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Easy debugging of instances by automatically loading mods

Open UnHoly-Water opened this issue 2 years ago • 10 comments

Is your suggested enhancement related to a problem? Please describe.

The problem I experience and likely many people experience is having to sort through all of your mods when encountering an incompatible mod and the often solution is long and tiring of having to load mods in groups to find the one mod that causes problems.

Describe the solution you'd like

A simple solution would be a debugging tool added to the Modrinth launcher that will take half of the mods in an instance and load them into Minecraft. If it crashes, it half's that group and continues until it finds the problematic mod. This solution is simple and could save users tons of time and would be a very useful feature to both modpack developers and normal users alike. This solution will work for all mods since it simply looks at what mods are installed and starting them in the Minecraft client, and could likely be done with fairly simple programming. It may also be beneficial to load mods with their compatibilities, which a normal user would likely not be able to do by themselves efficiently.

Describe alternatives you've considered

Other solutions could be an improved compatibility database, but that would require a lot of hand picked data and couldn't possibly include all mods that will ever be uploaded.

Additional context

No response

UnHoly-Water avatar Jun 28 '23 17:06 UnHoly-Water

Actually like the idea a whole lot. your a smart guy :)

Edeec0 avatar Jun 28 '23 19:06 Edeec0

Please add this. Everyone that uses minecraft mods knows how painful this is

Logboy2000 avatar Jun 29 '23 22:06 Logboy2000

Omg we NEED this I have spent the last 3 weeks LITTERALY sifting though ALL of my mods. I AM STILL DOING IT!

a-fan9823 avatar Jul 01 '23 04:07 a-fan9823

the only problem super apparent is Libraries

a-fan9823 avatar Jul 01 '23 05:07 a-fan9823

Another idea to add to this is imcompatable mods found could be added to a database and a warning could pop up of a mod being imcompatable at the current version of the mod

a-fan9823 avatar Jul 01 '23 05:07 a-fan9823

A database would be a lot of work to maintain.

For libraries, the launcher doesn't have to do a perfect 50/50 bisect of the mods, it could just include dependencies

Jamalam360 avatar Jul 01 '23 10:07 Jamalam360

a perfect 50 50 isn't required either you could just take the total from the mods folder /2 then round to the closest number and disable mods randomly, if it requires for a library it enables the library and does it until the game stops crashing on start (I'm definity on copeium, this would take to long and takes to much work )

a-fan9823 avatar Jul 03 '23 21:07 a-fan9823

I don't like this idea. In the vast majority of cases you can identify the conflicting pair just by reading stacktrace, so adding a stacktrace/crash analysis tool (implemented in some launchers) would be a much more effective solution. In my entire history of working with modpacks, I encountered only two or three times when the game crashed without a stacktrace output. The number of such hardcrashes is extremely small to add a whole automation tool for this.

Felix14-v2 avatar Jul 04 '23 09:07 Felix14-v2

usualy when you need to do this its not in the stacktrace

a-fan9823 avatar Jul 04 '23 20:07 a-fan9823

Automatic bisecting is also useful when you encountered unwanted "Easter eggs".

MineCake147E avatar Mar 15 '25 02:03 MineCake147E