LiteLoader is a lightweight mod bootstrap designed to provide very basic loader functionality for mods which don't need to modify game mechanics. It is designed to run alongside Minecraft Forge and Forge Mod Loader (FML) and LiteLoader mods will virtually never conflict with Forge mods.
- Simple, easy-to-use client modding API, perfect for client-side mods like Mini Maps, Chat Tools, and other HUD mods.
- Bytecode-based event injection system which provides super-efficient event handling, and can be easily extended by mods as necessary
- Compatibile with Minecraft Forge and FML thanks to dynamic injection
- Built-in mod version validation which allows LiteLoader to identify and load only valid mods - no more crashes caused by accidentally loading out-of-date mods
- Easy to install and compatible with all launchers supporting the Mojang Tweak System (launchwrapper)
- Extensible "LiteAPI" core allows more complex APIs such as BlazeLoader to be built on top of LiteLoader
- Sleek in-game user interface provides mod management, mod configuration panels, error reporting and in-game log viewer:
Installing LiteLoader is pretty straightforward and if you're familiar with the process, visit the download page to grab the latest installer for your version of Minecraft. If you're new to LiteLoader follow the instructions below
ShadersMod supports installation stand-alone, and also alongside Minecraft Forge but can easily be installed alongside LiteLoader even when Minecraft Forge is not in use. If you are creating an installation including Forge simply follow the instructions and download the Forge Edition and put it in your mods directory. If you do not have Forge then download the Non-Forge Edition and put it in your .minecraft/mods/<version> folder where <version> is the version of Minecraft you're using, eg. for 1.8 it would be .minecraft/mods/1.8
Official downloads are available from the download page:
Development builds are available from the Jenkins build server:
Current development builds are available for Minecraft 1.9, Minecraft 1.8.9 and Minecraft 1.8 and are not supported in any way, shape or form. Use development builds at your own risk as they are likely to be unstable and may contain critical bugs which can corrupt your world cause crashes. You have been warned!
Looking for mods for LiteLoader? Then look no further than the LiteLoader Mods List.
If you are a mod developer and would like to have your mod added to the list, or have the existing entry amended then simply post below or drop me a PM here on the forums.
LiteLoader is aimed squarely at mods which only change the client in some way; some good examples might be a mini-map, a mod which overhauls the in-game chat or a client-side macro system. This type of mod doesn't generally need the awesome power of something like Minecraft Forge to function, so asking players to install an API that's several times larger than the mod itself doesn't make sense. It must however coexist peacefully alongside Forge (so that players can use both platforms if they want to!) and LiteLoader does this.
LiteLoader was primarily developed for use by The VoxelModPack Team but is source available to allow mod developers to make their own mods using the platform.
As a modder, if you're looking for a loader to help you add a new block, item, mob or mechanic into the game, then LiteLoader isn't for you and you should check out Minecraft Forge. If you want to make a mod that displays something on the screen like a heads-up FPS counter, provides an in-game IRC window, or anything else that doesn't alter game mechanics then LiteLoader is probably perfect for you!
- What is this for and why do I need it? Like other loaders and API's, LiteLoader doesn't do much on its own. If you want to run a LiteLoader mod then you need LiteLoader, if you don't then you don't need it! In general, the mods which use LiteLoader will link to this thread as a place to download the loader and provide support.
- Can I load Forge or ModLoader mods with this? No, LiteLoader is a standalone API used by some client-only mods, however you can run it at the same time as Forge or FML and it won't conflict, so if you want to use Forge mods and Lite mods, then that's fine!
- The game won't load when I specify multiple tweaks, what gives? Try changing the order of the tweaks, sometimes the load order is important since the first tweak is the "primary" one. Try putting liteloader's tweaker first for example.
- I have a mac, and after installing the 1.5.2 version of LiteLoader I have no sounds at all! This isn't LiteLoader's fault, there is a problem with the mac archiver that causes it to overwrite the "com" folder inside you minecraft jar with the LiteLoader one instead of merging it. Unfortunately the "com" folder contains the sound codecs for the game!
- I installed a mod into my "mods" folder but it's not detected by LiteLoader. First, check that the mod is for the correct version of Minecraft. LiteLoader includes a version-checking system designed to prevent out-of-date mods from loading and crashing your client. If the versions mismatch then LiteLoader will not load the mod. For example if you have a mod for Minecraft 1.5.1 do not expect it to work on Minecraft 1.5.2!
- Can I redistribute LiteLoader in my mod pack? Yes, see the Permissions section below.
- Can I make a custom version of LiteLoader and redistribute it? In general, no. The reason for this is that LiteLoader is an API (albeit a small one), and having multiple incompatible versions of an API in the wild is confusing for users and makes tracking bugs and issues very difficult. We do however work with mod developers who would like custom extensions to LiteLoader or would like to integrate the loader itself into their mod. Please note that LiteLoader's source code is protected by copyright and you may not redistribute the source without permission.
- Where can I find information about making LiteLoader mods? See the section Developing LiteLoader Mods below.
- Where can I find the source code? develop.liteloader.com can be used to access the LiteLoader GitLab site.
- When will the next version be out? Asking for updates is against the Minecraft Forum rules, if you're waiting for an update just be patient. One of LiteLoader's goals is to keep its footprint small to make updating easy, so in general the update speeds are very fast.
- Can I run LiteLoader and Forge at the same time? Yes, they are designed to coexist, you can install both without any problems.
- Won't running two loaders cause some kind of performance impact? To cut a long story short, no. The loader is a tiny portion of the general footprint of the game and any mods you might install that use those loaders. Any impact on performance as a result of using multiple loaders is entirely lost in the general overhead of running the game itself.
- Where can I report bugs? If you have a question or a problem that you are not sure if it's a bug, then ask right here in this thread. Alternatively if you find a bug in LiteLoader itself you can submit a new issue on the LiteLoader GitLab.
- Can I request new features? Yes, but bear in mind that LiteLoader's core remit is to stay as light-weight as possible. This means I will generally only add functionality to the loader if it makes sense for it to be there. LiteLoader will never support adding blocks and items to the game so don't ask.
- I accidentally my entire Minecraft. Is this bad? Probably. If in doubt add more cowbell.
To work around this, either manually merge the new "com" folder into the existing one in the minecraft jar, or use the Mac LiteLoader Patcher made by chattahippie, which automates the installation.
Secondly, ensure that the file extension is .litemod. Some browsers detect that the files are .zip files and rename them to .zip when you download. LiteLoader requires the files to have the .litemod extension in order to recognise them as mods.
- 2014-10-27 - LiteLoader 1.7.10_04 - changes:
- Increase verbosity of some startup messages to help with troubleshooting startup issues
- Fix a problem with the mod dependency check which caused a crash
- Update to launchwrapper 1.11 and ASM 5.0.3 to support Java 8
- Write a warning when a file ending .litemod.zip is encountered
- Added liteloaderjarassassin and force-update system to allow user to forcibly delete jar when an update is available
- More verbose logging and option to disable the JInput enumerator, should allow bypass on systems with faulty input device drivers
- Switch all event handlers to the new FastIterable HandlerList, uses bytecode generation for super fast event handling
- Fix the previously-unimplemented RenderWorld
- Deprecate some interfaces ready for 1.8 transition
- Added intra-mod MessageBus system for mod-to-mod signalling
- Changed all liteloader events over to the new event subsystem, deprecating the old
- Lots of code clean up ready for 1.8
- 2014-08-10 - LiteLoader 1.7.10_03 - new installer to support new launcher, minor bug fixes, post to liteloader.com for error logs
- 2014-07-06 - LiteLoader 1.7.10_02 - harden EventProxy generation, add realms JSON update thread
- 2014-07-06 - LiteLoader 1.7.10_01 - reverted ASM dependency to 4.1 to avoid conflicts
- 2014-07-02 - LiteLoader 1.7.10 - changes:
- Better init injection system to avoid being broken by Forge mods which prematurely initialise the renderer
- Added startup progress bar to the "Mojang" screen
- EventInjectionTransformer provides support for scalable, powerful event injection without having to write complex transformers
- The new LiteAPI makes LiteLoader's core completely extensible! This is to provide support for the BlazeLoader API
- Separated loader core into common, client and server to provide future support for server-side APIs like BlazeLoader API
- Improvements to the configuration GUI
- Added new listener interfaces FrameBufferListener and ViewportListener
- Added new convenience methods to ModUtilities
- Minor bug fixes to CallbackInjectionTransformer
- Additional minor bug fixes
- 2014-02-15 - LiteLoader 1.7.2_04 - Lots of changes:
- Full support for all features of the Mojang Tweak System in litemods - this means litemods can provide their own tweaker, and one or more class transformers
- Support for loading jars containing tweakclasses in their metadata - this means that this version of liteloader and future versions can load Optifine, and also Forge
- Support for being loaded as a tweakclass jar, eg. loaded by FML by just extracting the jar and dropping it in "mods"
- Support for enabling and disabling mods in-game (still requires restart to apply but I made a nice pretty interface for viewing loaded mods and toggling their enabled state)
- Better handling of external tweakers, loaded tweaks now show up in the mods list
- Mod transformers will always be added last, this ensures that if FML is in use that the mod transformers end up downstream of the FML deobfuscation transformer
- Skip adding transformers for disabled mods, prevents crashes when a disabled mod would get its tranformer added anyway
- Internal refactoring to support more flexibility and extensibility in the future
- LiteLoader version and loaded mods count is now shown in the main menu tab tooltip
- Fixed support for being loaded by FML by extracting the jar into the "mods" folder
- Loader events now injected using ASM instead of hooking on the profiler stack, this is much more efficient
- Added update checker to the liteloader "about" panel
- Added ingame log viewer for diagnosing mod startup errors, press F3 in the "about" panel
- Added new transformer base classes for mod makers to use
- Added new interfaces for the "server" (single player IntegratedServer) so mods can hook more easily into single player and LAN play
- Refactored and improved mod discovery and disablement, disabling a mod now really disables it
- Allow multiple descriptions in a single litemod.json file (for litemods containing more than one mod)
- Switch all logging to log4j
- Added a scroll bar for the mod "description" panel to allow longer descriptions in small resolutions
- Fixed faulty logic in packet transformer check which would incorrectly sieve valid transformers
- Added dependency check to mod metadata to allow specifying intra-mod dependencies
- Allow Exposables to specify their own file name and gson deserialiser by implementing AdvancedExposable
- Migrated macros JInputLib into LiteLoader, allow mods to access JInput controllers easily
- Installer can now chain to Optifine as well, and also supports selecting amongst valid forge/fml/optifine versions
- 2013-09-27 - LiteLoader 1.6.4_01 - Fix for SoundSystem startup issue (again, derp)
- 2013-09-27 - LiteLoader 1.6.4_00 - Updated for 1.6.4 and LaunchWrapper 1.8
- 2013-07-31 - LiteLoader 1.6.2_04 - Fixed issue with mod key bindings not saving properly
- 2013-07-31 - LiteLoader 1.6.2_03 - Updated installer to support chaining to FML
- 2013-07-25 - LiteLoader 1.6.2_02 - Fix for SoundSystem issue
- 2013-07-17 - LiteLoader 1.6.2_01 - Re-added crash log hook, installer now auto-detects forge version
- 2013-07-16 - LiteLoader 1.6.2_00 - Initial release for 1.6.2
You are free to redistribute unmodified LiteLoader binaries in any mod pack or compilation, including on third-party distribution platforms such as Feed The Beast provided that the distribution remains free, eg. no ad.fly links or similar.
You are free to use the source code to research LiteLoader internals but you may not redistribute modified versions of the loader. You may not redistribute the source code in any form without written permission.
I would also request that you do not redistribute development builds, these are subject to change often and support is not provided, redistributing them is strongly discouraged.
Developing mods for LiteLoader is based around usage of the Minecraft Coder Pack so you should be familiar with MCP before you start.
Some (very brief and incomplete) documentation is available on the LiteLoader Docs page and I will be adding to this over time. I also recommend taking a look at my tutorial video showing how to get up and running with MCP, LiteLoader and Eclipse (if you can tolerate my voice for that long!) which covers everything from start to finish. Currently pending an update since the switch to gradle, watch this space.
If you get stuck feel free to ask questions here in the thread, I always try to help when I can. Or you can find me on IRC espernet #liteloader and #sponge.
Feel free to ask any questions or any other comments you have here in the thread, we will do our best to answer them!
In the meantime, happy Minecrafting
1
I'm a modder who is currently taking mod requests. You can see some of my work by clicking the link in my signature, which will bring you to a thread will all of my mods.
288
This mod allows opped users to edit nbt tags in game - modify both regular entities and tile entities without even closing your game!
It works in both SinglePlayer and MultiPlayer, although you need to be Op to use the command (/nbtedit)
For windows, PRE 1.6 :
TERMS AND CONDITIONS
2
2
In a week or so I should be able to compile a version for 1.7.2 and 1.7.10 that doesn't require all players to have it.
13
Images
From MSC2
From Painting Selection GUI
Downloads
Older Versions
Installation
Notes
1
29
Your Vanilla config may look like this
? denotes a variable:
Download
Installation
3
Anyways, 1.7.2 version is OUT, but I haven't done much testing - let me know if it/how it works (especially on servers)
EDIT: Looks like I've fixed the formatting. Anyway, here's the changelog:
EDIT2: Also, do let me know if you have any ideas/suggestions, still considering making NBTEdit 2.
2
In theory, it -should- work as long as the player has Forge installed. They shouldn't need the mod (specified in the mod settings), but I'm not sure if it actually works.
As for the update, hopefully in 3 weeks. Finals soon!
5