Jump to content

Recommended Posts

Posted

I've been working on a custom modpack the last few days, I've run it on the FTB launcher to work out the ID conflicts, dependency issues ,etc.. Once I got those issues done and at least got the game to load on FTB, I switched over to technic and the pack refuses to load. It doesn't crash it just loads vanilla. I dont know what is going on. I followed the advice on this post;  to no avail. This is the first pack I've made and I just need someone with experience with this type of thing to tell me what I'm doing wrong.

 

If this problem has already been solved, just guide me to the post instead of deleting my thread.

 

heres the modpack; http://www.technicpack.net/modpack/details/minecraft-reborn.396218

  • Discord Moderator
Posted
  • The contents of your modpack are in a subfolder inside the archive. All the required folders (bin, config, mods) MUST be in the top level of the folder structure inside the modpack archive.
  • It looks like you have renamed ForgeMultipart to be your modpack.jar in the bin folder. You need to get the Forge universal binary jar file and rename that to be your modpack.jar.

Fix that and see how far you get.

Posted (edited)

 

  • The contents of your modpack are in a subfolder inside the archive. All the required folders (bin, config, mods) MUST be in the top level of the folder structure inside the modpack archive.
  • It looks like you have renamed ForgeMultipart to be your modpack.jar in the bin folder. You need to get the Forge universal binary jar file and rename that to be your modpack.jar.

Fix that and see how far you get

alright I did that. I'm not sure if I downloaded the right forge file, but it was the closest one to what you said.

 

this should be updated

 

http://www.technicpack.net/modpack/details/minecraft-reborn.396218

 

EDIT: when I try to launch it it just stays on the loading screen for what seems like might well be forever.

Edited by Dovahkiin5019
  • Discord Moderator
Posted
  • You have item ID conflicts between: Farlanders & Natura, GregTech & ForbiddenMagic, Metallurgy & itself

It might be wise to make a note somewhere on your pack page that the client will need to be set to at least 3G and preferably 4G or the pack will never work. This thing is massive. As for your "hang". It works fine for me other than the item ID conflicts mentioned above. Yes, it takes a long time to start, but that is because of GregTech and Rotarycraft, both of which MASSIVELY change things. The bigger your pack (world-changing mods) the longer it will take to load.

Posted

 

  • You have item ID conflicts between: Farlanders & Natura, GregTech & ForbiddenMagic, Metallurgy & itself

It might be wise to make a note somewhere on your pack page that the client will need to be set to at least 3G and preferably 4G or the pack will never work. This thing is massive. As for your "hang". It works fine for me other than the item ID conflicts mentioned above. Yes, it takes a long time to start, but that is because of GregTech and Rotarycraft, both of which MASSIVELY change things. The bigger your pack (world-changing mods) the longer it will take to load.

 

alright well I could lose rotarycraft, but gregtech, I like. Is there a way to minimize the interference? Is this thing just going to cause the load times to take forever or is it going to affect the fps?

  • Discord Moderator
Posted

FPS, probably not so much, provided users have enough RAM in their PCs. Load times will just be what they are. GregTech is crazy that way.

Posted

 

  • You have item ID conflicts between: Farlanders & Natura, GregTech & ForbiddenMagic, Metallurgy & itself

It might be wise to make a note somewhere on your pack page that the client will need to be set to at least 3G and preferably 4G or the pack will never work. This thing is massive. As for your "hang". It works fine for me other than the item ID conflicts mentioned above. Yes, it takes a long time to start, but that is because of GregTech and Rotarycraft, both of which MASSIVELY change things. The bigger your pack (world-changing mods) the longer it will take to load.

 

alright well I did some pruning and removed a lot of mods that either seemed impractical or I decided I didn't want after looking at their wikis. I removed farlanders and Metallurgy, and got the game started up. But I cant immediately see what ID in gregtech is conflicting so I dont really know what to fix. Minecraft didn't crash and record the conflict and I didn't see it on the screen. If you could tell me what they were or, more preferably, tell me how you found it (so I know for future reference). It would be appreciated so I dont have to open up notepad and search every ID in gregtech with forbidden magic.

  • Discord Moderator
Posted (edited)

The client will crash if there is a block conflict. There may or may not be an IDConflicts.txt file generated depending on the mods in question.

 

When there is an item ID conflict the client will usually go ahead and start. However, what has happened is that the item from one mod has "overwritten" an item from another mod. This manifests with symptoms like breaking a machine and getting something unexpected back as an item, or trying to craft something and getting something completely different than expected. Because of this it is possible for large portions of conflicting mods to be completely unusable.

 

How does one find this? The ForgeModLoader client log in the modpack's top level folder will contain the word "CONFLICT" (without quotes). Some conflicts are inevitable, but most are "bad" and need to be addressed. The conflicting mods and IDs will be clearly listed in the FML client log.

Edited by plowmanplow
Posted (edited)

The client will crash if there is a block conflict. There may or may not be an IDConflicts.txt file generated depending on the mods in question.

 

When there is an item ID conflict the client will usually go ahead and start. However, what has happened is that the item from one mod has "overwritten" an item from another mod. This manifests with symptoms like breaking a machine and getting something unexpected back as an item, or trying to craft something and getting something completely different than expected. Because of this it is possible for large portions of conflicting mods to be completely unusable.

 

How does one find this? The ForgeModLoader client log in the modpack's top level folder will contain the word "CONFLICT" (without quotes). Some conflicts are inevitable, but most are "bad" and need to be addressed. The conflicting mods and IDs will be clearly listed in the FML client log.

alright, I fixed the item ID conflicts. But minecraft vanilla item ids seem to be conflicting with some other vanilla item, I dont really know if thats an issues. When I log in I get the following message;

 

-FIX: Automatic forge multipart downloads

-FIX: Dependancy on NEI

-FIX: Depencency on other modules

 

I dont know if thats an issue, everything else seems to be running smoothly. The loading time is way down and FPS is fine. Thansk for your help I wouldn't know where to start without some kind of help.

Edited by Dovahkiin5019

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...