When is this error occuring? Based on what I see, it looks like this happens right when You try to launch the pack from the launcher itself, prior to the pack actually starting to load. Is that correct?
Which FTB Modpack did you download and use when you encountered this crash?
dded URL to classpath: file:/Users/jenstlouis/Downloads/VoxelModPack/instMods/liteloader_1.5.2.zip Added URL to classpath: file:/Users/jenstlouis/Downloads/VoxelModPack/instMods/mcpatcher-3.0.4.zip Added URL to classpath: file:/Users/jenstlouis/Downloads/VoxelModPack/instMods/MinecraftForge.zip Added URL to classpath: file:/Users/jenstlouis/Downloads/VoxelModPack/minecraft/bin/minecraft.jar Added URL to classpath: file:/Users/jenstlouis/Downloads/VoxelModPack/minecraft/bin/lwjgl.jar Added URL to classpath: file:/Users/jenstlouis/Downloads/VoxelModPack/minecraft/bin/lwjgl_util.jar Added URL to classpath: file:/Users/jenstlouis/Downloads/VoxelModPack/minecraft/bin/jinput.jar
Probably safe to safe its a Voxel Modpack If its not, then theres something else going on here thats borking that download path, but thats what it shows in the log at any rate.
I'm in the process of creating a new Multiply Player 1.6.2 server for my son and his friends. I'm having problems with a few mods that I would like to add. Here they are:1. Mo Creatures for 1.6.2 - I have tried adding this mod however I don't think the version is correct for 1.6.2. I have downloaded it from two different site and it Mo Creatures 6.0.1 I have added both but it crashes. Can someone tell me why? I would only want to activate a few of the creatures like birds, insects bears, deer's, bunnies. on this mod2. Also the Horse Wagon and Cart mod that was made for Simply Horses. How can I get a mod like that for 1.6.2 that already has Horses in it.3. Is there a way to change the Block ID's so you can add a similar mod that is using the same block ID4. Has anyone used the Custom NPC 1.6.2 to add new Villagers for a themed world.5. Is there an easier way of creating the server world other than manually?I'm relatively new to MC and have added some mods but creating a multiplayer server is totally new. Any suggestion on what I should use for Money/bank/towns for the server? I would love to pick someone's brain that has put together a multiply player server.Thanks
I'll go through this in a bit of a random order, but I'll number my answers accordingly so they match up with Your questions.
5. I'm not sure what You are asking, are You referring to creating things in the Minecraft world, but not by hand? or are You more referring to the seeds themselves and the natural terrain? One option You have is World Edit, but That can be time-consuming to learn, and I would recommend doing so in a single player environment and just moving the world save to the server afterwards, as getting World Edit working on a server is more complicated than just getting it working on a client.
3. Yes, in fact there is. If You go to the .minecraft folder(In this case, the server folder) and go to the config folder, You will have a bunch of text files, named after the mods they relate to. Inside these files are the block and item IDs for the corresponding blocks and items in each mod. You just find out which blocks/items are conflicting, and change them in one of the files to something that isnt being used(With Forge installed, anything in the 3k range is usually safe to use).
1. Mo' Creatures is always a hassle to get working IMO, however the ONLY place You should be getting it from is this site, as this is the official thread for the mod. Any other site offering the download is unlikely to work correctly. Make sure that You install the Cusom Mob Spawner mod as well on the server, so that it runs correctly. I believe GUIAPI is only required in clients now, but the thread itself contains a set of very good instructions on how to properly install the mod. Just treat the server the same as You would Your Minecraft client and it should all work out.
2. I'm not sure, but You would have to take a look around, if that mod doesn't have what You're looking for. (Not sure if this answers this question or not).
4. I personally have not, so I don't have much to offer on this one.I hope this is helpful to some extent.
So here's the problem. I can't play Minecraft without Optifine. My computer had a derp attack the other day and died so i've been using my sister's potato- I mean computer... problem is, when I'm in minecraft my hand, chests, and signs all go black then a lighter shade then back to the other color in a loop... any fixes?
(I tried updating graphics card and re-installing optifine)
What version of Optifine did You install? If You have it running a setup that requires dual/multiple cores, that could be causing something like that if You only have a single core CPU. Other than that, I can honestly say I'm not sure what might be causing it, but please provide us with the version of Optifine You are using and the version of MC You are using it with. I would also recommend making sure that Your Java is up to date, as sometimes that can cause weird things to happen as well.
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 10/16/13 4:01 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at wildCaves.generation.structureGen.GenerateSkulls.generate(GenerateSkulls.java:20)
at wildCaves.generation.biomeGen.GenerationHumid.func_76484_a(GenerationHumid.java:61)
at wildCaves.WorldGenWildCaves.generate(WorldGenWildCaves.java:118)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:102)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:259)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1249)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.server.management.PlayerInstance.<init>(PlayerInstance.java:36)
at net.minecraft.server.management.PlayerManager.func_72690_a(SourceFile:172)
at net.minecraft.server.management.PlayerManager.func_72683_a(SourceFile:203)
at net.minecraft.server.management.ServerConfigurationManager.func_72375_a(ServerConfigurationManager.java:214)
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:262)
at net.minecraft.server.management.ServerConfigurationManager.func_72355_a(ServerConfigurationManager.java:130)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:99)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:677)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:573)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:470)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Since this is a modpack provided by TechnicPack, the BEST place to ask for assistance with this are the Technic Pack Forums. They have entire sections dedicated to their modpacks, and many people may have had a similar issue so be sure to take a look through some of the threads and see if anyone has a resolution to this problem.
I can tell You that the issue is during world gen, when it tries to "generate skulls". I don't know what mod adds this biome/block, but that appears to be the issue. Again though, since this is a supported modpack offered by Technic, please check their forums for the correct resolution to this issue.
The only thign I can suggest is entirely erasing the files for this particular modpack(Minus Your saves), and re-downloading it, as sometimes the older versions of packs dont get fully erased when You update to a newer version, which can cause issues such as this.
How do you start a Hurricane? Is it an EF. 5 storm?
You can spawn a tornado with a tornado gun. recipe is this: S
SK
S
I believe You are talking about hte mod found on this thread, the mod itself found here. If You have any questions regarding the mod(Or suggestions as Your post appears to be) You should make them on the first link above.
Ok so i know that there are 3, major minimaps, CBJ and rei and zan. I looked up some research online and i found that
Zan Rei
player show in multiplayer customizable features
Does zan minimap stil show players in multiplayer? does Rei's minimap show multiplayer? I KNOW THAT THE ORIGINAL MOD CREATERS have stopped working on it. please do not mention that. Does rei's minimap show players in mutliplayer? which minimap mod is more useful for multiplayer?
Thanks, -mysterryyhhguy
Rei's can be used to show players, HOWEVER it requires something to be added to the server side of things, so its not something You can just do from Your end with the client. Check this thread for Rei's, under where it says "How to enable Cave mapping and Entities". It explains it fairly well, but again it requires the MOTD(message of the day) on the server itself to have certain values set to enable these things. Server must have Bukkit, or something else, its all on htat thread above there.
As for Zan's minimap, there is a VoxelMap that appears to continue the work done in that mod, and also appears to allow players to be turned on. With This however, it does NO appear to require server-side settings, just enable players in the entity list in your client and they should show up. I could be mistaken, but that appears to be all there is to it.
Honestly I would go for reis minimap, which has all the features from zans plus more. Also from what I remember neither have muliplayer player locations, and adding it is illigal.
Adding that isn't illegal, however Rei chose to only allow the entities and cave-mapping features on servers if the server itself chooses to allow it. If the server owner allows it, there is no problem with that, Rei just doesn't want people using his mod for cheaty purposes(Such as stalking and hunting players on servers where player-enabled maps are not allowed).
A few of my friends and I are making a new modpack. I will be the one maintaining the modpack mostly. Like the title says it is a work in progress modpack. I will provide a download when i finish getting permissions from the mod makers.
Can't wait to see a list of perms and start to see the modpack in progress Just a thought, in regards to perms. If You make the pack available through the FTB launcher using a private pack, it is much easier(90% of the time) to get permission, as many mods provide a generic "It is allowed to be used, but only if it is provided through the FTB launcher" statement.
Hey, I want to add an update detector to my mod like in optifine or SPC, but I dont know what to do. Help is appreciated.
I don't know exactly what is involved, but I know the basic premise of what's being done.
You need the mod to compare the version of the mod file used by the player(EG 2.3.2) and the newest available version. Most people seem to do this by hosting the version file(Either full mod, or just the version information, I don't know) on dropbox. If the player is offline, it fails the check, but still loads everything normally. if they are online, it checks the online file, and if they are different, it displays that message.
Hope this helps at least a bit, sorry I don't know exactly what is required to do all of the above, but I know thats basically what happens from a non-coding standpoint.
---- Minecraft Crash Report ----// Hi. I'm Minecraft, and I'm a crashaholic.Time: 10/11/13 12:26 AMDescription: Rendering Tile Entityjava.lang.NullPointerException at portalgun.client.render.TileRendererPortalMod.func_76894_a(TileRendererPortalMod.java:211) at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106) at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98) at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:597) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1505) at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1115) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838) at net.minecraft.client.main.Main.main(SourceFile:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:131) at net.minecraft.launchwrapper.Launch.main(Launch.java:27)A detailed walkthrough of the error, its code path and all known details is as follows:----------------------------------------------------------------------------------------- Head --Stacktrace: at portalgun.client.render.TileRendererPortalMod.func_76894_a(TileRendererPortalMod.java:211)-- Tile Entity Details --Details: Name: PortalTE_Portal // portalgun.common.tileentity.TileEntityPortalMod Block type: ID #1100 (tile.PortalMod // portalgun.common.block.BlockPortalMod) Block data value: 0 / 0x0 / 0b0000 Block location: World: (605,4,113), Chunk: (at 13,0,1 in 37,7; contains blocks 592,0,112 to 607,255,127), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511) Actual block type: ID #1100 (tile.PortalMod // portalgun.common.block.BlockPortalMod) Actual block data value: 0 / 0x0 / 0b0000Stacktrace: at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106) at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98) at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:597) at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1505)-- Affected level --Details: Level name: MpServer All players: 1 total; [EntityClientPlayerMP['Skullton'/2, l='MpServer', x=608.53, y=5.62, z=114.78]] Chunk stats: MultiplayerChunkCache: 441 Level seed: 0 Level generator: ID 01 - flat, ver 0. Features enabled: false Level generator options: Level spawn location: World: (609,4,110), Chunk: (at 1,0,14 in 38,6; contains blocks 608,0,96 to 623,255,111), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511) Level time: 1794 game time, 1794 day time Level dimension: 0 Level storage version: 0x00000 - Unknown? Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false Forced entities: 4 total; [EntityPig['Pig'/0, l='MpServer', x=637.91, y=4.00, z=88.94], EntityClientPlayerMP['Skullton'/2, l='MpServer', x=608.53, y=5.62, z=114.78], EntityPig['Pig'/1, l='MpServer', x=631.50, y=4.00, z=97.50], EntityPig['Pig'/671, l='MpServer', x=609.16, y=4.00, z=130.88]] Retry entities: 0 total; [] Server brand: fml,forge Server type: Integrated singleplayer serverStacktrace: at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440) at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:856) at net.minecraft.client.main.Main.main(SourceFile:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:131) at net.minecraft.launchwrapper.Launch.main(Launch.java:27)-- System Details --Details: Minecraft Version: 1.6.4 Operating System: Windows 8 (amd64) version 6.2 Java Version: 1.7.0_25, Oracle Corporation Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 177726504 bytes (169 MB) / 531693568 bytes (507 MB) up to 954466304 bytes (910 MB) Mod Pack: Unknown / None LiteLoader Mods: 0 loaded mod(s) JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G AABB Pool Size: 655 (36680 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 FML: MCP v8.11 FML v6.4.24.920 Minecraft Forge 9.11.1.920 Optifine OptiFine_1.6.4_HD_U_C5 5 mods loaded, 5 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML{6.4.24.920} [Forge Mod Loader] (minecraftforge-9.11.1.920.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge{9.11.1.920} [Minecraft Forge] (minecraftforge-9.11.1.920.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available iChunUtil{2.3.0} [iChunUtil] (iChunUtil2.3.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available PortalGun{2.0.1} [PortalGun] (PortalGun2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Launched Version: 1.6.4 LWJGL: 2.9.0 OpenGL: Intel® HD Graphics GL version 3.1.0 - Build 9.17.10.2849, Intel Is Modded: Definitely; Client brand changed to 'fml,forge' Type: Client (map_client.txt) Resource Pack: Default Current Language: English (US) Profiler Position: N/A (disabled) Vec3 Pool Size: 293 (16408 bytes; 0 MB) allocated, 45 (2520 bytes; 0 MB) used
Well, it appears things are breaking when its trying to render something from that mod, but without any context it's dificult to determine exactly what is going on. It's great that you put the crash report, but we do need more than that. When did this crash happen? When You tried loading the world? tried opening MC? Tried placing a PortalGun related item?
It appears to be a render issue with the Item at ID 1100, so whatever that item is, thats where the problem is most likely.
Does anyone know of a tutorial or can help me with the codding my armor class so that it always has the enchantment upon crafting.
I don't personally know of any, so I can't be of too much assistance, but I might recommend taking a look at the Twilight forest armors and how they're all coded, as the majority of them come with enchants by default in the way You're suggesting You'd like Yours to work.
How can i uninstall/delete a mod? Do i just remove the .jar/.zip from the /mods folder? Because when try to delete it my computer says it can't be deleted because it it being used by a program, even when Minecraft is closed and not on. Is there another ways to remove a mod?
If you're getting an error that says that this file is in use by another program, do this:
1. Assuming you're on Windows, press Ctrl+Shift+Esc, which opens Task Manager.
2. Go to the Processes tab.
3. Find javaw.exe *32 and right-click it.
4. Click End Task.
5. Confirm it in the pop-up window.
6. Now find the OTHER javaw.exe*32 and end it in the same way as above.
7. Close Task Manager.
You should now be able to successfully delete mods from your /mods folder!
P.S. If I helped, might I get a rep point?
IF this suggestion doesn't get it working for You, just restart the computer and try it again. sometimes programs get borked into staying running(Which theminer4life's solution should fix) but sometimes You just have to restart things in order to get around that.
How do you install mods ? Can someone help me please. Thank you!
Thats a fairly generic question, and the answer entirely depends on a large number of variables.
By that, I mean tat to install mods into 1.6.2/1.6.4requires one method, while other versions require slightly different methods, unless You use the newest vanilla launcher, in which case again, the instructions are different.
I would honestly recommend going to youtube and searching for tutorials on how to install mods, or picking a mod or two and going through the installation instructions. Every mod in existence(Any worth getting) will have a set of clearly explained Installation instructions. Follow them, and You should have no problems installing mods, but make sure You read through everything, otherwise you may miss some important information.
Does manually installing forge have to do with it.
it shouldn't. That sounds like something in Pixelmon isn't working correctly. Try either re-downloading, or looking for a newer version that might have bug-fix included that resolves that issue.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 10/12/13 10:46 AM
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.item.Item.getDamage(Lnet/minecraft/item/ItemStack;)I
at codechicken.core.inventory.InventoryUtils.actualDamage(InventoryUtils.java:310)
at codechicken.core.inventory.ItemKey.hashCode(ItemKey.java:45)
at java.util.HashMap.hash(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at codechicken.nei.NEIServerConfig.loadBannedBlocks(NEIServerConfig.java:226)
at codechicken.nei.NEIServerConfig.load(NEIServerConfig.java:51)
at codechicken.nei.ServerHandler.tickStart(ServerHandler.java:44)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:28)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onWorldLoadTick(FMLCommonHandler.java:303)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:436)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1738733712 bytes (1658 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xms2048m -Xmx2048m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 Optifine OptiFine_1.5.2_HD_U_D3 5 mods loaded, 5 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.2.2.684} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.8.0.684} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore{0.8.7.1} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems{1.5.2.28} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Please can someone help me with this because i just really wanna play with mods
I see whats going wrong. You are using CodeChickenCore 0.8.7.1, which is fine for 1.5.2, however the NEI version You selected is actually too new for 1.5.2(at least thats what appears to be the case in the old 1.5.2 versions available). You can get the old versions of NEI by going to ChickenBones' thread, opening the downloads and installation, then clicking the Old Versions link. That will take You through an Adf.ly link, then click show for 1.5.2, and grab the newest version of NEI.
As well, Chances are You need to get a newer version of CodeChickenCore for 1.5.2 as well, as there are two newer versions for 1.5.2 available.
Try updating Your CCC, and getting a slightly older version of NEI, and see if that resolves this issue.
I believe i got the core mod installed but i am trying to find 1.5.2 content packs like simple parts but i can't find it anywhere.(FTB Unleashed)
You can find 1.5.2 content packs here. Just scroll down past all the 1.6.2/1.6.4 stuff. The link to this thread was actually right on the main Flan's Mod page, listed under "Content Packs".
0
Probably safe to safe its a Voxel Modpack If its not, then theres something else going on here thats borking that download path, but thats what it shows in the log at any rate.
0
I'll go through this in a bit of a random order, but I'll number my answers accordingly so they match up with Your questions.
5. I'm not sure what You are asking, are You referring to creating things in the Minecraft world, but not by hand? or are You more referring to the seeds themselves and the natural terrain? One option You have is World Edit, but That can be time-consuming to learn, and I would recommend doing so in a single player environment and just moving the world save to the server afterwards, as getting World Edit working on a server is more complicated than just getting it working on a client.
3. Yes, in fact there is. If You go to the .minecraft folder(In this case, the server folder) and go to the config folder, You will have a bunch of text files, named after the mods they relate to. Inside these files are the block and item IDs for the corresponding blocks and items in each mod. You just find out which blocks/items are conflicting, and change them in one of the files to something that isnt being used(With Forge installed, anything in the 3k range is usually safe to use).
1. Mo' Creatures is always a hassle to get working IMO, however the ONLY place You should be getting it from is this site, as this is the official thread for the mod. Any other site offering the download is unlikely to work correctly. Make sure that You install the Cusom Mob Spawner mod as well on the server, so that it runs correctly. I believe GUIAPI is only required in clients now, but the thread itself contains a set of very good instructions on how to properly install the mod. Just treat the server the same as You would Your Minecraft client and it should all work out.
2. I'm not sure, but You would have to take a look around, if that mod doesn't have what You're looking for. (Not sure if this answers this question or not).
4. I personally have not, so I don't have much to offer on this one.I hope this is helpful to some extent.
0
0
I can tell You that the issue is during world gen, when it tries to "generate skulls". I don't know what mod adds this biome/block, but that appears to be the issue. Again though, since this is a supported modpack offered by Technic, please check their forums for the correct resolution to this issue.
The only thign I can suggest is entirely erasing the files for this particular modpack(Minus Your saves), and re-downloading it, as sometimes the older versions of packs dont get fully erased when You update to a newer version, which can cause issues such as this.
0
0
As for Zan's minimap, there is a VoxelMap that appears to continue the work done in that mod, and also appears to allow players to be turned on. With This however, it does NO appear to require server-side settings, just enable players in the entity list in your client and they should show up. I could be mistaken, but that appears to be all there is to it.
Hope this helps
Adding that isn't illegal, however Rei chose to only allow the entities and cave-mapping features on servers if the server itself chooses to allow it. If the server owner allows it, there is no problem with that, Rei just doesn't want people using his mod for cheaty purposes(Such as stalking and hunting players on servers where player-enabled maps are not allowed).
0
I think this is fine. There are possibly some other locations it could go for sure, but I don't see a problem with it going in here.
0
You need the mod to compare the version of the mod file used by the player(EG 2.3.2) and the newest available version. Most people seem to do this by hosting the version file(Either full mod, or just the version information, I don't know) on dropbox. If the player is offline, it fails the check, but still loads everything normally. if they are online, it checks the online file, and if they are different, it displays that message.
Hope this helps at least a bit, sorry I don't know exactly what is required to do all of the above, but I know thats basically what happens from a non-coding standpoint.
0
It appears to be a render issue with the Item at ID 1100, so whatever that item is, thats where the problem is most likely.
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I don't personally know of any, so I can't be of too much assistance, but I might recommend taking a look at the Twilight forest armors and how they're all coded, as the majority of them come with enchants by default in the way You're suggesting You'd like Yours to work.
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By that, I mean tat to install mods into 1.6.2/1.6.4requires one method, while other versions require slightly different methods, unless You use the newest vanilla launcher, in which case again, the instructions are different.
I would honestly recommend going to youtube and searching for tutorials on how to install mods, or picking a mod or two and going through the installation instructions. Every mod in existence(Any worth getting) will have a set of clearly explained Installation instructions. Follow them, and You should have no problems installing mods, but make sure You read through everything, otherwise you may miss some important information.
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As well, Chances are You need to get a newer version of CodeChickenCore for 1.5.2 as well, as there are two newer versions for 1.5.2 available.
Try updating Your CCC, and getting a slightly older version of NEI, and see if that resolves this issue.
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