I really was surprised that my FPS is dropping from 200 to 150 with LiteLoader installed! (no matter if Macro/Keybind Mod and WorldEditCui was installed too or not)
You do realize that your video screen probably doesn't display anything higher than 60 fps, right? So anything more than that, won't really make your game any faster... Just FYI...
i was experimenting with my installed Modifikations and looking for Mods that cause my FPS to drop.
I really was surprised that my FPS is dropping from 200 to 150 with LiteLoader installed! (no matter if Macro/Keybind Mod and WorldEditCui was installed too or not)
I was also using:
Forge 688
Optifine D2 Ultra
I also tried without Optifine and the FPS was dropping from 270 to 240 (less drop at higher FPS than with Optifine) - thats even rasing more questions
Liteloader alone can't cause this type of behaviour, in fact LiteLoader alone does pretty much nothing at all so it's unlikely to cause anything like what you're seeing. Benchmarks I've run on my own systems show ~430-450 fps without LiteLoader, and ~430-450 fps with LiteLoader and no loaded mods, as expected.
With mods is a different story, because certain mods can affect FPS. Since macros adds an entire new input subsystem to the game, you may see an 5-10 drop in FPS, but nothing of the order that you're suggesting. Are you sure LiteLoader isn't loading any mods? Check the liteloader.txt to be certain.
For anything more than commands and messages, you need to use a script
you start with the script tags $${ }$$ and put commands in those, separated by semicolons or line breaks (relevant if you're including a text file)
Then you can use Echo(message) to send messages and Wait(delay) to introduce a delayÕ
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Hello,
I really do love this mod, but requiring the use of LiteLoader, which is a package that only you use is incredibly annoying. It does not work with mod loader all of the time, and never works with magic launcher. I have seen how you have made it work with ML, but it has and probably never will work for me. Can you please either use ModLoader, Forge, or something that is actually a standard for mods. The way that mod loader works is wonderful as you can either drag the mod into the .jar file or put it in the mods folder. But with liteloader, it is a useless file without liteloader which has issues at its own. Thanks for a great mod, but I can not use it until liteloader is removed from the situation. Can you at least tell me why you picked liteloader?
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Hey everyone,
This mod does not actually need liteloader. If you open the .litemod file with The Unarchiver or Winzip, you will find all of the files that are regular to a mod. Simply use mod loader with that folder by zipping it and putting it in the mods folder. Liteloader apparently does exactly what ModLoader does except in a more annoying way. I was having issues with liteloader so I tried to find a work around. This works. I wish the mod creator would just allow the mod to work with mod loader.
Hello,
I really do love this mod, but requiring the use of LiteLoader, which is a package that only you use is incredibly annoying. It does not work with mod loader all of the time, and never works with magic launcher. I have seen how you have made it work with ML, but it has and probably never will work for me. Can you please either use ModLoader, Forge, or something that is actually a standard for mods. The way that mod loader works is wonderful as you can either drag the mod into the .jar file or put it in the mods folder. But with liteloader, it is a useless file without liteloader which has issues at its own. Thanks for a great mod, but I can not use it until liteloader is removed from the situation. Can you at least tell me why you picked liteloader?
Thanks,
Djimusic
Mumfrey made liteloader because of an issue the mod was having with modloader itself, and also because it is much simpler and easier to update on time. Liteloader is a lighter modloader that is used by other mods as well. As for the compatibility issues, I don't know, but liteloader is better than waiting 2 weeks for modloader to update and having to patch it to work.
I had an idea last time, while scripting a macro. Could you add an event that thrigger when a variable value changes ? Like On@#counterchange, but as a command usable in scripts.
I know it is a such strange idea and I think not so easy to realise, but it could really change ourway to use scripts.
Thanks,
ppaauulo.
In programming/debugging this is called a "watch", it might be possible to make this as a module but I don't think it's core mod material, since the only use I can see for it is semaphores between scripts which are already achievable. If you're using it as a semaphore between two dependent, concurrent scripts then it's do-able using IF, and if you need to fire off a script asynchronously then you should just use EXEC to fire off the other script as a task.
In general I'm trying to A) keep the number of events to a minimum to avoid confusion, and B) keep events restricted to watching game behaviour rather than user-defined behaviour, since the former is harder to track in scripts, and user-defined behaviour is already user-defined. Basically what you're describing is just a shortcut to doing something which can already be done in multiple ways.
So basically, possibly a wish-list item, but very unlikely to ever become a core feature.
Hello,
I really do love this mod, but requiring the use of LiteLoader, which is a package that only you use is incredibly annoying. It does not work with mod loader all of the time, and never works with magic launcher. I have seen how you have made it work with ML, but it has and probably never will work for me. Can you please either use ModLoader, Forge, or something that is actually a standard for mods. The way that mod loader works is wonderful as you can either drag the mod into the .jar file or put it in the mods folder. But with liteloader, it is a useless file without liteloader which has issues at its own. Thanks for a great mod, but I can not use it until liteloader is removed from the situation. Can you at least tell me why you picked liteloader?
Thanks,
Djimusic
Short answer: I didn't pick liteloader I actually wrote LiteLoader. The (very) short version being, ModLoader is maintained by someone totally apathetic to modders who was making life difficult at the time by taking ages to update his loader and then doing a crap job of it, and the only alternatives are full-blown API's like forge (which is massive and vastly overkill for a lot of people) or going down the editing base classes route. I opted to make a vastly stripped-down loader targeted at client-only mods.
It's a very lightweight loader which is nevertheless quite powerful, open source, and doesn't conflict with modloader OR forge so can be used alongside either with no ill effects.
I have seen how you have made it work with ML, but it has and probably never will work for me
Explain? It's really quite simple, what is the malfunction here? You put the loader in the jar (like modloader) and put the mod files in "mods" (like modloader) and the mods get loaded (like modloader), but the loader is smart enough to not load outdated mods (unlike modloader).
The way that mod loader works is wonderful as you can either drag the mod into the .jar file or put it in the mods folder. But with liteloader, it is a useless file without liteloader which has issues at its own.
I really have no idea what you're talking about, did you read the instructions? You basically install the loader and the mods in exactly the same way as modloader, so I'm really not sure what you're driving at. What do you mean "useless file"? It's just a zip file with the mod classes in it, exactly like modloader mods. Are you saying modloader mods are somehow not useless without modloader itself? That's nuts, any mod needs the relevant loader, my mods just have the sanity built into them to not get loaded if they are for the wrong version of minecraft and consequently won't crash your game if you leave them hanging around. I took the prudent decision to use a different file extension for my zip files to stop modloader from b0rking things up by loading outdated mods.
Thanks for a great mod, but I can not use it until liteloader is removed from the situation
Well that's too bad for you really, and I'm sorry you feel that way. LiteLoader won't be "removed from the situation" because it's already more powerful (for the things I need to achieve) than modloader and so I would have to sacrifice some of the functionality to make a modloader version, not to mention the fact that I'd have to maintain two versions of macros, which just isn't really realistic given the time constraints I have, my time is better spent elsewhere than appeasing people who just dislike LiteLoader on principle without any sound technical reasons to back up their assertions.
Hey everyone,
This mod does not actually need liteloader. If you open the .litemod file with The Unarchiver or Winzip, you will find all of the files that are regular to a mod. Simply use mod loader with that folder by zipping it and putting it in the mods folder.
Of course it needs liteloader, unarchiving the files doesn't really achieve anything except for disabling the ability for the mod to distinguish the version, which as I've already mentioned is daft. But even then, modloader can't load liteloader mods because they're not the same at all internally. You still need liteloader installed to load the mod, regardless of whether it's on the classpath, in a litemod file, or whatever. Please go back and actually read the installation instructions or watch the installation tutorial, and then I think you'll understand.
Liteloader apparently does exactly what ModLoader does except in a more annoying way.
More annoying?! I assume you're just clutching at straws to moan about now, since I really, REALLY don't see how "put the mod file in the mods folder" is "more annoying", than um... "put the mod file in the mods folder"... oh wait, that's exactly the same amount of effort because it's exactly the same process!
I was having issues with liteloader so I tried to find a work around. This works. I wish the mod creator would just allow the mod to work with mod loader.
You were having issues with LiteLoader, so you decided to make more work for yourself by unzipping the mod and re-zipping it up, and this is your work-around? And it's not a case of "allow"ing the mod to work with ModLoader, I'd have to write a new wrapper for the mod core to work with ModLoader, and then a bunch of the functionality wouldn't work because modloader doesn't provide those API's, so I really don't see the point. LiteLoader is smaller, simpler, easier and faster to update, compatible with other loaders, has the functionality required to make some of the cleverer parts of the macros core actually function, and on top of that has versioning mechanisms in place to prevent outdated mods from crashing your game.
tl;dr version: liteloader works fine you probably just didn't read the instructions properly.
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Thanks for replying. The only problem that I have with using liteloader is it just adds a complete other mod to the picture when trying to install it. This mod does not work with MagicLauncher anymore and never has. I have read the instructions many times in regards to how to install and get it to work, but it does not always work. When installing this mod with magic launcher, you can easily load liteloader with no issues, but liteloader never sees the .litemod file in the mods folder. Mod loader always works and is pretty universal when it comes to mods. I can see why you choose to develop liteloader instead of using mod loader, but I can never get it to work using magic launcher, which I use for managing all of my mods and Jars. Sorry for sounding angry. I just wish it would work like it used to.
I think i'll give up on benchmarks. The results are always just to different and you can't find out why.
Yesterday when i tested it, i had the loss of 50FPS with Liteloader installed and there was no difference with Litemods installed or not (i deleted them out of the whole .minecraft Folder)
Today the difference is only about ~5FPS and with Macro Mod installed it's 20FPS.
Sorry for the bother Mumfrey.
It's okay, I know how hard it is to benchmark things because I try to do so myself and it's always a challenge trying to get readings, I typically get around 450-500fps in eclipse tend treat a swing of around 50fps as normal (turning off chunk updates which obviously isn't possible in the compiled game).
Also, it's helpful to treat slowdown as a percentage rather than a raw FPS figure, since a slowdown of 25fps for someone who only gets 50 is a real problem, but 25fps dropped on 500 isn't even measurable. So it would help to know what your peak/typical FPS is too.
As you say, best not to worry about it. Rest assured that liteloader is designed to live up to its name.
Uh, ok I understand. But you meant that there is a lot of way to execute a macro when a varible changes. But for example, if I want to echo "/fly" when CANFLY toggles to false. I did a script for it, put in OnJoinGame :
This script is always running and then I think it slows the game. If I could use an event, it might not slow the game.
I think you understood what I meant, and I wish you a nice end of week.
ppaauulo.
Ah, well this isn't exactly what you said before now is it, because in your example before you were talking about watching a user-defined global rather than an environment variable. The points I raised before applied to that situation since if you were setting a variable yourself in a script then you could just take the semaphore action at the point you set the variable (as mentioned).
Events are efficient because they watch a small number of game states and are raised when those state change, however environment variables are updated in one hit and only when required (eg. when a macro is running or label is showing). This means that an event which watched an arbitrary environment variable would have the same general efficiency as a macro doing the same job (since it will cause an environment variable update to occur) and thus the macro you posted above is basically the same as having an event which can be set to monitor arbitrary variables.
In a nutshell
Events are efficient because they monitor a single internal gamestate directly
I want to keep the number of events as small as possible, this means events which I add will have the widest possible application or not be achievable via other methods at all (such as onChat)
Monitoring arbitrary variables with events is equivalent in efficiency to doing the same thing with a loop
Adding more specialised events with modules is a possibility, but the API doesn't support custom events in the current version
maybe add a command to drag something from your inv to your hotbar?
It already exists, the SLOTCLICK command can emulate any set of inventory actions that you can think of. Use the option "show slot id's in containers" to get the ids of slots you want to click (in order and just build a script to make those clicks:
I'm trying to make a script that will mine only dirt and only the dirt higher than a certain block level. My script keeps braking down. Can someone please help me and tell me what I am doing wrong? If they wanna make the script for me that would also be good because I am struggling with this.
It already exists, the SLOTCLICK command can emulate any set of inventory actions that you can think of. Use the option "show slot id's in containers" to get the ids of slots you want to click (in order and just build a script to make those clicks:
I downloaded liteloader, and that works, but i cant get the keybind mod. I can download it, but when i try to drag and drop it into my mods folder, it instead takes me to the downloads folder. It doesnt move the mod. How can i fix this, and get the mod?
I'm trying to make a script that will mine only dirt and only the dirt higher than a certain block level. My script keeps braking down. Can someone please help me and tell me what I am doing wrong? If they wanna make the script for me that would also be good because I am struggling with this.
You do realize that your video screen probably doesn't display anything higher than 60 fps, right? So anything more than that, won't really make your game any faster... Just FYI...
Liteloader alone can't cause this type of behaviour, in fact LiteLoader alone does pretty much nothing at all so it's unlikely to cause anything like what you're seeing. Benchmarks I've run on my own systems show ~430-450 fps without LiteLoader, and ~430-450 fps with LiteLoader and no loaded mods, as expected.
With mods is a different story, because certain mods can affect FPS. Since macros adds an entire new input subsystem to the game, you may see an 5-10 drop in FPS, but nothing of the order that you're suggesting. Are you sure LiteLoader isn't loading any mods? Check the liteloader.txt to be certain.
"Oops! Google Chrome could not connect to (site)!"
no idea what it's all about...
Is there a "more details" button?, does "inspect element" show any information, in the console for example?, or in the network tab?
'Cause tomorrow spring is here
Until next time, immediacy.
I really do love this mod, but requiring the use of LiteLoader, which is a package that only you use is incredibly annoying. It does not work with mod loader all of the time, and never works with magic launcher. I have seen how you have made it work with ML, but it has and probably never will work for me. Can you please either use ModLoader, Forge, or something that is actually a standard for mods. The way that mod loader works is wonderful as you can either drag the mod into the .jar file or put it in the mods folder. But with liteloader, it is a useless file without liteloader which has issues at its own. Thanks for a great mod, but I can not use it until liteloader is removed from the situation. Can you at least tell me why you picked liteloader?
Thanks,
Djimusic
This mod does not actually need liteloader. If you open the .litemod file with The Unarchiver or Winzip, you will find all of the files that are regular to a mod. Simply use mod loader with that folder by zipping it and putting it in the mods folder. Liteloader apparently does exactly what ModLoader does except in a more annoying way. I was having issues with liteloader so I tried to find a work around. This works. I wish the mod creator would just allow the mod to work with mod loader.
Mumfrey made liteloader because of an issue the mod was having with modloader itself, and also because it is much simpler and easier to update on time. Liteloader is a lighter modloader that is used by other mods as well. As for the compatibility issues, I don't know, but liteloader is better than waiting 2 weeks for modloader to update and having to patch it to work.
Until next time, immediacy.
Since multiple potions can be active at one time you access them with an iterator, iterator variables as follows:
In programming/debugging this is called a "watch", it might be possible to make this as a module but I don't think it's core mod material, since the only use I can see for it is semaphores between scripts which are already achievable. If you're using it as a semaphore between two dependent, concurrent scripts then it's do-able using IF, and if you need to fire off a script asynchronously then you should just use EXEC to fire off the other script as a task.
In general I'm trying to A) keep the number of events to a minimum to avoid confusion, and B) keep events restricted to watching game behaviour rather than user-defined behaviour, since the former is harder to track in scripts, and user-defined behaviour is already user-defined. Basically what you're describing is just a shortcut to doing something which can already be done in multiple ways.
So basically, possibly a wish-list item, but very unlikely to ever become a core feature.
Short answer: I didn't pick liteloader I actually wrote LiteLoader. The (very) short version being, ModLoader is maintained by someone totally apathetic to modders who was making life difficult at the time by taking ages to update his loader and then doing a crap job of it, and the only alternatives are full-blown API's like forge (which is massive and vastly overkill for a lot of people) or going down the editing base classes route. I opted to make a vastly stripped-down loader targeted at client-only mods.
It's a very lightweight loader which is nevertheless quite powerful, open source, and doesn't conflict with modloader OR forge so can be used alongside either with no ill effects.
Explain? It's really quite simple, what is the malfunction here? You put the loader in the jar (like modloader) and put the mod files in "mods" (like modloader) and the mods get loaded (like modloader), but the loader is smart enough to not load outdated mods (unlike modloader).
I really have no idea what you're talking about, did you read the instructions? You basically install the loader and the mods in exactly the same way as modloader, so I'm really not sure what you're driving at. What do you mean "useless file"? It's just a zip file with the mod classes in it, exactly like modloader mods. Are you saying modloader mods are somehow not useless without modloader itself? That's nuts, any mod needs the relevant loader, my mods just have the sanity built into them to not get loaded if they are for the wrong version of minecraft and consequently won't crash your game if you leave them hanging around. I took the prudent decision to use a different file extension for my zip files to stop modloader from b0rking things up by loading outdated mods.
Well that's too bad for you really, and I'm sorry you feel that way. LiteLoader won't be "removed from the situation" because it's already more powerful (for the things I need to achieve) than modloader and so I would have to sacrifice some of the functionality to make a modloader version, not to mention the fact that I'd have to maintain two versions of macros, which just isn't really realistic given the time constraints I have, my time is better spent elsewhere than appeasing people who just dislike LiteLoader on principle without any sound technical reasons to back up their assertions.
Of course it needs liteloader, unarchiving the files doesn't really achieve anything except for disabling the ability for the mod to distinguish the version, which as I've already mentioned is daft. But even then, modloader can't load liteloader mods because they're not the same at all internally. You still need liteloader installed to load the mod, regardless of whether it's on the classpath, in a litemod file, or whatever. Please go back and actually read the installation instructions or watch the installation tutorial, and then I think you'll understand.
More annoying?! I assume you're just clutching at straws to moan about now, since I really, REALLY don't see how "put the mod file in the mods folder" is "more annoying", than um... "put the mod file in the mods folder"... oh wait, that's exactly the same amount of effort because it's exactly the same process!
You were having issues with LiteLoader, so you decided to make more work for yourself by unzipping the mod and re-zipping it up, and this is your work-around? And it's not a case of "allow"ing the mod to work with ModLoader, I'd have to write a new wrapper for the mod core to work with ModLoader, and then a bunch of the functionality wouldn't work because modloader doesn't provide those API's, so I really don't see the point. LiteLoader is smaller, simpler, easier and faster to update, compatible with other loaders, has the functionality required to make some of the cleverer parts of the macros core actually function, and on top of that has versioning mechanisms in place to prevent outdated mods from crashing your game.
tl;dr version: liteloader works fine you probably just didn't read the instructions properly.
-Djimusic
It's okay, I know how hard it is to benchmark things because I try to do so myself and it's always a challenge trying to get readings, I typically get around 450-500fps in eclipse tend treat a swing of around 50fps as normal (turning off chunk updates which obviously isn't possible in the compiled game).
Also, it's helpful to treat slowdown as a percentage rather than a raw FPS figure, since a slowdown of 25fps for someone who only gets 50 is a real problem, but 25fps dropped on 500 isn't even measurable. So it would help to know what your peak/typical FPS is too.
As you say, best not to worry about it. Rest assured that liteloader is designed to live up to its name.
Ah, well this isn't exactly what you said before now is it, because in your example before you were talking about watching a user-defined global rather than an environment variable. The points I raised before applied to that situation since if you were setting a variable yourself in a script then you could just take the semaphore action at the point you set the variable (as mentioned).
Events are efficient because they watch a small number of game states and are raised when those state change, however environment variables are updated in one hit and only when required (eg. when a macro is running or label is showing). This means that an event which watched an arbitrary environment variable would have the same general efficiency as a macro doing the same job (since it will cause an environment variable update to occur) and thus the macro you posted above is basically the same as having an event which can be set to monitor arbitrary variables.
In a nutshell
I have no idea, just change the activate key to whatever you want.
It already exists, the SLOTCLICK command can emulate any set of inventory actions that you can think of. Use the option "show slot id's in containers" to get the ids of slots you want to click (in order and just build a script to make those clicks:
The Script:
i mean like drag shears into your hotbar then use it, and if its posstble put it back.
Try this.
Until next time, immediacy.