@ailmanki - Sorry about that, have no idea why I've left it there. I mean, I actually create a Minecrafter folder in the user's home directory, so I don't understand why I just didn't put it there lol. Will be fixed in the next version.
@PanasFANBOY - Minecrafter doesn't come with any mods. You just download whichever ones you like, and do whatever! The general premise of the simplicity of Minecrafter is that you see a mod you like, download it, then quick launch it from the program to try it out. Don't like the mod? Then no worries, your minecraft.jar is left untouched anyway.
@Veovis Muad'dib - Glad you like it! The shortcut thing should be in the next version, as it's not that complicated, but I'm not sure how shortcuts work in Mac OS X and Linux, so I'll need to take a look into it.
Ok, I need some help. I made a package with 6 mods. However, even though there's no overlapping class files, only some of them work. For example, launching with the package causes hoverboat to work, but more worlds doesn't. But if I do a quick mod launch, more worlds does work. Any ideas what's wrong? Also, I can't seem to figure out how to "keep" the mods I've made, ie actually changing the minecraft.jar so that I can open it normally with the mods. Or is that just not there? I haven't been able to drag and drop class files to my .jar because 7-zip doesn't seem to allow it. As you can see, I'm kinda new to modding minecraft. I've done a custom texture mod, and modded other games, but seems minecraft just doesn't like me =(
I've just tried hoverboat and more worlds, and seem to have no problem getting them to work together! If you can, please upload your mod package so I can see how you've set it up. The most likely case is that you've set jq.class in minecraft.jar as priority (which is highlighted as blue), thus overwriting your more worlds class (jq.class in more worlds would be highlighted in red - as in inactive).
Currently I have no feature to install mods into minecraft.jar. There are a lot of scenarios where the user could do something wrong and need to delete and redownload everything just to get things back to normal. BUT, if you check Minecrafter's temp compiled folder, you can actually see the compiled JARs which can be copied to the bin folder and renamed to minecraft.jar.
The location of Minecrafter's data folder depends on which OS you have:
"%APPDATA%/Minecrafter" or
"%APPDATA%/Roaming/Minecrafter" for windows
"%home dir%/Library/Application Support/Minecrafter " for Mac
Hey there, I seem to be having an issue with sound. When I create a mod package and launch it, the game runs fine except that it disables all music/sound effects. When I try to turn them on, the game freezes and I have to force quit. I run OS X 10.6.4.
Brilliant program though, I'll definitely be using it a lot. You've done a fantastic job. :biggrin.gif:
@Supreeme - You have to execute the jar. Not sure if this is present in all versions of Ubuntu, but the latest version allows you to right click and "open with XX java runtime". Failing that, load up the terminal and type in:
java -jar Minecrafter_1_1_0_linux[32/64].jar
where 32/64 is what version you downloaded.
@nathan_dudley - What a weird issue. I have absolutely no idea what's going on to be honest. I just tried it out and you're right. It seems that if you launch any JAR (I basically bypassed the app bundle to keep the same launch mechanism) on Mac the sound is automatically off and will freeze when you change it. I'll see what I can do in fixing this.
I'm very happy you like this program :biggrin.gif:
EDIT: figured it out. It'll be fixed in the next version, coming out next week. It seems that it always disables the sound though, but at least you can change it without any freezes. That, I'm not sure how to fix. The only other way to launch Minecraft is this:
open -a Minecraft.app
And if that disables sound, then I don't know what won't.
What an awesome program! When I have a little more time I will put it through it's paces.
This is just what I've been looking for, especially the abilty to mix and match different texture blocks. We all have differing ideas of how our world should look and this allows us to realize that in an efficient way.
My texture pack is for a kind of late stage developed world, but when I start a new world a lot of my gadgets and gizmos wouldn't look right in a primitive setting. I can see this allowing me to slowly change elements in the game as my world advances and give a proper sense of progession...a kind of Minecraft meets 'Civilisation' thing...Woo hoo! ...my two favourite things combined in one gaming session, thanks to your genius.
Also the ability to make up new themes from existing texture sets is awesome. Would it be possible to have it work with one big file of terrain textures - kind of like a database of individual elements - a file that can have new bits and pieces of terrain blocks dropped in, as and when an artist finishes them? ie. there's a lot of folks out there who might not have the time to make a full terrain file, but might have made a wonderfully imaginative craftbench or furnace that would just be right for a particular theme someone is wanting to put together. I must admit, not having fully tried the program yet, I apologise if this feature is already there.
Many thanks indeed, for putting the time and effort into this. You richly deserve many of these
You are right though about the level of customization, it's not at the peak that it could be. Currently, you can only mix and match blocks as they are - so what I mean by that by example is you can only switch grass with grass, not take dirt and make it grass.
My rough finale of the block selector is basically a 16x16 block grid, with a base image overlay (e.g. the default terrain.png), a blank canvas, if you will. You can then load images (be it terrain.png or individual blocks) with blocks you want, and then start dragging and dropping individual blocks from terrain.png, or any blocks from any image you desire.
A good example of this is what's in the painterly pack. In it's alternate folder, it has a whole bunch of individual images that can be used to form a final terrain.png. I think it'll be awesome if you could load those images into the Minecrafter block selector and drag & drop those images into any location you want. This would work with small images or large terrain.png grid images as you're defining the selection.
But anyways, thats in the future. I want to get it stable enough before I move onto more glamorous features :tongue.gif:. I'm also trying to figure out a way of providing users with a good way of merging many *.class mods together without conflict. Thats something much more harder though. I would be more inclined to work on the texture stuff as that is much more interesting in my opinion.
If any of you guys are interested in what Glimmar and I are talking about, then feel free to chime in. The more people who are interested, the more inclined I'll be to implement said feature. If no-one says anything I'll just implement whatever I come up with :tongue.gif:.
This looks promising. Will you be able to save a configuration of mods as an executable jar file, that when launched will open Minecraft and load the mods? It would be nifty to distribute a mod as a jar that doesn't require any external programs.
I got the idea from a modding program for Warcraft III/Starcraft called MPQDraft. It did the same basic thing as yours, replacing files in the game's archive files and then launching the game with the modded files - plus it can also produce a "Self-Executing MPQ" from any mod. I'm familiar with it because I helped out with its Mac version in its early stages.
This looks promising. Will you be able to save a configuration of mods as an executable jar file, that when launched will open Minecraft and load the mods? It would be nifty to distribute a mod as a jar that doesn't require any external programs.
I support this idea. If I could make a custom set of mods for my community to play with, that'd be awesome. Or maybe a map requires a certain mod for some of its items, I could distribute the map and the mods in one, without distributing the minecraft jar...
I support this idea. If I could make a custom set of mods for my community to play with, that'd be awesome. Or maybe a map requires a certain mod for some of its items, I could distribute the map and the mods in one, without distributing the minecraft jar...
THIS. That would be sick; not sure how that would work though.
One thing that may be debated is whether the install will be permanent or temporary. I'd prefer temporary, but I think it would be nice to have a permanent install feature. The problem with that is, how do you provide this feature, when the whole concept is to run the package and it should automatically patch and load Minecraft?
I guess the default action could be temporary (i.e. how it is now), and if the user wants to permanently install, then they can go to the command line and type
Temporary install is the way to go. If you do it right, nobody will even want to install permanently because the launcher works so well. That command-line option for permanent installs is reasonable.
it glitched for me and it didn't replace the texture back to how it was, but honestly, thats what i wanted! not i dont have to open up the program every time i want to play with that texture!
@Arghore - Good idea, but it's way out of scope for this project. If you can get a sizable amount of people interested, plus a server side modder who wants to collaborate, then I'd consider working on it.
@SalZoRz, you'll need to manually extract willem's pickstone mod, and re-package it. This is because items.png is in the root directory, and it needs to be in the gui folder.
So basically make a zip archive with the following structure:
Make sure you've got Risugami's mod loader inside the package as well, and it will work. But beware - once you've got the pick, loading the game without the mods will cause the game to freeze and crash. I've got it working with my program and tested it out, and it will work, as long as you structure the superpick archive properly.
@nathanle - That is weird, but, if you load my program again, it can fix it back :tongue.gif:.
@matstar862 - you need to be more descriptive. What mods did you use? What was the error message that popped up? If you are talking about the main screen, the combo box is for mod packages, which is not the same as mods. I have tutorials on my website: http://minecrafterapp.wordpress.com/
@PanasFANBOY - Minecrafter doesn't come with any mods. You just download whichever ones you like, and do whatever! The general premise of the simplicity of Minecrafter is that you see a mod you like, download it, then quick launch it from the program to try it out. Don't like the mod? Then no worries, your minecraft.jar is left untouched anyway.
@Veovis Muad'dib - Glad you like it! The shortcut thing should be in the next version, as it's not that complicated, but I'm not sure how shortcuts work in Mac OS X and Linux, so I'll need to take a look into it.
Donate!
Currently I have no feature to install mods into minecraft.jar. There are a lot of scenarios where the user could do something wrong and need to delete and redownload everything just to get things back to normal. BUT, if you check Minecrafter's temp compiled folder, you can actually see the compiled JARs which can be copied to the bin folder and renamed to minecraft.jar.
The location of Minecrafter's data folder depends on which OS you have:
"%APPDATA%/Minecrafter" or
"%APPDATA%/Roaming/Minecrafter" for windows
"%home dir%/Library/Application Support/Minecrafter " for Mac
"%home dir%/Minecrafter" for Linux
Donate!
Brilliant program though, I'll definitely be using it a lot. You've done a fantastic job. :biggrin.gif:
where 32/64 is what version you downloaded.
@nathan_dudley - What a weird issue. I have absolutely no idea what's going on to be honest. I just tried it out and you're right. It seems that if you launch any JAR (I basically bypassed the app bundle to keep the same launch mechanism) on Mac the sound is automatically off and will freeze when you change it. I'll see what I can do in fixing this.
I'm very happy you like this program :biggrin.gif:
EDIT: figured it out. It'll be fixed in the next version, coming out next week. It seems that it always disables the sound though, but at least you can change it without any freezes. That, I'm not sure how to fix. The only other way to launch Minecraft is this:
And if that disables sound, then I don't know what won't.
Donate!
This is just what I've been looking for, especially the abilty to mix and match different texture blocks. We all have differing ideas of how our world should look and this allows us to realize that in an efficient way.
My texture pack is for a kind of late stage developed world, but when I start a new world a lot of my gadgets and gizmos wouldn't look right in a primitive setting. I can see this allowing me to slowly change elements in the game as my world advances and give a proper sense of progession...a kind of Minecraft meets 'Civilisation' thing...Woo hoo! ...my two favourite things combined in one gaming session, thanks to your genius.
Also the ability to make up new themes from existing texture sets is awesome. Would it be possible to have it work with one big file of terrain textures - kind of like a database of individual elements - a file that can have new bits and pieces of terrain blocks dropped in, as and when an artist finishes them? ie. there's a lot of folks out there who might not have the time to make a full terrain file, but might have made a wonderfully imaginative craftbench or furnace that would just be right for a particular theme someone is wanting to put together. I must admit, not having fully tried the program yet, I apologise if this feature is already there.
Many thanks indeed, for putting the time and effort into this. You richly deserve many of these
You are right though about the level of customization, it's not at the peak that it could be. Currently, you can only mix and match blocks as they are - so what I mean by that by example is you can only switch grass with grass, not take dirt and make it grass.
My rough finale of the block selector is basically a 16x16 block grid, with a base image overlay (e.g. the default terrain.png), a blank canvas, if you will. You can then load images (be it terrain.png or individual blocks) with blocks you want, and then start dragging and dropping individual blocks from terrain.png, or any blocks from any image you desire.
A good example of this is what's in the painterly pack. In it's alternate folder, it has a whole bunch of individual images that can be used to form a final terrain.png. I think it'll be awesome if you could load those images into the Minecrafter block selector and drag & drop those images into any location you want. This would work with small images or large terrain.png grid images as you're defining the selection.
But anyways, thats in the future. I want to get it stable enough before I move onto more glamorous features :tongue.gif:. I'm also trying to figure out a way of providing users with a good way of merging many *.class mods together without conflict. Thats something much more harder though. I would be more inclined to work on the texture stuff as that is much more interesting in my opinion.
If any of you guys are interested in what Glimmar and I are talking about, then feel free to chime in. The more people who are interested, the more inclined I'll be to implement said feature. If no-one says anything I'll just implement whatever I come up with :tongue.gif:.
Donate!
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Donate!
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
I support this idea. If I could make a custom set of mods for my community to play with, that'd be awesome. Or maybe a map requires a certain mod for some of its items, I could distribute the map and the mods in one, without distributing the minecraft jar...
I do stuff.
THIS. That would be sick; not sure how that would work though.
I guess the default action could be temporary (i.e. how it is now), and if the user wants to permanently install, then they can go to the command line and type
How does that sound?
Donate!
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Donate!
@SalZoRz, you'll need to manually extract willem's pickstone mod, and re-package it. This is because items.png is in the root directory, and it needs to be in the gui folder.
So basically make a zip archive with the following structure:
Make sure you've got Risugami's mod loader inside the package as well, and it will work. But beware - once you've got the pick, loading the game without the mods will cause the game to freeze and crash. I've got it working with my program and tested it out, and it will work, as long as you structure the superpick archive properly.
@nathanle - That is weird, but, if you load my program again, it can fix it back :tongue.gif:.
@matstar862 - you need to be more descriptive. What mods did you use? What was the error message that popped up? If you are talking about the main screen, the combo box is for mod packages, which is not the same as mods. I have tutorials on my website: http://minecrafterapp.wordpress.com/
Donate!