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Posted

So I am having trouble with this feature in the new 1.15.2 version. Before I could store the mods in the version it belongs to and be able to run it like a mod for 1.10 goes in the folder 1.10 in the mods folder and mods for like 1.12.2 in their correct version folder and it works but for 1.15.2 if I put it in the folder it doesn't detect it. This is really irritating when going back to like 1.12.2 and I have to move the mods somewhere else. Can you explain as to why this is or if this is just a bug of some sort? I do hope I have this in the right category.

Posted
2 minutes ago, Ugdhar said:

This feature was removed as the launcher installations are the preferred method of separating mods for different versions.

That's stupid, really stupid in my opinion. Now I have to move the mods to a different version now just to play a lower version like 1.12.2, I don't like that, I really don't like that. Especially when minecarft versions become higher, it is going to get too confusion. What minecraft version did they remove the feature? Just curious as the last version I played that was modded was 1.12.2.

Posted

I am not completely sure to be honest, I've always kept my installations separate to avoid potential world corruption, so that wasn't a feature I myself used, sorry!

Posted
1 minute ago, Ugdhar said:

I am not completely sure to be honest, I've always kept my installations separate to avoid potential world corruption, so that wasn't a feature I myself used, sorry!

Okay than, thanks anyway for at least answering. I was sure hoping it could of been a bug.

 

1 minute ago, diesieben07 said:

Make separate installations in the launcher and choose a separate game directory for each. Voila.

How do you do that as I actually never did that, I always used folders.
Also, your lucky number must be number 7, isn't it?

Posted
1 minute ago, diesieben07 said:

image.png.1cd9cdd1b9b66de37e540303f0c3193a.png

Before Test:

Oh, never really thought of that. I still don't like it. I'll try that and report back.

 

After Test:

After testing it, I think you might be confused now as it didn't work, just created the whole minecraft file service in the folder.

Directory 1 = %appdata%/.minecraft/mods/1.12.2 - When placing mods for minecraft version 1.12.2 in this directory it works.

Directory 2 = %appdata%/.minecraft/mods/1.7.10 - When placing the mods with version 1.7.10 in this folder, it works when still having the 1.12.2 mods in Directory 1.

Directory 3 = %appdata%/.minecraft/mods/1.15.2 - Now when I place the 1.15.2 mods in here, it doesn't seem to like to find them in this specific folder, I have to place them in the %appdata%/.minecraft/mods directory for it to work. I even tried 1.15 to see if it works but no.

Hopefully this clears things out more. 

 

Unless you think you know what I meant and said to add them in different directories, if that is the case, worst feature ever and too frustration just to do that for every minecraft version. That will take too long, most players will just wanna play and not set all of this up. But this opinion is towards if you know what I meant.

Posted (edited)
14 minutes ago, diesieben07 said:

The directory you specify there will become your "new .minecraft". It will be where the saves, mods, configs, etc. directories go.

Okay, I think I know what you mean but I don't like the idea because with the previous saves and configs and stuff but I understand, I think.

 

Thanks

Edited by jonathanpecany
Posted

The idea is that you shouldn't be carrying saves across packs, as this risks opening the save with the wrong pack or even vanilla (which, unlike Forge, doesn't have a mechanism to detect, warn the user about, and preserve what it sees as invalid data).

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
11 hours ago, DaemonUmbra said:

The idea is that you shouldn't be carrying saves across packs, as this risks opening the save with the wrong pack or even vanilla (which, unlike Forge, doesn't have a mechanism to detect, warn the user about, and preserve what it sees as invalid data).

That isn't what I was talking about.

Posted

Then I don't know what you were saying, it sounded to me like you were complaining about not having all your saves and configs in once place anymore

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
14 minutes ago, DaemonUmbra said:

Then I don't know what you were saying, it sounded to me like you were complaining about not having all your saves and configs in once place anymore

I already got my answer is what I am saying thereby don't really need further response. Plus don't know what you are saying really. Changing directory will add in new folders that the .minecraft folder has and thereby in a newer version of minecraft I'll have to move the save file which in my opinion is not safe as some files of mind are over 1 GBs which is using mods and take forever but I could changed the directory to that directory but than I would have to move mods around which includes lots of creating of folders and deleting to not be confused with it. It is too much work, too much possibilities and those two things added will cause confusion time wasted and more. Like to also mention thinking as well as some children, or maybe most children use mods and they probably used my method and hate it as well.

 

But in shorter words, not user-friendly.

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