Just wondering how I can add optifine to SKCraftLauncher? also can I use SKCraftLauncher to run mods? if so what mods are allowed on vincent? obviously no flying and x-ray/etc, but someone mentioned gammabright and inventory tweaks - are those allowed? what else is? saw this (outdated but ok to use if 1.8 compatible?) - http://skcraft.com/threads/vincent-enhancements.3243/ again - can I use SKCraftLauncher for this or do i need forge or litelauncher or something? (sorry prob noob questions, but haven't really played modded versions before) Thanks
Client side mods are allowed, just not ones that you can cheat with. I have a modded client myself I use from time to time with NEI and inventory tweaks. You'll need fml and compatible 1.8 mods (and core mods etc). Most client mods for 1.8 are rather buggy still, so it's trial and error. (Also, you can also use the vanilla minecraft launcher and vanilla minecraft to connect to Vincen, you don't need the skcraftlauncher )
There is no anti cheat on vincent (If people want it let me know, but it requires forge). Unless there is an anticheat plugin on the server, no cheats other then flying for long periods of time will be detected. If there is a server side plugin, Xray and ESD(I think is what it is called) still cannot be detected at all.
i wasnt talking about those, more the inventory/gammabright kinds dont think cheating is a big problem so dont think we need it, at least right now I know i dont need the sk launcher to use mods, i was just hoping that it would simplify things any suggestions?
steps: install optinfine installer launch optifine installer launch normal mc launcher connect to vincent if what LordXyroz was true then this should work
yeah i got optifine fine on the regular launcher- i was only asking about adding it to the sk launcher because i was hoping i could use it to easily add other mods
Honestly, though, quite a lot of the xray and cheat mods out there can actually be disabled by the server simply by adding certain orders of color codes to the MotD. All of the most popular ones out there do it because they either want server owners to stop spamming them with garbage or because they're genuinely nice people who want to provide a way for intelligent server owners to prevent cheats on their server
The new SKC launcher doesn't support the addition and removal of mods. You must use the standard Minecraft launcher instead.
Basically, if you want to play on vincent with mods, you now have to do it yourself with the normal minecraft launcher and files. However, for alice I think even if you can't use the launcher to add mods, you can still just throw them in the mods folder.
You /can/ add or remove mods manually, but the GUI doesn't have a feature, and it may overwrite them between updates.
you must be on an older version then, or you haven't done it in a while. the current version doesn't have that feature anymore. for some reason.
For Alice, you can just drop the mod into mods/. The launcher only removes/updates files that were/are in the modpack, so additional files are never an issue. Both Forge and LiteLoader are already installed. As for Vincent, the "Vincent modpack" on the launcher doesn't have Forge, and launching MC with mods requires a few steps to be done by the launcher. Those steps are pretty much wholely controlled by version.json in each instance folder, but the launcher does rewrite that file every update. It's also not so simple how version.json works, unless you want to learn about how Minecraft launchers work. When we build a modpack, we don't actually build that file ourselves -- it's taken from Mojang's server, and then it's combined with Forge/LiteLoader's additions. The launcher does also support using a custom .jar. If you literally make a file called custom_jar.jar in the instance_name/minecraft folder, the launcher uses that instead. However, to load something like Forge, that is controlled by version.json. Alice uses custom_jar.jar since we built that modpack using old launcher tools that didn't fully use version.json to do everything.