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TerdyTheTerd

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Everything posted by TerdyTheTerd

  1. Not if you ever got it working, but always create your .zip archives using the "Best" compression method, technic has been known to not like other methods in rare cases.
  2. Got some new hardware for a much less laggy environment. New specs include an i7-4790K @4.6GHz, Corsair H100iGT water cooler and 256gb Samsung 850 Pro SSD. Nor more block lag yay!
  3. Try disabling the forge loading graphic, to do so open up the modpack directory (either from technic or using "windows+r" then typing "%appdata%\.technic\modpacks") then in the config folder open up the "splash.properties" file and change "enabled=true" to "enabled=false". The two errors you provided are actually the same ones, so after changing that config try re-adding NEI if you want
  4. Im guessing its a mod conflict with the mods you are trying to instal, link us the log called "fml-client-latest.log" if you want more help
  5. Use paste.ubuntu.com for long logs.
  6. Based on this log the server has launched almost fully and started to load the world. I'm not sure if this is the correct log file, but what I can see here is that forge keeps all modded block/item id's saved in a file, even when a mod is removed it keeps those id's saved in-case the mod is added back at a later time. If the max limit is reached (i think its somewhere around 6000, not 100% sure) then the world will instantly crash the server when it tries loading the level. This may or may not be the issue here, as I don't have a full log or mod list in-front of me, please post the full "fml-server-latest.log" and either a list of mods or a link to the modpack for further assistance.
  7. The bad login is usually when someone else has logged into your account on another system (or on the same system, just with another launcher). If forge is loading but there aren't any mods showing up then either the "mods" folder is misplaced, or you pack is reverting itself to whatever cache file it has, maybe one where there arten't any mods. Link to the modpack will help us help you.
  8. Did you use your email for the username? After minecraft accounts switched to mojang accounts you must use your email to login, but if your account is remembered it will display your username instead of the email.
  9. Galacticraft also requires middoodlecore and galacticraftplanets to work, did you copy both of those files over?
  10. You removed the other one right? Most likely it is an issue with the newer version, wrong version numbers, wrong forge, incompatibilities or missing/outdated dependencies. Can you link me the "fml-client-latest.log" file from the logs folder after trying to run the game at least once
  11. You simply drag and drop the mod you want into the mods folder and delete the one you don't want. However, there may be issues with updated versions, such as incompatibilities or newer forge versions required. If you are asking where to find the modpack files at then in the technic launcher just select "Modpack Options" on whichever pack you want, and next to the install location hit "Open"
  12. If you don't update the version number on the pack then it won't try to download anything new. Also if you just deleted the "mods" and "config" folders than they get re-added from the .zip archive that gets created in the cache folder whenever a new update is installed.
  13. http://forums.technicpack.net/topic/42485-luke’s-hopefully-comprehensive-modpack-making-guide/
  14. For that you paste in the actual image, I'm not sure it supports embedded images. I have pictures on my modpack and that's how I did it, if the picture is on imgur then just rightlick and copy/pasta If you are using links then use the direct link, these will always have a .png/.jpg or whatever file extension at the end of it
  15. In the inventory in the bottom left there is the "options" button, click that and then there is the "tools" button, click "data dumps", there are various options, select "[NEII] Entities" (note this does require NEI intergration to be installed) this will then create a text file in the modpack directory with all the registered entities. As for your second question yes you can, in the config folder you will find a file called "orespawn.cfg" and inside that config file you can disable whichever mobs you want to.
  16. If you are talking about the modpack icon, logo and background, those you have to upload to the Technic page for your modpack under the "resources" tab
  17. If you load the game without OreSpawn you can use NEI to do a data dump with all the entities from other mods, then do the same with just OreSpawn to find out how many extra you have, either removing mods or disabling some mobs in the orespawn.cfg
  18. OreSpawn uses a massive amount of Entity ID's, which minecraft only has 256 of (0-255) so when used with other large mods all the slots get used up, the only way to avoid this is to remove other mods
  19. If the game runs correctly then I need the "fml-server-latest.log" from the server folder. Also do you crash when you join, after you join or just at random intervals?
  20. Try removing KeepingInventory, and instead use the server command "/gamerule keepInventory true" They do the same thing
  21. There were several issues with the pack, always make sure you are using correct versions and there aren't duplicates, I noted the following errors: - You were using the 1.8 version of ZeldaSwordSkills and ProjectE, download the 1.7.10 versions and remove the 1.8 ones - You have duplicates of Optifine (use "OptiFine_1.7.10_HD_U_C1" ), CofhCore and IronChest - You were missing iChunutils, mantle, ThermalFoundation and NEI - Your CodeChickenCore is slightly outdated, might want to update Try to fix this yourself following my steps, if you don't have time or are lazy, here is a link here
  22. Could you post the "fml-client-latest.log" file after running it a few times. To get the file go to the modpack directory (on windows its "C:\Users\<user>\AppData\Roaming\.technic\modpacks\<modpackname>\logs\fml-client-latest.log") copy the contents of the log, head on over to either http://paste.ubuntu.com/ or http://pastebin.com/ and paste the contents then link that here. Could you also provide a link to the modpack
  23. http://www.curse.com/mc-mods/minecraft/229002-mrtjpcore#t1:other-downloads
  24. Holy bananas dude, make sure you only download from sites like http://www.minecraftforum.net/ http://www.curse.com/ or http://minecraft.curseforge.com/ also modwebsties like http://flansmod.com/ or other official website, never EVER download mods from site like 9minecraft, minecraftmods ect ect.. also, 99% of official mod downloads come as .jar files, not .zip files so if you see a lot of .zip files (like you have currently) then retry I would suggest two things, 1. Redownload all mods from those sites listed above and 2. Upgrade to 1.7.10, there are more mods, its more stable and more supported right now. If you still need help after that I'll be glad to assist you
  25. There aren't really any requirements, and it really depends on what mods/plugins you will be using or how many players you will have. I have heard of people running servers on a Raspberry Pi, but if you are going to hosting a Tekkit server with say, 20 players, try to get 2-3 GB of ram, you will want at least 10 GB of hard-drive space for the world and any backups, anything past an Intel Pentium (3rd gen or so) or an AMD 6300 and above cpu will work just fine. The main thing to watch out for if you hosting it yourself is your up-link speed, if it isn't fast enough to send info to the clients then everyone on the sever will get lag spikes when a player join or when a player is traveling around. If you plan to pay for a dedicated host I believe for $15-$20 should have plans available that will work for this. TL:DR- Choose a plan here or make sure your home network has a high enough up-link speed.
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