I'm not sure as to why, but its tile rendering issue with the mod "more{4.0} [M-Ore mod] (M-Ore 4.0.jar)"
**I just checked the mods devs page, says "The mod has a bug, because of this bug you can't play with it on server, I'm going to fix it with next version."
As a replacement, I'd recommend swapping it for http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1295123-metallurgy-4
which works well in SMP and is a little further along in development. gl!
Weeeh-kay theres more the one error going on in there. So will try in steps of what I can spot at least;
"The mod AnimationAPI was not found on the server you connected to, but requested that the server side be present"
"The mod MutantCreatures was not found on the server you connected to, but requested that the server side be present" *You haven't moved the two mods, AnimationAPI and MutantCreatures, onto the server mods folder.
"Mismatched items : {1808=(Item 1808, Type mods.immibis.tubestuff.ItemTubestuff, owned by ImmibisCore, ordinal 0, name machine, claimedModId null, Item 1808, Type thehippomaster.MutantCreatures.SkeletonArmor, owned by MutantCreatures, ordinal 1, name null, claimedModId null)}" *Under the config for MutantCreatures, there will be an item id area with "1808" as one of them, you will need to try to change this number to a different unused id number. This can take a few tries, or you can do an NEI item ID dump to help find free ones.
Yeah forge and java 8 dont get along well yet sadly it seems. Check your java panel in the control panel. In there under the 2nd tabs "view" option you may be able to set 7_67 as the default if you still have it installed. If not you can still manually install 7_67 from here:https://www.java.com/en/download/manual.jsp
"java.lang.IllegalArgumentException: Slot 2815 is already occupied by vazkii.tinkerer.common.block.kami.BlockWarpGate@144ada3 when adding info.jbcs.minecraft.chisel.BlockMarbleStairs@1e3de53"
Thats an item id conflict, these can be pretty common with FML. You'll need to go into the config file for one of those mods, (i'd recommend chisel, remember it having a lot of items ids), and alter the item that is set to that number to a new unused one.
The 1.6.x versions of damageindicators I believe is where it was swapped to client-side only from then on, try removing that, specially since error refers to keybinding.
When you set the border with worldborder, you still need to have the server generate the map up to that border. You can do this using the "/wb fill" command. It will give you some text asking for conformation and then start the process of generating the actual terrain out to that border. It can take a fair while depending on the server etc.
Looks like an issue with EnderStorage{1.4.4.6}, try removing "EnderStorage-1.7.10-1.4.4.6-universal.jar" from the mod folders both client and server side.
From the log it looks to do with client side rendering of a natura leaf block. I'd recommend removing the shaders mod and trying with out it, may want to remove optifine as well just as part of the test.
In your .minecraft folder there should be a folder called logs, it should contain a number of text files labeld "fml-latest" etc, and those logs might contain some info on the cause. It may also say in the launcher log if you set it to stay open after a crash.
Hey, if you deleted your .minecraft folder your going to need to download and install forge again. Can download the installers from their site here: http://files.minecraftforge.net/
So from the console "op knucklez107" does not work..hmmm, what do you have for plugins on the server? If you have a permissions plugin, you'll need to have op permissions added on it, and in some even need "allow op" setting enabled.
At the moment, probably best to use the latest version of java 7: https://java.com/en/download/manual.jsp (just a heads up, you'll want the 32bit windows version for that pc)
You will also need to either uninstall 8 or set 7 as the default version to use in your windows control panel java settings. (Control Panel->Java->Java"tab") Enable 1.7.0_67, disable others.
Things like pixelmon are forge based mods, meaning that you would have to use forge based server to host them, like cauldron. Now cauldron works fine with bungeecord in theory for making hub servers but where you run into issues would be client-side right away. Forge mods require a modded client to match each pack, so to play pixelmon, you need client with that pack and forge installed. You can use things like custom launchers (ATL/technic) to do so on mass, but a right pain to swap from one mod pack to another regardless.
The next problem is hub server in general. You can run it all through one server using different world (like http://dev.bukkit.org/bukkit-plugins/multiverse-core/), but with any amount of people on would likely start to suffer performance issues. To get around this most hub servers use a system like BungeeCord to link multiple servers together to a hub server. Usually well having to store player data on an external database as well. If this all sounds very complex/difficult/and expensive, thats probably because it is, and I'm likely missing huge issues. This is likely why only some major networks with good staff and budgets tackle that kind of stuff successfully.
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**I just checked the mods devs page, says "The mod has a bug, because of this bug you can't play with it on server, I'm going to fix it with next version."
As a replacement, I'd recommend swapping it for http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1295123-metallurgy-4
which works well in SMP and is a little further along in development. gl!
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"The mod AnimationAPI was not found on the server you connected to, but requested that the server side be present"
"The mod MutantCreatures was not found on the server you connected to, but requested that the server side be present"
*You haven't moved the two mods, AnimationAPI and MutantCreatures, onto the server mods folder.
"Mismatched items : {1808=(Item 1808, Type mods.immibis.tubestuff.ItemTubestuff, owned by ImmibisCore, ordinal 0, name machine, claimedModId null, Item 1808, Type thehippomaster.MutantCreatures.SkeletonArmor, owned by MutantCreatures, ordinal 1, name null, claimedModId null)}"
*Under the config for MutantCreatures, there will be an item id area with "1808" as one of them, you will need to try to change this number to a different unused id number. This can take a few tries, or you can do an NEI item ID dump to help find free ones.
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It snuck back into your server-side again
Edit: also since you've changed item ids in your configs, make sure you copy your clients config files to the server so that the two match.
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Thats an item id conflict, these can be pretty common with FML. You'll need to go into the config file for one of those mods, (i'd recommend chisel, remember it having a lot of items ids), and alter the item that is set to that number to a new unused one.
This could occur quite a few times as mods overlap on id numbers, since you have NEI installed, if that happens check out this guide on how to make a id list dump to help yourself out. http://forum.feed-the-beast.com/threads/guide-resolving-block-conflict-ids.30682/
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The 1.6.x versions of damageindicators I believe is where it was swapped to client-side only from then on, try removing that, specially since error refers to keybinding.
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You will also need to either uninstall 8 or set 7 as the default version to use in your windows control panel java settings. (Control Panel->Java->Java"tab") Enable 1.7.0_67, disable others.
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The next problem is hub server in general. You can run it all through one server using different world (like http://dev.bukkit.org/bukkit-plugins/multiverse-core/), but with any amount of people on would likely start to suffer performance issues. To get around this most hub servers use a system like BungeeCord to link multiple servers together to a hub server. Usually well having to store player data on an external database as well. If this all sounds very complex/difficult/and expensive, thats probably because it is, and I'm likely missing huge issues. This is likely why only some major networks with good staff and budgets tackle that kind of stuff successfully.