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Get rid of 'Invalid input: Stop this instance before changing its mods'. #7670
I checked the existing issues for duplicate feature requests
What parts of Modrinth is your feature request related too?
Modrinth App
Is your suggested feature related to a problem? Please describe.
Literally no one asked for this and it's so annoying. There was never a problem with changing mods mid game before. There was absolutely no reason to go out of your way to make this a thing.
I'm so tired of so called 'features' being added that just arbitrarily restrict what I can do.
Describe the solution you'd like
Switch it back to how it was before so we don't have to close the game to manage our mods.
Describe alternatives you've considered
A way to disable auto-updates to the app, so when this crap get pushed to production I don't have to deal with it.
Additional context
I'm also mad that the app no longer shows me updates for my fabric mods on my neoforge packs. I now have to check them each manually from time to time.
actually god awful "feature", has no reason to exist and makes using the app just annoying. worst part is that is says its installed even after the error but when you go back to the instance the mod isnt actually there
@Ceebug
i feel as if you may agree with me on this, many of the random updates they put out for the launcher make it worse and adds more bugs that just dont make the features worth it in the first place.
I agree strongly, I previously would check if there's any mods that fix or add something I need and then keep playing since it would lead to less interruptions and it would properly launch next time I open the game anyways.
Also, for a comprise, it could be a toggle similar to "Skip non-essential warnings" in case less tech-savvy people somehow don't realize that they cannot add mods mid-game in Java edition while they can add Add-ons mid-game in Bedrock edition
@AngelOfCreation didnt it error out that the file is in use anyways when u try and do it when its open tho?
No, it just worked. Every time. Until one of the recent updates.
I had never even considered that this would ever be an issue. My understanding was that the updated or deleted mods wouldn't affect anything until the next time the game is launched, since the game isn't doing anything with the actual .jars once it finishes booting up.
@Ceebug i feel as if you may agree with me on this, many of the random updates they put out for the launcher make it worse and adds more bugs that just dont make the features worth it in the first place.
100%. I feel like the app has gotten so much slower than it was a year ago, all for features that don't even make sense.
You know what would actually be a useful feature? Being able to categorize mods into folders on the Content page. You could put all your library mods at the bottom, all your hex casting addons together, etc.
Instead we get things like this that make it clear Modrinth thinks we can't be trusted to control our own software.
________________________________
From: AngelOfCreation ***@***.***>
Sent: Saturday, 03 October 2026 05:59:26
To: modrinth/code ***@***.***>
Cc: Ceebug ***@***.***>; Mention ***@***.***>
Subject: Re: [modrinth/code] Get rid of 'Invalid input: Stop this instance before changing its mods'. (Issue #7670)
[https://avatars.githubusercontent.com/u/31418501?s=20&v=4]AngelOfCreation left a comment (modrinth/code#7670)<#7670 (comment)>
@Ceebug<https://github.com/Ceebug> i feel as if you may agree with me on this, many of the random updates they put out for the launcher make it worse and adds more bugs that just dont make the features worth it in the first place.
100%. I feel like the app has gotten so much slower than it was a year ago, all for features that don't even make sense.
You know what would actually be a useful feature? Being able to categorize mods into folders on the Content page. You could put all your library mods at the bottom, all your hex casting addons together, etc.
Instead we get things like this that make it clear Modrinth thinks we can't be trusted to control our own software.
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The term fork?
Uuuh I guess an easy way of describing it is "Making a new area to contiue development from a certain time in development"
So like if I have modrinth/code and I wanna add stuff to it but I don't have the ability to do that in the main one i can split of development (a fork) and add the stuff there.
Does that help?
Uuuh I guess an easy way of describing it is "Making a new area to contiue development from a certain time in development"
So like if I have modrinth/code and I wanna add stuff to it but I don't have the ability to do that in the main one i can split of development (a fork) and add the stuff there.
Does that help?
No, content store. I'm familiar with fork, sorry should have been more specific.
A new system introduced to the modrinth app to help it know exactly the state of mods. But at the same time it breaks stuff like mods patching mods, and anything that involves changing mods with anything other then the modrinth interface. Uuuh idk why they decided to also make it not allowed to do it when games open. That's def under the we think people Are so dumb they'd get confused reasoning
________________________________
From: AngelOfCreation ***@***.***>
Sent: Thursday, 15 October 2026 01:50:29
To: modrinth/code ***@***.***>
Cc: Ceebug ***@***.***>; Mention ***@***.***>
Subject: Re: [modrinth/code] Get rid of 'Invalid input: Stop this instance before changing its mods'. (Issue #7670)
[https://avatars.githubusercontent.com/u/31418501?s=20&v=4]AngelOfCreation left a comment (modrinth/code#7670)<#7670 (comment)>
15. The term fork?
Uuuh I guess an easy way of describing it is "Making a new area to contiue development from a certain time in development"
So like if I have modrinth/code and I wanna add stuff to it but I don't have the ability to do that in the main one i can split of development (a fork) and add the stuff there.
Does that help?
No, content store. I'm familiar with fork, sorry should have been more specific.
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Activity
Ceebug commentedon Sep 24, 2026
@AngelOfCreation didnt it error out that the file is in use anyways when u try and do it when its open tho?
Ceebug commentedon Sep 24, 2026
if thats the case its just a nicer error message
Ceebug commentedon Sep 24, 2026
oh yeah adding shouldnt have this applied to it
Unionegation commentedon Sep 27, 2026
100%, this is extremely annoying. I don't see how adding mods mid-game is harmful at all, and removing the ability to do so is bad.
Ceebug commentedon Sep 27, 2026
It might be because of content store? But that shouldn't cause this cause ur trying via the app
RanoldStranold commentedon Sep 27, 2026
actually god awful "feature", has no reason to exist and makes using the app just annoying. worst part is that is says its installed even after the error but when you go back to the instance the mod isnt actually there
RanoldStranold commentedon Sep 27, 2026
@Ceebug
i feel as if you may agree with me on this, many of the random updates they put out for the launcher make it worse and adds more bugs that just dont make the features worth it in the first place.
Ceebug commentedon Sep 28, 2026
cad3264 commentedon Sep 29, 2026
I agree strongly, I previously would check if there's any mods that fix or add something I need and then keep playing since it would lead to less interruptions and it would properly launch next time I open the game anyways.
Also, for a comprise, it could be a toggle similar to "Skip non-essential warnings" in case less tech-savvy people somehow don't realize that they cannot add mods mid-game in Java edition while they can add Add-ons mid-game in Bedrock edition
AngelOfCreation commentedon Oct 2, 2026
No, it just worked. Every time. Until one of the recent updates.
I had never even considered that this would ever be an issue. My understanding was that the updated or deleted mods wouldn't affect anything until the next time the game is launched, since the game isn't doing anything with the actual .jars once it finishes booting up.
AngelOfCreation commentedon Oct 2, 2026
100%. I feel like the app has gotten so much slower than it was a year ago, all for features that don't even make sense.
You know what would actually be a useful feature? Being able to categorize mods into folders on the Content page. You could put all your library mods at the bottom, all your hex casting addons together, etc.
Instead we get things like this that make it clear Modrinth thinks we can't be trusted to control our own software.
Ceebug commentedon Oct 4, 2026
AngelOfCreation commentedon Oct 7, 2026
I'm actually not familiar with that term, would you mind explaining it?
Ceebug commentedon Oct 9, 2026
AngelOfCreation commentedon Oct 14, 2026
No, content store. I'm familiar with fork, sorry should have been more specific.
Ceebug commentedon Oct 14, 2026
SalmonSnaked commentedon Oct 24, 2026
Seems to have been implemented in v0.21.10