Jump to content

Change the mods directory


masqurade99

Recommended Posts

in case you didn't know, there are a LOT of different modloaders out there, I know of Forge, LiteLoader, and Risugami's Modloader. Though I haven't really used Modloader since I don't like messing with my jar files knowing I'll mess something up, I know that Forge and LiteLoader both use the mod folder, which I find kinda dumb. If there was an official Loader for Minecraft then it would make sense to just use mods as the folder, but since there are more than just one, it makes more sense to all use a different one. For example, Forge's folder could be called ForgeMods or FMods, Lite could be LMods or LiteMods. What this would end up doing is making it so that the players don't have to change their mods out every time they use a different loader. I use Forge for personal use, but I use Lite so that I can get the WorldEdit GUI. I switch out a lot and each time I have to change the mods in the folder. I know this sounds very lazy, but changing the directory can't be that hard, and it would be more convenient for the users. And I do get that everyone else would have to be on board, but why should that stop you from doing something this simple?

 

Thanks for reading, I hope you take this idea into consideration.

Link to comment
Share on other sites

No, this is a stupid idea.

FML mods, and LiteLoader mods can exist in the same folder at the same time, as well as the fact that LiteLoader can be loaded along side FML as a normal mod.

If you MUST have different folders then this is what the command parameter to specify mods is for, or the game dir option in the launcher.

There are plenty of systems out there for what you want. Stop being, as you admitted, lazy.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Link to comment
Share on other sites

hi,

 

Just in case you didn't notice:

Risugamis ModLoader loads mods containing a special named file only.

LiteLoader loads mods ending with .litemod

Forge loads all Files ending with .zip/.jar/Folders that contain a special mcp file, declaring how to start them or just adds them to the class path! And searches the MinecraftVersion Folder for Mods (e.g. ".minecraft\Mods\1.7.2", ".minecraft\Mods\1.7.10")

 

So its not needed to chenge the folder since the ModLoader notice if its a mod they can load.

 

Also LiteLoader is Forge compatible AND Forge provides all features from Risugamis ModLoader, so you don't need to always switch your d*** mod loader.

 

greetings

;-)

Link to comment
Share on other sites

  • 2 years later...
On 1/14/2015 at 9:42 PM, LexManos said:

No, this is a stupid idea.

FML mods, and LiteLoader mods can exist in the same folder at the same time, as well as the fact that LiteLoader can be loaded along side FML as a normal mod.

If you MUST have different folders then this is what the command parameter to specify mods is for, or the game dir option in the launcher.

There are plenty of systems out there for what you want. Stop being, as you admitted, lazy.

 

I don't mean to necro but I can't find any documentation on the command parameter. I'm assuming you mean a JVM argument? Could you elaborate on this or direct me to a documentation? I am developing a launcher and it would help for me to know how to use this command line argument so that different mod configurations can be loaded without having to copy the ENTIRE instance folder for each. Thanks.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • i tried downloading the drivers but it says no AMD graphics hardware
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.