Easy debugging of instances by automatically loading mods
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
Actually like the idea a whole lot. your a smart guy :)
Please add this. Everyone that uses minecraft mods knows how painful this is
Omg we NEED this I have spent the last 3 weeks LITTERALY sifting though ALL of my mods. I AM STILL DOING IT!
the only problem super apparent is Libraries
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 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
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 )
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.
usualy when you need to do this its not in the stacktrace
Automatic bisecting is also useful when you encountered unwanted "Easter eggs".