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1.7.10
SMP
ControlPack - AutoSneak/Run,AutoTool,SmartFurnace,LOOKBEHIND+Lots More! [V6.0]
Poll: What do you think?
Ended May 15, 2014
Nice as, time to test this thing out :smile.gif:
Actually, yes. But funny enough, it didn't used to work that way. I made sure it did in this update just for you.
Don't feel too unlucky, the last version was for 1.6.6, so you would have been waiting anyway :smile.gif:
100 downloads since just over 12 hours ago. Not bad folks. Thanks :smile.gif:
<3
I use Zombe's s well which uses 2 of the files kq.class and q.class which you say overwriting will not affect Zombe's but installing the other way will affect your mod. No worries as long as it doesn't as that is my main mod.
Cheers......
Right, well you can now :smile.gif: Check the readme, it explains how to rotate it.
I think you can use the optmine px.class and you'll just lose the LookBehind feature.
Zombe's is compatible -- it works because my code is calling Zombe's code if it exists. That's why you need to install ControlPack last since my code is basically the combination of the two mods (but done in a way that works even if you don't have Zombe).
JUST lose the look behind? The one thing that will save me getting my head blown off and you say JUST? Anything but the look behind. Here take my right arm and leave me the look behind. Actually you better take my left arm cause my right arms a fighting arm and I'm gunna need it to fight my way past all the zombies trying to block my retreat.
I guess there's nothing for it but to either find out what leaving the optimine px.class file does or just wait till I get a better computer and dump the optifog/optimine mod.
Thanks for getting back to me so quickly.
Cheers.........
Awww :sad.gif: Ok maybe 'just' was not the right word :smile.gif: Actually, you'd also lose the front 3rd person view. Twisting the knife now...
You're at least the 3rd or 4th person to complain about this incompatibility. I did try to avoid overwriting that file, but there's just no hooks for what I need. This is part of the problem with the so-called 'mod loaders' like mod loader. It's all fun and games until you have to do something the loader doesn't have a hook for.
So to make it compatible I'd have to see the optimine source code (I don't even know if it's available so that could involve decompiling it). Depending on how it was done I'd either have to create a special separate version of the mod or inject a lot of a reflection like I did for Zombe. It's on my radar... but I can't promise anything :sad.gif:
I see. Well clearly I don't see backwards. Actually i don't really understand as I'm not a modder but I'm sure what you've said makes perfect sense. I wondered how modders 'chose' which class files to edit and why some just created their own unique class files while others didn't. I'm guessing its all to do with the 'hook' you mentioned. Having to tie in with the existing structure of vanilla minecraft depending on what you're trying to achieve.
An example would be having to tie in with the minecraft furnace system if you were trying to get it to give you more than one item from smelting just one item like cookie dough if you were to make it smeltable but wanted to get the 8 cookies result back after smelting. Doing that might require altering the ??.class file rather than making a new file to avoid a clash.
I don't know if I'm on the right track but that kinda makes sense to me. I guess an alternative I can try is to remove the combination optifog/optimine mod and replace it with the stand alone optifog mod and see what effect that has on my game.
Thanks again for getting back to me so quickly.
PS: Since installing Zombe's mod my time is now taken up designing new mods and tweeking vanila to make it more enjoyable. I'm still trying to figure out how to 'add' a new block and item into the game but so far haven't figured out how to get the block ID's of the ones that haven't been taken yet. I've ckecked the ID's of existing ones and there doesn't seem to be a pattern to it at all. Its trying my patience but I haven't given up yet.
Cheers......
By the way, which class does the look behind use? I don't want it :tongue.gif:
Or is there at least some way to change it so it doesn't use the middle mouse button?
OP said 'The LookBehind via Keyboard feature (Forward+Back) can be disabled via controlpack.txt'
If you still want the class file, OP said 'It clashes with Optimine. If you want to use both, you can skip the conflicting file from the ControlPack mod, and you will lose the LookBehind feature. '
I don't mind the forward back, I just don't want it hooked up to the middle mouse button :tongue.gif:
And ok that works. I use optimine anyway.
Funny, someone else had the opposite request. Just for you, the next version will make each and every feature configurable. Good? :smile.gif:
Just let optimine overwrite it... you'll only lose the look-behind feature.
i want it for the look behind feature