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When having problems with AE2 in a modpack, your first stop should be the support channels provided by the particular modpack.
Most should have some links on their curseforge page or whatever else they might use. In some cases they might even have a link within the game itself. For example on the main menu.
Problems within a single modpack can vary wildly and trying to keep track of them on our side is very time consuming or even outside our scope to fix them. E.g.
We already released a bugfix, but the modpack does not update for some reason.
Nothing we can really do here. This could also be the cases for a bug caused by some mod interaction and already fixed in the other mod.
Some modpacks ship alpha release for general availability.
While we welcome that some are testing alpha releases, it might not be the best case to do this with a modpack aimed towards normal players expecting some stability.
Interaction with other mods
This gets extremely complicated quite fast. Especially when taking different combinations of every used mod into account.
Really something your modpack author should be aware of and ideally break it down for us a bit further and report which mod combination causes it. Which allows us to focus on fixing the actual issue and not having to dig through 250+ mods and figure out which combination of 2 or 3 mods causes it.
Modpack authors
If you are a modpack author, it would be highly appreciated when you could provide a detailed report. As well as already try and drill down the number of mods needed to reproduce it.
We cannot simply load a modpack within our development environment. Quite often mods are not even available in a way to allow it in the first place. This usually needs some manual setup in the first place and it would be really helpful when we could avoid doing this for like 50 or 100 different mods.
A basic tip here would be the simple approach of removing half the mods from your modpack. If you cannot reproduce it, try the other half. If you can, split it again. Repeat it until it is down to 1 or 2 other mods. Of course always keep AE2 as mod around.
Another idea would be to first consider any mod which has some integration with AE2 and try to reproduce it with only these mods. This would also include anything which tries to mixin into our code. Best case this is already listed as part of the crash log. Otherwise it is probably very hard to track down and we certainly do not actively maintain a list of mods doing it.
The text was updated successfully, but these errors were encountered:
Minecraft players
When having problems with AE2 in a modpack, your first stop should be the support channels provided by the particular modpack.
Most should have some links on their curseforge page or whatever else they might use. In some cases they might even have a link within the game itself. For example on the main menu.
Problems within a single modpack can vary wildly and trying to keep track of them on our side is very time consuming or even outside our scope to fix them. E.g.
Nothing we can really do here. This could also be the cases for a bug caused by some mod interaction and already fixed in the other mod.
While we welcome that some are testing alpha releases, it might not be the best case to do this with a modpack aimed towards normal players expecting some stability.
This gets extremely complicated quite fast. Especially when taking different combinations of every used mod into account.
Really something your modpack author should be aware of and ideally break it down for us a bit further and report which mod combination causes it. Which allows us to focus on fixing the actual issue and not having to dig through 250+ mods and figure out which combination of 2 or 3 mods causes it.
Modpack authors
If you are a modpack author, it would be highly appreciated when you could provide a detailed report. As well as already try and drill down the number of mods needed to reproduce it.
We cannot simply load a modpack within our development environment. Quite often mods are not even available in a way to allow it in the first place. This usually needs some manual setup in the first place and it would be really helpful when we could avoid doing this for like 50 or 100 different mods.
A basic tip here would be the simple approach of removing half the mods from your modpack. If you cannot reproduce it, try the other half. If you can, split it again. Repeat it until it is down to 1 or 2 other mods. Of course always keep AE2 as mod around.
Another idea would be to first consider any mod which has some integration with AE2 and try to reproduce it with only these mods. This would also include anything which tries to mixin into our code. Best case this is already listed as part of the crash log. Otherwise it is probably very hard to track down and we certainly do not actively maintain a list of mods doing it.
The text was updated successfully, but these errors were encountered: