May I ask if the system discriminates between mods?
I have 27 mods running without problems but I have 39 mods that should be running total!!!
It isnt that some of them are not compatible, Im having problems with external picking up mod folders/or files .. Im not sure how the launcher finds the files but I did read Cannon Foddrs early msg about unziping and RE ZIPING the mod with only Jar files...
Still it seems some of them will not get picked up by external lower window...??? I have goten a good number of external mods to work it but it seems that a few of them just wont show up???
any ideas guys?
Magic Launcher does NOT discriminate against any mods in any way. Some mods require extra steps based on things like how they are packaged and/or additional files they may have etc.
To be clear, he stated that all of the files from the mod that would normally go into the minecraft.jar file should be zipped into its own zip file it not properly packaged that way already. Not into a different jar or rar file or whatever. Sometimes a mod developer may package up more than one edition of his/her mods into a larger zip/rar file. So, instead of having one zip file that you would contain the actual mod in the root of that file, you may have a zip/rar or other folder with the mod (in its own zip file) instead of the root of that main package like it needs to be. This basically treats the mod as being in another sub-folder itself of the package rather than in the root of the package where it should be. To correct the situation, you have to extract the actual mod's zip file out of the larger package. Or, you may have the mod packaged as a rar instead of a zip or something. In which case, you would have to make your own zip file with all of the files from the package that would normally go into the minecraft.jar file if you were installing the mod manually.
Other mods may need extra steps that need to be taken for one or more additional files that are in the zip package (even if it is packaged correctly). An example of this is the Single-Player Commands (SPC) Mod. You have to extract a world edit file and place a copy of that file in your minecraft installation's bin folder.
For those mods that require modloader, the modloader mod itself needs to be listed very first thing in Magic Launcher. The mods that depend on it do not actually have to be placed in the mods folder (therefore showing up as "external" mods in that list). As long as modloader is listed first in the internal mods section, you can add the modloader mods to that same list instead of placing them in that mods folder. However, just as before, there may be extra steps that you have to take with those mods just like any of the others such as making sure they are packaged correctly and/or placing any additional files where they may need to be etc. Of course, that's probably the reason they are not showing up correctly in the external mods section because of not being packaged correctly.
Usually, but not always, there will be special instructions on how to install certain mods. They may explicitly say (if you're lucky) that you have to do something additional such as first extract the correct mod from the overall larger package etc. Or, copy special files to a certain location etc.
*** MagicMinecraftLauncher 0.9.7 ***
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.VerifyError: (class: yx, method: c signature: (Lwz;IIILjava/util/Random;)V) Incompatible object argument for function call
at ox.<clinit>(SourceFile:119)
at pw.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:169)
at hn.<init>(SourceFile:2075)
at net.minecraft.client.Minecraft.a(SourceFile:2075)
at net.minecraft.client.Minecraft.a(SourceFile:2058)
at net.minecraft.client.Minecraft.main(SourceFile:2139)
... 5 more
I have a problem. i updated my minecraft to 1.2.3 and now nothing will work!
Any suggestions?
p.s IM HORRIBLE AT SCRIPTING! I have a Dell inspirion 1010. And i have Windows XP
I have a problem!Im using this mod with the package of Modloader,OptiFine HD S B,SinglePlayerCommands,WorldEditCUI,TooManyItems, and finally Rei's Minimap.All of them is in ordor from first to last!Theres a problem, i cant get worldeditcui to work, i know you have to move the files from the text and stuff, but it still doesnt work!Someone help?Message me please.Am i missing something or what?
*** MagicMinecraftLauncher 0.9.7 ***
java.lang.NoClassDefFoundError: net/minecraft/src/MinecraftException
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.getMethod0(Unknown Source)
at java.lang.Class.getMethod(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.ClassNotFoundException: net.minecraft.src.MinecraftException
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 5 more
Magic Launcher does NOT discriminate against any mods in any way. Some mods require extra steps based on things like how they are packaged and/or additional files they may have etc.
To be clear, he stated that all of the files from the mod that would normally go into the minecraft.jar file should be zipped into its own zip file it not properly packaged that way already. Not into a different jar or rar file or whatever. Sometimes a mod developer may package up more than one edition of his/her mods into a larger zip/rar file. So, instead of having one zip file that you would contain the actual mod in the root of that file, you may have a zip/rar or other folder with the mod (in its own zip file) instead of the root of that main package like it needs to be. This basically treats the mod as being in another sub-folder itself of the package rather than in the root of the package where it should be. To correct the situation, you have to extract the actual mod's zip file out of the larger package. Or, you may have the mod packaged as a rar instead of a zip or something. In which case, you would have to make your own zip file with all of the files from the package that would normally go into the minecraft.jar file if you were installing the mod manually.
Other mods may need extra steps that need to be taken for one or more additional files that are in the zip package (even if it is packaged correctly). An example of this is the Single-Player Commands (SPC) Mod. You have to extract a world edit file and place a copy of that file in your minecraft installation's bin folder.
For those mods that require modloader, the modloader mod itself needs to be listed very first thing in Magic Launcher. The mods that depend on it do not actually have to be placed in the mods folder (therefore showing up as "external" mods in that list). As long as modloader is listed first in the internal mods section, you can add the modloader mods to that same list instead of placing them in that mods folder. However, just as before, there may be extra steps that you have to take with those mods just like any of the others such as making sure they are packaged correctly and/or placing any additional files where they may need to be etc. Of course, that's probably the reason they are not showing up correctly in the external mods section because of not being packaged correctly.
Usually, but not always, there will be special instructions on how to install certain mods. They may explicitly say (if you're lucky) that you have to do something additional such as first extract the correct mod from the overall larger package etc. Or, copy special files to a certain location etc.
Thank youIm on my way to work at the moment and will try to mess around with it tonight!!!! It cant be a rar tho... it must be a zip file? that has to be where I went wrong thanks again HIIIIII Human
Hmm - Out of curiosity... I'm guessing you're 'Windows' user - Is so are you 32-bit or 64-bit ??
If 32-bit, check to see if your view distance isn't set to 'far' - I believe you get lags if it is & you're NOT using 64-bit java
Well... I have both 64 bit and 32 bit of both Java 6 and 7, so... maybe the cause is that I have too much Java... lol.
You should just be able to extract the contents of the classes folder and then zip them up in a new zip, then point magiclauncher at it.
Have you got the actual worldedit.jar in your .minecraft/bin folder?
Nope(I don't have the actual worldedit.jar in my minecraft/bin because im using 100 percent unmodded fresh patch of minecraft!thats why im using magic launcher), and i zipped it like this already, Inside the zip is:wecui(folder with all the other classes),configuration.yml,mod_WorldEditCui.class
The launcher log (Setup -> Show Log) shows the error.
Error occurred during initialization of VM
Could not reserve enough space for object heap
Could not create the Java virtual machine.
The 32-bit Java is limited to 2000 MB. In reality the limit may be lower depending on memory usage. On my computer it is 1500 MB.
To allocate more memory you need 64-bit Java installed.
I don't get it. I know what all this is, I just don't get WHY I must have a 64-bit Java! This sucks! I did get the same error. I mean:
Error occurred during initialization of VM
Could not reserve enough space for object heap
Could not create the Java virtual machine.
your problem could be casued by outdated lwjgl files.
do the following.
1. Go to http://lwjgl.org/ and download the latest version ( should be 2.8.3). Extract the files to a seperate directory.
2. There should be 4 directories in the directory you extracted the archive to (doc, jar, native, and res). Go into the jar directory, and copt the jar files there to you.minecraft/bin folder.
3. Next go into the native directory, and then go into the directory for your OS.
Copy those files to your ./minecraft/bin/natives direcory.
Hopfuly this will fix your problem.
I put it in, and all it did was make my GUI flicker, in the normal minecraft client - the magiclauncher still didn't work...
I tried, in mc 1.2.3, adding modloader to my list, but when I tried it, it failed. Them I tried putting modloader in my .jar, still failed. What's up!:(
Here's an image of how I was able to get SmartMoving and Single-Player Commands to both work together through Magic Launcher for those of you that might be interested in using both of them WITH Magic Launcher:
The Scrollable Controls Mod is there in order to see all of the options. Of course, using this setup, I had to reconfigure a couple of the key-bindings and some of them would be displayed off of the screen without this or a similar mod.
In this example, I'm not actually using the Multi-Player Edition of ModLoader. But, this would follow the same format.
As shown in the image, ignore the PlayerAPI errors (unless you have even more errors related to another mod).
Normal Single-Player Commands (SPC) goes before PlayerAPI and then the PlayerAPI-patched edition of SPC goes after that.
Magic Launcher does NOT discriminate against any mods in any way. Some mods require extra steps based on things like how they are packaged and/or additional files they may have etc.
To be clear, he stated that all of the files from the mod that would normally go into the minecraft.jar file should be zipped into its own zip file it not properly packaged that way already. Not into a different jar or rar file or whatever. Sometimes a mod developer may package up more than one edition of his/her mods into a larger zip/rar file. So, instead of having one zip file that you would contain the actual mod in the root of that file, you may have a zip/rar or other folder with the mod (in its own zip file) instead of the root of that main package like it needs to be. This basically treats the mod as being in another sub-folder itself of the package rather than in the root of the package where it should be. To correct the situation, you have to extract the actual mod's zip file out of the larger package. Or, you may have the mod packaged as a rar instead of a zip or something. In which case, you would have to make your own zip file with all of the files from the package that would normally go into the minecraft.jar file if you were installing the mod manually.
Other mods may need extra steps that need to be taken for one or more additional files that are in the zip package (even if it is packaged correctly). An example of this is the Single-Player Commands (SPC) Mod. You have to extract a world edit file and place a copy of that file in your minecraft installation's bin folder.
For those mods that require modloader, the modloader mod itself needs to be listed very first thing in Magic Launcher. The mods that depend on it do not actually have to be placed in the mods folder (therefore showing up as "external" mods in that list). As long as modloader is listed first in the internal mods section, you can add the modloader mods to that same list instead of placing them in that mods folder. However, just as before, there may be extra steps that you have to take with those mods just like any of the others such as making sure they are packaged correctly and/or placing any additional files where they may need to be etc. Of course, that's probably the reason they are not showing up correctly in the external mods section because of not being packaged correctly.
Usually, but not always, there will be special instructions on how to install certain mods. They may explicitly say (if you're lucky) that you have to do something additional such as first extract the correct mod from the overall larger package etc. Or, copy special files to a certain location etc.
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.VerifyError: (class: yx, method: c signature: (Lwz;IIILjava/util/Random;)V) Incompatible object argument for function call
at ox.<clinit>(SourceFile:119)
at pw.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:169)
at hn.<init>(SourceFile:2075)
at net.minecraft.client.Minecraft.a(SourceFile:2075)
at net.minecraft.client.Minecraft.a(SourceFile:2058)
at net.minecraft.client.Minecraft.main(SourceFile:2139)
... 5 more
I have a problem. i updated my minecraft to 1.2.3 and now nothing will work!
Any suggestions?
p.s IM HORRIBLE AT SCRIPTING! I have a Dell inspirion 1010. And i have Windows XP
Any help is appreciated, thanks
Rapid Fire Bow Mod: http://www.minecraft...rapid-fire-bow/ (By ME! )
Thank youIm on my way to work at the moment and will try to mess around with it tonight!!!! It cant be a rar tho... it must be a zip file? that has to be where I went wrong thanks again HIIIIII Human
Well... I have both 64 bit and 32 bit of both Java 6 and 7, so... maybe the cause is that I have too much Java... lol.
Nope, not a problem. Correct thing to do actually.
Nope(I don't have the actual worldedit.jar in my minecraft/bin because im using 100 percent unmodded fresh patch of minecraft!thats why im using magic launcher), and i zipped it like this already, Inside the zip is:wecui(folder with all the other classes),configuration.yml,mod_WorldEditCui.class
i actualy thought that it had the mods already but i don't mind. love it.
I don't get it. I know what all this is, I just don't get WHY I must have a 64-bit Java! This sucks! I did get the same error. I mean:
Error occurred during initialization of VM
Could not reserve enough space for object heap
Could not create the Java virtual machine.
Ugh.
The biggest 32-bit signed integer is 2 147 483 648 or 2147 MB.
I put it in, and all it did was make my GUI flicker, in the normal minecraft client - the magiclauncher still didn't work...
Any other tips?
I would love to make some pull requests. (even though I haven't even downloaded yet )
EDIT: Oh, I see you obfuscated it. And it doesn't like my laptops dual gpu's
Well, maybe my PC is just slow ;( even with 4gb ram D:
Edit: 3.5 gb usable
Here's an image of how I was able to get SmartMoving and Single-Player Commands to both work together through Magic Launcher for those of you that might be interested in using both of them WITH Magic Launcher:
The Scrollable Controls Mod is there in order to see all of the options. Of course, using this setup, I had to reconfigure a couple of the key-bindings and some of them would be displayed off of the screen without this or a similar mod.
In this example, I'm not actually using the Multi-Player Edition of ModLoader. But, this would follow the same format.
As shown in the image, ignore the PlayerAPI errors (unless you have even more errors related to another mod).
Normal Single-Player Commands (SPC) goes before PlayerAPI and then the PlayerAPI-patched edition of SPC goes after that.
Then, SmartMoving of course.
I know Minecraft works because I can click buttons (can hear them, and quit game quit it out) and my fan starts going, but see I can see is white.
I can use the regular launcher and Technic Pack launcher just fine, what should I do to fix this?