So I wanted to make a mod pack for myself and a few friends so they could learn how a lot of the mods work and not have to actually go about editing files. Unfortunately I can't seem to get it to show up in the twitch launcher so they can directly download it. A very old post has suggested that it might be because they pack isn't listed as release edition. However I can't seem to find a way to change the pack itself to release edition aside from deleting and remaking the pack. I'm unaware if the files being set to release edition will change this, but I'm not 100% comfortable calling it "final" in any way considering it's currently lacking about a third of the quests it needs. My friends were wanting me to just release what I have before you ask, and the mods that didn't have quests have guidebooks or are extremely straightforward anyway. Plus the site rather clearly state that just deleting it and trying to re-upload the pack with no changes is against the rules.
I've also seen some suggestions in said older post that it could be a licensing issue. I'm unsure of the difference between a lot of the licenses that are selected for it so I just set it to public domain to be safe. However that's had no noticeable effect. Any assistance would be greatly appreciated!
Update: I found a work around by using google drive to disseminate the files. However I'd still like to get this sorted for future reference in case I want to make a more public mod pack in the future.
Hey, I've totally run into the same problem. I'm in quarantine and just got into modding and making my own modpacks so I'm pretty new o this kind of stuff. Could you go over in more detail how you worked around it? Also, my modpack won't launch for me it's not just that it doesn't show. I tried everything I can think of and I'm pretty stuck.
My work around specifically only worked because I was making the modpack for my friends. Specifically I just uploaded the export file to google drive and shared it with my friends that way. I still haven't gotten it to actually function in the twitch launcher. My guess is that I listed it as an alpha project rather than a release project with alpha files. I could probably correct it by deleting the current project and effectively reposting it with a few alterations and the project actually set to release.
As for failure to launch; if it was a mod conflict then you'd probably get a big error about one mod not liking another and that would be fairly easy to fix. You just remove the mod you want the least. However if it just crashes during the boot phase, it might be a case of you've made your modpack too large for your PC to handle and you need to cut back on the amount of mods you're using. Really, most modern machines will start to run into trouble at around 60-80 mods with particularly bad pcs probably only able to handle 40 or less. That includes things like code libraries to make other mods work. It could also be a problem with your shaders as they destroy performance without mercy.
My suggestions are as follows; if it's straight failing to launch, delete the modpack, and start from scratch. You're going to basically have to go back to the drawing board and determine it is you really want your modpack to do. If it's a case of failing to finish booting then you're going to have to cut some mods. My suggestions are redundant ones such as picking a single tech mod to use (my preference is mekanism, but people are most comfortable with thermal)), a single focal magic mod, and at least one exploration mod to give reasons to leave your base. After that, quality of life mods will get you to that lower limit pretty quickly.