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    posted a message on Problem with uploading modpack file?

    What you want to do is create a modpack with the Twitch app/Launcher, once you have all you need/want (mods, resourcepack, save, configs, etc.) you export it. To export go to the modpack options button and you will see a drop-down list with 'export profile' there. Then once it's exported it will be packaged with the manifest file, modlist and other common things you allowed it to package like configs, saves and so on.

     

    The images are showing with one of my modpacks.

    Posted in: Modpack Discussion
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    posted a message on More power in stoneblock 2?

    I'd look at the power gen options and the recipes to determine not only the possibilities you have but also the recipes requirements (not sure if Stoneblock has changed recipes or has a quest system or not so just questioning, let me know the mods or power gen blocks you have access to and I'll be able to determine something). From there just work out either upgrades or resource usage and if you can balance it to your liking.

     

    I'd have to check the mod list myself to be sure of what I can come up with though.

    Posted in: Modpack Discussion
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    posted a message on Need help with recipes

    Some oredictionary priority of Mekanism copper over Thermal it seems, I don't know how to isolate some over others or change the priority of one over the other unfortunately, but I do know you can convert them to Thermal if you want with an Ore Dictionary converter mod if you wish and want to keep the Mekanism copper in the game but use either form of Thermal or Mekanism copper.

     

    Ore Dictionary converter mod:

    -

    https://minecraft.curseforge.com/projects/auto-ore-dictionary-converter

     

    Core for the mod:

    https://minecraft.curseforge.com/projects/mattdahepic-core-mdecore

    Posted in: General Discussion
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    posted a message on What happened to avatars?!

    It does take time to change, I tried Twitch since I came across people mentioning it and it seemed to work as you can see/made sense if the options weren't on the Curseforge end besides downloading or deleting the one I wanted to use anyways, did it myself and it didn't change over that quickly but does take a bit for it to change over, I have no idea how long but I'd say wait a few hours/a day and it should have changed by then.

    Posted in: General Discussion
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    posted a message on What happened to avatars?!

    Just checked a few mod pages to see and thought it was a 'Curse Premium' feature now to have 'custom avatars'.

     

    Or so I think, and then I check a few other sources and seems you have to tweak settings through Twitch?

     

    I'm going to look into this to find out since I'm not sure.

     

    Hope this doesn't make it's way to the MCForums.

     

     I thought it might have been a universial thing on inappropriate/gif/licensed avatars but it doesn't seem that way.

     

    In short though: No clue what so ever.

    Posted in: General Discussion
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    posted a message on Is there shaders mod for 1.14?

    If there is shader mods for 1.13 and they support Forge then fair enough but for 1.14 using Fabric I don't see happening, and Forge 1.13.2 isn't 'ready yet' it's in public beta after all and devs are still adjusting to it so I don't expect any to be available until things are in proper shape.

    Posted in: General Discussion
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    posted a message on Help with survey for school project about building in Minecraft - win $20 Steam Gift Card!

    Submitted mine, got to say, a really well made survey you have there. :) Good luck with the results.

    Posted in: General Discussion
  • 1.82864837905237

    posted a message on So why are there 2 cureseforge pages?

    I too find it confusing but I think it's like this:

    Minecraft/specific game curseforge is this site here we are typing on (or at least I am) which is for the game your after the content for.

    (minecraft.curseforge.com)

     

    Curseforge is the interconnected between all games and their community content, I assume Twitch Launcher uses this one, also alphas aren't shown for Twitch which the same applies here unlike minecraft.curseforge.com [just tried with 2 mods (Transmatrics a dead 1.10 tech mod and Mappy an alpha very alive 1.14 Fabric mod) I know are in alpha/experimental but are accessible on minecraft.curseforge.com and both didn't show up on curseforge.com/the interconnected/Twitch Launcher content download using site]. (curseforge.com)

     

    and Curse is their own company website rather than their game community content services websites. (curse.com)

    Posted in: General Discussion
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    posted a message on How long does reviewing take?

    Security over patience, I know which I'd want, Security! At least they have a manual approval system, no clue how awkward the automated system would be if it was 100% automated besides the user's input of the automatic download system doing it's thing.

    Posted in: General Discussion
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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
  • 1.82771818662713

    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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