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Creating Modpacks
Start the creator tools by running the -all.jar file in creator-tools/build/libs/
. You need Java 8+ at least to use the creator tools (unlike the launcher).
Click "New Workspace" in the starting screen.
Let's start creating modpacks!
- Click "New Pack"
- Enter a folder name for your modpack in "Name".
- Enter an optional title that shows instead of the folder name.
- Enter a Minecraft version such as
1.7.10
or1.8.1
.
- Launch: Add additional launch-time Java flags, one per line.
- User Files: List files that the launcher will not replace if they already exist on the client.
- Optional Features: Configure sets of files that can be turned on or off by the user. This is further explained in Optional Features.
Modpacks are structured like Minecraft's folder, so you have a config folder, a mods folder, a resourcepacks folder, and so on.
- Click "Open" to reveal the folder for your modpack.
- Put Forge and LiteLoader installers (NOT universal .jars) into the
loaders/
folder. - Anything you want downloaded to the client, like configuration and mods, goes into the
src/
folder.
If you ever need examples, check the sample-files
folder from the launcher download to see example (but fake) modpacks.
Here's an example of loaders:
Whenever you want to make a mod or file client-only:
- Make a new
_CLIENT
folder in the same folder. - Move the desired folders or files into
_CLIENT
.
The _CLIENT
folder will not exist in the final output. For server files, use "_SERVER". Check the sample-files
folder from the launcher download to see examples.
You can have select mods be downloaded from a URL other than your website where you will host the modpack.
-
Create a ".url.txt" file alongside the .jar, as illustrated below.
-
In the file, put the URL:
You may want to do this if the mod author asks you to redirect downloads to his or her own site, as it may record statistics.
Note: You need to make sure that the .jar that you have is the exact same version as the one at the URL, otherwise the launcher may keep redownloading the file because it thinks the downloaded file has been corrupted since last update.
There are two ways to mark files as optional:
- Via the "Edit" dialog that you saw when you created the modpack
- By adding special text files alongside files you want to make optional
See Optional Features for an explanation of each method.
Use "Check" to spot some mistakes that people sometimes make:
Use the "Test" button to play your modpack.
You can adjust the test launcher's options under the "Test" menu.
When you test your modpack, it does not affect your modpack source files. Any new configs go into the test launcher's folder (found within the .modpacks folder in your workspace folder).
After you're satisfied with your modpack, you will have to run your modpack through the build tool so it can generate the files that you upload to your website.
(You can also build your modpacks via Command Line Tools, which is the preferred way for "more professional" setups.)
To use the GUI, click "Build" and you should see:
- Version: Every time you make a new release, change the version to anything that you've never used before. It can be a number or it can be text.
- Manifest Filename: You can use the same manifest filename for every version for your pack, or you can use a different one every time. It does not matter, although the latter lets you go through old versions more easily.
- Output Directory: If this is your first time doing this, you should not change this.
Everything will go into the _upload
folder that's in your workspace folder. You can re-open this folder at any time conveniently from the "Build" menu.
When the launcher first starts, it accesses a "package listing" file (remember when you were setting URLs in launcher.properties?) that tells the launcher what modpacks are available.
You can generate this file from within the program very easily.
Under "Build", choose "Generate packages.json" and you should see:
Choose the modpacks that you want to show up. The options that are available are based on:
- The .json files found in the
_upload
folder (these appear after you use "Build" on a modpack, so make sure you build first) - Modpacks that you previously selected, even if their .json file in
_upload
has been deleted
It is important to note the "Package Listing Type". If you have PHP support, you can choose the PHP option which lets you set "game keys" on certain modpacks. The user has to enter these secret codes in their launcher (in the options) for the modpack to show up. Each modpack can have several secret keys assigned to them, of which only one is needed.
Using the static option will warn you that game keys won't work and any modpacks you set a secret key requirement on simply won't appear.
After you click "Generate," the correct "packages.XXXXX" file will appear in _upload
.
Upload the contents of the _upload
folder to your website (or Dropbox), replacing the sample files that you previously uploaded.
If you are using FTP to upload, remember to switch your client to "binary mode."
You can skip re-uploading files that already exist.
Finally, make sure to test your modpacks in the actual launcher.
Run the launcher (the -all.jar
in launcher/build/libs
) and see if your newly created modpack works.
To do updates:
- Change the files.
- Click "Build"
- Generate a new package listing.
- Upload again.
At this point,
- You may want to replace all the images in
launcher/src/main/resources/com/skcraft/launcher/
if you have not done so yet. - You may want to change the name of the launcher in
launcher/src/main/resources/com/skcraft/launcher/lang/Launcher.properties
if you have not done so yet.
You can now release the launcher (the -all.jar
in launcher/build/libs
), but you may want to use the bootstrapper instead which can handle self-updating of the launcher. See Configuring-Self-Update.
Need help? See Getting Help.
Tutorial
Launcher Features:
- Fancy Launcher
- Portable Mode
- Hidden Modpacks
- Deploying Server Modpacks
- Launcher Arguments
- Custom JAR (.jar mods)
- Custom Version Manifest
Customization:
- Localization
- News Page Guide
- Custom Microsoft OAuth application
- Using an IDE (Eclipse, IntelliJ)
Additional Reading:
Find the launcher useful?
Donate to obw, the current maintainer:
Donate to sk89q, the original maintainer: