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.
Try getting Idfixminus. It will fix all types of conflicts except dimensions.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
True, this is a method mainly for private packs for a few friends.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.
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
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.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.
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
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.
But as long as you only use your pack for yourself, you are allowed to play without permission right?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.
yesBut 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.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.
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.