Agreed core mods support would be good. But the ability to read them from another folder other than "core mods" to allow the selective loading ability that ML offers now.
That's the thing I don't want to do... I don't want to have to change where the base folder is. I just want to change the bin.
Rollback Post to RevisionRollBack
*GASP* So many mods! All so good!
(1 Hour Later...)
Noooooo, black screen of death! D:
That's the thing I don't want to do... I don't want to have to change where the base folder is. I just want to change the bin.
If you go about it that way you are going to run into problems. Say a new MC version comes out and now the mods have to update and do things a completely different way. Now the mod in question has to rewrite their config files to adjust. If you fire up an older version of MC and the older mod reads the newer config file which is completely different now, problems will occur. Not to mention that if you have the newer version and older version of the mod in the same mods folder. Only thing that will save that idea is if the mod author renames their config file, which most likely will not happen and it will remain the same name.
I FOUND AN ANNOYANCE!
When i was playing around with the Portal Gun Mod, I noticed something funky:
Although i had AudioMod installed, I cannot hear any records nor sounds!
In 1.0.0, make sure that the launcher's patcher can install AudioMod properly!
Yeah, I've been looking through my logs and making sure it's not loading anything into the jar. But somehow, it's creating a different environment that's making a big enough difference to cause a mod that's pre-installed into the jar load improperly. I did notice that MagicLauncher uses java.exe while Minecraft's default launcher uses javaw.exe, but experimentally replacing java.exe with a renamed copy of javaw.exe still has the same issues.
I also noticed that during FML's setup stage during launch, it looks different between a Minecraft launch and a Magic Launcher launch.
Is there any kind of documentation on how Magic Launcher works? I want to know exactly what command line arguments it's giving java.exe versus the ones Minecraft's vanilla launcher gives javaw.exe, and I also want to know exactly how mods are installed/injected if it doesn't touch the jar or create a temporary jar to edit (Memory injection?)
I'm not all that experienced in the programming scene so I don't know what is and isn't asking too much and what is and isn't a secret for whatever reason, but if somebody can answer those questions I'd be very grateful.
I'm just... baffled that using a different launcher to launch the same jar with the same Java version (albeit java.exe rather than javaw.exe, but to the best of my knowledge the only difference is console access on javaw.exe) is somehow causing Finder Compass to barf and FML's startup to look so different.
Not directly, I'm saying "what is MagicLauncher doing differently from the vanilla launcher that's causing compatibility issues with Finder Compass and also making the FML setup window look different?" It's more than just cosmetic. If I hadn't already made sure they were using the same Java version, I'd suspect that MagicLauncher was using an older version of Java or something, with a different method for displaying progress bars and fonts. Think of it like a symptom/side effect of whatever it is that Magic Launcher is doing differently.
I FOUND AN ANNOYANCE!
When i was playing around with the Portal Gun Mod, I noticed something funky:
Although i had AudioMod installed, I cannot hear any records nor sounds!
In 1.0.0, make sure that the launcher's patcher can install AudioMod properly!
UPDATE ... YOUR ... JAVA.
If that alone doesn't fix it, you're probably allocating either too much memory (more likely) or too little (rare). You may even not have enough "free" memory to allocate the right amount.
i found the problem it was ZoneAlarm it auto blocked ML and i had to put all the ips for ML on trusted and that was a pain couse there were alot of them
Hey, I have the same problem as you, but I have no idea how you fixed it. If it's not clear, I have ZoneAlarm as well. Would you mind more fully explaining what you did in ZoneAlarm to make ML work?
Edit: Nevermind. I figured it out. For anyone else with ZoneAlarm, do this:
Go to your logs (in my version that was in the Tools menu)
Clear the logs
Run ML - DO NOT TRY TO LOGIN YET and don't close it.
Refresh logs or reopen them if you closed - You should have a list of several IPs that were blocked.
NOW try to login with ML
Refresh logs
You now should have one more IP on the list in your logs. That's the one you need to add to the Trusted zone to be able to login. Just highlight the log entry and then click "Add to zone". Adding the rest of the IPs to trusted will allow the various tabs to display properly, but for security I only added the one and that lets you login just fine.
Note: The original problem was not being able to connect to or login to minecraft.
for the most part this mod has been a complete miracle. I just have one issue:
"7. Mods which have status "No mods found" needs to be repackaged to be used. The mod ZIP file usually have a folder "put_in_minecraft_jar" or similar which contains one or more files like "acx.class". The contents of this folder have to be zipped in a separate ZIP file and added as an internal mod. This solution works with almost all problematic mods."
Looking over that, I have one mod that says that, but I have no idea what you're talking about with "repackaging" a zip file. I am a nub at modding, it's why I downloaded this in the first place. >.<
for the most part this mod has been a complete miracle. I just have one issue:
"7. Mods which have status "No mods found" needs to be repackaged to be used. The mod ZIP file usually have a folder "put_in_minecraft_jar" or similar which contains one or more files like "acx.class". The contents of this folder have to be zipped in a separate ZIP file and added as an internal mod. This solution works with almost all problematic mods."
Looking over that, I have one mod that says that, but I have no idea what you're talking about with "repackaging" a zip file. I am a nub at modding, it's why I downloaded this in the first place. >.<
Basically it means that you have to extract the mod, make sure all of the class files are in one folder, or make sure the mod isn't all in subfolders, and then re-zip it.
Looking over that, I have one mod that says that, but I have no idea what you're talking about with "repackaging" a zip file. I am a nub at modding, it's why I downloaded this in the first place. >.<
Firs try the as most likely it will work. ML hasn't had a complete update yet for 1.3.2 so that's the main reason.
Repackaging it means you have to unzip it using a program like 7zip or WINRar and then zipping it back up again. If you look inside of a zip file and there is a folder inside that says something like "Put into minecraft jar" the contents of that folder have to be extracted then zipped up again. Just right click the folder and select "Extract". Once the new folder is created with the extracted files inside of it, open it up then select all the files then right click and add to zip.
I made an example video for someone before if you want to watch it to get an idea. I use 7zip, so if you use WINRar it might be a little different.
Rollback Post to RevisionRollBack
You will not touch my jar file. I repeat, you WILL NOT touch my jar file!Keep it simple and use MagicLauncher
Firs try the as most likely it will work. ML hasn't had a complete update yet for 1.3.2 so that's the main reason.
Repackaging it means you have to unzip it using a program like 7zip or WINRar and then zipping it back up again. If you look inside of a zip file and there is a folder inside that says something like "Put into minecraft jar" the contents of that folder have to be extracted then zipped up again. Just right click the folder and select "Extract". Once the new folder is created with the extracted files inside of it, open it up then select all the files then right click and add to zip.
I made an example video for someone before if you want to watch it to get an idea. I use 7zip, so if you use WINRar it might be a little different.
specifically I'm attempting to get the Twilight forest mod http://www.minecraft...0#entry17895217 functional, which appears to be the type that you copy into the minecraft mods folder rather than the minecraft.jar. I'm also using WinRAR.
I'm currently analyzing your post still, but I thought the added specific info might help.
well I downloaded it, then went into magic launcher and tried to add it, and it said "no mods found" and doesn't work.
Did you look at the Mods menu in MC main menu to see if it loaded?
Pic above to see what it looks like and ML list.
Also make sure ML is not telling you that the minecraft.jar file is modified, it will tell you in the setup screen. If it is do a forced update to get a clean one through MC itself and not ML.
Did you look at the Mods menu in MC main menu to see if it loaded?
Pic above to see what it looks like and ML list.
Also make sure ML is not telling you that the minecraft.jar file is modified, it will tell you in the setup screen. If it is do a forced update to get a clean one through MC itself and not ML.
ETA: Make sure Forge is at the top.
lo and behold, it still said "no mods found" next to it. Only thing I think I changed was shifting Forge to the top (it used to be below an inactive modloader) and entered the game, the twilight portal has opened, so it's working.
not sure what happened exactly, guess it was forge being below an inactive modloader?
Yep, mod loaders always go on top and OptiFine last.
thanks so much for your help. I was going to give up on getting this Twilight Forest mod to work without your assistance. My thread on the subject wasn't getting anywhere.
And thank you to magic launcher, which is much better than my old method of "Will this mod crash my game and corrupt all my saves?" *tries* "YES IT DOES!! :("
(1 Hour Later...)
Noooooo, black screen of death! D:
Want a sig like this? http://www.minecraftforum.net/viewtopic.php?f=1018&t=180294&p=2606108
If you go about it that way you are going to run into problems. Say a new MC version comes out and now the mods have to update and do things a completely different way. Now the mod in question has to rewrite their config files to adjust. If you fire up an older version of MC and the older mod reads the newer config file which is completely different now, problems will occur. Not to mention that if you have the newer version and older version of the mod in the same mods folder. Only thing that will save that idea is if the mod author renames their config file, which most likely will not happen and it will remain the same name.
ETA: You avatar is frack'n awesome.
When i was playing around with the Portal Gun Mod, I noticed something funky:
Although i had AudioMod installed, I cannot hear any records nor sounds!
In 1.0.0, make sure that the launcher's patcher can install AudioMod properly!
Is the FML window style important in any way!?
i would put in a screen shot but i don't know how. i am on a mac
Not directly, I'm saying "what is MagicLauncher doing differently from the vanilla launcher that's causing compatibility issues with Finder Compass and also making the FML setup window look different?" It's more than just cosmetic. If I hadn't already made sure they were using the same Java version, I'd suspect that MagicLauncher was using an older version of Java or something, with a different method for displaying progress bars and fonts. Think of it like a symptom/side effect of whatever it is that Magic Launcher is doing differently.
You read the post two posts directly up from yours on the same page.
UPDATE ... YOUR ... JAVA.
If that alone doesn't fix it, you're probably allocating either too much memory (more likely) or too little (rare). You may even not have enough "free" memory to allocate the right amount.
I've created Firewall exceptions and still nothing. Any ideas?
Hey, I have the same problem as you, but I have no idea how you fixed it. If it's not clear, I have ZoneAlarm as well. Would you mind more fully explaining what you did in ZoneAlarm to make ML work?
Edit: Nevermind. I figured it out. For anyone else with ZoneAlarm, do this:
Go to your logs (in my version that was in the Tools menu)
Clear the logs
Run ML - DO NOT TRY TO LOGIN YET and don't close it.
Refresh logs or reopen them if you closed - You should have a list of several IPs that were blocked.
NOW try to login with ML
Refresh logs
You now should have one more IP on the list in your logs. That's the one you need to add to the Trusted zone to be able to login. Just highlight the log entry and then click "Add to zone". Adding the rest of the IPs to trusted will allow the various tabs to display properly, but for security I only added the one and that lets you login just fine.
Note: The original problem was not being able to connect to or login to minecraft.
"7. Mods which have status "No mods found" needs to be repackaged to be used. The mod ZIP file usually have a folder "put_in_minecraft_jar" or similar which contains one or more files like "acx.class". The contents of this folder have to be zipped in a separate ZIP file and added as an internal mod. This solution works with almost all problematic mods."
Looking over that, I have one mod that says that, but I have no idea what you're talking about with "repackaging" a zip file. I am a nub at modding, it's why I downloaded this in the first place. >.<
Firs try the as most likely it will work. ML hasn't had a complete update yet for 1.3.2 so that's the main reason.
Repackaging it means you have to unzip it using a program like 7zip or WINRar and then zipping it back up again. If you look inside of a zip file and there is a folder inside that says something like "Put into minecraft jar" the contents of that folder have to be extracted then zipped up again. Just right click the folder and select "Extract". Once the new folder is created with the extracted files inside of it, open it up then select all the files then right click and add to zip.
I made an example video for someone before if you want to watch it to get an idea. I use 7zip, so if you use WINRar it might be a little different.
specifically I'm attempting to get the Twilight forest mod http://www.minecraft...0#entry17895217 functional, which appears to be the type that you copy into the minecraft mods folder rather than the minecraft.jar. I'm also using WinRAR.
I'm currently analyzing your post still, but I thought the added specific info might help.
well I downloaded it, then went into magic launcher and tried to add it, and it said "no mods found" and doesn't work.
Also make sure ML is not telling you that the minecraft.jar file is modified, it will tell you in the setup screen. If it is do a forced update to get a clean one through MC itself and not ML.
ETA: Make sure Forge is at the top.
lo and behold, it still said "no mods found" next to it. Only thing I think I changed was shifting Forge to the top (it used to be below an inactive modloader) and entered the game, the twilight portal has opened, so it's working.
not sure what happened exactly, guess it was forge being below an inactive modloader?
Yep, mod loaders always go on top and OptiFine last.
thanks so much for your help. I was going to give up on getting this Twilight Forest mod to work without your assistance. My thread on the subject wasn't getting anywhere.
And thank you to magic launcher, which is much better than my old method of "Will this mod crash my game and corrupt all my saves?" *tries* "YES IT DOES!! :("