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Posted

So I just created my first modpack, http://www.technicpack.net/modpack/details/pixlesauces-darkcraft.305687 , and it seems that when I try to add it to my launcher it simply says, "Select" and only lets me select a file in my %appdata% folder and does absolutely nothing. There is no "add modpack" button. Help?

By the way, my dropbox is here:

https://www.dropbox.com/s/htc004gesmoyn7p/darkcraft%20%28pixlesauce%29.zip

  • Discord Moderator
Posted
  • The link you have used for your download URL in your pack settings is not a direct download.
  • Your modpack.jar is not correct. Your file is simply a ZIP format archive with the Forge universal binary inside it. You need to take the universal binary download directly from Forge and simply rename it to "modpack.jar".
  • You have an old version of bspkrsCore.
  • You have no config files or config folder in your pack archive. Always include the config folder and configs for all mods when creating your pack archive.
  • You have included ChatBubbles mod for Forge/MC 1.7.2. Get the 1.6.4 version.

After making these changes I was able to successfully start your pack.

Posted

 

  • The link you have used for your download URL in your pack settings is not a direct download.
  • Your modpack.jar is not correct. Your file is simply a ZIP format archive with the Forge universal binary inside it. You need to take the universal binary download directly from Forge and simply rename it to "modpack.jar".
  • You have an old version of bspkrsCore.
  • You have no config files or config folder in your pack archive. Always include the config folder and configs for all mods when creating your pack archive.
  • You have included ChatBubbles mod for Forge/MC 1.7.2. Get the 1.6.4 version.

After making these changes I was able to successfully start your pack.

 

Exactly what do you mean by config files? I thought those were made after the first run of the pack in the launcher

  • Discord Moderator
Posted

Yes, config files get created after the Forge attempts to inject the mod for the first time. If you only had one mod in your pack this would be good enough. However, the more mods you have the more likely that their default configs will have item/block/entity/biome/etc. ID conflicts. In addition to that you will almost surely want to "tune" the configs to deal with things such as mod interaction (i.e. TreeCapitator), ore spawn balance (i.e. mods that worldgen) and a slew of other things like power balance or content trivialization. Once you get the configs all where you want them you would include them in your pack. Most packs with a lot of mods will never start properly (or at all) without configs that have been properly adjusted.

Posted (edited)

Yes, config files get created after the Forge attempts to inject the mod for the first time. If you only had one mod in your pack this would be good enough. However, the more mods you have the more likely that their default configs will have item/block/entity/biome/etc. ID conflicts. In addition to that you will almost surely want to "tune" the configs to deal with things such as mod interaction (i.e. TreeCapitator), ore spawn balance (i.e. mods that worldgen) and a slew of other things like power balance or content trivialization. Once you get the configs all where you want them you would include them in your pack. Most packs with a lot of mods will never start properly (or at all) without configs that have been properly adjusted.

so how do I generate them for the first time?

edit; nvm, I got it to work. Thanks!

Edited by pixlesauce

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