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FFModSubfolders project artwork

CurseForge · Minecraft mod

FFModSubfolders

Allows users to place mods within subfolders. Supports disabling folders as well as other unique options.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which FFModSubfolders release should I use?

Updated today
Latest stable file ffmodsubfolders-0.6.1+26.3-neoforge.jar
Game version 26.3
Loader NeoForge

ffmodsubfolders-0.6.1+26.3-neoforge.jar targets 26.3 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is FFModSubfolders required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does ffmodsubfolders-0.6.1+26.3-neoforge.jar need?

ffmodsubfolders-0.6.1+26.3-neoforge.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add FFModSubfolders without breaking your instance.

Built for ffmodsubfolders-0.6.1+26.3-neoforge.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use ffmodsubfolders-0.6.1+26.3-neoforge.jar. It targets 26.3 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside ffmodsubfolders-0.6.1+26.3-neoforge.jar. It opens that exact file at the source.

About this project

What does FFModSubfolders add?

FFModsSubfolders

Keep your mods folder organized. FFModsSubfolders lets you sort your mods into subfolders by category, by modpack section, however makes sense to you instead of one giant flat list, without NeoForge losing track of any of them.

This mod must stay in the top level folder, as must Sinytra Connector if present, but any other mods should be able to be placed in subfolders within /mods/

Features

  • Subfolders, to any depth. mods/performance/, mods/qol/utility/
  • Nothing gets left behind. Mods that ship as an early-loading wrapper around an embedded mod (Sodium's NeoForge jar is the main example) still register their real mod id from a subfolder, so things that depend on them (like (Sodium) Chloride) resolve.
  • Disable a whole folder at once. Rename a folder to end in .disabled and everything inside it is skipped, the same way a single mod is disabled by renaming its jar to end in .disabled.
  • Sinytra Connector compatible. Fabric mods running via Connector are found in subfolders too, automatically, with zero setup.
  • Clear logging. A startup summary, and specific, actionable warnings if something looks wrong (a corrupt jar, an accidental duplicate, a folder that couldn't be read).

Known Limitations

  • This mod's own jar must stay in the top level of mods. It can't be organized into a subfolder itself. Every other mod is free to go anywhere.
  • Sinytra Connector's Fabric-mod integration has one edge case: a subfolder whose name (or an ancestor folder's name) contains a literal comma can't be relayed to Connector safely. Regular NeoForge mods in that folder still load normally either way, only Connector's ability to see Fabric mods in that specific folder is affected. Your log will say exactly which folder, if this ever applies to you.
  • Only one early loading-screen replacement can be active at a time, if you happen to have more than one mod that provides one placed in different subfolders (this is rare - most mods never touch the loading screen at all). NeoForge decides which one wins; your log will say if it detects more than one candidate.

FAQ

Why does this mod have to stay in the top level of mods, if the whole point is subfolders? Because of how mod loading works under the hood, a mod that finds other mods in subfolders can't also find itself in one, it has to already be running before it can go looking. Every other mod is free to go anywhere.

Does this slow down startup? Not meaningfully. It's a filesystem walk, the same kind of work NeoForge already does for the top level of mods, just extended to cover subfolders too.

Will this break anything? It shouldn't. This mod only adds places NeoForge looks for mods; it doesn't change how any mod itself loads or behaves. If something looks wrong, check your log for lines starting with [mod scan] or [early-service scan]as they're written specifically to make problems easy to diagnose.

Does this work with modpacks that use Sinytra Connector to run Fabric mods? Yes, fully. Both regular NeoForge mods and Fabric mods (via Connector) work from subfolders.

Feedback

If you have any ideas for improvements, questions, or concerns, I am open to communicating through email: FyxeINCFeedback@gmail.com

Project description from CurseForge.

Pick your setup

FFModSubfolders by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

19 available setups

Showing the newest 12 of 19 game versions. Older files are in the list below.

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

FFModSubfolders versions and loaders

42 of 42 releases match

Looking for an older file? The official CurseForge project page is in Resources.