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Posted

How would I go about putting my Aether II mod into my Serendipity modpack? I know there must be a way to do it, but i'm not sure how, and i'm no good at creating my own modpack. I just want to move my Aether II mod into the Serendipity pack. Anyone got any ideas? 

Posted

More or less. You will probably run into some issues between them in terms of duped mods (check for duplicated zips or mod names in the mods folder, always keep the newest version) and ID conflicts (which are resolved via the repsective clashing mods configs)

Posted

Just tried, doesn't work. Do you think you could give a little bit of a detailed explanation, if you wouldn't mind? I really am oblivious to this kind of thing and don't know what to do.

Posted

I assume you downloaded the Aether II modpack through the launcher and also have a non-zipped version of your modpack (ie: the one you used to compile the zip for downloading)?

 

Open up the location to your modpack, and in another window open up the .technicmodpacksthe-aether-ii-modpack-v2 folder.

Copy the mods & config folder from .technicmodpacksthe-aether-ii-modpack-v2 to your modpacks folder, combining and doing any overwriting/skipping necessary.

From there, it should work, if it doesnt, read the crash log or launcher logs for ID conflicts (crash logs will say Slot ID ___ is already used by .... and ...., launcher logs indicate it by CONFLICT @ lines)

Posted

It said there were 74 blocks missing, and asked if I wanted to continue loading. This was on one of the worlds I made on the Aether II standalone modpack, and I just tried loading it into serendipity.

Posted (edited)

Ok, so I moved those 2 folders, and when I launch Serendipity it just goes right back to the technic launcher. Any ideas on what to do? Can you tell me which mods I should overwrite and which mods I should keep with the Aether II 1.6.4?

Edited by Northern Sky
Posted

Sounds like a crash if it loads up briefly then goes back to the launcher. Need that crash report. And yes it was only those two folders (youre esentially installing the mods but instead of doing it by downloading the mods from the authors page, you're grabbing them from another modpack and using their configs as defaults instead of the mods defaults)

 

Getting Crash Logs
* Run Technic Launcher
* Select modpack
* Click on the Cog icon located on the bottom left of the modpack logo
* Click on "Open Folder"
* Open "crash-reports" folder
* Provide relevant log files

-----------------------------------------------------------------------------------------

Pasting Logs
Use one of the following methods to show us your log files:
* Attach file to posting
* Use http://pastebin.com and paste the resulting URL in your post
* Use http://paste.ubuntu.com and paste the resulting URL in your post

For overly sized files, attaching or using the above URLs may not work, you can use one of the following for these types of cases
* http://mediafire.com
* http://dropbox.com

Posted

Post the launcher log instead.

 

Getting Launcher Logs
* Run Technic Launcher
* Click on the Cog icon located on the top right of the launcher
* Click on the "Logs" button
* Provide relevant log files

Posted (edited)
Here's the only log I found, It seems there's an error, but I don't know what any of the errors mean... And in case you're wondering, that "...16 more" was text in the log, couldn't find the other 16.
 
 
 
[21:12:52] [main/INFO]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[21:12:52] [main/INFO]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[21:12:52] [main/INFO]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[21:12:52] [main/INFO]: Forge Mod Loader version 7.10.25.1208 for Minecraft 1.7.10 loading
[21:12:52] [main/INFO]: Java is Java HotSpot 64-Bit Server VM, version 1.7.0_67, running on Windows 8:amd64:6.2, installed at C:Program FilesJavajre7
[21:12:52] [main/WARN]: The coremod appeng.transformer.AppEngCore does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[21:12:52] [main/INFO]: [AppEng] Core Init
[21:12:52] [main/WARN]: The coremod codechicken.core.launch.CodeChickenCorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
[21:12:52] [main/ERROR]: An error occurred trying to configure the minecraft home at C:UsersDianeAppDataRoaming.technicmodpacksserendipity-unlimited for Forge Mod Loader
java.lang.NoClassDefFoundError: argo/jdom/JsonNode
at codechicken.core.launch.DepLoader.load(DepLoader.java:662) ~[DepLoader.class:?]
at codechicken.core.launch.CodeChickenCorePlugin.<init>(CodeChickenCorePlugin.java:50) ~[codeChickenCore-1.6.4-0.9.0.9-universal.jar:?]
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) ~[?:1.7.0_67]
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.7.0_67]
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source) ~[?:1.7.0_67]
at java.lang.reflect.Constructor.newInstance(Unknown Source) ~[?:1.7.0_67]
at java.lang.Class.newInstance(Unknown Source) ~[?:1.7.0_67]
at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:422) ~[modpack.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:310) ~[modpack.jar:?]
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:211) ~[modpack.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90) [modpack.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67) [modpack.jar:?]
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34) [modpack.jar:?]
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126) [modpack.jar:?]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:114) [launchwrapper-1.9.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
Caused by: java.lang.ClassNotFoundException: argo.jdom.JsonNode
at java.net.URLClassLoader$1.run(Unknown Source) ~[?:1.7.0_67]
at java.net.URLClassLoader$1.run(Unknown Source) ~[?:1.7.0_67]
at java.security.AccessController.doPrivileged(Native Method) ~[?:1.7.0_67]
at java.net.URLClassLoader.findClass(Unknown Source) ~[?:1.7.0_67]
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:115) ~[launchwrapper-1.9.jar:?]
at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.7.0_67]
at java.lang.ClassLoader.loadClass(Unknown Source) ~[?:1.7.0_67]
... 16 more
Edited by Northern Sky
  • Discord Moderator
Posted

When desiring to combine two modpacks it is never a good idea to just combine the mods and config folders. Many mods have dependencies and required versions of other mods and combining two full folders of mods will almost always result in major dependency issues. If you wish to make a custom modpack you need to start from scratch and combine them methodically so that you know when and where errors pop up and can address them accordingly. When you just combine a ton of mods together at once you'll end up with a bunch of errors that can be tricky to resolve.

  • Make sure your mods are up to date:
  • Start with just Forge in your pack (or use my BareBonesPack) and build it like this:
  • If the pack is for Forge/MC <= 1.6.4 watch for any ID conflicts and resolve them:
Posted (edited)

I would have to disagree plow, if both modpacks run, there is no reason for any dependencies to be missing and no reason1 for the two packs to fail to combine. The configs will obviously need to be changed for ID conflicts, but your argument of this method not working just isnt true.

 

 

1 This is under the assumption that both modpacks were designed for the same minecraft version, it obviously would fail for different minecraft version modpacks

Edited by Kalbintion
  • Discord Moderator
Posted (edited)

I would be willing to wager a fair amount of money that out of 10 packs for 1.6.4 you would get duplicates and dependency problems more than 90% of the time if you just combine them. For example:

  • Both packs contain CodeChickenCore but one is 0.9.0.8 and another is 0.9.0.9.
  • One pack contains a mod which references the Thaumcraft API but Thaumcraft isn't present. Another pack contains a version of Thaumcraft which has a different API version than the first pack. As soon as the pack tries to start up and the mod with the outdated Thaumcraft API tries to start up things will go pear shaped.

Those kinds of errors are specific examples that I have seen recently. The same principle could be applied to almost any collection of packs and mods which were built at different times but for the same version of Forge/MC. This is not a "well, it could happen under the right circumstances". It is a "has happened so many times I feel like a broken record when instructing people how to fix the issues". This doesn't even get into issues where having a ton of mods with conflicts at the same time can cause weird looking errors that are difficult for the uninitiated to resolve.

 

If you want a maintainable pack that you understand and are familiar with, there is no exception to the "build a pack methodically and test as you go" rule. Combining a large collection of mods from two or more packs together yields the same results and headaches as downloading a large number of mods and trying to drop them in a new pack at the same time. You end up having to repeat yourself like this (from today):

Edited by plowmanplow
Posted

Yes I understand there may be duplicated mods due to version differences, but if you read through this thread in its entirety, I make mention and note of to look for that in >Post #6 of this thread. It is not my problem if the person fails to read a post which specifically states to check for issues like this before hand. This all said and done, it is still a doable thing. And why bother repeating yourself via typing or copy/paste when you can simply just use the quote button? I have had to repeat myself plenty here, and most of the time its for things I already said previously and my response post is just a quote with the fact that I already responded to the issue before it was brought up. This is the same logic of why I have a text document with a bunch of things i simply copy/paste for tracker related things to save myself time. I use the tools around me and make my own if needed.

 

And for the record, I have downloaded a bunch of mods at once and put them into a pack, and I accepted the fate of the conflicts that would ensue and have since resolved them. Still have work to do for tweaking, but while your method works, I am saying my method also works. It is a different approach to these things and there is no reason to say this method is any worse than yours. I would rather educate someone on the errors if possible and have them understand so they can learn what the error is, why it showed up, and what to do to resolve it.

 

 

 

java.lang.NoClassDefFoundError: argo/jdom/JsonNode

 

This is complaining about something it expected to be there, but wasn't. In this particular case its from the argo library and it was expecting a class (collection of code) named JsonNode. Could be simply a missing library file (lib folder is where it would be normally) or a corrupted argo library jar. If there was a library folder (may have been named lib) I would copy it over as well as it may have some dependencies that were missed.

Posted

Alright, so I just tried putting the Aether II mod into the Ultra Modded Survival, and it said it had loaded the mod, but when it gets to the game screen, it says there was a list of id mismatches added to my minecraft directory, even though the Aether II runs on 1.6.4 and UMS is 1.6.4, and I feel i'm getting a bit closer now, but not quite there.

Posted

You will probably run into some issues between them in terms of duped mods (check for duplicated zips or mod names in the mods folder, always keep the newest version) and ID conflicts (which are resolved via the repsective clashing mods configs)

Posted

Then you'll need to explain this:

 

putting the Aether II mod into the Ultra Modded Survival,

because unless you meant entirely something other than "I added ___ mod to a modpack", id conflicts can happen.

Posted (edited)

So is there any way to put my Aether mod into a modpack without it failing to launch? Also, I meant I took the "aether" mod file from the aether modpack and put it into the "mods" folder of UMS, and when I started it up it made its own config file in the config folder. It said the mod had loaded, and as soon as the game started, it said there was a text log created for the ID mismatches, but I can't find one in my minecraft directory like it said it was in. I just want to make this work with the other modpack, please just tell me what I need to do.

Edited by Northern Sky

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