SXScarecrow Posted August 16, 2013 Posted August 16, 2013 Ok, got you on the .zip thing, what do you mean each mod requires a modpack.jar? And what is in the modpack.jar?
DanteChaos Posted August 16, 2013 Author Posted August 16, 2013 Huh amazed this topic is still running. Thanks kakermix for the OP edit, il have a shot at soldier again for testing.
Nightreaver Posted August 16, 2013 Posted August 16, 2013 modpack.zip/bin/modpack.jar the modpack.jar should caintain all data that would normally be added to the minecraft.jar by hand or tools like mc edit. eg the contents of minecraftforge.jar and eg optifine...zip kopied in the same way you normally would so first mc-forge, than optifine and so on
SXScarecrow Posted August 16, 2013 Posted August 16, 2013 I know how to compile a modpack.jar file, its just Reggie88 said each mod in the repository needs a 'modpack.jar' file in their directory. Is that true, cos the modpack.jar file is pretty big, and sticking it in every mod directory would eat up all the space in my repo.
Nightreaver Posted August 16, 2013 Posted August 16, 2013 no no no the modpack.jar needs to be there only once (you install forge only once, aren't you... not in every mod) we are talking about two different things i think, to modpack.zip (solder less) and the [modslug]-[version].zip for every mod in in your solder e.g [...]/mods/mods/buildcraft/buildcraft-A-3.7.1.zip this zip-file contains config/ config/buildcraft/ config/buildcraft/main.conf mods/ mods/buildcraft-A-3.7.2.jar then you need to add a mod in your solder named eg forge with version of MC may so /mods/mods/forge/forge-1.5.2.zip this zip-file contains bin/ bin/modpack.jar the modpack.jar should cointain all data that normally would be added to the minecraft.jar by hand or tools like mcpatcher. eg the contents of minecraftforge-x.jar and eg optifine-D5.zip copied in the same way you normally would so first mc-forge, than optifine and so on you dont have to add the modpack.jar as a seperate "mod", it can be part of buildcraft mod, as you like, but i decided to do it this way. sure, you have to add the forge-mod to every modpack that uses mods, because without forge it wont work, right?
SXScarecrow Posted August 16, 2013 Posted August 16, 2013 Oh, I've gone and got totally confused. Thanks for clearing that up.
Dr_Mannai Posted August 16, 2013 Posted August 16, 2013 Question, Can we update our current modpacks to this system or do we need to start fresh with it?
Maxis010 Posted August 16, 2013 Posted August 16, 2013 Question, Can we update our current modpacks to this system or do we need to start fresh with it? You would need to repack your pack into the solder style (from 1 zip to 1 per mod) once you have done that then you have updated to solder
Dr_Mannai Posted August 16, 2013 Posted August 16, 2013 that's fine, but I dont see the option do that..
Lethosos Posted August 16, 2013 Posted August 16, 2013 I believe it's called "doing it by hand"? It's not hard to do, just tedious.
Reggie88 Posted August 16, 2013 Posted August 16, 2013 I know how to compile a modpack.jar file, its just Reggie88 said each mod in the repository needs a 'modpack.jar' file in their directory. Is that true, cos the modpack.jar file is pretty big, and sticking it in every mod directory would eat up all the space in my repo. My apologies, didn't mean to sound like that the "modpack.jar" had to be in every folders:) Did use "modpack.jar" as a example for how it should get unpacked to the "bin" folder. Glad that it got sorted out:)
Dr_Mannai Posted August 16, 2013 Posted August 16, 2013 Okay everything is setup in terms of mods and modpacks.jar(s) and I want to integrate my current modpack with the solder (http://www.technicpack.net/modpack/details/ragetech.5271) <--my modpack I can only see the option to link to solder if I start a brand new modpack Example: <--option I see while creating a new modpack <--this is what I see at my current modpack Thanx for the help guys again -Mannai
Nightreaver Posted August 17, 2013 Posted August 17, 2013 hm... sure, maybe you have to start a new one in order to link it to solder... but it seem to be a bad idea with that rating dont know if OP's can change something internally
Maxis010 Posted August 17, 2013 Posted August 17, 2013 hm... sure, maybe you have to start a new one in order to link it to solder... but it seem to be a bad idea with that rating dont know if OP's can change something internally If the slug name matches your modpack slug on solder you can link it without issue
Reggie88 Posted August 17, 2013 Posted August 17, 2013 If the name matches you should get a message saying that you pack was detected in your Solder API when you edit in Technic Platform. Then be able to Link to Solder. So Create New Modpack in your Solder and name it the same as your modpack and the message should appear.
SXScarecrow Posted August 17, 2013 Posted August 17, 2013 O, I've begun to upload mods and made them match the library on the dashboard, but I have no idea how to setup a modpack using it. We managed to get Solder running on the host, but now how do I get a modpack made? Have I screwed up the directory completely? It looks like this: What directories do I need to make and where should they be located, or does this matter? Also, I heard that Solder doesn't need .yml files anymore, in that case how do you turn mods in the mods directory into modpacks? I've probably gone and confused myself totally, but what even goes in the directories? If the mods are zips, how do I tell Solder to make a modpack from them, and where do the coremods and configs go? So confused....
Dr_Mannai Posted August 17, 2013 Posted August 17, 2013 If the slug name matches your modpack slug on solder you can link it without issue If the name matches you should get a message saying that you pack was detected in your Solder API when you edit in Technic Platform. Then be able to Link to Solder. So Create New Modpack in your Solder and name it the same as your modpack and the message should appear. I will try it today when I get home, Thanx for the help.
Nightreaver Posted August 17, 2013 Posted August 17, 2013 Info: it's insecure to make the public folder "all writeable" (0777), 0755 is enough, as solder doesn't actually upload/create folders itself there is the first "mods" folder in public containing your MODPACK-slug eg "mymodpack" (you have set-up the name of this mod folder in your config!) so default mods\ mods\mymodpack\ there have to be at least 3 files in the resources folder mods\mymodpack\resources\ mods\mymodpack\resources\background.jpg mods\mymodpack\resources\icon.png mods\mymodpack\resources\logo_180.png get example files from https://github.com/TechnicPack/Technic in folders custom1 custom2 or custom3 inside the "mods" folder there has to be a mods folder containing you mods eg mods\ mods\mymodpack\[...] mods\mods\ mods\mods\buildcraft\ mods\mods\appeng\ mods\mods\appeng\appeng-rv12.b.zip mods\mods\[...] 0755 is enough for those folders, except you want to upload from any other page i modified my solder so it creates a folder for each slug automatically, and i made it easier to identify error in mod structure (you can get it here http://www.mediafire.com/download/sqcwbzanp0bt5hd/solder_addition.rar just put it in you applications folder, overwrite existing, permission of /mods/mods/ should be 0777 then or owned by apache server) Add a modpack 1. just go into solder create modpack, and make sure the slug matches the folder name in this case "mymodpack" you should see the modpack in the list after that 2. click on that modpack and you'll see some more buttons... 3. create a build, give it a number and a mc version you cant clone yet 4. once you have done 3., you can add mods to that pack, do so, be sure every mod has a hash 5. go back to "edit" your modpack, you will find the first build there, make it public, recommended and latest 6. add it to your technic account When you want to change/edit mods/versions dont do that in the lastest version that was published! (it wont look for modification until you publish an new build) 7. create a new build, and choose he most recent version as CLONE give this new build a new build number (maybe a higher than before you are back to edit page edit you versions and/or add/remove mods dont forget to hit "Change" (when changing versions) when your done repeat step 5. Info: when my modded version doesn't work, you should hash a mod that does not exist, if its working you will get the hash of your 404 error page! This is not good. keep that hash in mind, every mod needs a valid hash! otherwise launcher will display a download failed error. Be sure every mod has one!
SXScarecrow Posted August 22, 2013 Posted August 22, 2013 Ok, thank you Nightreaver for that assistance. I have figured that out now. Final question, how do I include configs in the modpack?
Nightreaver Posted August 22, 2013 Posted August 22, 2013 every mod comes with it's own required config for sure. http://forums.technicpack.net/threads/solder-api.40185/page-6#post-420258 e.g [...]/mods/mods/buildcraft/buildcraft-A-3.7.1.zip this zip-file contains config/ config/buildcraft/ config/buildcraft/main.conf mods/ mods/buildcraft-A-3.7.2.jar
SXScarecrow Posted August 22, 2013 Posted August 22, 2013 So for each mod, I have to zip the mod together with the config file, in the following format? zip -config -modname -config file -mod -mod jar How does it work for coremods?
Nightreaver Posted August 23, 2013 Posted August 23, 2013 for coremods u use just a different folder name in the zip eg. [...] coremods\ coremods\CodeChickenCore 0.8.7.3.jar [...] it is always same procedure, you reflect/clone the position in the minecraft directory in your zip file. you can add everything with that you can include texturepacks as a mod by simply putting texturepacks\ texturepacks\OzoCraft-1.6.zip in a zip file. or key-configs for eg. SmartMoving or optifine, when you put \ \options.txt \optionsof.txt \smart_moving_options.txt in a zip file.
SXScarecrow Posted August 24, 2013 Posted August 24, 2013 Thank you very much Nightreaver, you have been extremely helpful. One last thing, I'm uploading files to the repository, using PHP File Manager, and on attempting to upload the IC2 zip to its slug, it doesn't work and returns an I/O Error. I do not get this when I am uploading another mod to its slug, its just that particular mod that I get the error. Any ideas?
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