Yes. One issue at a time, though. If I can get it to work and intend to use it I will ask the permission of the authors of all mods included (respectively) if I can use their mod in a mod-pack. I may be getting the steps backwards, but I need to see if I can get the mod working alongside every other mod I intend to use before even thinking any form of a public release. I assure you, though, that getting permissions to do such a thing comes before public release, of course. =]
I'm trying the method you spoke of as I failed to notice that the VoxelBox mod-pack was on FTB with LiteLoader files in the latest versions, so I'll post what happens.
Well... ensuring compatibility between the mods you intend to use in your mod pack, and the addition of new mods, is important. To the best of my knowledge (and my limited experience in using mods outside of ModLoader, VMP and stand-alone mods), VoxelModPack mods work rather well with most mods, and Liteloader doesn't seem to playup with other mod formats. So you should be golden. But, double-checking, to be sure, is always wise.
And now you see why I suggested getting the FTB release, so you can have access to those files, in their litemod form, to make things far easier than risking errors, while recompiling the archives yourself.
Well... ensuring compatibility between the mods you intend to use in your mod pack, and the addition of new mods, is important. To the best of my knowledge (and my limited experience in using mods outside of ModLoader, VMP and stand-alone mods), VoxelModPack mods work rather well with most mods, and Liteloader doesn't seem to playup with other mod formats. So you should be golden. But, double-checking, to be sure, is always wise.
And now you see why I suggested getting the FTB release, so you can have access to those files, in their litemod form, to make things far easier than risking errors, while recompiling the archives yourself.
Yes. Currently I am testing everything in the latest versions. Alpha-testing my mod-pack we've found tons of bugs, only to find that the latest releases of most mods fix most of our problems. Now that everything is moving on to 1.4.7 (guess I'm behind again) I expect to get most of the good bug-free mods with 1.4.6.
The method you've described works perfectly. I had originally used the files from MineCrack to see if that worked. I didn't know that the FTB launcher also hosted the VoxelBox mod-pack until you informed me. Using those files everything works just fine. If everything works I'll be back to request permission. Thank you for your time and help thus far. =]
Okay I have spent the whole night trying to make this.. I want a button that will display (in chat) either
Night. %#min% min %#sec% sec left before day comes.
||
Day. %#min% min %#sec% sec left before night comes.
Depending on the time in game. I want the minutes and seconds in irl time; and day to include dawn, sunset, and daytime, while the rest will be nighttime nighttime.
Rollback Post to RevisionRollBack
Thanks to Mumfrey for creating this awesome mod! The Macro / Keybind Mod. If you ever need to contact me asap, go to the server: mc.synapsehlp.com
Yes. Currently I am testing everything in the latest versions. Alpha-testing my mod-pack we've found tons of bugs, only to find that the latest releases of most mods fix most of our problems. Now that everything is moving on to 1.4.7 (guess I'm behind again) I expect to get most of the good bug-free mods with 1.4.6.
The method you've described works perfectly. I had originally used the files from MineCrack to see if that worked. I didn't know that the FTB launcher also hosted the VoxelBox mod-pack until you informed me. Using those files everything works just fine. If everything works I'll be back to request permission. Thank you for your time and help thus far. =]
Not a problem. I try to provide whatever help I can, as a sort of repayment for all the help this thread gives to me.
Regarding 1.4.7 (it's still in pre-release form, right now, and I haven't seen an "official" posting of it, on the front page of the forums), it's claimed on the Wiki that this client will be backwards compatible with 1.4.6 mods... meaning your work load will be lighter (and, regarding the VoxelModPack, I've seen this same thing happen with the 1.4.4 and 1.4.5 release, where even the FTB and official VMP released mods were still labled as "1.4.4" (though the version text was updated) internally, in their class files.
So, you should be fine, on compatibility.
Hopefully the VoxelMod team doesn't object to you using the mods, in your pack. That would be a shame, after trying to make everything work nicely in your pack. >_>
Okay I have spent the whole night trying to make this.. I want a button that will display (in chat) either
Night. %#min% min %#sec% sec left before day comes.
||
Day. %#min% min %#sec% sec left before night comes.
Depending on the time in game. I want the minutes and seconds in irl time; and day to include dawn, sunset, and daytime, while the rest will be nighttime nighttime.
I'm not sure if it honestly will help you, but Mumfrey made a lovely script that gives you the in-game time, as a 24-Hour clock. You'll find it starting on Page 255, ending on Page 258. It works great for my needs, and maybe you can adapt the code for your own countdown script.
Okay I have spent the whole night trying to make this.. I want a button that will display (in chat) either
Night. %#min% min %#sec% sec left before day comes.
||
Day. %#min% min %#sec% sec left before night comes.
Depending on the time in game. I want the minutes and seconds in irl time; and day to include dawn, sunset, and daytime, while the rest will be nighttime nighttime.
Well, for starters, a whole day is 24000 ticks
0-12000 is day, 12000-24000 is night
and each second is 20 ticks
do you want to countdown to dawn and dusk more or less, or exactly when it starts, or exactly when it ends..., or exactly when mobs begin to spawn?
I love the scripting functonality, but have encountered two problems:
1: the loop does not appear to repeat.
2: "Script terminated with uncollapsed stack, check your script syntax" gets printed every time the script runs
Here is my script:
$${
SET(run);
DO;
IF(%RAIN% > 0);
SET(raining);
ENDIF;
IF(raining);
SETLABEL("HUD", "Time: %TICKS%, Raining At Strength %RAIN% on Server %SERVER% With %TEXTUREPACK% and user %PLAYER%);
ELSE;
SETLABEL("HUD", "Time: %TICKS% on Server %SERVER% With %TEXTUREPACK% and user %PLAYER%);
WHILE(run);
}$$
Rollback Post to RevisionRollBack
I am a map maker, modder and a avid Minecrafter (Obviously), hence, AlphaModder3
I love the scripting functonality, but have encountered two problems:
1: the loop does not appear to repeat.
2: "Script terminated with uncollapsed stack, check your script syntax" gets printed every time the script runs
Here is my script:
$${
SET(run);
DO;
IF(%RAIN% > 0);
SETLABEL("HUD", "Time: %TICKS%, Raining At Strength %RAIN% on Server %SERVER% With %TEXTUREPACK% and user %PLAYER%);
ELSE;
SETLABEL("HUD", "Time: %TICKS% on Server %SERVER% With %TEXTUREPACK% and user %PLAYER%);
ENDIF
LOOP;
}$$
2) you need to close your conditionals
Also, your raining variable wouldn't work without an UNSET command somewhere after or before, otherwise it will remember that it once rained forever
you can combine the IF's though, like this ^
1) no idea , it should loop just fine, though since there is nothing to unset run you may as well just use LOOP there
maybe the unclosed stack was causing it to refuse the loop
Is there a problem with using several ForEach(enchantment);Next in a script?, i have two of them, both in a Do(2);Loop so they're executed on two different items
the first one runs perfectly, the second always outputs as %ENCHANTMENT% the first enchantment from the second tool
Slot(1)
Do(2)
ForEach(enchantments)
Log(%ENCHANTMENT%)
NEXT
Slot(2)
LOOP
Log(&a---)
Slot(1)
Do(2)
ForEach(enchantments)
Log(%ENCHANTMENT%)
NEXT
Slot(2)
LOOP
with tool 1 - Looting III Bane of arthropods V
and tool 2 - Sharpness V
this outputs:
Looting III
Bane of arthropods V
Sharpness V
---
Sharpness V
Sharpness V
Sharpness V
also i noticed commenting lines with either // or - no longer seems to work
luckily though, plaintext lines don't seem to break scripts either
--
@test:
Macros only work ingame, there is nothing you can do to navigate the menus outside for the moment
that includes connecting to servers
These are apparently available as .liteloader files as that is how to load up VoxelMenu and other mods, but I cannot find where they might be hosted. Any ideas?
I'd rather talk about VMP stuff on the Voxel Box forums since this thread is for macros.
And, since we're talking about VMP now, and because I've been rather quiet, lately, I just wanted to say "Thank you!!!" to Mumfrey for whatever role he had, in restoring NoClip in VoxelFlight, and to pass along my full gratitude to whoever was directly responsible for fixing it in Single Player mode.
Okay no worries, I'll pass your gratitude on to myself
Is there a problem with using several ForEach(enchantment);Next in a script?, i have two of them, both in a Do(2);Loop so they're executed on two different items
the first one runs perfectly, the second always outputs as %ENCHANTMENT% the first enchantment from the second tool
Looks like the iterator isn't properly resetting after it runs, not sure what would cause that but I'm guessing it's to do with the way that I cache variable values for performance in the new version. It's possible that it's not properly removing the context provider from the stack when the FOREACH terminates.
If I have a button with let's say:
/kick $$u
instead of offering a player selection screen, it outputs
$$u not found.
How can I fix this?
This is because you're not allowing the button to close the GUI, so it can't display the prompt. If you're using parameters you must let the button close the GUI, otherwise the prompt can't be displayed.
This is because you're not allowing the button to close the GUI, so it can't display the prompt. If you're using parameters you must let the button close the GUI, otherwise the prompt can't be displayed.
Could I make it so it opens the GUI again? I tried:
WAIT(5s);PRESS(GRAVE)
but that didn't work.
He means to edit your button settings and have it close the gui when running.
Couldn't I make it so I click the button, which exits the GUI. runs the command that opens the list; then after a certain time, lets say 5 seconds, because it shouldn't take longer than that to click on a name, opens the button GUI again? run-on sentences
Couldn't I make it so I click the button, which exits the GUI. runs the command that opens the list; then after a certain time, lets say 5 seconds, because it shouldn't take longer than that to click on a name, opens the button GUI again? run-on sentences
You don't have to wait 5 seconds because the macro isn't run until after you fill in the parameter value. However there isn't a way to programatically display the playback screen. You could try PRESS(41) but it's very likely to result in a stuck key.
And now you see why I suggested getting the FTB release, so you can have access to those files, in their litemod form, to make things far easier than risking errors, while recompiling the archives yourself.
The method you've described works perfectly. I had originally used the files from MineCrack to see if that worked. I didn't know that the FTB launcher also hosted the VoxelBox mod-pack until you informed me. Using those files everything works just fine. If everything works I'll be back to request permission. Thank you for your time and help thus far. =]
Night. %#min% min %#sec% sec left before day comes.
||
Day. %#min% min %#sec% sec left before night comes.
Depending on the time in game. I want the minutes and seconds in irl time; and day to include dawn, sunset, and daytime, while the rest will be nighttime nighttime.
Regarding 1.4.7 (it's still in pre-release form, right now, and I haven't seen an "official" posting of it, on the front page of the forums), it's claimed on the Wiki that this client will be backwards compatible with 1.4.6 mods... meaning your work load will be lighter (and, regarding the VoxelModPack, I've seen this same thing happen with the 1.4.4 and 1.4.5 release, where even the FTB and official VMP released mods were still labled as "1.4.4" (though the version text was updated) internally, in their class files.
So, you should be fine, on compatibility.
Hopefully the VoxelMod team doesn't object to you using the mods, in your pack. That would be a shame, after trying to make everything work nicely in your pack. >_>
I'm not sure if it honestly will help you, but Mumfrey made a lovely script that gives you the in-game time, as a 24-Hour clock. You'll find it starting on Page 255, ending on Page 258. It works great for my needs, and maybe you can adapt the code for your own countdown script.
Well, for starters, a whole day is 24000 ticks
0-12000 is day, 12000-24000 is night
and each second is 20 ticks
do you want to countdown to dawn and dusk more or less, or exactly when it starts, or exactly when it ends..., or exactly when mobs begin to spawn?
'Cause tomorrow spring is here
1: the loop does not appear to repeat.
2: "Script terminated with uncollapsed stack, check your script syntax" gets printed every time the script runs
Here is my script:
$${
SET(run);
DO;
IF(%RAIN% > 0);
SET(raining);
ENDIF;
IF(raining);
SETLABEL("HUD", "Time: %TICKS%, Raining At Strength %RAIN% on Server %SERVER% With %TEXTUREPACK% and user %PLAYER%);
ELSE;
SETLABEL("HUD", "Time: %TICKS% on Server %SERVER% With %TEXTUREPACK% and user %PLAYER%);
WHILE(run);
}$$
2) you need to close your conditionals
Also, your raining variable wouldn't work without an UNSET command somewhere after or before, otherwise it will remember that it once rained forever
you can combine the IF's though, like this ^
1) no idea , it should loop just fine, though since there is nothing to unset run you may as well just use LOOP there
maybe the unclosed stack was causing it to refuse the loop
'Cause tomorrow spring is here
the first one runs perfectly, the second always outputs as %ENCHANTMENT% the first enchantment from the second tool
with tool 1 - Looting III Bane of arthropods V
and tool 2 - Sharpness V
this outputs:
Looting III
Bane of arthropods V
Sharpness V
---
Sharpness V
Sharpness V
Sharpness V
also i noticed commenting lines with either // or - no longer seems to work
luckily though, plaintext lines don't seem to break scripts either
--
@test:
Macros only work ingame, there is nothing you can do to navigate the menus outside for the moment
that includes connecting to servers
'Cause tomorrow spring is here
/kick $$u
instead of offering a player selection screen, it outputs
$$u not found.
How can I fix this?
woops$${Press(attack)}$$
huh? what?
---
the $$u is an anomaly, it should work just fine..., can you post a screenshot of your script?
'Cause tomorrow spring is here
I'd rather talk about VMP stuff on the Voxel Box forums since this thread is for macros.
Okay no worries, I'll pass your gratitude on to myself
Looks like the iterator isn't properly resetting after it runs, not sure what would cause that but I'm guessing it's to do with the way that I cache variable values for performance in the new version. It's possible that it's not properly removing the context provider from the stack when the FOREACH terminates.
This is because you're not allowing the button to close the GUI, so it can't display the prompt. If you're using parameters you must let the button close the GUI, otherwise the prompt can't be displayed.
Could I make it so it opens the GUI again? I tried:
WAIT(5s);PRESS(GRAVE)
but that didn't work.
GUI(inventory) or Press(inventory) should work
i'm pretty sure Press() only accepts binds, not keys themselves
'Cause tomorrow spring is here
He means to edit your button settings and have it close the gui when running.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
I want it to be based on around when mobs spawn.
alright, it works, but it's not perfect
when there are 0-9 seconds it does not display a leading zero, same for minutes
the outputs are:
@&state
@&waitingfor
@#secondsuntil
@&secondsandminutes
they output, as an example, at midnight
night
sunrise
230
3:50
'Cause tomorrow spring is here
Couldn't I make it so I click the button, which exits the GUI. runs the command that opens the list; then after a certain time, lets say 5 seconds, because it shouldn't take longer than that to click on a name, opens the button GUI again?
run-on sentences
You don't have to wait 5 seconds because the macro isn't run until after you fill in the parameter value. However there isn't a way to programatically display the playback screen. You could try PRESS(41) but it's very likely to result in a stuck key.