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
I haven't worked on it for a while as I've been preoccupied with other projects, but I still fully intend to finish it. I can already handle all the testing between myself and my friends,but thanks for the offer.
2
7
Overview
Some of you (and I don't expect many) may remember a long-defunct mod called SimpleGuns, made by someone whose username was curiously similar to my own... Well, I'm back, after a year's absence from the modding world! This mod is the official successor to SimpleGuns, and seeks to both build upon and solve problems with the original.
For newcomers, SG2 (short for SimpleGuns 2) is a gun mod based around playing in survival. It is designed with an emphasis on simplicity (hence the name) and features weapons technology ranging from the late Renaissance through the end of WWI. Though some might argue that guns will never fit in to Minecraft (in which case, why are you here?), I have tried to keep the mod balanced within the world of Minecraft and avoided adding new resources and other complexities as much as possible. Additionally, SG2's weapons are deliberately generic, each one serving a unique purpose and avoiding redundancy.
Weapon Types
Flintlock Pistol: A cheap but slow-firing weapon, the flintlock pistol is good for the early game when resources such as iron and gunpowder are scarce. Carry more than one as a history-approved way to increase your rate of fire.
FeaturesMusket: An early-game sniper which is very accurate and deals a lot of damage, but has a painfully long reload.
Blunderbuss: An early-game shotgun, the blunderbuss has high damage at close range but is slow firing and inaccurate at medium to long ranges.
Pepperbox Revolver: A new weapon not in the original mod, it is the only early-game weapon with a magazine that holds multiple shots. However, it is even weaker and less accurate than the standard flintlock pistol.
Revolver: A simple and reliable sidearm, the revolver has average stats across the board.
Pistol: A fast and precise sidearm, the pistol deals less damage than the revolver but is more accurate and fires as fast as you can pull the trigger.
Bolt-action Rifle: Slow-firing but incredibly powerful and accurate, the bolt-action rifle is designed for long-range engagements. When equipped with a scope, it is a powerful sniper. However, it requires more expensive rifle bullets.
Light Machine Gun: The light machine gun is the only fully-automatic weapon in the mod, making it useful for beating back large numbers of enemies. However, it is inaccurate at long range and requires expensive rifle bullets.
Pump-action Shotgun: Your basic shotgun: fires a spread of small projectiles that can deal a lot of damage at close range or hit multiple enemies at medium ranges.
Double-barrel Shotgun: Though it only holds two rounds, it can fire them both in rapid succession, allowing it to output a burst of damage in a very short time. It is also even less accurate than the standard shotgun, making it an exclusively close-range weapon.
For more a more detailed explanation of the features listed above, see the SG2 page on my website.
Screenshots
1
The range is actually significantly less than that of historical analogues such as the US 3-inch field gun M1902 or the German 7.7cm Feldkanone 16, which had effective ranges of 6km and 9km respectively.
In other news, I've found and fixed the overshooting bug. Turns out I had screwed up the trigonometry that translates firing angle and overall muzzle velocity into individual X/Y/Z velocities. Once I get a couple more features in, I'll probably make some sort of video showing off the whole artillery system. Come to think of it, I have yet to make a video really describing the main features of the mod, so that'll be coming at some point as well.
1
First round (his footage since mine didn't come out right):
Second round (my perspective this time):
In terms of actual development news, the artillery is mostly working in single player. It can be fired, and the shell will continue to travel even when passing through unloaded chunks (very useful considering it has a range of over 3km). Unfortunately, at very long ranges, it has a tendency to overshoot the target. Also, I still haven't bothered to texture it. But hey, at least the important part works... mostly.
2
Using the binoculars to "spot" for the artillery (really, it saves the coordinates of the block you're looking at).
Right click artillery with binoculars to set the target coordinates. The cannon will automatically reorient to face the target.
2
21
Please note: The mod will be made using Forge, at least initially. Sorry to those of you who have problems with it, but it's all I know how to use. Once the main features are complete, I may look into porting it to other APIs.
Here is the list of planned/suggested features so far:
Items
Screenshots
Here are some screenshots of my progress so far.
Basic Editor - Editing of item name and forcing stack sizes for things that aren't normally stackable.
Lore Editor - Adds lines of custom text to the item's tooltip. These can be formatted in the same way as the item name.
Enchantment Editor - Allows application of any enchantment to any item. Levels range from 0 to 255, a hard-coded limit set in vanilla Minecraft.
Attribute Editor - Allows the addition of attributes to items. The four currently available are max health, attack damage, movement speed, and knockback resistance. They can add either a flat bonus or a percentage of the existing amount.
1
Basically, if it can be changed with NBT edits, I plan to have it editable in the mod as well. The idea is to eliminate the need for third-party programs for this sort of thing. The suggestion thread has a list of all the currently planned features and my progress toward completing them.
1
Fabulous.
From those pictures, it looks like you've covered most of what people would want from a custom item creator. Seeing as you've mentioned spawners, I've got another boatload of suggestions for you.
-A window similar to the inventory window showing the five slots on the mob (weapon + armor slots.)
-The ability to drop custom items into those slots, regardless of if they should be there (i.e. not restricting armor to go in the armor slots, as mapmakers can use unused slots for extra drops.)
-The ability to modify the drop rates of each slot from that same window, as well as to specify how many items are included in that slot (i.e. 40 bottles of enchanting in the pants slot.)
-Being able to add potion effects to the mob and modify attributes from a similar window.
-Options for making riding mob stacks based on previously configured mobs, as well as support for spawners with multiple possibilities.
And if you can make all of this ingame, you'll be a freaking wizard and us mapmakers will love you forever.
I've probably missed something, but those are the main features I'd really like to see included. They would de-complicate spawner creation immensely, and greatly help those of us who hate wrestling with NBTedit for our 1.6 spawners.
I'm planning to include all of those features. Having everything on one GUI screen might be a bit difficult, but I'll try to get the equipment, name, and drop chances all in one.