• 7

    posted a message on Macro / Keybind Mod

    Some semi-final versions 0.15.0 for 1.12 and 0.15.1 for 1.12.1 are now available. I haven't updated the OP yet because this forum makes it difficult and I will wait for a few hours to make sure there aren't any truly egregious failures before I go through the pain and suffering of doing that.


    As ever, make sure you're running an up-to-date liteloader snapshot, early snapshots may not support this version! Report any bugs below.


    Download links




    Changes in this version


    • Updated to Minecraft 1.12 and 1.12.1
    • Updated ACHIEVEMENTGET to show an Advancement Toast
    • Added TOAST command to display all types of available toast, see details in description below. Syntax is
    • TOAST([type],[icon],[text1],[text2],[ticks])


    • Added new globals UUID (constantly rotating GUID), BOWCHARGE (0 to 100) ITEMUSETICKS (all usable items increase this value once per tick) ITEMUSEPCT (previous value as percent of total usage time)
    • Fix PICK to correctly work with enchanted items
    • Added japanese translations thanks to Lemon_cmd
    • Fix display of minecarts in VEHICLE global, fix SEED in single player
    • Fix bug with using i (item) type hint in user-defined param lists
    • Add bindable key for REPL in the main bindings, allows direct access to console
    • Added dot as alias for RUN command in REPL, eg. use .foo to run foo.txt
    • Added autocompletion for RUN command
    • Added REPL commands KILL and SHUTDOWN
    • Added support for exporting and importing GUI xml, allows GUIs to be backed up, shared and duplicated

    The TOAST command allows all available toast types to be displayed, but the syntax varies based on the type of toast to display:


    • TOAST("advancement","wool:9","Text to display")
    • Displays an Advancement Toast ("Advancement made!") with green wool block as the icon, only the first text element is displayed. Multiple toasts can be displayed and automatically stack and queue.


    • TOAST("challenge","wool:9","Text to display")
    • Displays a Challenge Toast ("Challenge complete!") with green wool block as the icon, only the first text element is displayed. Multiple toasts can be displayed and automatically stack and queue.


    • TOAST("goal","wool:9","Text to display")
    • Displays a Goal Toast ("Goal reached!") with green wool block as the icon, only the first text element is displayed. Multiple toasts can be displayed and automatically stack and queue.


    • TOAST("recipe","wool:9")
    • Displays a Recipe Toast ("New Recipes Unlocked!") with green wool block, no text can be displayed. Additional recipe toasts stack as rollover pages in the toast (the toast will scroll through all recipes added in sequence, then hide itself).


    • TOAST("tutorial","keys","First text line","Second text line",100)
    • Displays a Tutorial Toast with the specified icon for 100 ticks, the tutorial progress bar starts at 100% and counts down to zero. Available icon types are "keys", "mouse", "tree", "recipe_book" and "planks". If ticks is omitted it defaults to 100, a minimum of 5 is allowed and maximum of 600. Both lines of text are displayed simultaneously.


    • TOAST("hint","","First text line","Second text line")
    • Displays a System Hint Toast with the specified text lines. System toasts are limited to a single instance of each type, so calling TOAST("hint", ...) again simply updates the existing toast with new text.


    • TOAST("narrator","","First text line","Second text line")
    • Displays a System Narrator Toast with the specified text lines. System toasts are limited to a single instance of each type, so calling TOAST("narrator", ...) again simply updates the existing toast with new text. It is possible to have a "hint" toast and a "narrator" toast active at the same time, but only ever one of each.


    • TOAST("clear")
    • Removes all user-defined tutorial toasts, since tutorial toasts can be displayed for up to 30 seconds, this allows them to be prematurely cleared if necessary.


    • TOAST("clear","all")
    • Removes all active toasts, including vanilla ones.
    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader
    Quote from Keybounce»
    OMG, you actually implemented Objective-C style categories to extend a class in Java!

    Does this work with forge mods, or only with lite loader mods?

    Does it work back in 1.7.10, or if not, what's the earliest working version?
    i.e. -- how much is "mixin" tied to minecraft, and how much is it "generic java"?


    The type of mixing that I'm doing actually covers various different concepts from different programming languages, allowing for equivalents of extension methods, similar transformations to some AOP frameworks like AspectJ, traits, and various others. The main thing about Mixin is that it's designed with mod development in mind so support for obfuscated targets is built into it, much of this is achieved because Mixin itself is in two parts: the core library which does all the runtime work, and an Annotation Processor which manages all of the compile-time processing which ties into ForgeGradle.

    Essentially, mixin is about 70% general-purpose and 30% specialised to the task of working with Minecraft. The general-purpose parts can of course be used stand-alone, so you could use it with any project and not leverage the parts of the framework which deal with obfuscation. The earliest version it will work with is not limited at all, any version which can be wrapped in launchwrapper could use it, right back to classic. However the limiting factor for development is the toolchain. Whilst you could use the AP with (for example) very old versions of MCP, you'd need to generate all the input data by hand and create a complex build process to gather the outputs and bundle them with the compiled artefact.

    The oldest version of liteloader which supports mixin is 1.8.9, though much of the functionality was available before that in liteloader under different names, and the foundation of mixin is actually liteloader's legacy core transformers ripped out and made stand-alone.
    Quote from Romaq»

    The LiteLoader page needs an update for http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287646-uyjulians-x-ray-mod-1-12-1-no-patcher-required (1.12 and 1.12.1 are now available). There may be other updates needed, that just happened to be the one I noticed while checking for ones that have not updated yet. :) If anyone has a few more to add (or devs following this message thread that know they've updated) it would be useful for @Mumphrey to have a complete list. It is just unfortunate I'm short on time to double-check it right now. :(


    Updated. I have had various pokes about other mods too so it should be mostly up to date.
    Posted in: Minecraft Mods
  • 2

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

    I'd like to request following feature:


    1. Add a VOLUME env which will return the current mastervolume set

    2. Add commands to set the volumes seperately like you did whith the vars


    Both of these already exist. SOUND is the current master (legacy from when the master volumes used to be MUSIC and SOUND, which never changed) plus RECORDVOLUME, WEATHERVOLUME, BLOCKVOLUME, HOSTILEVOLUME, NEUTRALVOLUME, PLAYERVOLUME and AMBIENTVOLUME). And you can set the volumes separately using VOLUME([value], {category}) where category is one of master, msuic, record, weather, block, hostile, neutral, player, ambient or voice.
    Posted in: Minecraft Mods
  • 0

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

    Is this mod abandoned?


    Even an extremely cursory review of this thread would tell you that it's not. So whose time are you wasting right now?
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from seeker17»

    I am trying to keep up-to-date with news and info about this mod and it's development. Where can I do this?


    This thread or my twitter, I don't really tweet much but I do usually tweet when I update things. Plus it'll always be in this thread obviously.
    Quote from Ethaksus»

    Just a feature suggestion: Add specific control for text size in buttons/labels. The layout grid isn't adaptive to Minecraft's UI Scale, but text is, so if you design a GUI scaled for Normal mode, it just looks awful if the UI scale is set to Large; text overlapping Button border, etc.


    This would probably be do-able but unfortunately not easily. I could probably lock the scale to normal at least so that it's consistent across different gui scales. I'll look into it.
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader

    If the forge profile doesn't show it's because you don't have one with a valid version. Most common mistake is trying to extend 1.12.1 from 1.12 or vice versa. If you want to extend a 1.12 forge then you have to do it with a 1.12 liteloader.

    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from PaveIt»

    Is there a way to use outdated mods?

    I got the Liteloader version 1.12.1 and want to run a mod for 1.12 but it doesn't work.


    Unfortunately until the mod updates, no. One of the reasons liteloader was created was that with modloader, old mods would just be loaded regardless, and would just cause the game to crash. LiteLoader checks that the version is valid before loading a mod. When Mojang release new versions sometimes the internal changes are small enough that mods continue to work (for example with 1.10, 1.10.1 and 1.10.2 this was the case) but with bigger internal changes this is not possible.
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from dapperdoge112»

    Awesome thankyou! I will take a look. Also I since refactored the name of my mod and now when I run the it it doesn't load the mod at all any ideas why this is happening? It also could of happen'd when I removed all the mixin stuff


    Mod classes must be named LiteModWhateverOtherNameYouWant and must implement one or more of the litemod callback interfaces.
    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader
    Quote from dapperdoge112»

    Does anybody know of any examples of rendering 3d objects in world? Like outline of blocks or how VillageMarker does it. I cant seem to find any


    Some of the code is pretty old, but WorldEditCUI would probably be a good place to start. Also watson though this never made it past 1.8.
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from maystorm»

    Here's the pastebin link after following your recommended approach: Coyping the extracted file named "liteloader-1.12.1-SNAPSHOT-release.jar" into the mods/ folder. If I copy it to mods/1.12.1 then it doesn't crash but LiteLoader is not active afterwards (at least Forge doesn't show it). Where would I need to place LiteLoader mods like "VoxelMap"? I am a bit confused now, sorry. :(


    https://pastebin.com/xhmrmtuz


    Your log even shows that the versions are mismatched.
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from maystorm»

    I installed Forge (Version 14.21.1.2331) and afterwards run the LiteLoader installer.


    I had to check the option "[X] Show incompatible versions" because w/o it, the installer didn't bring up my Forge profile in the drop-down list. I started afresh today by:


    - downloading and installing a fresh copy of the Minecraft launcher

    - installing Forge 14.21.1.2331

    - placing OptiFine mod into the mods/ folder

    - running the LiteLoader installer


    There were no old artifacts left over from old installations as I started a new and clean installation of MC.


    When running MC from the standard launcher I get some odd Java runtime errors. I can post them if necessary. I am on Linux, btw.


    But 14.21.1.2331 is for Minecraft 1.12 and you're trying to link Liteloader for 1.12.1 to it! You can't do that! The installer is trying to protect you from yourself by not showing the incompatible version and you just ignored it.

    Either install a version of forge for Minecraft 1.12.1 and link LiteLoader 1.12.1 to it, or use LiteLoader for 1.12. You cannot mix 'n match versions in the way that you're trying to.
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from maystorm»

    Doesn't work with Forge 14.21.1.2331 ( I need this because of OptiFine).


    With what versions of Forge is LiteLoader currently compatible?


    All of them to my knowledge. It works fine for me, more likely it's a mod incompatibility than a Forge/LiteLoader crash because there's zero reason for them to be incompatible. I tried it with 2331 and 2443 and it works just fine.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod

    You can use IFMATCHES for regex matching. Syntax is IFMATCHES("<subject>","<regex>") or you can capture a specific group into a target variable using IFMATCHES("<subject>","<regex>",<&variable>,<groupNumber>)

    Posted in: Minecraft Mods
  • 4

    posted a message on Macro / Keybind Mod

    I see why that's happening and yeah it's basically a bug, or at least it's an undesirable side effect of an intended feature. Bascially macros input processor has always internally converted mouse wheel events into actual mouse events so that the mwheelup and mwheeldown can actually be bound to macros. It does this by generating companion events for each mouse wheel click which are processed in the buffer like regular mouse events and handled accordingly.


    These events are assinged a unique internal ID for handling, however no "button" is actually assigned to the event so it's always been the default value of -1 which I'm guessing certain GUIs interpret as button 0 (eg. the left mouse button). What I can easily do is have the input processor assign new virtual IDs to the mouse wheel events which should stop this happening. The nice thing about the virtual events is that it actually allows you to bind the mouse wheel to regular minecraft bindings without even assigning a macro.


    I'm working on the 1.12.1 release currently so I'll roll up this in the current batch of changes.

    Posted in: Minecraft Mods
  • 1

    posted a message on Macro / Keybind Mod

    I heard somewhere that you can toggle sprint like in the Toggle Sprint mod. How do you do use toggle sprint on the Macro/Keybind mod?


    I already answered your question.... seriously can you read?
    Posted in: Minecraft Mods
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