Using Mac OS X, the liteloader installer is literally popping up with a blank window that says nothing other than "Ok".
Hmm, that's interesting. The installer is based on the forge one so would you like to try the forge installer (just try running it, you don't need to install if you don't want to) and see if it loads. If it doesn't then I know it's something with cpw's code and if it does load then I know it's something in the code I've added.
Hmm, that's interesting. The installer is based on the forge one so would you like to try the forge installer (just try running it, you don't need to install if you don't want to) and see if it loads. If it doesn't then I know it's something with cpw's code and if it does load then I know it's something in the code I've added.
Also what version of Java are you running.
- Java 6
imac:~ Administrator$ java -version
java version "1.6.0_51"
Java(TM) SE Runtime Environment (build 1.6.0_51-b11-456-11M4508)
Java HotSpot(TM) 64-Bit Server VM (build 20.51-b01-456, mixed mode)
- Forge installer worked like a charm, no graphical glitches
imac:~ Administrator$ java -version
java version "1.6.0_51"
Java(TM) SE Runtime Environment (build 1.6.0_51-b11-456-11M4508)
Java HotSpot(TM) 64-Bit Server VM (build 20.51-b01-456, mixed mode)
- Forge installer worked like a charm, no graphical glitches
Okay I just uploaded a revision -01 of the installer. Give that one a try.
---
The installer revision -01 attempts to detect the installed versions of forge and select the latest one. If anyone finds any issues with this then please let me know. There's also a tiny revision to LiteLoader itself which re-adds the crash report entry and fixes a minor issue with chat filters.
Okay I just uploaded a revision -01 of the installer. Give that one a try.
---
The installer revision -01 attempts to detect the installed versions of forge and select the latest one. If anyone finds any issues with this then please let me know. There's also a tiny revision to LiteLoader itself which re-adds the crash report entry and fixes a minor issue with chat filters.
Works great! The GUI glitches are fixed, and the mod correctly chained to forge 798 which is the new recommended version, which I had installed.
Do you have a way for us to use this mod with Magic Launcher, instead of the installer? I am getting an error with Magic Launcher when I try using the new environment that your installer created.
*** MagicMinecraftLauncher 1.1.6 ***
LCP: C:\Users\Name\Desktop\Minecraft\Mods\1.6.2\OptiFine_1.6.2_HD_U_B1.zip;C:\Users\Name\Desktop\Minecraft\Mods\1.6.2\TabbyChat-1.8.09.jar;C:\Users\Name\Desktop\Minecraft\Mods\1.6.2\zanMap162d.zip;C:\Users\Name\Desktop\Minecraft\Mods\1.6.2\TooManyItems2013_07_05_1.6.2.zip;C:\Users\Name\Desktop\Minecraft\Mods\1.6.2\ModLoader.zip;C:\Users\Name\AppData\Roaming\.minecraft\versions\LiteLoader1.6.2\LiteLoader1.6.2.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\mumfrey\liteloader\1.6.2\liteloader-1.6.2.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\net\minecraft\launchwrapper\1.3\launchwrapper-1.3.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\lzma\lzma\0.0.1\lzma-0.0.1.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\net\sf\jopt-simple\jopt-simple\4.5\jopt-simple-4.5.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\paulscode\codecjorbis\20101023\codecjorbis-20101023.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\paulscode\codecwav\20101023\codecwav-20101023.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\paulscode\libraryjavasound\20101123\libraryjavasound-20101123.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\paulscode\librarylwjglopenal\20100824\librarylwjglopenal-20100824.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\paulscode\soundsystem\20120107\soundsystem-20120107.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\argo\argo\2.25_fixed\argo-2.25_fixed.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\bouncycastle\bcprov-jdk15on\1.47\bcprov-jdk15on-1.47.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\google\guava\guava\14.0\guava-14.0.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\apache\commons\commons-lang3\3.1\commons-lang3-3.1.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\commons-io\commons-io\2.4\commons-io-2.4.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\net\java\jinput\jinput\2.0.5\jinput-2.0.5.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\net\java\jutils\jutils\1.0.0\jutils-1.0.0.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\com\google\code\gson\gson\2.2.2\gson-2.2.2.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl\2.9.0\lwjgl-2.9.0.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl_util\2.9.0\lwjgl_util-2.9.0.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl-platform\2.9.0\lwjgl-platform-2.9.0-natives-windows.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl\2.9.1-nightly-20130708-debug3\lwjgl-2.9.1-nightly-20130708-debug3.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl_util\2.9.1-nightly-20130708-debug3\lwjgl_util-2.9.1-nightly-20130708-debug3.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl-platform\2.9.1-nightly-20130708-debug3\lwjgl-platform-2.9.1-nightly-20130708-debug3-natives-windows.jar;C:\Users\Name\AppData\Roaming\.minecraft\libraries\net\java\jinput\jinput-platform\2.0.5\jinput-platform-2.0.5-natives-windows.jar
WindowMaximized: true
MainClass: net.minecraft.launchwrapper.Launch
java.lang.ClassNotFoundException: net.minecraft.launchwrapper.Launch
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)
at magic.launcher.Launcher.main(Unknown Source)
I am trying to load the following mods through Magic Launcher (which is running after the LiteLoader install):
ModLoader
TMI
ZanMap
TabbyChat
OptiFine B1
I have also tested a configuration with no mods loading at all (just using Magic Launcher as a replacement to the default launcher) and am getting the same crash.
So... What I need to know is, can I still download the jar file for liteloader and use it within Magic Launcher instead of using the installer that you provide for windows? If not, can you please release a Magic Launcher friendly version? (I am going to try the jar file in magic launcher right after posting this)
Thank you in advance.... I absolutely love your Macro/Keybinds mod, and am trying to get that set up to work, because I have been without it for far too long. I feel crippled without it, and I appreciate all your hard work.
For anyone who says it's not out for 1.6.2 yet, I have the proper files, because I actually read Mumpfrey's post in the other thread.
Update: The game does not crash if I use the jar file in Magic Launcher, but it also does not load anything.
Damn, installing manual mods is getting harder... Past versions like 1.4.7 and 1.5.2 were easier, I put my mods in the jar and its ready! Now 1.6.2 is hard.. even Liteloader isn't easy to install, I did download the installer, then selected the extract option, then putting it in the minecraft.jar and it doesn't even work! I tried it in mods folder, nothing. I tried with the installer, Modloader doesn't even work.
I followed your steps and its not even working on my end. Im out of ideas, and im using Magic Launcher, only option against mojang's crappy launcher.. Theres Pros and Cons.. Hope you can help me
Rollback Post to RevisionRollBack
MagicLauncher is the best launcher I ever used! Hoping the developer would update for 1.13.x and 1.14.x
What a mission getting things to work now, FML (Fcking minecraft launcher) really just adding more hassles to me, getting forge, liteloader, optifine to all work while dealing with Mojang half assed launcher that leaves background java processes running when it has an error in the console despite closing it.
It will improve over time as people adjust to the new launcher. Getting frustrated with it now doesn't make sense because a lot of things aren't finalised. Once everyone stops doing jar mods it will be much more straightforward since everyone will have to use the new stuff at that point. Be patient, over the next few weeks/months things will get smoother you'll see. Nobody wants to make players jump through hoops to install things, it's just that there also isn't some magical make everything work right now button that modders can press to fix all their stuff. This is all made worse by the fact that a lot of modders didn't realise they had to change and so are only just getting into gear moving to the new platform.
It has to be resolved very soon because we will be seeing jar signature verification added to the launcher, and at that point everyone has to be moved over. Some members of the community fought to prevent this being deployed with the 1.6 update so at least there has been a stay of execution for now, to give people time to get acquainted with the new technology and do the work needed to migrate.
Again: be patient. Stuff won't remain this hard to deal with.
Anyway did get it all working (forge799, optifine ultra b2, and liteloader 1.6.2) so it possible along, with reis minimap, cjb (xray, 3dfly), tmi, wecui, and macromod for now... finally a minecraft worth moving to 1.6.2 for.
Can see a resurgence of mod packs though, to take the hassle out of getting things all working, though I can't stand modpacks, mcpatcher seems good as useless
Possibly, I've always seen mod packs as a good thing for exactly this reason, and that's why I joined the VoxelModPack Team when I did, mod packs make things easier for everyone. But again, don't expect how things are now to have any representation of how things are going to be, a lot of work needs to be done to adjust and people are busily undertaking that work as we speak. The "stop gap" solutions will do for now and if you get stuff working then great! But in the future all the faffing won't be necessary.
anyway there is one odd thing, using --width=1280 --height=720 minecraft will start up using only first arg ie width will be 1280, but height default.. or if you use --height=720 --width=1280 height will increased but not the width .. just something I noticed if you enable resolution feature.
Did you try without the = signs? Give that a try and see if it works.
I don't mind options, maybe it might be useful for servers to restrict to vanilla only crap I dunno, but restricting and putting up loads of barriers in the way of modding minecraft doesn't thrill me
There aren't any barriers to modding, they're just trying to kill of a type of modding that's destructive, unnecessary, and has security implications. There are new mechanisms to replace jar modding, people just need to switch to them, which is what I was saying
especially when I hear nothing of the actual modding api progress.
I assume this is a joke? The massive internal changes in 1.6, the move to "resource packs" which are designed to make all resources in the game (rather than just textures) easily moddable, and the new launcher itself are all massive steps towards the development and deployment of the API! This is why it's so frustrating to explain, people say "we want the API" then in the same breath when Mojang make changes to support it they shout "omg now we have to change, why you break everything Mojang?". It doesn't make sense.
I have a few of my own minecraft mods that so far been just fine compatibility wise with all the mods I use and just making patches for the few exceptions. They modify base classes,
Base edits are and always have been against the ToU, changing to a system that prevents this is better from a security perspective and Mojang are well within their rights to do so. And most importantly, you can still MAKE base edits if you really must, just DON'T edit the base jar to do so. With the new launcher it is not necessary any more.
maybe I should look into how to achieve the same via Forge though it seems like more of mission with the lack of decent upto date tutorials, pretty much why I just leave it for when this official modding api shows itself in minecraft as I don't particularly like Forge.
So you're saying can't be bothered to learn how to mod on a different platform, or using the tools that Mojang have already provided that certainly don't force you to use any particular incumbent API, I don't see how this is any problem but your own.
Well its only a problem because I can't be bothered to spend my time on it right now while its all poorly documented mess. Perhaps it will be better in the future.
Because it's still in flux, much of minecraft's documentation is community-generated and I expect documentation on the new launcher to follow a similar vein. That said, there's not really that much to how it works if you understand the concept of a java classpath, and 10 seconds reading the JSON file really tells you everything you need to know.
That's not an ungrounded assertion, I really don't understand why I'm having such a hard time explaining this. People are used to the status quo and seem to be fighting the change out of a kind of knee-jerk response that's just really hard to understand given how much change has occurred over the last 3 years. And this just because a culture of acceptance has grown up around a style of extension that never was, and won't ever be a good idea and only existed because it was the only supported way to achieve a goal. Now that reason no longer exists people are still defending the old method as if there were something sacred about it rather than it being something dirty and best forgotten.
Security: because the jar metadata is there for a reason and not just decoration
Everyone: because, everyone: modders benefit with a better technology to work with, players benefit from a unified experience rather than having to resort to third-party launchers or hacking their jar, mojang benefit because it paves the way to their mod API.
... but I'd be happy to provide a tiny companion mod that could display the same thing. This way people who want the status text can have it and the rest needn't be bothered by it.
doesn't work. Same with having ignore discrepancies and having no URL and extracting the jar with the installer program and then putting in the json line
doesn't work. Same with having ignore discrepancies and having no URL and extracting the jar with the installer program and then putting in the json line
If you're jar modding, then mod the LiteLoader version's jar and chain to forge using the installer. If you're using FML as the start of the chain then you need to add a cascadedTweaks option for LiteLoader's tweak class but it's probably just easier to use LiteLoader as the start of the chain.
Optifine to my knowledge is being updated to work with the new system as we speak.
So if I were to start at liteloader and chain forge into it would i also be able to add json lines for optifine and SPC to work(I have them work for my forge profile so thats why)
So if I were to start at liteloader and chain forge into it would i also be able to add json lines for optifine and SPC to work(I have them work for my forge profile so thats why)
Yeah you can start at either end really. Whichever way works for you. Both LiteLoader and FML support chaining so you can pick either of those as the "start" of you chain. LiteLoader is just more convenient because the chain can be created by the installer but there's absolutely nothing stopping you creating the chain the other way by hand if you want to.
Optifine to my knowledge is being updated to work with the new system as we speak.
While it is not quite as seemless as the liteloader install, you can put the optifine zip file (renamed as a jar) in the libraries folder (Mine is at C:\Users\[REDACTED]\AppData\Roaming\.minecraft\libraries\net\optifine\1.6.2\HD_U_B1\1.6.2-HD_U_B1.jar) and add the correct entries to the json file.
The only runtime option you need then is -Dfml.ignorePatchDiscrepancies=true
This works with FML, and liteloader installed together (using --tweakClass com.mumfrey.liteloader.launch.LiteLoaderTweaker --cascadedTweaks cpw.mods.fml.common.launcher.FMLTweaker)
I'm sure someone will code us a nice GUI for dealing with the json files at some point (I hope) but for now manual tweaking will have to suffice. I wish I was up to it but my Java skills are still at a very basic level.
I laugh while looking at ASM for forge and having to manipulate fricken byte code just to get the same done. Best of all this is just another another layer of ridiculousness to go through when you find another mod doing something with same class file. Now I'm right back to where I was before, only before it was much easier to just make a different version patch that would work with the other mod aswel etc.
I wasn't bringing forge into the picture, I was just talking about putting mods on the classpath rather than patching them into the jar, which is still against Mojang's ToU but at least doesn't break the seal on the underlying jar, which is the major issue and people have been forced to go to third-party launchers to get this functionality in the past, but as I said on page 4 in my post about 3rdparty launchers, there's issues of trust and accessibility extant within the whole concept of 3rdparty launchers, and having this functionality in the official launcher removes all of that. However since you bring it up, ASM gives forge a way to do a lot of things that would only be possible with class modding, but without redistributing modified classes, thus putting them within the Mojang ToU, that's their decision to take and I see no issue with it.
Right now old methods of doing things kinda work, but your blissful future on where things will be and its locked down 'security' joke looks more like Mojang is going to kill the more modding scene for there game and the interest in doing it for those new to java, before there mod api ever even gets here ..which I find funny for some reason probably because I realize this mod api of mojangs is probably going to suck, as it looks like they've spent more time doing anything else but that. And how things were when people just worked around not having it was probably better for everyone. Will see whatever.
I'm not sure what you're driving at here, none of this seems to be based on any observations I can see, all that I personally can observe is that Mojang are pushing towards what looks to be a robust and extensible framework for the game and are taking logical steps towards that goal and changing to better solutions to things as they go. The problem is that your "better for everyone" isn't better for everyone. Literally millions of people play this game and the vast majority play vanilla through the vanilla launcher, the people who were "comfortable" before using 3rd-party launchers etc. are the minority and Mojang are right to focus on improving the core technology of their own platform even if it makes things a little uncomfortable in the short term for the people who were "comfortable" under the status quo with their third-party launchers and/or hacky mod-installation techniques.
Asserting that the new API is "probably going to suck" is based on absolutely nothing, since we have only 3 things to go on at the moment: Mojang's stated intentions (all of which sound robust, well thought-out and plausible), the internal observed changes in the game engine (again, looking at the changes in the last few versions, very positive steps are being taken) and the new launcher platform (which is powerful and extensible even if the UI does kind of suck, but the UI can be improved whereas the underlying platform is already quite solid and demonstrates a good grasp of what's needed to make a good environment for the game.
As to "kill the more modding scene for there[sic] game", I think it's very clear that they are NOT killing the modding scene, given that this new launcher and the tweak class stuff is incredibly helpful to modders and a great leap forward in terms of direct support for modding.
Also, "as it looks like they've spent more time doing anything else but that", this is just plain nonsense. I'm not sure if you followed Notch's blog during development but I did, and I remember clearly when Mojang was created and more people came on board that Notch decided that 50% of time will always be devoted to adding some cool feature, so that the devs could stay involved and interested with the game, and that the balance of time would be spent on improving the engine and solving bugs. Looking at the progress, 2 years on, this is still exactly what we see, with each update (especially 1.5 and 1.6) bringing both new features to the table and technological improvements in the engine and revisions for supporting the future API. I've also spoken directly with Grum in the past and know this to be the direction that they're taking, equal part content and API revisions.
So stop making antagonistic, unfounded posts like this because it just doesn't really achieve anything. Everyone is well aware the things are far from ideal right now but as a I keep stating, this is just because modders need time to catch up and upgrade to the new platform and will NOT last forever.
I don't really get it, when I start Minecraft with Liteloader profile, all my mods are working except Optifine and SPC. I'm really noob with this new launcher, if someone could help me. Thanks.
If you're using base mods either patch them directly into the jar at the start of the chain, or add them as libraries using the method mentioned above.
Hey Mumfrey, I've encountered a problem that no one seems to have encountered yet, so I might be doing something wrong. Anyways, I've installed LiteLoader, and Macros Mod for 1.6.2 which load and work perfectly on single player, however when I try to log into my server, I face an error message that states: "Failed to login: Bad Request.". This is the same with other servers that I try to join, I was wondering if there is a solution around this? Thanks
Sounds like your token is invalid, just log out and log back in.
Hmm, that's interesting. The installer is based on the forge one so would you like to try the forge installer (just try running it, you don't need to install if you don't want to) and see if it loads. If it doesn't then I know it's something with cpw's code and if it does load then I know it's something in the code I've added.
Also what version of Java are you running.
- Java 6
- Forge installer worked like a charm, no graphical glitches
Okay I just uploaded a revision -01 of the installer. Give that one a try.
---
The installer revision -01 attempts to detect the installed versions of forge and select the latest one. If anyone finds any issues with this then please let me know. There's also a tiny revision to LiteLoader itself which re-adds the crash report entry and fixes a minor issue with chat filters.
Works great! The GUI glitches are fixed, and the mod correctly chained to forge 798 which is the new recommended version, which I had installed.
I am trying to load the following mods through Magic Launcher (which is running after the LiteLoader install):
ModLoader
TMI
ZanMap
TabbyChat
OptiFine B1
I have also tested a configuration with no mods loading at all (just using Magic Launcher as a replacement to the default launcher) and am getting the same crash.
So... What I need to know is, can I still download the jar file for liteloader and use it within Magic Launcher instead of using the installer that you provide for windows? If not, can you please release a Magic Launcher friendly version? (I am going to try the jar file in magic launcher right after posting this)
Thank you in advance.... I absolutely love your Macro/Keybinds mod, and am trying to get that set up to work, because I have been without it for far too long. I feel crippled without it, and I appreciate all your hard work.
For anyone who says it's not out for 1.6.2 yet, I have the proper files, because I actually read Mumpfrey's post in the other thread.
Update: The game does not crash if I use the jar file in Magic Launcher, but it also does not load anything.
I am using it just fine. Temporarily, I have applied the optifine mod, as well as rei's mini map, and TMI, to a copy of Mumfrey's Lightloader jar.
I followed your steps and its not even working on my end. Im out of ideas, and im using Magic Launcher, only option against mojang's crappy launcher.. Theres Pros and Cons.. Hope you can help me
And liteloader does more than just adding files into your jar now. It involves a lot to do with the json file.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
It will improve over time as people adjust to the new launcher. Getting frustrated with it now doesn't make sense because a lot of things aren't finalised. Once everyone stops doing jar mods it will be much more straightforward since everyone will have to use the new stuff at that point. Be patient, over the next few weeks/months things will get smoother you'll see. Nobody wants to make players jump through hoops to install things, it's just that there also isn't some magical make everything work right now button that modders can press to fix all their stuff. This is all made worse by the fact that a lot of modders didn't realise they had to change and so are only just getting into gear moving to the new platform.
It has to be resolved very soon because we will be seeing jar signature verification added to the launcher, and at that point everyone has to be moved over. Some members of the community fought to prevent this being deployed with the 1.6 update so at least there has been a stay of execution for now, to give people time to get acquainted with the new technology and do the work needed to migrate.
Again: be patient. Stuff won't remain this hard to deal with.
Awesome, glad you got it all working.
Possibly, I've always seen mod packs as a good thing for exactly this reason, and that's why I joined the VoxelModPack Team when I did, mod packs make things easier for everyone. But again, don't expect how things are now to have any representation of how things are going to be, a lot of work needs to be done to adjust and people are busily undertaking that work as we speak. The "stop gap" solutions will do for now and if you get stuff working then great! But in the future all the faffing won't be necessary.
Did you try without the = signs? Give that a try and see if it works.
Answers: Security, Everyone
There aren't any barriers to modding, they're just trying to kill of a type of modding that's destructive, unnecessary, and has security implications. There are new mechanisms to replace jar modding, people just need to switch to them, which is what I was saying
I assume this is a joke? The massive internal changes in 1.6, the move to "resource packs" which are designed to make all resources in the game (rather than just textures) easily moddable, and the new launcher itself are all massive steps towards the development and deployment of the API! This is why it's so frustrating to explain, people say "we want the API" then in the same breath when Mojang make changes to support it they shout "omg now we have to change, why you break everything Mojang?". It doesn't make sense.
Base edits are and always have been against the ToU, changing to a system that prevents this is better from a security perspective and Mojang are well within their rights to do so. And most importantly, you can still MAKE base edits if you really must, just DON'T edit the base jar to do so. With the new launcher it is not necessary any more.
So you're saying can't be bothered to learn how to mod on a different platform, or using the tools that Mojang have already provided that certainly don't force you to use any particular incumbent API, I don't see how this is any problem but your own.
Because it's still in flux, much of minecraft's documentation is community-generated and I expect documentation on the new launcher to follow a similar vein. That said, there's not really that much to how it works if you understand the concept of a java classpath, and 10 seconds reading the JSON file really tells you everything you need to know.
That's not an ungrounded assertion, I really don't understand why I'm having such a hard time explaining this. People are used to the status quo and seem to be fighting the change out of a kind of knee-jerk response that's just really hard to understand given how much change has occurred over the last 3 years. And this just because a culture of acceptance has grown up around a style of extension that never was, and won't ever be a good idea and only existed because it was the only supported way to achieve a goal. Now that reason no longer exists people are still defending the old method as if there were something sacred about it rather than it being something dirty and best forgotten.
Security: because the jar metadata is there for a reason and not just decoration
Everyone: because, everyone: modders benefit with a better technology to work with, players benefit from a unified experience rather than having to resort to third-party launchers or hacking their jar, mojang benefit because it paves the way to their mod API.
Works for me kind sir.
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique
"name": "com.mumfrey:liteloader:1.6.2",
"url": "http://dl.liteloader.com/versions/"
},
If you're jar modding, then mod the LiteLoader version's jar and chain to forge using the installer. If you're using FML as the start of the chain then you need to add a cascadedTweaks option for LiteLoader's tweak class but it's probably just easier to use LiteLoader as the start of the chain.
Optifine to my knowledge is being updated to work with the new system as we speak.
Yeah you can start at either end really. Whichever way works for you. Both LiteLoader and FML support chaining so you can pick either of those as the "start" of you chain. LiteLoader is just more convenient because the chain can be created by the installer but there's absolutely nothing stopping you creating the chain the other way by hand if you want to.
While it is not quite as seemless as the liteloader install, you can put the optifine zip file (renamed as a jar) in the libraries folder (Mine is at C:\Users\[REDACTED]\AppData\Roaming\.minecraft\libraries\net\optifine\1.6.2\HD_U_B1\1.6.2-HD_U_B1.jar) and add the correct entries to the json file.
{
"name": "net.optifine:1.6.2:HD_U_B1",
"url": "http://optifine.net/"
}
The only runtime option you need then is -Dfml.ignorePatchDiscrepancies=true
This works with FML, and liteloader installed together (using --tweakClass com.mumfrey.liteloader.launch.LiteLoaderTweaker --cascadedTweaks cpw.mods.fml.common.launcher.FMLTweaker)
I'm sure someone will code us a nice GUI for dealing with the json files at some point (I hope) but for now manual tweaking will have to suffice. I wish I was up to it but my Java skills are still at a very basic level.
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique
I wasn't bringing forge into the picture, I was just talking about putting mods on the classpath rather than patching them into the jar, which is still against Mojang's ToU but at least doesn't break the seal on the underlying jar, which is the major issue and people have been forced to go to third-party launchers to get this functionality in the past, but as I said on page 4 in my post about 3rdparty launchers, there's issues of trust and accessibility extant within the whole concept of 3rdparty launchers, and having this functionality in the official launcher removes all of that. However since you bring it up, ASM gives forge a way to do a lot of things that would only be possible with class modding, but without redistributing modified classes, thus putting them within the Mojang ToU, that's their decision to take and I see no issue with it.
I'm not sure what you're driving at here, none of this seems to be based on any observations I can see, all that I personally can observe is that Mojang are pushing towards what looks to be a robust and extensible framework for the game and are taking logical steps towards that goal and changing to better solutions to things as they go. The problem is that your "better for everyone" isn't better for everyone. Literally millions of people play this game and the vast majority play vanilla through the vanilla launcher, the people who were "comfortable" before using 3rd-party launchers etc. are the minority and Mojang are right to focus on improving the core technology of their own platform even if it makes things a little uncomfortable in the short term for the people who were "comfortable" under the status quo with their third-party launchers and/or hacky mod-installation techniques.
Asserting that the new API is "probably going to suck" is based on absolutely nothing, since we have only 3 things to go on at the moment: Mojang's stated intentions (all of which sound robust, well thought-out and plausible), the internal observed changes in the game engine (again, looking at the changes in the last few versions, very positive steps are being taken) and the new launcher platform (which is powerful and extensible even if the UI does kind of suck, but the UI can be improved whereas the underlying platform is already quite solid and demonstrates a good grasp of what's needed to make a good environment for the game.
As to "kill the more modding scene for there[sic] game", I think it's very clear that they are NOT killing the modding scene, given that this new launcher and the tweak class stuff is incredibly helpful to modders and a great leap forward in terms of direct support for modding.
Also, "as it looks like they've spent more time doing anything else but that", this is just plain nonsense. I'm not sure if you followed Notch's blog during development but I did, and I remember clearly when Mojang was created and more people came on board that Notch decided that 50% of time will always be devoted to adding some cool feature, so that the devs could stay involved and interested with the game, and that the balance of time would be spent on improving the engine and solving bugs. Looking at the progress, 2 years on, this is still exactly what we see, with each update (especially 1.5 and 1.6) bringing both new features to the table and technological improvements in the engine and revisions for supporting the future API. I've also spoken directly with Grum in the past and know this to be the direction that they're taking, equal part content and API revisions.
So stop making antagonistic, unfounded posts like this because it just doesn't really achieve anything. Everyone is well aware the things are far from ideal right now but as a I keep stating, this is just because modders need time to catch up and upgrade to the new platform and will NOT last forever.
If you're using base mods either patch them directly into the jar at the start of the chain, or add them as libraries using the method mentioned above.
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