Mods and compatibility
What Moss does for mods and plugins, so you do not have to learn it from a crash log:
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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.
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Reads the jars. Name, version, authors, loader and environment come from the files themselves, so manually dropped jars are first-class.
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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.
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Identifies unknown files by SHA-512 (Modrinth) and CurseForge fingerprint so they can be updated like anything else.
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Enable or disable a file without deleting it.
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Update everything from one reviewed plan, with pinning, one undo snapshot and rollback of already-replaced files if a download fails.
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Upgrade Minecraft with a per-mod verdict (ok, update available, no build for that version, unknown) before touching the server.
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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).
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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.
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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.