Questions people ask#

Is Modsmith a launcher?#

No. It prepares the game files and adds an installation to the official launcher, then the launcher does the rest: signing in, starting the game and keeping Minecraft itself up to date.

Do I need an account, or a CurseForge key?#

You need a Minecraft account in the official launcher, as always. Modsmith itself needs none. Modrinth works straight away; CurseForge needs a free API key.

Will it touch my other installations?#

No. Modsmith changes only the instances and launcher installations it made, or the ones you import.

Can I still change settings and add files by hand?#

Yes. Files you edit are kept when you update. Files you add yourself stay as they are; modsmith adopt can take them over so they update too.

Why did an update keep an old config file?#

Because you changed it. Modsmith keeps your version and marks it with ! in the plan. Use --overwrite to take the pack’s new version instead.

Why does it say a project has no release for my instance?#

The project has no release for that Minecraft version and mod loader, or only alpha and beta releases. modsmith info <project> lists its releases; --pre allows test releases.

Where are my worlds?#

In the instance’s saves folder. Find the instance with modsmith list. modsmith delete says how many worlds it holds before it deletes anything.

Can I move my instances to another drive?#

Yes: modsmith move <name> D:/Games/<name>. The launcher installation follows. To put new instances there too, see where things go.

How do I uninstall Modsmith?#

uv tool uninstall modsmith-cli. Instances and their launcher installations stay; delete those first with modsmith delete if you want them gone too.