Here is my problem so yesterday i was playing pixelmon after that i closed the game to do some stuff and i ended up deleting some of the mods that i was not using and now forge wont register the other mods i download (Yes i have the mods folder if you ask) Any idea why this happens?
Are they core mods or libraries those mods use? That's the only thing right now that comes to mind as to why it won't. That or updating Forge. Can you show me a mod list or check over the mods you had prior. Also if it's a pre-made modpacks it's best to not touch any more in them as they can be particular with requirements sometimes, but it depends on the pack.
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I'll take a look at the mods and see what happens, otherwise here is an explanation of what I think core mods and libraries are for. Note: I'm no expert and have never made or looked at code for any of these even though I understand a bit of programming not to the level these are, I'm just guessing based on mods I've used from tech, to modular ones or just many mods by the same developer.
Mantle is a good example of a core mod, it has important code for compatibility between Natura, Tinker's or other things that get more technical.
Library, Cores or Power API mods are mods that have code that might be useful for compatibility reasons among multiple mods or just special code that might work or is up to the dev to use elsewhere (either for other purposes or benefits other developers can use for their mods) and not copying/typing the same code in two different code bases and if two mods see that code (instead of having the same code twice and then working out a way for it to work) and have the core mod installed it will take advantage those of certain aspects in it. This might just be any Natura and Tinker's compatibility maybe or resources for a mod by another developer that has a mod that Tinker's can use for tools part maybe. Again I'm only guessing this is how it's done, it may not and just be part of Tinker's, but as Mantle only has code while Tinker's has lots of recipes, assets/textures and logic of the tools, smeltery, blocks and so on and the devs might not want to make the mod bigger in file size. So if they didn't want to make tinker's bigger or if they want to allow other mods to use that code to be compatible with Tinker's, Mantle will be the mod that devs can use to give compatibility to Tinker's.
Otherwise say with a tech mod you may have ores, but you don't want the mod that adds machines to have too much in that file or you only want the ores only but not the machines as you won't use them, and you want to use the ores for a tool/armour mod, you have options for which you want to use. The core mod is a requirement for the other child mods or modular options of machines or mobs or tools or whatever mods that add features that can be provided but the core with ores is important for recipes or just for the sake of compatibility/code across each of the child mods. It's basically just important or saves on lines of code.
Some are requirements like Power APIs (obviously common with tech mods not so much magic mods) and if developers want to use it in their mods they can and request aspects of it while others are just for benefits, but it depends.
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Actually now that I think about it. If it's not registering it's just saying that because you removed the mods and it's telling you want was removed. Can you post a screenshot of what is happening?
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So did it come up with something like this? Which appears when items and blocks are removed when those mods are removed.
Otherwise I do recommend to not remove world gen mods typically, ore or mob mods maybe but biome ones change and add a lot so it could make things worse, best to use test worlds instead of worlds you really want to use long term.
Only reason it should create new folders from my experience is if you updated Forge and it creates a new version for it otherwise it shouldn't do that.
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Here is my problem so yesterday i was playing pixelmon after that i closed the game to do some stuff and i ended up deleting some of the mods that i was not using and now forge wont register the other mods i download (Yes i have the mods folder if you ask) Any idea why this happens?
Are they core mods or libraries those mods use? That's the only thing right now that comes to mind as to why it won't. That or updating Forge. Can you show me a mod list or check over the mods you had prior. Also if it's a pre-made modpacks it's best to not touch any more in them as they can be particular with requirements sometimes, but it depends on the pack.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
The mods i had prior were
Biomes o plenty
T constuct
Mantle
Mods i have now:
Pixelmon
JEI
Xaeros Minimap
Iron chests
Better fps
They are all for 1.12.2
But i dont understand what library and core mods for
I'll take a look at the mods and see what happens, otherwise here is an explanation of what I think core mods and libraries are for. Note: I'm no expert and have never made or looked at code for any of these even though I understand a bit of programming not to the level these are, I'm just guessing based on mods I've used from tech, to modular ones or just many mods by the same developer.
Mantle is a good example of a core mod, it has important code for compatibility between Natura, Tinker's or other things that get more technical.
Library, Cores or Power API mods are mods that have code that might be useful for compatibility reasons among multiple mods or just special code that might work or is up to the dev to use elsewhere (either for other purposes or benefits other developers can use for their mods) and not copying/typing the same code in two different code bases and if two mods see that code (instead of having the same code twice and then working out a way for it to work) and have the core mod installed it will take advantage those of certain aspects in it. This might just be any Natura and Tinker's compatibility maybe or resources for a mod by another developer that has a mod that Tinker's can use for tools part maybe. Again I'm only guessing this is how it's done, it may not and just be part of Tinker's, but as Mantle only has code while Tinker's has lots of recipes, assets/textures and logic of the tools, smeltery, blocks and so on and the devs might not want to make the mod bigger in file size. So if they didn't want to make tinker's bigger or if they want to allow other mods to use that code to be compatible with Tinker's, Mantle will be the mod that devs can use to give compatibility to Tinker's.
Otherwise say with a tech mod you may have ores, but you don't want the mod that adds machines to have too much in that file or you only want the ores only but not the machines as you won't use them, and you want to use the ores for a tool/armour mod, you have options for which you want to use. The core mod is a requirement for the other child mods or modular options of machines or mobs or tools or whatever mods that add features that can be provided but the core with ores is important for recipes or just for the sake of compatibility/code across each of the child mods. It's basically just important or saves on lines of code.
Some are requirements like Power APIs (obviously common with tech mods not so much magic mods) and if developers want to use it in their mods they can and request aspects of it while others are just for benefits, but it depends.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
While you are working on that i will try to figure out a solution aswell
Sounds good, shouldn't be too difficult to work out with this many mods but still.
Actually now that I think about it. If it's not registering it's probably just doing that because you removed the mods contents.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
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Actually now that I think about it. If it's not registering it's just saying that because you removed the mods and it's telling you want was removed. Can you post a screenshot of what is happening?
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
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It never told me anything i only noticed the mods i kept were not apearing i have not gotten an error message
So did it come up with something like this? Which appears when items and blocks are removed when those mods are removed.
Otherwise I do recommend to not remove world gen mods typically, ore or mob mods maybe but biome ones change and add a lot so it could make things worse, best to use test worlds instead of worlds you really want to use long term.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
i some of the mods working turns out that the forge kept making new folders for some reason
Only reason it should create new folders from my experience is if you updated Forge and it creates a new version for it otherwise it shouldn't do that.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
i updated java that may be why but hey its fixed now at least
also i apreciate the help