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    posted a message on Forge Crash

    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.1.7.10-1.0.5.120-universal.jar.disabled (for example)

    Posted in: General Discussion
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    posted a message on Exporting/Importing Modpacks on Twitch doesn't seem to work Correclty?

    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.

    Posted in: General Discussion
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    posted a message on Exporting/Importing Modpacks on Twitch doesn't seem to work Correclty?

    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.

    Posted in: General Discussion
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    posted a message on The Hell is Manifest.json?

    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.

    Posted in: General Discussion
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    posted a message on Twitch Modpack

    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.

    Posted in: General Discussion
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    posted a message on Removing my modpack from twitch

    I'd say report this to Curse via this maybe and see if they can deal with the issue and see your request?

    https://support.curseforge.com/hc/en-us/requests/new

     

    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.

     

    Edit:

    Just checked myself and there is a 'delete project' option under the settings tab for that project.

     

    Image for evidence:

    Posted in: General Discussion
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    posted a message on Custom Twitch modpack only loads vanilla

    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. :)

    https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/mods-discussion/2925529-1-13-1-13-2-rift-mods-discussion-section-install

     

    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.

    Posted in: Modpack Discussion
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    posted a message on There is no 1.13 Forge in Twitch Launcher

    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.

     

    Side Note:

    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.

    Posted in: General Discussion
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    posted a message on How Long Does It Take For An Approved Beta Modpack To Get On The Curse Voice Launcher

    @sennelrc

    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

    Posted in: General Discussion
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    posted a message on How Long Does It Take For An Approved Beta Modpack To Get On The Curse Voice Launcher

    Mine that I all mark as beta even though I check over them but like to state beta encase they need adjustments. They all take either a few hours to at least 12-24hours. Otherwise I just missed a few details for the descriptions but other than that they have all been uploaded so far for the ones I have. 1.7.10, 1.10.2, 1.12.2 the version and the other requirements all check out and when updating one in particular the most it seemed like just a check of the important details and the 'include' per update of mods added really so it was quicker since it was an existing modpack but updated. That's my experience and I've done it with about 5 or so pack so far.

    Posted in: General Discussion
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    posted a message on What can I see my minecraft crash report?

    What do you mean by 'curseforge Minecraft crash report'? I assume the game has crashed and your after a crash report and your using the Twitch Launcher or you have a Forge/Minecraft crash issue? Crash reports can be found in the crash reports folder of your directories (if Minecraft it's .minecraft/crash reports, if Twitch it's in it's instance. If you can't see much of a crash report or want to paste it elsewhere try hastebin or a similar to put them and put the link somewhere. Otherwise I guess a .txt document would do.

    Posted in: General Discussion
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    posted a message on How long does it take a new project to get approved?

    Not too long for me personally, I've had 2 modpacks (1 for 1.10.2, 1 for 1.12.2, while version shouldn't make a difference, it could be seen as a sign of priority I guess?) so far take a short time per updates surprisingly, but about a few hours/1 day for those when I first put them on the site and put the necessary mod listings also.

     

    Even my adventure map took about a few hours/1 day more so it seemed like. Not had anything longer than that I think. And you haven't had a 'you need to change things to suit the downloading ability for the Twitch launcher/other reasons to give a notice' like notification either? Weird.

    Posted in: General Discussion
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