Add an option to force AutoModpack to copy directly to the client .minecraft/mods folder
Motivation
Bit of a niche issue, but my friends and I use a Modrinth modpack that I would send to them whenever I added new mods to our server, and this mod works great so we don't have to do that anymore, but since this mod places the mods into the automodpack/modpacks/"modpackname"/mods on their Modrinth profile it doesn't actually update the mods inside their profile when using Modrinth. It makes it confusing since the newly added/updated mods don't appear inside Modrinth as installed, yet they work when they join the server. From my understanding of the file structure & logic the mod already does this with resourcepacks, etc.
Description
An option inside the client config to copy directly to the client's .minecraft/mods folder would solve our issue, even if we have to restart the game each time after updating/downloading new mods.
Other information
We've been loving this mod despite the little issue, keep up the great work!
I don't see an issue there, you can check your mods ingame in modmenu
It's not only that you would need to restart each time you update any mod. If you accidentally won't check if all mods you updated/added don't collide and crash with each other, your game may crash. If all of these mods will be copied to standard mods folder then automodpack won't be able to pull an update from server to fix it even if you on server already sorted it out, because loader will already check for mismatches and crash the game so automodpack can't start do its job. So every player that updated to this broken state of modpack will need to manually delete colliding mods.
Having mods in separate folder solves this issue, because we can update modpack to the latest version don't worry about mismatches and only then when we are ready with the update, let the loader know about these modpack mods to load. This way even if this state of modpack will crash, you can fix it on the server, remotely and then on next client launch, client will be again on the latest modpack version which now have solved this mismatch issue.
Other types of files like you mentioned e.g resourcepacks or configs, are copied to the standard folder, just because it's impossible to intruct every mod that their config is actually in different directory that it might have thought. With resourcepacks it's possible but I don't bother since it also might make it incompatible with other mods modding the resourcepack screen list or something related. And none of these will cause client crash if they are incorrect like with mods - sure you probably could find some case with config that would make some mod crash the game, but we do update so early that mods don't load the config at this point, so modpack update still will be able to fix it.
stale