You don't need universal electricity anymore. ICBM is independent.
Yes, but as you know, you need BasicComponents still and that is not obtainable by itself for MC 1.5.2. Pretty sure it should be included with ICBM like it is in AssemblyLine, AtomicScience, ElectricExpansion, etc. I see there is a BC submodule in ICBM, but that doesn't cover what ICBM needs I guess?
On another note, I am wondering why Biotech hi-jacks block ID # 1, which converts to ID # 257, which is Iron Pickaxe. This is with the latest 3 builds of Biotech on MC 1.5.2 & Forge build 688.
[INFO] [STDOUT] CONFLICT @ 1 item slot already occupied by net.minecraft.item.ItemPickaxe@4d19c0e7 while adding biotech.item.itemBioTabIcon@55c7a53c
[INFO] [fml.ItemTracker] The mod Biotech is overwriting existing item at 257 (net.minecraft.item.ItemPickaxe from Minecraft) with biotech.item.itemBioTabIcon
Naturally, there is nothing in the Biotech config for block ID 1 or 257. I kind of need the iron pickaxe to remain in the game, but Biotech is overwriting it. WTH? There is no Biotech page on this website that I'm aware of, so I'm posting here. I would post on universalelectricity, but the confirmation email system has been broken for so long that I gave up on it weeks ago.
I think it's because Basic Components hasn't yet updated to 1.5.2. Most the other mods have.
BasicComponents is supposed to be packaged with all the UE mods individually now. However, some mods aren't including it. I assume those mod authors didn't get the memo, hehe. ICBM is one of them that did not include the full BC. Mekanism is another, as is ComplexMachines and ElectricExpansion. I believe they have submodules for BC in them, at least ICBM does, but that does not cover all the files that ICBM needs to load.
Not sure how they could fail to include the pre-requisite in all of these mods (maybe they don't need BC like ICBM does), but basically you just need to include a UE mod that DOES include BC. I know that AssemblyLine and AtomicScience and FluidMechanics all include BC. I am using ICBM build 97 with AssemblyLine and Mekanism and some other UE mods and it all works.
What's the trick to installing this on mc 1.5.2? I know BasicComponents is built in to all the UE mods like ICBM, but I get errors about basic components when trying latest ICBM.
It seems like ICBM would come with BasicComponents like other UE mods do, especially since ICBM will fail to load without it. Just be sure to install another UE mod like AssemblyLine, then you'll get BasicComponents and ICBM will work.
What's the trick to installing this on mc 1.5.2? I know BasicComponents is built in to all the UE mods like ICBM, but I get errors about basic components when trying latest ICBM.
same issue
also it appears chickencore is intercepting all server events
2013-05-10 16:09:35 [SEVERE] [ForgeModLoader] Failed to transform class com.earth2me.essentials.commands.Commandlist using transformer codechicken.core.asm.ClassHeirachyManager. basicClass = null.
this error is an example, but pretty much seeing that for any bukkit command and bukkit plugin setting it self up. its becoming quite a nightmare.
why is chickencore trying to deal with classes is has nothing to do with?
we cant upgrade our mcpc+ either as chicken core doesnt work on 1.5.2 forge 690
is it possible you have accidently linked to a non working beta? as latest says 8.6.4 but the download is 8.6.5 that may explain the forge 690 crashes
shame as nei and enderstorage used to be so very handy, now they are the number one cause of agro on our server, but nei is too useful to remove (im not the only one thats getting crashes on our server all related to chiken core)
Just curious what happens when it crashes. Does the client just get disconnected or does the server crash and need restarting? I could deal with the former, but maybe not the latter.
I can't believe I'm about to go look at TMI...or VoxelGet.
I did a search of this forum for any issues using biomes o plenty mod with Ars Magica, didnt find the answer i was looking for... Is there any reason why structures and creatures from this mod rarely show up in Biomes O Plenty or in my current world not at all? If i have too, I will drop Biomes O plenty in a heartbeat to ensure my ars magica mod works as intended. I just love this mod, although i will miss the quicksand from the BoP Mod.
What version of BoP are you using? I have used 0.5.1 & 0.5.2 and had lots of Ars stuff generated all over the world. This was using MCPC+ for my server and my client based on MC 1.5.1.
Yeah it's kind of hilarious and don't get me started again, you might need some more popcorn for that movie of yours..! Well anyway My point is that' it's unrealistic to give away a mod for singleplayer and not for multiplayer.. As you kind of mention, anybody with a fast car, can cross the speed limit, without even thinking of doing it or doesn't even care about the speed limit..
And it's a good thing that you care about the wishes of the mod authors. However, they aren't giving the mod away for just single player, per se. They are giving it away for multiplayer, too. They just want everyone using the mod to obtain it directly from them - no mirrors or modpacks or redistributing of any kind.
I'll try the MCPC+ but sadly I have 1-2 mods that are injected in the minecraft_server.jar like Fighu commands (basically adds something like bukkit Essentials to the Vanilla server) if this mod doesn't work with MCPC+ I'M dead and won't be able to get to my /warp and /home at all so all that MCPC+ offers would be useless. I'll try it anyways just to see if I can get it working even without the Fighu's Commands mod.
If you put a non-Forge mod in the \mods\ folder, Forge will attempt to use the *.class files in the archive. I have seen a couple mods work like this when they say to put the files directly in the server jar. Of course you could manually recreate the warps and homes with Bukkit Essentials once you fire up MCPC+ and forget all about Fighu Commands.
You want to keep warps and homes, are you also wanting to use your existing world, not just the same seed? I haven't tried importing a world like that. It might not work so well, but it could if Forge versions match. Are you using Forge build 534?
You might also consider that a lot of Bukkit plugins are getting Forge versions or counterparts. Like Forge Essentials or Fighu compared to Bukkit Essentials, and DynMap has a Forge version, and there's MyTown which is like a Forge version of Towny. I've personally found that a lot of Bukkit plugins simply don't handle Forge mods that well. McMMO devs couldn't figure out why tools from mods like SimpleOres don't work with McMMO past build 1780, and they are build 2000 or so by now. Plugins that are supposed to handle block protection have issues with lots of blocks from FTB. LogBlock has a special MCPC+ version that supports IDs over 4096, but it won't successfully restore blocks with IDs over 4096 in practice. Then there are entities, like animals and mobs from AtmosMobs or ProjectZulu...those entities use Forge's entity handler so none of the Bukkit plugins can interact with them, like MobBountyReloaded that gives you money for killing mobs...it can't recognize any of my add-on mobs.
Anyway, good luck! Personally, I think you should just wait for FTB or an FTB-like modpack bulit on MC 1.5.1 or later, then either adapt it to MCPC+ or just use a Forge server.
a private 'modpack' for private servers where only a select number of trusted people go doesn't count, since it's not public.
that kind of policy is used for every existing mod, as long as it's private, nobody cares.
Well it was a good show, and I'm all out of popcorn. Thanks Charlie. No thank you to the moderators that deleted yours and my posts because I'm pretty sure they were hilarious.
I am not 100% sure what I'm talking about, but here goes:
Basically, Mo' Creatures is private. You can not include it in a modpack, like in a CLIENT modpack for users that are going to connect to your server (which is your intent, I believe), or any other modpack that you intend to make a copy of for anyone else.
Of course, there's nothing stopping you from building a client modpack and giving it to some friends and ignoring the policies of the mod creators, but be aware that you are breaking rules in doing this. You can also go over the speed limit on the highway and the cops might not be there to see you do it.
Just make your users download Mo' Creatures from here and give them a pair of customized config files in the modpack if you need to.
Dead horse is dead. May we please stop beating it?
You're hitting my curiosity here, is it really hard to get a working MCPC+ server if I already have a Heavy modded Vanilla server (FTB Ultimate but my own version of it created before they released theirs so not same IDs and configs and I have some extra mods like Mo's Creatures, Logistic Pipes and a lot of addons for Builcraft and IC2 that aren't in FTB either) The reason I ask is before we were using a Tekkit server (when it wasn't really welcome to use that and I totally understand why now) and it was so much awesome with all the plugins bukkit could support I had a lot of fun with some of them and had to abandon them since there was so much newer versions of mods that I wanted but they weren't in Tekkit. I finally gave up and got my hands dirty and created my Vanilla server out of 1.4.2 at first then updated everything when they were released for other versions up to 1.4.7 which I'm stuck with for now (RP2 is a basic component of all my world creations, can't upgrade without that awesome piece)
It's really easy actually. I would find the MCPC+ Legacy build that uses the same Forge version that you're currently using, or as close to it as possible. Run it once without any of your files put in, then stop it and copy your files over, like \mods\, \coremods\, \config\. Here are the builds of MCPC+ Legacy: http://ci.md-5.net/job/MCPC-Plus-Legacy/
I have built a few MCPC+ servers by using FTB Ultimate server pack and just copying the main folders into a bare MCPC+ server and it works fine for the most part. Then I put like 30 more mods on top of that and about 35 bukkit plugins. That's my 1.4.7 server. I have a MCPC+ based on 1.5.1 server as well with all the UniversalElectricity mods and around 60 other built-for-Forge mods.
One thing that might give you problems is if you have had to inject your minecraft server jar with any files manually. There aren't many mods that are like that though, so I'm guessing you'll be fine.
And one last note...your existing server sounds quite a bit like mine, with the addons to BC & IC2. I have tried all versions of Mo' Creatures combined with many versions of MCPC+ (and MCPC+ Legacy once they took on that name) and it always makes my client crash after being connected to the server for 15 seconds or so. I tested Mo' Creatures with MCPC+ and almost no other mods installed and had the same crash, something about tick and entities, I forget exactly. SIngle player, it doesn't happen, only when trying mulitplayer. Bloodshot probably knows why and could help me, hehe.
Anyway, I say give it a go, or wait for FTB to update to 1.5.1/1.5.2 with or without RedPower2. It sure seems like Eloraam should let active modders update her mod since there are hundreds of thousands of people waiting for weeks (months?) just for her mod to be updated. Sucky position for her to be in, but with fame comes uhhhh pressure to satisfy the masses?
Hello!I have a question. How can i disable the all (except cheese) ores' generation? (The amounts from ic2 and buildcraft is enough for me) Is there a such config option / etc.?
Isn't cheese the only ore it adds?
I know it adds oil to the overworld, which you can disable:
# Set to true if you do not wish for Galacticraft oil to generate.
B:"Disable oil Gen on Overworld"=false
0
Yes, but as you know, you need BasicComponents still and that is not obtainable by itself for MC 1.5.2. Pretty sure it should be included with ICBM like it is in AssemblyLine, AtomicScience, ElectricExpansion, etc. I see there is a BC submodule in ICBM, but that doesn't cover what ICBM needs I guess?
0
[INFO] [STDOUT] CONFLICT @ 1 item slot already occupied by net.minecraft.item.ItemPickaxe@4d19c0e7 while adding biotech.item.itemBioTabIcon@55c7a53c
[INFO] [fml.ItemTracker] The mod Biotech is overwriting existing item at 257 (net.minecraft.item.ItemPickaxe from Minecraft) with biotech.item.itemBioTabIcon
Naturally, there is nothing in the Biotech config for block ID 1 or 257. I kind of need the iron pickaxe to remain in the game, but Biotech is overwriting it. WTH? There is no Biotech page on this website that I'm aware of, so I'm posting here. I would post on universalelectricity, but the confirmation email system has been broken for so long that I gave up on it weeks ago.
0
BasicComponents is supposed to be packaged with all the UE mods individually now. However, some mods aren't including it. I assume those mod authors didn't get the memo, hehe. ICBM is one of them that did not include the full BC. Mekanism is another, as is ComplexMachines and ElectricExpansion. I believe they have submodules for BC in them, at least ICBM does, but that does not cover all the files that ICBM needs to load.
Not sure how they could fail to include the pre-requisite in all of these mods (maybe they don't need BC like ICBM does), but basically you just need to include a UE mod that DOES include BC. I know that AssemblyLine and AtomicScience and FluidMechanics all include BC. I am using ICBM build 97 with AssemblyLine and Mekanism and some other UE mods and it all works.
0
It seems like ICBM would come with BasicComponents like other UE mods do, especially since ICBM will fail to load without it. Just be sure to install another UE mod like AssemblyLine, then you'll get BasicComponents and ICBM will work.
0
0
Just curious what happens when it crashes. Does the client just get disconnected or does the server crash and need restarting? I could deal with the former, but maybe not the latter.
I can't believe I'm about to go look at TMI...or VoxelGet.
0
What version of BoP are you using? I have used 0.5.1 & 0.5.2 and had lots of Ars stuff generated all over the world. This was using MCPC+ for my server and my client based on MC 1.5.1.
0
Or better yet, use MultiMC and right-click your instance and choose "change LWJGL".
0
And it's a good thing that you care about the wishes of the mod authors. However, they aren't giving the mod away for just single player, per se. They are giving it away for multiplayer, too. They just want everyone using the mod to obtain it directly from them - no mirrors or modpacks or redistributing of any kind.
0
If you put a non-Forge mod in the \mods\ folder, Forge will attempt to use the *.class files in the archive. I have seen a couple mods work like this when they say to put the files directly in the server jar. Of course you could manually recreate the warps and homes with Bukkit Essentials once you fire up MCPC+ and forget all about Fighu Commands.
You want to keep warps and homes, are you also wanting to use your existing world, not just the same seed? I haven't tried importing a world like that. It might not work so well, but it could if Forge versions match. Are you using Forge build 534?
You might also consider that a lot of Bukkit plugins are getting Forge versions or counterparts. Like Forge Essentials or Fighu compared to Bukkit Essentials, and DynMap has a Forge version, and there's MyTown which is like a Forge version of Towny. I've personally found that a lot of Bukkit plugins simply don't handle Forge mods that well. McMMO devs couldn't figure out why tools from mods like SimpleOres don't work with McMMO past build 1780, and they are build 2000 or so by now. Plugins that are supposed to handle block protection have issues with lots of blocks from FTB. LogBlock has a special MCPC+ version that supports IDs over 4096, but it won't successfully restore blocks with IDs over 4096 in practice. Then there are entities, like animals and mobs from AtmosMobs or ProjectZulu...those entities use Forge's entity handler so none of the Bukkit plugins can interact with them, like MobBountyReloaded that gives you money for killing mobs...it can't recognize any of my add-on mobs.
Anyway, good luck! Personally, I think you should just wait for FTB or an FTB-like modpack bulit on MC 1.5.1 or later, then either adapt it to MCPC+ or just use a Forge server.
0
Well it was a good show, and I'm all out of popcorn. Thanks Charlie. No thank you to the moderators that deleted yours and my posts because I'm pretty sure they were hilarious.
I am not 100% sure what I'm talking about, but here goes:
Basically, Mo' Creatures is private. You can not include it in a modpack, like in a CLIENT modpack for users that are going to connect to your server (which is your intent, I believe), or any other modpack that you intend to make a copy of for anyone else.
Of course, there's nothing stopping you from building a client modpack and giving it to some friends and ignoring the policies of the mod creators, but be aware that you are breaking rules in doing this. You can also go over the speed limit on the highway and the cops might not be there to see you do it.
Just make your users download Mo' Creatures from here and give them a pair of customized config files in the modpack if you need to.
Dead horse is dead. May we please stop beating it?
0
It's really easy actually. I would find the MCPC+ Legacy build that uses the same Forge version that you're currently using, or as close to it as possible. Run it once without any of your files put in, then stop it and copy your files over, like \mods\, \coremods\, \config\. Here are the builds of MCPC+ Legacy: http://ci.md-5.net/job/MCPC-Plus-Legacy/
I have built a few MCPC+ servers by using FTB Ultimate server pack and just copying the main folders into a bare MCPC+ server and it works fine for the most part. Then I put like 30 more mods on top of that and about 35 bukkit plugins. That's my 1.4.7 server. I have a MCPC+ based on 1.5.1 server as well with all the UniversalElectricity mods and around 60 other built-for-Forge mods.
One thing that might give you problems is if you have had to inject your minecraft server jar with any files manually. There aren't many mods that are like that though, so I'm guessing you'll be fine.
And one last note...your existing server sounds quite a bit like mine, with the addons to BC & IC2. I have tried all versions of Mo' Creatures combined with many versions of MCPC+ (and MCPC+ Legacy once they took on that name) and it always makes my client crash after being connected to the server for 15 seconds or so. I tested Mo' Creatures with MCPC+ and almost no other mods installed and had the same crash, something about tick and entities, I forget exactly. SIngle player, it doesn't happen, only when trying mulitplayer. Bloodshot probably knows why and could help me, hehe.
Anyway, I say give it a go, or wait for FTB to update to 1.5.1/1.5.2 with or without RedPower2. It sure seems like Eloraam should let active modders update her mod since there are hundreds of thousands of people waiting for weeks (months?) just for her mod to be updated. Sucky position for her to be in, but with fame comes uhhhh pressure to satisfy the masses?
0
I know some vehicles work, but others don't. I haven't tested in single player yet.
Maybe someone out there knows which Flan pack has vehicles and/or aircraft that work well in SMP.
0
Isn't cheese the only ore it adds?
I know it adds oil to the overworld, which you can disable:
# Set to true if you do not wish for Galacticraft oil to generate.
B:"Disable oil Gen on Overworld"=false
0
I'm sure, since the current one is.