Hey hey hey, its me again coming to you with another json hacking trick!
Today I'll be explaining how Bob, who likes OptiFine and Rei's Minimap, and Jane, who likes Death Chest, Timber!, and Rei's Minimap as well, can share the same pc without having to reshuffle mod zip files each time the other wants to play their particular flavor of minecraft.
This is pretty simple, so I'm not going to go into how here. There are plenty of tutorials on that. Just use the installer, its easy and works.
Copy the forge version created by the installer (versions/1.6.2Forge9.10.0.789 if you used the reccomended version) and name the copies Bob-1.6.2 and Jane-1.6.2. Rename the files inside to match their folder name, so Jane-1.6.2 has Jane-1.6.2.jar and Jane-1.6.2.json inside and Bob-1.6.2 has Bob-1.6.2.json and Bob-1.6.2.jar. You need to open both json's and modify the "id": "<original version>" line to match the new version name, so Bob-1.6.2.json needs "id": "Bob-1.6.2", and Jane-1.6.2.json needs "id": "Jane-1.6.2"
Bob likes Optifine and Rei's, so he gets a fresh copy of both. Now he needs to go to the libraries folder in minecraft, and create a few new folders. OptiFine comes from a .net url, so create a folder in libraries/net called optifine, and a new optifine folder in that, and a folder named after the version number after that (1.6.2_HD_U_B4 at the time of this writing), and place the optifine zip all the way in the bottom of this folder tree. It should be named optifine-<version>.jar (windows may complain about changing zip to jar, but its ok, ignore it), optifine-1.6.2_HD_U_B4.jar at the time of this writing. Next, to add reis. Create a new folder "mods" in libraries, and a new folder reimap inside that, and another reimap in that, and a folder 1.6.2 inside that, and place the Rei's Minimap mod zip in that and name it reimap-1.6.2.jar
Jane gets a fresh copy of DeathChest and Timber!, since Bob already setup rei's. Go to .minecraft/libraries/mods/ and create the following folders deathchest/deathchest/1.6.2 and timber/timber/1.6.2, placing each mod inside the appropriate folder, named deathchest-1.6.2.jar and timber-1.6.2.jar.
Open up Bob-1.6.2.json in a text editor, and add the following code to it:
Bob sets his already existing profile to use version Bob-1.6.2, and adds the JVM argument -Dfml.ignorePatchDiscrepancies=true because OptiFine modifies core code, Jane does the same, but uses version Jane-1.6.2 instead.
Both can now play minecraft with unique mods, without having to change the contents of the .minecraft/mods folder.
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
Dear God, you lost me as soon as you started typing code. Why do we have to type code just to run a mod? Why couldn't it be easy? This way, one wrong semicolon, one wrong insertion point or misnamed file, and your whole Minecraft is hosed - and you get no clues where the error is.
Minecraft isn't a game for geeks. It's a game for grandparents and 10yold girls. But it looks like modding is still geeks-only. That sucks, because there's a few I'd like to try.
Dear God, you lost me as soon as you started typing code. Why do we have to type code just to run a mod? Why couldn't it be easy? This way, one wrong semicolon, one wrong insertion point or misnamed file, and your whole Minecraft is hosed - and you get no clues where the error is.
Minecraft isn't a game for geeks. It's a game for grandparents and 10yold girls. But it looks like modding is still geeks-only. That sucks, because there's a few I'd like to try.
it really isnt that hard. Assuming you use something like notepad++ or a good text editor it will tell you when you screw up the json syntax. And not a game for geeks? I'm probly the biggest geek in my neighborhood, lol. And this is just to have multiple profiles with different mods; the old standards still apply, "Install Forge/Modloader, drop in .minecraft/mods".
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
And not a game for geeks? I'm probly the biggest geek in my neighborhood, lol.
That's wonderful. Enjoy it. I can't even figure out what Forge does, or why I would want to install it, or how to install it, or how to switch back to vanilla. I tried to find the download page and it was nothing but numbers.
Like I said, I guess mods are for geeks only. I'm not re-learning C just to build a windmill. Maybe they'll make it easy when 2.0 comes out.
How do u know what the name of the folder is in mods so what I mean is you said reimap instead of something like reiminimap
Is that just custom or is it have to be exactly something (Send the reply to the email [email protected])
How do u know what the name of the folder is in mods so what I mean is you said reimap instead of something like reiminimap
Is that just custom or is it have to be exactly something (Send the reply to the email [email protected])
I'm not emailing you over this question. as long as the json matches the folder names it doesn't matter.
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
Ah, my bad. I forgot to update this to the newer method; but, in any case your error log tells me that you do not have the deathchest-1.6.2.jar named/placed correctly. It must go in .minecraft/libraries/mods/deathchest/deathchest/1.6.2 and be named deathchest-1.6.2.jar (yes, change the zip to jar)
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
The Meaning of Life, the Universe, and Everything.
Join Date:
8/6/2011
Posts:
245
Member Details
Omg such over-complex , here let papa jack help all you out.
Now first thing you gotta do is get a version of forge, go do that
Then make a new folder in .minecraft, call it whatever you want
Then click new profile, select the forge version of the game
Next check game dictionary then add \what you named the forder
Load game up once
AND TADA a whole new mod folder and stuff
If you want resource packs, saves, and servers just copy them to the new folder
CODERS BEWARE CAUSE IDIOTS LIKE ME OUR OUT THERE WOO
This is a nice guide but there's a much quicker and easier way to get the same effect. Edit: Just realised jckfrbn suggested this method! Here's a step by step list though!
Open the launcher, login if you need to and then click New Profile.
Give it a name.
Change the Game Directory to where you want to store the set of mods for the profile. It can be anywhere.
Select the Forge version. Such as: release 1.6.2-Forge...
Save your profile.
Hit play, the game should load with Forge but no mods yet.
Close the game then open the game directory that you selected in step 3.
In the game directory you should see a mods folder and config folder along with some logs and other things. I think even the singleplayer world saves are stored here making it really convenient.
Save all the forge mods you want to use with the profile in the mods folder.
This is a nice guide but there's a much quicker and easier way to get the same effect. Edit: Just realised jckfrbn suggested this method! Here's a step by step list though!
Open the launcher, login if you need to and then click New Profile.
Give it a name.
Change the Game Directory to where you want to store the set of mods for the profile. It can be anywhere.
Select the Forge version. Such as: release 1.6.2-Forge...
Save your profile.
Hit play, the game should load with Forge but no mods yet.
Close the game then open the game directory that you selected in step 3.
In the game directory you should see a mods folder and config folder along with some logs and other things. I think even the singleplayer world saves are stored here making it really convenient.
Save all the forge mods you want to use with the profile in the mods folder.
Omg such over-complex , here let papa jack help all you out.
Now first thing you gotta do is get a version of forge, go do that
Then make a new folder in .minecraft, call it whatever you want
Then click new profile, select the forge version of the game
Next check game dictionary then add \what you named the forder
Load game up once
AND TADA a whole new mod folder and stuff
If you want resource packs, saves, and servers just copy them to the new folder
CODERS BEWARE CAUSE IDIOTS LIKE ME OUR OUT THERE WOO
Lol, was not meant for all. Its more of a proof of concept/side note for myself.
Personally I launch minecraft with a hand-written shell script, I never see the launcher unless I'm testing my mods on other versions.
This is a nice guide but there's a much quicker and easier way to get the same effect. Edit: Just realised jckfrbn suggested this method! Here's a step by step list though!
Open the launcher, login if you need to and then click New Profile.
Give it a name.
Change the Game Directory to where you want to store the set of mods for the profile. It can be anywhere.
Select the Forge version. Such as: release 1.6.2-Forge...
Save your profile.
Hit play, the game should load with Forge but no mods yet.
Close the game then open the game directory that you selected in step 3.
In the game directory you should see a mods folder and config folder along with some logs and other things. I think even the singleplayer world saves are stored here making it really convenient.
Save all the forge mods you want to use with the profile in the mods folder.
Job done!
True, also doable, but frankly I don't feel like having multiple .minecraft folders, lol. Bit of a neat freak when it comes to my machine XD
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
I could need some help. I set everything up as explained in the Tutorial and my minecraft launches and loads the library I set up. But the mod doesn't actually gets loaded as a mod.(I'm trieing to load the glsl shader mod). Here a quick overview of my current setup:
.minecraft\libraries\mods\ShadersModCore\ShadersModCore\1.6.2\ShadersModCore-1.6.2.jar is the location of the file
and this is what i have in my json file
{
"name": "mods.ShadersModCore:ShadersModCore:1.6.2",
"serverreq": false
}
i would really appreciate some help.
I think they have to be all lowercase. I've never used shaders mod, so I cant say if this works with it.
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
I try, lol. If you could link me to the thread I could play around with it and get back to you.
I'm trying to use this method with not enough items mod but it doesn't seem to work. I think it has something to do with coremods?
Like with how optifine was in the "net" folder, I don't think coremods belong in a "mods" folder? What determines whether a mod goes inside the mod folder or it goes in the net folder or another folder?
It seems like putting into the mods folder, forge doesn't even recognize codechickencore or nei but when putting in the .net folder and changing the json to net.code... from mods.code..., console shows
Today I'll be explaining how Bob, who likes OptiFine and Rei's Minimap, and Jane, who likes Death Chest, Timber!, and Rei's Minimap as well, can share the same pc without having to reshuffle mod zip files each time the other wants to play their particular flavor of minecraft.
into the libraries section.
into the libraries section.
Both can now play minecraft with unique mods, without having to change the contents of the .minecraft/mods folder.
Patreon
Patreon
Patreon
Minecraft isn't a game for geeks. It's a game for grandparents and 10yold girls. But it looks like modding is still geeks-only. That sucks, because there's a few I'd like to try.
Patreon
Like I said, I guess mods are for geeks only. I'm not re-learning C just to build a windmill. Maybe they'll make it easy when 2.0 comes out.
Is that just custom or is it have to be exactly something (Send the reply to the email [email protected])
I'm not emailing you over this question. as long as the json matches the folder names it doesn't matter.
Patreon
Job 'Version & Libraries' finished with 2 failure(s)!
Patreon
Now first thing you gotta do is get a version of forge, go do that
Then make a new folder in .minecraft, call it whatever you want
Then click new profile, select the forge version of the game
Next check game dictionary then add \what you named the forder
Load game up once
AND TADA a whole new mod folder and stuff
If you want resource packs, saves, and servers just copy them to the new folder
CODERS BEWARE CAUSE IDIOTS LIKE ME OUR OUT THERE WOO
Yes but yours is cleaner and better written
Personally I launch minecraft with a hand-written shell script, I never see the launcher unless I'm testing my mods on other versions. True, also doable, but frankly I don't feel like having multiple .minecraft folders, lol. Bit of a neat freak when it comes to my machine XD
Patreon
Patreon
Patreon
I'm trying to use this method with not enough items mod but it doesn't seem to work. I think it has something to do with coremods?
Like with how optifine was in the "net" folder, I don't think coremods belong in a "mods" folder? What determines whether a mod goes inside the mod folder or it goes in the net folder or another folder?
It seems like putting into the mods folder, forge doesn't even recognize codechickencore or nei but when putting in the .net folder and changing the json to net.code... from mods.code..., console shows
Gave up trying to download https://s3.amazonaws...2/NEI-1.6.2.jar for job 'Version & Libraries'
Gave up trying to download https://s3.amazonaws...ncore-1.6.2.jar for job 'Version & Libraries'
Job 'Version & Libraries' finished with 2 failure(s)!
mods\codechickencore\codechickencore\1.6.2 with file named codechickencore-1.6.2.jar
mods\NEI\NEI\1.6.2 with file named NEI-1.6.2.jar
.json looks like:
{
"name": "mods.codechickencore:codechickencore:1.6.2",
"serverreq": false
},
{
"name": "mods.NEI:NEI:1.6.2",
"serverreq": false
},
http://www.minecraft...ckenbones-mods/
edit: I included the codechickenlib.jar now and the game doesn't crash when opening my inventory but the NEI mods still doesn't show up
added into json:
{
"name": "mods.codechickenlib:codechickenlib:1.6.2",
"serverreq": false
},