This is a great mod, but it's a shame it doesn't support Magic Launcher. I do realize that LiteLoader is made by yourself, so I can totally see why this is exclusive to that, but is there any chance of adding support for Magic Launcher in the future?
This is a great mod, but it's a shame it doesn't support Magic Launcher. I do realize that LiteLoader is made by yourself, so I can totally see why this is exclusive to that, but is there any chance of adding support for Magic Launcher in the future?
Magic Launcher is a completely third-party product and LiteLoader is completely agnostic to its load environment. Basically Magic Launcher is kind of pointless nowadays since it really only wraps around the real launcher, this means that you have to make things work in the real launcher first and then Magic Launcher will be able to use that "environment". This is true for all tweak mods.
So basically if you install Forge it'll create an environment in the real launcher and then you can select that with Magic Launcher, the same is true for LiteLoader, install it as normal and then ML can use that "environment". The point of course is that at that point Magic Launcher is actually only adding complication and isn't really actually adding any value except maybe being marginally prettier to look at.
Since LiteLoader's installer also supports creating a "chain" to Forge so that the LL "version" actually contains both loaders, not to mention the fact that Forge can load LiteLoader as a mod and vice versa, there really isn't anything making it "not compatible" with Magic Launcher except for the fact that Magic Launcher doesn't see the .litemod files (although of course LiteLoader itself still will).
Basically, now that the vanilla launcher supports everything that Magic Launcher does (except for mod management but of course you can just use profiles for that and have multiple "mods" folders) all that Magic Launcher does is add complications.
tl;dr: Magic Launcher doesn't really do anything any more, and it's perfectly possible to use LiteLoader with it anyway.
EDIT: also, if you're using Magic Launcher just for the easier install of Optifine, be aware that LiteLoader can actually load Optifine if you just put the optifine jar into .minecraft/mods/1.7.2
Magic Launcher is a completely third-party product and LiteLoader is completely agnostic to its load environment. Basically Magic Launcher is kind of pointless nowadays since it really only wraps around the real launcher, this means that you have to make things work in the real launcher first and then Magic Launcher will be able to use that "environment". This is true for all tweak mods.
So basically if you install Forge it'll create an environment in the real launcher and then you can select that with Magic Launcher, the same is true for LiteLoader, install it as normal and then ML can use that "environment". The point of course is that at that point Magic Launcher is actually only adding complication and isn't really actually adding any value except maybe being marginally prettier to look at.
Since LiteLoader's installer also supports creating a "chain" to Forge so that the LL "version" actually contains both loaders, not to mention the fact that Forge can load LiteLoader as a mod and vice versa, there really isn't anything making it "not compatible" with Magic Launcher except for the fact that Magic Launcher doesn't see the .litemod files (although of course LiteLoader itself still will).
Basically, now that the vanilla launcher supports everything that Magic Launcher does (except for mod management but of course you can just use profiles for that and have multiple "mods" folders) all that Magic Launcher does is add complications.
tl;dr: Magic Launcher doesn't really do anything any more, and it's perfectly possible to use LiteLoader with it anyway.
EDIT: also, if you're using Magic Launcher just for the easier install of Optifine, be aware that LiteLoader can actually load Optifine if you just put the optifine jar into .minecraft/mods/1.7.2
Magic Launcher is a completely third-party product and LiteLoader is completely agnostic to its load environment. Basically Magic Launcher is kind of pointless nowadays since it really only wraps around the real launcher, this means that you have to make things work in the real launcher first and then Magic Launcher will be able to use that "environment". This is true for all tweak mods.
So basically if you install Forge it'll create an environment in the real launcher and then you can select that with Magic Launcher, the same is true for LiteLoader, install it as normal and then ML can use that "environment". The point of course is that at that point Magic Launcher is actually only adding complication and isn't really actually adding any value except maybe being marginally prettier to look at.
Since LiteLoader's installer also supports creating a "chain" to Forge so that the LL "version" actually contains both loaders, not to mention the fact that Forge can load LiteLoader as a mod and vice versa, there really isn't anything making it "not compatible" with Magic Launcher except for the fact that Magic Launcher doesn't see the .litemod files (although of course LiteLoader itself still will).
Basically, now that the vanilla launcher supports everything that Magic Launcher does (except for mod management but of course you can just use profiles for that and have multiple "mods" folders) all that Magic Launcher does is add complications.
tl;dr: Magic Launcher doesn't really do anything any more, and it's perfectly possible to use LiteLoader with it anyway.
EDIT: also, if you're using Magic Launcher just for the easier install of Optifine, be aware that LiteLoader can actually load Optifine if you just put the optifine jar into .minecraft/mods/1.7.2
Actually I like to use Magic Launcher for mod management. I find it to be a much better solution than having multiple folders and such. But all ML does really is add an X on the end of the extension. I do think it would be nice if ML included .litemod files and disabled with .litemodX, but that's up to the ML devs, not Mumfrey/LiteLoader.
I'm not sure if this has already been answered, but I seem to be having a problem with the UI not showing on my modded server.
Everything works fine in SP and when I first installed the mod it worked great on MP, now however the UI doesn't show anymore. Liteloader is installed correctly as is the mod being I can use it in SP and I've tried the /we cui - /worldedit cui command as well.
I'm using:
WorldEdit 5.6
Forge 10.12.0.1049 Client Version + MC Patcher Patched (Combined profile. Already tested without MCP and still doesn't work in MP)
MCPC Plus-1.7.2-R0.4-Forge1033-B51 server .jar
1.7.2 Mo'Creatures Server Mod- v6.2.0 DEV R1
CustomMobSpawner 3.2.0-DEV-R1
1.7.2 Biomes O' Plenty Server Mod -2.0.0.733-universal
LWC Plugin- v4.4.0
Essentials Plugin - 2.12.1
World Gaurd Plugin -5.9
mcMMO Plugin - 1.5.00
PvP Toggle Plugin - 3.0.0
Chest Shops Plugin - 3.7.8
Cookie Monster Plugin - 1.8
I dunno if you need that info above, I thought it might be helpful.
Actually I like to use Magic Launcher for mod management. I find it to be a much better solution than having multiple folders and such. But all ML does really is add an X on the end of the extension. I do think it would be nice if ML included .litemod files and disabled with .litemodX, but that's up to the ML devs, not Mumfrey/LiteLoader.
It's personal choice I guess, personally I don't think that the extra layer of complexity and "things-to-go-wrong" is worth the minor convenience of having the mod management. But it's up to people I guess. The issue is that the relationship with the real launcher isn't actually explained anywhere and whereas once upon a time ML was a "launcher", now it's just kind of a mod management UI and I think if that were clearer then there would be less confusion.
I'm not sure if this has already been answered, but I seem to be having a problem with the UI not showing on my modded server.
What server software is the server in question running? Bukkit? Spigot? If it's MCPC+ then you're out of luck because their plugin channel support is currently broken.
I have a problem. I do not know how to create sphereoid, polygon. Need some other mod for this? If you need, you have to tell me what?
Thank you.
If you're trying to use this mod alone for WorldEdit, it won't work. To het WorldEdit working in single player, look up WorldEdit Wrapper. For servers, you need a bukkit-type server with the WorldEdit plugin installed.
If you're trying to use this mod alone for WorldEdit, it won't work. To het WorldEdit working in single player, look up WorldEdit Wrapper. For servers, you need a bukkit-type server with the WorldEdit plugin installed.
I discovered. kkk Thank you.
Type / / sel sphere and mark what you select from sphere. Very cool. kk And to disable just type / / sel cuboid
What server software is the server in question running? Bukkit? Spigot? If it's MCPC+ then you're out of luck because their plugin channel support is currently broken.
Ah, I see, I am using mcpc+ so I guess that's my problem. Thanks!
This is a great mod, but it's a shame it doesn't support Magic Launcher. I do realize that LiteLoader is made by yourself, so I can totally see why this is exclusive to that, but is there any chance of adding support for Magic Launcher in the future?
Actually I like to use Magic Launcher for mod management. I find it to be a much better solution than having multiple folders and such. But all ML does really is add an X on the end of the extension. I do think it would be nice if ML included .litemod files and disabled with .litemodX, but that's up to the ML devs, not Mumfrey/LiteLoader. To use this mod, you need SPC, WorldEdit Wrapper or a server running the WorldEdit plugin.
I forced myself to use magic laucher for a week, so that when i wrote a post condeming it I wouldn't have a basis. Magic laucher is good, but the GUI is not very user friendly, and it has a very high learning curve. It took me 5 minutes just to figure out where I put my normal JVM arguments, and another 5 to figure out how to set up an eviroment for modding. If you wanted to remove a mod(s) you have to manually select that one at the time. There is also no way to disable mods for a particular load.
MultiMC on the other has support for lightloader built right into it, you just click a button, and it installs, and if you iinstalled forge as well, its chains automatically. It provides me with access to my folders, ways to delete mods I don't want (with windows features, like the revolution click and drag) It also gives me a way to disable them by clicking a checkmark. Understanding it takes less then 3 seconds because it provides you with modding ability just like you would the vanilla game, but now you can have multi profiles. I often drag my FTB saves, and profiles from FTBs launcher right into multimc for convenience!
Sorry was this suppose to be about liteloader, cuz ahem.... and that's why liteloader is the most revolution thing in the world!
I have been trying to use this on a MP server I am admin on, however the it does not show. It is a spigot server via bungeecord. It used to work before the newest update, but it did bug some, which i fixed by deleting the wordleditcui.config.json. However, now even after trying that, I can't get it to show again, which really sucks because this is an amazing tool for when you are using world edit.
Not 100% Sure, i'll check and get back to you
Magic Launcher is a completely third-party product and LiteLoader is completely agnostic to its load environment. Basically Magic Launcher is kind of pointless nowadays since it really only wraps around the real launcher, this means that you have to make things work in the real launcher first and then Magic Launcher will be able to use that "environment". This is true for all tweak mods.
So basically if you install Forge it'll create an environment in the real launcher and then you can select that with Magic Launcher, the same is true for LiteLoader, install it as normal and then ML can use that "environment". The point of course is that at that point Magic Launcher is actually only adding complication and isn't really actually adding any value except maybe being marginally prettier to look at.
Since LiteLoader's installer also supports creating a "chain" to Forge so that the LL "version" actually contains both loaders, not to mention the fact that Forge can load LiteLoader as a mod and vice versa, there really isn't anything making it "not compatible" with Magic Launcher except for the fact that Magic Launcher doesn't see the .litemod files (although of course LiteLoader itself still will).
Basically, now that the vanilla launcher supports everything that Magic Launcher does (except for mod management but of course you can just use profiles for that and have multiple "mods" folders) all that Magic Launcher does is add complications.
tl;dr: Magic Launcher doesn't really do anything any more, and it's perfectly possible to use LiteLoader with it anyway.
EDIT: also, if you're using Magic Launcher just for the easier install of Optifine, be aware that LiteLoader can actually load Optifine if you just put the optifine jar into .minecraft/mods/1.7.2
Ah, ok. Thanks for the info.
No worries, if you need more info feel free to ask on the LiteLoader thread.
Actually I like to use Magic Launcher for mod management. I find it to be a much better solution than having multiple folders and such. But all ML does really is add an X on the end of the extension. I do think it would be nice if ML included .litemod files and disabled with .litemodX, but that's up to the ML devs, not Mumfrey/LiteLoader.
To use this mod, you need SPC, WorldEdit Wrapper or a server running the WorldEdit plugin.
Everything works fine in SP and when I first installed the mod it worked great on MP, now however the UI doesn't show anymore. Liteloader is installed correctly as is the mod being I can use it in SP and I've tried the /we cui - /worldedit cui command as well.
I'm using:
WorldEdit 5.6
Forge 10.12.0.1049 Client Version + MC Patcher Patched (Combined profile. Already tested without MCP and still doesn't work in MP)
MCPC Plus-1.7.2-R0.4-Forge1033-B51 server .jar
1.7.2 Mo'Creatures Server Mod- v6.2.0 DEV R1
CustomMobSpawner 3.2.0-DEV-R1
1.7.2 Biomes O' Plenty Server Mod -2.0.0.733-universal
LWC Plugin- v4.4.0
Essentials Plugin - 2.12.1
World Gaurd Plugin -5.9
mcMMO Plugin - 1.5.00
PvP Toggle Plugin - 3.0.0
Chest Shops Plugin - 3.7.8
Cookie Monster Plugin - 1.8
I dunno if you need that info above, I thought it might be helpful.
It's personal choice I guess, personally I don't think that the extra layer of complexity and "things-to-go-wrong" is worth the minor convenience of having the mod management. But it's up to people I guess. The issue is that the relationship with the real launcher isn't actually explained anywhere and whereas once upon a time ML was a "launcher", now it's just kind of a mod management UI and I think if that were clearer then there would be less confusion.
What server software is the server in question running? Bukkit? Spigot? If it's MCPC+ then you're out of luck because their plugin channel support is currently broken.
Thank you.
If you're trying to use this mod alone for WorldEdit, it won't work. To het WorldEdit working in single player, look up WorldEdit Wrapper. For servers, you need a bukkit-type server with the WorldEdit plugin installed.
I discovered. kkk Thank you.
Type / / sel sphere and mark what you select from sphere. Very cool. kk And to disable just type / / sel cuboid
But thanks for answering me.
Ah, well if you want WE help, this isn't exactly the place for it, but the info is readily available in wikis and such.
Ah, I see, I am using mcpc+ so I guess that's my problem. Thanks!
If you're on windows press the windows key and type %APPDATA% open the .minecraft folder and there you should see a folder called "mods".
I forced myself to use magic laucher for a week, so that when i wrote a post condeming it I wouldn't have a basis. Magic laucher is good, but the GUI is not very user friendly, and it has a very high learning curve. It took me 5 minutes just to figure out where I put my normal JVM arguments, and another 5 to figure out how to set up an eviroment for modding. If you wanted to remove a mod(s) you have to manually select that one at the time. There is also no way to disable mods for a particular load.
MultiMC on the other has support for lightloader built right into it, you just click a button, and it installs, and if you iinstalled forge as well, its chains automatically. It provides me with access to my folders, ways to delete mods I don't want (with windows features, like the revolution click and drag) It also gives me a way to disable them by clicking a checkmark. Understanding it takes less then 3 seconds because it provides you with modding ability just like you would the vanilla game, but now you can have multi profiles. I often drag my FTB saves, and profiles from FTBs launcher right into multimc for convenience!
Sorry was this suppose to be about liteloader, cuz ahem.... and that's why liteloader is the most revolution thing in the world!
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