The version change option in the CurseForge client only works if the modpack creator already did the work for you. If it's not available, I think you'll have to do it manually.
You can get the separate files after CurseForge installs the modpack. Right click it and Open Folder to see all the files. Other MC launchers like MultiMC work similarly.
It's basically a new modpack each time. For each mod in the old modpack, use the new MC version of it, if it exists. Sometimes they don't exist or they may not be compatible anymore, so it's not always easy.
It looks like when you enter the world, a mod is bloating some data beyond a 1MB limit.
I'm not familiar with most of the mod list so I don't have any good guesses, sorry. I would keep removing mods (move half to a temp folder, repeat with the remainder until the error stops) and continue creating new worlds each time to be safe. Good luck!
QoL mods are my favorite, but maybe I'm biased so I'll add mob mods as my second favorite - the quality ones at least.
While I really like the idea of structure mods, I've found many place their structures poorly (buried entrances, floating corners, unnatural terrain hollowing, overlapping other structures). If you go that route, try cranking up the spawn rates to test how they spawn around rivers, steep slopes, and vanilla structures.
We are hard at work on creating the new website which is planned to start deploying in the coming months!
Other than a shiny new coat of paint you can expect space age features such as:
New and improved Search! - No longer trying out different combinations of spaces, capitalizations and witchcraft to find what you’re looking for. And right from the homepage too!
Better discoverability - New and easier ways to see new, trending and interesting projects and games on CurseForge.
I've no experience with the following mods, but my understanding is CraftTweaker (1.12 files and documentation) can remove/hide recipes. That wouldn't solve the issue of vanilla loot tables (chest loot, mob drops) still having those items, so you could manually edit and override those loot tables, and/or use Delete Item (1.12 files) to remove them from the world wherever they show up. I don't know how you'd disable villager trades with those items...
edit: a CraftTweaker addon for dynamically modifying loot tables, so you don't need to manually override: LootTweaker
It sounds like you're uploading to the right category. The rejection should say why it was rejected. Here's a support article describing each rejection.
It looks like you found the answer, but for anyone else landing here with the same question, the uploaded file won't show up in search results if it is an Alpha release, and even then it can take days for a new project to be added to the search index.
You'll have to update the file from alpha to beta or release to make it show up in search results. Even then, if it's very newly approved, it can take a few days to show up.
0
The version change option in the CurseForge client only works if the modpack creator already did the work for you. If it's not available, I think you'll have to do it manually.
0
You can get the separate files after CurseForge installs the modpack. Right click it and Open Folder to see all the files. Other MC launchers like MultiMC work similarly.
0
It's basically a new modpack each time. For each mod in the old modpack, use the new MC version of it, if it exists. Sometimes they don't exist or they may not be compatible anymore, so it's not always easy.
0
It looks like when you enter the world, a mod is bloating some data beyond a 1MB limit.
I'm not familiar with most of the mod list so I don't have any good guesses, sorry. I would keep removing mods (move half to a temp folder, repeat with the remainder until the error stops) and continue creating new worlds each time to be safe. Good luck!
0
Oh! Sorry if I misread.
I'm stuck in the past being most familiar with 1.12.2, but my favorites are:
QoL
• Just Enough Items
• Inventory Tweaks
• Inventory Spam
• InGame Info XML
• Placement Preview
Mobs
• Mowzie's Mobs
• Fish's Undead Rising
• Ancient Beasts
• Ice and Fire: Dragons (has structures which I mostly disabled)
• The Betweenlands (almost a total overhaul mod though)
Structures
• Recurrent Complex
• Roguelike Dungeons
0
QoL mods are my favorite, but maybe I'm biased so I'll add mob mods as my second favorite - the quality ones at least.
While I really like the idea of structure mods, I've found many place their structures poorly (buried entrances, floating corners, unnatural terrain hollowing, overlapping other structures). If you go that route, try cranking up the spawn rates to test how they spawn around rivers, steep slopes, and vanilla structures.
0
From the newsletter they just sent:
...and other good stuff.
0
Seconded! The CurseForge app is capable enough to do this, so I expect the site will be able to in time.
Though it's awkward for just browsing, here's how to do it in the app:
Choose a Game: Minecraft
click "+ Create Custom Profile"
Minecraft Version: 1.18.2
Game Type: Forge
click "Create"
right click the new custom profile
select "Add More Content"
Sort By: Last Updated
0
It's The Little Things is the one I'm familiar with.
1.88546921877138
There's a Fabric mod AdvancedChatHUD (video) which lets you move the chat window anywhere, but the chat input is still on the left.
0.961342448725917
I've no experience with the following mods, but my understanding is CraftTweaker (1.12 files and documentation) can remove/hide recipes. That wouldn't solve the issue of vanilla loot tables (chest loot, mob drops) still having those items, so you could manually edit and override those loot tables, and/or use Delete Item (1.12 files) to remove them from the world wherever they show up. I don't know how you'd disable villager trades with those items...
edit: a CraftTweaker addon for dynamically modifying loot tables, so you don't need to manually override: LootTweaker
0
It sounds like you're uploading to the right category. The rejection should say why it was rejected. Here's a support article describing each rejection.
0
It looks like you found the answer, but for anyone else landing here with the same question, the uploaded file won't show up in search results if it is an Alpha release, and even then it can take days for a new project to be added to the search index.
0
In reply to slayere_19:
You'll have to update the file from alpha to beta or release to make it show up in search results. Even then, if it's very newly approved, it can take a few days to show up.
0
There is a data pack category under resource packs here.