alright and then if it does work. in the launcher when you click add new mod pack and you paste in the link then it sais choose a new directory...how do you make it automatic and put it in your .technic folder like it does for tekkit lite voltz, classi ect.
Basically its a zip consisting of folders it will drop in the base directory of the "mudpack". So you put stuff in folders that are already existent and they will then auto put files/mods into what u have already in the mod directory. Sorry if my explanation wasnt very good.
im sorry if this isn't allowed if not just tell me and I will delete it but if anyone please can tell me if this zip will work..it has all the mod pack files in there th name of the pack is planet lite so yea xD
the structure looks fine, though I'd get rid of the temp directory as it is not needed and you really don't want to have every person download a 100+ meg file. you'll run out of bandwidth pretty fast so anything you can do to bring that down is good. also, minecraft.jar is in there, which is a bad thing.
Is not the first time it happens, but in the past, when tryng multiple times, after a while it end up to works... until now; now when I tryed to change modpack location (always using copy) it no longer works.. it load for like 2-3 minutes as always but then it give the "The Modpack Location you entered is not a valid location." error.
If there is not a fix for this, could someone suggest a functional free site where people can host?
Thanks for the attention
Eeew, I missed so many things! Thanks for the patience plow !
Yeah, this pack should have been a sort of private experiment, that's why it's so confusing, I noticed the thing about mods when it was "too late" but then I was already planning to substitute the remaining fail mods with official ones from the official websites of each.
Btw for what concern the dimension, c'mon we all have tryed crazy things, there are some packs out there like cap-hq extreme or project omnius that are almost that big too, for who has a NASA pc a pack like that results pretty cool to try out, (I confess, I stoped adding things when I ran out of ID xD)
Btw, for mods like presence footsteps or matmos that need a dependence resource pack, should I not even add in that case?
As for the size, if done for your own edification then more power to you.If you know your target audience, and you inform them of the limitations then again, go for it. However, the "large" packs you mentioned are built and maintained by experienced pack creators and aside from some implementation specific details are willing and able to manage it on their own. I am by no means suggesting you shouldn't ask for help, but do attempt to make sure you have all of the obvious problems fixed before doing so on a pack of this size.
Yah, you're right, I may started directly with an ambitious project, but once you start something it's natural have the wish to make it and finish it, well, I guess I'll have to study a bit of java too when I get the time
And yeah, is for my own satisfaction, all credits are belong to modders, I just liked combine the -imo- most suitable build for a good ludic experience and somehow for a self-challenge maybe, I'll let you know how it's going in case, thanks again plow
Uhm... well, I've worked on all the necessary and re-uploaded a "lighter" version of the pack, but the error seems remaining, I really dunno what to do, even if I make it weigh 384 mb it does not change, it's a problem that is persecuting me since I've been using copy as host..
this is the 495mb version btw
edit: no reason to let here the link if is not the modpack itself causing the "invalid url problem"
I've tryed with google drive too actually, let's see later if it works, but I'm not so optimistic, the technic platform accepted the link, but when I try to make it install it say "failed to download, contact the author blabla etz", probably I have to let to the platform enough time for memorize the changes
update; tryed One Drive too.
I don't get why, when I put a real direct link it does not works (Invalid location error), instead, if I put a non-direct link, maybe from the same exact site on technic platform it may "salve the changes".. btw when you go for download from the modpack section it fails (because in fact it is not a direct link, as mediafire et similiar)
Using GitHub seems to works!, in that case the Technic Platform save the changes and it also download the file, this fact prove somehow that the problem is not in the modpack itself, it's related to copy.com, that's weird...
Anyway, unluckly, I am not very practical with Github :/
when the launcher download the repository in the cache as a zip named with the version of the modpack and it try to extract, it does not directly extract, bin, config etz, but it extract a folder (in my case called repo-master, ("repository name"-master)
I have been searching the forums for about an hour trying various things (such as F3+S to reset sounds & syncing up my assets folder with the vanilla install version) but have not been successful in solving the problem.
I have a hunch this issue is related to the LWJGL version being used. I downgraded the version however the technic launcher keeps upgrading it when I launch (even when I rename the files to match). I am guessing that the launcher uses MD5 to determine if the file has changed and if so, replaces it with the "correct" version.
the reason why there is no sound is because, when technic launcher installs the packs it replaces the .ogg files by turning them into folders. so i advise that you just delete the music, records sound and sounds and replace them with this "thanks to immense"
It force overwrites it every time it launches the game. (I went to an extent to try to prevent overwrites, and if I got it not to overwrite it simply halted game launches and wouldn't start) It downloads and forces this 2.9.0 version to vanilla minecraft, all modpacks, tekkit, voltz, the big dig... everything.
Verify for yourself! Go download the real vanilla minecraft 1.7.4 from mojang, use their launcher, and then after it loads and audio DOES work, check the file versions of the jlwgl in the folders there, they are running 2.9.1
I downloaded the file posted above but when I went into my assets folder there were not any sound files of any sort, just a couple called avatars and packs. I dropped the file in there anyways and it didn't work.
I read what Lathan posted above, did some digging around and found that in the cache folder, there is another called "org" which has a file called "lwjgl", sure enough the files within were at 2.9.0 as he said they were. I downloaded a file for a 2.9.1 lwjgl(found here: ) and tried replacing them but when I loaded the game the files were reverted back to the original 2.9.0.
I've been promising it, and now here it is PlusBlock v1.00! I don't know about you but I was getting tired of waiting for a new Feed the Beast challenge map to appear so I decided to make my own! Plus Block isn't just a challenge map though, it's a great way to start off any game of PLUS+ Plus Block lets you play any map and have more fun doing it!
The first chamber is world select room. From here you can craft anything you need to begin your game in the world of your choosing! Remember to bring a modified Link Book back to the Plus Block if you make any custom worlds.
These challenge worlds come pre-packed with Plus Block. Normal Skyblock is challenging but fun even for vanilla play. Skygrid is a different take on a skyblock map; very fun! Skyblock Hard is under development.
The most important feature of Plus Block are on the sides! From here you can redeem variety of challenges for Diamonds, then use those Diamonds for great items! All of the challenges have been selected to be interesting to do, and also fun on a Skyblock (though a normal world would be fun too!). The prizes are the best items of the best; and also the most irritating to craft. Now you can build a cake factory and redeem your efforts for a sweet Gravity Suit! All challenges and prizes can be completed multiple times.
I'll have a chance to play around with it in the morning, but I just wanted to provide some first thoughts on this map. Mainly, I really like that you went with trade-o-mats. They're one of my favorite items, and you don't see people using them all that much. Secondly, I understand the need to make the map out of indestructible blocks. However, I've always felt that the bedrock texture was a bit ugly. If you were to update this map, try to add some other colors on top of the bedrock, or even hide it behind microblocks. you could even use the forcefeild camouflage upgrade to replace the bedrock.
is there a way to increase the permmemory for a modpack in the launcher, I tried to use this, but it worked until I tried to use a CC turtle, thats when it crashed and said out of perm-memory. I know how to make it work for the regular minecraft launcher but not technic launcher
I want to play Minecraft Fallout! I'll need a Laser Rifle, a Ripper, and some Power Armor to do this properly. Being Fallout I also bought a stack of Nukes. Just put the Diamond Blocks into the slots on the top and get your equipment. Electrical Equipment comes fully charged (recharge yourself!). Magical wands can be recharged by the repair station the the world select room.
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