When I am looking at the setup page and under the Enternal Mods tab at the bottom, I see a mod I have installed, what does it mean when to the right instead of saying "OK", it's status is "no mods found"?
I've been using the launcher for ages just fine, but recently I tried a mod that required mcpatcher and couldn't get minecraft to run with it. Fine, I deleted it all and got rid of the mcpatcher environments. What's annoying me now is that the environment has since been automatically set to Classic each time magiclauncher runs and I would rather it be set to the Forge environment I've had set up for ages. I can't figure out how to get it to change back to what it was before though, and having to go into setup and manually change it every time I want to play is really obnoxious. Has anyone else run into this issue, or am I just completely overlooking how to do this?
I think this is missing one important additional step (adding a specific parameter) that also allows OptiFine to work with Magic Launcher and Forge.
Here are basic steps that I used to get Forge to easily work with Magic Launcher without needing a special third-party installer to get Forge to work with Magic Launcher. One of these steps is needed for "OptiFine" to also work with Forge and Magic Launcher at the same time (adding the specific parameter).
Install Forge using its client installer. It is find if you have Minecraft installed to a different folder than its default. Just be sure to select the new location. Do the same for any multiple folder setups you may have of course.
You "may" have to try starting the default Minecraft Launcher once. If using a folder other than the default installation folder, you will want to make sure it is also set up to load from the new folder location.
In Magic Launcher, add OptiFine to the list of internal mods by selecting it from the folder location you have it stored in. Do not just drop it into the "mods" sub-folder of your Minecraft installation folder. This is mainly because you want to be able to easily choose the mod load order and OptiFine should always be LAST in the list unless otherwise specified by the mod (and there are only a few rare exceptions). Optionally, you can complete these steps after completing the other following important steps first if you choose.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), select "Forge" Profile (according to the version of Forge you have installed which will be listed directly after the Minecraft Version) from the drop-down box for the "Environment" field.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), select the modified minecraft.jar file that is listed in the Forge sub-folder under the "Versions" sub-folder of your Minecraft installation directory. This is the modified copy of the minecraft.jar file that Forge made and placed here when you ran the Forge client installer. The filename of this modified copy of the minecraft.jar file should include its Forge Version in the new name of this modified copy of the minecraft.jar file just following the version of Minecraft it is for.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), add the following line to the "Parameters" field under the Advanced Tab:
-Dfml.ignorePatchDiscrepancies=true
You should be good to go!
THANKYOUTHANKYOUTHANKYOU!!!!!!!!!!!! You fixed most of my problems!!!!! (My game still closes when I try to open my inventory with NEI installed, but at least MC actually runs!) to you my friend!
Edit: Yus!!! Finally figured out the correct combination of internal mods, external mods, and the discovery that the coremods tab is completely useless now! Now to add Rei's Minimap... fun...
SO using Magic Launcher is fine, but when I load Mod Loader and Reis MiniMap onto it, and go to play, ALL my sounds are gone. When I disable them, sound comes back. Mod Loader is above Reis Minimap on the list.
I think this is missing one important additional step (adding a specific parameter) that also allows OptiFine to work with Magic Launcher and Forge.
Here are basic steps that I used to get Forge to easily work with Magic Launcher without needing a special third-party installer to get Forge to work with Magic Launcher. One of these steps is needed for "OptiFine" to also work with Forge and Magic Launcher at the same time (adding the specific parameter).
Install Forge using its client installer. It is fine if you have Minecraft installed to a different folder than its default. Just be sure to select the new location. Do the same for any multiple folder setups you may have of course.
You "may" have to try starting the default Minecraft Launcher once. If using a folder other than the default installation folder, you will want to make sure it is also set up to load from the new folder location.
In Magic Launcher, add OptiFine to the list of internal mods by selecting it from the folder location you have it stored in. Do not just drop it into the "mods" sub-folder of your Minecraft installation folder. This is mainly because you want to be able to easily choose the mod load order and OptiFine should always be LAST in the list unless otherwise specified by the mod (and there are only a few rare exceptions). Optionally, you can complete these steps after completing the other following important steps first if you choose.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), select "Forge" Profile (according to the version of Forge you have installed which will be listed directly after the Minecraft Version) from the drop-down box for the "Environment" field.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), select the modified minecraft.jar file that is listed in the Forge sub-folder under the "Versions" sub-folder of your Minecraft installation directory. This is the modified copy of the minecraft.jar file that Forge made and placed here when you ran the Forge client installer. The filename of this modified copy of the minecraft.jar file should include its Forge Version in the new name of this modified copy of the minecraft.jar file just following the version of Minecraft it is for.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), add the following line to the "Parameters" field under the Advanced Tab:
Step #4: Select the new Forge "Environment" from the drop-down box of the "Environment" field on that setup page.
Step #5: Browse to the "Versions" sub-folder of your Minecraft installation directory and select the jar file for the Forge profile listed there. Such as, 1.6.2-Forge-WhateverForgeVersionIsBeingUsed.jar.
The forge installer basically creates a copy of the original minecraft.jar file and places its new modified version (with the Forge files installed in it) in a separate "Versions" folder inside your Minecraft installation directory. When it does this, it renames it to the version of Minecraft it is and appends its Forge Version to the filename. You have to select that Forge-Modified version of the minecraft.jar file. Otherwise, you're still using an unmodified minecraft.jar file. But, you also need to select the corresponding "Environment" as listed in Step #4.
THANKYOUTHANKYOUTHANKYOU!!!!!!!!!!!! You fixed most of my problems!!!!! (My game still closes when I try to open my inventory with NEI installed, but at least MC actually runs!) to you my friend!
Edit: Yus!!! Finally figured out the correct combination of internal mods, external mods, and the discovery that the coremods tab is completely useless now! Now to add Rei's Minimap... fun...
You're welcome! Glad to see someone actually READ my post. And, that they understood it too! Oh, and you could have rated my post up while you were at it. LOL!
Attempting to customize the installation location gives me a problem.
On windows, it wants the directory to be named ".minecraft".
On mac, it wants a "Library/Application Support/minecraft" structure.
My goal is to be able to make a single "modpack" that I can hand out to people on both mac and windows (neither FTB nor MultiMC support 162 and we've waited too long already). Both FTB and MultiMC support an arbitrary location for the minecraft folder; can you please update magic launcher to do the same?
Thank you.
(yes, I know, do not send out the mojang code, get permissions for the mods, etc.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
When I launch minecraft with magic launcher it exits out automatically when i join a world! It didn't before September 5, 2013 (last thursday), and the crash window doesn't appear even, os I go to the directroy and pastebinned this.
sorry, if this double psoted itself! http://pastebin.com/vRV1aBJY
I think this is missing one important additional step (adding a specific parameter) that also allows OptiFine to work with Magic Launcher and Forge.
Here are basic steps that I used to get Forge to easily work with Magic Launcher without needing a special third-party installer to get Forge to work with Magic Launcher. One of these steps is needed for "OptiFine" to also work with Forge and Magic Launcher at the same time (adding the specific parameter).
Install Forge using its client installer. It is fine if you have Minecraft installed to a different folder than its default. Just be sure to select the new location. Do the same for any multiple folder setups you may have of course.
You "may" have to try starting the default Minecraft Launcher once. If using a folder other than the default installation folder, you will want to make sure it is also set up to load from the new folder location.
In Magic Launcher, add OptiFine to the list of internal mods by selecting it from the folder location you have it stored in. Do not just drop it into the "mods" sub-folder of your Minecraft installation folder. This is mainly because you want to be able to easily choose the mod load order and OptiFine should always be LAST in the list unless otherwise specified by the mod (and there are only a few rare exceptions). Optionally, you can complete these steps after completing the other following important steps first if you choose.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), select "Forge" Profile (according to the version of Forge you have installed which will be listed directly after the Minecraft Version) from the drop-down box for the "Environment" field.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), select the modified minecraft.jar file that is listed in the Forge sub-folder under the "Versions" sub-folder of your Minecraft installation directory. This is the modified copy of the minecraft.jar file that Forge made and placed here when you ran the Forge client installer. The filename of this modified copy of the minecraft.jar file should include its Forge Version in the new name of this modified copy of the minecraft.jar file just following the version of Minecraft it is for.
IMPORTANT: In Magic Launcher, under "Setup" for the mod profile you created (with OptiFine listed), add the following line to the "Parameters" field under the Advanced Tab:
-Dfml.ignorePatchDiscrepancies=true
You should be good to go!
An Even More Basic Explanation Of Steps 4 And 5:
Step #4: Select the new Forge "Environment" from the drop-down box of the "Environment" field on that setup page.
Step #5: Browse to the "Versions" sub-folder of your Minecraft installation directory and select the jar file for the Forge profile listed there. Such as, 1.6.2-Forge-WhateverForgeVersionIsBeingUsed.jar.
The forge installer basically creates a copy of the original minecraft.jar file and places its new modified version (with the Forge files installed in it) in a separate "Versions" folder inside your Minecraft installation directory. When it does this, it renames it to the version of Minecraft it is and appends its Forge Version to the filename. You have to select that Forge-Modified version of the minecraft.jar file. Otherwise, you're still using an unmodified minecraft.jar file. But, you also need to select the corresponding "Environment" as listed in Step #4.
Followed this exactly (I'm pretty sure: http://imgur.com/4fIB4Kx) and I added the parameter thing and everything. I've tried rearranging the mods, I've tried having forge in and not in the mod list but whatever I do either the MInecraft window pops up and says "Mojang" and closes or MagicLauncher just closes and never even tries to open Minecraft -.- Any ideas? I've read through your post a million times, followed about 100 videos and no matter what, it's the same thing.
Hi. I've been having a problem with minecraft crashing due to overloading it's allocated memory. Using the advanced tab of magic launcher, I tried to allocate more memory to java... but instead, it's crashing whenever I log in with this error:
*** Starting Minecraft ***
Profile: Default
Environment: 1.6.2
Minecraft version: 1.6.2
Minecraft.jar: 1.6.2.jar
Mods:
ModLoader.zip
MAtmosClassesNDP_r25__1_6_2.zip
OptiFine_1.6.2_HD_U_B4.zip
Inactive external mods:
1.5.2ModLoader.zip
[1.5.2]ReiMinimap_v3.3_06.zip
AetherII_Alpha_v1.0.2_MC1.5.1.zip
matmos_packaged.zip
MAtmos_r25__1_6_2.zip
MAtmosClassesNDP_r25__1_6_2.zip
MC 1.5.1 - Player API universal 1.5.zip
MC 1.5.1 - Render Player API 1.0.zip
ModLoader.zip
OptiFine_1.6.2_HD_U_B4.zip
Inactive core mods:
WindowMaximized: true
Java path: C:\Program Files (x86)\Java\jre7\bin\java
Memory: 2048 MB
LauncherPath: /C:/Users/FlecktarnWolf/AppData/Roaming/.minecraft/MagicLauncher_1.1.7.exe
Library file not found: C:\Users\FlecktarnWolf\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl-platform\2.9.1-nightly-20130708-debug3\lwjgl-platform-2.9.1-nightly-20130708-debug3-natives-windows.jar
Main class: net.minecraft.client.main.Main
Error occurred during initialization of VM
Could not reserve enough space for object heap
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
Additionally, setting allocated memory *back* to 1024 fixes the crash, but minecraft still crashes due to not having enough memory.
Further addendum: Running minecraft *without* Magic Launcher and 4096 allocated memory works fine, but if I try anything over 1024 with magic launcher it still crashes. No crashes with stock minecraft, though.
Please Help...
i'm getting error when i click test button
*** MagicMinecraftLauncher 1.1.7 ***
LCP: D:\A.Rodney Documents\z.Temporaly Files\Minecraft all toolsMods\MODS\Minecraft Link Mod from Launcher [1.6.2]\magic launcher mods\[1.6.2]OptiFine HD_U_C4.jar;C:\Users\RB\AppData\Roaming\.minecraft\versions\1.6.2_Forge\1.6.2_Forge.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\net\sf\jopt-simple\jopt-simple\4.5\jopt-simple-4.5.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\com\paulscode\codecjorbis\20101023\codecjorbis-20101023.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\com\paulscode\codecwav\20101023\codecwav-20101023.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\com\paulscode\libraryjavasound\20101123\libraryjavasound-20101123.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\com\paulscode\librarylwjglopenal\20100824\librarylwjglopenal-20100824.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\com\paulscode\soundsystem\20120107\soundsystem-20120107.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl\2.9.0\lwjgl-2.9.0.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl_util\2.9.0\lwjgl_util-2.9.0.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\argo\argo\2.25_fixed\argo-2.25_fixed.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\org\bouncycastle\bcprov-jdk15on\1.47\bcprov-jdk15on-1.47.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\com\google\guava\guava\14.0\guava-14.0.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\org\apache\commons\commons-lang3\3.1\commons-lang3-3.1.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\commons-io\commons-io\2.4\commons-io-2.4.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\net\java\jinput\jinput\2.0.5\jinput-2.0.5.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\net\java\jutils\jutils\1.0.0\jutils-1.0.0.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\com\google\code\gson\gson\2.2.2\gson-2.2.2.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl-platform\2.9.0\lwjgl-platform-2.9.0-natives-windows.jar;C:\Users\RB\AppData\Roaming\.minecraft\libraries\net\java\jinput\jinput-platform\2.0.5\jinput-platform-2.0.5-natives-windows.jar
MainClass: net.minecraft.client.main.Main
java.lang.NoClassDefFoundError: joptsimple/OptionSpec
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.getMethod0(Unknown Source)
at java.lang.Class.getMethod(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.ClassNotFoundException: joptsimple.OptionSpec
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 5 more
Followed this exactly (I'm pretty sure: http://imgur.com/4fIB4Kx) and I added the parameter thing and everything. I've tried rearranging the mods, I've tried having forge in and not in the mod list but whatever I do either the MInecraft window pops up and says "Mojang" and closes or MagicLauncher just closes and never even tries to open Minecraft -.- Any ideas? I've read through your post a million times, followed about 100 videos and no matter what, it's the same thing.
First off, you will NOT want Forge listed in the internal mods list like shown in your image. You're already using a Forge-modified version of the minecraft.jar file by having specified that in the specific jar file to use and the environment. Remove it from the list.
Second, I believe the version of Forge you have listed in that image is a newer version than the last-known version to be compatible with OptiFine. Sometimes they don't like to work together after the Forge team does an update to Forge. If you check the OptiFine thread, you should be able to find out what version of Forge the latest version of OptiFine has been made to be compatible with. Or, there may even be a newer version of OptiFine already that has been updated to make sure it's compatible with the version of Forge you're using. Check that.
Did you copy and paste the parameter to make sure it was exactly correct? It needs to include the dash at the very beginning. You don't have an image showing your advanced tab too.
Did you get an error log you can post?
You may be running out of memory available to Java. You may have to try increasing the number from the default 512 that is listed. Try 1024. System specs? Desktop/Laptop? Dedicated video card or dedicated memory versus integrated video or shared memory?
While you're at it, make sure your Java installation is updated. You may want to just go ahead and re-install the latest version for simplicity. If you are on a 64-bit edition of Windows, you'll need to install BOTH the 32-bit AND 64-bit editions of Java. They are separate installs. Installing one will not install the other.
Error occurred during initialization of VM Could not reserve enough space for object heap
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
Additionally, setting allocated memory *back* to 1024 fixes the crash, but minecraft still crashes due to not having enough memory.
Further addendum: Running minecraft *without* Magic Launcher and 4096 allocated memory works fine, but if I try anything over 1024 with magic launcher it still crashes. No crashes with stock minecraft, though.
What happens when you try setting it back to the default 512 in Magic Launcher?
There is a limit to what Java can actually use regardless of how high you set it. And, you will actually get better performance by allocating as LITTLE AS POSSIBLE to Java. So, try 512.
You can't allocate more memory than you have FREE. This especially means that you can't allocate as much memory that is in your machine because there is no way that you can have that much memory left free.
Java doesn't actually need much memory allocated to it for Minecraft to run. In fact, you can actually benefit a lot more by allocating as little as possible.
You should actually see even better performance by allocating no more than 512MB of RAM. You may even be able to get down to 256MB of RAM instead. Try those. This has been discussed many times before. That includes both the reasons and actual personal experiences from people getting increased performance by lowering the amount of memory allocated.
I also want to mention that you should NOT run Magic Launcher directly from the desktop as that also takes up any free memory you had available on your machine. Instead, place it in its own folder and create a shortcut to it from your desktop instead.
Here is another basic rundown that I had also previously posted multiple times:
Allocate as LITTLE memory as possible for Java to use with Minecraft. This has been discussed many times before both in this thread and elsewhere. Minecraft itself actually does not require that much memory to use and this is a specific instance where allocating less memory can actually increase performance. Allocating more memory can actually decrease performance due to it causing excessive file paging and preventing your system from having more memory available to itself in general. Unless you are running a really detailed texture pack or a lot of mods, you should be able to allocate only 256 MB (instead of the default 1024 MB) and be just fine. And, as stated previously, you may actually see a performance boost. If 256MB turns out to not be enough for some odd reason, try increasing it to 512MB which should definitely be more than enough under most circumstances. This is especially important if you get the "Could not reserve enough space for object heap" error since that (as stated many times throughout this thread) is pointing out that you do not have enough "free" memory available at the time to allocate that much. You may have lots of memory in your system but not that much "free" to allocate. This can be for many reasons. In addition to allocating LESS memory, close down any background programs that you do not need to be running. Also, do not run Magic Launcher and/or Minecraft directly from your computer's desktop since these items will also take up available memory. Instead, place everything in its own separate folder (such as "C:\Minecraft") and run it from there. If you want easy access to the program from your desktop, create a "shortcut" on the desktop to it instead.
#1. The default garbage collector -- throughput, with serial old, parallel new collection -- is a horrible match for Minecraft (it explicitly assumes fairly constant memory usage, no responsiveness/latency concerns, and a need for full compaction of memory to permit large allocation). If you have enough memory, you will get much better performance, with very few tweaks, by using G1GC collection. If you have issues with memory, you will get better performance with CMS, but you will need manual setting adjustments. For a good starting point, look at http://www.minecraft...-and-minecraft/
#2. The default "code" space is a max of 64 MB. That is horribly small. If you have many mods, you will run out. Set the maxPermGen to 128m. You probably won't use more than 70-80, but as long as you set the max, you won't waste memory.
#3. There is nothing special about powers of two. I personally set long-term ("tenured") to start around 100M, and while I'd love to max it at 200M (it never stays needing more than that), it will peak over 300M. I get good performance with a little less than 100M of new space, but as I said, well-tweaked.
#4. Single player, opened to LAN, will be the harshest memory needs. Single player, not opened to LAN, will be next. Client connecting to a server is third; the server itself needs very little. Remember, the default server view distance is "normal+32"; "far" uses almost 4 times as much memory. Optifine lets you go even farther in single player, and that will use more memory.
#5. If you are not trying to run all of a recorder, a server, a client, and a voice chat program at once, you can probably get by with (Actual memory - 2GB) * 0.85 as the allocation to minecraft -- if you are either using G1GC (it basically automatically adjusts memory pools as needed) or have CMS with proper tweaks.
===
When people say "Allocate as little as possible", you need to know what you are doing.
Minecraft will run quite happily if "tenured" is 150% of what is typically needed, provided "survivor" is big enough to handle the occasional excess, without spilling into "eden"; as long as that is the case, then tossing more memory at "eden" will result in fewer collections.
Collecting "eden" depends on the amount of active objects, and does not increase as eden gets bigger.
Collecting "tenured" depends on the size of tenured, and does increase as it gets bigger.
And, if "survivor" is not big enough to hold all surviving objects from "eden", the remaining survivors -- which will probably be short-term items -- are forced into "tenured", even if they will die very soon -- which forces tenured to be cleaned more frequently.
Beyond that, there are differences in the behavior of the throughput collector versus the concurrent collector, differences if concurrent runs in normal or incremental, etc. And then G1GC tries to avoid all of that with a completely different partial-collection system, and if it works correctly then you never even get one of those collections in the first place.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
First off, you will NOT want Forge listed in the internal mods list like shown in your image. You're already using a Forge-modified version of the minecraft.jar file by having specified that in the specific jar file to use and the environment. Remove it from the list.
Second, I believe the version of Forge you have listed in that image is a newer version than the last-known version to be compatible with OptiFine. Sometimes they don't like to work together after the Forge team does an update to Forge. If you check the OptiFine thread, you should be able to find out what version of Forge the latest version of OptiFine has been made to be compatible with. Or, there may even be a newer version of OptiFine already that has been updated to make sure it's compatible with the version of Forge you're using. Check that.
Did you copy and paste the parameter to make sure it was exactly correct? It needs to include the dash at the very beginning. You don't have an image showing your advanced tab too.
Did you get an error log you can post?
You may be running out of memory available to Java. You may have to try increasing the number from the default 512 that is listed. Try 1024. System specs? Desktop/Laptop? Dedicated video card or dedicated memory versus integrated video or shared memory?
While you're at it, make sure your Java installation is updated. You may want to just go ahead and re-install the latest version for simplicity. If you are on a 64-bit edition of Windows, you'll need to install BOTH the 32-bit AND 64-bit editions of Java. They are separate installs. Installing one will not install the other.
I checked on the optifine page and #845 is the latest compatible version of Forge (I was using a later installation before, but the issue is still persisting.)
I have copy+pasted the parameter, typed it in myself, etc. It should be correct (check image to be sure)
Here is the most recent crash log: http://pastebin.com/Cv0E9Kbp (I need to learn how to read this stuff and understand what on Earth it means, maybe my Java professor can help with that )
As you can see from the advanced tab, I have allocated 8GB of RAM (I have done so for the Java heap size as well) and I have the latest 64-bit java. I don't think my specs should have anything to do with it (hopefully) because Inventory Tweaks is the only mod that causes this problem ). System Specs: CPU: i5-3450 GPU: GTX 660 (GTS 450 as PhysX slave; not used in Minecraft of course) RAM: 16GB of 1.35v G.SKILL Snipers @ 1600MHz OS: Windows 7 64-bit Java: 32-bit and 64-bit Java 7 update 25 (been this way forever, are they going to update Java anytime soon? only kidding)
Anything else I'm missing here? I hope we get this solved easily and maybe it's just something silly on my part. Thanks for all your help!
I checked on the optifine page and #845 is the latest compatible version of Forge (I was using a later installation before, but the issue is still persisting.)
I have copy+pasted the parameter, typed it in myself, etc. It should be correct (check image to be sure)
Here is the most recent crash log: http://pastebin.com/Cv0E9Kbp (I need to learn how to read this stuff and understand what on Earth it means, maybe my Java professor can help with that )
As you can see from the advanced tab, I have allocated 8GB of RAM (I have done so for the Java heap size as well) and I have the latest 64-bit java. I don't think my specs should have anything to do with it (hopefully) because Inventory Tweaks is the only mod that causes this problem ). System Specs: CPU: i5-3450 GPU: GTX 660 (GTS 450 as PhysX slave; not used in Minecraft of course) RAM: 16GB of 1.35v G.SKILL Snipers @ 1600MHz OS: Windows 7 64-bit Java: 32-bit and 64-bit Java 7 update 25 (been this way forever, are they going to update Java anytime soon? only kidding)
Anything else I'm missing here? I hope we get this solved easily and maybe it's just something silly on my part. Thanks for all your help!
You should put all those mods in your mods folder and see them load as external mods. You can still turn them on and off as you want from the external mods box. This is due to some changes that the Forge team made and some mods now require being in the mods folder as opposed to loaded into the JAR file, which is what Magic Launcher does when you load them in the box you have them in.
There is also a second flag you should add to your parameters. -Dfml.ignoreInvalidMinecraftCertificates=true
THANKYOUTHANKYOUTHANKYOU!!!!!!!!!!!! You fixed most of my problems!!!!! (My game still closes when I try to open my inventory with NEI installed, but at least MC actually runs!) to you my friend!
Edit: Yus!!! Finally figured out the correct combination of internal mods, external mods, and the discovery that the coremods tab is completely useless now! Now to add Rei's Minimap... fun...
-Sporemaster18
You're welcome! Glad to see someone actually READ my post. And, that they understood it too! Oh, and you could have rated my post up while you were at it. LOL!
Bag: This button not working - minecraft still runs in a small window! (magic launcher 1.1.7)
On windows, it wants the directory to be named ".minecraft".
On mac, it wants a "Library/Application Support/minecraft" structure.
My goal is to be able to make a single "modpack" that I can hand out to people on both mac and windows (neither FTB nor MultiMC support 162 and we've waited too long already). Both FTB and MultiMC support an arbitrary location for the minecraft folder; can you please update magic launcher to do the same?
Thank you.
(yes, I know, do not send out the mojang code, get permissions for the mods, etc.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
sorry, if this double psoted itself!
http://pastebin.com/vRV1aBJY
Followed this exactly (I'm pretty sure: http://imgur.com/4fIB4Kx) and I added the parameter thing and everything. I've tried rearranging the mods, I've tried having forge in and not in the mod list but whatever I do either the MInecraft window pops up and says "Mojang" and closes or MagicLauncher just closes and never even tries to open Minecraft -.- Any ideas? I've read through your post a million times, followed about 100 videos and no matter what, it's the same thing.
Profile: Default
Environment: 1.6.2
Minecraft version: 1.6.2
Minecraft.jar: 1.6.2.jar
Mods:
ModLoader.zip
MAtmosClassesNDP_r25__1_6_2.zip
OptiFine_1.6.2_HD_U_B4.zip
Inactive external mods:
1.5.2ModLoader.zip
[1.5.2]ReiMinimap_v3.3_06.zip
AetherII_Alpha_v1.0.2_MC1.5.1.zip
matmos_packaged.zip
MAtmos_r25__1_6_2.zip
MAtmosClassesNDP_r25__1_6_2.zip
MC 1.5.1 - Player API universal 1.5.zip
MC 1.5.1 - Render Player API 1.0.zip
ModLoader.zip
OptiFine_1.6.2_HD_U_B4.zip
Inactive core mods:
WindowMaximized: true
Java path: C:\Program Files (x86)\Java\jre7\bin\java
Memory: 2048 MB
LauncherPath: /C:/Users/FlecktarnWolf/AppData/Roaming/.minecraft/MagicLauncher_1.1.7.exe
Library file not found: C:\Users\FlecktarnWolf\AppData\Roaming\.minecraft\libraries\org\lwjgl\lwjgl\lwjgl-platform\2.9.1-nightly-20130708-debug3\lwjgl-platform-2.9.1-nightly-20130708-debug3-natives-windows.jar
Main class: net.minecraft.client.main.Main
Error occurred during initialization of VM
Could not reserve enough space for object heap
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
Additionally, setting allocated memory *back* to 1024 fixes the crash, but minecraft still crashes due to not having enough memory.
Further addendum: Running minecraft *without* Magic Launcher and 4096 allocated memory works fine, but if I try anything over 1024 with magic launcher it still crashes. No crashes with stock minecraft, though.
i'm getting error when i click test button
Here's the image
First off, you will NOT want Forge listed in the internal mods list like shown in your image. You're already using a Forge-modified version of the minecraft.jar file by having specified that in the specific jar file to use and the environment. Remove it from the list.
Second, I believe the version of Forge you have listed in that image is a newer version than the last-known version to be compatible with OptiFine. Sometimes they don't like to work together after the Forge team does an update to Forge. If you check the OptiFine thread, you should be able to find out what version of Forge the latest version of OptiFine has been made to be compatible with. Or, there may even be a newer version of OptiFine already that has been updated to make sure it's compatible with the version of Forge you're using. Check that.
Did you copy and paste the parameter to make sure it was exactly correct? It needs to include the dash at the very beginning. You don't have an image showing your advanced tab too.
Did you get an error log you can post?
You may be running out of memory available to Java. You may have to try increasing the number from the default 512 that is listed. Try 1024. System specs? Desktop/Laptop? Dedicated video card or dedicated memory versus integrated video or shared memory?
While you're at it, make sure your Java installation is updated. You may want to just go ahead and re-install the latest version for simplicity. If you are on a 64-bit edition of Windows, you'll need to install BOTH the 32-bit AND 64-bit editions of Java. They are separate installs. Installing one will not install the other.
What happens when you try setting it back to the default 512 in Magic Launcher?
There is a limit to what Java can actually use regardless of how high you set it. And, you will actually get better performance by allocating as LITTLE AS POSSIBLE to Java. So, try 512.
Also, Search This Thread For:
"Could not reserve enough space for object heap"
http://www.minecraft...h&fromMainBar=1
IMPORTANT - Read All Of The Following:
You can't allocate more memory than you have FREE. This especially means that you can't allocate as much memory that is in your machine because there is no way that you can have that much memory left free.
Java doesn't actually need much memory allocated to it for Minecraft to run. In fact, you can actually benefit a lot more by allocating as little as possible.
You should actually see even better performance by allocating no more than 512MB of RAM. You may even be able to get down to 256MB of RAM instead. Try those. This has been discussed many times before. That includes both the reasons and actual personal experiences from people getting increased performance by lowering the amount of memory allocated.
I also want to mention that you should NOT run Magic Launcher directly from the desktop as that also takes up any free memory you had available on your machine. Instead, place it in its own folder and create a shortcut to it from your desktop instead.
Here is another basic rundown that I had also previously posted multiple times:
#1. The default garbage collector -- throughput, with serial old, parallel new collection -- is a horrible match for Minecraft (it explicitly assumes fairly constant memory usage, no responsiveness/latency concerns, and a need for full compaction of memory to permit large allocation). If you have enough memory, you will get much better performance, with very few tweaks, by using G1GC collection. If you have issues with memory, you will get better performance with CMS, but you will need manual setting adjustments. For a good starting point, look at http://www.minecraft...-and-minecraft/
#2. The default "code" space is a max of 64 MB. That is horribly small. If you have many mods, you will run out. Set the maxPermGen to 128m. You probably won't use more than 70-80, but as long as you set the max, you won't waste memory.
#3. There is nothing special about powers of two. I personally set long-term ("tenured") to start around 100M, and while I'd love to max it at 200M (it never stays needing more than that), it will peak over 300M. I get good performance with a little less than 100M of new space, but as I said, well-tweaked.
#4. Single player, opened to LAN, will be the harshest memory needs. Single player, not opened to LAN, will be next. Client connecting to a server is third; the server itself needs very little. Remember, the default server view distance is "normal+32"; "far" uses almost 4 times as much memory. Optifine lets you go even farther in single player, and that will use more memory.
#5. If you are not trying to run all of a recorder, a server, a client, and a voice chat program at once, you can probably get by with (Actual memory - 2GB) * 0.85 as the allocation to minecraft -- if you are either using G1GC (it basically automatically adjusts memory pools as needed) or have CMS with proper tweaks.
===
When people say "Allocate as little as possible", you need to know what you are doing.
Minecraft will run quite happily if "tenured" is 150% of what is typically needed, provided "survivor" is big enough to handle the occasional excess, without spilling into "eden"; as long as that is the case, then tossing more memory at "eden" will result in fewer collections.
Collecting "eden" depends on the amount of active objects, and does not increase as eden gets bigger.
Collecting "tenured" depends on the size of tenured, and does increase as it gets bigger.
And, if "survivor" is not big enough to hold all surviving objects from "eden", the remaining survivors -- which will probably be short-term items -- are forced into "tenured", even if they will die very soon -- which forces tenured to be cleaned more frequently.
Beyond that, there are differences in the behavior of the throughput collector versus the concurrent collector, differences if concurrent runs in normal or incremental, etc. And then G1GC tries to avoid all of that with a completely different partial-collection system, and if it works correctly then you never even get one of those collections in the first place.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Here are the updated images: Mods Tab and Advanced Tab.
I checked on the optifine page and #845 is the latest compatible version of Forge (I was using a later installation before, but the issue is still persisting.)
I have copy+pasted the parameter, typed it in myself, etc. It should be correct (check image to be sure)
Here is the most recent crash log: http://pastebin.com/Cv0E9Kbp (I need to learn how to read this stuff and understand what on Earth it means, maybe my Java professor can help with that )
As you can see from the advanced tab, I have allocated 8GB of RAM (I have done so for the Java heap size as well) and I have the latest 64-bit java. I don't think my specs should have anything to do with it (hopefully) because Inventory Tweaks is the only mod that causes this problem ).
System Specs:
CPU: i5-3450
GPU: GTX 660 (GTS 450 as PhysX slave; not used in Minecraft of course)
RAM: 16GB of 1.35v G.SKILL Snipers @ 1600MHz
OS: Windows 7 64-bit
Java: 32-bit and 64-bit Java 7 update 25 (been this way forever, are they going to update Java anytime soon? only kidding)
Anything else I'm missing here? I hope we get this solved easily and maybe it's just something silly on my part. Thanks for all your help!
You should put all those mods in your mods folder and see them load as external mods. You can still turn them on and off as you want from the external mods box. This is due to some changes that the Forge team made and some mods now require being in the mods folder as opposed to loaded into the JAR file, which is what Magic Launcher does when you load them in the box you have them in.
There is also a second flag you should add to your parameters. -Dfml.ignoreInvalidMinecraftCertificates=true
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true