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From what i see there no way for me to point the mods folder to curseforge, its only looking for .minecraft/mods.
Solution 1:
Make a Checkbox and "Path" box, if checked then use a custom path (that we can Choose with a folder prompt) so we can update modpacks or even just a folder of outdated mods (as my Mods folder is not located at /.minecraft/mods/, im using curseforge modpacks)
Solution 2: make your program look for a mods folder in the same folder as the program, if nothing found THEN default to the .minecraft mods folder. This serves as a "Portable" mode i guess.
so for now im just using the MC folder, since i dont use it anyway it can serve as a home folder for the program but moving around 100+ mods can take a bit. one of either solutions would help greatly!
PS: this was the only Mod manager that actually ran without error, great work and simplicity at its best.
The text was updated successfully, but these errors were encountered:
From what i see there no way for me to point the mods folder to curseforge, its only looking for .minecraft/mods.
Solution 1:
Make a Checkbox and "Path" box, if checked then use a custom path (that we can Choose with a folder prompt) so we can update modpacks or even just a folder of outdated mods (as my Mods folder is not located at /.minecraft/mods/, im using curseforge modpacks)
Solution 2: make your program look for a mods folder in the same folder as the program, if nothing found THEN default to the .minecraft mods folder. This serves as a "Portable" mode i guess.
so for now im just using the MC folder, since i dont use it anyway it can serve as a home folder for the program but moving around 100+ mods can take a bit. one of either solutions would help greatly!
PS: this was the only Mod manager that actually ran without error, great work and simplicity at its best.
The text was updated successfully, but these errors were encountered: