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Releases: Skidamek/AutoModpack

AutoModpack 4.0.2

19 Dec 15:35

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What's Changed

  • Added support for Minecraft 1.21.11.
  • Improved self-updater robustness and added syncAutoModpackVersion config option to allow opting out of forced server version synchronization.
  • Added requireMagicPackets configuration option.
  • Implemented more complete glob pattern support, replacing the limited !, *, and ** wildcards.
  • Implemented TLS session resumption.
  • Significantly optimized code performance, particularly on Unix platforms.
  • Reduced mod JAR size from ~25MB to ~15MB.
  • Fixed startup crashes caused by special characters (e.g., !) in the Minecraft directory path.
  • Fixed memory leaks.
  • Removed Herobrine.
  • Removed duplicate AutoModpack entry from the ModMenu.

Full Changelog: v4.0.1...v4.0.2

AutoModpack 4.0.1

15 Nov 13:47

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What's Changed

  • Fixed: Displaying version as 1.0.0 (#442)
  • Fixed: Resource loading error in logs on 1.21.10 version (#443)
  • Fixed: Neoforge 1.21.8 incorrectly using 1.21.10 loader classes
  • Improved: Server-side detection of Zstd capabilities

Full Changelog: v4.0.0...v4.0.1

AutoModpack 4.0.0

08 Nov 14:11

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Finally stable v4

A lot has changed since 3.5.2 (after 551 commits)...
That was released so long ago that i don't believe anyone is still using that ancient version, if you do, now its the time to update.

Changes since beta44

  • Dropped 1.21.9 in favor of 1.21.10 same with 1.21.6 -> 1.21.8
  • Changed download progress bar texture for minecraft green bossbar
  • Properly catches Throwable object instead of Exception for loading zstd, finally fixing Android launchers
  • Removed ability to remotely downgrade to any of 4.0.0 betas

v4.0.0-beta44...v4.0.0 Changelog: v4.0.0-beta44...v4.0.0
Full Changelog: v3.5.2...v4.0.0

AutoModpack 4.0.0-beta44

31 Oct 13:53

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Hotfix

  • Fixed configuration incorrectly swapping all !/ prefixed file paths to /!/

Full changelog: v4.0.0-beta43...v4.0.0-beta44

AutoModpack 4.0.0-beta43

31 Oct 13:02

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What's Changed

  • The certificate validation screen has been redesigned. It's now clearer and easier to skip
  • WildCards computation is much more efficient, cutting down I/O requests and speeding up modpack generation on large packs
  • Android compatibility: we now try to load zstd compression on all devices and fall back to gzip if that fails
  • Server config lists automatically remove the redundant /automodpack/host-modpack/ prefix
  • Connection handshake updated to work with playit.gg

Full changelog: v4.0.0-beta42...v4.0.0-beta43

AutoModpack 4.0.0-beta42

19 Oct 09:35

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What's Changed

  • Now for real, fixed connection issues (#430)
  • Optimized connection code
  • Added configuration packets to the protocol instead of bundling everything into handshake

Full Changelog: v4.0.0-beta41...v4.0.0-beta42

AutoModpack 4.0.0-beta41

15 Oct 16:57

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What's Changed

  • Fixed incompatibility with latest Distant Horizons versions and Cesium mod (#384)
  • Fixed incompatibility with Android launchers like pojav and FCL (#379 )
  • Finally properly fixed the previous connection issue "lost connection: Server sent an invalid packet"

Full Changelog: v4.0.0-beta40...v4.0.0-beta41

AutoModpack 4.0.0-beta40

07 Oct 17:20

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Hot fix

  • Fixed NeoForge 1.21.9/.10 crash on startup (#427)
  • Fixed players being unable to connect due to "lost connection: Server sent an invalid packet"
  • Fixed compatibility with the latest versions of Crash Assistant mod

Full Changelog: v4.0.0-beta39...v4.0.0-beta40

AutoModpack 4.0.0-beta39

05 Oct 07:10

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What's Changed

  • Added 1.21.9/.10 compatibility
  • Fixed crash with crash-assistant mod on game exit (#411)
  • Added an AutoModpack progress bar to the preload stage in NeoForge
  • Music now properly respects MUSIC source instead of MASTER: fixes (#397)
  • Added music mute button to the download screen with playMusic client config field to completely disable it
  • Added updateSelectedModpackOnLaunch client config field to disable modpack updates on preload
  • Added syncLoaderVersion client config field to enable experimental mod loader version syncing (prism only)
  • Fixed mixin crash on 1.21.4 (#401)
  • Refactored mixins to no longer require on mixinextras
  • Improved file lookup performance: servers using e.g. slow FUSE-formatted disks experienced very long startup times
  • Fixed crashes caused by missing random files during modpack generation
  • Fixed a rare Neo/Forge crash caused by using a hyphen instead of an underscore in modId
  • Fixed dependency resolution for mods split with the forceCopyFilesToStandardLocation option
  • Fixed some certificate edge-cases by @gesterom in #405
  • Updated Russian localization by @VideoGamerRUS in #423

New Contributors

Full Changelog: v4.0.0-beta38...v4.0.0-beta39

AutoModpack 4.0.0-beta38

25 Jun 13:14

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What's Changed

  • Added 1.21.6 compatibility.
  • Added forceCopyFilesToStandardLocation option to the server config. It's a list of files that client will be forced to load from standard directory. By default most mods are loaded from separate automodpack directory, this list specifies files which will be copied to e.g. standard mods folder. This will break seamless updates! Use only when you have really good reason for it. Configuration works exactly the same way syncedFiles does.
  • disableInternalTLS doesn't require loopback address anymore, although its still very much recommend.
  • localAddressToSend got removed, it was useless.
  • portToSend behavior was slightly changed (see wiki). Now its more similar to how it worked in beta 36. Using reverse proxies will require it to be configured but connections though e.g. playit.gg should work out-of-the-box.
  • Auto downgrading to versions lower than this (4.0.0-beta38) is now prevented to avoid potential security issues from older versions.
  • A lot of boring internal build script changes.

Full Changelog: v4.0.0-beta37...v4.0.0-beta38