WUT?
Ummm... no. Attempting to rely on a USER to do something intelligent is the antithesis of good programming. Furthermore, it is the pack dev's job to do this, not the end user. The whole point of a mod pack is to let someone ELSE take care of these incompatibilities so you don't HAVE to. Half the time, the reason a pack has decided to not update is specifically to AVOID these complications because he knows there will be a problem. Why bother pestering you with a mod update that will crash you?
I think you're misunderstood. I'm talking about keeping up with individual mods. In modpacks it's of course the devs' job to figure out incompatibilities, but if someone wants to do what I do, namely, grab random mods off the net and install them, then the user is the one who has to deal with it.
Obviously if something were to update mods it would be beneficial to ask the user if they actually want to update.Why notify the user of an update that can crash him? That is a Bad Idea, from the mod dev's position, from the pack dev's position, and from the poor sucker of an end-user's perspective who suddenly got himself crashed with no notion of how or why. This causes a flurry of ill-defined bug reports to angrily swarm around the dev who is probably either already aware of the problem or needs something like an actual log post to figure out what is going on, which helps nobody and frustrates the people actually creating the stuff the end user enjoys. This has caused more than one dev to quit, and probably will continue to be a major source of headaches sufficient to cause other devs to walk away from it.
So wait... a full-up searchable real-time database of every single one of the hundreds of mods out there and what version they are on and the ability to tell you when one of your mods is outdated compared to its list is simple Really?
Ummm... I'm not really sure how to respond to that. All I can say is that my experience would disagree with you in the most profound and fundamental way.
Just keeping the versions up to date and keeping those two variables (name of mod and version of mod) current and searchable would be non-trivial. Trying to make some kind of cross-mod compatibility checker is just... flat impossible. Seriously.
I'm wondering how exactly it is complicated for each mod to keep a variable for the version one for the name and a list of mods it's not compatible with. You say it's non-trivial, and that your experience disagrees, but that says nothing. I'm barely a beginner in coding and databases (using Access from Microsoft Office), but it doesn't seem anything difficult, so please elaborate, so I can see why.
I use the Curse Client right now.. it notifies me when mods update.. I click the mod click the changelog tab read it.. install and run. If it works I move onto the next mod in the list. Super easy if you use CurseForge mods only.
I actually downloaded it yesterday, because I remembered that there was some kind of curse launcher, but I only saw modpacks, just like in FTB. Can you tell me where can I find the individual mods. Or is it through the CurseForge site?