Changes
- Added support to 1.20.6 and 1.21, dropped support for 1.19.3
- Fixed 1.18.2 forge crash #221
- Fixed
autoExcludeServerSideMods
it should now work properly again (fabric only feature) #215 - Fixed bug where joining to singleplayer world was impossible #219
- Fixed bug where editable files would get downloaded anyway #233
- Fixed bug which led to redownloading all the files on update
- Fixed crashes when (dupe) mod got updated while it is in default mods directory New behavior of duplicated files from default mods folder and automodpack modpack mods folder should work like this: it moves what it can move if the client mod is a duplicate of what modpack contains then it removes it from client so that you dont need to restart game just when you launched it and modpack get updated - basically having these mods separately allows for seamless updates if you have client mods which require specific mod which is also a duplicate of what modpack contains it should stay if it works in different way please report its a bug
- Fixed bug where if you had 2 or more exactly same files they might have failed to download
- Fixed bug where if in modpack was only one file, modpack was not available to download #230
- Fixed bug where mods didn't download from curseforge
- Updated Ukrainian and Russian translations - Courtesy belkinPNG
- Improvements to selfupdater
- Changed icon - Courtesy HyperDraw
- Added nag messages #236
- Other minior improvements to code, fixing #218 #242 #220 #222 #218
What's Changed
- Fixed russian and ukrainian translations by @belkinPNG in https://github.com/Skidamek/AutoModpack/pull/235
- [ImgBot] Optimize images by @imgbot in https://github.com/Skidamek/AutoModpack/pull/241
New Contributors
- @belkinPNG made their first contribution in https://github.com/Skidamek/AutoModpack/pull/235
Full Changelog: https://github.com/Skidamek/AutoModpack/compare/v4.0.0-beta1...v4.0.0-beta2
Changes
- Support for minecraft 1.20.2/4!
- Modpack now updates as soon as possible making updates almost completely seamless!
- Separate window popups are gone!
- Re-written modpack hosting to netty.
- AutoModpack doesn't require new separate port anymore, by default it injects into minecraft network IO (configurable)
- Downloads should be faster and should be less resource intensive.
- Reduced a lot requests to Modrinth and CurseForge API's.
- Modpack generation should be faster.
- Switched from Preloading Tricks to our own implementation due to requiring more invasive code.
- Switched from fabric-networking-api-v1 to our implementation based of that API but made that it injects before it and we no longer need to worry about other mods kicking us from server before letting download a modpack - previously we were dealing with that by disabling those kicks by key words which wasn't great solution...
- Switched from using Forgified Fabric API in forge version to our own implementations allowing me to port to different forge versions.
- Support for other forge minecraft versions like 1.18.2, 1.19.2 and neoforge 1.20.2, 1.20.4!
- New wildcard, now you can use
!
to exclude some file insyncedFiles
.- Removed
excludeSyncedFiles
from config.
- Removed
- Mods are now only stored inside automodpack folders.
- Fixed a lot of issues.
- More modular gradle setup.
Known issues:
- Quilt build is not ready
- Auto excluding server side mods doesn't do anything
- Connector - fabric on forge - mods won't load
New Contributors
- @wellcoming made their first contribution in https://github.com/Skidamek/AutoModpack/pull/199
Full Changelog: https://github.com/Skidamek/AutoModpack/compare/v3.5.2...v4.0.0-beta1