@orbittwz Interesting I'll have to try that also since I haven't had much luck with it in a short while since been doing 1.14 modding, datapacks or 1.13.2 Rift so I'll need to get back in and try Forge 1.13.2 with JEI's later 1.13.2 versions again to be sure.
Either wait for JEI to become more compatible, try using later Forge versions and later JEI versions, adding and removing JEI possibly.
If you want a more stable mod environment go for 1.12.2, especially if your a mod newcomer, Forge 1.13.2 is like a Public Beta/Testing state environment right now 'I think anyways' and I recommend no one to use it until it's ready or until enough mods are ready/modpacks start appearing that are good enough to be like playing 1.12.2 modpacks, unless they want to test mods for mod developers for 1.13.2 or let mod developers get their mods ready enough for 1.13.2, I don't get the whole 'use Forge 1.13.2' thing when the state of the mods in alpha or beta states itself they are only partly ready yet. Sure there is a few release mods, Forge 1.13.2 exclusives and mods have moved to 1.13.2 so moving forward makes sense, but it's still not ready yet.
If you want mods for 1.13.2 that are more stable then use Rift Modloader, it's been around longer than Forge 1.13.2 but the mod support there is still good. I even have a Thread dedicated to everything about Rift to know, how to install it, what supports it and so on and I update it daily. But only if your interested of course, it is another option for 1.13 modding after all.
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.
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.
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.
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.
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:
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..
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)
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.
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.
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.
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.
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.
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@orbittwz Interesting I'll have to try that also since I haven't had much luck with it in a short while since been doing 1.14 modding, datapacks or 1.13.2 Rift so I'll need to get back in and try Forge 1.13.2 with JEI's later 1.13.2 versions again to be sure.
0
@LMRig
Either wait for JEI to become more compatible, try using later Forge versions and later JEI versions, adding and removing JEI possibly.
If you want a more stable mod environment go for 1.12.2, especially if your a mod newcomer, Forge 1.13.2 is like a Public Beta/Testing state environment right now 'I think anyways' and I recommend no one to use it until it's ready or until enough mods are ready/modpacks start appearing that are good enough to be like playing 1.12.2 modpacks, unless they want to test mods for mod developers for 1.13.2 or let mod developers get their mods ready enough for 1.13.2, I don't get the whole 'use Forge 1.13.2' thing when the state of the mods in alpha or beta states itself they are only partly ready yet. Sure there is a few release mods, Forge 1.13.2 exclusives and mods have moved to 1.13.2 so moving forward makes sense, but it's still not ready yet.
If you want mods for 1.13.2 that are more stable then use Rift Modloader, it's been around longer than Forge 1.13.2 but the mod support there is still good. I even have a Thread dedicated to everything about Rift to know, how to install it, what supports it and so on and I update it daily. But only if your interested of course, it is another option for 1.13 modding after all.
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
1.30055061518732
What are you trying to update, a modpack, world, mod, texturepack?
I only have experience with World and Modpack updating just to be clear.
0
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.
0
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.
1.2981409779669
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.
0
If you want to make a modpack public go here:
https://minecraft.curseforge.com/modpacks?filter-sort=2
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.
0
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:
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
0
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..
1.90566661275874
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)
0
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.
0
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.
1.26419742780832
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.
0
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.
0
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: