Okay, I think I figured out your issue. The problem is, your version numbers may be messed up. If your mod pack is in 1.7.10 (judging by the FML version I see), you need to make sure ALL the mods are 1.7.10 exactly (unless the mod is said to be compatible). The main mod I think you need to double check on is OpenModsLib, which is required for OpenBlocks or any other Open Mods to run. Best solution, check through all your mods to make sure the version numbers are the same, and if you have any Open Mods then make sure you get OpenModsLib (which is a core). I'll help you out a little more and give you this: http://openmods.info/
I think they're all 1.7, pictures:http://imgur.com/a/G7W5b
But I'm also the guy who lost the one .png in a sea of .txt.
I now have the new openmodslib.
Log: http://pastebin.com/wJbMXRX7
Thanks for helping this far, Zak! (I'm not intentionally trying to sound sarcastic, by the way.)
I see that in the lists you gave me, there are a few duplicates of the same mods but have different versions. I'm not sure if that's on purpose and those are not included in your mod pack, but if they are, you need to remove them. I've tried to download the Chisel mod (both 1 and 2) and it doesn't work. I also read up on this a little bit myself and I discovered this on the FTB Support page: http://new.creeperrepo.net/FTB2/maven/net/minecraftforge/lex/legacyjavafixer/1.0/legacyjavafixer-1.0.jar
Hopefully that fixes your problem!
Wow, I must have been crazy adding those. Thanks for your help. Now it asks for forge 10.13.2.1236, and I have tried that, 10.13.3.1317, and 10.13.2.1291, and it still doesn't recognize it. Does it not go in the mods folder?
No, it does not. Since any modpack requires forge, I'll try and explain to you how to include it into your mod pack. This is the most simplest ways to do (that I could find) and is not complicated at all. Any of the tutorials on technic pack are ridiculously long and complicated.
1. Go about putting your mods in the mod folder. Download the recommended build of forge for 1.7.10 universal (if that is your mod pack version). Make sure you click Universal!
2. Create a separate folder somewhere called "modpack" (make it exactly that for the sake of simplicity). In that folder create two other folders called "mods" and "bin".
3. In the mods folder put in all your mods, and in the bin folder you will be putting forge. Before that, you want to rename the forge file to "modpack" (and make sure it is a .jar file.
4. If want to put liteloader into your mod pack as well (for Voxel Minimap or something) then download the liteloader installer and click "Extract Liteloader.jar". Put the new .jar file you've just obtained into the mods folder. To install litemods, simply download them (make sure the extension is .litemod) and put them in your mods folder; e.g. voxelmap.litemod would be one example of a litemod.
Hope that helps! If you aren't familiar with out to setup the initial downloading for the mod pack (via dropbox), just ask!
You will notice that at the end of it, it says "dl=0". You want to change that to "dl=1" and set the new link to the modpack location in your FTB Launcher settings. That's how you do it for the technic launcher, not sure how it works on the FTB one. I would suggest you use the technic launcher anyways.
Well, I finally fixed the issue where no mods ran, forge decided to rename itself back, but now I get a can't start crash. It tries to load, can't get past the black screen, drops straight to desktop. http://pastebin.com/VCxpPYwB
I dont know what mod needs it, but it seems to be missing WayofTime which is another name for Blood Magic. I am assuming that something uses the api and you may be using the wrong version or not at all/
This time it doesn't say anything about a mod, only Forge. It looks like you use version 10.13.3.1373, which is newer than the recommended and older than the latest. I would downgrade to the recommended forge version, found here. It seems to be something about a liquid not loading properly, which could be a forge bug.
I've changed to the recommended forge, now I slightly see the world, just for a second, then, I'm booted to the multiplayer screen, even though I was trying to play single player. It doesn't give me a direct crash log, but I have a read of the console. http://pastebin.com/hbQG7E89
First error that comes up is something to do with thermal expansion which is weird. next thing that comes up is something to do with the chisel mod. I am wondering why you have so many bugs in this modpack. Have you tried using something like the ATLauncher and modifying resonant rise and adding mods to that? I do that when I need to make a modpack quickly and it takes away lots of the errors as it has so many mods that have been tested to work together.
The best thing to do when modifying a modpack, is use one with heaps of mods, so that there is more chance for the mods that you want to already be there. Another good thing to use is OpenEye, which uploads crash reports (most of the time) and tells you what mod is the problem.
Man, I just wanted to put together a modpack, I'm probably missing a core, here's the pastebin:
http://pastebin.com/UwYzE3zu
Okay, I think I figured out your issue. The problem is, your version numbers may be messed up. If your mod pack is in 1.7.10 (judging by the FML version I see), you need to make sure ALL the mods are 1.7.10 exactly (unless the mod is said to be compatible). The main mod I think you need to double check on is OpenModsLib, which is required for OpenBlocks or any other Open Mods to run. Best solution, check through all your mods to make sure the version numbers are the same, and if you have any Open Mods then make sure you get OpenModsLib (which is a core). I'll help you out a little more and give you this: http://openmods.info/
I think they're all 1.7, pictures:http://imgur.com/a/G7W5b
But I'm also the guy who lost the one .png in a sea of .txt.
I now have the new openmodslib.
Log: http://pastebin.com/wJbMXRX7
Thanks for helping this far, Zak! (I'm not intentionally trying to sound sarcastic, by the way.)
I see that in the lists you gave me, there are a few duplicates of the same mods but have different versions. I'm not sure if that's on purpose and those are not included in your mod pack, but if they are, you need to remove them. I've tried to download the Chisel mod (both 1 and 2) and it doesn't work. I also read up on this a little bit myself and I discovered this on the FTB Support page: http://new.creeperrepo.net/FTB2/maven/net/minecraftforge/lex/legacyjavafixer/1.0/legacyjavafixer-1.0.jar
Hopefully that fixes your problem!
Wow, I must have been crazy adding those. Thanks for your help. Now it asks for forge 10.13.2.1236, and I have tried that, 10.13.3.1317, and 10.13.2.1291, and it still doesn't recognize it. Does it not go in the mods folder?
No, it does not. Since any modpack requires forge, I'll try and explain to you how to include it into your mod pack. This is the most simplest ways to do (that I could find) and is not complicated at all. Any of the tutorials on technic pack are ridiculously long and complicated.
1. Go about putting your mods in the mod folder. Download the recommended build of forge for 1.7.10 universal (if that is your mod pack version). Make sure you click Universal!
2. Create a separate folder somewhere called "modpack" (make it exactly that for the sake of simplicity). In that folder create two other folders called "mods" and "bin".
3. In the mods folder put in all your mods, and in the bin folder you will be putting forge. Before that, you want to rename the forge file to "modpack" (and make sure it is a .jar file.
4. If want to put liteloader into your mod pack as well (for Voxel Minimap or something) then download the liteloader installer and click "Extract Liteloader.jar". Put the new .jar file you've just obtained into the mods folder. To install litemods, simply download them (make sure the extension is .litemod) and put them in your mods folder; e.g. voxelmap.litemod would be one example of a litemod.
Hope that helps! If you aren't familiar with out to setup the initial downloading for the mod pack (via dropbox), just ask!
Alright, where does the modpack folder go?
You want to upload the modpack folder to dropbox and use the share feature to create a link for it. It should look something like this:
https://www.dropbox.com/s/btzv9e5g3b99rmy/modpack.zip?dl=0 (that is the download link for my modpack).
You will notice that at the end of it, it says "dl=0". You want to change that to "dl=1" and set the new link to the modpack location in your FTB Launcher settings. That's how you do it for the technic launcher, not sure how it works on the FTB one. I would suggest you use the technic launcher anyways.
Well, I finally fixed the issue where no mods ran, forge decided to rename itself back, but now I get a can't start crash. It tries to load, can't get past the black screen, drops straight to desktop.
http://pastebin.com/VCxpPYwB
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Curse Premiumfrom that crash report it looks like you are missing the mod Pressure Pipes.
Thanks, now I have this crash log: http://pastebin.com/BwvtjJNk
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Curse PremiumI dont know what mod needs it, but it seems to be missing WayofTime which is another name for Blood Magic. I am assuming that something uses the api and you may be using the wrong version or not at all/
Thank you for your help sir!
Wait, never mind, I crash upon creating world.
http://pastebin.com/e5sn7UwS
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Curse PremiumThis time it doesn't say anything about a mod, only Forge. It looks like you use version 10.13.3.1373, which is newer than the recommended and older than the latest. I would downgrade to the recommended forge version, found here. It seems to be something about a liquid not loading properly, which could be a forge bug.
I've changed to the recommended forge, now I slightly see the world, just for a second, then, I'm booted to the multiplayer screen, even though I was trying to play single player. It doesn't give me a direct crash log, but I have a read of the console. http://pastebin.com/hbQG7E89
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Curse PremiumFirst error that comes up is something to do with thermal expansion which is weird. next thing that comes up is something to do with the chisel mod. I am wondering why you have so many bugs in this modpack. Have you tried using something like the ATLauncher and modifying resonant rise and adding mods to that? I do that when I need to make a modpack quickly and it takes away lots of the errors as it has so many mods that have been tested to work together.
I modified direwolf from the Feed The Beast launcher, but apparently, things don't like working for me.
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Curse PremiumThe best thing to do when modifying a modpack, is use one with heaps of mods, so that there is more chance for the mods that you want to already be there. Another good thing to use is OpenEye, which uploads crash reports (most of the time) and tells you what mod is the problem.
Sorry for this taking a while, but openeye tells me nothing because I don't fully crash.