Properly handle Neo/Forge external mod locators
#214 #246
Putting it here since you closed the other issue,
#246 Could you give list of mods which are copied to the standard mods folder? I assume it's not all the mods from modpack, right?
Attached here is the zip file of mods that made it into the launcher: mods.zip
Previously they all worked without issue and Sodium is the only one that wouldn't add itself to our game over
What do you mean it all worked without issue? Does it crash or doesn't work now?
I mean before the latest update, they would add to the automodpack folder and add into my game. Sodium was the only one that wouldn't add itself in game.
Now they all work, it's just that some of the other non sodium ones get put into the main mods folder rather than the automodpack folder.
Also worth noting that ones that get added to the main mods folder now might not auto remove themselves
Also worth noting that ones that get added to the main mods folder now might not auto remove themselves
Not sure what you mean... How should they auto remove?
I just tested, if i remove them from modpack, update, they do remove properly from standard mods dir and modpack.
@Logan9312 please test it with beta 8. Make sure to first remove old workaround.json file from client ~/automodpack/modpacks/<modpack>/ and all mods copied modpack mods in standard ~/mods/ directory including iris/sodium. Preferably leave only automodpack.
Working much better on beta 8. Only sodium and Kotlin for forge get added to the main mods folder with the rest going into the automodpack folder as intended