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Does anyone know how to add mods to your development environment (not dependencies, but mods for testing). (1.20.1, 47.1.3)


Linksapprentice

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Hi! I'm relatively new to mod development, but not at all new to modpack development. I've decided to take things up a notch in quality and start making some core content for a modpack that I've been developing for about half a year. It is 1.20.1 (47.1.3). I've started to write code for my core mod, but I was wondering if anyone knew of a way to get my development environment to run my modpack instead of a fresh client with forge and the core mod. I know how to define dependencies, but the vast majority of mods in the pack do not need to be dependencies for the pack. Preferably I'd also like to have it register my config settings and other modpack things, like crafttweaker scripts, directly from the 'runClient' and 'runServer' commands. Btw I'm using IntelliJ Community Edition as my IDE if that effects anything. Thank you for reading! 

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  • 3 weeks later...

There should be a run folder inside your project root (beside src, gradlew.bat etc) inside of which is a "normal minecraft installation" with config, logs, mods, resourcepacks, saves, etc.

You should be able to drop whatever you want in there to have it load with the game, separate from being in your dev environment

Developing the Spiral Power Mod .

こんにちは!お元気ですか?

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On 12/13/2023 at 1:46 PM, Rohzek said:

There should be a run folder inside your project root (beside src, gradlew.bat etc) inside of which is a "normal minecraft installation" with config, logs, mods, resourcepacks, saves, etc.

You should be able to drop whatever you want in there to have it load with the game, separate from being in your dev environment

yeah but dont works you put some mod.jar there an the console trow a lot of error of mixing and dont run  

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  • 4 weeks later...
On 11/22/2023 at 3:42 PM, Linksapprentice said:

Hi! I'm relatively new to mod development, but not at all new to modpack development. I've decided to take things up a notch in quality and start making some core content for a modpack that I've been developing for about half a year. It is 1.20.1 (47.1.3). I've started to write code for my core mod, but I was wondering if anyone knew of a way to get my development environment to run my modpack instead of a fresh client with forge and the core mod. I know how to define dependencies, but the vast majority of mods in the pack do not need to be dependencies for the pack. Preferably I'd also like to have it register my config settings and other modpack things, like crafttweaker scripts, directly from the 'runClient' and 'runServer' commands. Btw I'm using IntelliJ Community Edition as my IDE if that effects anything. Thank you for reading! 

Wow, nice job

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i need help with my mod its alliance of valiant arms the minecraft mod i dont know where to put the file i put it in the normal area and another question do i put it in my forge folder and if theres multiple then which folder please help and thanks to everyone who replys

i forgot to say im not the dev for this i just want to run it on my minecraft 1.20.4 game

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