FCPWiz Posted June 20, 2014 Posted June 20, 2014 (edited) Hi, I recently finished creating a 80 mod modpack. It runs perfectly on the client side. Now, I removed all client only mods, and tried to run them on a latest Cauldron (MCPC+) 1.7.2 server. I keep on getting crashes. Every time, they say I'm missing a mod, when I think I already have all of the dependencies already. It's getting really frustrating trying to get this to work properly. It would be great if you could tell me what mods are needed to fix this/causing this crash. Here is the crash log: http://pastebin.com/Hwx2FfVN Thank You So Much! Manny Edited June 20, 2014 by FCPWiz
Discord Moderator plowmanplow Posted June 20, 2014 Discord Moderator Posted June 20, 2014 Please post up a link to the Technic pack page or API URL for the pack. The Crash Report often doesn't provide enough context for the crash by itself so looking at the pack will make debugging much easier. On a side note, how many players are you expecting to have on the server? You have allocated 24G of RAM to the server. Unless you plan on having 30 or 40 concurrent players this is massive overkill. MC servers (and clients) will often perform worse if you give them too much RAM allocation.
FCPWiz Posted June 20, 2014 Author Posted June 20, 2014 Please post up a link to the Technic pack page or API URL for the pack. The Crash Report often doesn't provide enough context for the crash by itself so looking at the pack will make debugging much easier. On a side note, how many players are you expecting to have on the server? You have allocated 24G of RAM to the server. Unless you plan on having 30 or 40 concurrent players this is massive overkill. MC servers (and clients) will often perform worse if you give them too much RAM allocation. Hi, the link is: http://www.technicpack.net/modpack/details/paradox-ii.371082 Also, I only have like 5-10 players going on the server at once. I'll look into your idea!
Discord Moderator plowmanplow Posted June 20, 2014 Discord Moderator Posted June 20, 2014 Wow, good times. This was one of the most challenging modpacks I have tried to debug. Thanks for the challenge! Client only mods which need to be disabled on the server: ArmorStatusHUD DamageIndicators StatusEffectHUD ArrowCam Blocks3D DynamicLights NEIAddons (server may start with this, but it is not needed) VoxelMap ZoomMod Mods that have "problems": ExtremeFarming: This mod is doing something "bad" with the API. It is either not proxying something correctly to separate the render portion of the mod from the core block/item functionality or is just generally FUBAR. Server will not start and throws a Render error with only this mod installed. RemoteIO or ExtraUtilities: These mods will work in the pack if you only have one, but there is a conflict where ExtraUtilities is trying to register something referencing RemoteIO and it fails fatally. You will need to pick one of these mods and ditch the other one. I was able to start a server and connect with your unaltered client by following these points. However, it looks like you have not included any config files in your client pack. Even though the ID conflict isses are (mostly) resolved with 1.7 it is still important to include configs. Many mods have important options for balance and mod interaction which you may (probably?) want to tweak and the only way to ensure everything is properly synced with the client and server is to include the configs.
FCPWiz Posted June 20, 2014 Author Posted June 20, 2014 (edited) Wow, good times. This was one of the most challenging modpacks I have tried to debug. Thanks for the challenge! Client only mods which need to be disabled on the server: ArmorStatusHUD DamageIndicators StatusEffectHUD ArrowCam Blocks3D DynamicLights NEIAddons (server may start with this, but it is not needed) VoxelMap ZoomMod Mods that have "problems": ExtremeFarming: This mod is doing something "bad" with the API. It is either not proxying something correctly to separate the render portion of the mod from the core block/item functionality or is just generally FUBAR. Server will not start and throws a Render error with only this mod installed. RemoteIO or ExtraUtilities: These mods will work in the pack if you only have one, but there is a conflict where ExtraUtilities is trying to register something referencing RemoteIO and it fails fatally. You will need to pick one of these mods and ditch the other one. I was able to start a server and connect with your unaltered client by following these points. However, it looks like you have not included any config files in your client pack. Even though the ID conflict isses are (mostly) resolved with 1.7 it is still important to include configs. Many mods have important options for balance and mod interaction which you may (probably?) want to tweak and the only way to ensure everything is properly synced with the client and server is to include the configs. Thank you so much for this! But I am still getting a crash when I start up the server. All of the following mods are now not in the server: - 3D Blocks Mod - Armor Status HUD - Status Effect HUD - ArrowCam - Dynamic Lights - Inventory Tweaks - Voxel Map - Waila - Zoom Mod - ExtremeFarming - RemoteIO - NEIAddons Here is the new crash log: http://pastebin.com/iQZbVr6C Edited June 20, 2014 by FCPWiz
Discord Moderator plowmanplow Posted June 20, 2014 Discord Moderator Posted June 20, 2014 (edited) Waila is fine to leave in the server as it is possible to restrict what the client can change with the server-side config. You don't list DamageIndicators as being removed. This is a client only mod and should be removed from the server. Those are the only two discrepancies I can see. I started with your client pack, copied over the mods and config folders, removed the mods I listed and it works as expected. Just to test, I went through the whole process of setting up a server again and ONLY removed the items I originally listed and was able to get the server started. An item of note: I am using the latest Cauldron build for Forge build #1098 as that was the closest option to your client Forge version of Build #1097. If you use a different build YMMV. I would suggest updating to the latest Cauldron and using the same Build # of Forge as your client modpack.jar. Edited June 20, 2014 by plowmanplow
FCPWiz Posted June 20, 2014 Author Posted June 20, 2014 (edited) Waila is fine to leave in the server as it is possible to restrict what the client can change with the server-side config. You don't list DamageIndicators as being removed. This is a client only mod and should be removed from the server. Those are the only two discrepancies I can see. I started with your client pack, copied over the mods and config folders, removed the mods I listed and it works as expected. Just to test, I went through the whole process of setting up a server again and ONLY removed the items I originally listed and was able to get the server started. An item of note: I am using the latest Cauldron build for Forge build #1098 as that was the closest option to your client Forge version of Build #1097. If you use a different build YMMV. I would suggest updating to the latest Cauldron and using the same Build # of Forge as your client modpack.jar. First, DamageIndicators is removed, I just forgot to add it to the list. Second, can you send me a link to the version of Cauldron you are using to make the server work? Thanks! Edited June 20, 2014 by FCPWiz
Discord Moderator plowmanplow Posted June 20, 2014 Discord Moderator Posted June 20, 2014 http://files.minecraftforge.net/Cauldron/ 1.1098.04.15
FCPWiz Posted June 20, 2014 Author Posted June 20, 2014 (edited) http://files.minecraftforge.net/Cauldron/ 1.1098.04.15 Thanks! But it still doesn't work. Do you think if I PM you my FTP details for the server, then you can see what I'm doing wrong? I will pay you through PayPal if you want. The thing is that, I pay so much for my server, and this is a massive roadblock. Tell me what you think! Manny Edited June 20, 2014 by FCPWiz
Discord Moderator plowmanplow Posted June 20, 2014 Discord Moderator Posted June 20, 2014 Oh, this is hosted? I don't mind taking a look at it, but just looking at the directory structure and contents may or may not help. I do not want you to pay anything for my help. I do this for fun and to give back to the community. I don't make mods, but if I can help folks get things up and running well and ease some frustrations then I feel I'm contributing. PM me any details you wish. Obviously I'm just some dude on the internet from your perspective, but I am confident that the folks on this forum and the members of my large-ish collection of servers would vouch for me if they could.
Discord Moderator plowmanplow Posted June 20, 2014 Discord Moderator Posted June 20, 2014 Re-added Arcane Scrolls and KingCore mods. Uploaded the version of Cauldron I referenced in my previous post to the /jar/ folder. Changed settings in Multicraft interface to reference the new cauldron jar as the server process. I was then able to start the server and connect with your unaltered client (in there now, actually).
FCPWiz Posted June 20, 2014 Author Posted June 20, 2014 (edited) Re-added Arcane Scrolls and KingCore mods. Uploaded the version of Cauldron I referenced in my previous post to the /jar/ folder. Changed settings in Multicraft interface to reference the new cauldron jar as the server process. I was then able to start the server and connect with your unaltered client (in there now, actually).</p>OMG. I am beyond thankful!! Thank you so much for your time! You will be my go-to guy for any of these questions! What made you reinstall King Core and arcane scrolls? Thank you again! Manny Edited June 20, 2014 by FCPWiz
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