• 0

    posted a message on Macro / Keybind Mod
    Quote from Cloud7050»

    Mumfrey, there's also this strange issue I face on the 1.11.2 version, as I did on the 1.8 version of Macros. Switching from the chat screen to the main screen always makes my custom GUIs hop about. Icons are constantly cut off and text is constantly elongated in the main screen, but they are fine in the chat screen. Here's an example:

    In the video I also will demonstrate a bug with the rightmost column of the GUI editor where it can't be automatic.


    Different GUI slots have different padding, you can change the padding of the slots if you want by editing the .gui.xml

    The last column being different size is just a side effect of how the colum widths are calculated. In order to avoid weird rounding errors the columns are clamped to certain width increments, the last column just takes up the "spare" space to fit the screen. It's not a bug that's intentional.

    Quote from Cloud7050»

    another bug I encountered, command words like "craft" turn purple even when I'm not using them as commands.


    You can turn off highlighting in the editor box if you don't want it.
    Quote from Cloud7050»

    How would I use SETPROPERTY to change the text in of a GUI icon?


    The text?
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from Cloud7050»

    Hey, I think I found an issue with the macros icon feature in 1.11.2.

    I have %HITID%:%HITDATA% bound to an icon in my gui, but for certain blocks like the redstone comparator, the upper part of double plants, item frames or inverted daylight sensors, the icons are either invalid, a sunflower by default, leaves or invalid respectively. Any way to make it work? I haven't found a way to setproperty or setlabel to bind certain things to an icon, unlike how I can for a label.


    Edit: Also doesn't work for things like lit furnaces or cocoa beans. Basically things with different states that aren't simply damage values.


    The issue is basically that the selector was supposed to just be so that you could render an item instead of a png, I didn't really intend for it to be used with HITID. That said, I can sort of make it work for blocks that have a fixed drop, eg. you break that type of block and it always drops the same item. But I can't really fix it for any blocks which have different blockstates because you'd need to pass the blockstate into the icon and there's no elegant way to do that.

    For items that you can't hold in your inventory the icon will always be wrong, because the icon draws the item using the isometric view used to render it into the inventory.

    Of course, there's nothing stopping you handling this in a macro, you can use whatever custom logic you want.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from supers0lar»

    Hello mumfrey and good day to you, First of all i would like to thank you for this incredible mod. I certainly can't play Minecraft without it, however there is one thing that is really bothering me about this mod.

    so Basically, It's really hard to understand. A lot of the times i want to use the commands that are in the mod, but i don't know anything about the iterators or complete info about the commands. I have to search for it in this page, sometimes in the change logs and sometimes in the tutorial link you have provided.

    It would be perfect if you could implement a separate part in the mod similar to the "cmd help" section where you can list all available Iterators and Variables, Commands they relate to, and possibly some slightly more detailed info about each Command so that people like me can get more efficient with this mod.

    I hope you implement these features when you have the time and energy, and again, thank you for this amazing work. This mod still has very great potentials..


    Fleshing out the in-game help is certainly something I've had in my mind for a long time. Variables are tricky because the variables available will vary by scope but I could probably at least have the top-level so-called "environment" variables available somewhere. Creating the initial batch of in-game documentation took a pretty long time and I have to be mindful of the translations too, but I do still want to expand it where possible. We're approaching the time of year where I actually have a measurable amount of free time, so I will be looking to work on the mod more actively over the next couple of months, I'll certainly keep the documentation situation in mind.
    Posted in: Minecraft Mods
  • 2

    posted a message on LiteLoader
    Quote from Romaq»

    Please add https://minecraft.curseforge.com/projects/villagemarkermod-for-liteloader to http://www.liteloader.com/mods

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1288327-village-marker-mod?page=20 is the discussion page, https://dev.bukkit.org/projects/villagemarker is the Spigot plugin so this LiteLoader mod works on Spigot servers. This also works just fine in Single Player without Spigot.


    Nice, I'll add that when I have a spare second to create the page, should be later today.
    Posted in: Minecraft Mods
  • 2

    posted a message on Macro / Keybind Mod

    No I don't backport. Not least because in this case it would be an immense amount of work to backport the current functionality to pre-Mixin liteloader but also because even though I fully respect and understand that people want to run ancient versions of the game, I don't support it and would always encourage people to be on current releases of the game.


    Supporting mods takes a great deal of time and effort, asking for additional time to be spent backporting current-generation features to versions of the game which are 2 years old is just not a feasible undertaking, especially given the technical advancements in adopting Java 1.8 and especially in LiteLoader and Mixin which would need to be backported as well in order to make it possible.

    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from Mortasius»

    Hello. Is there any chance that someday you will remake the version for minecraft 1.8? Or at least release this version for the public to try to arrange it?


    what, the download for 1.8 is right there in the OP.
    Posted in: Minecraft Mods
  • 2

    posted a message on Macro / Keybind Mod
    Quote from Gunnthorian»

    I just want to take the time to thank you for the constant support and attention you've given this mod, I use it religiously now. I guess my only questions would be:


    1. has the mod been made open source?

    2. if it is open source where? GitHub?

    3. if we had access to an open source version how would it get compiled, this may be easy or I'm just stupid.


    1. The mod is not open source, though if I were ever to put the project down (unlikely, since I'm still supporting mods I made for Unreal Engine games I made over 15 years ago) I would probably just make it open source. However some long-time supporters of the mod (such as Gorlem, Mart and Xerao) do have access to it, as do all of the VMP members since it's hosted on the VMP gitlab.
    2. Not currently open source.
    3. Like all litemods, it's compiled with the LiteLoader plugin in ForgeGradle. The project is actually two projects since the module API is a separate, open-source module.
    Posted in: Minecraft Mods
  • 5

    posted a message on Macro / Keybind Mod

    Ok so there are a few things in 1.12 which are going to require some time to write support for, however rather than delay releasing anything until that time, here is a prerelease version which is just a straight untested update from the 1.11.2 version.


    You can download the prerelease here.


    The usual disclaimers apply:


    • This beta may cause your computer to explode, yadda yadda
    • Back up your worlds and also your macros configs (found in .minecraft/liteconfig/common/macros) before running this prerelease
    • Don't link to this post or link to the download. The prerelease is made available as a reward to regular followers of the thread and if people are too lazy to read back a few posts in a forum thread then they will likely be too lazy to report any bugs as well, which defeats the purpose of the prerelease.
    • On that note, please report bugs you find in the prerelease.

    Things which were notably broken between 1.11 and 1.12:


    • Auto-crafting - this may not work correctly at all, the crafting system has been internally completely overhauled to support the recipe book stuff, updating this was a nuisance and it may only partially work at present
    • ACHIEVEMENTGET now shows an Advancement Toast. Before the final release I will add support for displaying all of the different toast types via a new script command.

    Make sure you're running at least LiteLoader 1.12-SNAPSHOT build 2 or later, build 1 will not work because of a bug in keybinding registration.

    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from Cloud7050»

    Is there a way to use a macro to press F3 and t at the same time? (This refreshes textures) As in run press(61) and press(20) at the same time, since press only runs for 1t I'm finding it hard to do.


    Use RELOADRESOURCES()
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from ragger»

    I am using the "old" launcher, not that new fancy one, so maybe it's an issue with that launcher and not the new one then?

    Likewise, i'm using the "old" (java) launcher and it didn't present an issue for me.
    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader
    Quote from ragger»



    Edit the profile, uncheck the "JVM arguments" box then save, then launch minecraft.


    For some reason the JVM arguments box is enabled and empty, so disableing it should make it use default arguments, whatever they are.


    Ah this might be an issue with certain versions of the launcher. I removed the custom JVM arguments from the installer this time around so that the defaults would be used, it could be that different versions of the launcher treat that as blank for some reason, I'll update the installer.
    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader
    Quote from TheGurw»

    Alright, I've been up and down the internet looking for an actual answer to this problem, and this seems the most logical place to post this problem, reasoning incoming.

    Various other people in the past (most over two years ago) have had this problem, it always seems to happen with Liteloader mods, and the only common factor is the error and that it's a Litemod.

    I'm using the Macro & Keybind mod for Liteloader. It was working fine when I woke up this morning, but about three hours ago, the keybind menu (default SNEAK + GRAVE) stopped showing the GUI properly (see attached image for what it looks like for me).

    Upon further investigation, I dug into the log and discovered that something about my jinput 2.0.5.jar path being defined and not secure was throwing errors. I have no idea what that means, but here's the full log:

    https://pastebin.com/BD8fNsBQ

    I have tried removing all the mods, including Macro, but this error still gets thrown. I updated to the latest versions of both Forge (v13.20.0.2315) and Liteloader (as I found that solved this problem for some other people back in 2014) to no avail. I've restarted my computer, which changed nothing, and aside from a clean install of Minecraft (something I'd rather avoid if possible), I'm out of ideas.

    Any help? Or direction?


    That looks fine, it looks like you just enabled "simple gui" mode, un-check it in the macros options.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from GulithorHD»

    I downloaded this super awsome mod for a server and I need multiple configurations. That is very easy but I just noticed that you only can have different keys but I need different buttons too. So I treid to delete the buttons at my new configuration, but it deleted them also on my standart configuration. Does anyone know, how I can ge different buttons on different configs. Thank you for your help :)


    A button in a GUI is like a button on your keyboard, so when you change configurations you can still have the buttons in the GUI do different things, so there's no such thing as a per-config button. However, you can make as many GUI layouts as you like, you can then bind those GUIs to the different slots using BINDGUI. So you can choose which GUI layouts you wish to be per-server by writing a simple macro and having it trigger in onJoinGame.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from SuperFire131»

    Is there any workaround for this? I would very much like to keep my forge mods. If not, is there a fix planned?

    There is no fix planned, autocrafting is already pretty complicated (it's a massive state machine which has to take all sorts of factors like server lag into account) and looking up the recipes involves hooking into the minecraft recipes themselves to get their declared ingredients.

    To craft an item, I have to look up a recipe which produces the desired output, get the ingredients required, search for those ingredients in the inventory, perform the actual crafting, check the result was actually crafted, and then keep doing that until you run out of items or the required amount is crafted.

    Forge replaces a bunch of the vanilla recipes with custom ones which instead of having a single recipe, can actually have multiple and include concepts which are outside vanilla's understanding (recipes can be things other than items, in order to support "compatible" items for example, items which are accepted by the recipe based on criteria rather than by what item they are).

    About the only way I could work around this would be to somehow store all the vanilla recipes in the mod itself, rather than looking them up via the game's own mechanisms.
    Posted in: Minecraft Mods
  • 2

    posted a message on Macro / Keybind Mod
    Quote from Gorlem»

    I have a few bugs which I think were not already reported:


    CRAFT Action: Seems to give you two items while you are in creative and don't already have the item.


    PICK Action: Doesn't seem to work with enchanted or named tools.


    VEHICLE Variable: Returns entity.MinecartRideable.name for Minecarts.


    SEED Variable: Returns 0 even in Single Player.


    Noted in tracker. I'm literally back-to-back with events until late april now so I won't have time to fix any time soon, but will make sure these are addressed in the next release.
    Posted in: Minecraft Mods
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