ModLoader no longer uses the .minecraft/mods folder, only Magic Launcher still does. So it is still a Magic Launcher issue.
You're certain it's not a Mod Loader issue? No possibility that it could be a Mod Loader problem at all?
BTW, just tested a suggestion from someone and they said to put the Timber.zip file into that mods folder under Versions but manually add it to Magic Launcher from that location. If I do that, it works and shows up in Magic Launcher.
Other Mod Loader mods seem to work fine regardless of the folder they are loaded from, but Timber.zip seems to only work if it is located specifically in that versions mod folder.
It works with Magic Launcher, don't put it in mods or coremods folder, put it in where you usally install your mods on ML (i know mispelled words).
So wait. You mean, use Magic Launcher to load Mod Loader but instead of actually loading Timber into Magic Launcher, just place it in the .minecraft\versions\1.6.2\mods folder? Lemme do some testing....
OK - it works if you put Timber! (1.6.2).zip directly in the folder listed above and do not list it / add it to Magic Launcher. It does NOT seem to work if you put it in the .minecraft\mods folder, however, which is the old way of doing it.
At first I thought that it must be a Magic Launcher program issue. Then I started PM'ing and such, and it seems that it may be a Mod Loader problem and not a Magic Launcher problem. Hrm...
I'll look into it further, and I'll do more testing, but so far, it looks like configuring it the way you specified does indeed get the mod functioning with the Magic Launcher / Mod Loader combo.
Tested the Mod Loader version of LumberJack with 1.6.2 and Magic Launcher. It does not seem to work properly if the Mod Loader version is placed in any other folder than the .minecraft\versions\1.6.2\mods folder. If I load Mod Loader into Magic Launcher, and then add the mod from that specific folder only, it will work. Any other folder, no go. Most other mods seem to have no issue loading from other folders.
May well be a Mod Loader problem instead of a Magic Launcher problem, I suppose.
All that said, your Vanilla version works 100% - no issues with what folder the mod is located in. Just wanted to share that. I'm glad you are making the Vanilla version available along with the Mod Loader and Forge versions. Very thoughtful of you.
Thought I'd show what my Magic Launcher looks like with the Vanilla version loaded up - maybe it will help someone:
It's very easy to do if you use Magic Launcher. All you have to do is add the mod file to the list in Magic Launcher and it loads for you. Here is a screen shot of what is involved. That's all there is too it.
Any update on making the code changes to make Magic Launcher compatible with TehKrush's Timber Mod? It would be a great thing to have them working together.
I meant that in tutorials / review videos some kind folks have made, nobody seems to know you can take out entire jungles just by cutting down a few trees.
I wish I knew how to do the videos and upload them to some YouTube channel. It would be nice to see that feature shown in all its glory.
Wow - those are not the very best PC specs out there. But thankfully it works for you overall. Here is the content of my LumberJack configuration file. Perhaps try those?
I have both Java 32 bit and Java 64 bit installed on my machine, and all my PC's have at least 16gb of RAM and Nvidia graphics cards. GTX 460 on one, GTX 485M on my laptop are the lowest level of card.
Guess I'm lucky enough to have it all working. Hope you can get it working soon.
This can be fixed by providing a .properties file for the font. It allows you to control the width of the individual characters. More information about that is in the OP under HD Font
But the properties file is already set in the texture packs. Optifine reads it and properly loads the spacing parameters.
Ok - I just downloaded and tested version 4.1.1, which just came out.
It looks like the FONT issue is partially fixed. The hi-res fonts show up and the toggle text for Zombe Fly Mod is fully visible, as it should be.
The only noticeable thing so far seems to be that the font spacing is wider than normal. The "kerning" is not as close as it should be.
Is that something that can be replicated and possibly fixed as well?
Second - when I load Mod Loader, the fonts still looke hi-res, with the funky spacing, but the text for the Zombe fly mod no longer shows up on the screen when I toggle it.
This behavior is different from the previous version, which did not show the fonts in hi-res no matter what.
Just as a matter of comparison, none of the problems happen in Optfine B3, but the font not showing up on the Zombe toggle bug DID show up in Optifine B4.
Thanks VERY MUCH for working on this. I hope that all this gets corrected. It looks like 1.6.2 is a headache for developers too.
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You're certain it's not a Mod Loader issue? No possibility that it could be a Mod Loader problem at all?
BTW, just tested a suggestion from someone and they said to put the Timber.zip file into that mods folder under Versions but manually add it to Magic Launcher from that location. If I do that, it works and shows up in Magic Launcher.
Other Mod Loader mods seem to work fine regardless of the folder they are loaded from, but Timber.zip seems to only work if it is located specifically in that versions mod folder.
Does that mesh with your experiences?
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So wait. You mean, use Magic Launcher to load Mod Loader but instead of actually loading Timber into Magic Launcher, just place it in the .minecraft\versions\1.6.2\mods folder? Lemme do some testing....
OK - it works if you put Timber! (1.6.2).zip directly in the folder listed above and do not list it / add it to Magic Launcher. It does NOT seem to work if you put it in the .minecraft\mods folder, however, which is the old way of doing it.
At first I thought that it must be a Magic Launcher program issue. Then I started PM'ing and such, and it seems that it may be a Mod Loader problem and not a Magic Launcher problem. Hrm...
I'll look into it further, and I'll do more testing, but so far, it looks like configuring it the way you specified does indeed get the mod functioning with the Magic Launcher / Mod Loader combo.
Thanks very much.
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May well be a Mod Loader problem instead of a Magic Launcher problem, I suppose.
All that said, your Vanilla version works 100% - no issues with what folder the mod is located in. Just wanted to share that. I'm glad you are making the Vanilla version available along with the Mod Loader and Forge versions. Very thoughtful of you.
Thought I'd show what my Magic Launcher looks like with the Vanilla version loaded up - maybe it will help someone:
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It's very easy to do if you use Magic Launcher. All you have to do is add the mod file to the list in Magic Launcher and it loads for you. Here is a screen shot of what is involved. That's all there is too it.
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This is what I'm getting:
MC Patcher 4.1.1:
This is what I'm getting wtih Optifine:
In versions before 1.6.x, MC Patcher looked, as far as I can tell, exactly like the one rendered by Optifine.
Please let me know if there is anything more I can do to help with this. Sorry if I am being a pain - I just want to help get it all working.
BTW, it looks the same on all 3 machines I'm testing it on, all Windows 7 64 bit. Thanks.
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Thank you.
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I wish I knew how to do the videos and upload them to some YouTube channel. It would be nice to see that feature shown in all its glory.
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If I set the radius to 25 and the boost to 25, it just sits there.
I'll keep testing.
EDIT - I actually get better results if I set it to 1 and 5, at least in the Jungle.
It clears out almost all the forest in one shot. Does not seem to work the same if I set it to 1 and 25, even though it does work.
Maybe try 1 and 5 instead of 25 and 25?
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#
#Tue Jul 23 06:41:24 PDT 2013
break_vines=false
break_blocks_down=true
tree_cutting_radius=1
custom_axe_ids=0
do_deplete_tool=false
block_break_radius_boost=5
GOOD LUCK!
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Guess I'm lucky enough to have it all working. Hope you can get it working soon.
I have my modifier set to 5, by the way. Yours?
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But the properties file is already set in the texture packs. Optifine reads it and properly loads the spacing parameters.
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It looks like the FONT issue is partially fixed. The hi-res fonts show up and the toggle text for Zombe Fly Mod is fully visible, as it should be.
The only noticeable thing so far seems to be that the font spacing is wider than normal. The "kerning" is not as close as it should be.
Is that something that can be replicated and possibly fixed as well?
Second - when I load Mod Loader, the fonts still looke hi-res, with the funky spacing, but the text for the Zombe fly mod no longer shows up on the screen when I toggle it.
This behavior is different from the previous version, which did not show the fonts in hi-res no matter what.
Just as a matter of comparison, none of the problems happen in Optfine B3, but the font not showing up on the Zombe toggle bug DID show up in Optifine B4.
Thanks VERY MUCH for working on this. I hope that all this gets corrected. It looks like 1.6.2 is a headache for developers too.