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.