Jaded Roulete now has 1.8 and 1.9 versions available. Both of these are pre-release modlists for AgSkies. These packs (no quests) will be used to find bugs/issues before I start writing quests.
.bat and .exe files are not allowed on CurseForge. There are a few rare exceptions, mostly for things that just cannot be done in any other way. This is not something that needs a .exe/.bat file, so we would not make an exception.
This is for discussing the alpha test of Steam Revolutions. Need to know if the mods all work together, what I might need to adjust for cross mod compatibility etc.
The eventual goal is to create a Civilization style progression tree. Completing tasks gets you research points, research points can be spent to unlock advanced machines, bonuses, and rewards.
Mod suggestions are fine HOWEVER, the following mods will NOT be going in:
- EnderIo
- Mekanism
- Chisel
- IC2
- GregTech
- the rest of the Buildcraft suite. I want the pipes and lasers, not the machines and engines.
Mods I am still considering:
- Railcraft
- RotaryCraft
- BigReactors
Plans:
- remove most ore generation
- add recipes for processing the various rock types into metals and minerals
We do not accept individual permissions. We do not have the staff to check all the packs for compliance with individual permissions. FTB does have the staff. So FTB packs are allowed to have individual permissions since their staff checks them. Packs loaded directly to Curse must use mods that have permissions for anyone on the Curse Client to use, either open permissions or mods on CurseForge.
It is allowed, and for future reference (and for everyone else to be able to use) here is a link to the Third Party Mods List (no idea how often it's updated):
Any packs submitted through CurseForge have to follow the stated rules. FTB packs are not submitted through CurseForge, they are converted to the correct format through a script and mirrored on CurseForge. The rules are posted in the knowledge base : http://authors.curseforge.com/knowledge-base .
FTB is mirrored to CurseForge, not submitted through CurseForge. Modpacks submitted through CurseForge with third party mods have to meet the license requirements of those mods. Fastcraft will only be allowed if the license changes or if Player chooses to upload to CurseForge.
Ok, working versions of the railcraft and thaumcraft generators are below. I lowered the numClusters to 3 and I'd suggest lowering them further, possibly even make it every 5-10 chunks as well. As it was, a single ravine would give you more thaumcraft shards than you would ever be able to use :)
For some mod authors, yes. Other mod authors are ok with it. All mod authors who have uploaded to CurseForge, or that are on the list of approved third party mods are ok with modpack creators getting rewards.
She removed the quest book as she felt it didn't fit with this mod pack. We still need a basic guide, but I think she's just percolating right now. Hopefully we'll hear something soon.
Something like the guide that was in your inventory in MF 2, I imagine. It showed the mining tool progression, and had a few other little bits of advice, as I recall.
The image of Jadedcat percolating. Wow.
Slow drip of giggly-sadistic mod-crafting, filtered through a carefully ground layer of crushed player hopes and steamed in despair and screaming ragequits. ;D
ROFL.
That's actually a fairly accurate description. I have 6 copies of MF3, trying out different things in each to see what feels useful without feeling like it interrupts the flow of gameplay.
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Jaded Roulete now has 1.8 and 1.9 versions available. Both of these are pre-release modlists for AgSkies. These packs (no quests) will be used to find bugs/issues before I start writing quests.
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.bat and .exe files are not allowed on CurseForge. There are a few rare exceptions, mostly for things that just cannot be done in any other way. This is not something that needs a .exe/.bat file, so we would not make an exception.
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Current modlist:
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This is for discussing the alpha test of Steam Revolutions. Need to know if the mods all work together, what I might need to adjust for cross mod compatibility etc.
The eventual goal is to create a Civilization style progression tree. Completing tasks gets you research points, research points can be spent to unlock advanced machines, bonuses, and rewards.
Mod suggestions are fine HOWEVER, the following mods will NOT be going in:
- EnderIo
- Mekanism
- Chisel
- IC2
- GregTech
- the rest of the Buildcraft suite. I want the pipes and lasers, not the machines and engines.
Mods I am still considering:
- Railcraft
- RotaryCraft
- BigReactors
Plans:
- remove most ore generation
- add recipes for processing the various rock types into metals and minerals
0
We do not accept individual permissions. We do not have the staff to check all the packs for compliance with individual permissions. FTB does have the staff. So FTB packs are allowed to have individual permissions since their staff checks them. Packs loaded directly to Curse must use mods that have permissions for anyone on the Curse Client to use, either open permissions or mods on CurseForge.
All of this is covered in the article linked in the rejection message: http://authors.curseforge.com/knowledge-base/120-minecraft-modpack-submission
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We now have a place for these : http://minecraft.curseforge.com/customization
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Not the only one. But the forums are typically done by me, and if I am away, sometimes it gets overlooked.
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I was on vacation. Working on getting caught up.
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Its updated as often as I have a shift and can check licenses.
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Its on CurseVoice. Called "One Life to Live"
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They are an invisible file generated by windows. You will have to use the search option in the folder to find them. They won't show up otherwise.
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Any packs submitted through CurseForge have to follow the stated rules. FTB packs are not submitted through CurseForge, they are converted to the correct format through a script and mirrored on CurseForge. The rules are posted in the knowledge base : http://authors.curseforge.com/knowledge-base .
FTB is mirrored to CurseForge, not submitted through CurseForge. Modpacks submitted through CurseForge with third party mods have to meet the license requirements of those mods. Fastcraft will only be allowed if the license changes or if Player chooses to upload to CurseForge.
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Thanks, I'll give those a try. <3
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For some mod authors, yes. Other mod authors are ok with it. All mod authors who have uploaded to CurseForge, or that are on the list of approved third party mods are ok with modpack creators getting rewards.
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ROFL.
That's actually a fairly accurate description. I have 6 copies of MF3, trying out different things in each to see what feels useful without feeling like it interrupts the flow of gameplay.