I've been having the same problems most of the people here are having. I've followed all your instructions to fix my problems, but I still cannot open the .bat file, and the mmm_mods folder does not appear.
my minecraft app is in the same folder as all the mmm files, I've created JAVA_HOME thing, value is the full directory of java.exe location, I've edited the .bat file, full directory to java.exe like you said.
is there anything I'm missing?
I'm currently using TFC mod manager, but the description for this manager sounds a loooot better and I want it to work!!!
This didn't work for me also, so I'm just going to say it doesn't work at all.
All right. I had problems when I first tried installing this, but I've solved it, and I'm posting what I did to hopefully help others using Windows 7.
In the same folder, I placed the extracted MMM files along with the extra Minecraft.jar downloaded from the website. Right-click MMM_Minecraft.bat and select Edit. Ctrl+H to find:
Now open the .bat file and it should open Minecraft and create the mmm_mods folder in the .minecraft folder. Close the Minecraft program and move your mods to the mmm_mods folder in .zip format. This is the first time I'm using mods and my one mod is TooManyItems (+ Draghi's Custom Flatmaps = builder's heaven). To make this work, I've opened this and removed the .txt file.
Now to play Minecraft with this mod, I have to open the .bat file everytime. Having succeeded in making it work, I have to ask if having to open .bat everytime is normal? I don't recall seeing this, so forgive me if I've simply glossed over this instruction.
EDIT: I can't believe I was so rude as to not thank RobRendell for creating and uploading this. So thank you, thank you, thank you, RobRendell for making this! My your arrows fly true and Skeletons' arrows kill Creepers!
Rollback Post to RevisionRollBack
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
I seem to be having trouble getting this to work with ModLoader. I'm following the directions on the first post, but apparently I'm doing something wrong. Could you provide perhaps a bit more in-detail directions? Can I run ModLoader as a mod in the mmm_mods folder, or do I have to install it normally and then make the Modloader.mmm file?
Tested several mods, and anything that requires ModLoader to run just doesn't work. But mods not dependent on ModLoader work perfectly. So I'm definitely loving MMM, but getting ModLoader compatibility to work for me is definitely paramount. :smile.gif:
All right. I had problems when I first tried installing this, but I've solved it, and I'm posting what I did to hopefully help others using Windows 7.
In the same folder, I placed the extracted MMM files along with the extra Minecraft.jar downloaded from the website. Right-click MMM_Minecraft.bat and select Edit. Ctrl+H to find:
Now open the .bat file and it should open Minecraft and create the mmm_mods folder in the .minecraft folder. Close the Minecraft program and move your mods to the mmm_mods folder in .zip format. This is the first time I'm using mods and my one mod is TooManyItems (+ Draghi's Custom Flatmaps = builder's heaven). To make this work, I've opened this and removed the .txt file.
Now to play Minecraft with this mod, I have to open the .bat file everytime. Having succeeded in making it work, I have to ask if having to open .bat everytime is normal? I don't recall seeing this, so forgive me if I've simply glossed over this instruction.
EDIT: I can't believe I was so rude as to not thank RobRendell for creating and uploading this. So thank you, thank you, thank you, RobRendell for making this! My your arrows fly true and Skeletons' arrows kill Creepers!
did that... no change =/
Sorry to hear this, Gurkudrengur. You can try searching your computer for the path of your java.exe and replace the path in my post with yours. Another recommendation is to delete your .minecraft folder (but remember first to relocate your saves/mods/texture packs) and relaunch Minecraft to download a fresh copy. I seriously messed up when I first tried installing TooManyItems, so I had a fresh copy when I figured how to make MMM work. I don't know if this had anything to do with it, but good luck to you!
Rollback Post to RevisionRollBack
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
I deleted EVERYTHING, redownloaded, reinstalled, i replaced my path with the path from your post (which was pretty useless when I saw they are exactly the same =P). still... nothing happens, I don't get the mmm mod folder.. when I try too launch the .bat file it pops up and closes immediately...
thanks for being willing to help. but you got any other ideas ? =D
.bat file closes immediately? Just closes? Without prompting you to press any key? If you still have the MMM .zip file, extract a fresh copy of the .bat file. Maybe something got accidentally altered. Then change the java.exe path (I think there were two instances to change...). Hopefully this will work, because I can't think of anything else.
Actually in trying to help you, I'm seeing a lot of potential to MMM. I've realised redownloading Minecraft packages probably wasn't necessary, sorry. With the extra .jar in the same folder, MMM accesses that.
I've read your thread and I have at least a partial answer, if you're using Windows 7. You can easily test this in a separate folder. Simply extract the MMM files and download an extra .jar and place them here. If the .bat file doesn't work, edit as per the quote in Gurkudrengur's post above yours. If the mmm_mods file is created, move the mods you want to use here, in .zip format. You may have to delete irrelevent files in the mods to get them to work. Now to launch modded Minecraft, open .bat. If you want to play 'vanilla' Minecraft, you can click on the .jar that's in the same folder. If you can't open the .jar, use the original launcher. It seems MMM doesn't actually alter the .jar itself. Whether or not it will work on 1.3 stuff, sorry, I didn't start fooling around with mods until 1.4. If you're successful and like it, please let others know!
So, Gurkudrengur and scarystuff and anyone else, best of luck!
EDIT: I've just looked at my .bat and saw that I actually did this:
set JAVA_EXE="C:\Program Files (x86)\Java\jre6\bin\java.exe"
echo Trying to find java on your path
) else (
set JAVA_EXE="C:\Program Files (x86)\Java\jre6\bin\java.exe"
)
if "%MINECRAFT_DEBUG%"
I mainly ignored the JAVA_HOME stuff, and I didn't realise I did more than what I stated in my initial post. I'm sorry if it turns out that this extra instruction is what is hindering others. Here's hoping the solution is as simple as this!
Rollback Post to RevisionRollBack
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
after working perfectly i tried it again a few hours later and this is what i got
Getting location of java version 1.6 from registry
Error occurred during initialization of VM
java.lang.Error: java.lang.ClassNotFoundException: not.minecraft.MMM
at java.lang.ClassLoader.initSystemClassLoader(Unknown Source)
at java.lang.ClassLoader.getSystemClassLoader(Unknown Source)
Caused by: java.lang.ClassNotFoundException: not.minecraft.MMM
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at java.lang.SystemClassLoaderAction.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.initSystemClassLoader(Unknown Source)
at java.lang.ClassLoader.getSystemClassLoader(Unknown Source)
Failed to run "C:\Program Files\Java\jre6\bin\java.exe"
Press any key to continue . . .
The Meaning of Life, the Universe, and Everything.
Join Date:
3/30/2011
Posts:
304
Member Details
I got the stuff. Ran the bat document and at the end, this is what it said.
"Could not find the main class: net.minecraft.LauncherFrame. Program will exit. Failed to run 'C:\Program Files\Java\jre6\bin\java.exe' Press any key to continue..."
Please tell me you can fix that.
Rollback Post to RevisionRollBack
I support the Aether mod! (it won't let me put in the banner)
.bat file closes immediately? Just closes? Without prompting you to press any key?
Yes, it just closes, not prompting anything. I did what you said, and that didn't work either...
This will most likely be my final suggestion to you, Gurkudrengur. It may be your firewall. I have mine set to prompt me whenever it thinks something is a potential threat (this, however, is fine). cmd.exe will pop up and freeze until I tell my firewall it's alright, then continue to run MMM. You can then monitor what MMM is doing while Minecraft loads. Still wishing you the best!
Also, I've expanded my mods library. These work: TooManyItems, (1.4_01-BETA)SinglePlayerCommandsV2.6_2 (except World Edit), Sign Tags, Sound Mod Enabler v5 (this came with Zelda Sounds[V4.0], and Castle Creation.
Unfortunately I haven't been able to get NatureOverhaul.v0.9.5.5 to work at this point. I'll tinker around with it, unless someone has already solved it?
Rollback Post to RevisionRollBack
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
If your having this problem your java may not have a proper path set up. (don't really know what im talking about so if i get any wording wrong please forgive.) I had the same problem and tried everything that was suggested here and nothing really seemed to work, this seemed to work for me, im using windows 7 though so not sure if that had to do with anything http://in.answers.yahoo.com/question/in ... 653AAMaTQt
er...... where the hell is the Minecraft.bat file? i really wanna be able to use this :/ I think you mightve skipped a step on instructions on the .bat and .sh files.
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A house........ no i dont know why i just felt like it.
I'm trying to install the MMM for mac. When i get to the step where i have to open the minecraft.sh file, it is opened with text edit. I assume this is the wrong program to open it with. What should i open it with?
I am having the same problem, it tells me that this is a script file, and that I should be careful opening it, however it then just opens on textedit, and I can't see any MMM folder.
You've probably all read Notch's blog post about the (lack of) modding API. I must admit that I'd sort of gone cold on MMM... internally, MMM is quite complicated - all the re-writing of java byte code on the fly is non-trivial, and I'm afraid there might still be unmapped things in there. It's also grown somewhat monolithic - it needs some significant refactoring to clean it up internally. And then there are all the problems people are having getting it to work, even after I enhanced the .bat file to try to automatically pick up their Java installation. But the main killer for me was because Mojang kept talking about the you-beaut modding API they were going to write any day now.
However, it sounds like we may not actually get a proper modding API now. I'm still not certain how Notch intends to organise things. From what he's said, I can see three ways things might proceed:
[*:1bhjjidq]Mods keep going as they are. Modders have access to changes in Minecraft's source in advance, but they still need to put out a new re-obfuscated mod every time. This doesn't sound like a good solution.
[*:1bhjjidq]Minecraft incorporates something akin to MMM - an official remapping file is published along with Minecraft on each update, and mods are remapped on the fly. I don't think this is what Notch has in mind; if it is, I should clean up MMM because he's going to need something like it to make it work.
[*:1bhjjidq]Mods actually download from Mojang's servers. Each Modder gets their own space in the Mojang SVN repository to store their source in (as well as read-only access to the client sources). Users "subscribe" to specific mods, app-store style, so the Mojang server knows what mods a given user is using. When a new version of Minecraft is built, all mods in the repository are compiled and have the obfuscation mappings applied (along with the main client source). The latest version of a given user's mods comes down the wire at the same time the updated Minecraft does. If a mod fails to build for a given release, a user would need to be warned that they can't update without losing a mod. This is the most radical option, but could work quite well. If Notch goes for something like this, I feel that something like MMM's extension chaining could still be a worthwhile and viable way for modders to override specific classes.
So, I guess we'll need to see what happens next. I might try to pull out MMM's extension chaining stuff to make it stand-alone, in case the third option is the direction Mojang is going.
Does anyone else have any more concrete info about how it's going to work?
Rollback Post to RevisionRollBack
Check out my Minecraft Mod Manager, before official modding support makes it redundant in a few weeks. Better late than never!
I'm trying to install the MMM for mac. When i get to the step where i have to open the minecraft.sh file, it is opened with text edit. I assume this is the wrong program to open it with. What should i open it with?
I am having the same problem, it tells me that this is a script file, and that I should be careful opening it, however it then just opens on textedit, and I can't see any MMM folder.
I asked a Mac-using friend of mine, and he tells me that if you change the file suffix from .sh to .command, it'll run from the Finder. So, try renaming MMM_minecraft.sh to MMM_minecraft.command and then double-clicking it.
Rollback Post to RevisionRollBack
Check out my Minecraft Mod Manager, before official modding support makes it redundant in a few weeks. Better late than never!
Hello. I really wanted to use mods on my Macbook Pro running 10.6.6, but the launcher files didn't work! I tried both the MMM_minecraft.sh and the MMM_minecraft.bat files but there was no use. I didn't know what to open the sh file in so I opened it in terminal because the default application for it was Xcode.
This is what happened when I tried to open the .sh file in Terminal.
ChaoticTracks-MacBook-Pro:~ Peyton$ /Users/Peyton/Desktop/Minecraft/Minecraft\ BETA/Minecraft\ Mod\ Version/MinecraftModManager/MMM_minecraft.sh ; exit;
Using JAVA_HOME environment variable value
/Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.sh: line 16: /bin/java: No such file or directory
logout
[Process completed]
This is what happened when I opened the .bat file in Terminal.
Mahlah-Hansens-MacBook-Pro:~ Peyton$ /Users/Peyton/Desktop/Minecraft/Minecraft\ BETA/Minecraft\ Mod\ Version/MinecraftModManager/MMM_minecraft.bat ; exit;
/Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.bat: line 1: @echo: command not found
/Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.bat: line 3: setlocal: command not found
/Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.bat: line 5: call: command not found
/Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.bat: line 7: call: command not found
/Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.bat: line 9: syntax error near unexpected token `('
/Users/Peyton/Desktop/Minecraft/Minecraft BETA/Minecraft Mod Version/MinecraftModManager/MMM_minecraft.bat: line 9: `if "%JAVA_HOME%" == "" ('
logout
[Process completed]
Please help me! I have been wanting to use mods forever and I have been left with Bukkit plugins instead! Please!
Thank you! And no I do not have a PC. But I do have a linux machine! But I have to use wine on my linux pc because I can't get minecraft opened in it. Anyways, thanks.
This didn't work for me also, so I'm just going to say it doesn't work at all.
In the same folder, I placed the extracted MMM files along with the extra Minecraft.jar downloaded from the website. Right-click MMM_Minecraft.bat and select Edit. Ctrl+H to find:
JAVA_EXE="java.exe"
and replace with:
JAVA_EXE="C:\Program Files (x86)\Java\jre6\bin\java.exe"
And don't forget to save!
Now open the .bat file and it should open Minecraft and create the mmm_mods folder in the .minecraft folder. Close the Minecraft program and move your mods to the mmm_mods folder in .zip format. This is the first time I'm using mods and my one mod is TooManyItems (+ Draghi's Custom Flatmaps = builder's heaven). To make this work, I've opened this and removed the .txt file.
Now to play Minecraft with this mod, I have to open the .bat file everytime. Having succeeded in making it work, I have to ask if having to open .bat everytime is normal? I don't recall seeing this, so forgive me if I've simply glossed over this instruction.
EDIT: I can't believe I was so rude as to not thank RobRendell for creating and uploading this. So thank you, thank you, thank you, RobRendell for making this! My your arrows fly true and Skeletons' arrows kill Creepers!
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
Tested several mods, and anything that requires ModLoader to run just doesn't work. But mods not dependent on ModLoader work perfectly. So I'm definitely loving MMM, but getting ModLoader compatibility to work for me is definitely paramount. :smile.gif:
Sorry to hear this, Gurkudrengur. You can try searching your computer for the path of your java.exe and replace the path in my post with yours. Another recommendation is to delete your .minecraft folder (but remember first to relocate your saves/mods/texture packs) and relaunch Minecraft to download a fresh copy. I seriously messed up when I first tried installing TooManyItems, so I had a fresh copy when I figured how to make MMM work. I don't know if this had anything to do with it, but good luck to you!
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
it says
"updating Minecarft"
done loading
= green loading bar
=not done loading
and it sits there and doesnt do anything
.bat file closes immediately? Just closes? Without prompting you to press any key? If you still have the MMM .zip file, extract a fresh copy of the .bat file. Maybe something got accidentally altered. Then change the java.exe path (I think there were two instances to change...). Hopefully this will work, because I can't think of anything else.
Actually in trying to help you, I'm seeing a lot of potential to MMM. I've realised redownloading Minecraft packages probably wasn't necessary, sorry. With the extra .jar in the same folder, MMM accesses that.
I've read your thread and I have at least a partial answer, if you're using Windows 7. You can easily test this in a separate folder. Simply extract the MMM files and download an extra .jar and place them here. If the .bat file doesn't work, edit as per the quote in Gurkudrengur's post above yours. If the mmm_mods file is created, move the mods you want to use here, in .zip format. You may have to delete irrelevent files in the mods to get them to work. Now to launch modded Minecraft, open .bat. If you want to play 'vanilla' Minecraft, you can click on the .jar that's in the same folder. If you can't open the .jar, use the original launcher. It seems MMM doesn't actually alter the .jar itself. Whether or not it will work on 1.3 stuff, sorry, I didn't start fooling around with mods until 1.4. If you're successful and like it, please let others know!
So, Gurkudrengur and scarystuff and anyone else, best of luck!
EDIT: I've just looked at my .bat and saw that I actually did this:
set JAVA_EXE="C:\Program Files (x86)\Java\jre6\bin\java.exe"
echo Trying to find java on your path
) else (
set JAVA_EXE="C:\Program Files (x86)\Java\jre6\bin\java.exe"
)
if "%MINECRAFT_DEBUG%"
I mainly ignored the JAVA_HOME stuff, and I didn't realise I did more than what I stated in my initial post. I'm sorry if it turns out that this extra instruction is what is hindering others. Here's hoping the solution is as simple as this!
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
it says
Getting location of java version 1.6 from registry
MMM: Loading mod MinecraftModManager
then it loads the minecraft launcher.
NVM I fixed my problem myself. :smile.gif:
Getting location of java version 1.6 from registry
Error occurred during initialization of VM
java.lang.Error: java.lang.ClassNotFoundException: not.minecraft.MMM
at java.lang.ClassLoader.initSystemClassLoader(Unknown Source)
at java.lang.ClassLoader.getSystemClassLoader(Unknown Source)
Caused by: java.lang.ClassNotFoundException: not.minecraft.MMM
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at java.lang.SystemClassLoaderAction.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.lang.ClassLoader.initSystemClassLoader(Unknown Source)
at java.lang.ClassLoader.getSystemClassLoader(Unknown Source)
Failed to run "C:\Program Files\Java\jre6\bin\java.exe"
Press any key to continue . . .
"Could not find the main class: net.minecraft.LauncherFrame. Program will exit. Failed to run 'C:\Program Files\Java\jre6\bin\java.exe' Press any key to continue..."
Please tell me you can fix that.
This will most likely be my final suggestion to you, Gurkudrengur. It may be your firewall. I have mine set to prompt me whenever it thinks something is a potential threat (this, however, is fine). cmd.exe will pop up and freeze until I tell my firewall it's alright, then continue to run MMM. You can then monitor what MMM is doing while Minecraft loads. Still wishing you the best!
Also, I've expanded my mods library. These work: TooManyItems, (1.4_01-BETA)SinglePlayerCommandsV2.6_2 (except World Edit), Sign Tags, Sound Mod Enabler v5 (this came with Zelda Sounds[V4.0], and Castle Creation.
Unfortunately I haven't been able to get NatureOverhaul.v0.9.5.5 to work at this point. I'll tinker around with it, unless someone has already solved it?
'Technology has left us hopelessly spoiled,' Charlie Brooker wrote. 'We whine like disappointed emperors the moment it does anything other than pander to our every whim.'
If your having this problem your java may not have a proper path set up. (don't really know what im talking about so if i get any wording wrong please forgive.) I had the same problem and tried everything that was suggested here and nothing really seemed to work, this seemed to work for me, im using windows 7 though so not sure if that had to do with anything
http://in.answers.yahoo.com/question/in ... 653AAMaTQt
and here is an enlarged copy
Welcome, The new grammar nazi everybody!
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A house........ no i dont know why i just felt like it.
I am having the same problem, it tells me that this is a script file, and that I should be careful opening it, however it then just opens on textedit, and I can't see any MMM folder.
You've probably all read Notch's blog post about the (lack of) modding API. I must admit that I'd sort of gone cold on MMM... internally, MMM is quite complicated - all the re-writing of java byte code on the fly is non-trivial, and I'm afraid there might still be unmapped things in there. It's also grown somewhat monolithic - it needs some significant refactoring to clean it up internally. And then there are all the problems people are having getting it to work, even after I enhanced the .bat file to try to automatically pick up their Java installation. But the main killer for me was because Mojang kept talking about the you-beaut modding API they were going to write any day now.
However, it sounds like we may not actually get a proper modding API now. I'm still not certain how Notch intends to organise things. From what he's said, I can see three ways things might proceed:
[*:1bhjjidq]Mods keep going as they are. Modders have access to changes in Minecraft's source in advance, but they still need to put out a new re-obfuscated mod every time. This doesn't sound like a good solution.
[*:1bhjjidq]Minecraft incorporates something akin to MMM - an official remapping file is published along with Minecraft on each update, and mods are remapped on the fly. I don't think this is what Notch has in mind; if it is, I should clean up MMM because he's going to need something like it to make it work.
[*:1bhjjidq]Mods actually download from Mojang's servers. Each Modder gets their own space in the Mojang SVN repository to store their source in (as well as read-only access to the client sources). Users "subscribe" to specific mods, app-store style, so the Mojang server knows what mods a given user is using. When a new version of Minecraft is built, all mods in the repository are compiled and have the obfuscation mappings applied (along with the main client source). The latest version of a given user's mods comes down the wire at the same time the updated Minecraft does. If a mod fails to build for a given release, a user would need to be warned that they can't update without losing a mod. This is the most radical option, but could work quite well. If Notch goes for something like this, I feel that something like MMM's extension chaining could still be a worthwhile and viable way for modders to override specific classes.
So, I guess we'll need to see what happens next. I might try to pull out MMM's extension chaining stuff to make it stand-alone, in case the third option is the direction Mojang is going.
Does anyone else have any more concrete info about how it's going to work?
You need to have the launcher minecraft.jar in the same directory as the bat file and MMM.jar.
I asked a Mac-using friend of mine, and he tells me that if you change the file suffix from .sh to .command, it'll run from the Finder. So, try renaming MMM_minecraft.sh to MMM_minecraft.command and then double-clicking it.
This is what happened when I tried to open the .sh file in Terminal.
This is what happened when I opened the .bat file in Terminal.
Please help me! I have been wanting to use mods forever and I have been left with Bukkit plugins instead! Please!
Thank you! And no I do not have a PC. But I do have a linux machine! But I have to use wine on my linux pc because I can't get minecraft opened in it. Anyways, thanks.