I just made my first script!
This is what it does:
It plants seeds on farmland, goes up 1 inventory slot, use bonemeal, destory's it and plants again seeds.
However, it need a bit of tweaking, I'm very new to making scripts for this.
Here is the code:
do(PUT ANY NUMBER HERE);
do(1);
key(use);
wait(1);
inventoryup();
key(use);
wait(1)
key(attack);
loop;
inventorydown();
loop;
I have problems with the 'wait(1);' It gives the script a 2 second delay...
Okay first the DO(1) is pointless. Then you can use instead of the WAIT(1) WAIT(500ms)
Note, that you need to start this with bonemeal in your hand staring at empty farmland, and seeds to the slot on the Right.
It will prompt you once for a number, just put in the amount you have of either, whichever there's less of
otherwise it may continue to waste seeds when there's no bone meal to grow them
Also, if you have a surplus of bone meal, and want to use more than a stack at once, put seeds in slot one, bone meal in the rest of the hotbar, and try running this
If no one minds my asking, what on earth is rain "Strength"? I though it was just on/off, thundering/not thundering.
Unless you mean how long it's going to rain? In which case, wouldn't "time" be a better way of putting?
Question not the bizarre internals of the great and mysterious Minecraft But to answer your question, internally the rain is stored as a strength (to support gentle starting and stopping of rain) and this is what the variable represents. In SMP, the server just replicates 0% or 100% which is why rain is somewhat... "digital" ...in SMP. I suppose at some point in the future this may be improved and then the variable would be more meaningful in SMP.
Could there be a way to ADD keys to the GUI instead of the basic keyboard being there and being able to move those keys around?
I have the Logitech G110 keyboard, and it has G keys (12+3 sets) I would like to bind my macros to those keys
(Yes, I know they have their own macro stuff, but I don't really like it as much as this mod's GUI and the way you can script with this mod.)
It depends how the extra keys are mapped by the keyboard driver. LWJGL only supports a subset of the keys available and this is the subsystem used by (most of) the mod to access the keyboard. So as others have pointed out, you can enable edit mode and then hit the key to try and add it, if nothing happens then LWJGL doesn't support the key, sorry.
One point to note however is that I do plan to expand on the current jinput subsystem when I have time, currently there's an entire module within the mod dedicated to using jinput for the sole purpose of accessing the MOUSE3 and MOUSE4 buttons, I do have plans to expand this module to a general purpose module to read buttons using jinput for any supported device - this would open up access to things like game pads, joysticks, and with any luck keyboard macro buttons. For now however, this is not supported. My main obstacle to overcome with this support is the fact that jinput doesn't have "unique" identifiers for each input device, so mapping devices can be a mite tricky. Watch this space.
My guess would be that you have a mod hanging around in your "mods" folder which is for a previous version of minecraft, make sure there are no zips or jars in "mods" which shouldn't be there.
Mumfrey posted the link on page 69. That one should work forever.
Mumfrey, can you please add that link to your first post, like in an older-version downloads spoiler? Thanks.
I'll add a button in the OP to the donwloads folder, it should be noted that after a while I move the old versions into the "oldversions" folder, so linking direct to the .zip can break when this happens.
Is there a macro that just holds down the left click button on the mouse because I like to mine but I don't like having to hold down the left click so much.
Is there a macro that just holds down the left click button on the mouse because I like to mine but I don't like having to hold down the left click so much.
My game keeps black-screening at startup. It does the "loading" screen thing, and instantly black-screens and never fully loads.
I installed ModLoader into the minecraft.jar, made the mods folder, and put the zip in there. I tried it over 10 times by deleting my .minecraft and force updating, but it never worked.
Is there any way to make a toggle-able sprint button? For example, Tap once, and you sprint when you instead of walking even if you stop if you start to walk again you begin to sprint, Tap again and you are able to walk normally.
Is there any way to make a toggle-able sprint button? For example, Tap once, and you sprint when you instead of walking even if you stop if you start to walk again you begin to sprint, Tap again and you are able to walk normally.
...
This ErrrorTest.bat let you copy it...
Macro/Keybind mod Wiki
Okay first the DO(1) is pointless. Then you can use instead of the WAIT(1) WAIT(500ms)
Macro/Keybind mod Wiki
To put what Gorlem said into code, (and one thing i think it should have);
Note, that you need to start this with bonemeal in your hand staring at empty farmland, and seeds to the slot on the Right.
It will prompt you once for a number, just put in the amount you have of either, whichever there's less of
otherwise it may continue to waste seeds when there's no bone meal to grow them
Also, if you have a surplus of bone meal, and want to use more than a stack at once, put seeds in slot one, bone meal in the rest of the hotbar, and try running this
Test if Slot(10) works though, if it turns out it doesn't change the 8 to a 7
Edit: I should stop posting before i'm done =P
'Cause tomorrow spring is here
Mumfrey posted the link on page 69. That one should work forever.
Mumfrey, can you please add that link to your first post, like in an older-version downloads spoiler? Thanks.
Question not the bizarre internals of the great and mysterious Minecraft
It depends how the extra keys are mapped by the keyboard driver. LWJGL only supports a subset of the keys available and this is the subsystem used by (most of) the mod to access the keyboard. So as others have pointed out, you can enable edit mode and then hit the key to try and add it, if nothing happens then LWJGL doesn't support the key, sorry.
One point to note however is that I do plan to expand on the current jinput subsystem when I have time, currently there's an entire module within the mod dedicated to using jinput for the sole purpose of accessing the MOUSE3 and MOUSE4 buttons, I do have plans to expand this module to a general purpose module to read buttons using jinput for any supported device - this would open up access to things like game pads, joysticks, and with any luck keyboard macro buttons. For now however, this is not supported. My main obstacle to overcome with this support is the fact that jinput doesn't have "unique" identifiers for each input device, so mapping devices can be a mite tricky. Watch this space.
My guess would be that you have a mod hanging around in your "mods" folder which is for a previous version of minecraft, make sure there are no zips or jars in "mods" which shouldn't be there.
I'll add a button in the OP to the donwloads folder, it should be noted that after a while I move the old versions into the "oldversions" folder, so linking direct to the .zip can break when this happens.
http://www.minecraftforum.net/topic/1107415-macro-keybind-mod-scripts/
Can you give us the Error Report?
Macro/Keybind mod Wiki
Thanks,
-Toaster
Bind a key to the following:
Should it not be Toggle(flag)?
'Cause tomorrow spring is here
No if TOGGLE have no flag inside it toggles a flag named flag
Macro/Keybind mod Wiki
Oh, that's cool, thanks for letting me know
EDIT: That's alot of "flag" in one sentence =P
'Cause tomorrow spring is here
Yes, I know, but whenever I copy it and try to click "Paste" it's blanked out.
P.S. You spelled Error wrong.
EDIT: P.S.S. First post on 91st page.
This one should work.
Macro/Keybind mod Wiki
Thank you works perfectly.
EDIT: it accepts it even if a person who isn't in that list send me a request