I've tried the new version on a new laptop setup and have an issue with the RT for an XBone. It won't allow me to rebind the RT. In the calibration screen it shows 6 AXis where the RT used to be and Z axis shows (button before that one) reacts to LT and RT press on controller, going up to positive for one and negative for the other.
Tried legacy input too and have same results.
I also tried to switch back to the old version, which I have running successfully on my desktop since the day you released that one with no problems, and I get the same problem.
I really appreciate your efforts here and thanks in advance for anything you can do.
I'd be happy to donate a few dollars to say thanks if you can direct me how.
Thanks for all your support on this mod, Eastsider! I was wondering when you think a 1.11.2 version would be out? I just downloaded the 1.11 version and I am very happy this mod is still being worked on!
* Playstation 4 Dualshock 4, all buttons working without issue, wirelessly
* Multiple clients playing at once on 1 machine outputting to 2 screens
* Using only 1 real Minecraft account
* Everything working while completely offline
My setup:
Playstation 4 Dualshock 4 controller
DS4Windows 1.4.52 - Great program, reads PS4 controllers easily, with heaps of options.
Minecraft 1.11
Forge 1.11-13.19.0.2180
JoypadMod-1.9-12.16.0.1842-1.9 that VladimirCaveman posted.
MultiMC 5 - Version 0.4.11-571 on win32
Windows 7 64-bit
Some $5 bluetooth receiver off ebay
This mod is saving the day for me with both of its main features. My friend prefers console controls.... but MineControl has bad camera movement, JoyToKey doesn't let you emulate mousewheel up and down exactly as required, and while Xpadder and JoyToKey can be combined to solve those issues, you're still stuck with finicky walking control. Joypad Mod gets everything working as it should be.
And all without demanding focus anyway. I've been mucking around for days awkwardly playing over a LAN with a friend, with only 1 account, on a chuggy laptop, with no home internet (relying on my phone), with a friend who isn't good with KBAM. You can imagine how painful that combination of things has been, then this mod fixes all of it. My desktop can output fullscreen to 2 screens, coincidentally even fixing screen issues due to the TV being a bit inaccurate. The whole thing works completely offline, and since my desktop is decent, both clients run wayyy better than the laptop could run one. All with PS4-quality control on the Dualshock 4.
So huge thanks.
But three things I'm still trying to iron out.
1. I've seen it mentioned in a few places that analog movement can be implemented. That's pretty much the last step to matching perfect console control. How do I set that up?
2. [[ EDIT - Fixed by using the 1.9 .jar VladimirCaveman patched. ]]
How can I get rid of the little yellow number (it's always a 3) in the top left? I've checked and removed all other mods, it's definitely Joypad Mod. I don't have fraps/recorders etc, and it goes away when I remove Joypad Mod.
3. [[ EDIT - Fixed by using the 1.9 .jar VladimirCaveman patched. ]]
Has anyone had any luck with Bluetooth wireless control? I'm using a PS4 Dualshock 4 controller, and DS4Windows picks it up well (it responds faster to bluetooth than cable, surprisingly). With JoyToKey/Xpadder/MineControl, the controller works regardless of whether it's bluetoothed or cabled. But with JoyPad Mod it just doesn't find it if the cable isn't plugged in.
So now I just need to figure out how to get analog movement to work.
The Meaning of Life, the Universe, and Everything.
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2/4/2016
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Member Details
I want to try to make this work. But I just can't go through everything one-by-one. Is there some kind of configuration file or direct configuration instructions to closely match the built-in controller support from other versions, using a wireless XBone controller? At least something to start off with that I can tweak?
This is the exact same problem I have that I detailed in my earlier post but not as well as John.
Same for me. No right trigger functionality. The key shows as "Axis 6+". (and yes, I am running Win10 AU version, which seems to be causing the problem)
Everything else seems to work fine. However... after playing for 3 months on the xbox one (my first time playing minecraft), I opened up the crafting table and could not stop laughing. What a ridiculous setup. The xbox one version may have a lot of limitations, but the crafting table is superior in every way vs the PC version. I can't understand why Mojang doesn't adopt this.
I am using vladimircaveman's patched 1.9 version, and I am having issues trying to use my keyboard and mouse on one instance and a wireless Xbox one controller plugged in via USB on the other. I am only able to control one instance at a time like this, even though I should be able to control both. I confirmed that the controller does work, but trying to control two instances with one of them using it doesn't.
My keyboard shows up as a controller because of its special function keys, so I tested the multiple instance interaction by setting the player that was to use the controller to use the keyboard instead(Xbox one controller turned off). I set the attack key to a function key, had both characters on the same world viewing each other. The player using the mouse had their window selected, and could move etc, while the other player would indeed attack whenever i pressed the function key.
Basically, i determined i can't get the setup to work with a wireless Xbox one controller that i have connected through USB. can anyone else confirm if this is the same for them, or offer any help as to how to fix this or why it is happening?
Edit 1: i should also mention that my system sees my keyboard as multiple devices, attached is an image displaying my keyboards devices.
The mod also recognizes it as two separate controllers if i enable sho all devices, each only being able to use one of two sets of function keys (one can use media keys, other can use sleep andinternetetc.) and none of the standard keys, on top of Minecraft recognizing the standard keys and binding them properly in the mouse menu.
Edit 2: I just tested being able to play with two controllers and not having either player rely on a keyboard/mouse, and it still doesn't work. now i am wondering if it is a limitation imposed by having them plugged in instead of being wireless ( windows sees them separately, and the game does as well) or if it is a problem with the mod itself not being able to capture input from an Xbox one controller when the window isnt the focused window. i'm going to try an older version of the mod and minecraft and test more.
Edit 3: Finished testing older versions of minecraft and the mod, confirmed that i cannot get it to recognize input from the controller if the instance that uses the controller is not in focus. i want to buy a wireless adapter to test if it is because the controller is plugged and using the wired drivers, but am put off by the possibility that it still wont work and would have wasted $25 on one.
***I will be posting this onto the GitHub today, minus this last sentence and maybe some editing, to see if anyone there can help.***
New mod versions here. It should fix most outstanding issues on Windows 10 boxes.
Minecraft Forge version / Link
1.7.10 Link Removed
1.8.8-1.9.2 Link Removed
1.9.4-1.10.2 Link Removed
1.11-1.11.2 Link Removed
Regarding the Right Trigger not registering. This is an issue with the latest Windows 10 XInput drivers. The latest version of Joypad mod linked above should take care of this by using a new input library. You may have to go into the controls menu in Minecraft and remap it. Just select the "Attack" button and press the Right Trigger.
Regarding the analog movement, since this mod replaces the keybutton presses of the keyboard the movement is the same as if you were to press the key. IE it isn't analog. Earlier versions of this mod had that feature but to maintain compatibility with other mods it was changed to simply do the keypress.
I've removed the yellow number in the top right. It was a battery level indicator but it needs work to be useful
As usual please let me know if you have any issues with this mod.
Thanks!
@DragonGamer, you shouldn't select your keyboard / mouse in controller menu. If one of the players is using keyboard/mouse, don't enable any controllers for that user. The other joypad users don't need window focus with the above fix.
It works awesome windows 10 fixes, excited to eventually play with mods on the latest edition of Minecraft with family instead of playing restricted console edition. I know @eastsider98052 isn't the only contributor to the GitHub, but he posted the compiled versions to here so thanks
New mod versions here. It should fix most outstanding issues on Windows 10 boxes.
Minecraft Forge version / Link
1.7.10 Link Removed
1.8.8-1.9.2 Link Removed
1.9.4-1.10.2 Link Removed
1.11-1.11.2 Link Removed
Regarding the Right Trigger not registering. This is an issue with the latest Windows 10 XInput drivers. The latest version of Joypad mod linked above should take care of this by using a new input library. You may have to go into the controls menu in Minecraft and remap it. Just select the "Attack" button and press the Right Trigger.
Regarding the analog movement, since this mod replaces the keybutton presses of the keyboard the movement is the same as if you were to press the key. IE it isn't analog. Earlier versions of this mod had that feature but to maintain compatibility with other mods it was changed to simply do the keypress.
I've removed the yellow number in the top right. It was a battery level indicator but it needs work to be useful
As usual please let me know if you have any issues with this mod.
Thanks!
@DragonGamer, you shouldn't select your keyboard / mouse in controller menu. If one of the players is using keyboard/mouse, don't enable any controllers for that user. The other joypad users don't need window focus with the above fix.
Eastsider98052 thank you so much for your support, this is a great mod for me.
In the other version 1.11...2188 I had the same problem by IAmParadox.
Now I tested the version 1.9.4-1.10.2 in minecraft 1.10.2, just forge last version and this mod, and works fine but no recognizes RT button by my xone controller, the attack button, and I no get to program the RT, look like no exist.
Thanks for the reply Eastsider and good work on the mod. Any chance of that analog input coming back, or being an option (or something in the code we could work on)? It would be awesome to have that final piece of legit console control. The mod already stands apart imo, but that would make it even more of a stand out. I'm pretty sure there's nothing else out there that does it.
I am playing 1.10.2, and the only issue I notice is the fact that any bindings for Voxelmap that can be mapped through your mod don't get saved. I think it may have something to do with my controller bindings being overridden by Voxelmap on mod initialization. Is this hat is happening? Is there a workaround? Thanks.
New mod versions here. It should fix most outstanding issues on Windows 10 boxes.
Minecraft Forge version / Link
1.7.10 Link Removed
1.8.8-1.9.2 Link Removed
1.9.4-1.10.2 Link Removed
1.11-1.11.2 Link Removed
Regarding the Right Trigger not registering. This is an issue with the latest Windows 10 XInput drivers. The latest version of Joypad mod linked above should take care of this by using a new input library. You may have to go into the controls menu in Minecraft and remap it. Just select the "Attack" button and press the Right Trigger.
Regarding the analog movement, since this mod replaces the keybutton presses of the keyboard the movement is the same as if you were to press the key. IE it isn't analog. Earlier versions of this mod had that feature but to maintain compatibility with other mods it was changed to simply do the keypress.
I've removed the yellow number in the top right. It was a battery level indicator but it needs work to be useful
As usual please let me know if you have any issues with this mod.
Thanks!
Hi, the latest 1.7.10 is crashing Forge for me during preloading. Error log reproduced below. Any help appreciated. Thanks.
---- Minecraft Crash Report ----
// Don't do that.
Time: 1/21/17 2:53 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/fml/common/event/FMLInitializationEvent
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/fml/common/event/FMLInitializationEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Class.java:2693)
at java.lang.Class.getDeclaredMethods(Class.java:1967)
at cpw.mods.fml.common.FMLModContainer.gatherAnnotations(FMLModContainer.java:317)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:505)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.fml.common.event.FMLInitializationEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 37 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 142047528 bytes (135 MB) / 323039232 bytes (308 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UC Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UC nevermine{2.3} [AdventOfAscension] (AoA-2.4.B.jar)
UE JoypadSplitscreenMod{1.7.10-0.22} [Joypad / SplitScreen Mod] (JoypadMod-1.7.10-10.13.4.1614-1.7.10.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 359.46' Renderer: 'GeForce GT 620M/PCIe/SSE2'
Could you guys add support for the new Windows 10 Xbox One Controller drivers? The mod won't pick up the controller and I don't want to uninstall the new drivers and get the old ones.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I am having an issue with this mod. I am trying to use it with sky factory 3. I have tried both versions (the new one above and the latest one on the website) and have had the same issue. When ever I enter a crafting mode and grab a stack of blocks and then move them, it leaves a trail of blocks in any open inventory space or crafting space. If I grab just one block, it will drop as soon as my cursor passes the next space. I am currently using a ds4 with ds4windows on a win 10 machine. I have successfully used this combination before in other packs but with sky factory 3 I can not get it to work right. Any suggestions?
Hi Eastsider,
I've tried the new version on a new laptop setup and have an issue with the RT for an XBone. It won't allow me to rebind the RT. In the calibration screen it shows 6 AXis where the RT used to be and Z axis shows (button before that one) reacts to LT and RT press on controller, going up to positive for one and negative for the other.
Tried legacy input too and have same results.
I also tried to switch back to the old version, which I have running successfully on my desktop since the day you released that one with no problems, and I get the same problem.
I really appreciate your efforts here and thanks in advance for anything you can do.
I'd be happy to donate a few dollars to say thanks if you can direct me how.
Thanks and happy holidays.
Mike
Thanks for all your support on this mod, Eastsider! I was wondering when you think a 1.11.2 version would be out? I just downloaded the 1.11 version and I am very happy this mod is still being worked on!
Thanks to this mod I was able to do this:
* Playstation 4 Dualshock 4, all buttons working without issue, wirelessly
* Multiple clients playing at once on 1 machine outputting to 2 screens
* Using only 1 real Minecraft account
* Everything working while completely offline
My setup:
Playstation 4 Dualshock 4 controller
DS4Windows 1.4.52 - Great program, reads PS4 controllers easily, with heaps of options.
Minecraft 1.11
Forge 1.11-13.19.0.2180
JoypadMod-1.9-12.16.0.1842-1.9 that VladimirCaveman posted.
MultiMC 5 - Version 0.4.11-571 on win32
Windows 7 64-bit
Some $5 bluetooth receiver off ebay
This mod is saving the day for me with both of its main features. My friend prefers console controls.... but MineControl has bad camera movement, JoyToKey doesn't let you emulate mousewheel up and down exactly as required, and while Xpadder and JoyToKey can be combined to solve those issues, you're still stuck with finicky walking control. Joypad Mod gets everything working as it should be.
And all without demanding focus anyway. I've been mucking around for days awkwardly playing over a LAN with a friend, with only 1 account, on a chuggy laptop, with no home internet (relying on my phone), with a friend who isn't good with KBAM. You can imagine how painful that combination of things has been, then this mod fixes all of it. My desktop can output fullscreen to 2 screens, coincidentally even fixing screen issues due to the TV being a bit inaccurate. The whole thing works completely offline, and since my desktop is decent, both clients run wayyy better than the laptop could run one. All with PS4-quality control on the Dualshock 4.
So huge thanks.
But three things I'm still trying to iron out.
1. I've seen it mentioned in a few places that analog movement can be implemented. That's pretty much the last step to matching perfect console control. How do I set that up?
2. [[ EDIT - Fixed by using the 1.9 .jar VladimirCaveman patched. ]]
How can I get rid of the little yellow number (it's always a 3) in the top left? I've checked and removed all other mods, it's definitely Joypad Mod. I don't have fraps/recorders etc, and it goes away when I remove Joypad Mod.
3. [[ EDIT - Fixed by using the 1.9 .jar VladimirCaveman patched. ]]
Has anyone had any luck with Bluetooth wireless control? I'm using a PS4 Dualshock 4 controller, and DS4Windows picks it up well (it responds faster to bluetooth than cable, surprisingly). With JoyToKey/Xpadder/MineControl, the controller works regardless of whether it's bluetoothed or cabled. But with JoyPad Mod it just doesn't find it if the cable isn't plugged in.
So now I just need to figure out how to get analog movement to work.
I want to try to make this work. But I just can't go through everything one-by-one. Is there some kind of configuration file or direct configuration instructions to closely match the built-in controller support from other versions, using a wireless XBone controller? At least something to start off with that I can tweak?
This is the exact same problem I have that I detailed in my earlier post but not as well as John.
Same for me. No right trigger functionality. The key shows as "Axis 6+". (and yes, I am running Win10 AU version, which seems to be causing the problem)
Everything else seems to work fine. However... after playing for 3 months on the xbox one (my first time playing minecraft), I opened up the crafting table and could not stop laughing. What a ridiculous setup. The xbox one version may have a lot of limitations, but the crafting table is superior in every way vs the PC version. I can't understand why Mojang doesn't adopt this.
I am using vladimircaveman's patched 1.9 version, and I am having issues trying to use my keyboard and mouse on one instance and a wireless Xbox one controller plugged in via USB on the other. I am only able to control one instance at a time like this, even though I should be able to control both. I confirmed that the controller does work, but trying to control two instances with one of them using it doesn't.
My keyboard shows up as a controller because of its special function keys, so I tested the multiple instance interaction by setting the player that was to use the controller to use the keyboard instead(Xbox one controller turned off). I set the attack key to a function key, had both characters on the same world viewing each other. The player using the mouse had their window selected, and could move etc, while the other player would indeed attack whenever i pressed the function key.
Basically, i determined i can't get the setup to work with a wireless Xbox one controller that i have connected through USB. can anyone else confirm if this is the same for them, or offer any help as to how to fix this or why it is happening?
Edit 1: i should also mention that my system sees my keyboard as multiple devices, attached is an image displaying my keyboards devices.
The mod also recognizes it as two separate controllers if i enable sho all devices, each only being able to use one of two sets of function keys (one can use media keys, other can use sleep and internet etc.) and none of the standard keys, on top of Minecraft recognizing the standard keys and binding them properly in the mouse menu.
Edit 2: I just tested being able to play with two controllers and not having either player rely on a keyboard/mouse, and it still doesn't work. now i am wondering if it is a limitation imposed by having them plugged in instead of being wireless ( windows sees them separately, and the game does as well) or if it is a problem with the mod itself not being able to capture input from an Xbox one controller when the window isnt the focused window. i'm going to try an older version of the mod and minecraft and test more.
Edit 3: Finished testing older versions of minecraft and the mod, confirmed that i cannot get it to recognize input from the controller if the instance that uses the controller is not in focus. i want to buy a wireless adapter to test if it is because the controller is plugged and using the wired drivers, but am put off by the possibility that it still wont work and would have wasted $25 on one.
***I will be posting this onto the GitHub today, minus this last sentence and maybe some editing, to see if anyone there can help.***
New mod versions here. It should fix most outstanding issues on Windows 10 boxes.
Minecraft Forge version / Link
1.7.10 Link Removed
1.8.8-1.9.2 Link Removed
1.9.4-1.10.2 Link Removed
1.11-1.11.2 Link Removed
Regarding the Right Trigger not registering. This is an issue with the latest Windows 10 XInput drivers. The latest version of Joypad mod linked above should take care of this by using a new input library. You may have to go into the controls menu in Minecraft and remap it. Just select the "Attack" button and press the Right Trigger.
Regarding the analog movement, since this mod replaces the keybutton presses of the keyboard the movement is the same as if you were to press the key. IE it isn't analog. Earlier versions of this mod had that feature but to maintain compatibility with other mods it was changed to simply do the keypress.
I've removed the yellow number in the top right. It was a battery level indicator but it needs work to be useful
As usual please let me know if you have any issues with this mod.
Thanks!
@DragonGamer, you shouldn't select your keyboard / mouse in controller menu. If one of the players is using keyboard/mouse, don't enable any controllers for that user. The other joypad users don't need window focus with the above fix.
I need help I can't use 2 controllers at once.
I LOVE CATS!
I'm going to need more details to help you. Such as what controllers on what OS? Also, if possible post the output from the launcher.
Oh no not your version of the mod that works thanks
I LOVE CATS!
It works awesome windows 10 fixes, excited to eventually play with mods on the latest edition of Minecraft with family instead of playing restricted console edition. I know @eastsider98052 isn't the only contributor to the GitHub, but he posted the compiled versions to here so thanks
Eastsider98052 thank you so much for your support, this is a great mod for me.
In the other version 1.11...2188 I had the same problem by IAmParadox.
Now I tested the version 1.9.4-1.10.2 in minecraft 1.10.2, just forge last version and this mod, and works fine but no recognizes RT button by my xone controller, the attack button, and I no get to program the RT, look like no exist.
I'll test the other three versions.
Binding one action automatically binds the other action to the same button?
Thanks for the reply Eastsider and good work on the mod. Any chance of that analog input coming back, or being an option (or something in the code we could work on)? It would be awesome to have that final piece of legit console control. The mod already stands apart imo, but that would make it even more of a stand out. I'm pretty sure there's nothing else out there that does it.
I am playing 1.10.2, and the only issue I notice is the fact that any bindings for Voxelmap that can be mapped through your mod don't get saved. I think it may have something to do with my controller bindings being overridden by Voxelmap on mod initialization. Is this hat is happening? Is there a workaround? Thanks.
Hi, the latest 1.7.10 is crashing Forge for me during preloading. Error log reproduced below. Any help appreciated. Thanks.
Could you guys add support for the new Windows 10 Xbox One Controller drivers? The mod won't pick up the controller and I don't want to uninstall the new drivers and get the old ones.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Controllers still don't reconnect, any advice on figuring out why? Or, am I missing something?
I am having an issue with this mod. I am trying to use it with sky factory 3. I have tried both versions (the new one above and the latest one on the website) and have had the same issue. When ever I enter a crafting mode and grab a stack of blocks and then move them, it leaves a trail of blocks in any open inventory space or crafting space. If I grab just one block, it will drop as soon as my cursor passes the next space. I am currently using a ds4 with ds4windows on a win 10 machine. I have successfully used this combination before in other packs but with sky factory 3 I can not get it to work right. Any suggestions?