and downloaded the LATEST 1.6.4 forge universal file and renamed it modpack.jar and put it into bin, selected all the files and compressed it and named it "SwampStrikesBack1.0.0.zip" and got the direct download link.

  5.  

    Not exactly. Pay particular attention to the second bullet point. This is precisely and exclusively what should be contained in your modpack archive. Nothing more, nothing less.

     

    As for the name of the final modpack archive ZIP file it can be anything you want. That being said, I do recommend a few conventions:

    • Make the name of your modpack archive something relevant. In your case I would do something like SwampStrikesBack-MA-MI-UP.zip (the last bit I'll explain next)
    • In the first bullet the MA, MI and UP are this: Major version number, Minor version number, Update number. Major versions are for things like complete modpack re-creations or major Forge version increases (from 1.6.4 to 1.7.2 for example). Minor versions are for adding or removing mods to the pack. Updates are for version updates of existing mods or config file changes. So, for the first version of your pack it might be SwampStrikesBack-1.0.0.zip. If you added a new mod it would be SwampStrikesBack-1.1.0.zip. If you then updated one of the mods it would be SwampStrikesBack-1.1.1.zip. If you update one of the components of the version number the subsequent numbers revert to zero so if you removed a mod from the pack it would be called SwampStrikesBack-1.2.0.zip.

     

    Thanks for the name suggestion :) However I do still have a major question: is it fine the way I have it? The way I explained in my last post. I am new to this type of modding. 

  6.  

    • The contents of your modpack are in a subfolder called "minecraft.MODPACK". All of the required folders (bin, Chocolate, config, mods) must be at the top level of the folder structure in your modpack archive. Your modpack should be about 55Meg. Because of the way this has been assembled your modpack archive is 350Meg.
    • You have zipped up the entire client folder as your modpack archive. This is "bad". Your modpack should contain four folders: bin, Chocolate, config, mods. The bin folder, which you are missing completely, should ONLY contain a file called "modpack.jar". That modpack.jar file is simply the correct version of the Forge universal binary jar renamed to modpack.jar.
    • You have left the file "BetterDungeons1-6-4_2091.zip" in your mods folder. This is the installation zip for BetterDungeons/ChocolateQuest and should be removed.
    • You have an ancient version of Galacticraft with known crashes which can be fatal to a modpack. You have Build #978 where the current version is Build #1080: http://ci.micdoodle8.com/job/Galacticraft/

    Making these changes allowed me to start your pack successfully.

     

    Okay so I still need help. @plowmanplow Basically I delete all the client related items such as assets, crash-reports, All the forge logs and stuff, any types of logs, launcher.jar, launcher.pack.lzma, libraries, options.txt, versions, stars, saves and resource packs. But I should grab the forge.jar file from the versions and rename it "modpack.jar" and place it within the bin folder. Then I should name the folder "modpack" and then zip it correct? It will be "modpack.zip" when I upload it correct? Is that how it should be done? 

  7. So I am currently trying to create a modpack. I have put all the mods into my mods folder, (including coremods) and I tested it and it works perfectly in-game. However when I upload it to dropbox, give it the direct link into the direct link thing when asking where the custom.zip is and then try to load it in technic, it loads in Vanilla. Here are my questions. Do I need to create a coremods folder? (I don't think I need to because it dosent automatically generate a folder like it used to) Does the file need to be named "custom.zip" or what does it need to be named? When i zipped the folder by compressing it (im in a Mac) it was named Minecraft.modded, but I renamed the zip file to modpack.zip; does that effect anything? Any help is GREATLY appreciated!

  8. So I am trying to catch a demon in a safari net but it is not enabling me to do so. I have seen ChimenySwift11 have a demon in a reusable safari net which I have many of those but when I try to capture one, it does not seem to work. I have tried naming them, using witchery charms to capture and using the launcher. None of those solutions have worked. I know it is possible. How do I do so?

  9. What host are you using? If Multicraft, select the "Custom jar" option where the select jar file is. Then rename the MCPC jar to "custom.jar" and upload it to your main directory where your worlds are located. If you are using your own computer, then go to the "start.cmd" or "start" or "start.command" and open it with a text editing software. If on Mac, TextEdit. Windows, NotePad++ or NotePad is what I recommend. Then edit where you see this line of code:

    exec java -Xmx2G -Xms2G -jar <jar name> nogui
    

    Where I put the variable <jar name>, you would put the name of the jar you gave the MCPC jar file. For example if you named it "custom.jar", you would set it to this:

    exec java -Xmx2G -Xms2G -jar custom.jar nogui
    

    Then you would restart your server.

  10. So I currently own a Height Map Projector and I used the cartographer and made a map that was fully green in the square. I right click to get it out and placed it in the Projector. It had a bunch of different squares and such but I could not see anything but the squares. No map was projected or within the projector GUI itself. I believe this is a bug with the two versions listed within the title but for some reason I am having issues with updating to 1.0.10. I upgraded my client to 1.0.10 and the projector worked splendidly. When I downgraded back to 1.0.9, the projector was still working. This was on single player. Is there anyway to fix this bug without updating on my server?

  11. I have a question and this may seem nooby but can you give me instructions on how to do this? I replaced the jar with the new 1.0.10 jar and got a broken pipe error. So then I deleted the mods folder and replaced it with the mods folder that the 1.0.10 jar file came with. The server went up but when I went in all 3 versions of 1.0.10-1.0.10a-10.010b it did not work. I could not connect to the server. 

  12. First you need to download the latest version of MCPC, a jar file that lets you run mods and plugins (bukkit) on your server. Here is a link to the 1.6.4 version: http://ci.md-5.net/job/MCPC-Plus-164/ You would replace the Attack Of The B Team jar with this MCPC jar file you just downloaded. No this will not affect your mods because it runs mods and such and since you have all the mods installed from Attack Of the B Team in the folder your all set. So once you replaced the jar restart your server. It should generate a plugins folder. With that you drag in Lockette into that folder and then restart your server. HOWEVER: BE SURE YOU ARE USING THE 1.6.4 VERSION OF LOCKETTE!!!

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