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Posted

I need help. I've looked at the guides, and followed along and I'm a bit lost. There's a coremods folder, but people are saying not to use it after MC version 1.6.4. So I'm unsure of what I'm supposed to do there.

 
I don't know how to test and debug the mods I have chosen. If anyone could help me step by step or something?

 

List of mods I am trying to use...

 

 

MC version 1.6.4:

  • Applied Energistics
  • ComputerCraft
  • EnderIO
  • EnderStorage
  • EE3
  • Extra Utilities
  • Iron Chests
  • MineChem
  • Project Red- all
  • RailCraft
  • Tinker's Construct
  • Thermal Expansion
  • Wireless Redstone
  • ComputerCraft
  • BuildCraft - all
  • Code Chicken - all
  • Crafting Pillars

      _________________

    (These are not required unless they do work)

  • Infinitubes
  • Simply Jetpacks
  • Too Much Time (Not Required)
  • unlittorch (Not Required)

 

When I do test this out, I take the 1.6.4 tekkit server files and directories, and then place some mods in. It works until I put in the CodeChicken related mods. I am not sure, but many of the mods don't have issues until I put those in :

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Posted

Getting the correct mods, with dependencies, from the correct locations is the first place to start:

 

Once you have the mods you want/need, you can use my BareBonesPack as a platform for constructing your modpack:

 

If you make the pack for Forge/MC 1.6.4 (instead of 1.7+ which would likely be a better choice) you may need to resolve ID conflicts:

Posted

First off if your going to make it public, you'll want plugins and mods, I use Cauldron, Since it's forge for mod loading and bukkit for plugins all in one.

Server side you'll have to install cauldron, client side you'll have to install just forge since they only need to run the mods.

server side you'll get a mods folder and in 1.6.4 you don't have coremods. just a mods folder and you just drop all the 1.6.4 mods into it wether

it says main or core mod or just mod, all mods go into the mods folder, simple.

I would install 1 mod at a time since a id issue would cause it to crash. the way i test it out is i run a client forge and add 1 mod at a time.

test it out and see if it gives me a error message, Server cauldron won't give u a id conflict messge, it will just crash.

client side will give u a error message and a text id conflict file in the root minecraft folder. if you get an id conflict you can just look at the text

and it will give you a mod id conflict and a recommended id range to change it to. just find the mod config file in the configs folder and change whatever mod

id conflict it gives you to the recomended range, just pick one. that config file will have to be added to the server once you get it working.

mods that don't work well with each other just won't work, you'll have to pick one and remove it. i haven't found a way to deal with incompatibilities in mods.

thats a lil more advanced than i want to go.

 

Visit my website and i'll further explain some more if you like.

http://furyon.enjin.com/home

I'm experienced with 1.6.4, so i can help if you get stuck.

That offer goes to anyone.

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