Modpacks have to be decoded into their own '.minecraft' folder thus you can't put them in a "modpacks" folder. jar is for just the loader, then you can make a new installation with a new folder that has some mods in it* also the Curse put stuff in diff folder. TL DR (Though I recommend you read the whole thing) Notice how the downloaded pack looks eerily similar to the. You can't put it in a mod, because downloading Compact Claustrophobia and converting it into an installation does not make it look how you think it would. It's hard to turn a modpack into an installation, at least manually- So CurseForge is built to do it automagically. zip has a modlist with a bunch of download links for each mod inside, with an 'overrides' folder if they wanted to, say, include a specific resourcepack or config. (If you type %AppData% in the file explorer it brings you to "C:\Users\\AppData\Roaming)īecause those are different places and have completely different files inside of them, you Vanilla Worlds won't show up.Ĭan't I run a modpack by placing its jar file in a folder called 'modpacks' or somethingĪs I said, Curseforge has to decode it. The Minecraft Launcher's default directory for storing an installation (fancy name for folder location) is zip file and have to be decoded by something.Īlso, when you make a new profile, (we will assume you are on windows, 99% of this stuff does apply for everything else, just a bit different (such as where things are located)) your vanilla worlds don't show up because they're in a different place then what you ran on Curse. It's also needed for modpacks since they usually come in a weird. The Curseforge app is basically a way to use Forge mods, but much more easily, since you can browse Curseforge directly from the app and installing mods will automatically move into the mods folder for the installation. jar is just downloading the forge loader.
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