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Posted

I'm trying to create a custom modpack for my friends (link for technic launcher is this http://www.technicpack.net/api/modpack/modpack-for-my-friends), the modpack loads fine (hosted on dropbox https://www.dropbox.com/s/b3h7g19bccvdety/modpack.zip), however it opens minecraft 1.6.4 usually ends up not responding so closes and goes back to the technic launcher screen.

Many thanks for any help, 

 

Crash report (https://www.dropbox.com/s/jmb688yjz9dgs2b/crash-2014-05-29_12.17.31-client.txt)

  • Discord Moderator
Posted
  • You have included a version of Enchiridion for Forge/MC 1.7.2. Get the 1.6.4 version.
  • You have not included a full, working set of config files with your modpack. Some packs can get away with this but larger packs, like yours, seldom do. In your case this is a fatal oversight. You have multiple block ID conflicts in the default configs which need to be resolved.
  • Discord Moderator
Posted

The config files get created when the mod launches for the first time. Once you have a working pack THEN include the whole config folder in your modpack archive.

Posted

Ok many thanks! It is greatly appreciated, I shall go through generating each config file for each mod and then change the block and item id's, will the configs be made even if the modpack doesnt load properly?

  • Discord Moderator
Posted

The way that a mod works internally with Forge and Minecraft is that Forge gets its classes injected into Minecraft providing an API on which the mods rely. The integration of mods into Forge requires an initialization process during which the configs get created (if the mod does that and a pox on the mods that dont!). So, yes, the config files get generated even if a mod fails that initialization process. However, since the integration of mods halts when there is a fatal error not ALL configs for all mods will get created until the pack successfully starts. This is why you need to be testing your pack locally, adding mods individually or in logical groups until you have a working local setup and THEN you build your modpack archive from there.

Posted

Many thanks for all of your help, you've been excellent, hopefully this should fix it, many thanks.

P.S any tips on the renumbering of block and item ids?

  • Discord Moderator
Posted

Start a SSP world and and open your inventory. Go to the NEI options (bottom left) and then Tools. Make sure you are set to dump all (used and unused) IDs and dump them. A CSV file will be created with all the IDs and associated data. Find an empty range and use that.

  • Discord Moderator
Posted

No, you need to be looking in your ForgeModLoader client log in the top level of your modpack folder. Search for the word "CONFLICT" (without quotes). You will see the ID (possibly up-shifted by 256 if for an item) and the two conflicting mods.

  • Discord Moderator
Posted

Noooo, don't do "248:1" in the configs. They must be whole numbers.

 

Blocks intended for use in WorldGen need to be <=4095.

  • Discord Moderator
Posted

If you changed block and item IDs in your configs and your FML client log is EXACLTY the same I would be extraordinarily surprised. However, since your modpack settings currently point at a modpack archive that doesn't exist I cannot be more helpful.

  • Discord Moderator
Posted

From your FML Client log:

java.lang.IllegalArgumentException: Slot 1225 is already occupied by resonantinduction.core.resource.fluid.BlockFluidMaterial@ae8086 when adding resonantinduction.core.resource.fluid.BlockFluidMaterial@c676113

Your ResonantInduction.cfg has the same value (1225) for two different blocks.

  • Discord Moderator
Posted

Heh, I am not sure. I try to impart the knowledge to find and fix these problems. Give it a shot and see if it:

  1. Works
  2. Has a "clean" ForgeModLoader client log. (no resolvable conflicts, no glaring errors)

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