Want to know how to install Minecraft mods? Modding is one of the very best things about Minecraft, building upon the foundation of Mojang's colossal sandbox to give players a plethora of brand new experiences. We've already put together our list of the best Minecraft mods we've come across, but if you're looking for a tutorial on how to start using these mods, this is the guide for you.

When you start modding, you have to make a choice: will you use a third-party Minecraft mod launcher, or would you prefer to do everything manually by just using the official Minecraft launcher? Many third-party Minecraft launchers nowadays are designed to help you download and install mods with ease, so if you're using a launcher such as MultiMC, you can download and install individual mods and modpacks from within the launcher itself.


All The Mods 8 Download Without Curseforge


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Whether you're using the standard Minecraft launcher or a third-party launcher, you'll need a mod loader like Forge or Fabric to run most Minecraft mods. While launchers help you launch Minecraft with mods, a mod loader is essentially a tool that makes mods work in the first place. Only certain mods, such as Optifine, can run without a mod loader.

The choice of which mod loader is best for you depends on which mods you want to use. Both mod loaders to their job well, so really you should first pick the mods you really want to use, and if they say they're only compatible with one or the other mod loader, then your choice is already made.

Forge has the advantage of being older and more popular, which means lots of mods can only be run on Forge, rather than Fabric. This also makes it easier to create modpacks of mods which are all compatible with Forge.

On the other hand, Fabric has been catching up in recent years and now there are many (not as many, but still many) mods which can only be run on Fabric. It also has the advantage of being the more lightweight and user-friendly of the two choices in my opinion.

If you want to make the process of downloading and installing mods easier, then the best thing to do is download and install a third-party Minecraft launcher that you can use instead of Minecraft's default launcher. Here are a few recommendations for mod launchers.

MultiMC is generally considered to be the gold standard when it comes to third-party Minecraft launchers. It's very easy with MultiMC to create new instances of Minecraft, pick the version, and then load it up with all the mods your heart desires. It's easy to configure and make changes to existing instances when you want to add new mods or disable outdated mods.

ATLauncher is steadily making a name for itself as a lightweight and powerful Minecraft launcher capable of adding modpacks and mods to your game with ease. The UI isn't exactly beautiful, but it's a reliable and easy-to-use tool that will allow you to browse and install mods without any unexpected difficulties.

The CurseForge app has support for a great many games besides Minecraft, but you can easily just use it as a Minecraft launcher. It's a sleek and clean launcher which allows you to very easily incorporate CurseForge mods and modpacks into your game.

That wraps up this quick primer on how to get started modding your Minecraft games. If you want to take your Minecraft worlds to the next level after all your chosen mods are installed, check out our list of the best Minecraft shaders. You can also use mods to help create fantastic builds in Minecraft Creative Mode, so why not take a look at our pages of Minecraft build ideas and Minecraft house ideas for inspiration?

No thanks. 


I use WoWUp and have removed CurseForge as a provider from it. 


My sincere hope is that Microsoft comes in and cracks down on companies like this trying to make money off of something that's supposed to be a fun hobby and videogame. Blizzard dropped the ball because they didn't want to be on the hook for supporting third-party addons, so they never made a central hub for them. Meanwhile, Microsoft literally owns GitHub. That's where all addons should be maintained at.


With our luck, Microsoft will come in and make things worse and not better, but we can always hope that's not the case.


Edit to add: Also, this is an old and obvious pattern: Step 1: Hey guys, here's a standalone client! See, we're not so bad. Step 2 in 2023: We're deprecating the standalone client because it's just not seeing enough use! (Meanwhile we've successfully killed off all the 3rd party updaters because of our easy and lowest common denominator solution so now you're all S.O.L!)


Overwolf: Not even once.


"addon makers should not be allowed to make money" wow, bad take, say goodbye to bigwigs, DBM, and more.

Just stop talking yourself in circles and admit you hate addon creators, stop sneaking around it.


As somebody who uses/used those addons: okey, bye.


Like i'm using them if they are available, but i'm going to have a perfectly fine experince without them. Nobody here hates addon creators, i myself donated to some of them. But (speaking for only myself here) i'm not going to be pulled into this hell of a software enviroment so Overwolf can "pay the creators".

Hello there. I downloaded Foolcraft from the mods.curse website but I don't know how to install it and get it working. Is there a way to install it without the curse launcher and if not can you provide me a link to download the curse launcher and also provide some instructions? Thanks.

The only thing in a zip file from curseforge for a modpack is a manifest.json file and a few folders, mainly for configs. What you are suggesting will not work.


It's not hard to get the Twitch/Curse launcher and it's not laggy like Solarkoid suggests later on unless there is something wrong with your computer or internet.


Steps to getting the launcher:

If you mean the issue in the last post (you should really have made a new thread in Support, not posted to a year old thread for a completely different thing in a completely different section), that is caused by using Java 9 or later, which causes issues with many mods since they use a buggy Mojang library (this is one reason why Mojang provides their own runtime, which should be used even if it is "outdated", which means nothing if the program was written for that version of Java. Many people also still try to use obsolete JVM arguments, like CMS incremental mode and PermSize):


 


 -131315


(this is yet another reason not to use Forge for mods; even Java 8 causes Forge for 1.6.4 to crash but the game itself doesn't, same for my own mods, including manual installation of Optifine (the "launchwrapper" seems to be an API used to load mods at runtime instead of modifying the jar on disk, which Mojang highly disproves of based in their measures to stop it, like redownloading a clean jar unless you block the download (which is actually pretty easy), probably to prevent people from distributing modded jars, as I've seen people do before, instead of only distributing the modded files)

If you are replying to the post prior to yours, you can find instructions here:


 _Edition_launcher#Installations


Note that you also want to specify a custom game directory to avoid issues, including crashes and world corruption, caused by running different versions in the same directory or accidentally loading a world in the wrong version (you can just add a folder name to the end of the default path and it will automatically be created when you launch the game and it will have its own folders for mods and saves; this is also a good way to have multiple instances with separate mod packs).

They won't do it. It's the same reason why they won't let players launch their modded games without launching the curseforge app. They WANT you to launch the curseforge app and be connected at all times. It's very easy to implement, but considering people been asking for this for years, and they still haven't answered it, let alone do something about it, means they want you to be connected. Either for monetary reasons or it looks better in their annual reports.

Not saying offline shouldn't get added but in the meantime you can run MultiMC and add the modpacks as instances to that and play them completely offline. You'll need to export the modpacks from the launcher and make sure the export include config, mods, and resources, then you'll import from .zip in MultiMC, and then bam you'll be able to run the modpacks completely offline

Because the game is so reliant on outside addons to function correctly such as in raid encounters, it seems like it would be a good idea to disallow any addon download providers from distributing addons (with copywritten blizzard API) without providing free use of their own API for downloads to the other distributors.

it seems like it would be a good idea to disallow any addon download providers from distributing addons (with copywritten blizzard API) without providing free use of their own API for downloads to the other distributors.

A few more things in general and about this tutorial


If you got KSP on Steam, it is recommend to move the game directory out of the Steam directory to prevent auto-updates! It is not possible to deactivate updates on Steam but a new game version may break a mod and/or your (modded) savegame, so you definitly don't want to update the game before you know if all your mods will still work fine or got updated.

Keep in mind that many mods which are compatible with KSP 1.4.x, are still compatible with 1.5.x and 1.6.x. If you play on 1.5.x or 1.6.x and the mod you want to install isn't available for your specific game version, you can still try an older mod version with good chances of success 


For most parts of this tutorial, I'm going to use "SCANsat" as an example, for various reasons ff782bc1db

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