Is there a way to create your own packs?

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Casper_Creator

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Jul 29, 2019
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I just joined these forums, and I saw that people create their own modpacks, such as blood n' bones. Is there a way I can create these myself? Since I have some cool ideas. Of course I will ask all the owners for permission.
 

NJM1564

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On the new launcher there will be a bunch of mods that the authors have given FTB general permission to let anyone make a pack with there mod. That and mods that are open source and do not require permission will be available to build your own packs with. After that you will just have to get is the permissions for any of the other mods you want to put in.
But until then the above linked document should tell you most of what you have to do. What it probably skips is that it take a lot of work to assemble your own pack. I'd recommend checking out all the packs on the FTB and the AT launcher and see if you would prefer simply using one of those. Trust me it will be a lot easier.
There's also this section of the forum. You might want to go though there and see if there is any packs there you might want to use. And it is also an ideal place to discuss your ideas with others.
http://forum.feed-the-beast.com/forum/other-third-party-modpacks.48/
However if you are just making a pack for you and only you you can use a Launcher like Multy MC and make it with out asking permission. Just like if you were using the mods individually.
But that is as I said only if you are the only one who is going to use it.
 

Siro

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Jul 29, 2019
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You do not need permission for compiling a pack just for yourself and honestly shouldn't bother until you're a lot closer to a completely configured and stable pack.
Steps to building a pack:
1. PRELIMINARY: Start with vanilla Minecraft and download the latest recommended version of forge installer (or the last recommended 1.6.4 version as there are not a lot of 1.7.x mods yet).
2. FORGE: Install Forge, run Minecraft, Create a new profile for your modpack, select the version of forge you just installed as the version of minecraft you're using, run the game, close the game after getting to the main menu.
This creates all the folders you'll need.
3. DOWNLOAD/INSTALLING MODS: Now go download some mods and put them in mod folder. If your mod downloaded as a zip, check its contents. If it's just class files and assets, just put it as is in the mods folder. If there's setup instructions and such, extract the zip and follow the instructions. Run the game again.
4. RESOLVING CONFLICTS: You'll very probably get id conflicts. It will tell you if there is a block id conflict and generate file specific to that (the game won't fully start with block id conflicts). Item id conflicts will be found in the ForgeModLoader-client-o-log by searching for CONFLICT (excepting that mods like hunger overhaul that override default/mod blocks are intended, leave those alone). Biome id conflicts are silent but result in weirdness such as biome specific mobs spawning in weird/wrong biomes, so look through all your configs of biome-adding mods (Thaumcraft, Erebus, Biomes O Plenty, Highlands, ATG, etc).
Resolve all these conflicts and create a world. Save/quit immediately and re-check for conflicts. At least one mod I know of only generates configs after a world is made.
5. CONFIGURE/CUSTOMIZE THE PACK: If there's no further conflicts, you can load your world and start tweaking your configs or add/remove mods to get things to where you like them for your pack. Repeat conflict resolution every time you add a new mod. Once you can play through the majority of the content in your pack, you're ready to decide if you want to make it available to other people.
6. MAKING IT PUBLIC: If you do want to make it public, start hitting up mod authors for permission and familiarize yourself with the pack submission process of the launcher you'd like your pack on. I highly recommend starting a google spreadsheet or something like that to track which mods and which versions you're using as well as saving the link to the mod's page. It'll make it easier to update your pack as you test it and is a good place to also store permissions. Keep in mind that most mods don't want you to profit from their work and won't grant permission if that's your intention. If you're not okay with this and intend to put your pack behind an adwall, forget it, it'll never be a public pack in any legal sense unless it's only using mods that very clearly grant express permission for that (almost none in my experience).

All this being said, I'm not a fan of FTB's third party pack guidelines as they are not updated for 1.6.4 and there's no method whereby one can submit a pack not walled off by a code even if one has obtained full permissions for a public pack. I'm looking forward to FTB's new launcher which will hopefully alleviate some of these problems.
 

SkeletonPunk

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Jul 29, 2019
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4. RESOLVING CONFLICTS: You'll very probably get id conflicts. It will tell you if there is a block id conflict and generate file specific to that (the game won't fully start with block id conflicts). Item id conflicts will be found in the ForgeModLoader-client-o-log by searching for CONFLICT (excepting that mods like hunger overhaul that override default/mod blocks are intended, leave those alone). Biome id conflicts are silent but result in weirdness such as biome specific mobs spawning in weird/wrong biomes, so look through all your configs of biome-adding mods (Thaumcraft, Erebus, Biomes O Plenty, Highlands, ATG, etc).
Resolve all these conflicts and create a world. Save/quit immediately and re-check for conflicts. At least one mod I know of only generates configs after a world is made.
Try getting Idfixminus. It will fix all types of conflicts except dimensions.
after that you can even uninstall the mod and every thing still works:D
 

Siro

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Jul 29, 2019
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Try getting Idfixminus. It will fix all types of conflicts except dimensions.
after that you can even uninstall the mod and every thing still works:D

That's fine if you don't ever want to learn how to do it. I don't recommend it if one intends to actually build and maintain a publicly available pack. One generally needs to be looking at every config file anyway to get all the mods working well together outside of simply resolving ID conflicts.
 
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SkeletonPunk

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That's fine if you don't ever want to learn how to do it. I don't recommend it if one intends to actually build and maintain a publicly available pack. One generally needs to be looking at every config file anyway to get all the mods working well together outside of simply resolving ID conflicts.
True, this is a method mainly for private packs for a few friends.
 

Siro

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Jul 29, 2019
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Special note on creating a Server version of a pack:
The server has to select the server version when running the forge installer
All client side only mods must be removed, failing to do this can result in a relatively uninformative crash on startup. Identifying client side only mods can be a challenge if you've never done it before. But typical things that stand out are things like Status Effect/Armor Indicators, various maps/entity radars, clientside only performance mods like Optifine or noVoidFognoDimming. If you're having trouble figuring out if something is client side only, try adding mods one at a time to the server until it fails to start. It helps to have a separate computer for server testing, but in a pinch you can usually run both the client and server (albeit slowly/badly) on the same computer.
Remember, it is the server operator's responsibility to install forge, setup their world and configure their server properties, so don't include anything else other than configs and mods in your server version of your pack.
 

Casper_Creator

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Jul 29, 2019
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Thx siro for helping me! Although I knew the most, installing mods and stuff, that fixing conficts might help me. Does it make any difference that I'm on a mac?
And @zaekeon, can you pls post it in here when that utility comes out? I'm really looking forward to it :)
 

Zexks

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Jul 29, 2019
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Try getting Idfixminus. It will fix all types of conflicts except dimensions.
after that you can even uninstall the mod and every thing still works:D


Not quite all. I'm running a custom pack of 200+ and there were about 20 block and 10 item conflicts that I still had to manually fix, on top of biome conflicts. There are also a lot of mods that don't register their stuff in typical fashion and don't get caught in this or the forge IDConflict log. Still a good way to get started, but you should still know how to handle the conflicts manually.
 

SkeletonPunk

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Jul 29, 2019
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Not quite all. I'm running a custom pack of 200+ and there were about 20 block and 10 item conflicts that I still had to manually fix, on top of biome conflicts. There are also a lot of mods that don't register their stuff in typical fashion and don't get caught in this or the forge IDConflict log. Still a good way to get started, but you should still know how to handle the conflicts manually.
Yes you are right. The good thing about that mod though is it will still give you an Id conflict report even if you dont have any crashes.
 

Siro

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Jul 29, 2019
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Thx siro for helping me! Although I knew the most, installing mods and stuff, that fixing conficts might help me. Does it make any difference that I'm on a mac?
And @zaekeon, can you pls post it in here when that utility comes out? I'm really looking forward to it :)

I understand that there may be an issue with mod order in some operating systems due to differing rules for ordering capitalized versus uncapitalized names, but am unaware of a specific issue with macs.
 

NJM1564

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Jul 29, 2019
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Stay tuned...I currently have a utility I wrote that allows you to override existing packs in the FTB launcher (though I don't recommend that) as well as inject new private packs in. It features the ability to point a user to a simple url/xml file and it will autoconfigure the rest (what pack to override etc). Also upcoming is a mod pack builder to help with the repetitive tasks involved with building modpacks and keeping track of what has changed when troubleshooting.


I'm pretty sure you are not allowed to HACK the FTB launcher. And if as I read it you will be able to use your utility to override the requirement that players have to have a mod authors permissions to add a mod to that pack well, that's out and out illegal. Do NOT post anything about that thing again with out first speaking with the FTB development crew. And not merely one of the forum admin ether.
 

Casper_Creator

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Jul 29, 2019
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I'm pretty sure you are not allowed to HACK the FTB launcher. And if as I read it you will be able to use your utility to override the requirement that players have to have a mod authors permissions to add a mod to that pack well, that's out and out illegal. Do NOT post anything about that thing again with out first speaking with the FTB development crew. And not merely one of the forum admin ether.
But as long as you only use your pack for yourself, you are allowed to play without permission right?
 

Bibble

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Jul 29, 2019
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But as long as you only use your pack for yourself, you are allowed to play without permission right?
There is permission for personal use inherent to publication, however, permission for distribution is deliberately withheld.

WRT the launcher, I can't seem to find any particular disclaimer for it, but I believe that it is commonly accepted that it's not ok to modify someone else's product for your own needs, unless it's under an open license.
 

Siro

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Jul 29, 2019
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There is permission for personal use inherent to publication, however, permission for distribution is deliberately withheld.

WRT the launcher, I can't seem to find any particular disclaimer for it, but I believe that it is commonly accepted that it's not ok to modify someone else's product for your own needs, unless it's under an open license.

It's actually quite complicated. Copyright law is aimed at protecting and fostering the various Arts. To that end, one should respect the spirit of the wishes of the authors of Minecraft and its numerous Mod authors regardless of how they end up phrasing them.

To that end, the ATLauncher, for example, already does point users at a mod author's website so that they can profit from their work if they do not want others to redistribute their work without compensation. My understanding is that the next FTB Launcher will also have this capability. It's great for modpacks because it is a step up from a config pack in that it offers a portal to obtain all the mods in one place.
 

NJM1564

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Jul 29, 2019
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To that end, the ATLauncher, for example, already does point users at a mod author's website so that they can profit from their work if they do not want others to redistribute their work without compensation. My understanding is that the next FTB Launcher will also have this capability. It's great for modpacks because it is a step up from a config pack in that it offers a portal to obtain all the mods in one place.

I haven't heard about the next launcher being able to access mod makers web sights like that. But it will have a collection of mods that the authors have given the right to the FTB crew to distribute threw there launcher. This will allow us to make packs with there mods freely with out them forfeiting there rights to protect there mods.