Damn! Only just noticed this after I submitted my pack! I hope you guys find a solution that's best for all of us!
I have no idea what you mean.maybe you could make an sort of server program people can download and use to stream their own modpack from their own server
I suspect what he means (and I'm just guessing here), is something similar to server texture packs. So you have the modpack stored on the server and then as soon as someone connects it downloads the pack from the server.I have no idea what you mean.
An reasonable interpretation, but I'm thrown by the "use to stream".I suspect what he means (and I'm just guessing here), is something similar to server texture packs. So you have the modpack stored on the server and then as soon as someone connects it downloads the pack from the server.
Just a guess and I think something similar has been suggested before. Now I'm no expert but to me that sounds like a major rewrite of Minecraft client and server to make this work, so doesn't seem possible. I'm undoubtedly wrong though
An reasonable interpretation, but I'm thrown by the "use to stream".
From a technical standpoint you are correct. Minecraft launches with a unique setup(and takes its time doing it). At best you might be able to write something that downloaded a pack, then restarted the instance. But from what I understand, even that would require a major rewrite.
At that point I would have just coded my launcher, but I like the idea.Actually it wouldn't require that much in the field of coding, spout does something very similar in this business.
Yep, the problem is the configs. If you add a mod whose default block id's conflict with one of the mods in the pack, you have to distribute a fixed config to all your users.So, if we don't want to use the launcher's private pack option now it's closed. We could just have everyone on a server edit a modpack on the launcher and use that, say add 'x' mods to the mindcrack pack. As long as the server was running those mods, that should work, right?
If all you are doing is using mods from one and copying them to the other, that works fine.(I believe the exception is compact solars and advanced solars, I think they both use the same ID) The other option is to wait for the ultimate pack to come out and use that. The plan is for it to be released later this week.So FTB still has ID conflicts? can't I just copy mindcrack/DW20 configs into the other pack with the mod and they will function together?
Is there any new openings to the list of even a time line out yet?
I will be assessing the possibility of opening up more slots after I get the Monday updates done tomorrow. New slots will be on a first come first served basis, so go ahead and submit your pack to get on the list.
All pending packs will be reviewed. I will contact the submitters, you included, over the next few days.Ok any idea when you will know who's packs are being reviewed?