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  • Discord Moderator
Posted
  • It looks like you extracted the modpack.jar file in the bin folder. Don't do that. Just leave it as a jar file.
  • You have mods in the coremods folder. Forge/MC 1.6.4 does not use a coremods folder. Everything goes in mods.
  • And still, you have no config files in your pack. Always, always include configs for every single mod (that has one). No exceptions.
Posted (edited)

-I fixed the .jar problem in bin folder

-Got rid of the coremods

-Only one mod has a config file

-tried it with and without meta folder

 

 

after these changes, still not working.

Edited by Phrosst
  • Discord Moderator
Posted (edited)

Most mods will make their config files after they are started for the first time. If you look in your config folder and you don't see config files for most of your mods then you have never started the pack locally. Trying to distribute a modpack before you know it works well on your PC is a recipe for disaster and frustration. The config files provide a way for you to resolve ID conflicts and to better integrate mods with each other.

If it isn't working locally we'll need more information. Use pastebin to provide the most recent ForgeModLoader log and crash log.

 

Edit: I decided to take a look at it again since I had done so previously...

  • I do not know where you got the Fossil & Archeology mod you have, but it looks like you have the extracted mod in your mods folder. This is (almost always) incorrect. Additionally, it crashes the client immediately so it "may" be for the wrong version of Forge/MC. Since there is no information in the mod folder I have no easy way of verifying that. However, The only working version of F&A I am aware of for 1.6.4 is the patched version that the Technic team worked up for AoTB.
  • As I stated in the previous thread you started you still have a 1.5.1 version of ChocolateQuest instead of the current one for 1.6.4.
  • In a clear testament to including config files in your pack, once I disabled that F&A mod/folder and upgraded ChocolateQuest I was able to get the pack up far enough that it notified me of ID conflicts. There are conflicts between ChocolateQuest, Natura and Biomes-O-Plenty with their default config files. Making two changes in each of the Natura and BOP configs allowed the pack to start up successfully.
  • Just for giggles, I tried adding in the AoTB version of Fossils. After resolving a few item ID conflicts everything seemed fine, but I couldn't fly around to see if there were any dinos anywhere because of the next problem.
  • You have some conflict/contention between two or more mods that do worldgen. You have biomes that are generating MASSIVE amounts of "floating" grass (grass/grass seed that isn't attached to dirt and is hovering above the ground). This is causing an amazing amount of client lag to the point where the game is unplayable.

In order to assemble a pack where everything works one must do so in a methodical fashion. Don't just thrown a couple/few dozen mods together and expect them to work. Especially when dealing with mods that change world generation, putting them in one at a time and testing things to make sure it still is doing what you want/expect is vitally important. I suggest starting with my BareBonesPack (simple pack that only has Forge installed and lets you change settings to select which version of that you want to start with) and adding in mods, testing as you go.

Edited by plowmanplow
Posted (edited)

-Fossils and Archaeology's instructions werre to do that, will look into it.

-Chocolate quest source says the files in question is for 1.6.4, will also look into it.

-I have AOTB which has biomes o plenty and natura, which could be the other world gen not sure though.

 

Ok, thanks.

Edited by Phrosst

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