Ok, from what I've seen, right now in the default launcher, if you want multiple profiles with different mods, you have to place the files in the
libraries/mods/ folder with a certain structure and then add the mod in the json file for the profile. For example, adding timber mod needs to go to this folder, create a folder tree like "timber/timber/1.6.2" under that folder, then go to the profile json and add something like
Code:
{
"name": "mods.timber:timber:1.6.2",
"url": "http://127.0.0.1/"
},
Well, if the custom Feed the beast launcher works this way too, or something similar, this means all the mod files could be all inside libraries/mods/. This means, once you download a modpack, all it's mods are down there somewhere. So, could we get a feature to define client side modpack remixes, for personal use?
I'm thinking of a "create a custom version" button on the modpack selection. A custom profile would be created, then, the player could select from a list including all the mods from all the downloaded modpacks, so that s/he can mix and match from all the modspacks. Like "Magic Farm", but miss "soul shards" from Direwolf20 and Traincraft from New World? Get all modpacks, make a custom version of Magic Farm, add Soul Shard and Traincraft mods already on the resource folders. That would limit the problem to customize ids if they crash. Even more, the "add mod" button would then add the mod to the "common mod pool", so if I add, say, nbt editor because I'm an admin in some servers and I use that to create cool things, I can add it to all the modpacks where I can use it.
TLDR: infrastructure for client side modpack remixes. Put all the mods from all the modpacks into a "mod pool", allow players to create custom versions from a modpack; let the players get mods directly from this mod pool, so that players can mix mods from different ftb modpacks.