EDIT: This isn't a thing yet.
Hello, beautiful people!
tl;dr: Is there any way to make a custom modpack update itself off of a modpack's rec/dev builds, rather than the vanilla Minecraft builds? Changing things in .techniclauncher/launcher/custom#/modpack.yml doesn't work.
technically legible; don't read:
I'm trying to set up a custom pack based off of an existing modpack without overwriting the original modpack (mainly so I can have all the mods from Tekkit Lite for SSP, and play on standard Tekkit Lite servers). Obviously I can copy the relevant folders from Tekkit Lite and add them to the custom zip, but it seems like there should be a lazier option.
I was poking around in .techniclauncer, and eventually modpack.yml, while fucking up at custom zip.
//In a custom pack or Vanilla:
builds:
1.4.7:
libraries:
minecraft: 1.4.7
mods:
basemods: vanilla-v1.4.5
//In Tekkit Lite:
builds:
0.5.7:
minecraft: 1.4.7
forge: 517
mods:
basemods: tekkitlite-v0.5.6
[fucktons of mods]
It seems like there should be someway to change the mods or basemods tags on a custom pack to make it stay up to date with Tekkit lite. I tried just copying one copy of the file on top of another, but the original just reasserts itself. That sort of implies a pack's launcher data is coming from somewhere external, but a) it seems weird for that to not be configurable, and I can't find a file for it.
Searching for this on the forums doesn't work very well, since "basemods" is a keyword in a lot of crash dumps.
Can I actually do this? Should I actually do this?
Thanks for the help!