Launcher S Modom Ore Spawn Mod
OreSpawn Mod 1.7.10,1.6.4 adds tons of new items, mobs, ores & blocks to minecraft and adds mobs like the Kraken, Emperor Scorpions, Butterflies, Girlfriend, Dragons and so so many more.
My nephews and I play. I use the instead of the regular launcher because I like how it applies mods. My computer is very old (a few months shy of 10 years old), so I need to use to get a frame rate that even approaches 30 FPS. I could just install Optifine directly into the Minecraft JAR file, but sometimes Optifine causes problems so I like to be able to disable it easily.
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I could maintain two versions of every Minecraft JAR, one with Optifine and one without, but that seems tedious. The Magic Launcher does a good job managing mods like Optifine but it falls short when managing mods for something like. My nephews had me install a few Forge mods (,, and ).
Every piece of documentation I could find on Forge says to just put these mods into the Minecraft mods directory. If you only have one such mod at a time, this works perfectly well. I even found some forum posts mentioning that you could create subdirectories for different versions of Minecraft but that was of limited use. Whenever my nephews wanted to switch between Forge mods, I would be forced to rename or relocate mod files. I very much wanted an easy way to tell Forge which mods to load on any given launch of Minecraft. I suspected that a command line argument for this purpose might exist because it seemed like a great solution to what I perceive to be a common problem.
Unfortunately, neither Google nor Bing nor searches of Forge's own Wiki turned up any information on the command line arguments I sought. At first, I started poking around the Minecraft launcher's JSON files to see if Forge's versions of those contained any settings I could use. I didn't find any but I did notice the minecraftArguments setting which contained the command line arguments passed to Minecraft.
I figured that if I found any command line arguments for Forge, I could just tack them onto this setting for testing purposes. While searching about online, I accidentally stumbled across the page. I downloaded the source files and began digging through them to look for any command line arguments.
Eventually, I came across the file which contained code for two command line arguments: --modListFile [file] and --mods [mod1,mod2.]. I toyed around with --modListFile first as I thought using a list file would be the most convenient way to handle my situation. Unfortunately, the format for the mod list file is a bit different than I expected. It's a JSON file with a few settings, one of which stores a list of mod file names. It expects each mod file name to be in one of the following two formats A:B:C or A:B:C:D, where A, B, C, and D are strings not containing colons.
Depending on whether or not you use the D, those names are converted into these file names: A.B.C.B-C.jar or A.B.C.B-C-D.jar. Unless you're willing to rename your mods to suit this format and its conversion, the --modListFile argument will not be useful. The --mods argument is much more useful. It takes one argument that is a comma-delimited list of mod files with paths relative to the. I am now keeping my mods in a subdirectory of.minecraft called ForgeMods, so a --mods argument for me might look like: --mods 'ForgeMods 1.7.10 Pixelmon-1.7.10-3.4.0-universal.jar,ForgeMods 1.7.10 Gameshark.jar,ForgeMods 1.7.10 FinderCompass-1.7.10.jar' The double quotes are not required if there are no spaces in the mod list but I like to use them anyway so I don't have to worry about adding spaces later if need be. Also, note that I still maintain the use of Minecraft version subdirectories (1.7.10 in this case) but this is completely unnecessary. To test out the --mods argument, I added it to the minecraftArguments setting in the Minecraft launcher JSON for one of my Forge installations.