Issues with trying to add GC to any other mod pack

madhatterak

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Apr 24, 2014
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So why does it seem that even the 'stable' versions of GC won't work with any mod packs other then it's own? I've tried running it with Monster and Techworld 2, and in both cases it runs fine until i start to actually use the mod items. ie. I build a coal generator link it to a circuit fabricator or a compressor so I can make anything, and it crashes. I'm getting really annoyed...any help would be appreciated.
 

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Ezer'Arch

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May 18, 2013
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ezerarch.com
Hey,

You are using an outdated version of GC (r800), could you try the version 1010 to see if it works? Please, don't forget to make backups.

I have to note GC 1.6.4 partially supports UE.
 

Blaze the Fox

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Jan 28, 2014
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So why does it seem that even the 'stable' versions of GC won't work with any mod packs other then it's own? I've tried running it with Monster and Techworld 2, and in both cases it runs fine until i start to actually use the mod items. ie. I build a coal generator link it to a circuit fabricator or a compressor so I can make anything, and it crashes. I'm getting really annoyed...any help would be appreciated.

Did you copy the config files from server to client so they match between the two?
 

madhatterak

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Apr 24, 2014
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I'm not running a server just stand alone client right now, and I was running r800 after starting with the most recent was where this issues started. Went to r800 as it was listed as stable and is what FTB Lapito's GC modpack was using. Am currently running that pack with a few add on's and thus far no issues, but I haven't built any GC items yet.

Basically what I'm doing right now is trying to get Monster to integrated it successfully for when I am able to setup a server. So until I can get it stable I'm playing FTB LGC to play with the mod and try and get to mars.
 

Blaze the Fox

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Jan 28, 2014
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The best way I see being able to do this is to try again with the latest Galacticraft as it's stable, maybe try re-downloading the Monster pack. There are many issues with adding Galacticraft to Monster FTB, such as chest-spawn errors and crashing when going to the Moon/Mars. Dragon API for Reika's mods needs modification to work. If you are creating a pack with Galacticraft as the focus then it may be an idea to cut down on the mods. If not you may have to leave it out until the problems are fixed, either by Micdoodle or another mods maker.
 

EnderSpace

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Oct 29, 2013
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The Edges of Space
Tips :
1. Download the latest version of your mods

2. Backup your Minecraft

3. Give more memory to minecraft

4. Buy better Graphics card

when I follow this tips no mod crash happened to me
Even Unbelievable Shaders mod
 
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madhatterak

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Apr 24, 2014
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Thank you for the explination that actually says what the issue probably is. Im still notsure just what i want the pack to be in the long run which is kinda why i was trying to play it with monster, then simplified to techworld 2. Being a techy in the real world i liked the idea of having a tech based pack withes much tech oriented stuff as possible. But its not working there either. Last night I started play LGC on FTB and added a few simple things, tinker's, damage indicators and such. Only running 53 mods and so far so good. But haven't started building for for launch yet. But thank you for the tip of starting with full recent downloads. I'll try that with tw2 and see if that helps.

Thanks all. Happy mining!
 
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Blaze the Fox

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Jan 28, 2014
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Tech World 2 is a pretty good pack as it is. You will probably find people won't use many of the mods anyway. I think Dragon API and Galacticraft have issues but it can be fixed, the solution is on the forums.

Fun fact: I'm pretty sure Reika's power system works with Galacticraft. Reika says it shouldn't but I am sure I have seen it powering Galacticraft machines without UE installed. Forgive me if I'm wrong.
 

radfast

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Staff member
Apr 27, 2014
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@madhatterak, you have had good answers from the guys here already - thanks guys, help yourselves to cookies. :)

To clarify a few things:

- Galacticraft aims to be compatible with all mods included in popular modpacks. If you have compatibility issues which cannot be resolved in configs (the standard conflicts like item ID clashes, or key conflicts, can be resolved in configs) then we definitely want to hear about it.

- Galacticraft is (or aims to be) 100% compatible with three important power systems in Minecraft, that's IC2, Buildcraft and Thermal Expansion. Because almost every other mod is also compatible with those systems or one or two of them at least, then in most modpacks, power in Galacticraft should just work. Even if none of those three other power systems is installed and you are using something very different, you may find that Galacticraft power still works because both mods (Galacticraft and the other one) are converting to/from Buildcraft "under the hood".

- Galacticraft is a complex mod which makes a lot of changes to Minecraft - adding new dimensions, different gravity, a new inventory tab, a lot of changes to how the player works (for example, taking damage if in an airless environment), and a lot of rendering changes which change how things look (for example, helmets and oxygen gear on players, and different skies on different planets). Some of these things might cause a few incompatibilities but we will do our best to fix major issues if Galacticraft is the cause.

- Galacticraft injects a few bytecode changes into vanilla Minecraft files to achieve what it needs to do. This can cause hard-to-resolve incompatibilities with other mods which also make bytecode changes - especially if they affect rendering. We aim to have compatibility with Optifine and similar mods. Some other more specialist client-side mods may not be 100% compatible, for example VoxelModPack causes crashes with some Galacticraft machines. Hacked clients definitely might not be compatible.

- One occasional problem is if another mod incorporates the Galacticraft API into its .jar file, if that other mod used an outdated Galacticraft API. The most known example of this is Dragon API. There's nothing at all micdoodle8 can do to fix that, it needs Dragon API to update to a more recent version of Galacticraft API, and also (ideally) to not include the whole of the Galacticraft API but only the files that it actually requires. Players / server owners / modpack makers can fix it themselves. Best way to do that: is unzip the Dragon API .jar, pull out all the Galacticraft API files from it, and rezip. (The modpack will then adjust to using the correct up-to-date Galacticraft API from Galacticraft .jar, when the server starts.) Or, a quick and dirty fix which sometimes works is to rename the other mod's .jar file to any name which comes after 'G' in the alphabet. If neither solution works then the only possibility would be to roll back to an older version of Galacticraft to match the outdated API, but that would kinda suck.

Some examples of modpacks which include Galacticraft, alongside a huge number of other mods: Tekkit, Voltz, Attack of the B Team, Lapito's, Resonant Rise. Obviously Galacticraft is fully compatible with everything in those modpacks so you can look at the modlists to see what works. Galacticraft can also be added into FTB with success once the Dragon API issue is corrected (see above).

Note: I'm not sure why 'full' compatibility with UE would ever be needed. Even UE mods are not always in fact using UE to communicate between themselves. In Voltz, which is the quintessential UE modpack, the UE mods (for example, Atomic Science and ICBM) can sometimes in fact be using Buildcraft or IC2 power interfaces to communicate between themselves - so things are not always as they seem. Trust me, Voltz is something I know a lot about.
 
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