Jremigio Posted April 19, 2014 Posted April 19, 2014 Hello, I'm making a recreational pack called Hybrid Pack, and I've encountered a few issues. Pack won't let you connect to servers of the same modpack Pack will crash when trying to make a single player world, even after allocating more RAM Pack will run in the Technic Launcher the first time, but will crash (while loading the Mojang screen) the second time you load it from the Technic Launche Here's a list of the mods (client mods): -Backpack -Bibliocraft -Bibliowoods for Biomes O' Plenty, Natura, and Forestry -Biomes O' Plenty -Buildcraft -CodeChickenCore -CodeChickenLib -CoFHCore -ComputerCraft -DrZharks MoCreatures -Forestry -FpsPlus -Galacticraft -Galacticraft Planets -Hats -IDFixMinus -IndustrialCraft 2 -Inventory Tweaks -Iron Chests -MCPC+ -Micdoodlecore -Natura -NEIPlugins -Not Enough Items -Optifine -TInker's Construct -Walia -Wireless Redstone Chicken Bone Edition -Zan's Minimap The server has all of those mods, except for: -FpsPlus -Hats -Inventory Tweaks -Optifine -Walia -Zan's Minimap Server Specs: Provider: Beastnode MC Version Used: 1.6.4 (All plugins updated) Memory:512 MB These are the only issues I have encountered. It'd be great to get some answers.
Discord Moderator plowmanplow Posted April 19, 2014 Discord Moderator Posted April 19, 2014 No need to remove Waila (might want it) on the server. Why would you remove Hats mod from the server? Players will only see random hats on people if you do that. Without a link to your pack(s) we will be unable to offer more assistance other than to say that 512M of ram is WAAAY too low for the list of mods you have.
Jremigio Posted April 19, 2014 Author Posted April 19, 2014 The server's run just fine on the 512 MB with 6 people in the past. Here's a link to the pack: http://www.technicpack.net/api/modpack/hybridpack-v15
Discord Moderator plowmanplow Posted April 19, 2014 Discord Moderator Posted April 19, 2014 You are including the entire bin folder with contents. That folder should only contain "modpack.jar". It is a violation of Mojang's terms of service to redistribute minecraft.jar. There is no need to include the "hats" folder. It will get created when started the first time and needlessly bloats the pack. You have old version of many mods with known bugs/instabilities/crashes. Galacticraft, IC2, Backpacks, etc. You have MoCreatures installed but do not have the required dependency mod CustomMobSpawner-3.0.0. You have the MCPC+ binary in the mods folder. This needs to be removed. You have NEIAddons for Forge/MC 1.6.2. Get the 1.6.4 version. IDFixMinus is intended to be used to "fix" the configs then removed from the mods folder. It should not be distributed with the pack. This is, quite possibly, the primary reason for your client-server sync problems. You need to pre-download ForgeMultipart and put it in mods1.6.4. The one your included mods are downloading by default is very old. You should not be including "CodeChickenLib-universal-1.6.4-1.0.0.45.jar". It doesn't go in "mods" and you should just let CodeChickenCore retrieve that file on its own. You have mismatched mods for Galacticraft. GC and GCPlanets are b908 and MicdoodleCore is b1010. This is "bad". The version of Optifine you are including is not compatible with current versions of Galacticraft (at a minimum) and possibly other mods in your pack. Update to the most recent version. After you get the pack working correctly with updated mods, remove the client only mods (making note of my previous comment) for the server and copy over the configs from your working client (assuming you have removed IDFixMinus). Come back here if you are still having troubles.
Jremigio Posted April 20, 2014 Author Posted April 20, 2014 (edited) I've been looking all around, and I can't seem to find out how to make a modpack.jar. I mean, I know how to make JARs, but I don't know what should go into it. Also, where should I put the contents of Forge? Should I just put the JAR in the mods folder? Edited April 20, 2014 by Jremigio
Discord Moderator plowmanplow Posted April 20, 2014 Discord Moderator Posted April 20, 2014 Your modpack.jar file was fine, you just have to remove all the other stuff in the bin folder.
Jremigio Posted April 20, 2014 Author Posted April 20, 2014 Is the overall layout of the modpack good? I'm not sure if coremods is needed anymore.
Discord Moderator plowmanplow Posted April 20, 2014 Discord Moderator Posted April 20, 2014 Correct, 1.6.4 Forge/MC does not use a coremods folder.
Jremigio Posted April 21, 2014 Author Posted April 21, 2014 Got it all fixed up, thanks. I've only got a few bugs now about ticking entities that I can't find any way to fix.
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