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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from KfirTheMiner100

    Can't load up Minecraft with ML. Here's the report:

    Error occurred during initialization of VM
    Could not reserve enough space for object heap

    That's the error that happens when you run out of RAM. Try setting the allocation to 0 so MC dynamically handles it. Since you have a 32bit operating system you can't be using so much.

    After setting it start a game up then hit F3 to watch your memory then set it a little above of what is being used if you want.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from specklespack

    Nevermind, I'm stupid and didn't delete META-INF sigh

    No need to delete the META-INF file with ML. Just make sure you have an unmodified minecraft.jar file. If you have one do a Forced Update through MC by itself.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Experiment626

    thanks so much for your help.


    You're welcome. As a side note, you can create many configurations so you will not have to be checking and unchecking things all the time....lol
    And always check the "View Log" button if you crash so you can tell what's going wrong.

    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Experiment626

    not sure what happened exactly, guess it was forge being below an inactive modloader?

    Yep, mod loaders always go on top and OptiFine last.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Experiment626

    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.

    ETA: Make sure Forge is at the top.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Experiment626

    I'm currently analyzing your post still, but I thought the added specific info might help.
    No need to unzip that one as it works as is.... :)
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Experiment626

    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.
    Posted in: Minecraft Tools
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    For all those having problems installing this mod, just use Magic Launcher. It cant get any easier than this....lol
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD C6 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x

    I know, it is on the TODO list.
    classes have to be changed, which means more base class conflicts and more Forge compatibility problems.
    IMO make it a ML+OF exclusive combo. Any texture artist or mod author relying on class edits needs to be left in the dust.
    Flame Suit On
    Posted in: Minecraft Mods
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    posted a message on 9 Temples, 3 StrongHolds and Lot's of Mountains
    Quote from Anhrak

    Hey how did you get that virtual map?
    Two post above yours... :)

    Quote from tzphd

    What is the name of the texture pack you use?
    R3D.CRAFT - Default Realism
    I run the 256x version.
    Posted in: Seeds
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    posted a message on Schematica
    Quote from Lunatrius

    Do those blocks happen to be wooden half slabs?

    It was more than half slabs. Grass is a big one, sometimes I had to remove and replace it multiple times before it stuck. I sunk the structure down one level so maybe it's depending on what's underneath it to register correctly. It was a 1.3.2 schematic as it had sideways logs in the build.
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Now this looks like a sweet mod. Any chance in the future for the "lazy" way of doing things? :P Like it actually placing the blocks?

    ETA: Been playing around with it a bit and would like to report.

    Seems like some times when placing the correct block that it still remains red.

    A great feature would being able to pick what the phantom block type is without having to dig into the inventory, like what the middle mouse button does in creative. Have an assignable button for it.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from ssuperkid5

    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.

    ETA: You avatar is frack'n awesome.
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Czeky

    Downloaded it to play Tekkit for 1.2.5... But i can't Downgrade.
    Do you now a Answer?
    Downgrade option does currently not work. You can use the tool MCNostalgia to downgrade for now.
    If you are interested I made a video showing how to setup multiple versions of MC and how to launch them using ML.
    Posted in: Minecraft Tools
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    posted a message on 9 Temples, 3 StrongHolds and Lot's of Mountains
    Quote from Mornath

    Such extreme seed!

    I have a question: The first two images, how you did them?

    Amidst Project.

    It's pretty cool. You can view the entire map, view where villages, temples and strongholds are. You can even place your toon anywhere on the map that you wish. For this seed though it was the default spawn point and it was by 3 strongholds.....lol

    This one is a keeper for me as it's going to be my jumping point to other dimensions and survival plays. At least until the creator of my favorite map makes his able to use mods....hehe
    Posted in: Seeds
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