Posts by Naphtalla777

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    Okay. Thank you. My point still stands for life in the woods though? Because the last update for the pack itself happened in 2016. the last Update Phedran did was for the launcher in the beginning of 2017.

    That’s nearly 3 years ago.

    Maybe you could think about making an exception?


    Anyhow. Thank you for patience in answering all my questions.

    Thank you for humouring me.

    Because that ist exactly the point where I don’t understand the whole problem. If I had created a forge server- and glued together all the mods I wanted by hand- and then later decided „we are missing x/y/z let’s add that“- there seems -to my non professional eyes- to already exist a system to keep track of all the plugins chosen in that instance? Same for bukkit? So why would it be different in the case of a modpack, if one treats the modpack as just „one entity“/„one big massive mod/plugin“?

    Why would it be different? You couldn’t delete a mod from within the modpack - only the complete one- and could add things that already exist in this website. Just like if I added antique atlas, and Pams and Biomes O’Plenty together and then decided oh I really would like a mod to add Decocraft to my forge server?

    Thank you for your kind answers!

    I think it would be really interesting to look into this possibility?


    Of course, if you change or add something, you would have to inform the players of your server..

    But the same goes for any other Forge server if you add a server based mod (sorry, I always get plugin and mod mixed up and a friend told me that mods are always plugins if you talk about servers). Then You would also have to say: „Hey, I added Pams Harvest Craft etc. please add this to your mod downloads.“ and compatibility is also very similar for forge: if you play a minecraft world 1.7.10, you can only download mods that have a version for that. And if mods are incompatible - well, that can theoretically also happen if you cook together a bunch of mods in forge?


    maybe you could forward the idea/think about? Thank you anyhow!

    If removal of a mod/plugin is too complicated, you could add a warning, that you cannot remove it. Or how do you solve that problem for forge server? Where there are surely also people adding and deleting mods/plugins as they play?


    edit to add: in my case especially- life in the Woods- the version is stuck to 1.7.10. I couldn’t update any of it- unlike Feed The Beast or Tekkit- because a lot of the mods used (Antique Atlas etc.) don’t have a more recent version. The last update for the launcher happened in 2017, so TL;DR: a life in the woods player can’t and won’t update any of the mods/plugins Used. So maybe this feature could be a unique thing for LitW or other modpack that aren’t updated any longer or you could „lock“ updates for those, if it gets too complicated.


    Just my two cents as ideas?

    Hello,


    me and my friends play and love the modpack „Life in the Woods“. Since it is an entirely forge based Modpack, as far as I know, I wanted to ask, if you couldn’t make it possible to add other forge plugins. Theoretically I could recreate the modpack using forge, so why not make it easier and make it possible to add other forge plugins, like it would be possible if I recreated it entirely from scratch?
    is that theoretically possible and if yes would you consider implementing a feature like this?
    i know you can’t allow FTP etc. and it would be of course difficult, to make every modpack totally changeable- but nobody would need to access any files, it would be exactly like adding a mod in single player? Or adding a plugin to an existing forge-server or bukkit server?


    thank you for any kind answer, even if my question sounds super stupid!


    greetings and a nice week! :)