I wrote a small ligthweight cross-platform utility to install, activate and deactivate mods easily.
To install a mod select File -> Import mod and select a ZIP-File. It will scan the ZIP file looking for the folder with the .class files (most of the time the root folder) and offer you to install them. Some mods like IndustrialCraft include the server classes too. Make sure to ignore those folders.
You can change the mod install order using the ^ and v buttons and deactivate/activate the mods using the <-- and --> buttons. When you are done click update minecraft.jar and it will install the activated mods.
Changelog:
1.2.1
Removed Java 7 requirement (it should now work everywhere again :biggrin.gif:)
Remembers last folder for mod import now
1.2
Option to leave META-INF in .jar
You can now delete and rename mods
Before backing up it will now ask if you want a fresh version of MC
Major rewrite of the mod importer backend. So please report any mods that don't work!
1.1.2
Automatic version checker (tells you when a new version is released when you start it)
Linux support
Mac OS X support (hopefully; I would appreciate it very much if someone could test it)
1.1.1
Folder structure isn't ignored anymore when importing mods (this means Aether finally works again!! :biggrin.gif:)
1.1.0
Fixed a few bugs
Added loadouts
Added support for mods that add files outside the .jar file (Aether, IndustrialCraft, Mo'Creatures, etc)
1.01:
Fixed a few stupid bugs that stopped it from working on most PCs
If you couldn't open the jar or had other weird errors and exceptions. Please download the new version
1.00
Support for importing mods instead of copying them in the mcmm folder manually
I don't have a Mac to test it with, but it should work everywhere where Java/Minecraft does. It would be great if you could test it for me. :smile.gif:
i have an idea for a lil help program , One for people trying to set up permissions on servers ,mainly just have fill in boxes top section will have the groups ,default or not,permissions for those groups and the bottom section will have the player name group they are in ,permissions they have(beside the group they are in and it outputs the yml file .
Does that and your program only recognize 32 bit java? I only have 64 bit installed and minecraft.jar will run, yours won't and jarfix says I don't have java installed, which I know I do.
Does that and your program only recognize 32 bit java? I only have 64 bit installed and minecraft.jar will run, yours won't and jarfix says I don't have java installed, which I know I do.
My program should work with any version of Java. I don't know about jarfix though. I only installed 32bit Java exactly because of those issues. As a last resort you can always try starting the jar by copying this .bat in the same directory and double-clicking that. http://dl.dropbox.com/u/1106779/startMCMM.bat
Oh, that's my fault. Sorry. I'll upload a fixed version in a few minutes.
Edit:
It's fixed now. Please redownload the jar. I suspect that most problems were actually caused by this bug. So everyone who had a problem with starting it please download the new version.
Oh, that's my fault. Sorry. I'll upload a fixed version in a few minutes.
Edit:
It's fixed now. Please redownload the jar. I suspect that most problems were actually caused by this bug. So everyone who had a problem with starting it please download the new version.
Awesome, it's running now, I'll post again later to review it.
That's weird. It works for me... Would you mind trying it with another mod like TooManyItems?
Oh, and try deleting the .minecraft/bin folder first. You might have had a non-vanilla minecraft.jar when you first started my modmanager.
Yeah, my bin was messed up. I deleted it and it worked. I'll be testing this with more mods when I get a chance.
So far, it looks like a great tool. Thanks for making it.
Also if you were going to expand on this, I also have a suggestion. It would be cool if you could make different load outs so that you could have multiple mod configurations saved and just click one button to switch instead of individually enabling and disabling the mods.
Example: I have different worlds that I use different mods with-
-World where I just build so I would have mods like Single Player Commands and TooManyItems activated.
-World where I would only have have mo'creatures installed.
-World where I have nothing on.
So in theory I could just make a load out for each called Build, Creatures, and Nothing. and just load those to switch to all the mods I want with them. This would help a lot if you have a bunch of mods that you switch through all the time.
I know that can be done with simply having multiple bins, but it would be cool to have it integrated into the tool.
EDIT: All the mods I've tried seem to be working except mo'creatures. When trying to import it, it doesn't show up under .zip with mods and when I switched it to all files and tried to load it, it didn't import.
Yeah, my bin was messed up. I deleted it and it worked. I'll be testing this with more mods when I get a chance.
So far, it looks like a great tool. Thanks for making it.
Also if you were going to expand on this, I also have a suggestion. It would be cool if you could make different load outs so that you could have multiple mod configurations saved and just click one button to switch instead of individually enabling and disabling the mods.
Example: I have different worlds that I use different mods with-
-World where I just build so I would have mods like Single Player Commands and TooManyItems activated.
-World where I would only have have mo'creatures installed.
-World where I have nothing on.
So in theory I could just make a load out for each called Build, Creatures, and Nothing. and just load those to switch to all the mods I want with them. This would help a lot if you have a bunch of mods that you switch through all the time.
I know that can be done with simply having multiple bins, but it would be cool to have it integrated into the tool.
EDIT: All the mods I've tried seem to be working except mo'creatures. When trying to import it, it doesn't show up under .zip with mods and when I switched it to all files and tried to load it, it didn't import.
I like that idea. I'll probably release a 1.1 today with loadout support. I'll also try getting Mo'creatures to work.
Edit:
I found out why Mo'creatures doesn't work. It doesn't have any .class files. Maybe I'll expand the mod importer GUI to make it possible to select folders to copy into the .minecraft folder. Until then you can add the mod manually. Go to .minecraft/mcmm and create a folder and call it whatever you'd like the mod to show up as in the Modmanager. Inside it create a "base" folder and extract the Mo'creatures zip there.
I like that idea. I'll probably release a 1.1 today with loadout support. I'll also try getting Mo'creatures to work.
Edit:
I found out why Mo'creatures doesn't work. It doesn't have any .class files. Maybe I'll expand the mod importer GUI to make it possible to select folders to copy into the .minecraft folder. Until then you can add the mod manually. Go to .minecraft/mcmm and create a folder and call it whatever you'd like the mod to show up as in the Modmanager. Inside it create a "base" folder and extract the Mo'creatures zip there.
To install a mod select File -> Import mod and select a ZIP-File. It will scan the ZIP file looking for the folder with the .class files (most of the time the root folder) and offer you to install them. Some mods like IndustrialCraft include the server classes too. Make sure to ignore those folders.
You can change the mod install order using the ^ and v buttons and deactivate/activate the mods using the <-- and --> buttons. When you are done click update minecraft.jar and it will install the activated mods.
Changelog:
Download
If you still can't run it for some reason please try this: http://johann.loefflmann.net/en/software/jarfix/index.html
I don't have a Mac to test it with, but it should work everywhere where Java/Minecraft does. It would be great if you could test it for me. :smile.gif:
hope i made as clear as mud to understand
Yes, exactly. You should already have Java installed if you can play Minecraft :laugh.gif:
I've been trying that, but its not launching...
Try running jarfix. There's a good chance it will fix it: http://johann.loefflmann.net/en/software/jarfix/index.html
Does that and your program only recognize 32 bit java? I only have 64 bit installed and minecraft.jar will run, yours won't and jarfix says I don't have java installed, which I know I do.
My program should work with any version of Java. I don't know about jarfix though. I only installed 32bit Java exactly because of those issues. As a last resort you can always try starting the jar by copying this .bat in the same directory and double-clicking that. http://dl.dropbox.com/u/1106779/startMCMM.bat
Oh, that's my fault. Sorry. I'll upload a fixed version in a few minutes.
Edit:
It's fixed now. Please redownload the jar. I suspect that most problems were actually caused by this bug. So everyone who had a problem with starting it please download the new version.
Awesome, it's running now, I'll post again later to review it.
That's great. Thanks for trying it again. :biggrin.gif:
That's weird. It works for me... Would you mind trying it with another mod like TooManyItems?
Oh, and try deleting the .minecraft/bin folder first. You might have had a non-vanilla minecraft.jar when you first started my modmanager.
Yeah, my bin was messed up. I deleted it and it worked. I'll be testing this with more mods when I get a chance.
So far, it looks like a great tool. Thanks for making it.
Also if you were going to expand on this, I also have a suggestion. It would be cool if you could make different load outs so that you could have multiple mod configurations saved and just click one button to switch instead of individually enabling and disabling the mods.
Example: I have different worlds that I use different mods with-
-World where I just build so I would have mods like Single Player Commands and TooManyItems activated.
-World where I would only have have mo'creatures installed.
-World where I have nothing on.
So in theory I could just make a load out for each called Build, Creatures, and Nothing. and just load those to switch to all the mods I want with them. This would help a lot if you have a bunch of mods that you switch through all the time.
I know that can be done with simply having multiple bins, but it would be cool to have it integrated into the tool.
EDIT: All the mods I've tried seem to be working except mo'creatures. When trying to import it, it doesn't show up under .zip with mods and when I switched it to all files and tried to load it, it didn't import.
I like that idea. I'll probably release a 1.1 today with loadout support. I'll also try getting Mo'creatures to work.
Edit:
I found out why Mo'creatures doesn't work. It doesn't have any .class files. Maybe I'll expand the mod importer GUI to make it possible to select folders to copy into the .minecraft folder. Until then you can add the mod manually. Go to .minecraft/mcmm and create a folder and call it whatever you'd like the mod to show up as in the Modmanager. Inside it create a "base" folder and extract the Mo'creatures zip there.
Okay cool, thanks =)