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Keep server-side mods in client-hosted (LAN) packs - #570

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McCal-Codes wants to merge 1 commit into
Skidamek:mainfrom
McCal-Codes:fix/lan-host-server-side-mods
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McCal-Codes wants to merge 1 commit into
Skidamek:mainfrom
McCal-Codes:fix/lan-host-server-side-mods

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@McCal-Codes

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Fixes #567

First PR ever so let me know if I should change anything!

When a player hosts to LAN, the pack gets generated from their own game folder and auto-exclude-server-side-mods drops mods like Dungeons Arise. But the host still loads those, so Forge kicks every joiner with "mismatched mod list".

This just skips the auto-exclude when AutoModpack is running on a client (so: a LAN / client-hosted pack), and logs one line saying why. Dedicated servers work exactly like before.

What changed: ModpackExecutor.buildCandidate, 1 file, ~8 lines.

How I tested:

  • Before: friend kicked with "mismatched mod list", host log showed the 6 server-side exclusions
  • After: those mods ship in the pack and the mod list matches (no more mismatch kick)
  • Ran ./gradlew formatApply / formatCheck and :loader-universal:shadowJar

🤖 Generated with Claude Code

When a player opens their world to LAN, the pack is generated from their own
game dir, and auto-exclude-server-side-mods drops mods like Dungeons Arise.
The host still loads them though, so Forge kicks every joiner with
"mismatched mod list". Skip the auto-exclude when the host is a client.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@Skidamek

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as i mentioned in the comment under your issue, this is wrong

@Skidamek Skidamek closed this Oct 10, 2026
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LAN hosting: friends get kicked with "mismatched mod list" because server-side mods get left out of the pack

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