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meza/minecraft-mod-manager

🚀 Minecraft Mod Manager 🚀

A command line utility to install and update Minecraft mods (for the Java edition) without a launcher.

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Minecraft Mod Manager is a helpful utility for players, modpack creators and server owners who want to keep their Minecraft mods up to date without the need for a launcher or having to manually check and download new files.

It can currently use mods from Curseforge and Modrinth. If you want support for other platforms, please feel free to submit a pull request or a feature request.

You currently can

Upcoming features:

It's purposefully made to have a very explicit configuration file to avoid any "magic". This allows you to have full control over the mods that are installed.


Table Of Contents


Installation

Go to the releases page, find the latest release, click on the Assets word and download the latest version for your platform.

For the best results, put the downloaded executable into your minecraft folder in the same level as the mods folder.

Folder Structure


Running

To use the tool, you need to have a command line / terminal open and be in the folder where the tool is.

Click for help with opening a terminal in Windows
  1. Navigate to the folder where the mmm.exe (and the rest of your minecraft installation) exists
  2. Click to the address bar
  3. Type: cmd and hit enter

Click for help with opening a terminal in Linux and MacOS

Let's be honest, you already know...

---

How it works

If you know npm or yarn from the web development world, this works just the same

Every command has a help page that you can access by running mmm help <command>.

Common Options

Every command has a few common options that you can use:

Option Short Option Long Description
-q --quiet Suppress all interactive ui elements
-c --config Set the config file to an alternative path
-d --debug Enable verbose logging

All options should be specified before the command. For example:

mmm --quiet install

or

mmm -c ./my-config.json install

INIT

mmm init

Initializes the configuration file. This will create a modlist.json file in the current folder by default.

This will use an interactive prompt to ask you for the information it needs. If you don't want to use that or you're in an environment without interaction, you can supply all the answers through the command line arguments.

Command line arguments for init

You can supply all the answers via the command line arguments. You can add these one after the other, for example: mmm init -l curseforge -p 1.16.5 -m ./mods -c ./modlist.json

Short Long Description Value Example
-l --loader The mod loader to use fabric, quilt or forge mmm init -l curseforge
-g --game-version The Minecraft version to use A valid Minecraft version mmm init -g 1.19.2
-f --allow-version-fallback Whether to allow version fallback No value needed.
When it is supplied, true is assumed
mmm init -f to allow
mmm init to not allow
-r --default-allowed-release-types Which release types do you allow? A comma separated list of the following:
alpha, beta, release
mmm init -r release,beta
-m --mods-folder Where do you want to download the mods? An absolute or relative path to an existing folder
Don't forget to use quotes for paths that include spaces or special characters
mmm init -m "C:/My Modpack/mods"

ADD

mmm add <platform> <id>

This adds a given mod to the configuration file and downloads the relevant mod file to the configured mod folder.

You would run this command to add a given mod to the configuration file.

Adding a mod also downloads the corresponding jar file.

Platforms

Currently the 2 possible values of the platform are:

  • curseforge
  • modrinth

How to find the Mod ID?

On Curseforge you need the Project ID which you can find in the top right hand corner of every mod's page.

On Modrinth you need the Project ID which you can find in the bottom left hand corner of every mod's page.

Click for examples

Adding the Fabric API from Curseforge: mmm add curseforge 306612

Adding Sodium from Modrinth: mmm add modrinth AANobbMI


REMOVE

mmm remove <name or id>

Removes a single, or a set of mods from both the configuration and the filesystem. Minecraft Mod Manager will always try to match the ID first and then the name fully and then the name partially.

Name lookups

You can specify one of multiple mods to remove. The simplest form is a list of mods like:

mmm remove mod1 mod2 "mod with space in its name"

Remember to add the quotes if there are spaces in the mod names

You can also use glob patterns to describe multiple mods.

Say you want to remove all world edit related mods, you can use:

mmm remove world*edit*

Command line arguments for the remove function

Short Long Description Value Example
-n --dry-run Print out the files/mods that would have been removed mmm remove -n

INSTALL

mmm install or mmm i

This makes sure that every mod that is specified in the config file is downloaded and ready to use.

You need to run this command whenever you want to make sure that the previously added mods are downloaded and ready to use.

The install command works off of the modlist-lock.json file which contains the exact version information for any given mod.

If a modlist-lock.json does not exist, the install command will download the latest version of every mod. This is a limitation of the Minecraft modding ecosystem and the lack of enforced versioning.

If you are in charge of Modrinth or Curseforge, please mandate the use of semver!

If a modlist-lock.json exists, then the install command will always download the exact same version of the mods listed inside of it.

Sending both the modlist.json and the modlist-lock.json file to other people is the surefire way to ensure that everyone has the exact same versions of everything.


UPDATE

mmm update or mmm u

This will try and find newer versions of every mod defined in the modlist.json file that matches the given game version and loader. If a new mod is found, it will be downloaded and the old one will be removed. If the download fails, the old one will be kept.

You would run this command when you want to make sure that you're using the newest versions of the mods.

Due to the Minecraft modding community's lack of consistent versioning, the "newness" of a mod is defined by the release date of a file being newer than the old one + the hash of the file being different.


CHANGE

mmm change [game_version]

This will attempt to change all the mods that are configured for the mod manager to the supplied minecraft version.

If no version is given, the command will assume the most recent release version of Minecraft.

It will perform the same check as the mmm test would before attempting a change so if either of the configured mods doesn't support the new game version, the change will not happen.

The process of a mmm change is the equivalent of running mmm test, deleting all the current mod files from the configured mods directory, changing the gameVersion in the modlist.json, then running a mmm install.

The exit codes of this command are identical to the test command's.


LIST

mmm list

This will list all the mods that are managed by the tool and their current status.


TEST

mmm test [game_version]

Test if you can use the specified game version. This is most commonly used to see if you can upgrade to a newer version of Minecraft and test that all of your configured mods will have a version for it.

For example if you're on 1.19.2, and you want to see if you could upgrade to 1.19.3, you would run: mmm test 1.19.3

If you omit the game version, it will use the latest stable minecraft version.

For server operators and script automation, the command will have a non-zero (1) exit value when it finds mods that don't support the version you are testing for.

It will also return a non-zero (2) exit value when you're testing for the version that's already being used.

This means that you could run mmm test every day for example, which would in return always check for the latest Minecraft release. Whenever the command returns with a zero exit code, you can run a version upgrade on your server if you like.


PRUNE

Removes all unmanaged files from the mod directory.

Ignoring files

The prune command adheres to the .mmmignore file and will not process any files specified there.

Command line arguments for the prune function

Short Long Description Value Example
-f --force Delete the files without asking mmm prune -f

SCAN

Scans the configured mods folder and looks for files that are currently not managed by the mod manager. When a file is found, it will attempt to look up that file on all the supported platforms.

It will report back the findings and if executed without any extra parameters, depending on the interactivity settings, it will either ask you what to do or not do anything.

If you supply the --add flag, it will add the discovered files to your modlist json.

What if I don't specify a preferred platform?

If you don't specify a preferred platform, it will use Modrinth. It does not search on both at the same time, ever.

Will it delete the files that it found?

No. It will reuse the found files and add them to the lockfile so you can decide if you want to then update to the newest versions or not.

Command line arguments for the scan function

Short Long Description Value Default Example
-p --prefer Which platform do you prefer to use? curseforge or modrinth modrinth mmm scan -p curseforge
-a --add Automatically add the discovered mods to the modlist json mmm scan -a

Explaining the configuration

modlist-lock.json

You have seen this file mentioned in this document and you might be wondering what to do with it.

The lockfile is 100% managed by the app itself and it ensures consistency across install runs. It effectively "locks" the versions to the exact versions you installed with the last add or update commands.

You don't have to do anything with it!

If you use version control to manage your server/modpack/configuration then make sure to commit both the modlist.json and the modlist-lock.json. Together they ensure that you are in full control of what gets installed.

modlist.json

The modlist.json is the main configuration file of Minecraft Mod Manager.

It is in JSON format. If you're unfamiliar with JSON or want to make sure that everything is in order, please use the JSON Validator website to make sure that the file contents are valid before running the app.

This is how it looks like if you followed the examples in the add section:

{
  "loader": "fabric",
  "gameVersion": "1.19.2",
  "modsFolder": "mods",
  "defaultAllowedReleaseTypes": [
    "release",
    "beta"
  ],
  "allowVersionFallback": true,
  "mods": [
    {
      "type": "curseforge",
      "id": "306612",
      "name": "Fabric API",
      "allowedReleaseTypes": [
        "release"
      ]
    },
    {
      "type": "modrinth",
      "id": "AANobbMI",
      "name": "Sodium"
    }
  ]
}

The mods field is managed by the add command, but you can also edit it by hand if you wish.

loader required

Possible values: fabric, quilt, forge

The loader defines which minecraft loader you're using.

gameVersion required

This needs to be the game version as listed by Mojang. 1.19, 1.19.1, 1.19.2, etc

modsFolder required

This points to your mods folder. Traditionally it would be "mods" but you can modify it to whatever your situation needs. The value of this could be an absolute path or a relative path.

We recommend you use relative paths as they are more portable.

PRO TIP

Keep the modlist.json file in the root of your minecraft installation. Right next to the server.properties file.

If the mods folder is relative, it will be a relative path from the modlist.json file. This makes it so that you can easily include the modlist json with your modpack or multimc instance so others could make use of it too.

defaultAllowedReleaseTypes required

Possible values is one or all of the following: alpha, beta, release

You can override this on a per-mod basis with the allowedReleaseTypes field in the mod definition.

Example

To lock Fabric Api to only release versions when everything else could be beta too, use it like below:

{
  ...
  "mods": [
    {
      "type": "curseforge",
      "id": "306612",
      "name": "Fabric API",
      "allowedReleaseTypes": [
        "release"
      ]
    },
    ...
  ]
}

allowVersionFallback optional

This is a field that exist due to the chaotic nature of Minecraft mod versioning. Setting this true will do the following:

  • If a suitable mod isn't found for the given Minecraft version, say 1.19.2, it will try for 1.19.1 (the previous minor version)
  • If a suitable mod isn't found for the previous minor version, it will try for 1.19 (the previous major version)

This happens quite frequently unfortunately because mod developers either don't update their mods but they still work or they forget to list the supported Minecraft versions correctly.

This setting will be overridable on an individual mod basis in the next release. Currently, it's a global setting.

Ignore File

Ignoring files works pretty much the same way as it does with .gitignore.

You have to create a .mmmignore file in the same directory as your modlist.json file is. Having files listed in the .mmmignore will make all operations ignore the given file like it doesn't exist.

Each line within the ignore file is a Glob Pattern.

The patterns will be applied by taking the directory of the modlist.json file's directory as the starting point.

This will change in the future. If you would like it to change sooner, please open an issue on github

For example to ignore the worldedit and the modmenu mods, the .mmmignore file would have the following entries:

mods/modmenu-*.jar
mods/worldedit-*.jar

Glob Primer

This section is taken from the glob package

"Globs" are the patterns you type when you do stuff like ls *.js on the command line, or put build/* in a .gitignore file.

Before parsing the path part patterns, braced sections are expanded into a set. Braced sections start with { and end with }, with any number of comma-delimited sections within. Braced sections may contain slash characters, so a{/b/c,bcd} would expand into a/b/c and abcd.

The following characters have special magic meaning when used in a path portion:

  • * Matches 0 or more characters in a single path portion
  • ? Matches 1 character
  • [...] Matches a range of characters, similar to a RegExp range. If the first character of the range is ! or ^ then it matches any character not in the range.
  • !(pattern|pattern|pattern) Matches anything that does not match any of the patterns provided.
  • ?(pattern|pattern|pattern) Matches zero or one occurrence of the patterns provided.
  • +(pattern|pattern|pattern) Matches one or more occurrences of the patterns provided.
  • *(a|b|c) Matches zero or more occurrences of the patterns provided
  • @(pattern|pat*|pat?erN) Matches exactly one of the patterns provided
  • ** If a "globstar" is alone in a path portion, then it matches zero or more directories and subdirectories searching for matches. It does not crawl symlinked directories.
Dots

If a file or directory path portion has a . as the first character, then it will not match any glob pattern unless that pattern's corresponding path part also has a . as its first character.

For example, the pattern a/.*/c would match the file at a/.b/c. However the pattern a/*/c would not, because * does not start with a dot character.

You can make glob treat dots as normal characters by setting dot:true in the options.


Using with MultiMC

MultiMC is a great tool for managing your Minecraft instances. However, it lacks the capability to keep the mods updated.

You can use Minecraft Mod Manager to keep your mods up to date automatically.

Step 1: Make sure that you have mmm in the .minecraft folder of your instance.

Step 2: Edit your instance and go to "Settings" on the left hand side

Step 3: Click on Custom Commands

Step 4: Set the following for the "Pre-launch command" "$INST_MC_DIR/mmm.exe" update

It should look something like this:



Contribute to the project

Feel free to contribute to the project but please read the contribution guidelines first before making any changes.

Setup

Prerequisites

Install dependencies

pnpm install

Validate

pnpm ci

Code Considerations

Conventional commmit messages

We use Conventional Commits to generate the changelog and to automatically bump the version number.

Changes not following the Conventional Commits specification will be rejected.


Unit testing

The project has been written in a TDD fashion and all contributions are required to have full and meaningful coverage.

100% coverage is just the bare minimum

Untested pull requests will be rejected.


Linting rules

pnpm lint or the pnpm ci will apply the supplied linting rules.

DO NOT
  • suppress linting errors unless there is absolutely no way around them
  • modify the rules to make them less strict
  • argue about the rules
DO
  • create contributions that make the rules more coherent
  • ask for help if you don't understand why a rule is in place (but first please look up the violation)
Exceptions

Sometimes when dealing with external sources, things like snake_case_names are inevitable. Those can be suppressed on the line they occur.


Documentation

Make sure additions are well documented with the same language and style as the main readme is.


Using console.log and console.error

To make sure that we communicate with the user on the right level, all invocations to the console.log and the console.error functions should be done in the actions folder. This means that the console.log and the console.error functions should not be used in the lib folder.

Read more about this in the Architecture Decision Record.