Mods and compatibility

What Moss does for mods and plugins, so you do not have to learn it from a crash log:

  • Right content for the right server. Loader, game version and (Modrinth) server side are filtered before you see a result; CurseForge files tagged client-only are skipped.

  • Reads the jars. Name, version, authors, loader and environment come from the files themselves, so manually dropped jars are first-class.

  • Checks the whole set. The compatibility panel lists missing required dependencies, dependency version ranges (Fabric/Quilt semver, Maven ranges), duplicate ids, declared incompatibilities, loader and game-version mismatches, client-only mods and unreadable files, each with a fix button. The same findings are shown in change plans before you install.

  • Identifies unknown files by SHA-512 (Modrinth) and CurseForge fingerprint so they can be updated like anything else.

  • Enable or disable a file without deleting it.

  • Update everything from one reviewed plan, with pinning, one undo snapshot and rollback of already-replaced files if a download fails.

  • Upgrade Minecraft with a per-mod verdict (ok, update available, no build for that version, unknown) before touching the server.

  • Modpacks in and out, with a report of anything that could not be fetched (usually CurseForge authors who disabled third-party downloads; Moss never works around that).

  • Try it on a copy first. Staged updates clone the server, apply the change on a test port, watch it start, and only offer Promote if it ran cleanly.

  • Modpack updates show a diff (added, removed, updated, config files you edited are never overwritten) and can be pinned to a version.

CurseForge works without any setup and is deliberately rate limited and uncached, see docs/curseforge.md.