You people are all idiots! It works perfectly fine for me when you just hit install then select the LiteLoader1.6.2 environment in magic launcher. If it doesn't work for you, bring it up in the Magic Launcher thread.
I'm getting this issue when trying to run modloader and liteloader:
---- Minecraft Crash Report ----
// Sorry
Time: 7/21/13 12:47 AM
Description: ModLoader has failed to initialize.
java.lang.IllegalArgumentException: URI is not hierarchical
at java.io.File.<init>(Unknown Source)
at ModLoader.init(ModLoader.java:722)
at ModLoader.addAllRenderers(ModLoader.java:191)
at bgi.<init>(RenderManager.java:98)
at bgi.<clinit>(RenderManager.java:14)
at ats.O(SourceFile:343)
at ats.d(SourceFile:599)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_02, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 30320616 bytes (28 MB) / 62074880 bytes (59 MB) up to 1037959168 bytes (989 MB)
Mod Pack: The Voxel Modpack
LiteLoader Mods: 1 loaded mod(s)
- TabbyChat version 1.8.10
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ModLoader, EntityRendererProxy[acs.tabbychat.core.GuiChatTC], [acs.tabbychat.liteloader.LiteModTabbyChat], [acs.tabbychat.util.TabbyChatUtils], [com.mumfrey.liteloader.LiteMod, LoginListener, PluginChannelListener, ...], [com.mumfrey.liteloader.core.LiteLoader, LiteLoaderLogFormatter, ModFile, ...], [com.mumfrey.liteloader.gui.GuiControlsPaginated], [com.mumfrey.liteloader.permissions.PermissionsManager, PermissionsManagerClient, Permissions, ...], [com.mumfrey.liteloader.resources.ModResourcePack], [com.mumfrey.liteloader.util.PrivateFields, ModUtilities], [com.mumfrey.liteloader.util.log.ConsoleHandler], [net.eq2online.macros.LiteModMacros], [net.eq2online.permissions.PermissionsManagerBootstrap]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 1
ModLoader 1.6.2
<sarcasm>
/me puts on some soothing music, lights a few candles.
Okay, let's take a few deep breaths and focus on being calm
</sarcasm>
Magic Launcher was awesome, and could be again. The simple fact is that it doesn't work correctly for every mod anymore. God knows I wish it did, and the second it gets updated to work with 99% mods again I will switch to it in a heartbeat.
Not sure if you missed it, but if you download and run the installer, there is an "extract" option. When Magic launcher can handle libraries like it should be able to, this will work perfectly.
Trust me, we are ALL waiting for an API to get done.
The only way that works reliably enough right now is via the Mojang launcher. Yeah, it sucks, but it's the best we have right now.
We don't need FUD.
The mod that this was written for (Macro/Keybind) can have permissions set on what actions players can/can't use on multiplayer server. I would guess it has something to do with that.
Thank you for actually trying to be helpful instead of insulting me and assuming that I am retarded.
I tried the extraction option to get the jar. (Doesn't have any effect on the game)
I also tried renaming the jar to a zip file, and creating my own zip file. (Also has no effect on the game)
I tried using the jar/json "environment" created by the installer (crashed the game immediately.)
The reason I don't want to use the Mojang launcher is because I don't want to bother with json configurations for the 5 different mod-packs that I use. It is just too much of a headache to go through that with every mod or Mojang update. Nobody else even attempted to understand my perspective (probably because they only actually use one setup, and never update their mods until Mojang releases an update.)
I know there has to be a way to get this to work with Magic Launcher... I just need to get some genuine help from the author, instead of all the negativity and fanboys attacking me for disagreeing with Mumfrey's perspective.
You people are all idiots! It works perfectly fine for me when you just hit install then select the LiteLoader1.6.2 environment in magic launcher. If it doesn't work for you, bring it up in the Magic Launcher thread.
I tried this... It does not work. Care to elaborate on why yours works when nobody else's does, instead of simply calling us all idiots? I know... I am asking for a miracle here, aren't I?
lol if you read (and accepted as true) all of mumfrey's posts, you wouldn't have wrote all that.
Thank you for demonstrating that you don't care what anyone else has to say, or their opinions.
You have just proved that you are a fanboy.
Every point that has been made to say that libraries are necessary were shot down in my post. Class files are still a relevant way to mod a game, if you have a way to do it without actually changing the files in the base game. Magic Launcher allows me to do this, so there is no risk of game corruption. That is what all of this is actually about... Libraries are "safer" for people who have been modding their jars directly... They are nothing more than an annoyance for those of us who were already doing it right.
Let me show you WHY the Mojang launcher is effectively doing the same thing Magic Launcher was already doing..
Mojang Launcher:
Allows you to create "profiles" so that you can have more than one set of mods installed.
Allows you to have more than one version of MC installed.
Allows you to modify the game without having to modify the contents of a jar (but ONLY if the mod supports libraries)
Allows you to define "primary" mods through the use of json configurations (which are finicky, and easily messed up)
Magic Launcher:
Allows you to create "setups" so that you can have more than one set of mods installed.
Allows you to have more than one version of MC installed (You simply had to create a new setup for each version)
Allows you to modify the game without having to modify the contents of a jar (and ALWAYS HAS)
Allows you to define "primary" mods by simply managing their order in a list. (Top mod loaded first, each additional mod loaded after, in order)
Libraries and class files accomplish the exact same goals... Libraries are just harder to set up. So don't try and convince me that one way is any better than the other. The only way class files are a bad thing are when you mod the game in the traditional manner (actually changing the contents of the class files in the jar.) If you mod the game using something like Magic Launcher, class files are perfectly safe, and a lot more convenient... In fact... These "libraries" contain these things called CLASS FILES! A library is nothing more than a different method for containing the class files that make up a mod. The json file manages how those class files are handled, which makes the mod work. It's just THE SAME RESULT, with two different methods. Magic Launcher is simply easier to manage.
In order to set up my mods with the Mojang launcher: I have to set up the json AND modify the jar.
In order to set up my mods with Magic Launcher: I only have to have the mods saved in zip files.
Not that it matters... You won't read this, just like you didn't read my last post. You blindly follow one person's opinion on the subject. You probably think I only use Magic Launcher because it's "prettier." In fact... I don't really give two flying * what a launcher looks like. I am not playing the launcher, I am playing a game.
first of all, calm down. didn't you see the "lol" in my post?
Having a "lol" before a dismissive post is not something I take as joking. It comes across as you laughing at me, which is insulting. Save the sarcasm, because you fail at it with text.
I did not "trip." It's not a motivation to switch to the new launcher... It's a motivation to look forward to when it actually works properly...
I will happily switch to the new launcher, but only AFTER they have their stuff together. I never said I wouldn't... What I AM saying and ASKING FOR, is to have the ability to choose which launcher I want to use right now. Once the Mojang launcher can handle this without me having to dig into codes and spend ridiculous amounts of time testing and debugging stupid small problems, I will move right over.
What I need to see from Mojang (stuff Magic Launcher already does):
It needs to let me have a GUI for handling mod-priorities, rather than forcing me to configure it manually.
It needs to let me save profiles with or without saving an entirely new jar folder for it. (This is a completely pointless "feature," because all it should have to do is create a new folder for each version, not each profile. Locking out jar mods is pointless if you can simply do the exact same thing this installer does {create a new folder, rename the jar, make the json point at the new renamed jar in that new folder, install any jar mods you like})
It needs to allow me to save more than one user-account, and not forget the passwords randomly (I have had it happen already.) They could at least make it an option, because I am the only person who uses my computer, so there is no need for such "security."
I don't care if those features are coming... They are not there now. So that is why I am asking if I can have a solution for Magic Launcher to use now, until the Mojang launcher is actually a competitive option (who knows how long that will take considering the API has been "planned" for so long that most people have forgotten that they are "working on it.") Do you all understand what I am saying now?
This launcher is pretty much the same thing as Mojang's new texture engine... It is a nice concept, but a failed delivery. OptiFine was supposed to be a thing of the past, and all they did was make it even MORE of a necessity. Don't get me wrong... I love this game, and I am a big fan of Mojang, but that doesn't mean I am not allowed to be critical of their failings. It means I should be critical of their failings, because it will help drive them to improve and fix things that aren't working.
Now... Without bickering, without judgements, and without the ridiculous condescensions...
Can I get an answer from the mod developer? I mean, I did come here for an answer from him, not everyone else.
Can I get a copy of this that will work with Magic Launcher?
If no, then can you at least tell me WHY?
Is it something you don't want to do, or is it something you can't do?
Again... Magic Launcher works the way I need a launcher to work...
And it works that way now, not 6 months from now.
The reason I don't want to use the Mojang launcher is because I don't want to bother with json configurations for the 5 different mod-packs that I use. It is just too much of a headache to go through that with every mod or Mojang update. Nobody else even attempted to understand my perspective (probably because they only actually use one setup, and never update their mods until Mojang releases an update.)
You are probably right that most of us use a single set of mods. (I do about 80% of the time, and I loved Magic Launcher's configurations to quickly switch builds.)
I know there has to be a way to get this to work with Magic Launcher... I just need to get some genuine help from the author, instead of all the negativity and fanboys attacking me for disagreeing with Mumfrey's perspective.
I don't know that there is a way yet. I have been unable to get magic launcher working with my usual set of mods. (TMI seems to be the culprit.)
Every point that has been made to say that libraries are necessary were shot down in my post. Class files are still a relevant way to mod a game, if you have a way to do it without actually changing the files in the base game. Magic Launcher allows me to do this, so there is no risk of game corruption. That is what all of this is actually about... Libraries are "safer" for people who have been modding their jars directly... They are nothing more than an annoyance for those of us who were already doing it right.
<snip>
Libraries and class files accomplish the exact same goals... Libraries are just harder to set up. So don't try and convince me that one way is any better than the other. The only way class files are a bad thing are when you mod the game in the traditional manner (actually changing the contents of the class files in the jar.) If you mod the game using something like Magic Launcher, class files are perfectly safe, and a lot more convenient... In fact... These "libraries" contain these things called CLASS FILES! A library is nothing more than a different method for containing the class files that make up a mod. The json file manages how those class files are handled, which makes the mod work. It's just THE SAME RESULT, with two different methods. Magic Launcher is simply easier to manage.
In order to set up my mods with the Mojang launcher: I have to set up the json AND modify the jar.
In order to set up my mods with Magic Launcher: I only have to have the mods saved in zip files.
Not to nitpick but the class files you refer to are being loaded as libraries... (or at least my admittedly small Java knowledge leads me to think this.)
I see minecraft modding as basically having 3 types of mods.
Type 1: What I call a core mod. (No relation to the coremods of Forge). The core mods I know of are LiteLoader, Risugami's Modloader, and Forge. Core mods give minecraft to load other (Type 2) mods be simply having them in a mods subfolder of minecraft.
Type 2: What I call just a mod. These are the mods the are where the rubber meets the road. Minimaps, Macro/KeyBind, Status HUDS, Chococraft, etc. The alter the GUI or the game-play in some way. Also, they are installed by one single action: the exist in the mods folder. That's it.
Type 3: What I call hard mods. These are written in such a way as they need to be directly injected into the game some how, and don't use the existing modloaders (Type 1). Hello OptiFine. To install them, we used to just drop them into the minecraft jar and delete META/INF.
With the changes in 1.6.2 not allowing for outright jar modification, type 3 mods got much harder to work with, and type 1 mods are a pain to get setup properly.
The second someone make a magic launcher clone that uses the json file structure methods employed by the new vanilla launcher, they will rocket to the top. This would solve all our problems, but it doesn't exist (yet, I hope it does soon.)
The simple truth is this: At present, Liteloader doesn't play well with MagicLauncher. (If you try just adding it as a zip.)
There is however, a ray of light at the end of the tunnel.
I started out by renaming my .minecraft folder, effectively uninstalling it.
I ran the Minecraft.exe provided by Mojang, logged in and launched minecraft.
Closed the game.
Ran the Forge Installer (build 800.)
Reopened the Mojang launcher, used the Forge profile, and started the game.
Closed everything, and ran the Liteloader installer (1.6.2 build 01), using the chain option.
Again opened the Mojang launcher, selected the liteloader profile, and stated the game.
Closed everything.
Downloaded OptiFine (D U B4), and renamed it, as per my guide, steps 10 and 11. (Guide is here.)
Put the renamed file (now a jar) in the libraries tree, again per my guide, step 12.
Continued with my guide, steps 13-16 but applying the changes to the json file for the Liteloader profile.
Ran the Mojang launcher, picked liteloader profile and ran the game. Optifine is now working.
Here comes the step you have been waiting for:
Opened Magic Launcher (1.1.7), and setup the Default configuration, picking the Liteloader environment.
Add all the mods I normally use EXCEPT liteloader mods and Inventory Tweaks (crashes with magic launcher, not sure why.)
EDIT: Also needed to add the optifine zip file to mods list. Not sure why, but wasn't working right without it here too.
Dropped the liteloader mods and INV Tweaks into the mods folder.
Saved the config, and launched.
It works.
So, you can use magic launcher, but you MUST install liteloader into a profile chained to forge if you want both.
Optifine with liteloader chained to Forge doesn't work as a drop-in zip file. Add it as a library.
Cons: Optifine in every magic launcher profile (unless you create multiple environments.) and you have to do the stupid library hack thingy.
Liteloader mods present in every config (unless you use custom base folders)
Pros: Magic Launcher!
Optifine in every config (Why wouldn't you want to?)
Super Cons: Now I have to go rewrite my guide, since this is a much better/easier way to do it. Crap.
Now... Without bickering, without judgements, and without the ridiculous condescensions...
Can I get an answer from the mod developer? I mean, I did come here for an answer from him, not everyone else.
Can I get a copy of this that will work with Magic Launcher?
If no, then can you at least tell me WHY?
Is it something you don't want to do, or is it something you can't do?
Again... Magic Launcher works the way I need a launcher to work...
And it works that way now, not 6 months from now.
see the large post above this one, got it working (mostly, and at least addressing the issues you posed.)
Why it doesn't work, best guess: To get liteloader and Forge, you have to chain (link) them. The option you send to java for this is not recognized by Magic Launcher as a valid option to put in java parameters, so it won't let you use it.
Got it working, mod priorities, external mods, the works. Just takes a little bit more work if you want optifine (I sure do.)
Magic launcher still has issues with one of my "must have" mods, INV Tweaks, but works as an external mod.
see the large post above this one, got it working (mostly, and at least addressing the issues you posed.)
Why it doesn't work, best guess: To get liteloader and Forge, you have to chain (link) them. The option you send to java for this is not recognized by Magic Launcher as a valid option to put in java parameters, so it won't let you use it.
Got it working, mod priorities, external mods, the works. Just takes a little bit more work if you want optifine (I sure do.)
Magic launcher still has issues with one of my "must have" mods, INV Tweaks, but works as an external mod.
As long as the answers are as helpful as yours, then I can deal with answers from other people than Mumfrey for now. I understand that he has a life. I will give this a shot... I have no need for Forge (never really used it, if I'm honest) but I do use ModLoader. The reason is, I am staff on a fairly large server, and have need for some mods that the Forge devs purposely block. (x-ray is the main issue, and Zombe's.) So I need to avoid Forge if at all possible. Can your chaining method work with Modloader, once it is updated to make use of the json? I can accept no, if that is the answer for now.
My other question is, if I am not going to use ModLoader, then I have no need for any loaders other than LiteLoader... Should I still set it up for chaining, with respect to then loading the final jar/json setup through Magic Launcher? Honestly, I just miss my macros... They were handy for making announcements, posting "canned messages," and quickly managing punishments. In the grand scheme of things, the macros are less important than the mods I use to catch cheaters (have to fight fire with fire) so I would prefer to have a way to get everything in one "staff build."
I'm also not worried about you "nit picking" because I am not the most well-versed in the "lingo." I was trying to say the same things, just using different wording. When I said "jar mod" I meant what you call a "Hard mod," which actually modifies the code (class files) inside the jar. I hate having to resort to hard modding, because it is inherently risky, and that is why I have been such a loyal user of Magic Launcher for over a year. Being able to use hard mods like your "type 2" is priceless to me.
As 4o66 already said, Mumfrey is away this weekend. But I can also tell you why it doesn't work with Magic Launcher (and how you get it to work).
First I'm gonna explain you the difference between "old" mods and new mods (I'm speaking of "coremods" that doesn't need another modloader to work).
The first condition for a mod to work is that the class files of the mod somehow get into game. To do that we simply dropped the class files into the minecraft.jar in the past. However, Magic Launcher already used another technique for that, it added the class files to the class path so they get loaded as external libraries with the game. And, as you probably guessed, that is what the new launcher now also does with the libraries thingy. The only difference is that Magic Launcher already has a nice GUI for this and the new launcher works with .json files. But there will be a GUI for that (probably that "Local Version Editor") in the future. But for now, Magic Launcher is easier to work with because it has a GUI, yes.
The second condition is that the code you now have injected need to be run from the game. Otherwise it would just sit there and do nothing. And here comes the difference: Old mods needed to at least overwrite one base class to achieve this, whether you use Magic Launcher or not. The only difference with magic launcher is that the Launcher "overwrites" the class at runtime and leaves the original class untouched. To overwrite an existing class file parts of the original code need to be redistributed in the mod code, which is against the ToU of Minecraft. Now the new launcher gave us a new way to run mod code without touching the base classes. This mods are called "tweaks". However, for a tweak to work, Minecraft needs to be told the tweak class which is done by the java start arguments.
With the new launcher you can edit the start arguments in the profile settings. And this is exactly what you need to achieve with magic launcher for LiteLoader to work. I'm sure there is already a way to do this, just search for "JVM Arguments" or something similar. There you need to append this for LiteLoader to get loaded at game start:
It is now the job of Magic Launcher to create a nice GUI for this, too, or maybe even auto detect such "tweaks". But as long as there is no such GUI in the offical launcher or the Magic Launcher you have to do this manually.
This has to be done for every "new" mod (tweak) to work. This new mods are a better choice because they are not against the ToU and they do not need to modify base classes. These new mods are at the moment LiteLoader and Forge, Optifine will be soon. These mods already have an installer for an easy installation with the offical launcher, know Magic Launcher has to imitate that installer too.
I think using a class-mod (hard mod) with something like Magic Launcher would fall outside the range of a ToU problem. The reason is because the core class files (inside the actual jar) are not being changed... Probably a grey area of the ToU that I am not capable of determining. I don't know... I just wish Mojang had polished the launcher a lot more before actually releasing it. It's single biggest value is with regards to downloading and testing snapshots.
I will check and see if Magic Launcher can handle it's own "tweak" configurations, but I am still not entirely convinced it should have to. I would have loved for it all to work out of the box, by using the liteloader installer to make the new jar, then using that as my "environment" in Magic Launcher... It doesn't, which is what originally brought me here... It crashed even without any mods inserted via Magic Launcher. The argument came about because my post was ignored, and the responses I got to my second post were basically accusing me of being a **** who isn't capable of intelligent thought.
Heck... I don't even need a "nice" GUI... A simple menu system with manually entered variables (with a built-in check system) would make me happy. That one change alone would make handling "tweaks" and mods so much easier than it now is.
Did it take you a long time to look up how to write like that?
You are demonstrating the very condescension (and lack of constructive help) that I was saying is present on these forums.
My problem comes from the fact that many people on these forums just like to pad their post count with useless stuff (much like you posted) that provide zero help, and don't take another perspective into account. You are the one who has the quotes backwards. 4o66 denoted his sarcasm, which made it clear. Cridus just said...
lol if you read (and accepted as true) all of mumfrey's posts, you wouldn't have wrote all that.
Which demonstrates the very attitude that upsets me. Mumfrey made a great mod... But he is not a god, and is not the only person with a valid opinion. It was dismissive, insulting, and rude. Simply putting "lol" in front of something does not make a joke out of everything said after. Now, go take your own overworked writing style and point it at someone who is actually going to be impressed with it. I don't expect anyone to be "loving" to me. I expect to get some level of common decency... Don't give it to me, and I see no reason to give it to you. Pretty simple.
In the case of mods, launchers, and one author's opinion... This is not simple "two plus two equals four." It is a group of over-doting individuals idolizing the perspective of one person, and refusing to see that there may be other valid ideas in the VAST world we live in. It's not just a problem here... It's a plague that seems to haunt many many threads on this "forum."
Say hi to your mom for me when you go upstairs, I have a real life to tend to now.
Edit: This entire post is aimed at JarJpg, not Cridus.
I'd like to clear up how the LiteLoader source works, because apparently everyone thinks it needs a json entry. If you look at the LiteLoader json there isn't entries for anything besides the new libraries (LiteLoader, possibly Forge). But this isn't what loads them. It's the tweak system from Mojang. And if Magic Launcher isn't going to use tweaks, then everything will fall apart because LiteLoader and Forge will never be initialized.
My point is for MagicLauncher to update to read the argument line out of the profile json file, and therefore make everything work better. Hopefully they will do so.
(LiteLoader used to override the RenderLightningBolt class to initialize, but that functionality is no longer working.)
Also, @CynicalDriver, are all your 17 posts from this topic?
As long as the answers are as helpful as yours, then I can deal with answers from other people than Mumfrey for now. I understand that he has a life. I will give this a shot... I have no need for Forge (never really used it, if I'm honest) but I do use ModLoader. The reason is, I am staff on a fairly large server, and have need for some mods that the Forge devs purposely block. (x-ray is the main issue, and Zombe's.) So I need to avoid Forge if at all possible. Can your chaining method work with Modloader, once it is updated to make use of the json? I can accept no, if that is the answer for now.
As far as I am aware, Forge itself does not "block" mods. However, I think a server running the server-side version of Forge can Blacklist certain mods. For sure, it can pull the list of mods any client is running.
Forge can also run almost any mod that modloader can.
My other question is, if I am not going to use ModLoader, then I have no need for any loaders other than LiteLoader... Should I still set it up for chaining, with respect to then loading the final jar/json setup through Magic Launcher? Honestly, I just miss my macros... They were handy for making announcements, posting "canned messages," and quickly managing punishments. In the grand scheme of things, the macros are less important than the mods I use to catch cheaters (have to fight fire with fire) so I would prefer to have a way to get everything in one "staff build."
I'm also not worried about you "nit picking" because I am not the most well-versed in the "lingo." I was trying to say the same things, just using different wording. When I said "jar mod" I meant what you call a "Hard mod," which actually modifies the code (class files) inside the jar. I hate having to resort to hard modding, because it is inherently risky, and that is why I have been such a loyal user of Magic Launcher for over a year. Being able to use hard mods like your "type 2" is priceless to me.
Chaining is really only need when you have more than 1 type 1 mod.
I think using a class-mod (hard mod) with something like Magic Launcher would fall outside the range of a ToU problem. The reason is because the core class files (inside the actual jar) are not being changed...
The issue isn't that it changes the code, it is that a mod the modifies base classes (the ones already in minecraft) by necessity contain some of Mojang's code. Redistibuting Mojang's code is the ToU violation.
This is why MCPatcher came into being. Instead of distributing the modified class, you distribute the changes and MCPatcher injects it.
I will check and see if Magic Launcher can handle it's own "tweak" configurations, but I am still not entirely convinced it should have to. I would have loved for it all to work out of the box, by using the liteloader installer to make the new jar, then using that as my "environment" in Magic Launcher... It doesn't, which is what originally brought me here... It crashed even without any mods inserted via Magic Launcher.
Magic Launcher doesn't seem to know how to handle passing the --tweak argument if you try putting it into the parameters box. If it is in the json file for the environment, it works fine. I have not tested Liteloader alone, but it SHOULD work. As a side note, the jar file in the versions file is the plain unmodified Mojang jar, just renamed. The real magic is in the json file, telling the launcher to tweak it with the type 1 mod.
Now in theory, you could install Risugami's modloader, and chain it behind liteloader, but haven't tested that.
I'll do some experimenting, but it will have to wait for later. If I don't get some work done around the house my wife is going to be displeased. I don't want that.
Heck... I don't even need a "nice" GUI... A simple menu system with manually entered variables (with a built-in check system) would make me happy. That one change alone would make handling "tweaks" and mods so much easier than it now is.
Agreed. Wish it was here now.
tl;dr
Enough of the accusations. Lets get this back on track and stop jamming the thread with name calling.
It is not constructive in any way. I will try to work on just liteloader and modloader plus liteloader setups.
Ok, Risugami's modloader, as far as I can tell, is not compatible with liteloader. Liteloader doesn't modify any base classes, and therefore will not get loaded unless it is called by --tweak option.
When adding modloader as a zip into magic launcher, or by direct injection, minecraft crashes every time if you use the liteloader environment.
If you want litemods and mods, forge is the only option at present.
I was able to create multiple environments, and use them all in both vanilla launcher and magic launcher.
Made a liteloader only, liteloader + forge, forge only. Was then abl to make several configs in magic launcher, and by picking which environemnt it used radically alter what each config did.
Some notes: liteloader reads the mod folder, and magic launcher doesn't support litemod files, so either create separate base folders, or always have litemods in every config that uses a litemod environment.
Modloader as a dropped in zip works in magic launcher, so long as you use the vanilla environment.
Some notes: liteloader reads the mod folder, and magic launcher doesn't support litemod files, so either create separate base folders, or always have litemods in every config that uses a litemod environment.
You can always extract the litemod into the jar and it will load from the jar. Another way could possibly having a mods folder in the version folder. That's a good suggestion for the future. For now, if you wish disable litemods for some versions, either extract them into the jar or change the extension to .zip and load it with magic launcher.
My attitude is only "vile" towards those who have earned such responses.
You go on about my walls of text, and yet never actually read any of it, otherwise you would know they are not just rants...
So, as far as I am concerned from this point forward, you don't exist. I choose not to entertain your fake superiority.
Also, @CynicalDriver, are all your 17 posts from this topic?
No. Not that it matters... I have been a long-time user of these forums, and only a short-time participant... Mostly because I generally get my answers from replies to other people who ask the very questions I have come to get answers to. I only post when I need something that has not been properly covered.
My observations are based on a general pattern that I have noticed from many of the active participants on these forums:
Anyone who does not simply accept the status quo is an "idiot who lacks the intelligence to read."
Anyone who does not want to sift through 200+ pages of random questions is an "idiot who lacks the intelligence to read."
Anyone who does not immediately understand what someone is saying is an "idiot who lacks the intelligence to read."
It's a pattern that is kind of hard to miss, actually. Many of the posters on these forums just assume that the only people who should be here are the ones who have the time to dive into coding and modding. There's at least one of these "many" in just about every thread. People like myself, with (normally) simple requests and questions get dismissed. Contrary to what the person I quoted above you believes, I am not a child, and I do not have the time/interest to become a code-junky just to play a game.
Where I get mad, is when they make a post that just says something like "you didn't read the last 5 billion posts did you?" and offer zero answers. If they are going to take the time to quote a post, type a reply, and post it, they could simply answer the question and move on. Rather, they "pad their count" by being a jerk. A pattern that the person I quoted above you refuses to acknowledge, and probably participates in.
Ok, Risugami's modloader, as far as I can tell, is not compatible with liteloader. Liteloader doesn't modify any base classes, and therefore will not get loaded unless it is called by --tweak option.
When adding modloader as a zip into magic launcher, or by direct injection, minecraft crashes every time if you use the liteloader environment.
If you want litemods and mods, forge is the only option at present.
I was able to create multiple environments, and use them all in both vanilla launcher and magic launcher.
Made a liteloader only, liteloader + forge, forge only. Was then abl to make several configs in magic launcher, and by picking which environemnt it used radically alter what each config did.
Some notes: liteloader reads the mod folder, and magic launcher doesn't support litemod files, so either create separate base folders, or always have litemods in every config that uses a litemod environment.
Modloader as a dropped in zip works in magic launcher, so long as you use the vanilla environment.
Ok, thank you. I thought that would be the case until Risugami updates ModLoader to be compatible with the json file.
Liteloader should handle reading from the mods folder on it's own. I was using macro/keybinds with Magic Launcher before, simply by using Magic Launcher to initialize LiteLoader, while still installing the Macro/Keybinds mod-file in the mods folder.
Edit: I got it working now... No idea what I did differently. Now just have to wait for ModLoader to use the json file, and move over to the Macro/Keybinds thread to figure out why it won't let me join a multiplayer server.
Edit Edit: Launcher issue. Not related to Mumfrey's mods. Probably due to having multiple instances open, and not closing out the launcher after trying multiple "test" runs before trying to do an actual run.
Just got back. I wrote a massive post here but I decided against posting it, I'll post it in PM if anyone really wants to read it. I really wanted to clear up why I made the decisions I have, but it started to ramble because I realised I'm just too tired to make it coherent, there's a lot of things I want to say and they need to be said in a structured way.
I then tried to write a summary of what I wanted to say and failed at that too. I'll try this again when I'm more awake.
Thank you to everyone who tried to help out and provide useful info while I was away.
Okay I didn't expect this I'll post it in PM if anyone really wants to read it. I really wanted to clear up why I made the decisions I have,
I would love to see it. I have written exactly one full java app, and would love to read about your decisions.
Yeah... I kept thinking in my head:
Mumfrey gets back from a nice weekend off. Wonders if there is anything going on in his threads. Hrm, a few new pages, wonder what's going on.
WTF?!?!
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
It has been updated to 1.6.2.
He meant to wait for it to update to the new style of modding. It may be updated for the new minecraft, but its not updated for the new launcher.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Oh Okay, Thank you for clarifying!
Thank you for actually trying to be helpful instead of insulting me and assuming that I am retarded.
I tried the extraction option to get the jar. (Doesn't have any effect on the game)
I also tried renaming the jar to a zip file, and creating my own zip file. (Also has no effect on the game)
I tried using the jar/json "environment" created by the installer (crashed the game immediately.)
The reason I don't want to use the Mojang launcher is because I don't want to bother with json configurations for the 5 different mod-packs that I use. It is just too much of a headache to go through that with every mod or Mojang update. Nobody else even attempted to understand my perspective (probably because they only actually use one setup, and never update their mods until Mojang releases an update.)
I know there has to be a way to get this to work with Magic Launcher... I just need to get some genuine help from the author, instead of all the negativity and fanboys attacking me for disagreeing with Mumfrey's perspective.
Again... Thank you for being decent.
I tried this... It does not work. Care to elaborate on why yours works when nobody else's does, instead of simply calling us all idiots? I know... I am asking for a miracle here, aren't I?
Thank you for demonstrating that you don't care what anyone else has to say, or their opinions.
You have just proved that you are a fanboy.
Every point that has been made to say that libraries are necessary were shot down in my post. Class files are still a relevant way to mod a game, if you have a way to do it without actually changing the files in the base game. Magic Launcher allows me to do this, so there is no risk of game corruption. That is what all of this is actually about... Libraries are "safer" for people who have been modding their jars directly... They are nothing more than an annoyance for those of us who were already doing it right.
Let me show you WHY the Mojang launcher is effectively doing the same thing Magic Launcher was already doing..
Mojang Launcher:
Allows you to create "profiles" so that you can have more than one set of mods installed.
Allows you to have more than one version of MC installed.
Allows you to modify the game without having to modify the contents of a jar (but ONLY if the mod supports libraries)
Allows you to define "primary" mods through the use of json configurations (which are finicky, and easily messed up)
Magic Launcher:
Allows you to create "setups" so that you can have more than one set of mods installed.
Allows you to have more than one version of MC installed (You simply had to create a new setup for each version)
Allows you to modify the game without having to modify the contents of a jar (and ALWAYS HAS)
Allows you to define "primary" mods by simply managing their order in a list. (Top mod loaded first, each additional mod loaded after, in order)
Libraries and class files accomplish the exact same goals... Libraries are just harder to set up. So don't try and convince me that one way is any better than the other. The only way class files are a bad thing are when you mod the game in the traditional manner (actually changing the contents of the class files in the jar.) If you mod the game using something like Magic Launcher, class files are perfectly safe, and a lot more convenient... In fact... These "libraries" contain these things called CLASS FILES! A library is nothing more than a different method for containing the class files that make up a mod. The json file manages how those class files are handled, which makes the mod work. It's just THE SAME RESULT, with two different methods. Magic Launcher is simply easier to manage.
In order to set up my mods with the Mojang launcher: I have to set up the json AND modify the jar.
In order to set up my mods with Magic Launcher: I only have to have the mods saved in zip files.
Not that it matters... You won't read this, just like you didn't read my last post. You blindly follow one person's opinion on the subject. You probably think I only use Magic Launcher because it's "prettier." In fact... I don't really give two flying * what a launcher looks like. I am not playing the launcher, I am playing a game.
Having a "lol" before a dismissive post is not something I take as joking. It comes across as you laughing at me, which is insulting. Save the sarcasm, because you fail at it with text.
I did not "trip." It's not a motivation to switch to the new launcher... It's a motivation to look forward to when it actually works properly...
I will happily switch to the new launcher, but only AFTER they have their stuff together. I never said I wouldn't... What I AM saying and ASKING FOR, is to have the ability to choose which launcher I want to use right now. Once the Mojang launcher can handle this without me having to dig into codes and spend ridiculous amounts of time testing and debugging stupid small problems, I will move right over.
What I need to see from Mojang (stuff Magic Launcher already does):
This launcher is pretty much the same thing as Mojang's new texture engine... It is a nice concept, but a failed delivery. OptiFine was supposed to be a thing of the past, and all they did was make it even MORE of a necessity. Don't get me wrong... I love this game, and I am a big fan of Mojang, but that doesn't mean I am not allowed to be critical of their failings. It means I should be critical of their failings, because it will help drive them to improve and fix things that aren't working.
Now... Without bickering, without judgements, and without the ridiculous condescensions...
Can I get an answer from the mod developer? I mean, I did come here for an answer from him, not everyone else.
Can I get a copy of this that will work with Magic Launcher?
If no, then can you at least tell me WHY?
Is it something you don't want to do, or is it something you can't do?
Again... Magic Launcher works the way I need a launcher to work...
And it works that way now, not 6 months from now.
You're welcome.
You are probably right that most of us use a single set of mods. (I do about 80% of the time, and I loved Magic Launcher's configurations to quickly switch builds.)
I don't know that there is a way yet. I have been unable to get magic launcher working with my usual set of mods. (TMI seems to be the culprit.)
Not to nitpick but the class files you refer to are being loaded as libraries... (or at least my admittedly small Java knowledge leads me to think this.)
I see minecraft modding as basically having 3 types of mods.
Type 1: What I call a core mod. (No relation to the coremods of Forge). The core mods I know of are LiteLoader, Risugami's Modloader, and Forge. Core mods give minecraft to load other (Type 2) mods be simply having them in a mods subfolder of minecraft.
Type 2: What I call just a mod. These are the mods the are where the rubber meets the road. Minimaps, Macro/KeyBind, Status HUDS, Chococraft, etc. The alter the GUI or the game-play in some way. Also, they are installed by one single action: the exist in the mods folder. That's it.
Type 3: What I call hard mods. These are written in such a way as they need to be directly injected into the game some how, and don't use the existing modloaders (Type 1). Hello OptiFine. To install them, we used to just drop them into the minecraft jar and delete META/INF.
With the changes in 1.6.2 not allowing for outright jar modification, type 3 mods got much harder to work with, and type 1 mods are a pain to get setup properly.
The second someone make a magic launcher clone that uses the json file structure methods employed by the new vanilla launcher, they will rocket to the top. This would solve all our problems, but it doesn't exist (yet, I hope it does soon.)
The simple truth is this: At present, Liteloader doesn't play well with MagicLauncher. (If you try just adding it as a zip.)
There is however, a ray of light at the end of the tunnel.
I started out by renaming my .minecraft folder, effectively uninstalling it.
I ran the Minecraft.exe provided by Mojang, logged in and launched minecraft.
Closed the game.
Ran the Forge Installer (build 800.)
Reopened the Mojang launcher, used the Forge profile, and started the game.
Closed everything, and ran the Liteloader installer (1.6.2 build 01), using the chain option.
Again opened the Mojang launcher, selected the liteloader profile, and stated the game.
Closed everything.
Downloaded OptiFine (D U B4), and renamed it, as per my guide, steps 10 and 11. (Guide is here.)
Put the renamed file (now a jar) in the libraries tree, again per my guide, step 12.
Continued with my guide, steps 13-16 but applying the changes to the json file for the Liteloader profile.
Ran the Mojang launcher, picked liteloader profile and ran the game. Optifine is now working.
Here comes the step you have been waiting for:
Opened Magic Launcher (1.1.7), and setup the Default configuration, picking the Liteloader environment.
Add all the mods I normally use EXCEPT liteloader mods and Inventory Tweaks (crashes with magic launcher, not sure why.)
EDIT: Also needed to add the optifine zip file to mods list. Not sure why, but wasn't working right without it here too.
Dropped the liteloader mods and INV Tweaks into the mods folder.
Saved the config, and launched.
It works.
So, you can use magic launcher, but you MUST install liteloader into a profile chained to forge if you want both.
Optifine with liteloader chained to Forge doesn't work as a drop-in zip file. Add it as a library.
Cons: Optifine in every magic launcher profile (unless you create multiple environments.) and you have to do the stupid library hack thingy.
Liteloader mods present in every config (unless you use custom base folders)
Pros: Magic Launcher!
Optifine in every config (Why wouldn't you want to?)
Super Cons: Now I have to go rewrite my guide, since this is a much better/easier way to do it. Crap.
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique
He's gone for the weekend, you are stuck with us. Sorry.
http://www.minecraft...st__p__23463336
see the large post above this one, got it working (mostly, and at least addressing the issues you posed.)
Why it doesn't work, best guess: To get liteloader and Forge, you have to chain (link) them. The option you send to java for this is not recognized by Magic Launcher as a valid option to put in java parameters, so it won't let you use it.
Got it working, mod priorities, external mods, the works. Just takes a little bit more work if you want optifine (I sure do.)
Magic launcher still has issues with one of my "must have" mods, INV Tweaks, but works as an external mod.
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique
As long as the answers are as helpful as yours, then I can deal with answers from other people than Mumfrey for now. I understand that he has a life. I will give this a shot... I have no need for Forge (never really used it, if I'm honest) but I do use ModLoader. The reason is, I am staff on a fairly large server, and have need for some mods that the Forge devs purposely block. (x-ray is the main issue, and Zombe's.) So I need to avoid Forge if at all possible. Can your chaining method work with Modloader, once it is updated to make use of the json? I can accept no, if that is the answer for now.
My other question is, if I am not going to use ModLoader, then I have no need for any loaders other than LiteLoader... Should I still set it up for chaining, with respect to then loading the final jar/json setup through Magic Launcher? Honestly, I just miss my macros... They were handy for making announcements, posting "canned messages," and quickly managing punishments. In the grand scheme of things, the macros are less important than the mods I use to catch cheaters (have to fight fire with fire) so I would prefer to have a way to get everything in one "staff build."
I'm also not worried about you "nit picking" because I am not the most well-versed in the "lingo." I was trying to say the same things, just using different wording. When I said "jar mod" I meant what you call a "Hard mod," which actually modifies the code (class files) inside the jar. I hate having to resort to hard modding, because it is inherently risky, and that is why I have been such a loyal user of Magic Launcher for over a year. Being able to use hard mods like your "type 2" is priceless to me.
I think using a class-mod (hard mod) with something like Magic Launcher would fall outside the range of a ToU problem. The reason is because the core class files (inside the actual jar) are not being changed... Probably a grey area of the ToU that I am not capable of determining. I don't know... I just wish Mojang had polished the launcher a lot more before actually releasing it. It's single biggest value is with regards to downloading and testing snapshots.
I will check and see if Magic Launcher can handle it's own "tweak" configurations, but I am still not entirely convinced it should have to. I would have loved for it all to work out of the box, by using the liteloader installer to make the new jar, then using that as my "environment" in Magic Launcher... It doesn't, which is what originally brought me here... It crashed even without any mods inserted via Magic Launcher. The argument came about because my post was ignored, and the responses I got to my second post were basically accusing me of being a **** who isn't capable of intelligent thought.
Heck... I don't even need a "nice" GUI... A simple menu system with manually entered variables (with a built-in check system) would make me happy. That one change alone would make handling "tweaks" and mods so much easier than it now is.
Did it take you a long time to look up how to write like that?
You are demonstrating the very condescension (and lack of constructive help) that I was saying is present on these forums.
My problem comes from the fact that many people on these forums just like to pad their post count with useless stuff (much like you posted) that provide zero help, and don't take another perspective into account. You are the one who has the quotes backwards. 4o66 denoted his sarcasm, which made it clear. Cridus just said...
Which demonstrates the very attitude that upsets me. Mumfrey made a great mod... But he is not a god, and is not the only person with a valid opinion. It was dismissive, insulting, and rude. Simply putting "lol" in front of something does not make a joke out of everything said after. Now, go take your own overworked writing style and point it at someone who is actually going to be impressed with it. I don't expect anyone to be "loving" to me. I expect to get some level of common decency... Don't give it to me, and I see no reason to give it to you. Pretty simple.
In the case of mods, launchers, and one author's opinion... This is not simple "two plus two equals four." It is a group of over-doting individuals idolizing the perspective of one person, and refusing to see that there may be other valid ideas in the VAST world we live in. It's not just a problem here... It's a plague that seems to haunt many many threads on this "forum."
Say hi to your mom for me when you go upstairs, I have a real life to tend to now.
Edit: This entire post is aimed at JarJpg, not Cridus.
My point is for MagicLauncher to update to read the argument line out of the profile json file, and therefore make everything work better. Hopefully they will do so.
(LiteLoader used to override the RenderLightningBolt class to initialize, but that functionality is no longer working.)
Also, @CynicalDriver, are all your 17 posts from this topic?
As far as I am aware, Forge itself does not "block" mods. However, I think a server running the server-side version of Forge can Blacklist certain mods. For sure, it can pull the list of mods any client is running.
Forge can also run almost any mod that modloader can.
Chaining is really only need when you have more than 1 type 1 mod.
The issue isn't that it changes the code, it is that a mod the modifies base classes (the ones already in minecraft) by necessity contain some of Mojang's code. Redistibuting Mojang's code is the ToU violation.
This is why MCPatcher came into being. Instead of distributing the modified class, you distribute the changes and MCPatcher injects it.
Magic Launcher doesn't seem to know how to handle passing the --tweak argument if you try putting it into the parameters box. If it is in the json file for the environment, it works fine. I have not tested Liteloader alone, but it SHOULD work. As a side note, the jar file in the versions file is the plain unmodified Mojang jar, just renamed. The real magic is in the json file, telling the launcher to tweak it with the type 1 mod.
Now in theory, you could install Risugami's modloader, and chain it behind liteloader, but haven't tested that.
I'll do some experimenting, but it will have to wait for later. If I don't get some work done around the house my wife is going to be displeased. I don't want that.
Agreed. Wish it was here now.
tl;dr
Enough of the accusations. Lets get this back on track and stop jamming the thread with name calling.
It is not constructive in any way. I will try to work on just liteloader and modloader plus liteloader setups.
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique
Ok, Risugami's modloader, as far as I can tell, is not compatible with liteloader.
Liteloader doesn't modify any base classes, and therefore will not get loaded unless it is called by --tweak option.
When adding modloader as a zip into magic launcher, or by direct injection, minecraft crashes every time if you use the liteloader environment.
If you want litemods and mods, forge is the only option at present.
I was able to create multiple environments, and use them all in both vanilla launcher and magic launcher.
Made a liteloader only, liteloader + forge, forge only. Was then abl to make several configs in magic launcher, and by picking which environemnt it used radically alter what each config did.
Some notes: liteloader reads the mod folder, and magic launcher doesn't support litemod files, so either create separate base folders, or always have litemods in every config that uses a litemod environment.
Modloader as a dropped in zip works in magic launcher, so long as you use the vanilla environment.
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique
Image Removed
You can always extract the litemod into the jar and it will load from the jar. Another way could possibly having a mods folder in the version folder. That's a good suggestion for the future. For now, if you wish disable litemods for some versions, either extract them into the jar or change the extension to .zip and load it with magic launcher.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
My attitude is only "vile" towards those who have earned such responses.
You go on about my walls of text, and yet never actually read any of it, otherwise you would know they are not just rants...
So, as far as I am concerned from this point forward, you don't exist. I choose not to entertain your fake superiority.
No. Not that it matters... I have been a long-time user of these forums, and only a short-time participant... Mostly because I generally get my answers from replies to other people who ask the very questions I have come to get answers to. I only post when I need something that has not been properly covered.
My observations are based on a general pattern that I have noticed from many of the active participants on these forums:
Anyone who does not simply accept the status quo is an "idiot who lacks the intelligence to read."
Anyone who does not want to sift through 200+ pages of random questions is an "idiot who lacks the intelligence to read."
Anyone who does not immediately understand what someone is saying is an "idiot who lacks the intelligence to read."
It's a pattern that is kind of hard to miss, actually. Many of the posters on these forums just assume that the only people who should be here are the ones who have the time to dive into coding and modding. There's at least one of these "many" in just about every thread. People like myself, with (normally) simple requests and questions get dismissed. Contrary to what the person I quoted above you believes, I am not a child, and I do not have the time/interest to become a code-junky just to play a game.
Where I get mad, is when they make a post that just says something like "you didn't read the last 5 billion posts did you?" and offer zero answers. If they are going to take the time to quote a post, type a reply, and post it, they could simply answer the question and move on. Rather, they "pad their count" by being a jerk. A pattern that the person I quoted above you refuses to acknowledge, and probably participates in.
Ok, thank you. I thought that would be the case until Risugami updates ModLoader to be compatible with the json file.
Liteloader should handle reading from the mods folder on it's own. I was using macro/keybinds with Magic Launcher before, simply by using Magic Launcher to initialize LiteLoader, while still installing the Macro/Keybinds mod-file in the mods folder.
Edit: I got it working now... No idea what I did differently. Now just have to wait for ModLoader to use the json file, and move over to the Macro/Keybinds thread to figure out why it won't let me join a multiplayer server.
Edit Edit: Launcher issue. Not related to Mumfrey's mods. Probably due to having multiple instances open, and not closing out the launcher after trying multiple "test" runs before trying to do an actual run.
Just got back. I wrote a massive post here but I decided against posting it, I'll post it in PM if anyone really wants to read it. I really wanted to clear up why I made the decisions I have, but it started to ramble because I realised I'm just too tired to make it coherent, there's a lot of things I want to say and they need to be said in a structured way.
I then tried to write a summary of what I wanted to say and failed at that too. I'll try this again when I'm more awake.
Thank you to everyone who tried to help out and provide useful info while I was away.
I would love to see it. I have written exactly one full java app, and would love to read about your decisions.
Yeah... I kept thinking in my head:
Mumfrey gets back from a nice weekend off. Wonders if there is anything going on in his threads. Hrm, a few new pages, wonder what's going on.
WTF?!?!
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique