Hello everybody,
the Magic Launcher is a new Minecraft launcher which can load mods dynamically without changing or patching the minecraft.jar.
No more mod installation problems, just select your mods and enjoy.
Screenshots






Features
- Minecraft - selectable minecraft.jar
- Mods - load mods dynamically without changing minecraft.jar
- Design (screenshots) - Minecraft style
- News - Minecraft
- selectable environment
- automatic version detection
- automatic library download
- configurable window size, also maximized
- selectable minecraft folder
- selectable java executable
- java memory limit
- java custom parameters
- show error log
- multiple user profiles
- remember password
- configuration profiles
- META-INF does not have to be deleted
- automatic mod compatibility checking
- external mods detection and compatibility checking
- shortcut to external mods folder
- configurable external mods
- automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)
- Blogspot ...
Download
Get all MagicLauncher versions here: magiclauncher.com
Download MagicLauncher 1.3.4 (fixed Reddit RSS feed, fixed server status check, increased account limit to 100, fixed handling of derived profiles (Forge + LiteLoader), fixed "${version_type}" in main menu): for Windows, for Mac, for Windows/Mac/Linux
Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Note for Minecraft 1.6.2+
To run Minecraft 1.6.2+ with Forge, go to Setup -> Environment and select 1.6.2_Forge_XYZ. If the Environment 1.6.2_Forge is not available, use the vanilla launcher to download and start Minecraft 1.6.2, then use the Forge installer to install Forge and then the Environment 1.6.2_Forge_XYZ should appear in the list.
Starting
Double click the downloaded file and the MagicLauncher should start.
Older versions
Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.3.1 (fixed Reddit RSS feed, added Searge and Grum twitter, removed Notch twitter feed): for Windows, for Mac, for Windows/Mac/Linux, Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.3.0 (fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.6 (added support for version specific mods, vanilla inherited profiles, updated server checks and wiki links, fixed library classpath, fixed login with migrated accounts): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.5 (added support for Minecraft 1.7.4): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.4 (updated to use the new assets structure, fixed missing sounds in 1.7.2): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.3 (fixed to correctly save login name and password): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.2.2 (updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.7 (fixed missing sound, fixed Forge compatibility check, fixed Twitter feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.6 (fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.5 (updated to support newer snapshots, added search in the log window, fixed twitter feeds, many small bugfixes): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.1.4 (compatible with the Minecraft 1.6 launcher, added Mojang server status check, added support for multiple accounts, added option "Close after login", added support for coremods, fixed external mod handling, updated Forge support, fixed crash when parsing configuration, updated news feeds): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 1.0.0 (better Forge mod detection, fixed Twitter feeds, default memory limit 512M): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.9 (fixed news to load fully in background, added multi-selection for mod list, added button Replace mod, testing in Setup uses username from login field, added warning for modified minecraft.jar): for Windows, for Mac, for Windows/Mac/Linux Mirrors: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.8 (added support for ForgeModLoader, fixed option News, fixed Forge and ModLoader detection, removed broken IGN news, equal startup and maximum memory): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.7 (added option News for faster startup, fixed Forge detection): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.6 (added custom directory for Mac/Linux): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.5 (added checkbox ExternalMods, fix for external mods after crash): for Windows, for Mac, for Windows/Mac/Linux
Alternative downloads: for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.4 (fixed offline mode): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.3 (copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI)): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.2 (added profiles, window size, window maximized, java path, java parameters and base folder, fixed external mods folder to be under custom base folder): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.1 (added profiles, window size, window maximized, java path, java parameters and base folder): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.9.0 (textured buttons, more complex checks, gray inactive mods, fixed SPC problems): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.8.9 (textured buttons, more complex checks, gray inactive mods): for Windows, for Mac, for Windows/Mac/Linux
Download MagicLauncher 0.8.8 (resizable dialogs, windows exe and 64-bit java): for Windows, for Mac, for Mac/Linux/Windows
Download MagicLauncher 0.8.7 (remember me, native window style): for Windows, for Mac/Linux/Windows
Download MagicLauncher 0.8.6 (fixed startup problems): Download 1
Changelog
1.3.2 - fixed Reddit RSS feed
1.3.1 - fixed Reddit RSS feed, added Searge and Grum twitters, removed Notch twitter
1.3.0 - fixed Minecraft version detection, added support for inherited profiles (Forge installer), fixed library downloads, updated server checks, fixed parsing of twitter feeds.
1.2.5 - added support for Minecraft 1.7.4
1.2.4 - updated to use the new assets structure, fixed missing sounds in 1.7.2.
1.2.3 - fixed to correctly save login name and password
1.2.2 - updated to use the Minecraft 1.7+ login protocol, added automatic library download, added check for library rules, added performance fix for Intel integrated graphics, updated server status check, fixed classic environment, fixed handling of authentication problems
1.1.7 - fixed missing sound, caused by the sound thread being interrupted while writing log. Fixed Forge mod detection when Forge is loaded as environment library. Fixed RSS feeds to use cached static files.
1.1.6 - fixed window size, fullscreen and base folder for Minecraft 1.6, fixed twitter feeds to use direct links
1.1.5 - updated to support newer snapshots, added search in the log window, fixed twitter feeds, fixed crash when profile name starts with quotes, fixed crash when profile environment not found.
1.1.4 - compatible with the Minecraft 1.6 launcher, supports all Minecraft versions downloaded by the new launcher. Added Mojang server status check with fancy lights and tooltips. Added support for multiple accounts. Added option "Close after login". Added support for coremods, similar to the External Mods. Fixed external mod handling, mod activation and deactivation is done correctly now. Updated Forge support, mods are corectly reactivated after Forge has finished loading the mods. Fixed crash when parsing configuration entries ending with "\\". Updated news feeds, added Mojang news.
1.0.0 - detects Forge mods by checking for mcmod.info, updated FML detection, fixed Twitter feeds after twitter removed the old RSS feeds, default memory limit set to 512M to avoid swapping to disk
0.9.9 - fixed news to load fully in background should eliminate blocking on slow or missing internet connection; added multi-selection for mod list - group add, replace and remove are supported; added button Replace mod; testing in Setup uses username from login field - if empty generates a test username; added warning when using modified minecraft.jar as this usually leads to various problems.
0.9.8 - added support for ForgeModLoader, fixed mod compatibility detection when fields and methods are still available in the parent class (Forge), fixed ModLoader detection to also check if ModLoader is inside the mod (Forge), fixed dialog Setup not to reset option News, startup and maximum memory are now equal, removed broken IGN news
0.9.7 - added option to turn off news tabs for faster startup, fixed Forge detection, auto-resizable message dialog
0.9.6 - added custom directory support for Mac and Linux
0.9.5 - added checkbox ExternalMods to disable or enable all external mods at once, fix for external mods after a crash, fixed some hanging file locks on external mods
0.9.4 - fixed offline mode to start correctly
0.9.3 - copy profiles, external mods can be deactivated per configuration, automatic mod requirements checking (ModLoader, ModLoaderMP, Forge, GuiAPI), detection of duplicate mods, detection of internal mods placed in external mods folder, detection of empty or not unpacked mod archives.
0.9.2 - fixed external mods folder to be under custom base folder
0.9.1 - added configuration profiles, window size, window maximized, java path, java parameters and base folder, fixed non-ascii paths, allows mod from jar files, "Manage" creates folder "mods" if not existing
0.9.0 - fixed some problems
0.8.9 - textured buttons, more complex compatibility checks, gray inactive mods, checkbox Check compatibility
0.8.8 - resizable dialogs, windows exe works with 64-bit java, button "Add mod" starts in minecraft folder, fixed HTML problems with Java 1.5, added failed start detection, extended logging, launcher closes only if Minecraft has successfully started.
0.8.7 - implemented "Remember me", native window style, resizable/maximizable window, .EXE for Windows
0.8.6 - colors for status fields, beter compatibility checks
0.8.5 - UI corrections, slimmer scrollbars
0.8.4 - fixed log window to terminate JVM on failed start, added search for ModLoader in minecraft.jar, java startup memory set to 128M
0.8.3 - fixed java classpath when starting from path containing spaces
0.8.2 - added incompatible mods warning, startup logging
0.8.1 - fixed NPE if folder "mods" not existing
0.8.0 - first release
Fixing common problems
2. The ModLoader has to be first in the mods list, use the button Up to move it to first position. ModLoader is not needed if Forge 4.0 or newer is installed.
3. Then come (if you need them) ModLoaderMP and Forge.
4. Then come the rest of the mods and last comes OptiFine. Only one OptiFine edition may be active as they overwrite each other.
5. Do not forget to start with a clean minecraft.jar. If it is already modified or patched, then some mods may not work correctly.
6. A mod should appear either in the internal or the external mod list, but not in both at the same time.
7. Mods which have status "No mods found" needs to be repackaged to be used. The mod ZIP file usually have a folder "put_in_minecraft_jar" or similar which contains one or more files like "acx.class". The contents of this folder have to be zipped in a separate ZIP file and added as an internal mod. This solution works with almost all problematic mods.
8. If you get an error "No accelerated mode found" or "Bad OpenGL drivers" you may try running Minecraft with less memory. Go to "Setup -> Advanced", enter 256 in the field Memory and test again. This helps with some integrated graphics cards.
TODO
- Incremental GC (-XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode)
- XX:MaxDirectMemorySize
- mcmod.info in subfolder
- Configurable news tab
- Export mod list
- Update user skin
- Auto login
- Security
- LiteLoader mods
- Drag and drop
- Languages
- Command line options
- Mods with a subdirectory root
- Detect libraries (TurboModelThingy)
- Better conflict detection
- Portable, relative paths
- Limit worlds per profile
- Minecraft font
- Backups
- Support for patchers

1
Oh yea, Java is important.
For 1.7.10 through 1.12.2 modding, Java 8 should work. There have been efforts on 1.7.10 and 1.12.2 to get later Java versions to work. The 1.12.2 modding coalition has claimed to be successful in such effort. That might be useful for performance reasons when playing Minecraft. However, when compiling and testing mods, it's probably best to stick with Java 8 for maximum compatibility.
A permissively licensed, fully compatible free Java 8 JDK installation can be obtained here:
https://adoptium.net/temurin/releases/?version=8
It's from the Eclipse foundation, so it's legit. Although I guess you could get away with the Oracle version if you've already installed that and don't care about the legal implications. (Oracle changed their licensing for later versions of their Java 8) If you had a package manager, I'd recommend installing openjdk 8 from there instead, but since you're using Windows 7 and just getting started, that likely isn't applicable to you. The above website has later Java versions as well.
I assume you've already figured out how to get Java on your PATH, since you're already encountering gradle errors.
If gradle mostly works from the command line but building the mod fails, make sure you've installed the JDK and not just the JRE.
Eclipse has its own Java version, ignoring the one you have installed, which is fine.
1
I sincerely hope that's at least the Windows 11 version of notepad...
Anyway, let me rephrase what TMC is kind of talking about. There are two different categories of software used to edit computer source code: IDEs and text editors.
IDEs usually have all the tools included. You already know about the two main IDEs used for Minecraft, Eclipse and IntelliJ IDEA.
Text editors are more lightweight. They still have some very nice programmer-oriented features, but tend to be less opinionated by default.
IMO text editors and IDEs are good for different things and I use multiple of each.
A few free text editors which are popular with programmers are VSCode, Notepad++/Geany, and vim.
In the space of text editors, you may hear of some other tools which are sometimes used along side them. These include but are not limited to: grep, difftools, debuggers, and ctags.
I generally recommend making use of an IDE for Minecraft, especially at first, else you won't know where anything is. Ditto if you start adding third-party mod dependencies like JEI.
1
From an ethics perspective, it's a matter of copying as little as possible. From a legal perspective, any copying beyond "de minimis" is a copyright violation. Fortunately, copyright holders are not legally required to pursue offenders, and Mojang currently takes a stance that the modding community is good for their bottom line. Best not to push boundaries when possible.
I've forked Forge in the past, and I can attest that it was like editing Minecraft's source code. It's a direct upgrade from jar modding.
Ugh, yea. I wish this wasn't the case. I have all sort of gripes with Discord. But I can't force people to move their communities.
It also didn't help that certain corporations and economic areas made life more difficult over the years, not just for the Minecraft Forum, but for forums more generally, and Mastodon too. But I'll stop there for now.
1
Hah, my condolences. Yea, you're probably better sticking with older Minecraft versions due to your graphics drivers likely not supporting newer OpenGL.
My 4GB laptop was from 2009. Unfortunately the Nvidia GPU only supported OpenGL 2.1 at the latest. That could probably run Minecraft 1.16.5 at the latest, actually later than I expected. 1.16 was popular for a while, so that's not so bad.
If the graphics doesn't support OpenGL 2.0 for some reason (admittedly a very ancient OpenGL version) then the computer could run Minecraft 1.14.4 at the latest, which probably isn't worth it (Forge 1.13 was not a good time), in which case it's better to stick with no later than 1.12.2.
Sometimes commercial companies pad their system requirements so customer support doesn't have to deal with very low-spec computers. You might still be able to run IDEA anyway.
Also, I'm pretty sure "modern CPU" has a much looser requirement than "modern GPU". If it's 64-bit, it's probably good enough. Especially because IntelliJ IDEA is written for the JVM, and the JVM itself probably has to be able to run on a toaster.
I use Eclipse and can vouch for it on 4GB laptops, though.
1
I generally don't recommend modding on versions older than 1.7.10 due to ID conflicts, and if you go sufficiently far back then coremodding stops being a thing too.
But all this hinges on a big assumption: That you want your mod to interoperate with other mods.
If you don't care about that at all, then going the MCP route is an option too. Jar modding is legally not the best way to go about it because you're always distributing entire class files from Mojang regardless of how small your changes to the class file are. The more conservative way is to do patching - this is what Forge does.
Aside from RAM usage, the other main reason to mod for an older version is OpenGL support. If your computer only has 4GB of RAM, I assume it's older. That being said, for reasons unknown people are still selling Windows laptops with only 4 GB of RAM. Presumably, these support newer OpenGL versions, which would allow for running newer versions of Minecraft, which opens up more options in terms of performance mods and modloaders to choose from.
1
Optifine was great for older versions, but not as much for newer versions, and it breaks a lot of mod functionality.
If you can run 1.7.10, you may be able to run 1.12.2. I had a 4GB laptop and I could run Modded Minecraft on 1.10.2 with 90 mods at 40 FPS, and the only optimization mod was FoamFix anarchy edition. The catch? I had an Nvidia GPU. However... you probably won't be running 90 mods, so you might be okay. And 1.12.2 has a lot more performance mods than 1.10.2, due to being more popular.
If you really want to try developing for 1.7.10, here's a mod template:
https://github.com/GTNewHorizons/ExampleMod1.7.10
1
If you're on a 4GB RAM computer then, yea, maybe an older version would be better...
The 1.12.2 modding coalition is a community you may consider. While not as memory-light as 1.7.10, it has a much larger community that may be more newbie-friendly, and some of the really nice performance mods may have been backported. McJty has 1.12.2 video tutorials too, but his gradle file may be out-of-date, so I would start with the coalition to get a working modding environment first.
1
I would say, unless you're on a really old computer with less than 8GB of RAM, or there's a specific Minecraft mod you really miss, stick to as new of a version possible to start. There are optimization mods that make the game run better.
This Minecraft modder has YouTube tutorials for more modern Minecraft versions if you would prefer that:
https://www.mcjty.eu/docs/intro/
1
As far as which modloader to use, I recommend you start modding for nearly the latest Minecraft version, as it's easier to find help and you will be less likely to run into problems like Gradle not working, or not being able to find someone who knows how to fix your problems.
https://docs.neoforged.net/docs/gettingstarted/
Once you have experience with Java and (Neo)Forge, then you'll have a better foundation that will make it easier to get a mod development environment working on older versions. If you have the time, learning a bit of how Gradle works can help (there's a free online course for it).
There are mod development communities around certain really old Minecraft versions, but I can't recommend them unless you have a good reason. Is there a specific reason why you want to mod for an older version?
Looking at the source code of mods also helps.
2
Hardcore as in Hardcore Mode (but you keep your world).
In Hardcore Alchemy, you live as a shapeshifting mage in an unforgiving world. You can use your morphing ability to avoid combat, but only for a limited time. When you die, you respawn elsewhere and are unlikely to find your old base again. But over time, you may accumulate resources or magic research which stay with you.
Become a powerful mage or get stuck as a chicken for the rest of your life. When you die, the negative effects of the magic you have acquired are erased, allowing you to forge a new path. A curated selection of magic mods are enhanced with custom-coded mechanics, adding additional tradeoffs.
Thoughtful survival.
You are weak, and have additional survival needs like nutrition and thirst. Stone is harder, food will decay, and you will have reduced starting health that can be upgraded through various challenges.
A curated selection of survival and mob mods have been thoughtfully configured and modified to strike a balance of fairness and difficulty. Some survival mechanics have been custom-coded with this modpack in mind.
Play at your own pace.
Choose when you are ready to venture from the safety of your base. Mobs will not relentlessly dig through your base to get to you. You are not on a timer. And you will rarely be trapped in your base with nothing to do.
In-game documentation.
A craftable in-game guidebook, "The Traveling Alchemist," gives you guidance on how to survive and progress. Once you have the tools necessary for your survival, what you do next is up to you.
Where can I get the pack?
For everything you need to know about the pack, including the downloads, changelog, installation instructions, mod list, and even an online copy of the latest in-game guidebook, check the Hardcore Alchemy wiki!