Ah hah, my sneak key is z. thats why. i pressed Z and ' and it worked. can you make this not use sneak by chance or maybe more configurations?
I originally thought of just making the shift modifier another configurable key but in the interest of keeping additional keys in the config screen to a minimum I opted to just use SNEAK. I can add the ability to override it in the config file, that way it doesn't pollute the config menu but is still alterable by advanced users, how does that sound?
There are some popular mods server-side (plugins for bukkit etc.) which allow the creation of towns (or warps, waypoints, all a similar idea) and also mods which allow any player to create a "home" (or mulitple homes) which are basically like personal warp points that can be set. If you don't use servers with those features, homes and towns are essentially just another arbitrary text list you can use :smile.gif:
This plugin is epic though. and hows the compatibility with Improved Chat, because if this has scroll chat and history i see no need for using it.
Glad you like the mod, I'm really just trying to create something that people will want to use, and provide a greater layer of functionality than provided by external command "helper" apps. Compatibility with Improved Chat is fine, I haven't duplicated features and since someone mentioned it in a previous post I've been using it myself.
Also this plugin seems to not support Zombe's Modpack or TMI. haven't tested it yet to see which one.
I'm not sure about this, obviously it's not really feasible to test with every mod out there so I've been trying to address compatibility issues as people raise them, and trying to turn around fixes as quickly as possible. I've attempted to maximise the compatibility by altering none of the Minecraft classes, and the hooking is done through ModLoader. If you can identify which mod is conflicting I will attempt to provide a work-around or fix. Can you provide links to the relevant mods so I can check them out?
Feedback and comments are always welcome, so thanks for your post. Glad we sorted the key binding issue :smile.gif:
Thanks a ton for this mod, Im a server owner who uses quite a few plugins, alot of times I have had to use a plugin for command binding to an item, this is 1000 times easier on me. This is going on my favorite mods list.
Rollback Post to RevisionRollBack
Please for the love of God, Notch, or whatever person, place or object you worship, READ THE FORUM RULES! You'll safeguard the few remaining braincells that humanity still has for future generations.
I know I'm probably really stupid and I'm doing something wrong, but I can't get past the 1st instruction. Nothing happens when I press the sneak and ` at the same time, or in any order. Please help.
Rollback Post to RevisionRollBack
A double resolution graphics pack that stays faithful to the originals.
I know I'm probably really stupid and I'm doing something wrong, but I can't get past the 1st instruction. Nothing happens when I press the sneak and ` at the same time, or in any order. Please help.
Change the Macro Activate key in Controls menu to Apostrophe.
@OP: Nice mod! :smile.gif:
I was wondering if you could add more paramaters like $$? so if i wanted /ban $$? 1 day $$% where $$? i would put the person and $$% i would put the reason, sorry if there is allready a way to do this- thanks jzsig
I was wondering if you could add more paramaters like $$? so if i wanted /ban $$? 1 day $$% where $$? i would put the person and $$% i would put the reason, sorry if there is allready a way to do this- thanks jzsig
no matter wat keys i press the menu does not come up
Same problem as this guy. I have a few problems with this mod and the OP, actually. OP being the original post, not necessarily the original postER. To the poster, this mod seems awesome. Now if only I could get it actually working. Now onto my complaints.
1) Your instructions for installing the mod are incorrect, dude. You're supposed to copy the files for the mod into the minecraft.jar file, not into the mods folder. Doing what you said to do does nothing, that's not how mods work. Sorry to burst your bubble.
2) It doesn't work? I've tried your instructions to bring up the key bind menu, and I get nothing.
3) What is the option in the control settings that's blocked by the done button? Whatever this is, it's set to the same key as my sneak key by default. My sneak key is set to ctrl. What setting is here, being blocked by the done button?
Answers to number 2 and 3 would be nice. And for those who don't know how to install a mod, refining number 1 with proper instructions on how to install the mod would be nice.
Sorry for the slow replies, I've been away this weekend and haven't had net access. To everyone who is having problems with the mod not loading, the best thing to try in all these circumstances is some methodical troubleshooting:
Firstly, check that ModLoader is loading properly and is the correct version, if ModLoader isn't working then none of the mods will load. Start with a clean .jar (the new Minecraft Launcher allows you to "force" an update which will refresh your minecraft.jar back to default) and install ModLoader. At this point it's worth making sure your mods directory is empty because any mods for older Minecraft versions will likely break upon load into a newer version of Minecraft, the easiest thing is to just rename or delete the mods folder, ModLoader will recreate it for you.
Run Minecraft with no mods and check that ModLoader is loading. When it's working it will create a file called modloader.txt in your minecraft directory. Shut down Minecraft and check the contents of the file to make sure the expected version is loading, it should look something like this:
If that's all working then you can happily add any other mods (usually installing ModLoader first is the best approach, unless specifically mentioned by the other mod's installation instructions, as usual always read and follow installation instructions carefully, this will help minimise conflicts.
Add the .zip file for this mod to your mods directory (ModLoader will create it for you on first run) and run Minecraft again. Check the modloader.txt file again and you should now see the following in the middle of the file
19-Sep-2011 12:40:49 ModLoader readFromModFolder
FINER: Adding mods from C:\Documents and Settings\username\Application Data\.minecraft\mods\mod_macros_0.4_for_1.8.1.zip
19-Sep-2011 12:40:49 ModLoader readFromModFolder
FINER: Zip found.
19-Sep-2011 12:40:49 ModLoader addMod
FINE: Mod Loaded: "mod_Macros 0.4.6c [1.8.1]" from mod_Macros.class
If you see any errors at this point then it's best to investigate them, it could be that a mod is conflicting, try with a vanilla ModLoader setup and check that everything works as expected.
If everything is fine then the easiest way to check that the mod is actually working is check in the Controls settings window in Minecraft: if you see the Macro activate and Macro override settings then all is well, if you don't then go back to step 1 and check that you followed all the instructions (including those on the ModLoader page properly.
I hope this helps, if you're still having problems then post your modloader.txt here so I can try to figure out what's going wrong.
Indeed, I haven't had a chance to properly test this yet but at a first glance I can see that both ModLoader and Zombe's ModPack override aaa.class so it's more likely that it's somehow breaking ModLoader itself, since this mod doesn't override any built-in Minecraft classes and just kind of runs alongside the normal Minecraft. I will provide an update if I can figure out why it doesn't work properly but that seems the most likely explanation at the moment.
If singleplayer is not activating automatically or with the keypress, then you can also enable it by setting the SinglePlayerEnable setting in macros.txt to 1. This will force the mod to be enabled in single player. It's worth trying CTRL+ALT+SHIFT+TAB first though but that doesn't work on all OS's.
I was wondering if you could add more paramaters like $$? so if i wanted /ban $$? 1 day $$% where $$? i would put the person and $$% i would put the reason, sorry if there is allready a way to do this- thanks jzsig
This is a really good idea and something I've been thinking of myself. I've been trying to avoid adding LOTS of $$ codes for 2 reasons: 1) simplicity - the more codes there are the more confusing it gets to use and 2) future extensions - if I frivolously use up all the basic symbols then I can't assign them to logical stuff in the future. Obviously this needs to be balanced against power/capability so I've been trying to think of the best way to incorporate multiple options without over-complicating things.
In the current version you can leverage the $$0 to $$9 codes for your reasons however, since adding preset text is pretty easy and will also give you a kind of "history" of reasons you've used before. For example
/ban $$? 1 day $$7
with $$7 being your list of reasons (griefing, chat spamming, being a moron, etc.)
1) Your instructions for installing the mod are incorrect, dude. You're supposed to copy the files for the mod into the minecraft.jar file, not into the mods folder. Doing what you said to do does nothing, that's not how mods work. Sorry to burst your bubble.
Hi, I realise the original post probably needs a little clean up, however I assure you the instructions for installing the mod are perfectly correct. If you truly believe that mods "have" to be installed into the .jar directly then allow me to politely burst your bubble: many mods which plug into Minecraft do so purely by over-riding Notch's original classes and then hooking their own code onto that - this is obviously completely fair since there is no 'official' mod support (yet) and that was the only way to modify Minecraft in the past, there are better ways now but most people are (understandably) reluctant to re-code their entire mod. Most mods achieve a loose compatibility by modifying as few classes as possible but conflicts are still likely to occur since mods which hook the same bit of the engine will likely want to override the same classes.
Newer methods which use external loaders and leverage the Java reflection API to "inject" mods also exist, and are becoming slowly more popular. ModLoader is a little of both, and I guess you could say it does the dirty work so you don't have to - in essence, it overrides the Notch classes and provides hooks for your code, so then multiple mods using ModLoader can co-exist without conflicting with one-another. Notch classes have still been over-ridden, but not by you, and the chances of conflicts are hugely reduced (except in cases where stuff conflicts with ModLoader itself).
A handy side-effect of this is that if you don't need to override Notch classes, then you don't need to put your code in the .jar! This is a huge benefit because it means your mod can be simply uninstalled by removing the .zip. Since my mod falls into this category, you can simply install it using the method I describe in the OP. You can drag the files into the .jar, and it won't break anything, it just makes it harder to remove essentially :smile.gif: ModLoader will load mod class files in the .jar or in zip files in the mods directory without prejudice.
Hope this helps, obviously I'm not trying to mislead people into installing my mod wrongly, and many people have had no troubles at all. I think the .zip approach is less error-prone and therefore more pallateable to most users.
2) It doesn't work? I've tried your instructions to bring up the key bind menu, and I get nothing.
First make sure you're following the instructions properly, since you mentioned above that you believe the files should go in the .jar I'm hoping that you don't just discard instructions that you believe are unimportant. However since you've gotten to this point...
3) What is the option in the control settings that's blocked by the done button? Whatever this is, it's set to the same key as my sneak key by default. My sneak key is set to ctrl. What setting is here, being blocked by the done button?
... then the mod must be loading. It's possible you've run into the same problem that others are having with Zombe's where another mod is preventing it from working properly. Do you have any other mods installed or is this a vanilla installation with just ModLoader and my mod?
The option which has as you point out dissappeared under the "Done" button is the Macro Override function, this is the key which you can use to activate macros on keys which normally do something else (for example if you had T on chat but wanted to use T as a macro key then you can use <Macro override key> + T to run the macro). It defaults to CTRL, if you use that key for something else then re-map the override key to something else. Rather annoyingly Jeb added a bunch of new keys in 1.8 but didn't fix the GUI so that the "Done" button automatically moves itself as the window is resized (it's just hard-coded to sit where it is). I think the easiest thing to do to fix it is hook into the GUI tick function and move the button out of the way since to all intents and purposes it's now only possible for mods to add one button to the config page which isn't really helpful, especially as lots of mods add bindable keys to this screen. :sad.gif:
Answers to number 2 and 3 would be nice. And for those who don't know how to install a mod, refining number 1 with proper instructions on how to install the mod would be nice.
Sorry I can't be more help, if you could give me some more info about your specific configuration of mods that would be useful, but in the first instance it might be worth trying different keys. My other thought is that it could be a bug whereby my mod doesn't recognise SNEAK when it's bound to CTRL (which is possible because of the way keys are handled), try using SNEAK on another key just to check if it works, if it does then I can release a fix for the issue.
Care to explain home and stuff like that?
This plugin is epic though. and hows the compatibility with Improved Chat, because if this has scroll chat and history i see no need for using it.
Also this plugin seems to not support Zombe's Modpack or TMI. haven't tested it yet to see which one.
I originally thought of just making the shift modifier another configurable key but in the interest of keeping additional keys in the config screen to a minimum I opted to just use SNEAK. I can add the ability to override it in the config file, that way it doesn't pollute the config menu but is still alterable by advanced users, how does that sound?
There are some popular mods server-side (plugins for bukkit etc.) which allow the creation of towns (or warps, waypoints, all a similar idea) and also mods which allow any player to create a "home" (or mulitple homes) which are basically like personal warp points that can be set. If you don't use servers with those features, homes and towns are essentially just another arbitrary text list you can use :smile.gif:
Glad you like the mod, I'm really just trying to create something that people will want to use, and provide a greater layer of functionality than provided by external command "helper" apps. Compatibility with Improved Chat is fine, I haven't duplicated features and since someone mentioned it in a previous post I've been using it myself.
I'm not sure about this, obviously it's not really feasible to test with every mod out there so I've been trying to address compatibility issues as people raise them, and trying to turn around fixes as quickly as possible. I've attempted to maximise the compatibility by altering none of the Minecraft classes, and the hooking is done through ModLoader. If you can identify which mod is conflicting I will attempt to provide a work-around or fix. Can you provide links to the relevant mods so I can check them out?
Feedback and comments are always welcome, so thanks for your post. Glad we sorted the key binding issue :smile.gif:
TooManyItems - http://www.minecraftforum.net/topic/140684-181-toomanyitems-in-game-invedit-sep-14/
Incompatible Mods
Zombe's Modpack - http://www.minecraftforum.net/topic/91055-v181-zombes-modpack-26-mods-v436-upd-15sep/
When more mods are updated to 1.8 i can test them as well, and report back my findings.
-bookmarks thread-
Yes I can provide this in the next version, for now it's probably easiest to just bind that function to a different key.
thankyou +rep
Please for the love of God, Notch, or whatever person, place or object you worship, READ THE FORUM RULES! You'll safeguard the few remaining braincells that humanity still has for future generations.
Change the Macro Activate key in Controls menu to Apostrophe.
@OP: Nice mod! :smile.gif:
It worked with the last version I had though.
Same problem as this guy. I have a few problems with this mod and the OP, actually. OP being the original post, not necessarily the original postER. To the poster, this mod seems awesome. Now if only I could get it actually working. Now onto my complaints.
1) Your instructions for installing the mod are incorrect, dude. You're supposed to copy the files for the mod into the minecraft.jar file, not into the mods folder. Doing what you said to do does nothing, that's not how mods work. Sorry to burst your bubble.
2) It doesn't work? I've tried your instructions to bring up the key bind menu, and I get nothing.
3) What is the option in the control settings that's blocked by the done button? Whatever this is, it's set to the same key as my sneak key by default. My sneak key is set to ctrl. What setting is here, being blocked by the done button?
Answers to number 2 and 3 would be nice. And for those who don't know how to install a mod, refining number 1 with proper instructions on how to install the mod would be nice.
Firstly, check that ModLoader is loading properly and is the correct version, if ModLoader isn't working then none of the mods will load. Start with a clean .jar (the new Minecraft Launcher allows you to "force" an update which will refresh your minecraft.jar back to default) and install ModLoader. At this point it's worth making sure your mods directory is empty because any mods for older Minecraft versions will likely break upon load into a newer version of Minecraft, the easiest thing is to just rename or delete the mods folder, ModLoader will recreate it for you.
Run Minecraft with no mods and check that ModLoader is loading. When it's working it will create a file called modloader.txt in your minecraft directory. Shut down Minecraft and check the contents of the file to make sure the expected version is loading, it should look something like this:
If that's all working then you can happily add any other mods (usually installing ModLoader first is the best approach, unless specifically mentioned by the other mod's installation instructions, as usual always read and follow installation instructions carefully, this will help minimise conflicts.
Add the .zip file for this mod to your mods directory (ModLoader will create it for you on first run) and run Minecraft again. Check the modloader.txt file again and you should now see the following in the middle of the file
If you see any errors at this point then it's best to investigate them, it could be that a mod is conflicting, try with a vanilla ModLoader setup and check that everything works as expected.
If everything is fine then the easiest way to check that the mod is actually working is check in the Controls settings window in Minecraft: if you see the Macro activate and Macro override settings then all is well, if you don't then go back to step 1 and check that you followed all the instructions (including those on the ModLoader page properly.
I hope this helps, if you're still having problems then post your modloader.txt here so I can try to figure out what's going wrong.
Indeed, I haven't had a chance to properly test this yet but at a first glance I can see that both ModLoader and Zombe's ModPack override aaa.class so it's more likely that it's somehow breaking ModLoader itself, since this mod doesn't override any built-in Minecraft classes and just kind of runs alongside the normal Minecraft. I will provide an update if I can figure out why it doesn't work properly but that seems the most likely explanation at the moment.
If singleplayer is not activating automatically or with the keypress, then you can also enable it by setting the SinglePlayerEnable setting in macros.txt to 1. This will force the mod to be enabled in single player. It's worth trying CTRL+ALT+SHIFT+TAB first though but that doesn't work on all OS's.
This is a really good idea and something I've been thinking of myself. I've been trying to avoid adding LOTS of $$ codes for 2 reasons: 1) simplicity - the more codes there are the more confusing it gets to use and 2) future extensions - if I frivolously use up all the basic symbols then I can't assign them to logical stuff in the future. Obviously this needs to be balanced against power/capability so I've been trying to think of the best way to incorporate multiple options without over-complicating things.
In the current version you can leverage the $$0 to $$9 codes for your reasons however, since adding preset text is pretty easy and will also give you a kind of "history" of reasons you've used before. For example
with $$7 being your list of reasons (griefing, chat spamming, being a moron, etc.)
See above, check the basics first.
Hi, I realise the original post probably needs a little clean up, however I assure you the instructions for installing the mod are perfectly correct. If you truly believe that mods "have" to be installed into the .jar directly then allow me to politely burst your bubble: many mods which plug into Minecraft do so purely by over-riding Notch's original classes and then hooking their own code onto that - this is obviously completely fair since there is no 'official' mod support (yet) and that was the only way to modify Minecraft in the past, there are better ways now but most people are (understandably) reluctant to re-code their entire mod. Most mods achieve a loose compatibility by modifying as few classes as possible but conflicts are still likely to occur since mods which hook the same bit of the engine will likely want to override the same classes.
Newer methods which use external loaders and leverage the Java reflection API to "inject" mods also exist, and are becoming slowly more popular. ModLoader is a little of both, and I guess you could say it does the dirty work so you don't have to - in essence, it overrides the Notch classes and provides hooks for your code, so then multiple mods using ModLoader can co-exist without conflicting with one-another. Notch classes have still been over-ridden, but not by you, and the chances of conflicts are hugely reduced (except in cases where stuff conflicts with ModLoader itself).
A handy side-effect of this is that if you don't need to override Notch classes, then you don't need to put your code in the .jar! This is a huge benefit because it means your mod can be simply uninstalled by removing the .zip. Since my mod falls into this category, you can simply install it using the method I describe in the OP. You can drag the files into the .jar, and it won't break anything, it just makes it harder to remove essentially :smile.gif: ModLoader will load mod class files in the .jar or in zip files in the mods directory without prejudice.
Hope this helps, obviously I'm not trying to mislead people into installing my mod wrongly, and many people have had no troubles at all. I think the .zip approach is less error-prone and therefore more pallateable to most users.
First make sure you're following the instructions properly, since you mentioned above that you believe the files should go in the .jar I'm hoping that you don't just discard instructions that you believe are unimportant. However since you've gotten to this point...
... then the mod must be loading. It's possible you've run into the same problem that others are having with Zombe's where another mod is preventing it from working properly. Do you have any other mods installed or is this a vanilla installation with just ModLoader and my mod?
The option which has as you point out dissappeared under the "Done" button is the Macro Override function, this is the key which you can use to activate macros on keys which normally do something else (for example if you had T on chat but wanted to use T as a macro key then you can use <Macro override key> + T to run the macro). It defaults to CTRL, if you use that key for something else then re-map the override key to something else. Rather annoyingly Jeb added a bunch of new keys in 1.8 but didn't fix the GUI so that the "Done" button automatically moves itself as the window is resized (it's just hard-coded to sit where it is). I think the easiest thing to do to fix it is hook into the GUI tick function and move the button out of the way since to all intents and purposes it's now only possible for mods to add one button to the config page which isn't really helpful, especially as lots of mods add bindable keys to this screen. :sad.gif:
Sorry I can't be more help, if you could give me some more info about your specific configuration of mods that would be useful, but in the first instance it might be worth trying different keys. My other thought is that it could be a bug whereby my mod doesn't recognise SNEAK when it's bound to CTRL (which is possible because of the way keys are handled), try using SNEAK on another key just to check if it works, if it does then I can release a fix for the issue.