NOTE: The following guide is intended to assist if you are using a Mac OS X computer. If you are using Windows, please refer to our guide on how to.
The hosts file is used by your computer to lookup/resolve domain names to an IP address. This file can be used to force your computer to resolve your website to a specific IP address rather than resolving your website using the DNS found in the name servers the domain is pointed to.
Manually configuring your domain with the IP address of your InMotion Hosting server, will allow you to test your website without affecting the server where your domain is pointed to via the name servers/DNS. Edit Hosts File. Open the Terminal application. You may either type Terminal in the Spotlight search or by navigating to Applications - Utilities - Terminal.
Open the hosts file for editing. In the terminal window you just opened copy/paste the command string below, and press return. Sudo nano /private/etc/hosts or sudo nano /etc/hosts on newer MacOS.
You'll be prompted to enter your Mac user's password. WARNING: Be sure that there is a space between the IP and the URL. Otherwise, the rule will not work. Save your changes by pressing control-o on your keyboard then return to accept the filename. Exit the editor by pressing control-x. This takes you back to the terminal screen. You may need to flush your Mac's DNS cache, so copy/paste the below command string into terminal, and press return.
Dscacheutil -flushcache You may have to add sudo to this command, for example: sudo dscacheutil -flushcache This completes the hosts file modification, so you should now be able to see your site here with us using your domain in your browser's address bar. When testing is complete you may undo these changes by repeating the steps above but removing the information entered in step 3. Hey, do you happen to have any other suggestions? I have done this previously on this mac. Different version of OSX.
Now I am running High Sierra 10.13.4 on an early 2011 macbook. I am the only user with the only account. I have confirmed that I am on an admin account.When I open terminal and enter sudo nano /private/ect/hosts I am taken to a version of the terminal that looks almost correct its the GNU Nano 2.0.6 page but there is no information in the main terminal window. No addresses.ect. When I control+O I do also see this 'Error writing /private/ect/hosts: No such file or directory'.Im glad to know that this will work on High Sierra, just not sure what else I could be missing. Appreciate any help anyone might be able to provide.
Is it possible to use the address given from eg ssh MACBOOKNAME.local on the remote showing as SSHCLIENT=fa20::907:1051:3cc9:0a33%en0 49867 22SSHCONNECTION=fa20::907:1051:3cc9:0a33%en0 49867 fa20::907:1051:3cc9:0a33%en0 22 (in the environment, using eg 'env grep SSH' on macOS High Sierra, and surely many other platforms for that matter, incl beyond BSD, Darwin, macOS etc; ALTHOUGH the Bonjour serviices maybe are not available? On QNAP NAS, for example it is though, under the name avahi, if my memory serves.) So, with ping CHOSENBONJOURNAME.local specifically on Mac OS X and macOS we can fetch the IP address. However, with 'ssh CHOSENBONJOURNAME.local' working too, I am ASKING A QUESTION here which seems beyond trivial Google search research. Q: is it possible to somehow bind fa20::907:1051:3cc9:0a33 or other, presumably so-called MAC-axresses aka hardware addresees per interface. Maclife: its been a transformative last couple of years for mac. MAC here of course does not at all refer to Mac as in Apple etc, but to networking since the 60ies or so, an acronoymfor Machine Address C.?
In the host file we can obviously deal with higher-level of TCP/IP. 10.10.10.10 or 192.158.255.1 or whatever your local network or even WAN is using. We can also run various DNS servers, bind and whatnot. THE QUESTION IS HOWEVER if there is some easy way of FORCING such hardware adresses to cause resolution of FQDN, hostnames such as indeed id.local in OTHER contexts than eg macOS or Homebrew SSH which accidentally does support Bonjour but connects, as environment on the remote host shows (the MAC addresses, I think?, of the Mac that makes the connection, the environment shown is for the host one connects to, whereby such variables are set, but not with IP for Bonjour, but for hardware addresses). Basically, it would be suoerb, especially in combination with DHCP, to have a lightwegith way of resolving hardware addresses to IP addresses and also FQDN.
The hostfile - is it capable of that IN FACT? Or must one go deep here, into routes etc or even fiddle with the DHCP server to ensure a static LAN address or whatnot is assigned whereby the problem obviously disappears.
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However, a computer may well have several ways of connecting to whatever LAN in question. Perhaps using an USB hub or Tunderbolt dock, sometimes, and these are then other interfaces. DHCP ID can handle this b ut it becomes VERY cumbersome. THERE SHOULD BE a very trivial way to get around this. And I therefore ask - HOW can this be done? Surely thetre is a way. I am unaware of a method that you can use to map Hardware MAC addresses to FQDN/Hostnames via the hosts file.
The hosts file merely handles (local) DNS resolution for FQDN to IP addresses. I believe you would need to review your router capabilities to configure such a network that would force a particular hardware MAC address to be used for a specific IP address. I understand this can be done but varies depending on your router's manufacturer.
Apple MacOS High Sierra does support forcing DNS resolution based on the interface (WiFi, Thunderbolt Bridge, etc.) being used, but I do not see where you can handle DNS resolution for Hardware (MAC addresses), just FQDN to IP. I hope this addresses all your concerns. Feel free to leave a comment if you have any other questions. Thansk for help and instructions!I've done the tesging by editing the hosts file as per above. Looks good.How do I know for sure it's pointing to the inmotion server though? Is there any other indicator showing the host while the website is displayed? I then went on to undo the changes as instructed above.
Everytime I open terminal and do steps 1, 2 (and skip step 3), 4 and 5, the inmotion server name/number is still appearing within the terminal. Wouldn't that mean it still forces it to point to the inmotion server? Is it really undone – did I miss something?Thanks! I followed all the instructions and all worked well. Tested the site and it worked.
Then I was concerned that I was seeing the old site and not the one I transferred to your hosting. So, I checked the IP of both, with the host file edited and cache flushed and with the host file lines commented out and cache flushed. The IPs were the same both ways. I guess this is not a good site test for me. Is there any other way to do this?
I don't want to pull the plug on the old hosting site until I am positive everything is working perfectly here. I have also tried the temporary URL with not much success, which is why I wanted to be sure of the testing from the host file. Thanks for your help!
Hello D'Ann, I'm not quite sure what you're trying do. I think that you're confused about how a hosts file change works. When you make a change and assign to the IP address, then whatever URL that you have placed in your HOSTS file will be used when you try to view that particular URL. And it is specific to the URL.
For example, if you added www.example.com to your HOSTS file and assigned to the IP address, then when you typed in that URL in your computer it would go to that IP address and only that IP addres per your hosts file change. This is a procedure used by many developers. It basically allows them to setup a particular domain name and use it on a computer for development without having to change the existing URL while it that location is being developed. So, yes, the IP for the OLD site would not be changed until you change the DNS. In the meantime, on the development computer, the specific URL that you modified in the HOSTS file woulud be used for development. For example, let's go back to example.com.
IF the domain name of the site is 'example.com', but your hosts file change is set to 'www.example.com', then when you type in 'www.example.com' on the development computer, it would be going to the IP address that you specified in the HOSTS file. This IP could be the location of the new site, where you have you installed the software using the normal domain name. Nobody BUT the developer would see the development site because they are pointing to the development server through the IP change in the hosts file. I hope this clarifies the issue. If you have any further questions, please let us know. Kindest regards, Arnel C.
UPDATE: This post has been updated in. My son is obsessed with Minecraft. He knows everything there is to know about the game, he has Minecraft toys, Minecraft books, he plays the game at school, and if we let him, he’d be at the computer all day and night 7 days a week. A few weeks ago he started asking for Minecraft mods. I had no idea what he was talking about so I looked it up and have since added some to his game.
A Minecraft mod is an add-on for the game which you can download and that adds extra features and functionality. For instance, there’s a mod called TrainCraft which adds engines and tracks so that you can build trains. Mods are not made by the the company that owns Minecraft and consequently are unsupported by them.
So if you install a mod and break your game, you’re on your own. I thought I’d write a brief guide on how to install mods on a Mac for other hassled parents out there. Before you can install any mods, you need to download and install Minecraft Forge. You can download it from here: If you don’t have on your computer, you’ll need to get that first. Once you’ve downloaded Forge, navigate to the downloads folder, right-click on the file (it will look something like forge-xxxx-installer.jar) and choose “Open”.
Make sure the “Install client” button is selected. Click “OK” and wait for the install to complete.
Now you need to create a mods folder on your Mac. To do this, you need to find the Library folder in your home directory.
Unfortunately this is hidden in Mac OS versions Lion, Mountain Lion, and Mavericks. If you’re using Mavericks, the latest version at the time of writing this, then the process is quite simple. Navigate to your home directory with Finder, then from the Toolbar select View Show View Options. Tick the box next to “Show Library Folder” right down the bottom. If you’re not using Mavericks and/or don’t have the “Show Library Folder” option, then the other way to find this folder is to open it using a terminal. To do this, go to Applications Utilities Terminal. In the terminal window type: open /Library.
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Once you can see your Library folder, go to Library/Application Support/minecraft Create a directory inside the Minecraft folder called mods. Now you’re ready to install some mods. Find a mod on the web, download the.jar file for the mod, and stick it in the Library/Application Support/minecraft/mods folder. Now run minecraft.
Before you click “Play”, choose the “Forge” profile from the drop-down box. There’s a “Mods” button you can click to see which mods are active with your game: If one of your mods crashes the game (this is not unusual), then you can navigate to your mods directory at Library/Application Support/minecraft/mods and put the suspect mod in your trash. I would like to comment on that: You can install mods on minecraft Pocket Edition, a mobile version of minecraft, but you need a launcher for it to work: Its called BlockLauncher. There is a free version and a paid full version on Google Play.
The free version: Limited # of mods and limited # of scripts allowed at any given moment. This is what I use. The Paid version of Blocklauncher I dont know much about, mainly because I never have used it, but I imagine that you can have unlimited # of mods and/or scripts enabled, the only limitation is the devices speed. So there you have it: you can instal mods onto MCPE (MineCraft Pocket Edition), but you do need a few apps to do it: MCPE(Paid version), BlockLauncher(Free or Full), and either a mod from the internet, or a mod from an app(get to that in a sec) Oh, and as far as finding mods for MCPE, there are quite a few apps on google play that have mods you can download from the app itself. A few are fakes, but there are some good, legitimate apps that are out there.
ItsaprilXD has written this brilliant tutorial on how to install mods on a Mac for The Sims 3. She did post it over on the official forums but sadly EA kept deleting it. You can also find it over on her Tumblr page – (for help on installing Mods in The Sims 4, please read her ).
In itsaprilXD’s own words: ModTheSims & SimsWiki have a wonderful guide on how to do it, but I feel like it’s a bit too basic, and this is why I’m going to try and include as much detail as I can without making it too messy and too hard to read. Now let’s get on to the guide: Prior to Patch 1.12, the location of the Mods and Packages folder was rather confusing. The original path of where you needed to go every time you wanted to add a new piece of.package custom content (hereby known as CC) was: – Applications/The Sims 3/The Sims 3.app (by showing package contents)/Contents/Resources/transgaming/cdrive/Program Files/Electronic Arts/The Sims 3/. As you can see, that is a rather long path, but, we no longer need to put our Mods folder in there. IF YOU CURRENTLY HAVE YOUR MODS FOLDER THERE, YOU NEED TO REMOVE IT. IT NO LONGER WORKS (obviously). Currently, the place you need to create a Mods folder is: Documents/Electronic Arts/The Sims 3/ and here you create your Mods folder. Now we will get on to the actual installing of mods.
Package file you have downloaded will go in a folder called ‘Mods’. This folder will not be there to start with, as you have to create it yourself. If you go to the above path (Doc/EA/TS3/) you can create your folder. Make sure you use the correct capital/non-capital casing for the letters! Now, if you were to put a package file inside the Mods folder, it wouldn’t show up in the game and you’d be sat there wondering what you did wrong. For all.packages to show up in game, you need a file called ‘resource.cfg’. This can be downloaded from here: (if that file doesn’t work you can download the Framework.zip from and just use the resource.cfg file – BluebellFlora).
Once downloaded, place this inside the Mods folder. So far, it should look like this (ignoring my other random folders in my documents folder): Now that we have that set up, we can now create another folder called ‘Packages’, (again the correct casing for the letters). Just place this folder inside the Mods folder so it looks like this: As you can see, I have multiple files and folders inside my Packages folder. I just choose to categorise my package files in this way, so I don’t have hundreds of files that could do any number of things. Now that you have that set up, the best way to check if your Mods will work is to use the ‘No Intro’ package. This just skips the intro with all the happy families that everyone skips anyway This can be downloaded here If your intro didn’t play and it went straight from the Maxis intro to the loading screen, then congratulations!
If not, well my only advice will be to re-read all of the above and make sure you followed the steps correctly. Now that you have (hopefully) got a working Mods folder, you might need some actual mods to improve the game. These are all mods that I use in game, so I highly recommend them.
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Download: Account is needed for the MTS download. Download: 2. NoBuildSparkles mod. Download: Account is needed for the MTS download. Download: 3. This is useful if you have trouble with the Disk Authorisation Error message at the menu screen.
These three mods do not need to be updated with each patch. The majority of mods need to be updated with each patch. Be sure to check the original source of each mod you download after each patch has been released/updated, so you can download one that will work for the patch level you are running.
It is useful in reducing lag as it removes built up NPC/Townie mess on a regular basis. As always, I hope this guide was helpful in showing you how to use mods! Any other questions can be posted on my The Sims 3 page (itsaprilXD) or at my tumblr, (ministryofsims.tumblr.com).Update January 2014. Sadly Twallan has announced that he is no longer modding for The Sims 3 so the 1.63 patch is the last one he has worked on with regards to his mods. With this in mind it would be a good idea to download and save the 1.63 super patch onto your Mac so if you need to uninstall and reinstall in the future you have the patch ready to go and your game will still be compatible with your mods.
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Here are the links to the Mac 1.63 super patch: Region 1 (US) – Region 2 (worldwide) – Region 3 (Asia-Pacific) – Region 5 (Japan) – Digital Download –. I don’t know why it isn’t working It’s possible it could be the resource.cfg file (they’re known to have problems), but Bluebellflora posted an alternative link I believe, so you could try that one. If you only use the mods listed (from memory it was just the nointro and nobuildsparkles), you should notice if they work or not (specifically with the missing intro – you should still see the Maxis logo, since there are two versions of that mod). Other than that, I have no clue as to why it wouldn’t be working for some people. Are you sure your game is updated to the most current patch? And what expansions and stuff packs do you have installed? Thank you so much for all of the helpful information!
I just have one quick question, as I have never actually used mods in my game before. I just did a complete uninstall/reinstall using the guide in this blog (another lifesaver!), and so my game is patched up to 1.67.
I keep getting the stupid disc issue (I upgraded to Yosemite so I kind of expected issues), and so I want to use the NoCD mod. Should I be all right since I’m patched to 1.67, or should I use the 1.63 super patch instead? Thank you again for all of the information ? Like.
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