To everyone complaining about the conflicts between ModLoader and Zombes, just be patient! Both Risugami and Tanzanite want people to use their mods so they always work out the conflicts in the end. Risugami hasn't updated ModLoader fully yet so there are going to be conflicts. Things did work in 1.2.5 yes, and they will work in 1.3.1, so just be patient and wait for the mods to update.
Hey, how do I add multiple welcomes to this script, like "Welcome bob!" "Welcome to the server Bob!" "Hey there bob, welcome!" etc
IFMATCHES(%CHAT%,"§dWelcome §[a-f0-9](.+?)§f§d to the Slap-Gaming Minecraft Server!");
MATCH(%CHAT%,"§dWelcome §[a-f0-9](.+?)§f§d to the Slap-Gaming Minecraft Server!",&newplayer,1);
WAIT(3)
ECHO("Welcome &c%&newplayer%&f!");
ENDIF;
Well if you want to choose a random greeting you can use the RANDOM function, so for example if you have 3 greetings:
RANDOM(#greeting,2); // pick a number between 0 and 2
IF(#greeting = 2);
ECHO("Welcome &c%&newplayer%&f!");
ELSEIF(#greeting = 1);
ECHO("Welcome to the server &c%&newplayer%&f!");
ELSE
ECHO("Hey there &c%&newplayer%&f, welcome!");
ENDIF;
Alternatively if you just want it to iterate through choices just replace the random with:
Ouch, that is certainly causing the exception. Even though ModLoader has updated to 1.3.1, it's not even close to being done - it's not polished. Risugami most likely just released the version just to test current features/shut everyone up.
ModLoader has never been polished, but for the large part it's worked. I think you're right about what's happened though, although whether it's succeeded is another matter; personally I think it's just generated more confusion. I did dither over whether to release the patched class but I think it might be needed for a while.
I've installed modloader and this mod. But minecraft crashes:
--- BEGIN ERROR REPORT 47f985d7 --------
Generated 8/5/12 10:29 AM
- Minecraft Version: 1.3.1
- Operating System: Windows Vista (x86) version 6.0
- Java Version: 1.6.0_31, Sun Microsystems Inc.
- Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Sun Microsystems Inc.
- Memory: 201785400 bytes (192 MB) / 259522560 bytes (247 MB) up to 360906752 bytes (344 MB)
- JVM Flags: 2 total; -Xms256m -Xmx356m
- ModLoader: Mods loaded: 2
ModLoader 1.3.1
mod_Macros 0.9.0.4
- LWJGL: 2.4.2
- OpenGL: GeForce 7100 / NVIDIA nForce 630i/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
- Is Modded: Probably not
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
java.lang.NullPointerException
at ModLoader.onTick(ModLoader.java:1197)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3d959fb3 ----------
This is the bug in Modloader we've been talking about, if you want to use it for the time being you can download the patched Modloader.class in the OP.
Like my beta, that "non modloader" version of inventory tweaks contains a "modloader-a-like" which performs the functions of modloader, this means it conflicts with modloader.
To rectify the problem, perform the following steps:
Do not install the non-modloader version of inventory tweaks
Wait for the final version of Modloader to be released and install it
Wait for inventory tweaks to release a modloder version
Okay I have taken out inventory tweaks and I still have this problem with any other mod I install. Any suggestions?
Well if the contols end up under the "done" button it means that something is stopping modloader from "ticking", since my mod replaces the controls gui in the tick function (and does 99% of its other work in the tick function).
Basically, if that screen gets broken, chances are the rest of the functionality will be broken. I don't really know what to tell you since you basically have 3 choices: 1) stick with 1.2.5 until everything is updated; 2) use modloader and my mod and any others that have already updated to use modloader 1.3.1 preliminary 3) use non-modloader mods which are likely to break things.
The problems revolve around the fact that a lot of people are now waiting for a "real" modloader update, both mod makers and players, and the second point to bear in mind is that it used to take weeks to update mods and now it happens much more quickly but 1.3.1 was a big update with some significant architectural changes and the reality is that it will take time for things to smooth out. In the meantime realise that you can basically be patient, use the things that do work, enjoy the new features in 1.3.1 and just accept that some things are going to be broken for the time being; or you can go blue in the face trying to resolve conflicts which are not easily resolvable.
I will try and help if I can, but you've provided precisely zero information about your problem other than saying "me too" to a problem someone else posted and then saying that it happens with "any other mods"... what mods specifically? What classes do they alter, what order are you installing them in (remember that with non-base-clean mods the order is super-important) and have you tried re-patching modloader after installing the mods? Provide some evidence that you've at least tried to solve the problem for yourself and then we've got something to work with.
I'm not trying to be mean but you have to appreciate that it's very hard to know what to tell people here, I don't want to say "not my problem" to everyone, but by the same token there needs to be some reasonable understanding that at the present point in time matters are far from ideal and that the conflicts will be worked out in time and users just need to excercise some patience until then.
As for suggestions, I can't really make any until I know more about your setup.
Is there a way to disable the macro override button while chat is open? I use commands such as ctrl+v and ctrl+c to copy/paste using World Edit, and this is quite annoying when I want to paste something is the chat, and then BAM! A huge building in front of me because it was in my World Edit clipboard. I have both the macro override button at control, and my individual macro's set to only run when control is pressed. This is because I don't want to just press V to paste something by accident, but I still need the override because I use 1 and 2 to set positions of World Edit. Another fix would be to see if a modifier is set in the macro, and also held down to automatically override that button, then my override button wouldn't need to be set as ctrl. Such that if I press 1, it goes to the slot number 1, but if I press ctrl+1, and a macro for that is set it executes the macro instead of going to slot number 1.
You can set this as an option in the config file, find the option:
# Enable the override function when in the chat GUI, disable if using CTRL
override.chatgui.enabled=1
and set it to 0.
You can set modifiers in macros by clicking "options" when editing the macro.
Is there a way to disable the macro override button while chat is open? I use commands such as ctrl+v and ctrl+c to copy/paste using World Edit, and this is quite annoying when I want to paste something is the chat, and then BAM! A huge building in front of me because it was in my World Edit clipboard. I have both the macro override button at control, and my individual macro's set to only run when control is pressed. This is because I don't want to just press V to paste something by accident, but I still need the override because I use 1 and 2 to set positions of World Edit.
Another fix would be to see if a modifier is set in the macro, and also held down to automatically override that button, then my override button wouldn't need to be set as ctrl. Such that if I press 1, it goes to the slot number 1, but if I press ctrl+1, and a macro for that is set it executes the macro instead of going to slot number 1.
Rebind your macro override to an out-of-reach key, and that's it
you don't need it anyway except for already bound keys (wsad,e,and t)
For the latter, you do need either macro override..., or macro activate, which i use
bound to g, i press it (no need to hold) and then press my macro key
Thanks and i just tried changing the IFMATCHES to IF statements like that example trying !MODE and MODE at the beginning
IF(!MODE)
ECHO(/gm survival)
WAIT(1)
ENDIF
Both did nothing
If you want to try downloading again, I've just uploaded version 0.9.0.5 which fixes this issue by removing the modulo operator (I'll add it back in when I can think of a sensible syntax that doesn't break things!) and also fixes a minor problem where starting an auto-craft with items left in the crafting grid would fail (it now clears the crafting grid beforehand).
That didn't work. Maybe I changed onPlayerJoin wrong, how should onPlayerJoin be?
Ok none of this should be necessary, I think something may be upsetting the 10 second delay I added to the actual event to make any of this necessary.
Try the version new version I've uploaded which is now 0.9.0.6.
If I'm right then that should remove the need for all of this messing around, just put your welcome into onPlayerJoined and bam! If in doubt use LOG in the first instance just to check.
Is ability to hide or clear chat still in the making?, because having the on-screen text composed of only LogTo would be amazing
For those who forgot or didn't notice, the "hidden" chat from the options actually blocks chat, both ways, from this mod at least
this prevents you from sending messages or processing incoming ones, even with macros
----
Also, i edited the gui file into something i consider more useful:
NOTE: only copy over the part about the "ingame" gui, the first half are your buttons
It installs fine with 1.3.1.
Instead of the mod loading, I get key.macros as the control.. I'm a web developer, so I'll phase it this way:
key.macros
key.GRAVE
Fix would be nice.
Please provide more information, what version of modloader are you using, did you install my modloader patch, what other mods are you running and if so in which order did you install them?
Thanks didn't see that!
Just updated everything and it still spams when I join.
It should, onChat detects any kind of message..., %CHATPLAYER% and %CHATMESSAGE% might not work though
I have no idea what's going on here, are you sure you did it right?Oh, i missed the global tag for justspawned, change OnPlayerJoin to:
$${Wait(1);IF(!@justspawned);Echo(Hey, %JOINEDPLAYER%);ENDIF}$$
'Cause tomorrow spring is here
--- BEGIN ERROR REPORT 47f985d7 --------
Generated 8/5/12 10:29 AM
- Minecraft Version: 1.3.1
- Operating System: Windows Vista (x86) version 6.0
- Java Version: 1.6.0_31, Sun Microsystems Inc.
- Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Sun Microsystems Inc.
- Memory: 201785400 bytes (192 MB) / 259522560 bytes (247 MB) up to 360906752 bytes (344 MB)
- JVM Flags: 2 total; -Xms256m -Xmx356m
- ModLoader: Mods loaded: 2
ModLoader 1.3.1
mod_Macros 0.9.0.4
- LWJGL: 2.4.2
- OpenGL: GeForce 7100 / NVIDIA nForce 630i/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
- Is Modded: Probably not
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
java.lang.NullPointerException
at ModLoader.onTick(ModLoader.java:1197)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3d959fb3 ----------
Just be patient and wait Until modloader updates
Well if you want to choose a random greeting you can use the RANDOM function, so for example if you have 3 greetings:
Alternatively if you just want it to iterate through choices just replace the random with:
ModLoader has never been polished, but for the large part it's worked. I think you're right about what's happened though, although whether it's succeeded is another matter; personally I think it's just generated more confusion. I did dither over whether to release the patched class but I think it might be needed for a while.
This is the bug in Modloader we've been talking about, if you want to use it for the time being you can download the patched Modloader.class in the OP.
Okay I have taken out inventory tweaks and I still have this problem with any other mod I install. Any suggestions?
Well if the contols end up under the "done" button it means that something is stopping modloader from "ticking", since my mod replaces the controls gui in the tick function (and does 99% of its other work in the tick function).
Basically, if that screen gets broken, chances are the rest of the functionality will be broken. I don't really know what to tell you since you basically have 3 choices: 1) stick with 1.2.5 until everything is updated; 2) use modloader and my mod and any others that have already updated to use modloader 1.3.1 preliminary 3) use non-modloader mods which are likely to break things.
The problems revolve around the fact that a lot of people are now waiting for a "real" modloader update, both mod makers and players, and the second point to bear in mind is that it used to take weeks to update mods and now it happens much more quickly but 1.3.1 was a big update with some significant architectural changes and the reality is that it will take time for things to smooth out. In the meantime realise that you can basically be patient, use the things that do work, enjoy the new features in 1.3.1 and just accept that some things are going to be broken for the time being; or you can go blue in the face trying to resolve conflicts which are not easily resolvable.
I will try and help if I can, but you've provided precisely zero information about your problem other than saying "me too" to a problem someone else posted and then saying that it happens with "any other mods"... what mods specifically? What classes do they alter, what order are you installing them in (remember that with non-base-clean mods the order is super-important) and have you tried re-patching modloader after installing the mods? Provide some evidence that you've at least tried to solve the problem for yourself and then we've got something to work with.
I'm not trying to be mean but you have to appreciate that it's very hard to know what to tell people here, I don't want to say "not my problem" to everyone, but by the same token there needs to be some reasonable understanding that at the present point in time matters are far from ideal and that the conflicts will be worked out in time and users just need to excercise some patience until then.
As for suggestions, I can't really make any until I know more about your setup.
You can set this as an option in the config file, find the option:
and set it to 0.
You can set modifiers in macros by clicking "options" when editing the macro.
Rebind your macro override to an out-of-reach key, and that's it
you don't need it anyway except for already bound keys (wsad,e,and t)
For the latter, you do need either macro override..., or macro activate, which i use
bound to g, i press it (no need to hold) and then press my macro key
'Cause tomorrow spring is here
If you want to try downloading again, I've just uploaded version 0.9.0.5 which fixes this issue by removing the modulo operator (I'll add it back in when I can think of a sensible syntax that doesn't break things!) and also fixes a minor problem where starting an auto-craft with items left in the crafting grid would fail (it now clears the crafting grid beforehand).
That didn't work. Maybe I changed onPlayerJoin wrong, how should onPlayerJoin be?
$${Wait(1);IF(!@justspawned);Echo(Hey, %JOINEDPLAYER%);ENDIF}$$
That's exactly how it should be
As a reminder, OnJoinGame is still
$${Set(@justspawned);Wait(5);UnSet(@justspawned)}$$
'Cause tomorrow spring is here
Ok none of this should be necessary, I think something may be upsetting the 10 second delay I added to the actual event to make any of this necessary.
Try the version new version I've uploaded which is now 0.9.0.6.
If I'm right then that should remove the need for all of this messing around, just put your welcome into onPlayerJoined and bam! If in doubt use LOG in the first instance just to check.
No it shouldn't do, try downloading it again.
this prevents you from sending messages or processing incoming ones, even with macros
----
Also, i edited the gui file into something i consider more useful:
NOTE: only copy over the part about the "ingame" gui, the first half are your buttons
'Cause tomorrow spring is here
Put this module in the macros "modules" folder: http://eq2.co.uk/minecraft/mods/modules/api3/module_nochat_api3.jar
I really need to change the text in the config file to read: Do not edit this file by hand. Unless you really want to. Nice work though.
Instead of the mod loading, I get key.macros as the control.. I'm a web developer, so I'll phase it this way:
key.macros
key.GRAVEFix would be nice.
A graphic designer from Perth, Australia.
www.alene.co
Please provide more information, what version of modloader are you using, did you install my modloader patch, what other mods are you running and if so in which order did you install them?