I keep getting this issue where items get stuck in an endless drop loop, there'll be items I can't pick up, mods freeze or won't have any reaction to being attack, and your in an endless eating loop but it never actually eats the food. But the funniest thing is that my modpack worked 100x better when it was pretty much 100% complete with all the mods I wanted in it. And in the process of updating a mod, or removing certain mods that I decided were unnecessary. The modpack suddenly start to break and the stability gets worst as I remove mod after mod trying to figure out what the problematic mod that is causing the issue.
When the modpack was where I wanted it but required a little bit of config tweaking. It had not lag and ran smoothly. But when something breaks and I try to fix the problem it only get's worst. I've been working on this modpack off and on for almost a year because I keep having these same issues. And I've remade the pack multiple times trying to work out the kinks.
But then sometimes I completely duplicate the complete modpack I built but it refuses to load the game due to some conflicts that wasn't present before some update. I mean my lord this is frustrating. You don't want to budge on some mods because they are an integral part of your modpack. But no matter what you do to try to keep it in sometimes it won't allow you to keep it in. It almost gives you a headache.
I've come across this a few times but I don't tweak configs or mods at all. The best I can say is that I've made modpacks after having reviewed/tested the mods and seeing what works and what conflicts for installs or crashes from in-game conflicts. And as I use a lot of lesser known mods it's necessary due to how much newer or niche they are that not as many have experience with, so I need to get it right.
For modpacks with popular mods and addons of course things get tricky with say biomes, ores or just functionality and the state of the mod (though I do use alpha/beta mods, it doesn't bother me, I remove the mod or give warnings to those downloading them to not touch those features).
I'd say do a lot of testing with fewer mods that you know you will actually use as the core of the pack, remove those with repeats of items/features unless they are intended as upgrade tiers. 100s of mods doesn't make a modpack worth it, it just adds unnecessary bloat.
If your modpack has like recipe changes, world gen changes and a lot of other stuff then that's way out of my depth, I make more straight forward multiple category (tech, magic, dimension, food, redstone, tweaks) features modpacks that don't bend a lot of other aspects.
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Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
I keep getting this issue where items get stuck in an endless drop loop, there'll be items I can't pick up, mods freeze or won't have any reaction to being attack, and your in an endless eating loop but it never actually eats the food. But the funniest thing is that my modpack worked 100x better when it was pretty much 100% complete with all the mods I wanted in it. And in the process of updating a mod, or removing certain mods that I decided were unnecessary. The modpack suddenly start to break and the stability gets worst as I remove mod after mod trying to figure out what the problematic mod that is causing the issue.
When the modpack was where I wanted it but required a little bit of config tweaking. It had not lag and ran smoothly. But when something breaks and I try to fix the problem it only get's worst. I've been working on this modpack off and on for almost a year because I keep having these same issues. And I've remade the pack multiple times trying to work out the kinks.
But then sometimes I completely duplicate the complete modpack I built but it refuses to load the game due to some conflicts that wasn't present before some update. I mean my lord this is frustrating. You don't want to budge on some mods because they are an integral part of your modpack. But no matter what you do to try to keep it in sometimes it won't allow you to keep it in. It almost gives you a headache.
I've come across this a few times but I don't tweak configs or mods at all. The best I can say is that I've made modpacks after having reviewed/tested the mods and seeing what works and what conflicts for installs or crashes from in-game conflicts. And as I use a lot of lesser known mods it's necessary due to how much newer or niche they are that not as many have experience with, so I need to get it right.
For modpacks with popular mods and addons of course things get tricky with say biomes, ores or just functionality and the state of the mod (though I do use alpha/beta mods, it doesn't bother me, I remove the mod or give warnings to those downloading them to not touch those features).
I'd say do a lot of testing with fewer mods that you know you will actually use as the core of the pack, remove those with repeats of items/features unless they are intended as upgrade tiers. 100s of mods doesn't make a modpack worth it, it just adds unnecessary bloat.
If your modpack has like recipe changes, world gen changes and a lot of other stuff then that's way out of my depth, I make more straight forward multiple category (tech, magic, dimension, food, redstone, tweaks) features modpacks that don't bend a lot of other aspects.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2