Regardless, Mod Loader is having some serious issues with 1.6.x, including sound, loading issues, compatibility issues, etc.
But I have got it working with Magic Launcher, and now that I know how to get Timber Mod and your Mod Loader version working with Magic Launcher, I feel better about Magic Launcher than ever. GOD it makes my life easier.
I'm off to nuke a few Jungle Forests. Have a great weekend!
Okie - it's a consequence of ModLoader dependency. ModLoader "supported" does not seem to be affected.
All I have to do is place all ModLoader dependent mods into the .minecraft\versions\1.6.2\mods and if I do nothing with Magic Launcher at all, they will still load and run in Minecraft. Or, I can point directly to them via the ADD command in Magic Launcher to get them to show up as listed mods. Either way, it should work fine.
Thanks very much for the info. It's been helpful. Good to know Magic Launcher is not the problem.
If you are using ModLoader, it may require your mods to specifically be in the .minecraft\versions\1.6.2\mods folder. TimberMod, for instance, is ModLoader dependent and I think if you put it there it will load whether it is listed in Magic Launcher or not.
But other mods may well load from other folders. Using the ADD function of Magic Launcher, you can choose other folders besides the default.
For me, I have all my mods in the core .minecraft folder. Did it for testing, and found it worked fine.
REI MiniMap and Zombe Modpack still do stuff in the .minecraft\mods folder like in the pre 1.6.x days, but it all seems to work.
One thing that happens with say B3 is that when I toggle Zombe's Fly Mod, text appears in the upper left hand corner indicating that I'm in fly mode, as it is supposed to do. But for some reason, in B4, that text no longer appears.
Another is with the text for REI MiniMap. Text under the round map shows properly all of the time with B3, but not with B4.
I'm hoping it's just a minor little thing, a quick fix if you will.
Does ModLoader require that every ModLoader dependent mod needs to located in and loaded from the .minecraft\versions\1.6.2\mods folder only. in order to function properly?
Does your reply mean that the onus is now on the texture pack folks to ensure kerning?
I'm trying to figure out how it's going to work in terms of getting the font looking and fitting properly in the interface now that MCPatcher is no longer controlling that information.
Appreciate the interaction. Very cool of you to spend time replying to your users.
In reference to the code, I meant was there some sort of variable or value that referenced a mod path for Mod Loader to locate content, and if so, was that necessary in order for your mod to work.
For example, passing just the ModName variable value instead of the concatenation of PathName + ModName
Not sure if the code would even reference a path of any sort or if location is assumed by the host Mod Loader program.
Pardon if I'm not making sense. My brain is sleepy today.
Does Magic Launcher scan both the ".minecraft\mods" AND the ".minecraft\versions\1.6.2\mods" folder? Or whatever is listed in the Configuration / Environment fields? Or does it only scan the ".minecraft\mods" folder?
Also, unrelated to that issue, 3 of my friends are having a problem with OptiFine where they aren't getting any sound when they boot the game 100% of the time when ModLoader is enabled. It's strange that I'm not having the issue and they all are in the exact same way, and I haven't really read about anyone else having this issue online or in this thread.
Have they tried pressing F3 and S to reset the sound driver?
Sometimes switching between texture packs (like Ovo's Rustic Redemption and Sphax PureBD Craft) does the trick.
In order to get Timber Mod 1.6.2 to work with Magic Launcher, it seems like I have to place that mod directly in the .minecraft\versions\1.6.2\modsfolder and and then point to the mod file when I add it to the Magic Launcher list.
If I put that mod anywhere else, it does not seem to load / work properly.
Other Mod Loader dependent mods seem to be able to load from different folders, like the main .minecraft folder, for example. Just not this one.
Has anybody else found other mods that may have this requirement? I'm trying to figure out if the issue is a Mod Loader one, a Timber one or a Magic Launcher one.
BTW - a vanilla version of a timber mod type program works when loaded from other folders, for comparison.
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Regardless, Mod Loader is having some serious issues with 1.6.x, including sound, loading issues, compatibility issues, etc.
But I have got it working with Magic Launcher, and now that I know how to get Timber Mod and your Mod Loader version working with Magic Launcher, I feel better about Magic Launcher than ever. GOD it makes my life easier.
I'm off to nuke a few Jungle Forests. Have a great weekend!
0
All I have to do is place all ModLoader dependent mods into the .minecraft\versions\1.6.2\mods and if I do nothing with Magic Launcher at all, they will still load and run in Minecraft. Or, I can point directly to them via the ADD command in Magic Launcher to get them to show up as listed mods. Either way, it should work fine.
Thanks very much for the info. It's been helpful. Good to know Magic Launcher is not the problem.
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But other mods may well load from other folders. Using the ADD function of Magic Launcher, you can choose other folders besides the default.
For me, I have all my mods in the core .minecraft folder. Did it for testing, and found it worked fine.
REI MiniMap and Zombe Modpack still do stuff in the .minecraft\mods folder like in the pre 1.6.x days, but it all seems to work.
Hope something in there helps explain it.
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The path requirement is not a function of LumberJack, but of ModLoader?
Or is that not correct?
Thanks
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You could try loading ONLY Optifine and not the other mods to see if it is just Optifine or a potential conflict with a specific mod.
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Thanks for responding.
One thing that happens with say B3 is that when I toggle Zombe's Fly Mod, text appears in the upper left hand corner indicating that I'm in fly mode, as it is supposed to do. But for some reason, in B4, that text no longer appears.
Another is with the text for REI MiniMap. Text under the round map shows properly all of the time with B3, but not with B4.
I'm hoping it's just a minor little thing, a quick fix if you will.
Thanks.
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Thank you.
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Does your reply mean that the onus is now on the texture pack folks to ensure kerning?
I'm trying to figure out how it's going to work in terms of getting the font looking and fitting properly in the interface now that MCPatcher is no longer controlling that information.
Appreciate the interaction. Very cool of you to spend time replying to your users.
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Enjoy the game.
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I'm using B3 because B4 seems to have broken something related to fonts, and each time I open it up, I get that prompt that there is a new version.
Thanks
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In reference to the code, I meant was there some sort of variable or value that referenced a mod path for Mod Loader to locate content, and if so, was that necessary in order for your mod to work.
For example, passing just the ModName variable value instead of the concatenation of PathName + ModName
Not sure if the code would even reference a path of any sort or if location is assumed by the host Mod Loader program.
Pardon if I'm not making sense. My brain is sleepy today.
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Thanks
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Have they tried pressing F3 and S to reset the sound driver?
Sometimes switching between texture packs (like Ovo's Rustic Redemption and Sphax PureBD Craft) does the trick.
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Is there code in your mod that triggers the requirement for that folder?
curiouser and curiouser
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If I put that mod anywhere else, it does not seem to load / work properly.
Other Mod Loader dependent mods seem to be able to load from different folders, like the main .minecraft folder, for example. Just not this one.
Has anybody else found other mods that may have this requirement? I'm trying to figure out if the issue is a Mod Loader one, a Timber one or a Magic Launcher one.
BTW - a vanilla version of a timber mod type program works when loaded from other folders, for comparison.
Thanks