schematica it's a very cool mod, you should make an option for actually import the schematic in-game, that wolud be extremely awesome! congrats for these exellent mods!
I have a problem, when I load a schematic using schematica I am finished with it so I select "no schematic" but the schematic is still loaded and I can't get rid of it :/ but otherwise GREAT MOD
Edit: Nvm used the hide button instead
If anyone is is troubled by that, the hide button is the way to turn the schematic off.
schematica it's a very cool mod, you should make an option for actually import the schematic in-game, that wolud be extremely awesome! congrats for these exellent mods!
This is a client only mod right now and I'd like to keep it that way (for now). Adding the feature you're requesting might cause issues when playing on MP (the server would have to use the mod as well for it to work).
Also, just a quick update: alpha is coming back in the next release. I've finally found a way around it, the only issue right now is that it doesn't update when switching between *.zip texturepacks and the default texturepack. Switching from any to a folder texturepack will update the textures immediately.
First off I would like to say thank you to the mod developer behind Schematica as I think it is awesome and is just want I needed! I made an account just to say thank you to you (and I rarely do that anywhere)
I have some ideas of what you could add
I would love it if you could make a server side version of this, not necessarily a bukkit version, but similar to how it works already.
With a server version it would be awesome to load up a schematic so anybody can see it on the server but you still have control over all the settings. A server side schematics folder would be nice to, to drop them in as normal and so anybody on it can upload and save to it too.
Last thing is as I am running a Tekkit server that is still on 1.2.5 minecraft, would it be possible to also get the normal updates you make but with a compatible 1.3.2 AND 1.2.5 version. I'm no mod developer so if this is not possible full stop then fair enough.
I hope my requests are not too much ^.^ but I really think this could be a top mod for minecraft in general!
Thank you, I'm flattered.
I really can't say yes or no for a server side at this point. If I wanted to keep it a client only mod I could make an extension mod for it that can be installed on the client and the server. But there are a lot of issues that I have to account for. That includes: transferring the schematic files from/to client, track the owners of schematics (most likely by name) etc.
As for 1.2.5 updates, I'll have to check how much the code has changed. I do know for a fact that I've changed a LOT of code and porting it back to 1.2.5 might be too much trouble. I'll look into it when I'll have the time however.
Tip: I usually put a reference block in once of the schematic's corners if the schematic is huge. All I have to do then is to stand on that reference block, load the schematic and it will be placed at the exact same position. That's a good way to sync schematics on an MP server as well (or you can adjust the coordinated on the GUI). It does require that all the clients have the same schematic file though.
Can you help me with the ingameInfo thing?
i wont get any infos ingame (even with your xml file).
but it create the mod_ingameinfo in the /config/
btw. do i do this thing right?
-code snippet-
What exactly are you trying to do? Also, there is no #... lines and no mod_... config files. There's only InGameInfo.xml and you put stuff that you want to display ingame. Just tell me what you want and I'll make the config for you. Or you might prefer bspkrs' text version.
That's quite a good idea! I will do that for now and hope a server side mod can be developed in the future. Even if the server side version means that both players have to have the same schematic but can still both see it in real time that would be a great starting point
Updated the 1.2.5 version to include the same features as the 1.3.2 version. It's under older releases in the new thread (link in the first post).
on the top leftside:
- Playername, FPS
- Level: X, exp/expMax
- Item what i have with durability left and max durability (in hand)
on the right side:
- Biome, something that says if its Day or Night
- Armor with durability left and max durability (exemple:
- Helm: 45/65
- Chest: 67/85
...
Lunatris or other fellow crafters, can someone help me out? I've returned to MC after a long absence and have started using InGameInfo mod and it's great. But there's one data that's not included in the default .xml config file and I would really like to have it, since I'm fed up with pressing F3 all the time - show my coordinates. More exactly, I'd like it to show in the lower-left corner and to display x, y (feet) and z with rounded values to a whole number.
Here's how I'd like it to look color wise:
xi (#2), yfeeti (#c), zi (#2)
I'd be really grateful if Lunatris or anyone else could provide me with the correct code to implement this.
This should do what you want (assuming the #x are color tags).
i think i'm too stupid to install this mod....
- Magic Launcher installed.
Order of Mods:
- ModLoader
- Liteloader
- InGameInfoXML (the one for Modloader, latest release - v2.1.0.5)
- ReiMinimap (works btw.)
- OptiFine
I put the .xml into \.minecraft\config or?
When i start the game, it wont create a folder inside \.minecraft\mods .
The original mod, says it would create a folder "\daftpvf\" but this wont happen here :/
That is because I've rewritten everything. The default config is copied into /.minecraft/config/InGameInfo.xml.
there is my .xml file, but still no text ingame :/
the Magic Launch log:
-snipet-
Could you try the following order:
- ModLoader
- OptiFine
- Liteloader
- ReiMinimap
- InGameInfoXML
I couldn't find anything in the log provided (no errors or messages). If it still won't work, try enabling mods one by one. Start off with only ModLoader and InGameInfoXML enabled, then run, if it works enable another mod and repeat this for all mods (my guess is a Optifine conflict, just a guess though).
Adding offsets may be a bit tricky to handle. Also, pushed out an update for it that I had planned for a while now.
Changed:
* 15.09.2012 (2.1.0.6)
- added "memmax", "memtotal", "memfree", "memused"
- the overlay now shows on the chat GUI (no other GUI as there are some graphical issues)
This is from the default config. Basically what it does is it gets the percentage of durability left on the item (pct tag) and compares it to 10. If it's lower than 10 it will return the dark red color, otherwise it will return the value of the next max-value tag. Now it checks things against 20 and then again against 50. This gives you a nice dark red, red, orange, green scale with the limit values of 10, 20 and 50. For your request the code would be:
when i start the game with liteloader enabled (and MacroMod, which loads only when liteLoader is ON) Minecraft Crashs.
:/
btw. i dont get the syntax.
so
<value type="max"> //checks 2 values, the higher one will be displayed
<value type="pct"> //the If-case-thing
<value type="var">equippeddamageleft</value> //pct will get the % of these 2 lines? Line1/line2 = pct_result?
<value type="var">equippedmaxdamage</value>
</value>
<value type="num">50</value> //This thing is like 0,5% or when the durability IS 50% ?
<value type="str">$e</value> // Then case?
<value type="str">$c</value> // Else case?
</value>
it's just that i cant read all the lines between these :/ (and never used xml before)
testing it now, seems it does not realy work the way i want it (wont change colour)
thx for the help =)
*** Starting Minecraft ***
Minecraft version: 1.3.2
Minecraft.jar: minecraft.jar
Mods:
ModLoader(4).zip
[1.3.2]ReiMinimap_v3.2_05.zip
InGameInfoXML-ml.zip
OptiFine_1.3.2_HD_U_B3.zip
Java path: C:\Program Files\Java\jre7\bin\java
Memory: 4096 MB
LauncherPath: /D:/Games/Minecraft/MagicLauncher_0.9.9.exe
Error occurred during initialization of VM
Could not reserve enough space for object heap
Picked up _JAVA_OPTIONS: -Xincgc -Xms2048m -Xmx4096m
The pct tag will return firstvalue/secondvalue*100 (that will return a number from 0 to 100). Then the max tag will check which value is higher, first value or second value. If they're equal the first will be picked. If the first value is higher it will return the third value ($e), otherwise it will return the fourth value ($c). All together you could treat this as a weird if statement (if firstvalue >= secondvalue then thirdvalue else fourth value).
Also, the code that you're using is a little modified default config and should work perfectly (tested it and it goes from yellow (my bad on the first color) to orange at 30, to red at 12 and to dark red at 6 for a wooden shovel with 60 durability).
The crash doesn't seem to be related to any mods at all. First of all, set the memory setting in magic launcher lower than 4096MB. That is WAAAAY to high. I'm running a few heavy mods perfectly fine on 1024MB and you're not running a single content packed mod. Set it to 1024MB, it should be more than you'll ever need (unless you install more mods, but for that just keep at eye at the F3 memory usage).
There are no issues with LiteLoader itself. The problem appears to be the Macro/Keybind mod. Didn't figure out why it happens yet.
I'd like to report that I have this mod and macro mod working concurrently just fine. It seems to be an issue with MagicLauncher as I install everything manually (modloader, then liteloader; move InGameInfoXML/Macro Mod to mods/ folder).
I'd like to report that I have this mod and macro mod working concurrently just fine. It seems to be an issue with MagicLauncher as I install everything manually (modloader, then liteloader; move InGameInfoXML/Macro Mod to mods/ folder).
I can confirm (just tried it) that putting the mod into the mods/ folder indeed fixes the problem. I have no idea why that would affect it in anyway however. Just put the mod into the mods/ folder alongside the other mod and you should be fine.
If anyone is is troubled by that, the hide button is the way to turn the schematic off.
Heh, thank you. I do plan to make a separate thread for it once I sort out a few things.
This is a client only mod right now and I'd like to keep it that way (for now). Adding the feature you're requesting might cause issues when playing on MP (the server would have to use the mod as well for it to work).
Also, just a quick update: alpha is coming back in the next release. I've finally found a way around it, the only issue right now is that it doesn't update when switching between *.zip texturepacks and the default texturepack. Switching from any to a folder texturepack will update the textures immediately.
Thank you, I'm flattered.
I really can't say yes or no for a server side at this point. If I wanted to keep it a client only mod I could make an extension mod for it that can be installed on the client and the server. But there are a lot of issues that I have to account for. That includes: transferring the schematic files from/to client, track the owners of schematics (most likely by name) etc.
As for 1.2.5 updates, I'll have to check how much the code has changed. I do know for a fact that I've changed a LOT of code and porting it back to 1.2.5 might be too much trouble. I'll look into it when I'll have the time however.
Tip: I usually put a reference block in once of the schematic's corners if the schematic is huge. All I have to do then is to stand on that reference block, load the schematic and it will be placed at the exact same position. That's a good way to sync schematics on an MP server as well (or you can adjust the coordinated on the GUI). It does require that all the clients have the same schematic file though.
What exactly are you trying to do? Also, there is no #... lines and no mod_... config files. There's only InGameInfo.xml and you put stuff that you want to display ingame. Just tell me what you want and I'll make the config for you. Or you might prefer bspkrs' text version.
Updated the 1.2.5 version to include the same features as the 1.3.2 version. It's under older releases in the new thread (link in the first post).
http://pastebin.com/raw.php?i=sVuqjazF
If you want to add this to the default config just copy everything from <lines... to </lines> into the existing config just before </config>.
Could you try the following order:
- ModLoader
- OptiFine
- Liteloader
- ReiMinimap
- InGameInfoXML
I couldn't find anything in the log provided (no errors or messages). If it still won't work, try enabling mods one by one. Start off with only ModLoader and InGameInfoXML enabled, then run, if it works enable another mod and repeat this for all mods (my guess is a Optifine conflict, just a guess though).
EDIT: Also a option to show in chat?
Adding offsets may be a bit tricky to handle. Also, pushed out an update for it that I had planned for a while now.
Changed:
This is from the default config. Basically what it does is it gets the percentage of durability left on the item (pct tag) and compares it to 10. If it's lower than 10 it will return the dark red color, otherwise it will return the value of the next max-value tag. Now it checks things against 20 and then again against 50. This gives you a nice dark red, red, orange, green scale with the limit values of 10, 20 and 50. For your request the code would be:
Also, I'll look into why it doesn't work with LiteLoader. The author says it shouldn't interfere with other mods, which it obviously does.
The pct tag will return firstvalue/secondvalue*100 (that will return a number from 0 to 100). Then the max tag will check which value is higher, first value or second value. If they're equal the first will be picked. If the first value is higher it will return the third value ($e), otherwise it will return the fourth value ($c). All together you could treat this as a weird if statement (if firstvalue >= secondvalue then thirdvalue else fourth value).
Also, the code that you're using is a little modified default config and should work perfectly (tested it and it goes from yellow (my bad on the first color) to orange at 30, to red at 12 and to dark red at 6 for a wooden shovel with 60 durability).
The crash doesn't seem to be related to any mods at all. First of all, set the memory setting in magic launcher lower than 4096MB. That is WAAAAY to high. I'm running a few heavy mods perfectly fine on 1024MB and you're not running a single content packed mod. Set it to 1024MB, it should be more than you'll ever need (unless you install more mods, but for that just keep at eye at the F3 memory usage).
You can convert the memory usage to MB by using the div tag.
That should return the amount of memory in MB. might have to use round as well to round off the decimal points.
I'd like to report that I have this mod and macro mod working concurrently just fine. It seems to be an issue with MagicLauncher as I install everything manually (modloader, then liteloader; move InGameInfoXML/Macro Mod to mods/ folder).
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
Rusty is out of town at the moment.
I can confirm (just tried it) that putting the mod into the mods/ folder indeed fixes the problem. I have no idea why that would affect it in anyway however. Just put the mod into the mods/ folder alongside the other mod and you should be fine.