Trying to create a pack, nothing want to work.

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RitoruSuta

New Member
Jul 29, 2019
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For the last couple of hour, im desperately trying to make a pack with no avail. In a way my modpack is quite simple and don't understand what wrong. It abit similar to an older pack i've made with a few addition and updated mod.

Im using MultiMc and FTB Lite 3 as Instance to help me build the pack. Using Forge Version 10.13.4.1566, it the minimun for certain mods.

Here the mods list:
1.7.10 Folder:
bspkrsCore 6.16
Baubles 1.0.1.10
CodeChickenLib 1.1.3.138
commons codec 1.9
commons compress 1.8.1
ForgeMultipart 1.2.0.345
ForgeRelocation 0.0.1.4
ForgeRelocationFMP 0.0.1.2
FoxLib 0.7.0
MrTJPCore 1.1.0.33

Mods:
ArmorStatusHUD 1.28
StatusEffectHUD 1.27
Bagginses 2.1.1
bdlib 1.9.3.107
Binnie Patcher 1.6
binnie mods 2.0 pre14
Carpenter's Block 3.3.7
Chisel 2.9.5.11
CodeChickenCore 1.0.7.47
CoFHCore 1.0.7.47
cookingbook 1.0.134
D3Core 1.1.0.31
extrautilities 1.2.12
fastcraft 1.21
GreenThumb 1.1.0.8
Hats 4.0.1
InGameInfoXML 2.8.1.82
InpureCore 1.0.0B9-62
InventoryTweaks 1.59-dev-152
Jabba 1.2.1a
littleMaidMobX (Sound File)
littleMaidMobX 0.1.1
MapWriter 2.1.10
MineFactoryReloaded 2.8.0-104
ModchuLib v10f
Morpheus 1.6.10
MultiModel_DefaultModelSet v1_6_2-1_8-22f
MultiModelSet v1_6_2-1_8-22c
neiaddons 1.12.14.40
NotEnoughItems 1.0.5.118
NotEnoughKeys 3.0.0b43
OpenBlocks 1.5.1
Pam's HarvestCraft 1.7.10Lb
Pam's Simple Recipes 1.7.10a
PlayerFormLittleMaidFML V1_6_2-1_8-v7b
ProjectRed 4.7.0pre12.95 (Base-Compa-Fabrication-Integration-Lighting-Mechanical-World)
RecurrentComplex 0.9.7
RedstoneArsenal 1.1.1-89
ResourceLaoder 1.2
SimplyJetpacks 1.5.2
SmartMoving 15.6
SolarFlux 0.8b
SpiceOfLife 1.3.1
Storagedrawes 1.6.2
supercraftingframe 1.7.10.3
Tails 1.4.1a
Tconstruct 1.8.8
Thaumcraft 4.2.3.5
ThermalDynamics 1.1.0-161
ThermalExpansion 4.0.3B1-218
ThermalFoundation 1.2.0-102
TiCTooltips 1.2.5
trashslot 1.0.31
twilightforest 2.3.7
Waila 1.5.10
WailaHarestability 1.1.5
witchery 0.24.1

Edit: I've Downgraded bspkrsCore to 6.15 and added OpenModsLib 0.9.1, minecraft now execute but instantly crash.

Crash Log 2016-04-20_03.41.26

Edit 2: I've removed Binnie mod and patcher and the game start. Also added missing IchunLib 4.2.2 , LunatrusCore 1.1.2.21 , IvToolkit 1.2.1 , PlayerAPI core 1.3... and somewhat even if it in the mods folder, minecraft kept asking me ''PlayerAPI : minimun version 1.3'' . Honestly, do mdded minecraft need to be that COMPLICATED with all these lib and core and etc...
 

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RitoruSuta

New Member
Jul 29, 2019
33
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Argg, i want to tear my hair out >_<

After spending the last 20 minute downloading, downgrading and instaling more Lib,Core and etc. The game finaly load at the end and BAM crash...
Sorry, im kinda loosing patience here, i just want to play a small made modpack, it want me to double is size just to have more crash at the end -.-

Here the crash log.
 

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  • crash-2016-04-20_04.15.46-client.txt
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Senseidragon

Well-Known Member
May 26, 2013
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319
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You may be having issues with those PlayerFormLittleMaid mods -- not sure but at least one of them looks like it's not for 1.7.10.

Edit: Specific to your crash log though, it's griping about the Smart Moving mod. Try simplifying your mod list first to get it working, then add extra mods you desire one at a time to make sure they work correctly.

I'd try dumping the SmartMoving and all LittleMaid mods first, then see if you can correctly load the pack. If all is well, then try re-adding just the LittleMaid mods and re-test. Repeat till everything works, or you find the mod that crashes you.
 
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RitoruSuta

New Member
Jul 29, 2019
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I've tried without what could migth be affecting player model : Hats and tails and disasble modchu little maid. Still crashing. I was able to make it work without SmartMoving but i kinda not want to mess disabling 1 by 1 to find with mod is causing compatibility issue. Same for binnie mod, the game simply wont start.

Anyway, is there a way to completly remove ForgeMultiPart in this Pack? it kept re-appearing.
 

Azzanine

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Jul 29, 2019
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Forge multipart is integrated in to forge and usually a requirement for other mods. I wouldn't remove it unless you like crashes.

Smart moving tends to not work well with a lot of mods. At best you will end up with screwy animations e.g the model for Flaxbeards Steam Power will always be facing north. It's because it totally replaces vanilla movement classes and mods work with that vanilla code.

Binnies mod must still be utilizing old forestry versions. There's a mod called Binnie Patcher that could help you with that.

Also another question, is there any reason you don't just use the curse voice launcher? Its much much more user friendly for total novices. Only drawback is you are limited to the mods hosted on curse. Which is quite a vast selection, but devs seem to be justifiably reluctant to host their mods with Curse. So there's a chance you might have one mod you can't download simply. Luckily you can add it manually as you would with MultiMC. Curse launcher even DLs nessesary core mods too.


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RitoruSuta

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Jul 29, 2019
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I didnt hear of it. While a can understands english and write it ok, im very bad speaking it as is not my native language.

If it some sort of Lib, ok but anyway of removing the microblock? I dont use much these and it probably taking up some resource too. About binnie, i've used the patch but still not work. Ik there a pack ''Bee Happy'' that have those and work, but because it a HQM pack, i cant really mess with it.
 

Azzanine

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Jul 29, 2019
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Unfortunately the forge multipart thing is hard coded in to forge. And some mods use them as part of their functionality. Extra Utilities uses them as their covers and they are used by ProjectRed to block signals and to create covered cable.

I also think you have actually made your job harder by using another pack as it's base. Especially one I think hasn't been updated in a while. Chances are a lot of the mods in that pack might not work with the later versions of Forge.

TBH I think you should really look in to the Curse Voice Minecraft launcher. Only sucky thing about it is it requires Curse Voice which can sometimes be invasive on other games. For Eg it has an overlay for League of Legends that no one uses, you then have to turn it off.
But the mod pack launcher is great. Start a new instance of the minecraft version you want, select the version of forge you need and press the more content button and just browse and install from the selection of mods. As mentioned it will also install core mods and libraries for you.

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MacAisling

Popular Member
Apr 25, 2013
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Kearneysville, West Virginia
On the Mac side of things, I never could get MultiMC to work right with a 1.7.10 pack, not even an unaltered instance of an FTB pack. Luckily for me, the latest vanilla launcher runs properly on the Mac with new versions of java & is easy enough to build a pack on, once you get the hang of all those cores & libs.
 

Azzanine

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Jul 29, 2019
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Manual pack making is just a case of doing your homework and dealing with crashes as they come.
There is a reason that groups like FTB are a thing.
Making a functional pack with > 10 mods can get tricky.

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joshwoo70

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Jul 29, 2019
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azzanine is true. for beginners it is tricky to pick and choose what mods to use. I also have a modpack if you want to have a spin. up to you :)

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RitoruSuta

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Jul 29, 2019
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What was really stop minecraft to start up was Random Thing and FastLeafDecay, other part is binnie and is patch. I'll try to check what mod version ''Bee Happy'' are to be able to run that mods due how similar my pack is atm. But i also check curse laucher when i have a bit more time.

A quick question, as i have these mods : Tinker Construct, Red power, Thermal Expansion & Forestry, should i increase some Ore Generation? With one and how much?

azzanine is true. for beginners it is tricky to pick and choose what mods to use. I also have a modpack if you want to have a spin. up to you :)

What i found more complicated, is configuring stuff lol, but im curious, what type of pack?