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Mod Pack Customizing


JedithFreelance

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So I'm in need of some help here.

 

I got the Technic Launcher just the other day and I want to add a mod from one modpack to the another. I want to take the Laser turrets in the ICBM, just the turrets and put them in the Tekkit launcher so I can have them to defend my base. I don't like the Tesla coils available because they will hit everything, while the turrets will shoot baddies instead. So I've been trying to find videos that explain how to do this and nobody is making it easy for me to understand. I'm hoping someone on here will tell me what files I need to copy from in the Voltz modpack and where to put them in the Tekkit modpack so I can have my turrets.

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Everyone says to just drop it in the mods folder, but that's what is confusing. When I open this up:

 

AppDataRoaming.technic

 

I find go to the modpacks folder, and I see some folders of the modpacks I've gotten. I have tekkit, tekkitmain, voltz, and yogbox. If I go to the tekkit file, it has the folders: bin, cache, config, etc. But every one of these folders is empty. I can go to the Tekkitmain folder and look in the mods folder and find all of these .zip and .jar files, which I recognize as the mods.

 

So, I thought I could go into the voltz folder, find the ICBM mod and simply copy and paste. WRONG. My Tekkit launcher does this continuous crash and reload cycle.

 

So, I need something a little more detailed than "Drop it in the mods folder", Obnoxious Necromancer. :P

 

I already have universal electricity somewhere in there, so I'm just trying to figure out where to put the ICBM files right now

Edited by JedithFreelance
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I recommend you start by checking to see where your folders are actually located. Bring up the tehnic launcher and click on the cog icon located on the top right hand side of the GUI next to the red "X". The launcher options box will pop up. There will be a white bar that lists your save folder. It will be right under OnPack Launch. Go to the folder listed in that bar and then go into the modpacks folder.  You should then see a list of folders for each modpack that you downloaded. Select the modpack that you want to add ICBM too, you should now see all of the normal folders including the mods folder. Open up that mods folder and place the jar or zip folder for ICBM in there.

 

Hope that helps.

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Theres a bunch of things you have to keep in mind when adding mods to an existing modpack this way, this is not an exhaustive list but think about:

 

1) Target verson of Minecraft for the mod packs youre lookiing at...   If they're both running a different version of Minecraft then theres a very good chance that the version of the mod you want to steal from one and place in the other wont work...

 

2) Dependancies of the mod you want to "steal", in this case you're looking at ICBM by Calclavia, right on his website he mentiones:  "This mod is dependent on Universal Electricity Core, and Calclavia Core" It would be worth verifying that the version you're looking at is indeed dependent on thses, determine if they're in the target modpack, if not you'll need to steal them too.

 

3) ID conflicts.  If the mod youre stealing defines a block ID = 12345, and you've already got a mod that defines that, bad things will happen, the least bad of which is you'll never see one of those blocks in your game.

 

4) If you mess with mods that are defined in a modpack managed by the technic launcher (like you want to redefine "Tekkit" in your launcher to have a new mod) its really safest if you create your own pack, "steal" everythign from tekkit including the configs which take the longest to deconflict and set up nicely and add the mods you like...  Define the thing as a different modpack alltogether.  This will avoid issues with updates, or anything that could crop up because of the discrepancy (not the least of which is that you'll have issues running or joining SMP Tekkit servers if you've got a different set of mods...

 

Once you make sure all thats taken care of, its a matter of dropping the .zip or .rar (typically) into the proper directory and the mod loader will pick it up and install it...  #1, #2 and #3 can all cause errors starting up a server before you ever see the actual game...

 

 

Edit: I'm at work now or else I'd tell you what to copy and change to get that in there... but based on the (crappy, sorry) info on the website, Tekkit has none of the pre-reqs, and the version of MC its targeted at is 1.5.1 (which I didnt think was correct, you can see this easily in the launcher) and the link to the "official volts wiki" is broken...

 

Edit again:  The only version mentioned on the Tekkit modpack page is on an old video they still have up saying 1.5.1, however all the other info I find on other sites says its 1.6.4 (which I would expect)  The Technic Voltz page has an ancient version of ICBM, and doesnt even list the dependancies on the site...

Edited by cwscws
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I'm glad you made me aware to look at the type running cwscws; it is running 1.5.1 for Voltz, so I don't think I could get ICBM to run with the 1.6.4 that Tekkit is currently running. You can tell I've never modded Minecraft before. I wanted to get the turret after I saw "Moonquest" by the Yogcast crew.

 

Okay, after I looked in the way Seraph62 suggested, I see that I have calclavia core-1.2.0.299-main and universal-electricity-3.1.0.66-core inside my Tekkit launcher. I loaded up my game to check the Forge version, which is: 9.11.1.965. But here: http://calclavia.com/icbm/downloads/ the mods are asking for a Forge 9.11.1.964. Would that be the reason it's not loading correctly?

 

So it looks like I need to get the Forge with the 4 at the end, but this is sounding like I'm going to need to make my own modpack just to get what I want...a lot more work that I was expecting....

Edited by JedithFreelance
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I'd just dump the latest stable (not dev) version of ICBM as downloaded from the link you got and tell us the error youre getting...  could still be a block id conflict or something besides a mod conflict... and remember not to ever download any updates for the tekkit mod now...

 

(Its still worthwhile to package your own modpack IMO, thats the only way I know to work 100%, besides it opens you up to much cooler stuff..)

 

FYI: Different mods act differently regarding to forge version, but from what I've seen I've had very little issues putting a mod into a pack that required a slightly lower version of forge, however I've had a lot of issues when trying to stick a mod in a pack that requires a later version of forge than I have in the pack...  The server (I prefer MCPC+) and forge are the two things I update first to ensure that they're at least as current as the mods...

Edited by cwscws
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I have a query regarding adding mods - I've added Mekansim and TiCo to Tekkit. It seems to boot fine, I can load a world. I'm hoping that this means there are no ID confilcts. However, I am concerned that there could be another error, like a recipe conflict. Is there any way to check or confirm that I have correctly integrated the 2 mods into Tekkit, or a way to correct such errors after they are discovered?

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@Omnituens: It is typically considered bad form to hijack another user's thread with an (almost) unrelated problem. As for your question, yes. Simply open your most recent ForgeModLoader-Client log after starting the pack and search for the word "CONFLICT" (without quotes). If there are any (sometimes it shows up expectedly, but this is uncommon and usually when a mod is overwriting vanilla stuff) then you should see which mods are involved and be able to edit their config files to resolve the conflict.

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