when i go to use mods like portal mod and friend mod the say no mods found wtf is wrong it happens with quite a few mods
specificaly
friend mod
portal mod
Nether craft
Spider queen
Herobrine mod
These are what i've seen
Portal mod is not packaged appropriately for Magic Launcher. You should be able to repackage it so it works. For some other mods, the "no mods found" message is a non-issue and should work regardless. I haven't used any of the mods you listed though, so i can't confirm it for those.
java.lang.NoSuchMethodError: ic2.common.ItemIC2.setNoRepair()Lyr;
at ic2.common.ItemIC2.<init>(ItemIC2.java:28)
at ic2.common.ItemResin.<init>(ItemResin.java:24)
at mod_IC2.load(mod_IC2.java:226)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:273)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Unknown Source)
@iiihuman
I tried to mod the minecraft 1.2.5 jar instead of the minecraft.jar and that worked eally well. I had to many items in my inventory and my beautiful hd tp and ofcourse my multicolour horses. And if I shouldn't have done that I'm sorry but it worked.
Huh? That phrase didn't make any sense. Tried to mod the jar instead of the jar?
java.lang.NoSuchMethodError: ic2.common.ItemIC2.setNoRepair()Lyr;
at ic2.common.ItemIC2.<init>(ItemIC2.java:28)
at ic2.common.ItemResin.<init>(ItemResin.java:24)
at mod_IC2.load(mod_IC2.java:226)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:273)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Unknown Source)
The newer versions of Forge now include ModLoader functionality. You do not load ModLoader anymore when using these new versions of Forge. Otherwise, you get problems.
I believe it also includes ModLoaderMP functionality now too but I'm not sure. If not, then ModLoaderMP would go before Forge. But, try without ModLoader and also without ModLoaderMP. If you do still have to load ModLoaderMP, load it before Forge.
The newer versions of Forge now include ModLoader functionality. You do not load ModLoader anymore when using these new versions of Forge. Otherwise, you get problems.
I believe it also includes ModLoaderMP functionality now too but I'm not sure. If not, then ModLoaderMP would go before Forge. But, try without ModLoader and also without ModLoaderMP. If you do still have to load ModLoaderMP, load it before Forge.
I was not using mlmp before and after removing the modloader i am still getting the same error
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
OptiFine_1.2.5_HD_A2.zip
Inactive external mods:
Java path: C:\Program Files\Java\jre6\bin\java
Memory: 1400 MB
LauncherPath: /C:/Users/Alexander/Downloads/MagicLauncher_0.9.8.exe
Error occurred during initialization of VM
Could not reserve enough space for object heap
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
OptiFine_1.2.5_HD_A2.zip
Inactive external mods:
Java path: C:\Program Files\Java\jre6\bin\java
Memory: 1400 MB
LauncherPath: /C:/Users/Alexander/Downloads/MagicLauncher_0.9.8.exe
Error occurred during initialization of VM
Could not reserve enough space for object heap
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
OptiFine_1.2.5_HD_A2.zip
Java path: C:\Program Files\Java\jre6\bin\java
Memory: 1450 MB
LauncherPath: /C:/Users/Alexander/Downloads/MagicLauncher_0.9.8.exe
Error occurred during initialization of VM
Could not reserve enough space for object heap
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Quick question I hope hasn't been asked too many times already: Are the yellow "Error" messages that appear next to some mods indications that something is wrong, or only that something is being overwritten in a way that could well be intentional?
Here's a screenshot of my current setup, with the errors (I've disabled ModLoader upon learning its functionality is included in Forge):
I believe I have everything in the proper order (MC/Forge at the top, OptiFine at the bottom), but I'm worried that the error on OptiFine is telling me I've done something wrong.
I also happened upon this tidbit from a few pages back in this thread:
... best place for forge is directly after modloader, MLMP and audiomod (the newer versions of forge replace modloader and audiomod)
Is this accurate? Should I disable AudioMod, too? (Doing so has no effect on the status of any of the other mods.)
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Amateur dinosaur hunter and extreme weather enthusiast, whose interests include spoken mime, armchair parkour, tactical gaslighting (for fun or for pay), conspicuous ninjutsu and Schröedinger's pentameter—of which this sentence may or may not be an example.
Quick question I hope hasn't been asked too many times already: Are the yellow "Error" messages that appear next to some mods indications that something is wrong, or only that something is being overwritten in a way that could well be intentional?
Here's a screenshot of my current setup, with the errors (I've disabled ModLoader upon learning its functionality is included in Forge):
I believe I have everything in the proper order (MC/Forge at the top, OptiFine at the bottom), but I'm worried that the error on OptiFine is telling me I've done something wrong.
I also happened upon this tidbit from a few pages back in this thread:
Is this accurate? Should I disable AudioMod, too? (Doing so has no effect on the status of any of the other mods.)
this is from the changelog:
#109: We now use Forge ModLoader Client, meaning we no longer rely on ModLoader.
This means that for the source distrabution, you need NOTHING in your client or server jar in MCP.
For the Binary distrabution, this means you do not need to download/install ModLoader on the client anymore.
#116: Bundle CoswzIBZM from PaulsCode, and related license info. To support AudioMod's codexs by default.
A few of the errors you can fix by changing the order of mods loaded. for example, audiomod should be between modloader and forge (for earlier forge versions), and personally, I always load optifine earlier (after forge and other APIs), but i read it should be at the end.
Some other errors can just be ignored and don't prevent your configuration from working. You just have to do some trial & error I suppose.
Quick question I hope hasn't been asked too many times already: Are the yellow "Error" messages that appear next to some mods indications that something is wrong, or only that something is being overwritten in a way that could well be intentional?
< snip >
I believe I have everything in the proper order (MC/Forge at the top, OptiFine at the bottom), but I'm worried that the error on OptiFine is telling me I've done something wrong.
Is this accurate? Should I disable AudioMod, too? (Doing so has no effect on the status of any of the other mods.)
As Blue_Legion already pointed out, AudioMod should be before Forge. I forget if there are one or more AudioMod files that need to go into the resources sub-folder or something too.
I believe that the Zipline mod is not fully compatible with OptiFine. Not sure. That may be why OptiFine is showing an error. Try disabling that one mod at least temporarily. You can also try moving it up and down. Leave OptiFine at the end. But, you do have a lot of mods, so Zipline may be conflicting with something else.
Unfourtunantly, Magic Launcher 0.9.8 isn't loading up Forge 3.3.7.135 for me(No GUI changes, no external mods loading, etc.), so I'm going to have to use SK's loader. I hope this gets fixed in the next update!
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Member Details
I am having trouble with MagicLauncher 0.9.8 on Ubuntu Linux. When I try to start Minecraft with the Login button it appears to crash. Minecraft will start if I use the Test button from the Setup windows, but it appears to run in Offline mode and I can't connect to my server.
It's my understanding that FML -- server side -- was written originally to replace Modloader_MP, with an API based on modloader only, and that Modloader_MP is no longer current/working at all with forge.
I'm not sure what the deal is with FML -- client side -- and modloader (Risugami's client-side). All I know for certain is that a mod written to use FML client does not need modloader, and CPW has said that Risugami is keeping modloader up-to-date and he did not want to write/maintain both a client-side loader and a server-side loader.
So ...
I don't know if there are cases where you need both FML and modloader or not.
But you should not need Modloader_MP anymore with forge.
(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?
Unfourtunantly, Magic Launcher 0.9.8 isn't loading up Forge 3.3.7.135 for me(No GUI changes, no external mods loading, etc.), so I'm going to have to use SK's loader. I hope this gets fixed in the next update!
Nothing to fix since it's just you doing something wrong instead.
I have had NO PROBLEMS loading Forge 3.3.7.135 with Magic Launcher 0.9.8.
Memory:1024 MB Error occurred during initialization of VM Could not reserve enough space for object heap
Read pretty much any page of this thread.
Or, try the search bar at the top of any page of this thread and search for "Could not reserve enough space for object heap" (with quotes) and see what you find.
Clean up your desktop, and change 1024 down to 512. Try again.
you should really have a banner for this. i have many mods i love, but i would barely ever get to play with them without magic launcher. if you do make one (or somebody else makes you one) message me; i would love to have it
you should really have a banner for this. i have many mods i love, but i would barely ever get to play with them without magic launcher. if you do make one (or somebody else makes you one) message me; i would love to have it
Search bar ... type in the word "banner" .. second result down from the search results.
here is error report
Mods loaded: 6
ModLoader 1.2.5
mod_MinecraftForge 3.3.7.135
mod_ModLoaderMp 1.2.5v1
mod_IC2 v1.95
mod_MinecraftForge 3.3.7.135
mod_ModLoaderMp 1.2.5v1
Minecraft has crashed!
----------------------
java.lang.NoSuchMethodError: ic2.common.ItemIC2.setNoRepair()Lyr;
at ic2.common.ItemIC2.<init>(ItemIC2.java:28)
at ic2.common.ItemResin.<init>(ItemResin.java:24)
at mod_IC2.load(mod_IC2.java:226)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:273)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Unknown Source)
Item #7 of the "Fixing Common Problems" section of the OP.
Huh? That phrase didn't make any sense. Tried to mod the jar instead of the jar?
The newer versions of Forge now include ModLoader functionality. You do not load ModLoader anymore when using these new versions of Forge. Otherwise, you get problems.
I believe it also includes ModLoaderMP functionality now too but I'm not sure. If not, then ModLoaderMP would go before Forge. But, try without ModLoader and also without ModLoaderMP. If you do still have to load ModLoaderMP, load it before Forge.
I was not using mlmp before and after removing the modloader i am still getting the same error
Screenshot of your mods setup screen in Magic Launcher?
http://imgur.com/IbHDL
MagicLauncher 0.9.8
java.home: C:\Program Files\Java\jre6
java.runtime.name: Java(TM) SE Runtime Environment
java.runtime.version: 1.6.0_22-b04
os.name: Windows 7
os.version: 6.1
os.arch: amd64
sun.arch.data.model: 64
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
OptiFine_1.2.5_HD_A2.zip
Inactive external mods:
Java path: C:\Program Files\Java\jre6\bin\java
Memory: 1400 MB
LauncherPath: /C:/Users/Alexander/Downloads/MagicLauncher_0.9.8.exe
Error occurred during initialization of VM
Could not reserve enough space for object heap
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
OptiFine_1.2.5_HD_A2.zip
Inactive external mods:
Java path: C:\Program Files\Java\jre6\bin\java
Memory: 1400 MB
LauncherPath: /C:/Users/Alexander/Downloads/MagicLauncher_0.9.8.exe
Error occurred during initialization of VM
Could not reserve enough space for object heap
*** Starting Minecraft ***
Minecraft version: 1.2.5
Minecraft.jar: minecraft.jar
Mods:
OptiFine_1.2.5_HD_A2.zip
Java path: C:\Program Files\Java\jre6\bin\java
Memory: 1450 MB
LauncherPath: /C:/Users/Alexander/Downloads/MagicLauncher_0.9.8.exe
Error occurred during initialization of VM
Could not reserve enough space for object heap
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
Here's a screenshot of my current setup, with the errors (I've disabled ModLoader upon learning its functionality is included in Forge):
I believe I have everything in the proper order (MC/Forge at the top, OptiFine at the bottom), but I'm worried that the error on OptiFine is telling me I've done something wrong.
I also happened upon this tidbit from a few pages back in this thread:
Is this accurate? Should I disable AudioMod, too? (Doing so has no effect on the status of any of the other mods.)
this is from the changelog:
A few of the errors you can fix by changing the order of mods loaded. for example, audiomod should be between modloader and forge (for earlier forge versions), and personally, I always load optifine earlier (after forge and other APIs), but i read it should be at the end.
Some other errors can just be ignored and don't prevent your configuration from working. You just have to do some trial & error I suppose.
Any remaining errors appear to be with IC2 then. So, you'll probably want to take it up in that thread.
As Blue_Legion already pointed out, AudioMod should be before Forge. I forget if there are one or more AudioMod files that need to go into the resources sub-folder or something too.
I believe that the Zipline mod is not fully compatible with OptiFine. Not sure. That may be why OptiFine is showing an error. Try disabling that one mod at least temporarily. You can also try moving it up and down. Leave OptiFine at the end. But, you do have a lot of mods, so Zipline may be conflicting with something else.
The same setup works fine under Windows. Help?
It's my understanding that FML -- server side -- was written originally to replace Modloader_MP, with an API based on modloader only, and that Modloader_MP is no longer current/working at all with forge.
I'm not sure what the deal is with FML -- client side -- and modloader (Risugami's client-side). All I know for certain is that a mod written to use FML client does not need modloader, and CPW has said that Risugami is keeping modloader up-to-date and he did not want to write/maintain both a client-side loader and a server-side loader.
So ...
I don't know if there are cases where you need both FML and modloader or not.
But you should not need Modloader_MP anymore with forge.
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(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?
Nothing to fix since it's just you doing something wrong instead.
I have had NO PROBLEMS loading Forge 3.3.7.135 with Magic Launcher 0.9.8.
Read pretty much any page of this thread.
Or, try the search bar at the top of any page of this thread and search for "Could not reserve enough space for object heap" (with quotes) and see what you find.
Clean up your desktop, and change 1024 down to 512. Try again.
Search bar ... type in the word "banner" .. second result down from the search results.