Hmm, and it's not that you don't have the same mods. And if it's in the same house it should be fine, any idea how many rooms away they are? Or are they close by and it's still not working? I'm not sure really though. For me it's been I'd play with my Dad and besides him having the better computer to host the game, the distance was about 3 rooms away and worked fairly well. So I don't know what the case could be. But commonly those games were for 1.7.10 modded the LAN games with my Dad even if a few years ago compared to say 1.7.10 but recent since he doesn't play the game anymore.
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Mar 19, 2019Posted in: General Discussion
From my experience, if you have between a certain ping number you are out of range and will constantly disconnect because the signal isn't strong enough to be consistent. For me this has been the case between different countries where I'm in one and the server is in the other so I can't join. But this was for a server by a small group of people usually.
LAN however I've not had much issues with but the LAN was with a family member in the same building usually compared to just a direct connect or otherwise with a friend/online people that are OK with server joiners or that one time I joined a mod author I was familiar with that I've helped in the past. Whilst a server join in the same country has been fine. My difficulties have been with joining I think servers in the US (not sure which side of the country/state for reference), whilst I'm in Australia and my ping can sometimes reach but not too much to be in the world much longer than a few seconds before disconnecting.
I might try joining to see what the situation could be for testing since who knows what the distance is between you both but otherwise I'm not sure. There is a particular range that is clearly not worth bothering with for connecting between users I just don't know right off the top of my head and I'm no expert at networking or servers here myself.
Mar 17, 2019SuntannedDuck2 posted a message on Modpack file rejected, how do i make a accepted one?Posted in: Modpack Discussion
Did you export it the way the Twitch Launcher does with a manifest file, modlist and a few other things? That's basically the way they want to you go about exporting your pack. I did what you do with configs, mods and otherwise in a zip file in the past the first time I wanted to upload a modpack to them and they rejected it. But since I've learned how to upload modpacks to them and not get rejected, just sometimes with my descriptions being a bit lacking sometimes, but otherwise I've been fine since. If you use the Twitch Launcher, create the modpack, select the mods and do your part with the resources then I assume when you export it will be fine.
If you want to be quick about it to understand the approach they request. I'd recommend just creating a quick pack, with a few mods and launch the game to get the configs at least, quitting the game and exporting it to understand what they are after so you allow mods and configs. Mods will be a modlist file which it will check with those listed and download them basically, not having them in the folder already which kind of sucks, and configs all are there though which makes the mods not being there but requiring a download really annoying but it's the way it is. But yeah, if it isn't exported that way with the necessary files like I said they will reject it, since they basically want you to give an automated installation of the modpack to the Twitch Launcher rather than just a setup like you have. Once you understand what they want for the mods/configs you can probably work the resources into it from there I guess with the same mods, same configs you had before. 'Hopefully'.
Take a look at my modpacks for descriptions if you want as well as look through the requires of the 'prior to upload' process of a modpack again to be sure your getting it right. I had considered making a video on this but people probably have already and not much might have changed.
Mar 11, 2019Posted in: General Discussion
If you want to make a modpack public go here:
Then 'start project'.
You can give a description about the modpack 'required since you have to explain what the modpack's purpose is' curse 'reviewers' will look over the modpack/page and request you do this.
You obviously have to create the page the 'information about the modpack' will be on. So what's the modpack name, a summary about it, a logo for it, the categories it fits into.
Otherwise once the 'page' is available you upload the 'file' and take an 'exported' modpack from the Twitch Launcher (Curse whatever you want to call it), and take the .zip exported modpack and upload it. Otherwise you specific the mods in it at the bottom of this webpage, the version of Minecraft it will use, 1.7.10 or 1.12.2 or whatever with a tickbox of the version. It's really simple, the description part gave me a bit of struggle for knowing what to detail so it's to their standards as moderators/reviewers of the modpack's standards to be accepted on their platform but otherwise it's pretty easy enough to navigate, upload the modpack and edit things.
Mar 11, 2019Posted in: General Discussion
Datapacks do get along with Forge 1.13.2 mods, but I've not had much experience with either Datapacks & Forge 1.13.2 mods 'together' due to only briefly testing Forge 1.13.2 mods most of the time rather than answering questions like this myself which I technically should XD. I do know thaty Rift and Datapacks had their 'conflict' period but that's not an issue anymore and I've used them more together than Forge 1.13.2's mods.
To me (my opinion of the state it's in) Forge 1.13.2 is good if you want to test them or help the development of them with bug reporting as a mod user. Otherwise Forge 1.13.2 is in my eyes in a 'public beta' not just for Forge itself but mods work out the 'adjusting' of porting their mods over. If you want mods that have supported 1.13/1.13.2 for a while now go to Rift Modloader and it's mod offerings. It's more stable then Forge 1.13.2 but still not perfect of course, just not as unstable as Forge 1.13.2 mods due to Forge 1.13.2 being so new while Rift has been around since around June 2018 it was getting more notice I'd say. But for the options of mods it will be less than Forge obviously and is over time but I'd recommend that modloader if you want a good enough mod experience with datapacks. Or just using datapacks on their own.
I have this thread for all Rift information you need to know of mod options familiar and new and things your after like Voxelmap for a minimap mod, Roughly Enough Items for an NEI/JEI like mod, MrCrayfish's furniture mod. That a look at this "IF" you want to know more:
Mar 11, 2019Posted in: General Discussion
While I can't say much for mod removal or clients acting weird and doing such a thing possibly. I'd say when you aren't playing backup your modpacks and save files or install a mod that is known for scheduled backups if mods act odd sometimes, the world crashes or other issues.
For the clients acting weird I can't say much since I've only had that happen once and switched to MultiMC instead but that was Windows 10 rather than Twitch being the reason I couldn't use it because it 'worked at first' then thought it 'wasn't safe' (switched to MultiMC at this time of course) to use it to launch Minecraft through the Twitch Launcher for some reason, now works updates for the OS later Twitch works fine again. XD Never forgotten that time as strange as it was 2 years ago now when I was making videos on old mods histories and iterations for a series I was doing and had to switch launchers just to keep up with making them.
If I had to say anything about mods though it would be to not get them from dodgey/mod repost sites and only curseforge/Twitch if the mods act odd I guess, otherwise ask the mod developer what conflicts your having with the mod and they might be able to help out..
Mar 11, 2019Posted in: General Discussion
Other than More Crafting Recipes stating 1.7.2 maybe for file name or version request reasons I don't know as there is no errors so it might not be requesting 1.7.2 but is a update from the 1.7.2 version to 1.7.10 more likely so it's a fine file but it just stood out to me at least as a guess.
What mods did you add before it crashed? Obviously look at the dates of the newly added files and work backwards I guess would work. Work out from there based on those mods and disabling/removing them from the mods folder to somewhere else (like maybe creating a folder called 'remove mods to test') to to find out the mod causing the problem. Disabling is just .disabled after the .jar file, so you are basically 'renaming' but making the the file be put into a disabled state. Like NotEnoughItems.1.7.10-220.127.116.11-universal.jar.disabled (for example)
Mar 6, 2019SuntannedDuck2 posted a message on Exporting/Importing Modpacks on Twitch doesn't seem to work Correclty?Posted in: General Discussion
I'd say narrow done the configs to see what mod it's coming from of the options you have edited that's different, I don't really know what to say since I've never come across this before besides mods that do have configs I forget to change that I know have particular features on by default that change things but can be made easier for players.
Mar 5, 2019SuntannedDuck2 posted a message on Exporting/Importing Modpacks on Twitch doesn't seem to work Correclty?Posted in: General Discussion
What modpack/version of Minecraft/mods. It does seem strange for it to do that. Do you have a lot of modpacks on your client at all. Just considering any factors really even if they can seem unrelated.
Mar 5, 2019Posted in: General Discussion
A manifest.json as well as a modlist or so is the required files to allow a modpack to download all the necessary mods and things required. If you export a mudpack for example you can tell what the necessary files are in there, if you allow configs to be required with the export too it will keep them in the .zip but the mods must be downloaded from curseforge hence why the manifest.json and modlist files are in there. I assume its so it can tell the mods it gets from curseforge compared to those not or just a download verification/process thing. I don't know I'm only guessing here, but it is the exportation/Twitch Launcher modpack downloading requirement the manifest.json I know since without it I couldn't upload a modpack to curseforge without one but had no problems since with the 'export' method compared to just a simple 'configs', 'mods' in a .zip folder isn't exceptable to curse unfortunately.
Mar 5, 2019Posted in: General Discussion
I'd wait, I've noticed after I've uploaded my modpacks (because I've uploaded them, waited, since it's approved and then just do whatever after and check after and their ready for those that download so it seems like it works for them and should for me), updates for them also can take a bit of waiting too from the time they are approved, to them being recognised on the Twitch Launcher.
Feb 28, 2019Posted in: General Discussion
I'd say report this to Curse via this maybe and see if they can deal with the issue and see your request?
Did you remove it only on your computer/twitch client but not through your account where the modpack is still accessible on the curse site? Try removing it from the modpack page if possible/removing the modpack page itself if you can remove it that is. I myself am not sure but I assume it's possible to close one down.
Just checked myself and there is a 'delete project' option under the settings tab for that project.
Image for evidence:
Feb 26, 2019Posted in: Modpack Discussion
First off, Rift is for 'Rift mods' I have a thread listing compatible Rift mods so any new mods that come up 90% of them are Forge 1.13.2 supported basically. Go visit that to know what is Rift compatible and what I now update that thread with it Forge 1.13.2 mods these days since few updates come to Rift mods these days, the odd time but less and less updates to almost none now with Forge 1.13.2 happening and people moving to it. And any open to 1.14 are moving to Fabric.
Rift Discussion Thread, for anything to tell you the difference between Rift and 1.13.2 Forge and updated daily for fans by a fan that wanted to know the answer one day. :)
Created this midway through Rift relevance and before 1.13.2 Forge was a thing and to cover Rift mods despite the '1.13. Forge where is it?' phase and video clickbaiting going on youtube before 1.13.2 Forge came out. So I know what's been going on even for covering Rift and I'm not part of their team I'm just player/mod content fan that informs about it as best I can.
Secondly, I'd recommend 1.12.2, Forge 1.13.2 is not ready yet, it might be open to the public, but for a public beta period it isn't ready for modpacks or anything. I've tested a few of the mods any chance I get in-between Fabric mod testing and updates and Forge 1.13.2 mods or Forge itself is functional somewhat but not ready yet. You try and notice mod developers making adjustments or easing in their blocks, recipes and so on. You can tell from that even if you don't see the coding, but the content/updates show for Forge mods being ported to 1.13.2 over time. Only use 1.13.2 Forge unless you wish to test mods and report to developers or the Forge team, otherwise don't bother.
Twitch & Forge I've answered in another thread. In short Forge and Twitch aren't 1.13.2 ready yet. I've tried a few times when it was possible with version 44 of 1.13.2 Forge and it won't work and gives you a Vanilla setup for profiles, I asked others who would try to work out the issues with this and they don't know either. I can't get an unofficial setup working either so it's not ready yet by any stretch, not even a 1.13.2 Forge profile would show up any time I tried to get it working. It's not ready yet. Twitch removed it as they probably know it's not ready yet but is for public beta testing. Which Twitch isn't allowing Forge states that are for public beta testing clearly which makes sense. It's why MultiMC isn't allowing 1.13.2 Forge instances yet and why Twitch removed access to Forge 1.13.2 versions because it's not ready yet for public modpack/survival or anything yet. It's public beta status, not just on the title screen when the game loads with 1.13.2 Forge properly but it shows in state/stability of Forge and mods development stages.
I wish they would allow Rift but there is a situational reason why I assume hence it isn't available. Liteloader I feel could official/unofficially but eh that's obviously 1.12.2 and not 1.13+ related.
Feb 26, 2019Posted in: General Discussion
It was there before around Forge 1.13.2 version 44 or so last I checked, I have no clue why it's gone. It didn't work properly anyways when it was visible so I assume their working on something.
I wish they would allow Rift to work since Rift works fine enough for it's mods and Forge 1.13.2 & Rift mods appearing is a mess, unlike Liteloader having it's own place and Fabric having it's own category on curseforge but is for 1.14 snapshots instead of 1.13 versions of the game, Rift just gets left alone but works fine-ish for 1.13 and 1.13.2 depending on the mods you use, small ones works fine, Aether Legacy not so much, most work fine enough from my time with them and still with it but it's been a while since I last touched Rift since I focus on Fabric so much.
Back On Topic:
But on the Forge side of things, to be on topic; it isn't ready yet even for being a public beta period. Most mods are ports being worked out to 'adjust' to 1.13.2 Forge anyways so they are far from ready either. Wait a bit or test mods/Forge 1.13.2 out on Vanilla for now but Twitch and MultiMC are waiting it out for now until it's out of public beta and more ready.
Unlike say other public Forge betas for 1.10 for example which are bad for stability but not as bad as maybe 1.13.2 Forge where it's able to work but it's recommended for users yet to move forward and play like 1.12.2 is still to recommend. As some one testing them (not reporting though since I focus to much on Rift & Fabric modloader environments mostly) but it's not stable enough yet Forge for 1.13.2 to use, not bad on crashes unstable but just not ready to call it modpacks posting or use mods in a survival ready.
Feb 25, 2019SuntannedDuck2 posted a message on How Long Does It Take For An Approved Beta Modpack To Get On The Curse Voice LauncherPosted in: General Discussion
Well I just found out Project Analytics is a thing so maybe you can track it with that. Go to the dashboard when you'd look at projects normally on minecraft.curseforge.com/modpacks for example usually. Look for the dashboard tab, then select view projects.
Here is what mine looks like when I view my projects from the dashboard to find the status of them. I only got the email for it today so I only knew it was a thing just recently. Otherwise I'd just select the project over and over to see if it was accessible in the files section saying 'under review' or approved. XD
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