Move your ENTIRE MC folder to MyDocuments.
Add ONLY simo's page 1, post 1, Manual Installation.
Create a new, survival world with cheats enabled.
Like this says:
except 3 delete the META-INF.
Add nothing except simo's manual SPC (no modloaders, no texture packs, nothing!) . http://www.mediafire...iqi618l6a6uw1no q3's dev7 post below.
If you drag your MC folder to a new directory then start MC. MC will create an entirely new MC folder. All the problems you've added are no longer there. MagicLauncher is infinitely easier when trying to find any conflict. You can enable/disable, change load order, or remove any Mod (the MC.jar is never modified). A side benefit is you can run (with some thought) multiple versions of MC. I can switch between 1.4.7, 1.5.0, 1.5.1, or 1.5.2 in seconds. In 5 minutes or less I can recreate any version I've played from 1.6.6 through 1.4.7.
If you are going to use Forge it will need to be installed ahead of SPC for MC to work.
Copy your completely unmodified MC.jar somewhere, add just SPC and test.
Once SPC is working properly, copy the MC.jar back to the \bin. Add Forge and test (once Forge is operational don't delete the META-INF).
Continue as below. Install a Mod with 7-Zip
Before you begin, go to page 1, post 1, and READ all installation instructions for EVERY Mod you plan to install! You should go there anyway to get a trusted copy of the Mod.
1. Find the *.minecraft\bin folder (clicking “Start” “Run”; then typing %appdata%\.minecraft\bin works), make a copy of the minecraft.jar somewhere. It’s probably a good idea to check %appdata%\.minecraft\mods too, (delete or move any prior version *.zip Mods found there). Right click minecraft.jar: (Options) choose, 7-Zip, and the top "Open archive", delete the META-INF (if using Forge, and its already successfully installed, Do Not delete the META-INF!). There is only 1 META-INF; once deleted it won’t be in the MC.jar (unless you Force Update, MC Update, or use Forge). Turn to the *.zip now (LEAVE this open).
2. Drag the *.zip Mod to a folder you create (I use junk drawer). Right click the zipped Mod; (Options) choose 7-Zip and the "Extract here" option.
3. Read any read me files. READ any read me files! Really READ them; not a quick scan, digest what they say! Sometimes not everything should be put in the MC.jar!
4. Highlight EVERY file the instruction said to put in the MC.jar (usually *.class files, sometimes folders too).
5. Drag everything highlighted, to the "Open archive" minecraft.zip (Caution: don't drop them in a folder in the MC.jar).
6. Start MC. If it successfully opens (right click) Drag a COPY of the MC.jar to the sub-folder you created.
7. Install your next Mod like 2 through 6 above. If it crashes Drag a COPY of your last good MC.jar back to the *.minecraft/bin (replace the one that crashed). Go to the thread for the bad Mod and post your problem. A crash report is most helpful. Google “Crash Report” If you put it in the thread, bracket it as below:
Ok maybe not, the /fly command doesn't work. It says it's enabled but I don't fly when I jump. And it's really the only reason I got this mod so it's rather disappointing that I went through all that and got it to work just to have the /fly fail.
EDIT: Sorry last edit, I got it to work. I typed in /fly to enable it and pressed enter, got really frustrated that all I was doing was jumping and accidently hit Caps Lock. For unknown reasons I started flying after that. Hitting Caps again didn't knock me out of the sky so problem solved
We're publishing this about once a page. why don't people READ?. Creative and the WE wand:
Do not play together!
A relatively simple solution is to use //hpos1 & //hpos2 when in creative mode.
To make it handier, consider binding (/bind) a couple of keyboard keys to these commands. Keycodes may be found here: http://www.minecraft...ecraft-console/ .
A sorted, WorldEdit Command List is available here: http://www.mediafire...3v8caxkqx9ux98c .
The other common cause is not reading the installation instructions and putting the WE.jar in the wrong place.
The page 1, post 1, is correct for WE.jar placement, launcher or not!