Issue with External Mod in Test Environment

Status
Works as designed
Issue description

Crash With Spartan Shields i was planning to make a huge project with MCreator  i wanted to make a mod for not only Spartan Shields so many mods compatiable  (the huge may tiny compared to other mod but for me its huge haha) But im going to lost Motivations for this issue
 log with spartan shields
https://pastebin.com/saa93RHj
MCreator log in a case
https://pastebin.com/UdZaBrMm

Related/Similar Issue (but error is diffrent https://mcreator.net/tracker/issue/56593)
https://i.gyazo.com/44c81e9d476f804ec89688d77e42b834.png

My Workspace is Simple No tags(it had tag but i deleted to solve this issue nothing changed) Only a Some Simple Block,Tool,Items No Procedure Elements at all With simple settings

Issue comments

In order to use mods in dev environment in either MCreator or plain Forge MDK workspace, you need to get the deobfuscated variant of the mod.

Only the author of the mod can provide this, or if the mod is opensource, you can make deobfuscated variant of the mod yourself.

Why Is Just Testing With Another Mod is so Diffcult? (i have almost no programming knowleage :c)
Im planning to test with lot more mods can it be more easy? :c
I just want Check Compatiblity with other mods ( like just simply playing Other mod with My Mod Not Likely Deep Debug)

Why Is Just Testing With Another Mod is so Diffcult? (i have almost no programming knowleage :c)

Because mods are programming.

Im planning to test with lot more mods can it be more easy? :c

If you do not want to use or make deobfuscated mods, the only choice you have is to export mod each time you want to test it and test it with other mods in actual Minecraft.

okay, that means its impossible to automatically switch Dev mode to Normal Playing or test playing mods if incompatibility with other mod is detected or have a button for that

my suggestion is
Have a button that Makes Run Test Environment as normal minecraft (for compatiblity) it can toggle with that button
Once That button is toggled when run, MCreator will automatically export mods and put into run/mods and run it
and then when minecraft is closed the mod will automatically deleted 

Once That button is toggled when run, MCreator will automatically export mods and put into run/mods and run it
and then when minecraft is closed the mod will automatically deleted 

That would be quite hard to implement to support all OSes, especially considering that this is not the way it was meant to be.

Deobfuscated mods are required due to the nature of how Minecraft modding works.

I suggest you work on the mod and just occasionally verify compatibility with desired mods if you do not want to use deobfuscated mods, which would be the streamlined way to do this.

im not a programmer may im wrong at all but is it really hard?
what i was meaning is Once the button is toggled and when test run, it will simply export mod like usually does for distribution and  automatically move exported file to run/mods (or maybe automatically create new minecraft profile with prefer forge version and run it automatically so i can put external mods in that profile directory)
for more simple explanation let's say its just 

the only choice you have is to export mod each time you want to test it and test it with other mods in actual Minecraft. 

Do Above that you said automatically in MCreator it will lot more accessibility and easlier to test mods with external mod (Test With External mod Mode)
Like Twich Minecraft Laucher does

Launching the right MC version with forge installed and managing if existing mods are loaded, possibly even not for the right version is not an easy task can could mess people's existing mod installations.

Just do it the streamlined way using deobfuscated mods, all mod devs do it this way