I'm having a problem whenever I click a key to be bound the chat color box pops up and I can't type jack in the bind box. Please help meh, only other installed mod is modloader, and your patch. Everything else is brand spanking new.
Open the .macros.txt file in the .minecraft/mods/macros folder and find the option "colourcodehelperkey" and set the value to 0.
I'm sorry to say this, but your code didn't work. Here is a pic of the message with a random player:
Ofcourse I changed the servername and command, but it didn't log it either. I have the exact same message in the script as in the picture. Could it be related to my EXEC script?
$${EXEC("file.txt","blah")}$$
You can't use EXEC in the event because the task will not have the event instance variables (CHAT, CHATCLEAN, etc). Plus this is likely to cause lag because starting a new task for every chat event is very inefficient.
Just change the binding for onchat to:
$${$$<file.txt>}$$
Then you will have access to the instance variables and everything should be fine.
Oh this could be done for so many evil things just on the border of cheating and not in PvP. I think I may try this out a bit whenever Bukkit gets updated.
This is for making tedious things easier, if you choose to use it to cheat that's up to you but I would hope you'd have respect for others and behave within the rules of your server.
when i launch my minecraft it goes fine until it gets to the mojang logo then after it it gets a dirt background and the crash report. I have optfine, modloader, and macros mod. Help!
For some reason I am not being able to access the macro settings screen. Whenever I press Sneak+Grave, it just opens the chat box and types a "/". I also try to find the macro settings in the controls menu, and I cant see/select it because it looks like this:
For some reason I am not being able to access the macro settings screen. Whenever I press Sneak+Grave, it just opens the chat box and types a "/". I also try to find the macro settings in the controls menu, and I cant see/select it because it looks like this:
Invtweaks is not compatible with macro mod at the moment, because invtweaks used a custom modloader(bootstrapper I think mumfrey calls it?)
Rollback Post to RevisionRollBack
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
I never stated that I am using invtweaks. Because I am not. All I am using is Rei's Mini map, Optifine, and the Macro Mod.
All of these problems will be resolved once modloader updates and everyone can update their mods. At the moment a lot of mods break the modloader tick causing the modloader-powered mods (like mine) to fail. Just be patient and wait for the modloader update and all of the other mod updates.
All of these problems will be resolved once modloader updates and everyone can update their mods. At the moment a lot of mods break the modloader tick causing the modloader-powered mods (like mine) to fail. Just be patient and wait for the modloader update and all of the other mod updates.
I have a short question in here. If I want all my config that I had in my 1.2.5 to be in the 1.3.1 what should I do to not crash my MC?
Regards
Nothing at all, i'm using all my 1.2.5 configs already
in .gui, for adding new text containers, do i have a range in which all the id's must be?,
do they need to also be unique from any buttons?
how does the file decide what order to keep them in (it's really annoying that it rearranges them randomly, it's hard to check if i have them all)
Everything was fine in 1.2.5, now, my Minecraft crash.
Note : I install ModLoader & TMI with MCPatcher
Report :
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\Bastien\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-06_19.27.25-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 7555e301 --------
Generated 06/08/12 19:27
- Minecraft Version: 1.3.1
- Operating System: Windows Vista (x86) version 6.0
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 413136544 bytes (393 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 3
ModLoader 1.3.1
mod_Macros 0.9.0.6
mod_TooManyItems 1.3.1 2012-08-01
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6800 Series GL version 4.2.11733 Compatibility Profile Context, ATI Technologies Inc.
- 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 876ab9a0 ----------
I'm having the same problem, except I only have Macro Keybinds installed.
in .gui, for adding new text containers, do i have a range in which all the id's must be?,
do they need to also be unique from any buttons?
how does the file decide what order to keep them in (it's really annoying that it rearranges them randomly, it's hard to check if i have them all)
All controls must have a unique ID, this is because every control can potentially be a macro trigger (I've coded it this way to support future functionality) so they are registered globally irrespective of their container. So yes, labels and textareas and buttons must all have a unique ID, there can be a maximum of 744 controls up to a maximum ID of 999.
The controls are stored internally in a HashTable for quick random access, this means that they will be written out in whatever order the HashTable has bucketed them in, sorry. I would sort them before writing to config but it would be an unnecessary overhead given that the config gets written very frequently.
I get this error report everytime, I've got optifine, modloader and rei's minimap installed, please could you help me out, I'm usually ok with installing mods, but code is a foreign language to me.
Thanks in advance to any and all help.
Did you read the OP? The preliminary release of Modloader has a critical bug.
Love this mod, you are right, you wonder how you ever could live without it. Especially now that I can't use it until modloader works I keep hitting my keybinds in-game and nothing happens. I can't stand having to still type stuff :/.
Excellent work, favorite mod (even better than rei's minimap!).
Love this mod, you are right, you wonder how you ever could live without it. Especially now that I can't use it until modloader works I keep hitting my keybinds in-game and nothing happens. I can't stand having to still type stuff :/.
Excellent work, favorite mod (even better than rei's minimap!).
I have been using this mod for a long time, and have been using it with 1.3.1 since it was updated. ._.
I have a few other mods installed as well xD
Zombe is having issues, but I am just not using it right now because it is too buggy atm.
Rollback Post to RevisionRollBack
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
What other mods are you running? I'm unable to replicate this behaviour. If you're not running other mods, enable the debug information in the options and check whether it's displaying ENHANCED mode or COMPATIBLE mode.
I was running modloader with your patch, rei's minimap, optifine, and betterfonts, but I put together a setup with no other mods (Just Macromod and Modloader+patch) and it does the same thing.
The debug info says:
mod_Macros version 0.9.0.6
Config: Default Configuration
Overlay: None
Mode: Enhanced Mode
Run: 2 running macros (I have two EXEC calls on my onjoingame)
Script: 0 tick, 0,1,2 run, 0,1,2 op (the numbers are changing)
Input: 0 pending key event(s)
Keys:
Edit: Turning on compatibility mode stops the random key-ups but also breaks "always override". My macros is on the forward key, and it is always overridden because I have it doing other stuff in addition to pressing the real forward key via macro code.
I was running modloader with your patch, rei's minimap, optifine, and betterfonts, but I put together a setup with no other mods (Just Macromod and Modloader+patch) and it does the same thing.
The debug info says:
mod_Macros version 0.9.0.6
Config: Default Configuration
Overlay: None
Mode: Enhanced Mode
Run: 2 running macros (I have two EXEC calls on my onjoingame)
Script: 0 tick, 0,1,2 run, 0,1,2 op (the numbers are changing)
Input: 0 pending key event(s)
Keys:
Edit: Turning on compatibility mode stops the random key-ups but also breaks "always override". My macros is on the forward key, and it is always overridden because I have it doing other stuff in addition to pressing the real forward key via macro code.
Yes, "always override" only works in enhanced mode because it needs the advanced input processor to work. Are you sending the forward key using KEYDOWN(forward) or are you injecting the key with PRESS? If the latter it may be that the simultaneous injection/override of keys is causing a glitch.
I encountered an idea with coupled with a problem.
$${GETSLOT(3,#test);LOG(#test)}$$
The result is that I am logged "#test".
I tried GETSLOT(3,#test,41) since my dirt was in slot 41, and same result. Logged "#test".
Not sure it if is a glitch but I must be getting the wrong idea somehow.
Certain functions take variables directly as arguments, for example GETSLOT takes a variable as its second argument and uses that to store the return value. However other functions just take a raw value and work with that.
So you're correctly passing a variable into GETSLOT for it to store the result, but LOG just takes a string. To insert the value of the variable you "quote" the variable using % signs, like this:
$${
GETSLOT(3,#test);
LOG(%#test%);
}$$
The "percent quoting" is important in this case because in a string you may want to only replace part of the message:
$${LOG("The value of #test is %#test%");}$$
You can also use the percent-quote ability to pass the value of a variable into a function, this is necessary because the script language doesn't require strings to be quoted and therefore doesn't know the difference between the literal string "#test" and the value of the variable.
An example might be:
$${
GETSLOT(3,#test);
GETSLOTITEM(%#test%,#itemid,#stacksize);
LOG("I found item %#itemid% in slot %#test% and there are %#stacksize% items in the stack!");
}$$
Hey I love your plugin. I know this isnt working with the current modloader without exchanging the class file you provided. But I was using the temp fix you suggested and everything was working find until I installed the CUI mod for worldedit. Something in that file messes with the temp fix class file because the two were compatible back in 1.2.5 just a few days ago...I ran them for over a month no prob at all. Its probably just an issue with modloader but I thought you should know... Like you know how when you dont have the temp fix file in your minecraft.jar it will crash minecraft right...well when you have it nothing crashes and the macro mod works fine....but when you add the worldedit CUI mod to the mix you end up with the macro mod not working ( cant even open it up to see the key bindings) but the strange thing is minecraft doesnt crash. I guess its because the mod loader temp fix file is still in your jar allowing your system to not crash but then the worldedit cui is doing something to the macro mod.
Open the .macros.txt file in the .minecraft/mods/macros folder and find the option "colourcodehelperkey" and set the value to 0.
You can't use EXEC in the event because the task will not have the event instance variables (CHAT, CHATCLEAN, etc). Plus this is likely to cause lag because starting a new task for every chat event is very inefficient.
Just change the binding for onchat to:
Then you will have access to the instance variables and everything should be fine.
This is for making tedious things easier, if you choose to use it to cheat that's up to you but I would hope you'd have respect for others and behave within the rules of your server.
Read the OP
Invtweaks is not compatible with macro mod at the moment, because invtweaks used a custom modloader(bootstrapper I think mumfrey calls it?)
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
I never stated that I am using invtweaks. Because I am not. All I am using is Rei's Mini map, Optifine, and the Macro Mod.
Then I shall keep my mouth shut :X
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
All of these problems will be resolved once modloader updates and everyone can update their mods. At the moment a lot of mods break the modloader tick causing the modloader-powered mods (like mine) to fail. Just be patient and wait for the modloader update and all of the other mod updates.
Okay. Thanks.
Nothing at all, i'm using all my 1.2.5 configs already
in .gui, for adding new text containers, do i have a range in which all the id's must be?,
do they need to also be unique from any buttons?
how does the file decide what order to keep them in (it's really annoying that it rearranges them randomly, it's hard to check if i have them all)
'Cause tomorrow spring is here
I don't know how i should do this with FOR...
--------------
I have fixed some things and added level 0 & 5.
Here is the download link: terrain.txt
Macro/Keybind mod Wiki
I'm having the same problem, except I only have Macro Keybinds installed.
All controls must have a unique ID, this is because every control can potentially be a macro trigger (I've coded it this way to support future functionality) so they are registered globally irrespective of their container. So yes, labels and textareas and buttons must all have a unique ID, there can be a maximum of 744 controls up to a maximum ID of 999.
The controls are stored internally in a HashTable for quick random access, this means that they will be written out in whatever order the HashTable has bucketed them in, sorry. I would sort them before writing to config but it would be an unnecessary overhead given that the config gets written very frequently.
Did you read the OP? The preliminary release of Modloader has a critical bug.
Excellent work, favorite mod (even better than rei's minimap!).
I have been using this mod for a long time, and have been using it with 1.3.1 since it was updated. ._.
I have a few other mods installed as well xD
Zombe is having issues, but I am just not using it right now because it is too buggy atm.
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
I was running modloader with your patch, rei's minimap, optifine, and betterfonts, but I put together a setup with no other mods (Just Macromod and Modloader+patch) and it does the same thing.
The debug info says:
mod_Macros version 0.9.0.6
Config: Default Configuration
Overlay: None
Mode: Enhanced Mode
Run: 2 running macros (I have two EXEC calls on my onjoingame)
Script: 0 tick, 0,1,2 run, 0,1,2 op (the numbers are changing)
Input: 0 pending key event(s)
Keys:
Edit: Turning on compatibility mode stops the random key-ups but also breaks "always override". My macros is on the forward key, and it is always overridden because I have it doing other stuff in addition to pressing the real forward key via macro code.
Basically i want Ctrl+Z and Ctrl+Shift+Z to do different commands.
Yes, "always override" only works in enhanced mode because it needs the advanced input processor to work. Are you sending the forward key using KEYDOWN(forward) or are you injecting the key with PRESS? If the latter it may be that the simultaneous injection/override of keys is causing a glitch.
Yes, set the modifiers for the key (click options when editing the bind) to CTRL to require CTRL to be held, then use the following mini script:
$${GETSLOT(3,#test);LOG(#test)}$$
The result is that I am logged "#test".
I tried GETSLOT(3,#test,41) since my dirt was in slot 41, and same result. Logged "#test".
Not sure it if is a glitch but I must be getting the wrong idea somehow.
Certain functions take variables directly as arguments, for example GETSLOT takes a variable as its second argument and uses that to store the return value. However other functions just take a raw value and work with that.
So you're correctly passing a variable into GETSLOT for it to store the result, but LOG just takes a string. To insert the value of the variable you "quote" the variable using % signs, like this:
The "percent quoting" is important in this case because in a string you may want to only replace part of the message:
You can also use the percent-quote ability to pass the value of a variable into a function, this is necessary because the script language doesn't require strings to be quoted and therefore doesn't know the difference between the literal string "#test" and the value of the variable.
An example might be:
Hope that makes sense?