Jump to content

New Launcher - Help on Installing Different Versions of Minecraft with Forge?


Recommended Posts

I recently accidentally deleted my old launcher, running Forge (1.5.1) with Player API, Render Player API, the Aether, Optifine and Rei's Minimap. Using the new launcher, I downloaded 1.5.1 and modified it, putting forge into the jar (I've done this before with the launcher and it works). However, I had already installed Forge on 1.5.2 in the launcher, with ChickenCore, NEI and Rei's Minimap, so that when I launched the 1.5.1, an error stating that those mods don't work with Forge 1.5.1, which is true.


Anyway... is there any way to create new folders to store mods in Forge so that I can use Forge in both versions or just a fix?

(By that I mean creating folders with different names, eg Mods2, Coremods2, etc)

Link to comment
Share on other sites

Doesn't work  :(


The game directory address is for where it stores game data excluding jars and Forge...

I tried it many times, it puts save data and client, resources, etc, but Forge always uses the same mod folder as the other  :(

Then you are doing it wrong. FML loads mods from

MINECRAFT_DIR/mods, where MINECRAFT_DIR is the directory specified as the game directory in the profile you are launching.

Link to comment
Share on other sites

I hope (and I think) Forge (or vanilla :P) will include a feature for mod installs for different Minecraft versions in the near future.

Hopefully with a structure like so (or something better of course):



│ ├───Forge-1.6.2-

│ │ └───example-mod-1.6.2

│ │ └───example-mod-1.6.2.cfg

│ ├───Forge-1.6.1-

│ │ └───example-mod-1.6.1

│ │ └───example-mod-1.6.1.cfg


│ ├───Forge-1.6.2-

│ │ └───example-mod-1.6.2.jar

│ ├───Forge-1.6.1-

│ │ └───example-mod-1.6.1.jar

Link to comment
Share on other sites

It was stated before that this will not happen. Thats why the game dirs exist.

A link to that would be good.

I hope so too...


I really hope that they do it for older versions too, like 1.5.1, because, for example, the Aether Mod is really popular.

If they do it, there is no reason for 1.5.1. We're talking Minecraft 1.7-2.x or never. The Aether Mod is being updated and by the time this is implemented the Aether will be done.

Link to comment
Share on other sites

I really don't see how game directories are getting this topic anywhere.


I've tried it multiple times and all it does is use a mods folder in my .minecraft folder (my launcher installs 1.5.* into a new .minecraft folder) and stores game data aside from jars into the Game Directory folder. The jars are stored in the versions folder. At least for me, that is.

Link to comment
Share on other sites

Basically, in my case, the game directory data doesn't apply to Forge for some reason?


I'm have 1.5.2 modded in a game directory named others, and 1.5.1 is the version I'm attempting to mod.


However, for some reason, an exact copy of the data from the others folder is put into a new .minecraft folder (placed where it used to be) plus the Forge mod data is put there too. 1.5.1 does the same except the game data is stored in it's own game directory, but Forge insists on using the mod folders in .minecraft.


Any ideas?

Link to comment
Share on other sites

Thats because 1.5 isnt designed for the new launcher, and interaction with the new launcher is not garenteed to work. It *should* if you install everything correctly.

I'll have to fully review it after I get some time. But for 1.5.2 we encourage use of the Normal launcher if it works, and MultiMC if it doesn't.

However, the new GameDir option has been tested and DOES with with 1.6+

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I created an SOUL_JAR Item that has been registered for each mob like - mod:soul_jar_minecraft_cow etc.. but it all has different registry names, i have a model file name soul_jar.json and i want to know how to bind each of those items to this class (When mod iterates through all of vanilla mobs and registering items for them).   I didn't found any info about it because all of info is outdated, and forge docs is complicated asf (i wish there would be more examples) i also used AI but it showing me only outdated info, but theres some code where i registering my item and trying to bind it to model ->   public static void register(IEventBus eventBus){ ITEMS.register(eventBus); Set<ResourceLocation> entityKeyList = ForgeRegistries.ENTITY_TYPES.getKeys(); for (ResourceLocation k : entityKeyList) { EntityType<?> entityType = ForgeRegistries.ENTITY_TYPES.getValue(k); if (!entityType.getCategory().equals(MobCategory.MISC)) { RegistryObject<Item> SOUL_JAR = ITEMS.register("soul_jar" + '_' + k.toString().replace(':', '_').replace('.', '_'), () -> new JarItem(new Item.Properties().rarity(Rarity.RARE).tab(ModTabs.MAGICAL_OBSESSION_JARS), entityType)); if (Thread.currentThread().getThreadGroup() == SidedThreadGroups.CLIENT) { ItemModelShaper itemModelShaper = Minecraft.getInstance().getItemRenderer().getItemModelShaper(); itemModelShaper.register(SOUL_JAR.get().asItem(), new ModelResourceLocation("item.soul_jar", "inventory")); } } } } I also have more questions like how to iterate through all other mods mobs also, or render mob inside of a jar in inventory, but i will try to figure it out.
    • I looked into OctoEconomyAPI and saw that it was a JAR api for fabric. This means you have a fabric mod in your mods folder. I downloaded your mod folder and wasted 2 solid hours creating a Python script to try to find the faulty mod, and eventually just gave up. I suggest you create two installations with half or the mods in each, find which one doesn't launch, cut that one in half, and repeat until you find the fabric mod. Investigué OctoEconomyAPI y vi que era una API JAR para fabric. Esto significa que tienes un mod de Fabric en tu carpeta de mods. Descargué su carpeta de mods y desperdicié 2 horas completas creando un script de Python para tratar de encontrar el mod defectuoso, y finalmente me di por vencido. Le sugiero que cree dos instalaciones con la mitad o las modificaciones en cada una, encuentre cuál no se inicia, córtela por la mitad y repita hasta que encuentre la modificación Fabric.   (The Python script I made is here): (El script de Python que hice está aquí):  
    • I've got it to work now. Instead of using the texture manager I used the Render System:   RenderSystem.setShaderTexture(0, new ResourceLocation("mcaquests", "textures/item/questbook.png"));  
    • Hello ive been having the same issue over Curse Forge's auto modding or when i use manual modding. The error seems to be within either Oculus or Rubidium. Im using 1.19 with the latest 1.19 forge + 1.19 compatible Oculus and Rubidium. Just in case the versions i am using; Oculus - oculus-1.4.3a Rubidium - rubidium-0.6.3 Note: I tried removing the two and add Optifine and it opens without a problem. I didnt use all 3 together to get this error im talking tho, i know they are not compatible with optifine dont worry. Logs Debug The actual error code im getting on start-up is ''1'' and nothing else on the pop up box. I have tried finding the jar files on the internet and insert them on my own but that didnt go too far.
  • Topics

  • Create New...

Important Information

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