LiteLoader is a lightweight mod bootstrap designed to provide very basic loader functionality for mods which don't need to modify game mechanics. It is designed to run alongside Minecraft Forge and Forge Mod Loader (FML) and LiteLoader mods will virtually never conflict with Forge mods.
Built-in mod version validation which allows LiteLoader to identify and load only valid mods - no more crashes caused by accidentally loading out-of-date mods
Easy to install and compatible with all launchers supporting the Mojang Tweak System (launchwrapper)
Extensible "LiteAPI" core allows more complex APIs such as BlazeLoader to be built on top of LiteLoader
Sleek in-game user interface provides mod management, mod configuration panels, error reporting and in-game log viewer:
Installing LiteLoader is pretty straightforward and if you're familiar with the process, visit the download page to grab the latest installer for your version of Minecraft. If you're new to LiteLoader follow the instructions below
ShadersMod supports installation stand-alone, and also alongside Minecraft Forge but can easily be installed alongside LiteLoader even when Minecraft Forge is not in use. If you are creating an installation including Forge simply follow the instructions and download the Forge Edition and put it in your mods directory. If you do not have Forge then download the Non-Forge Edition and put it in your .minecraft/mods/<version> folder where <version> is the version of Minecraft you're using, eg. for 1.8 it would be .minecraft/mods/1.8
Official downloads are available from the download page:
Current development builds are available for Minecraft 1.9, Minecraft 1.8.9 and Minecraft 1.8 and are not supported in any way, shape or form. Use development builds at your own risk as they are likely to be unstable and may contain critical bugs which can corrupt your world cause crashes. You have been warned!
Looking for mods for LiteLoader? Then look no further than the LiteLoader Mods List.
If you are a mod developer and would like to have your mod added to the list, or have the existing entry amended then simply post below or drop me a PM here on the forums.
LiteLoader is aimed squarely at mods which only change the client in some way; some good examples might be a mini-map, a mod which overhauls the in-game chat or a client-side macro system. This type of mod doesn't generally need the awesome power of something like Minecraft Forge to function, so asking players to install an API that's several times larger than the mod itself doesn't make sense. It must however coexist peacefully alongside Forge (so that players can use both platforms if they want to!) and LiteLoader does this.
LiteLoader was primarily developed for use by The VoxelModPack Team but is source available to allow mod developers to make their own mods using the platform.
As a modder, if you're looking for a loader to help you add a new block, item, mob or mechanic into the game, then LiteLoader isn't for you and you should check out Minecraft Forge. If you want to make a mod that displays something on the screen like a heads-up FPS counter, provides an in-game IRC window, or anything else that doesn't alter game mechanics then LiteLoader is probably perfect for you!
What is this for and why do I need it?
Like other loaders and API's, LiteLoader doesn't do much on its own. If you want to run a LiteLoader mod then you need LiteLoader, if you don't then you don't need it! In general, the mods which use LiteLoader will link to this thread as a place to download the loader and provide support.
Can I load Forge or ModLoader mods with this?
No, LiteLoader is a standalone API used by some client-only mods, however you can run it at the same time as Forge or FML and it won't conflict, so if you want to use Forge mods and Lite mods, then that's fine!
The game won't load when I specify multiple tweaks, what gives?
Try changing the order of the tweaks, sometimes the load order is important since the first tweak is the "primary" one. Try putting liteloader's tweaker first for example.
I have a mac, and after installing the 1.5.2 version of LiteLoader I have no sounds at all!
This isn't LiteLoader's fault, there is a problem with the mac archiver that causes it to overwrite the "com" folder inside you minecraft jar with the LiteLoader one instead of merging it. Unfortunately the "com" folder contains the sound codecs for the game!
To work around this, either manually merge the new "com" folder into the existing one in the minecraft jar, or use the Mac LiteLoader Patcher made by chattahippie, which automates the installation.
I installed a mod into my "mods" folder but it's not detected by LiteLoader.
First, check that the mod is for the correct version of Minecraft. LiteLoader includes a version-checking system designed to prevent out-of-date mods from loading and crashing your client. If the versions mismatch then LiteLoader will not load the mod. For example if you have a mod for Minecraft 1.5.1 do not expect it to work on Minecraft 1.5.2!
Secondly, ensure that the file extension is .litemod. Some browsers detect that the files are .zip files and rename them to .zip when you download. LiteLoader requires the files to have the .litemod extension in order to recognise them as mods.
Can I redistribute LiteLoader in my mod pack?
Yes, see the Permissions section below.
Can I make a custom version of LiteLoader and redistribute it?
In general, no. The reason for this is that LiteLoader is an API (albeit a small one), and having multiple incompatible versions of an API in the wild is confusing for users and makes tracking bugs and issues very difficult. We do however work with mod developers who would like custom extensions to LiteLoader or would like to integrate the loader itself into their mod. Please note that LiteLoader's source code is protected by copyright and you may not redistribute the source without permission.
Where can I find information about making LiteLoader mods?
Asking for updates is against the Minecraft Forum rules, if you're waiting for an update just be patient. One of LiteLoader's goals is to keep its footprint small to make updating easy, so in general the update speeds are very fast.
Can I run LiteLoader and Forge at the same time?
Yes, they are designed to coexist, you can install both without any problems.
Won't running two loaders cause some kind of performance impact?
To cut a long story short, no. The loader is a tiny portion of the general footprint of the game and any mods you might install that use those loaders. Any impact on performance as a result of using multiple loaders is entirely lost in the general overhead of running the game itself.
Where can I report bugs?
If you have a question or a problem that you are not sure if it's a bug, then ask right here in this thread. Alternatively if you find a bug in LiteLoader itself you can submit a new issue on the LiteLoader GitLab.
Can I request new features?
Yes, but bear in mind that LiteLoader's core remit is to stay as light-weight as possible. This means I will generally only add functionality to the loader if it makes sense for it to be there. LiteLoader will never support adding blocks and items to the game so don't ask.
I accidentally my entire Minecraft. Is this bad?
Probably. If in doubt add more cowbell.
2014-10-27 - LiteLoader 1.7.10_04 - changes:
Increase verbosity of some startup messages to help with troubleshooting startup issues
Fix a problem with the mod dependency check which caused a crash
Update to launchwrapper 1.11 and ASM 5.0.3 to support Java 8
Write a warning when a file ending .litemod.zip is encountered
Added liteloaderjarassassin and force-update system to allow user to forcibly delete jar when an update is available
More verbose logging and option to disable the JInput enumerator, should allow bypass on systems with faulty input device drivers
Switch all event handlers to the new FastIterableHandlerList, uses bytecode generation for super fast event handling
Fix the previously-unimplemented RenderWorld
Deprecate some interfaces ready for 1.8 transition
Added intra-mod MessageBus system for mod-to-mod signalling
Changed all liteloader events over to the new event subsystem, deprecating the old
Lots of code clean up ready for 1.8
2014-08-10 - LiteLoader 1.7.10_03 - new installer to support new launcher, minor bug fixes, post to liteloader.com for error logs
2014-07-06 - LiteLoader 1.7.10_01 - reverted ASM dependency to 4.1 to avoid conflicts
2014-07-02 - LiteLoader 1.7.10 - changes:
Better init injection system to avoid being broken by Forge mods which prematurely initialise the renderer
Added startup progress bar to the "Mojang" screen
EventInjectionTransformer provides support for scalable, powerful event injection without having to write complex transformers
The new LiteAPI makes LiteLoader's core completely extensible! This is to provide support for the BlazeLoader API
Separated loader core into common, client and server to provide future support for server-side APIs like BlazeLoader API
Improvements to the configuration GUI
Added new listener interfaces FrameBufferListener and ViewportListener
Added new convenience methods to ModUtilities
Minor bug fixes to CallbackInjectionTransformer
Additional minor bug fixes
2014-02-15 - LiteLoader 1.7.2_04 - Lots of changes:
Full support for all features of the Mojang Tweak System in litemods - this means litemods can provide their own tweaker, and one or more class transformers
Support for loading jars containing tweakclasses in their metadata - this means that this version of liteloader and future versions can load Optifine, and also Forge
Support for being loaded as a tweakclass jar, eg. loaded by FML by just extracting the jar and dropping it in "mods"
Support for enabling and disabling mods in-game (still requires restart to apply but I made a nice pretty interface for viewing loaded mods and toggling their enabled state)
Better handling of external tweakers, loaded tweaks now show up in the mods list
Mod transformers will always be added last, this ensures that if FML is in use that the mod transformers end up downstream of the FML deobfuscation transformer
Skip adding transformers for disabled mods, prevents crashes when a disabled mod would get its tranformer added anyway
Internal refactoring to support more flexibility and extensibility in the future
LiteLoader version and loaded mods count is now shown in the main menu tab tooltip
Fixed support for being loaded by FML by extracting the jar into the "mods" folder
Loader events now injected using ASM instead of hooking on the profiler stack, this is much more efficient
Added update checker to the liteloader "about" panel
Added ingame log viewer for diagnosing mod startup errors, press F3 in the "about" panel
Added new transformer base classes for mod makers to use
Added new interfaces for the "server" (single player IntegratedServer) so mods can hook more easily into single player and LAN play
Refactored and improved mod discovery and disablement, disabling a mod now really disables it
Allow multiple descriptions in a single litemod.json file (for litemods containing more than one mod)
Switch all logging to log4j
Added a scroll bar for the mod "description" panel to allow longer descriptions in small resolutions
Fixed faulty logic in packet transformer check which would incorrectly sieve valid transformers
Added dependency check to mod metadata to allow specifying intra-mod dependencies
Allow Exposables to specify their own file name and gson deserialiser by implementing AdvancedExposable
Migrated macros JInputLib into LiteLoader, allow mods to access JInput controllers easily
Installer can now chain to Optifine as well, and also supports selecting amongst valid forge/fml/optifine versions
2013-09-27 - LiteLoader 1.6.4_00 - Updated for 1.6.4 and LaunchWrapper 1.8
2013-07-31 - LiteLoader 1.6.2_04 - Fixed issue with mod key bindings not saving properly
2013-07-31 - LiteLoader 1.6.2_03 - Updated installer to support chaining to FML
2013-07-25 - LiteLoader 1.6.2_02 - Fix for SoundSystem issue
2013-07-17 - LiteLoader 1.6.2_01 - Re-added crash log hook, installer now auto-detects forge version
2013-07-16 - LiteLoader 1.6.2_00 - Initial release for 1.6.2
You are free to redistribute unmodified LiteLoader binaries in any mod pack or compilation, including on third-party distribution platforms such as Feed The Beast provided that the distribution remains free, eg. no ad.fly links or similar.
You are free to use the source code to research LiteLoader internals but you may not redistribute modified versions of the loader. You may not redistribute the source code in any form without written permission.
I would also request that you do not redistribute development builds, these are subject to change often and support is not provided, redistributing them is strongly discouraged.
Developing mods for LiteLoader is based around usage of the Minecraft Coder Pack so you should be familiar with MCP before you start.
Some (very brief and incomplete) documentation is available on the LiteLoader Docs page and I will be adding to this over time. I also recommend taking a look at my tutorial video showing how to get up and running with MCP, LiteLoader and Eclipse (if you can tolerate my voice for that long!) which covers everything from start to finish. Currently pending an update since the switch to gradle, watch this space.
If you get stuck feel free to ask questions here in the thread, I always try to help when I can. Or you can find me on IRC espernet #liteloader and #sponge.
Feel free to ask any questions or any other comments you have here in the thread, we will do our best to answer them!
In the meantime, happy Minecrafting
In my development experience so far, LiteLoader is definitely my favorite loading method to provide support for. Lightweight, solid, available source code, no runtime de/obfuscation, etc. It was easy to add support for without making significant changes to my pre-existing code, and it's easy to live-test with.
I'd love to see LiteLoader continue to grow in popularity, it'd make my life easier to not have to worry about other mod-loading APIs
Thanks for your hard work Mumfrey, and for everything you've provided to the Minecraft community!
I've been using LiteLoader to develop a few mods for myself, and this is without a doubt the most convenient and compatible loader out there. It could not be any easier to use, and I love how lightweight it is, perfect for the kinds of mods I need it for. Glad to see this is in it's own thread.
Liteloader is a solid and lightweight loader that is just a pleasure to use. The fact that it can run seamlessly alongside other loaders like ModLoader and Forge is nothing short of amazing.
Liteloader is a GREAT loader. It's very useful when you don't need the junk that Forge provides, or you are just develeping a small mod for personal use. It's my favorite so far. I use this loader for my mod (look in sig). It's a great pleasure to use, too. No un-needed APIs, it's just a loader. And if you need Forge, it will not conflict with other mods. It is very compatible (unless the mod edits the rendering lighting class for some reason). But anyway, great modding platform! I like this mod in it's separate thread. :-)
NO support will be given for these versions of Liteloader! These versions of Liteloader are only to allow modders to update their mod faster (Updating Liteloader takes less work than updating, say Modloader or Forge.)
NO support will be given for these versions of Liteloader!
LiteLoader is using a new method of bootstrapping in 1.6.1 to be compatible with the new launcher and with Forge. Please be patient and don't just build the old codebase against the new MCP because there's more to it than that, jar mods are not necessary with this update any more. Once 1.6.1 MCP is released I will be working on this.
I'd appreciate it if you could remove the link from your post, I don't want to risk confusing users with incompatible versions of the loader, especially as there are some API changes to LiteLoader in 1.6.1 as well to support the new layout and more organised mod deployment.
Please be patient, I know it's always tempting to do things fast, but because of the changes in 1.6(.1) it's necessary to take things a little slower than usual.
LiteLoader is using a new method of bootstrapping in 1.6.1 to be compatible with the new launcher and with Forge. Please be patient and don't just build the old codebase against the new MCP because there's more to it than that, jar mods are not necessary with this update any more. Once 1.6.1 MCP is released I will be working on this.
I'd appreciate it if you could remove the link from your post, I don't want to risk confusing users with incompatible versions of the loader, especially as there are some API changes to LiteLoader in 1.6.1 as well to support the new layout and more organised mod deployment.
Please be patient, I know it's always tempting to do things fast, but because of the changes in 1.6(.1) it's necessary to take things a little slower than usual.
Thanks. Sorry to be a kill-joy. I appreciate your eagerness but I want to make sure this release goes smoothly (since a lot of people are going to have to adapt to a new way of working with mods) and I just want to avoid confusing people with different versions in the wild.
This is probably good from your point of view too, since you can now patch into the jar without modifying it (finally!) so you can make your x-ray even easier to deploy
Thanks. Sorry to be a kill-joy. I appreciate your eagerness but I want to make sure this release goes smoothly (since a lot of people are going to have to adapt to a new way of working with mods) and I just want to avoid confusing people with different versions in the wild.
This is probably good from your point of view too, since you can now patch into the jar without modifying it (finally!) so you can make your x-ray even easier to deploy
It's fine. I like doing things fast but this time, I should make sure my mod doesn't have any bugs.
Yay :-) I'm excited for the new release!
You're awesome. I will use your API if you implements jar modifications without touching base classes
The new launcher supports this, this means that from now on nobody should have to modify the jar at all for any reason \o/ Everything can be done by creating custom profiles to launch the game with the mods that you want.
The new launcher supports this, this means that from now on nobody should have to modify the jar at all for any reason \o/ Everything can be done by creating custom profiles to launch the game with the mods that you want.
Thank cpw for that!
Speaking of that, how does it work? It seems confusing to me..
Speaking of that, how does it work? It seems confusing to me..
Well it's not too complicated, basically each "version" contains a JSON file which defines the classpath, since all entries specified in that classpath have a higher priority than the base jar, it's a simple matter of including any edited base classes as libraries in the classpath.
Base edits are still possible, you just no longer need to edit the jar to apply them. It's essentially the way that a lot of 3rd-party launchers have worked to date, except that now it's just supported "out of the box" by the stock launcher.
LiteLoader is leveraging a slightly different new feature though in order to bootstrap early in the game's initialisation cycle without overriding any classes at all. This does cause a conflict with Forge ModLoader but I've been speaking to cpw so that we can make the loaders coexist without conflicting.
Well it's not too complicated, basically each "version" contains a JSON file which defines the classpath, since all entries specified in that classpath have a higher priority than the base jar, it's a simple matter of including any edited base classes as libraries in the classpath.
Base edits are still possible, you just no longer need to edit the jar to apply them. It's essentially the way that a lot of 3rd-party launchers have worked to date, except that now it's just supported "out of the box" by the stock launcher.
LiteLoader is leveraging a slightly different new feature though in order to bootstrap early in the game's initialisation cycle without overriding any classes at all. This does cause a conflict with Forge ModLoader but I've been speaking to cpw so that we can make the loaders coexist without conflicting.
OOOOOKKKKKKay.... you lost me there.
I have been doing the following:
copy the version/1.5.2 dir to version/1.5.2 Mod
rename the 1.5.2.jar file to 1.5.2 Mod
rename the 1.5.2.jason to 1.5.2 Mod.jason
modifying the id in the jason file line to 1.5.2 Mod
and then remove META-INF from the jar
merge the Forge, Optifine and liteloader to the jar file.
Could you give an example of how you would do this with the new launcher via the profile or jason file?
Now for the original subject I was going to post.......
Could you make lightloader for 1.5.2 and above use the directory given in the profile/cmd line.
Right now it ignores it and still loads from the .minecraft/mods dir not the (directory in the profile)/mods.
BTW FML has the same problem.
I have a question for the built-in jar modding.
Does it replace methods or the entire classes?
It replaces entire classes, but for some reason you still need to delete the META-INF if you mod base classes. A small downside for modding base classes, but same as always.
I have been doing the following:
copy the version/1.5.2 dir to version/1.5.2 Mod
rename the 1.5.2.jar file to 1.5.2 Mod
rename the 1.5.2.jason to 1.5.2 Mod.jason
modifying the id in the jason file line to 1.5.2 Mod
and then remove META-INF from the jar
merge the Forge, Optifine and liteloader to the jar file.
Could you give an example of how you would do this with the new launcher via the profile or jason file?
You don't need to merge anything into the jar any more, that's the whole point. Just put it in the libraries folder and and a library entry in the JSON file.
Now for the original subject I was going to post.......
Could you make lightloader for 1.5.2 and above use the directory given in the profile/cmd line.
Right now it ignores it and still loads from the .minecraft/mods dir not the (directory in the profile)/mods.
BTW FML has the same problem.
I'll be focusing on getting all the 1.6.1 updates done first, but suffice to say one of the changes for 1.6.1 liteloader is that it doesn't use "mods" any more. I *may* go back and make an updated 1.5.2 for the new launcher at some point but not any time soon, there are too many other more pressing issues.
The directory in the profile is something done by Risugami which is kind of a crap idea for a number of reasons, neither myself nor CPW will be using this method.
I have a question for the built-in jar modding.
Does it replace methods or the entire classes?
Still entire classes, just without modifying the base jar. You can use a FML coremod if you want to edit individual methods. What do you need to do? Can you not achieve what you need by reflection?
LiteLoader is a lightweight mod bootstrap designed to provide very basic loader functionality for mods which don't need to modify game mechanics. It is designed to run alongside Minecraft Forge and Forge Mod Loader (FML) and LiteLoader mods will virtually never conflict with Forge mods.
Installing LiteLoader is pretty straightforward and if you're familiar with the process, visit the download page to grab the latest installer for your version of Minecraft. If you're new to LiteLoader follow the instructions below
ShadersMod supports installation stand-alone, and also alongside Minecraft Forge but can easily be installed alongside LiteLoader even when Minecraft Forge is not in use. If you are creating an installation including Forge simply follow the instructions and download the Forge Edition and put it in your mods directory. If you do not have Forge then download the Non-Forge Edition and put it in your .minecraft/mods/<version> folder where <version> is the version of Minecraft you're using, eg. for 1.8 it would be .minecraft/mods/1.8
Official downloads are available from the download page:
Development builds are available from the Jenkins build server:
Current development builds are available for Minecraft 1.9, Minecraft 1.8.9 and Minecraft 1.8 and are not supported in any way, shape or form. Use development builds at your own risk as they are likely to be unstable and may contain critical bugs which can corrupt your world cause crashes. You have been warned!
Looking for mods for LiteLoader? Then look no further than the LiteLoader Mods List.
If you are a mod developer and would like to have your mod added to the list, or have the existing entry amended then simply post below or drop me a PM here on the forums.
LiteLoader is aimed squarely at mods which only change the client in some way; some good examples might be a mini-map, a mod which overhauls the in-game chat or a client-side macro system. This type of mod doesn't generally need the awesome power of something like Minecraft Forge to function, so asking players to install an API that's several times larger than the mod itself doesn't make sense. It must however coexist peacefully alongside Forge (so that players can use both platforms if they want to!) and LiteLoader does this.
LiteLoader was primarily developed for use by The VoxelModPack Team but is source available to allow mod developers to make their own mods using the platform.
As a modder, if you're looking for a loader to help you add a new block, item, mob or mechanic into the game, then LiteLoader isn't for you and you should check out Minecraft Forge. If you want to make a mod that displays something on the screen like a heads-up FPS counter, provides an in-game IRC window, or anything else that doesn't alter game mechanics then LiteLoader is probably perfect for you!
To work around this, either manually merge the new "com" folder into the existing one in the minecraft jar, or use the Mac LiteLoader Patcher made by chattahippie, which automates the installation.
Secondly, ensure that the file extension is .litemod. Some browsers detect that the files are .zip files and rename them to .zip when you download. LiteLoader requires the files to have the .litemod extension in order to recognise them as mods.
You are free to redistribute unmodified LiteLoader binaries in any mod pack or compilation, including on third-party distribution platforms such as Feed The Beast provided that the distribution remains free, eg. no ad.fly links or similar.
You are free to use the source code to research LiteLoader internals but you may not redistribute modified versions of the loader. You may not redistribute the source code in any form without written permission.
I would also request that you do not redistribute development builds, these are subject to change often and support is not provided, redistributing them is strongly discouraged.
Developing mods for LiteLoader is based around usage of the Minecraft Coder Pack so you should be familiar with MCP before you start.
Some (very brief and incomplete) documentation is available on the LiteLoader Docs page and I will be adding to this over time.
I also recommend taking a look at my tutorial video showing how to get up and running with MCP, LiteLoader and Eclipse (if you can tolerate my voice for that long!) which covers everything from start to finish.Currently pending an update since the switch to gradle, watch this space.If you get stuck feel free to ask questions here in the thread, I always try to help when I can. Or you can find me on IRC espernet #liteloader and #sponge.
Feel free to ask any questions or any other comments you have here in the thread, we will do our best to answer them!
In the meantime, happy Minecrafting
I'd love to see LiteLoader continue to grow in popularity, it'd make my life easier to not have to worry about other mod-loading APIs
Thanks for your hard work Mumfrey, and for everything you've provided to the Minecraft community!
I enjoy your hard work, Mumfrey. Thanks.
none right now
1.6: (gone)
LiteLoader is using a new method of bootstrapping in 1.6.1 to be compatible with the new launcher and with Forge. Please be patient and don't just build the old codebase against the new MCP because there's more to it than that, jar mods are not necessary with this update any more. Once 1.6.1 MCP is released I will be working on this.
I'd appreciate it if you could remove the link from your post, I don't want to risk confusing users with incompatible versions of the loader, especially as there are some API changes to LiteLoader in 1.6.1 as well to support the new layout and more organised mod deployment.
Please be patient, I know it's always tempting to do things fast, but because of the changes in 1.6(.1) it's necessary to take things a little slower than usual.
Okay, I have removed it.
Thanks. Sorry to be a kill-joy. I appreciate your eagerness but I want to make sure this release goes smoothly (since a lot of people are going to have to adapt to a new way of working with mods) and I just want to avoid confusing people with different versions in the wild.
This is probably good from your point of view too, since you can now patch into the jar without modifying it (finally!) so you can make your x-ray even easier to deploy
It's fine. I like doing things fast but this time, I should make sure my mod doesn't have any bugs.
Yay :-) I'm excited for the new release!
Woah woah!
The new launcher supports this, this means that from now on nobody should have to modify the jar at all for any reason \o/ Everything can be done by creating custom profiles to launch the game with the mods that you want.
Thank cpw for that!
Speaking of that, how does it work? It seems confusing to me..
Well it's not too complicated, basically each "version" contains a JSON file which defines the classpath, since all entries specified in that classpath have a higher priority than the base jar, it's a simple matter of including any edited base classes as libraries in the classpath.
Base edits are still possible, you just no longer need to edit the jar to apply them. It's essentially the way that a lot of 3rd-party launchers have worked to date, except that now it's just supported "out of the box" by the stock launcher.
LiteLoader is leveraging a slightly different new feature though in order to bootstrap early in the game's initialisation cycle without overriding any classes at all. This does cause a conflict with Forge ModLoader but I've been speaking to cpw so that we can make the loaders coexist without conflicting.
OOOOOKKKKKKay.... you lost me there.
I have been doing the following:
copy the version/1.5.2 dir to version/1.5.2 Mod
rename the 1.5.2.jar file to 1.5.2 Mod
rename the 1.5.2.jason to 1.5.2 Mod.jason
modifying the id in the jason file line to 1.5.2 Mod
and then remove META-INF from the jar
merge the Forge, Optifine and liteloader to the jar file.
Could you give an example of how you would do this with the new launcher via the profile or jason file?
Now for the original subject I was going to post.......
Could you make lightloader for 1.5.2 and above use the directory given in the profile/cmd line.
Right now it ignores it and still loads from the .minecraft/mods dir not the (directory in the profile)/mods.
BTW FML has the same problem.
Does it replace methods or the entire classes?
It replaces entire classes, but for some reason you still need to delete the META-INF if you mod base classes. A small downside for modding base classes, but same as always.
You don't need to merge anything into the jar any more, that's the whole point. Just put it in the libraries folder and and a library entry in the JSON file.
I'll be focusing on getting all the 1.6.1 updates done first, but suffice to say one of the changes for 1.6.1 liteloader is that it doesn't use "mods" any more. I *may* go back and make an updated 1.5.2 for the new launcher at some point but not any time soon, there are too many other more pressing issues.
The directory in the profile is something done by Risugami which is kind of a crap idea for a number of reasons, neither myself nor CPW will be using this method.
Still entire classes, just without modifying the base jar. You can use a FML coremod if you want to edit individual methods. What do you need to do? Can you not achieve what you need by reflection?