1.12.1
1.12
1.11
1.10
1.9.4
1.9
1.8
1.7.10
Liteloader
It's nothing important, but i'm kind-of on a timeframe with this, may i ask how "soon" you meant?Hm..., actually i might try that one, sending the entire command as a global but having files for the commands themselves
that way i might get it down to a really low number, less than 10 even
thanks for that idea.., somehow i convinced myself i had a large number of commands, though in hindsight i probably don't
'Cause tomorrow spring is here
Not at the moment, however i recommend the TMI mod for that, it has 7 slots of saved inventories
(and blocks missing from the creative mode inventory)
'Cause tomorrow spring is here
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Curse PremiumThe new CRAFT function in 0.9 works this way; in survival it requires you to be in range of a crafting bench and have the materials, but in creative mode it just dumps a stack into your inventory: simples! To choose which slot it ends up in you just need to choose the slot first.
My schedule for releasing 0.9 is utterly unresolved though because it's finished but not had anywhere near adequate testing (my normal testing cycles are quite rigorous) and with 1.3 now right here I will need to focus on updating to 1.3. I'm considering just releasing a stable beta for 0.9 for 1.2.5 and then making the full release for 1.3 (on the basis that 1.2.5 may be used for quite some time while people wait for all manner of other things to update, such as Bukkit).
Does anyone have any thoughts on this?
That craft can be quite useful..lol
I believe bukkit will be synonymous with 1.3 full like 1.2.5 was, so I wouldn't rely on bukkit waiting 3 weeks this time.
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
Hooway for updates
*If you want me to see your post please quote me, thx* I decided to add this in too because (overloaded Mail box lol)
FINER: Adding mods from /Users/lmcglashon/Library/Application Support/minecraft/mods/zombe
Jul 28, 2012 9:45:18 PM ModLoader readFromModFolder
FINER: Directory found.
Jul 28, 2012 9:45:18 PM ModLoader init
FINE: Mod Loaded: "mod_Macros 0.8.7"
Jul 28, 2012 9:45:18 PM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.2.5 2012-04-13"
Jul 28, 2012 9:45:18 PM ModLoader addAllRenderers
FINE: Initialized
Everything initialized fine but when i look inside my options i dont see anything relating to keybinds
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Curse PremiumOh alright, but I stress this is a public beta so there may be bugs. The full release of 0.9 will be for Minecraft 1.3 so this is the only version of 0.9 which will be made available for 1.2.5.
Changelog for this version (takes a deep breath):
CRAFT is still a bit experimental, you must be aiming at a crafting bench to craft recipes requiring a crafting bench, recipes which can be crafted in the inventory will open the inventory gui
MATCH(%CHAT%,"(.+?):(.+)$",{&beforecolon,&aftercolon})FOREACH(enchantments); LOG("Held item has enchantment %ENCHANTMENT%"); NEXT;LOGTO("debug","Text to log to debug container")That's about it, apologies in advance for bugs, like I said I haven't had as much time as I'd have liked to test things. Feel free to ask about the new script capabilities, I'll get some documentation together when my brain has finished melting!
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Curse PremiumThe jinput support is there now, but since you didn't have any luck with JInputTool there's not a lot I can do to improve that, it's clear that the G110 doesn't supply the keys in a format that JInput can deal with. Although you could try changing settings in the driver/software.
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Curse PremiumEDIT: Yes, I am using Forge ML.
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Curse PremiumUploaded a fix for this, try the download again.
11 minutes! I had to get more beer from the fridge!
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Curse PremiumWhen you use PICKUPAMOUNT, it always says 0.
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Curse PremiumPICKUPAMOUNT is only available in the onPickupItem event, it works fine for me so are you able to provide any more details about your configuration?
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Curse Premium$${
LOG(You picked up %PICKUPAMOUNT% of %PICKUPITEM% (ID: %PICKUPID%)!);
}$$
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Curse PremiumWell the event can be triggered from one of two places, it can be triggered by ModLoader or by a special override that I register for Packet22 (Item Pickup), it's possible that if something is interfering with the override that the event won't get the information it needs. Do any of the other mods you are using override vv.class by any chance?
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