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.
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.
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.
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.
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.
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.
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.
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'd take a look one by one at what conflicts or not if you can't tell from the crash reports, it's tedious but it makes things clearer I find. Core mods also that are required that might be missing or otherwise is also important to watch out for if you don't know which support what mods.
I don't have any 'great' simpler or less tedious methods so I use this one a lot and don't mind wasting a few minutes checking mods and disabling what doesn't work before removing them from an uploaded version of the modpack of course.
I also sometimes create a pack to go for the updating if I add more mods and I download the completed upload one to test how it turns out for users besides the 'update-able' one so I get both sides of the modpack in action but obvious test a lot in the updatable one before uploading, to a degree but when I get no comments I can't help if it isn't not working in areas and hope it isn't a problem for users besides my experiences with the packs when testing or in the past to mostly be how I can sort out the mod conflicts for loading or just in-game block conflicts for whatever reason that comes up.
That would be a good idea that mod creators can allow besides stating on the page or having to ask the question to find out, and modpacks come with server pack filtering option so I don't see why a client side checkbox couldn't be added.
From my experience it can take a few hours for either my modpacks or puzzle maps, so I wait at least under the next day or when I log back in for whatever reason to curseforge to do some other things like mod browsing or Rift/Fabric mod documenting and it's usually up with a rejection or approval in the notifications or the emails if I missed something or did it successfully.
I don't know how big their moderation team is for uploads but just be patient and it should be ready after a few hours.
If you really want to know use the Dashboard and check the status of your projects that way compared to just the file page like I do where it isn't really telling you much but probably give similar of a status I think.
From my experience it's best to check notifications or on the modpack page where it will tell you why it was rejected.
In the past I've had it where the file structure is incorrect (Configs/Mods/Saves as simplistic and not containing a modlist or manifest file) and has to be exactly like an exported Twitch modpack like format or else they won't accept it, or the description needs to give more of an idea of what it is as two examples I have encountered. Even Puzzle Maps I have it where if I have 1 extra folder they won't accept it. It did have all the files of course, but because I put the folder into a .zip 1 folder path above the required instead of just a direct 'send to' zip file they rejected it.
So do keep that in mind of how they do their moderating or the expectations of things before they go onto their site. :)
The rejection notice on the mod page will be a yellow message on the page similar to when you see 'this is experimental' like message boxes stating so. Change that requirement and it should work. The notifications are just as simple as what anything else will tell you when you select the bell for notifications to see if mods have updated or your modpack is rejected/approved, you can select it and it will give you an idea why it has been rejected/take you to the modpack page.
0
Your welcome. :)
0.950118764845606
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.
0
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.
0
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.
0
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.
0
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.
0
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.
0
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.
0
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.
0
I assume this is solved?
0
I'd take a look one by one at what conflicts or not if you can't tell from the crash reports, it's tedious but it makes things clearer I find. Core mods also that are required that might be missing or otherwise is also important to watch out for if you don't know which support what mods.
I don't have any 'great' simpler or less tedious methods so I use this one a lot and don't mind wasting a few minutes checking mods and disabling what doesn't work before removing them from an uploaded version of the modpack of course.
I also sometimes create a pack to go for the updating if I add more mods and I download the completed upload one to test how it turns out for users besides the 'update-able' one so I get both sides of the modpack in action but obvious test a lot in the updatable one before uploading, to a degree but when I get no comments I can't help if it isn't not working in areas and hope it isn't a problem for users besides my experiences with the packs when testing or in the past to mostly be how I can sort out the mod conflicts for loading or just in-game block conflicts for whatever reason that comes up.
0
That would be a good idea that mod creators can allow besides stating on the page or having to ask the question to find out, and modpacks come with server pack filtering option so I don't see why a client side checkbox couldn't be added.
0
You can 'Edit' the file settings like versions, the changelog, display name and release state of the projects I'm pretty sure.
When you go to the 'file' itself release state will be at the top of the file settings you can edit besides many others.
0
From my experience it can take a few hours for either my modpacks or puzzle maps, so I wait at least under the next day or when I log back in for whatever reason to curseforge to do some other things like mod browsing or Rift/Fabric mod documenting and it's usually up with a rejection or approval in the notifications or the emails if I missed something or did it successfully.
I don't know how big their moderation team is for uploads but just be patient and it should be ready after a few hours.
If you really want to know use the Dashboard and check the status of your projects that way compared to just the file page like I do where it isn't really telling you much but probably give similar of a status I think.
0
From my experience it's best to check notifications or on the modpack page where it will tell you why it was rejected.
In the past I've had it where the file structure is incorrect (Configs/Mods/Saves as simplistic and not containing a modlist or manifest file) and has to be exactly like an exported Twitch modpack like format or else they won't accept it, or the description needs to give more of an idea of what it is as two examples I have encountered. Even Puzzle Maps I have it where if I have 1 extra folder they won't accept it. It did have all the files of course, but because I put the folder into a .zip 1 folder path above the required instead of just a direct 'send to' zip file they rejected it.
So do keep that in mind of how they do their moderating or the expectations of things before they go onto their site. :)
The rejection notice on the mod page will be a yellow message on the page similar to when you see 'this is experimental' like message boxes stating so. Change that requirement and it should work. The notifications are just as simple as what anything else will tell you when you select the bell for notifications to see if mods have updated or your modpack is rejected/approved, you can select it and it will give you an idea why it has been rejected/take you to the modpack page.