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    posted a message on Newbie Confusion

    What Curse wants for modpacks is them to be using a manifest and modlist files, you can do this when exporting a modpack as they will be created/appear in the zip file with the selected things of configs, mods, saves and so on.

     

    Just upload the exported modpack to the curseforge site and your good to go. No configs/mods/saves manually put into the folder and zipped up, I learned that the hard way. They want it to automatically be sent to users when they choose to download the modpack basically through Twitch.

     

    The only other thing I can think of is maybe the licenses of the mods but I'm not sure as I've not encountered this being the case when uploading modpacks.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Crash, please help.

    The only thing that stands out in the crash report from what I understand is the alcohol mod conflicting, otherwise I can't tell much else and would have to disable/remove mods one by one to work it out due to my limited understanding of crash reports.

    Posted in: Non-CurseForge Modpacks
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    posted a message on RAM questions

    3GB+ I think is good enough for a lot of mods but 4GB+ is usually what people go for or the recommended.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Search a Mod

    Your very welcome MineplayerHDYT. :)

    Posted in: General Discussion
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    posted a message on Search a Mod

    Do you mean as in a mod that can send (for example) food to the player's inventory and you can use a hopper to send food through that block to your player inventory/HUD?

     

    If that's what you mean then I think 2 mods cover that sort of possibility (to my knowledge at least).

    -Advanced Inventory Management

    https://minecraft.curseforge.com/projects/advanced-inventory-management

     

    -PneumaticCraft

    For 1.12.2 versions of Minecraft: https://minecraft.curseforge.com/projects/pneumaticcraft-repressurized

    For 1.7.10 versions of Minecraft: https://minecraft.curseforge.com/projects/pneumaticcraft

     

    If your looking for mods that have items that add an auto-feeder that sits on your hotbar/first 9 slots you place your tools and food into (or you can wear in your armour slots) then I think your looking for something like this mod here:

    Coolers (for 1.7.10 and 1.11.2 of Minecraft)

    https://minecraft.curseforge.com/projects/gud_coolers

     

    Auto Feeder Helmet (for 1.12.2 of Minecraft)

    https://minecraft.curseforge.com/projects/auto-feeder-helmet

     

    I hope that helps.

    Posted in: General Discussion
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    posted a message on My modpack - log out to title screen

    Your welcome. My PC can somewhat run 4GB packs but I refuse to usually run packs that big, I can, I just don't choose to.

     

    Notepad++ should make it easier since it works out each line, or at least from what I did when checking a crash report real quick and comparing it to configs I guess which benefit more from using it.

     

    Hmm, I don't know if there is but I've just picked up on simple things like the E in crash reports means Errored. Knowing the different between 1.7.10 and 1.12.2 crash reports can take a bit for me to work out but either way something like UE or UCE or UCHE or so for 1.7.10 or was it 1.12.2? I know they differ at least but that's the easiest way to work out the conflicts 'if' it is that type of problem. It depends on the stage the mod has loaded, whether it's textures, functional code or other aspects really. It's why I'm glad they added the loading bar with Forge when they did, it's super helpful. :)

     

    I only just noticed Minechem did have an error after checking the crash report again. Oops. But it might not be the only mod of course. :)

     

    If I had to say other things I'm not too sure of stating but is something I try to look into, I think maybe if a crash report has outputs about a mod not acknowledging something you might be able to tell the causes, but it's not always the best way to go if the mod just doesn't use it, like a mod using certain opportunities it will say it will use it or reject it/ignore it. I just see what I can make out of the outputs but most of the time it's usually something else. But by reading it through, it gives you an idea of how mods load and what they do and don't use based on the partly readable responses based on what people do know the words to mean I guess. That and I'm not able to understand it all since I'm no skilled Java programmer that will work it out based on said responses in the crash reports or more subtle details obviously.

     

    I'd say maybe check out some crash reports on the MCForums where lots of people post them to get help, many of the common users that have an idea of how to read them will give you an idea of what the cause could be. I know it's not a 'great' recommendation since you can't read it but I guess it could work I guess.

     

    For example some will state they need something like a core mod in the Head of the report besides just that it errored with E like mods that require/borrow code from other mods that are Libraries or API more so than Core mods by a mod dev team, while others are more complex. But maybe that's my guess work rather than reading it for all I know. *shrugs*

     

    It's why I go for the practical approach that's tedious if I can't read the reports, since I know I either I stuffed up the modloader (Forge, Rift, Fabric) or Minecraft version setups or the mods don't support/crash for other reasons, and if neither works then I of course go to a developer since it's out of my depth.

     

    Hopefully that helps even if it's not much.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Need Help Installing John's Virginity3 mod

    Your welcome. :)

    Posted in: General Discussion
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    posted a message on My New Update Won't Approve

    It should state in notifications or on the 'dashboard' the status, but otherwise the page of the modpack (where it would say that it's experimental if you had enabled that or seen it with other mods) should state reasons by the moderators why it wasn't successful and that you should change it to suit that. If not then it might be the way you exported the modpack, do it the way Curse/Twitch Launcher does as you need a modlist file and manifest file or else just folders with mods, configs, or saves and so on without those two files and they won't allow it to be approved due to the automation those files do to be imported to users on the Curse/Twitch Launcher.

    Posted in: Modpack Discussion
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    posted a message on Need Help Installing John's Virginity3 mod

    It's a texture pack/resourcepack so you put it in the resource packs folder NOT the mods folder. Try with or without unzipping and see what works from there.

    Posted in: General Discussion
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    posted a message on Fun Size Craft! Lightly Modded With Tinkers' Constructs+addons, Refined Storage, Mekanism Plus More! 24/7 Web/Discord!

    Sounds like fun and the mod list is interesting from what I've come across usually.

     

    Important question though, for me in the past I've had trouble with servers due to ping or locations where the servers are due to my region/country where I am being further away than the servers.

     

    Can you tell me the region?

     

    That way I can determine if it's possible for me to join and so I don't waste anyone's time but obviously will or won't be able to join based on knowing this of course.

    Posted in: General Discussion
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    posted a message on Something to spice up my game

    What types of mods/things do you do in the game that you would want to add? Exploration/Adventure, Gear (Tools & Armour or Shields), Building Options, Structures, Dimensions, Technology. Think about some of those and take a look. I could recommend some but I'd like to know the answer to this first before I recommend any so I know what your after instead of just saying anything even besides what you have mentioned only giving me a bit of an idea of what your after.

    Posted in: Modpack Discussion
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    posted a message on Issue With Modpack Titles

    TBH it does sound perfectly like a modpack title/name and I see no problem. But rules are rules so I can't say much but if you can reason with them maybe they might be able to or give more into why it is the case. Otherwise I don't know, it is an odd situation your in here.

    Posted in: General Discussion
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    posted a message on MadCraft

    What is the goal/concept of the modpack to make you consider the mods you want to include in the pack?

     

    Whenever I make a modpack I have the goal first then spread the mods based on that goal or just ones I've familiar with/ones people haven't tried before.

     

    Besides the title, and taking a look at the description it seems fine but if your unsure what to go about doing to add mods what do you want to include personally or for suiting the modpack?

     

    Take a look at my modpacks and their various goals or updates/options more so than the version of Minecraft they are for as a reason but just a minor thing really and my 'average' logos I do put a bit of effort into besides what they look like. XD I am usually the type to make sure I have a goal first but not everyone needs one of course I know, I just find it helps so I don't go overboard or add to many mods I like instead of following the goal of the pack. :) I do make small enough to medium sized pack since I like to personally and hate overcrowded 100+ mod packs since I find them performance annoying as well as just never getting around to many of the mods sometimes, mainstream or niche downloaded mods.

     

    Even my Puzzle Maps are generic but I loved the ideas behind them and put those into place more so than caring if some people want to see cool things appear in maps due to my beginner skills being clear but I had a strong focus on the concept/goal of the map and my own spin/attempt at such maps or things I hadn't encountered before with maps in the past.

    Posted in: Non-CurseForge Modpacks
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    posted a message on My mods won't show up pls help

    What type of mods are they? MCreator, Litemods?

     

    I might try them out and see what happens to see if it's not just that they work in dev environments or just other instances you have tried where they just weren't recognised.

    Posted in: General Discussion
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    posted a message on Issue With Modpack Titles

    While I don't know how to go about this unfortunately, what ways have you tried to word it. Just 'Superplay' and the rest of what the modpack could be called or Superplay64 and so on title?

     

    I did tried to go for one of my 1.10.2 when 1.10.2 was still relevant and besides me saying it was a Youtube pack and otherwise but not try to focus on it too much I forget if it were the title or the description or the icon or even the file format maybe being the reasons I couldn't get mine to work. I'll try again and see but otherwise maybe you can just name it somehow without having to go to 'extra effort' to have to go to the moderation teams to convince them that it's 'part of the modpack title'.

     

    I don't have issues with my modpacks I've created since then but I don't have a naming issue with them based on my profile name either. So I might give mine a go again and see what happens.

     

    That or you could try another modpack service like FTB or Technic or so if Twitch/Curse won't allow it.

     

    I don't know what to say really.

    Posted in: General Discussion
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