Is there any way to keep a separate set of mod config files for each Magic Launcher Configuration?
For instance, say you have have two wildly different configurations with different sets of mods. The config files for the various mods will possibly have a very different aggregate set of block ids.
...
As far as I know, Magic Launcher doesn't store any Block IDs anywhere itself. I believe it only stores one or more profiles in its one configuration file.
You can create multiple mod profiles (with different sets of mods for each profile) and it will still store those multiple profiles in the one configuration file.
Right now 31 Mods are working well, and 10 other don't and there are still 5 where I am not sure If I shall install them or not.jeah. but what I didn't understand is: why to patch all the time on the fly if nothing had changed?
MagicLauncher doesn't patches minecraft.jar - I think it just launches the mods with it .
Would it not be a lot easier, to pregenerate packs it? And they cant be that nasty, there are ready to use freeware zip compressors out there.
It would , but may take it's time ( maximally 2 minutes ) . And I meant programmically : JarOutputStreams , BufferedInputStreams , ... Jars need /s as name separators in file paths , not \ as JarOutputStreams do . AND they forgett the last / in path name ends .
No, its the other way round. I DON'T want to update, no matter what happens. at Least not until ever mod I have is working with the new Minecraft version.
I mean : Won't it update until you press that button ?
issing class member: public Z autoGrow, class: aby, mod: minecraftforge-client-1.3.3.12.zip
Missing class member: public (I)V <init>, class: aby, mod: minecraftforge-client-1.3.3.12.zip
Missing class member: public ()Z isRenderingChunk, class: aby, mod: minecraftforge-client-1.3.3.12.zip
Missing class member: public (Z)V setRenderingChunk, class: aby, mod: minecraftforge-client-1.3.3.12.zip
...
OptiFine has to be AFTER Forge in the mod list.
Correct order:
- ModLoader
- ModLoaderMP
- Forge
- OptiFine
I need TurboModelThingy for WW2 Guns Mod. But always it says "no mods found"
The TurboModelThingy is not a mod, it is a library that another mod may use. Therefore the warning.
Add it to the mod list with "Add" then add the mod that needs it and it should work.
As far as I know, Magic Launcher doesn't store any Block IDs anywhere itself. I believe it only stores one or more profiles in its one configuration file.
You can create multiple mod profiles (with different sets of mods for each profile) and it will still store those multiple profiles in the one configuration file.
Often you need to copy the config files(for instance, the files in the redpower, buildcraft, and config folders) from the server to the client, and different servers can have wildly different configs. I wish there was a way to have those be separate for each ML configuration, just like the list of mods is separate.
Okay, So I did what you said, but minecraft still doesn't start with magic launcher and I get the same error code! Plus, updating LWGL completely bugged minecraft! I updated to 2.8.3, and now the UI and every dynamic objects ( flames, horizon, mobs, water ) flash consistently when opengl is turned on, and still flash sometimes when it is turned off. Also, I cannot dynamically change the size of my minecraft window, as if autogui was completely screwed up. I have a backup of my bin folder so it's okay, but do you know why it does that? I know I copied the right files at the right places. Oh, and yes, I also updated my java version, and minecraft had no problem running with it.
Okay, So I did what you said, but minecraft still doesn't start with magic launcher and I get the same error code! Plus, updating LWGL completely bugged minecraft! I updated to 2.8.3, and now the UI and every dynamic objects ( flames, horizon, mobs, water ) flash consistently when opengl is turned on, and still flash sometimes when it is turned off. Also, I cannot dynamically change the size of my minecraft window, as if autogui was completely screwed up. I have a backup of my bin folder so it's okay, but do you know why it does that? I know I copied the right files at the right places. Oh, and yes, I also updated my java version, and minecraft had no problem running with it.
Thank you for helping, I appreciate it.
I hate to say it, but it sounds like you didn't update correctly. Probably missing a file or placed one or more of the files in the wrong folder etc.
Update your video card drivers. Then, start with a clean minecraft.jar file, go through that LWJGL process again in detail, and then test Minecraft. If it works, add one of your mods to the list in Magic Launcher and test adding one at a time.
If you're on 64-bit windows, make sure you're installing both the 32-bit and 64-bit editions of Java. The 64-bit edition does not include the 32-bit support.
Can someone please help me I don't know what's wrong because it seems like I'm doing everything right. This is the screen I get when i try to start up minecraft with magic launcher.
*** MagicMinecraftLauncher 0.9.6 ***
java.lang.UnsupportedClassVersionError: Bad version number in .class file
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Class.java:2395)
at java.lang.Class.getMethod0(Class.java:2642)
at java.lang.Class.getMethod(Class.java:1579)
at magic.launcher.Launcher.main(Unknown Source)
I am getting an error, it seems to have something to do with the saving of profiles, happens no matter what jar I use, where that jar is, or what mods are added to it. I even tried deleting my magic folder in .minecraft , and the problem still persists. Using version 0.9.7 on XP here is the error log.
magic.launcher.c.d: Missing simple element end separator " when parsing: <Profile
<Name="Default">
<MinecraftJar="C:\\Documents and Settings\\Administrator\\Application Data\\.minecraft\\bin\\minecraft.jar">
<MaxMemory="1024">
<InactiveExternalMods=>
>
<Profile
<Name="12w08a">
<MinecraftJar="E:\\12w08a.jar">
<MaxMemory="512">
<Mod
<File="E:\\TooManyItems2012_02_23_12w08a.zip">
<Active="true">
>
>
<Profile
<Name="MCME">
<MinecraftJar="C:\\Documents and Settings\\Administrator\\Application Data\\.minecraft\\bin\\minecraft.jar">
<MaxMemory="1024">
>
<ActiveProfileIndex="1">
<LastModDir="E:\\">
<LoadNews="true">
I am not sure if this is consider as part of "update Minecraft" but you should add snapshot support. Something that will allow users to easily switch between a snapshot version of MC and back to stable release easily.
And thank you for making such a good tool for us!!
I am getting an error, it seems to have something to do with the saving of profiles, happens no matter what jar I use, where that jar is, or what mods are added to it. I even tried deleting my magic folder in .minecraft , and the problem still persists. Using version 0.9.7 on XP here is the error log.
It would help if you post the MagicLauncher.cfg in a spoiler tag or a pastebin link.
Is there any way to keep a separate set of mod config files for each Magic Launcher Configuration?
Make a copy of the whole ".minecraft" folder and make a profile which uses the new folder as base.
The different base folders may even use different LWJGL versions.
It would help if you post the MagicLauncher.cfg in a spoiler tag or a pastebin link.
Make a copy of the whole ".minecraft" folder and make a profile which uses the new folder as base.
The different base folders may even use different LWJGL versions.
That's what I figured, but was just hoping for a way to keep separate sets within ML.
I am not sure if this is consider as part of "update Minecraft" but you should add snapshot support. Something that will allow users to easily switch between a snapshot version of MC and back to stable release easily.
And thank you for making such a good tool for us!!
You already can do this.
Rollback Post to RevisionRollBack
Just your friendly, neighborhood /r/Minecraft mod.
Alright, the program seemed to be working just fine till now.
I've played MC a little then closed it, went back to watching a video. Started ML back up after 15 min. and i'm getting this error.
...
java.lang.RuntimeException: unknown character
...
If anyone would know a solution for my problem, thank you.
This seems to be a Forge problem after a crash. The Forge (or a mod) configuration is probably broken or invalid.
As far as I know, Magic Launcher doesn't store any Block IDs anywhere itself. I believe it only stores one or more profiles in its one configuration file.
You can create multiple mod profiles (with different sets of mods for each profile) and it will still store those multiple profiles in the one configuration file.
MagicLauncher doesn't patches minecraft.jar - I think it just launches the mods with it .
It would , but may take it's time ( maximally 2 minutes ) . And I meant programmically : JarOutputStreams , BufferedInputStreams , ... Jars need /s as name separators in file paths , not \ as JarOutputStreams do . AND they forgett the last / in path name ends .
I mean : Won't it update until you press that button ?
OptiFine thread ? Mod Compatibility ?
I need TurboModelThingy for WW2 Guns Mod. But always it says "no mods found"
OptiFine has to be AFTER Forge in the mod list.
Correct order:
- ModLoader
- ModLoaderMP
- Forge
- OptiFine
The TurboModelThingy is not a mod, it is a library that another mod may use. Therefore the warning.
Add it to the mod list with "Add" then add the mod that needs it and it should work.
Often you need to copy the config files(for instance, the files in the redpower, buildcraft, and config folders) from the server to the client, and different servers can have wildly different configs. I wish there was a way to have those be separate for each ML configuration, just like the list of mods is separate.
Okay, So I did what you said, but minecraft still doesn't start with magic launcher and I get the same error code! Plus, updating LWGL completely bugged minecraft! I updated to 2.8.3, and now the UI and every dynamic objects ( flames, horizon, mobs, water ) flash consistently when opengl is turned on, and still flash sometimes when it is turned off. Also, I cannot dynamically change the size of my minecraft window, as if autogui was completely screwed up. I have a backup of my bin folder so it's okay, but do you know why it does that? I know I copied the right files at the right places. Oh, and yes, I also updated my java version, and minecraft had no problem running with it.
Thank you for helping, I appreciate it.
I hate to say it, but it sounds like you didn't update correctly. Probably missing a file or placed one or more of the files in the wrong folder etc.
Update your video card drivers. Then, start with a clean minecraft.jar file, go through that LWJGL process again in detail, and then test Minecraft. If it works, add one of your mods to the list in Magic Launcher and test adding one at a time.
If you're on 64-bit windows, make sure you're installing both the 32-bit and 64-bit editions of Java. The 64-bit edition does not include the 32-bit support.
Also, post your error log(s).
:cool.gif:
*** MagicMinecraftLauncher 0.9.6 ***
java.lang.UnsupportedClassVersionError: Bad version number in .class file
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Class.java:2395)
at java.lang.Class.getMethod0(Class.java:2642)
at java.lang.Class.getMethod(Class.java:1579)
at magic.launcher.Launcher.main(Unknown Source)
And thank you for making such a good tool for us!!
No
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
It would help if you post the MagicLauncher.cfg in a spoiler tag or a pastebin link.
Make a copy of the whole ".minecraft" folder and make a profile which uses the new folder as base.
The different base folders may even use different LWJGL versions.
That's what I figured, but was just hoping for a way to keep separate sets within ML.
You already can do this.
This seems to be a Forge problem after a crash. The Forge (or a mod) configuration is probably broken or invalid.
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