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So, what is it that determines if a mod shows up in the "Add Mods" window? #1581
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I'd assume those mods are ones where the Authors have removed them from the API to make more profit. CurseForge big company money stuff. Can't say much more without mod examples. No, I don't think the launcher can recognize mods that are downloaded by hand. Especially not if there the ones I talked about above. |
Thanks for the response!
I learned the launcher does indeed recognize manually placed mods IF they're already available to download via GD. What I do wonder is if those ones will play nice with updates. Anywho, |
I think it will show you available updates when you try to click on the mod (opening the mod's page). |
Lemme try wording it a different way:
Can you provide clarity on number 3? Will all mods that fall under number 3 need to be updated manually? |
I think so, but I am not really sure about it. I am basically just maintaining the issue tracker at this point, so there is no one really working on the project anymore. The core team has moved on to the rewrite. |
Rewrite, as in you're essentially remaking the program from scratch? While I don't take joy in saying this, I fear it's too little too late - Modrinth Launcher just released a few weeks ago & its' already miles ahead of GDLauncher. Funny enough, I had the same issue using chat via Modrinth Launcher. One quick discord message later & chat was fixed the very next day. Regardless, I sincerely do hope you / your team finds success <3 |
Yes, there is a rewrite being made from scratch and there is already a (quite buggy) version available in alpha. I myself also prefer the modrinth launcher tho. |
I adore this launcher so much.
One thing I can't wrap my head around though, is why a healthy amount of the mods I search for aren't available to download through GD. Mods that are:
Any info regarding this would be awesome!
P.S - Will GD update mods that I had to download manually from Curse/Modrinth? It recognizes them immediately, so I am hopeful, but unsure nonetheless.
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