Jump to content

Mods folder for different versions


Lucas8x

Recommended Posts

Yessir. just make a folder inside the mods folder and name it after the version. Example

 

.minecraft

    - mods

        -1.6.2

            -Foo

            -Bar

        -1.5.2

            -Blah

            -ModName

I tried but did not work

Link to comment
Share on other sites

Profiles have a gamedir option for a reason use it.

Forge for MC152 (1.5.2-7.8.1.738) doesn't seem to adhere to the gamedir option, as far as I can tell.  It expects the Forge-related folders (mods/coremods, config, lib, etc) to be in %APPDATA%\.minecraft as with the old launcher.

 

Is this something that would need to change in Forge for MC152, or am I just not setting up the profile correctly?

    "Mod52_Seek": {
      "name": "Mod52_Seek",
      "gameDir": "C:\\Games\\Minecraft\\Mod52_Seek",
      "lastVersionId": "1.5.2.forge",
      "javaArgs": "-Xincgc -Xmx1G",
      "playerUUID": (censored),
      "useHopperCrashService": false,
      "launcherVisibilityOnGameClose": "keep the launcher open"
    }

 

With the Forge'd Minecraft version using the default launch parameters,

"minecraftArguments": "${auth_player_name} ${auth_session} --gameDir ${game_directory} --assetsDir ${game_assets}",

Link to comment
Share on other sites

I found a crude workaround that appears to work.  If there's a better way to do this, I'd love to know it, but in the meantime:

 

In the Profile, add to the JVM arguments

-Dminecraft.applet.TargetDirectory=<dir>

where <dir> is your desired equivalent to %APPDATA%\.minecraft .

 

For example, if you use

-Dminecraft.applet.TargetDirectory=c:\Games\Minecraft\MC152_Clouds

Then the Mods folder will be at

c:\Games\Minecraft\MC152_Clouds\Mods\

(and config, coremods, etc will be in c:\Games\Minecraft\MC152_Clouds too)

 

Note that this will override the profile's gameDir setting, so the saves directory and vanilla configuration files will be moved as well.

 

(this was based on another, tangential LexManos post pointing out the JVM option, and some hunting in the Forge source for how it acquired its base directory)

Link to comment
Share on other sites

Launching the game for 1.5.2 needs to go through the LegacyLauncher so make sure you copy 1.5.2's version folder not 1.6's

 

I tested last night and it worked fine iirc

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

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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've been trying to give a little transparency to a block and a custom model, but I'm running into the same issue with the transparency of the block Some guides say I use ItemBlockRenderTypes.setRenderLayer in a ClientEvent class but its deprecated, I already tried to set a Properties in Properties.copy(Blocks.FLOWERPOT) But the render in game still doesn't has transparency, only as an Item  
    • My friends and I are modding to survive But recently I want to use cmd to open the server instead of making the single player game public But when I used two methods to start the server, I encountered two problems first A I used forge to install the server files Created using the original server jar The server was installed successfully and the mod was also loaded successfully. But after I replaced the world file with my survival map, I found that the mod items inside disappeared but could be taken from creation again. So I tried to install the server using forge first B I have studied forge for a long time but successfully installed it. But when I put in mods it crashed But mods can be installed on the server   我和我的朋友們正在mod為了生存 但是最近我想用cmd打開伺服器而不是把單人遊戲公開 但是當我使用兩種方法啟動伺服器時,我遇到了兩個問題 首先AI使用forge安裝伺服器檔案使用原始伺服器jar 建立伺服器已成功安裝,mod 也已成功載入。但是當我用我的生存地圖替換世界文件後,我發現裡面的mod物品消失了,但可以再次從創建中取出。所以我嘗試先使用forge安裝伺服器,BI研究了forge很久但成功安裝了它。但是當我安裝 mods 時它崩潰了但是 mods 可以安裝在伺服器上 我和我的朋友正在mod生存 但最近我想使用cmd開啟伺服器而不是單人遊戲公開   但是當我使用了兩種方法開啟伺服器時遇到了兩種問題   第1個A 我使用了forge安裝伺服器文件 在使用原版伺服器jar建立    伺服器安裝成功 mod也順利加載  但是我將我的生存地圖替換世界文件後發現裡面的mod物品消失了但可以再次從創造拿取  所以我嘗試使用forge安裝伺服器   第2個B forge我研究了很久但也成功安裝了 但是當我放入 mods 之後發生了崩潰 但是mods在1A伺服器上是可以安裝的 Ps 我用谷歌翻譯 so    
    • That’s probably not it because as I stated I’ve done it before. I did it like deadass 10 - 20 times when trying to learn to make this mod pack because I kept wanting to reset my profiles and such. So it definitely works, it looks like maybe the creephosting files were the things that couldn’t be reached I tried reading the crash log
    • I don't know if this is the right place or not, but I have put together a custom modpack and I am in need of others to help me. It's a questing modpack with a lore book i'm currently writing out through Patchouli, and i am in need of somebody who will assist me in making the quests for the pack. It's a Zombie apocalypse modpack inspired by Deceasedcraft  with a tinge of magic and RPG mechanics via Mine and slash. Is there anybody willing to assist me as i'm one person building a modpack I could also use help with optimizations since that's not really my strong suite. 
    • File a report to SPYRECOVERY36 @ gmail com he can legitimately assist in proper review and recovery of all your assets that was stolen. Endeavor to submit your request for a refund to his mail . He also spy and hack any device remotely without any trace. Contact via spyrecovery36 @ gm ail com  
  • Topics

×
×
  • Create New...

Important Information

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