I cannot get ModLoader to work with 1.6.1 at all. It's pretty awful.
I can get MC Patcher to work (it auto-installs) and therefore texture packs, but I can't load treecapitator or any other mod through ModLoader.
The developer of the TimberMod has said he will no longer develop that mod past 1.5.2. Looks like all the changes in 1.6.x scared him off. Seems it would take more time than he's willing to put in on that project.
Has anybody gotten ModLoader to work with 1.6.1? If so - how exactly? The directions on the first page do not seem to work for me at all.
Has anybody gotten ModLoader to work with 1.6.1? If so - how exactly? The directions on the first page do not seem to work for me at all.
Thanks for any help you can provide.
First of all, I don't know what changes to 1.6.x have scared anybody off from updating mods. If you use MCP and ModLoader, I didn't even notice a difference between 1.5.2 and 1.6.1 at all... other than a bunch of new classes. If the mod is loading files on a path relative to where the mod is installed, it might cause a few problems, but not that many. Anybody who claims this is a huge change for modders is simply finding excuses to quit making mods.
The largest change is that files are no longer being stored in the "bin" directory, but instead in the "versions" directory, with separate folders for each version of Minecraft. That causes some problems.... but you need to follow the instructions Risugami has written very carefully and do *everything* he suggests. If that still isn't clear, by xisumavoid. It was considered so good that Jeb linked to it on one of his tweets and urged all Minecraft users to see how to install mods. Mind you this is not just ModLoader, but any mod of any kind.
Most ModLoader mods should simply go into the "mods" sub-folder that is inside of each one of the "version" subfolders. ModLoader creates this folder the first time you run it, so I'd suggest getting ModLoader working first before adding any additional mods. After that, ModLoader seems to work very well for me.... other than a few bugs that Risugami needs to work out. The mods themselves load just fine, it is just some of the rest of the API calls internal to ModLoader that seem to have some problems. That is stuff like sound dropping out or having funny words show up for block names instead of a plain English word.
I cannot get ModLoader to work with 1.6.1 at all. It's pretty awful.
I can get MC Patcher to work (it auto-installs) and therefore texture packs, but I can't load treecapitator or any other mod through ModLoader.
The developer of the TimberMod has said he will no longer develop that mod past 1.5.2. Looks like all the changes in 1.6.x scared him off. Seems it would take more time than he's willing to put in on that project.
Has anybody gotten ModLoader to work with 1.6.1? If so - how exactly? The directions on the first page do not seem to work for me at all.
Thanks for any help you can provide.
I got modloader working with 1.6.1 fine using magic launcher, but I had to write a patch to make the sound work. If you get it working and have sound issues I can send you the patch. I am willing to maintain Timber mod, but TehKrush has not responded to me asking yet. I have decompiled his mod anyway, however, and I will update it as soon as modloader is updated to 1.6.2.
The largest change is that files are no longer being stored in the "bin" directory, but instead in the "versions" directory, with separate folders for each version of Minecraft. That causes some problems....
I think that is what is goofing me up the most. Thanks for the detailed reply. I will look into what you have suggested and hopefully will find my way.
When it comes to Minecraft and mods, I'm not the sharpest tool in the shed. I have no intuitive nature when it comes to this.
I got modloader working with 1.6.1 fine using magic launcher, but I had to write a patch to make the sound work. If you get it working and have sound issues I can send you the patch. I am willing to maintain Timber mod, but TehKrush has not responded to me asking yet. I have decompiled his mod anyway, however, and I will update it as soon as modloader is updated to 1.6.2.
Thanks for the reply. I'll keep trying and looking into Magic Launcher. I apprciate your willingness to work on the Timber Mod. Hopefully between Twitter and this board, you can get ahold of TehKrush.
Thanks for the reply. I'll keep trying and looking into Magic Launcher. I apprciate your willingness to work on the Timber Mod. Hopefully between Twitter and this board, you can get ahold of TehKrush.
Good luck, and best wishes.
Thank you! I will give TehKrush another few days to reply, but after that I will update his mod as soon as modloader is updated (or I could try to get forge working and use the modloader included in that...). I know how to fix a few old bugs Timber has, particularly the one with LAN games.
It just makes it easier. You just have to add modloader through the program and it will load everytime.
Downloaded and in setup loaded ModLoader, bspkrs and treecapitator into the mods area and it doesn't seem to work on cutting down trees.
There is a second section for External Mods and a third for Core Mods (down below) - should one or more be put there?
BTW, I made sure to specify the 1.6.1 in the Environment field.
Argh - I just want it to work.
I sort of wish someone would get all of it working, compress all of that into a single archive (Zip or RAR) and make it available so we can just download, unzip and play.
I'm too brainless to get this working without the help of others.
Thank you! I will give TehKrush another few days to reply, but after that I will update his mod as soon as modloader is updated (or I could try to get forge working and use the modloader included in that...). I know how to fix a few old bugs Timber has, particularly the one with LAN games.
I'll be keeping an eye out in the Timber Mod thread. Very cool of you to be willing to do this. I hope it all works out.
I'll be keeping an eye out in the Timber Mod thread. Very cool of you to be willing to do this. I hope it all works out.
I hope so too! I wish I could update it now using FML, but I can't get forge to decompile right! Do you know if anything has changed about setting up forge with MCP?
I hope so too! I wish I could update it now using FML, but I can't get forge to decompile right! Do you know if anything has changed about setting up forge with MCP?
Sorry - I know nothing about forge. I've never used it at all, and had wished to only use ModLoader and TimberMod so as to avoid the Forge thing. My usual setup (like with 1.4.6) is:
ModLoader
TimberMod
Zombe Mod Pack (for the flying mod)
MC Patcher (for either Sphax or Ovos Rustic Redeption Texture Packs)
More Village Biomes
REI Minimap
If I can get all that working - somehow - with 1.6.x, then I'll upgrade for every day play. If not, I'll stick with 1.4.6 for quite some time, I think.
I just want the game to play the way I want it to play, not be forced to stop using all the stuff that makes the game fun for me, you know?
Sorry - I know nothing about forge. I've never used it at all, and had wished to only use ModLoader and TimberMod so as to avoid the Forge thing. My usual setup (like with 1.4.6) is:
ModLoader
TimberMod
Zombe Mod Pack (for the flying mod)
MC Patcher (for either Sphax or Ovos Rustic Redeption Texture Packs)
More Village Biomes
REI Minimap
If I can get all that working - somehow - with 1.6.x, then I'll upgrade for every day play. If not, I'll stick with 1.4.6 for quite some time, I think.
I just want the game to play the way I want it to play, not be forced to stop using all the stuff that makes the game fun for me, you know?
Yeah, I agree. I actually don't use forge either, so it could be something obvious I am overlooking. I would actually recommend swapping out MCPatcher for optifine in your setup. It improves the graphics performance and has mcpatcher components built in.
Exception in thread "main" java.lang.NoClassDefFoundError: akj
Client> at java.lang.ClassLoader.defineClass1(Native Method)
Client> at java.lang.ClassLoader.defineClass(Unknown Source)
Client> at java.security.SecureClassLoader.defineClass(Unknown Source)
Client> at java.net.URLClassLoader.defineClass(Unknown Source)
Client> at java.net.URLClassLoader.access$100(Unknown Source)
Client> at java.net.URLClassLoader$1.run(Unknown Source)
Client> at java.net.URLClassLoader$1.run(Unknown Source)
Client> at java.security.AccessController.doPrivileged(Native Method)
Client> at java.net.URLClassLoader.findClass(Unknown Source)
Client> at java.lang.ClassLoader.loadClass(Unknown Source)
Client> at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
Client> at java.lang.ClassLoader.loadClass(Unknown Source)
Client> at ajz.<clinit>(SourceFile:33)
Client> at aqr.<init>(SourceFile:10)
Client> at aqw.<clinit>(SourceFile:166)
Client> at kz.a(SourceFile:122)
Client> at kz.<clinit>(SourceFile:55)
Client> at ats.<init>(SourceFile:201)
Client> at net.minecraft.client.main.Main.main(SourceFile:83)
Client> Caused by: java.lang.ClassNotFoundException: akj
Client> at java.net.URLClassLoader$1.run(Unknown Source)
Client> at java.net.URLClassLoader$1.run(Unknown Source)
Client> at java.security.AccessController.doPrivileged(Native Method)
Client> at java.net.URLClassLoader.findClass(Unknown Source)
Client> at java.lang.ClassLoader.loadClass(Unknown Source)
Client> at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
Client> at java.lang.ClassLoader.loadClass(Unknown Source)
Client> ... 19 more
Game ended with bad state (exit code 1)
Lolwut?
All those mods except optifine need modloader.
I know!!! But look, ( http://imgur.com/CWTqHvb ), and I promise that everything runs fine!!! You can't have more then 4 mods though, atlest on a stock MAcBook Pro. And, one has to be Optifine, but you can still run your most loved, used, or essential mods with OPtifine and Magic Launcher (until Risu updates, you can have a few on there)
Sorry - I know nothing about forge. I've never used it at all, and had wished to only use ModLoader and TimberMod so as to avoid the Forge thing. My usual setup (like with 1.4.6) is:
ModLoader
TimberMod
Zombe Mod Pack (for the flying mod)
MC Patcher (for either Sphax or Ovos Rustic Redeption Texture Packs)
More Village Biomes
REI Minimap
If I can get all that working - somehow - with 1.6.x, then I'll upgrade for every day play. If not, I'll stick with 1.4.6 for quite some time, I think.
I just want the game to play the way I want it to play, not be forced to stop using all the stuff that makes the game fun for me, you know?
Hey I just got finished re-writing Timber from the ground up in a way that does not require ModLoader, would you like to try it?
Have you tried using magic launcher?
First of all, I don't know what changes to 1.6.x have scared anybody off from updating mods. If you use MCP and ModLoader, I didn't even notice a difference between 1.5.2 and 1.6.1 at all... other than a bunch of new classes. If the mod is loading files on a path relative to where the mod is installed, it might cause a few problems, but not that many. Anybody who claims this is a huge change for modders is simply finding excuses to quit making mods.
The largest change is that files are no longer being stored in the "bin" directory, but instead in the "versions" directory, with separate folders for each version of Minecraft. That causes some problems.... but you need to follow the instructions Risugami has written very carefully and do *everything* he suggests. If that still isn't clear, by xisumavoid. It was considered so good that Jeb linked to it on one of his tweets and urged all Minecraft users to see how to install mods. Mind you this is not just ModLoader, but any mod of any kind.
Most ModLoader mods should simply go into the "mods" sub-folder that is inside of each one of the "version" subfolders. ModLoader creates this folder the first time you run it, so I'd suggest getting ModLoader working first before adding any additional mods. After that, ModLoader seems to work very well for me.... other than a few bugs that Risugami needs to work out. The mods themselves load just fine, it is just some of the rest of the API calls internal to ModLoader that seem to have some problems. That is stuff like sound dropping out or having funny words show up for block names instead of a plain English word.
Version 2.1 now updated for MC 1.6.2
I got modloader working with 1.6.1 fine using magic launcher, but I had to write a patch to make the sound work. If you get it working and have sound issues I can send you the patch. I am willing to maintain Timber mod, but TehKrush has not responded to me asking yet. I have decompiled his mod anyway, however, and I will update it as soon as modloader is updated to 1.6.2.
No I haven't. Does that sort of replace ModLoader, or just make using it easier?
Thanks for the reply. I appreciate it.
I think that is what is goofing me up the most. Thanks for the detailed reply. I will look into what you have suggested and hopefully will find my way.
When it comes to Minecraft and mods, I'm not the sharpest tool in the shed. I have no intuitive nature when it comes to this.
Happy gaming!
Thanks for the reply. I'll keep trying and looking into Magic Launcher. I apprciate your willingness to work on the Timber Mod. Hopefully between Twitter and this board, you can get ahold of TehKrush.
Good luck, and best wishes.
Thank you! I will give TehKrush another few days to reply, but after that I will update his mod as soon as modloader is updated (or I could try to get forge working and use the modloader included in that...). I know how to fix a few old bugs Timber has, particularly the one with LAN games.
It just makes it easier. You just have to add modloader through the program and it will load everytime.
Downloaded and in setup loaded ModLoader, bspkrs and treecapitator into the mods area and it doesn't seem to work on cutting down trees.
There is a second section for External Mods and a third for Core Mods (down below) - should one or more be put there?
BTW, I made sure to specify the 1.6.1 in the Environment field.
Argh - I just want it to work.
I sort of wish someone would get all of it working, compress all of that into a single archive (Zip or RAR) and make it available so we can just download, unzip and play.
I'm too brainless to get this working without the help of others.
Thanks again - muchly.
I'll be keeping an eye out in the Timber Mod thread. Very cool of you to be willing to do this. I hope it all works out.
I hope so too! I wish I could update it now using FML, but I can't get forge to decompile right! Do you know if anything has changed about setting up forge with MCP?
Sorry - I know nothing about forge. I've never used it at all, and had wished to only use ModLoader and TimberMod so as to avoid the Forge thing. My usual setup (like with 1.4.6) is:
ModLoader
TimberMod
Zombe Mod Pack (for the flying mod)
MC Patcher (for either Sphax or Ovos Rustic Redeption Texture Packs)
More Village Biomes
REI Minimap
If I can get all that working - somehow - with 1.6.x, then I'll upgrade for every day play. If not, I'll stick with 1.4.6 for quite some time, I think.
I just want the game to play the way I want it to play, not be forced to stop using all the stuff that makes the game fun for me, you know?
Yeah, I agree. I actually don't use forge either, so it could be something obvious I am overlooking. I would actually recommend swapping out MCPatcher for optifine in your setup. It improves the graphics performance and has mcpatcher components built in.
What does that mean?
Lolwut?
All those mods except optifine need modloader.
All of them can use it, but none need it.
Hey I just got finished re-writing Timber from the ground up in a way that does not require ModLoader, would you like to try it?