These mods rock! I can't imagine living without them, now that I've had a taste!
Now, MobAura has a bit of a conflict with the Mo'Creatures animals, in that they're not supported. For example, the WildHorse (Item ID 7262) MobAura doesn't recognize it as a tameable mob, in fact it won't even recognize it by number if I put it as an exception in the overrides config.
Is there anything that can be done about this? I'd be willing to lend a hand, but I'm inexperienced at modding. (I did code in c#, and had a swing at java a few years back, but that hardly qualifies me.)
I'm putting together a 1.6.4 Server build with MoCreatures, Millenaire, & MCA, and I love your tools as well. I have my fingers crossed that this can be resolved!
I am on Mac OSX Version 10.9.1 and TheBombzenAPI Mod will not launch. I am at a loss at how to fix that. The version I've tried downloading and launching is TheBombzenAPI-v2.2.0-mc1.6.4
*Edit* haha I guess being new to this has its disadvantages. I just thought of putting TheBombzenAPI Mod in the mod folder. Boom! It worked! haha Sorry about the extra post. *Edit*
These mods rock! I can't imagine living without them, now that I've had a taste!
Now, MobAura has a bit of a conflict with the Mo'Creatures animals, in that they're not supported. For example, the WildHorse (Item ID 7262) MobAura doesn't recognize it as a tameable mob, in fact it won't even recognize it by number if I put it as an exception in the overrides config.
Is there anything that can be done about this? I'd be willing to lend a hand, but I'm inexperienced at modding. (I did code in c#, and had a swing at java a few years back, but that hardly qualifies me.)
I'm putting together a 1.6.4 Server build with MoCreatures, Millenaire, & MCA, and I love your tools as well. I have my fingers crossed that this can be resolved!
I'm guessing it doesn't recognize these as tameable mobs because they don't extend EntityTameable. Also, a mob ID isn't the same thing as an Item ID. It happens to be the damage value of the spawn egg.
No. 1.7.2 is an outdated version of Minecraft. However, you will see them updated for 1.7.4 when Forge comes out for 1.7.4. Currently forge is in a very early stage so it's not really ready for modding. (For example, last I checked, Forge doesn't decompile the Minecraft source yet. While it's technically not necessary to have the source, not having the source makes it very difficult to determine how things work internally so you can do the right hooks without breaking anything.)
Rollback Post to RevisionRollBack
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
I can't give an ETA, because I don't know what issues will arise. I'm still learning the 1.7 Minecraft code base (which is very different from the 1.6 code base). I also have to adapt the configuration to the new block names vs block IDs, to improve compatibility with 1.7 and with mods that add blocks. As always, I can assure you it won't take three months the way Forge did. My mod is just a tad bit simpler than Forge.
Rollback Post to RevisionRollBack
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
The Meaning of Life, the Universe, and Everything.
Location:
Moscow
Join Date:
11/4/2011
Posts:
53
Location:
Russia
Minecraft:
ignatttt
Member Details
Very excited about the work you are putting into these mods!!!
I have read a bit and I see what my issue is. Well, two issues. The first I figured out, but haven't gotten it work. Mobaura attacks one mob at a time, even though I have autoswitch mode off. I want it to attack all enemies in a radius around me. The second I do not know how to fix, or how to begin to fix. There is a mod Tinkerer's Construct which adds many, many, MANY tools and weapons to the game. More importantly, types of weapons. There are 5 new sword types (and 5 other special types of weapons), the Cleaver (higher chance of mob head drops), The broadsword (same as normal sword), the longsword (right click hold lunges you forward), the dagger (throwable sword), and finally the rapier. The rapier does 4 awesome things, with decreased attack damage of course, armor piercing (goes through armor and applies damage), Charge boost (extra damage when sprinting), (right click) Backpedal (makes you do a small hop backwards), and finally, quick strike. What that does it goes through the hurt timer on enemies, meaning every time you click it applies damage, no matter what. I remember when mobaura clicked constantly. Yes, it wore down my sword faster, but I do not care, you can repair swords. Can you add back this functionality? Both of these? If you can Thank you SO much!!!!
P.S. I had another issue arise just now. I remember when I was in a chest, pause menu (multiplayer), or chatting, my player would still attack enemies nearby, my favorite feature of mobaura. It no longer does that. Why? These three awesome features need to be in mobaura! (maybe as a config option)
P.P.S I thought it was a Multiplayer issue, nope. Same problems in singleplayer as well. Rrrrgh.
Rollback Post to RevisionRollBack
You must first learn the rules before you break them.
Very excited about the work you are putting into these mods!!!
I have read a bit and I see what my issue is. Well, two issues. The first I figured out, but haven't gotten it work. Mobaura attacks one mob at a time, even though I have autoswitch mode off. I want it to attack all enemies in a radius around me. The second I do not know how to fix, or how to begin to fix. There is a mod Tinkerer's Construct which adds many, many, MANY tools and weapons to the game. More importantly, types of weapons. There are 5 new sword types (and 5 other special types of weapons), the Cleaver (higher chance of mob head drops), The broadsword (same as normal sword), the longsword (right click hold lunges you forward), the dagger (throwable sword), and finally the rapier. The rapier does 4 awesome things, with decreased attack damage of course, armor piercing (goes through armor and applies damage), Charge boost (extra damage when sprinting), (right click) Backpedal (makes you do a small hop backwards), and finally, quick strike. What that does it goes through the hurt timer on enemies, meaning every time you click it applies damage, no matter what. I remember when mobaura clicked constantly. Yes, it wore down my sword faster, but I do not care, you can repair swords. Can you add back this functionality? Both of these? If you can Thank you SO much!!!!
P.S. I had another issue arise just now. I remember when I was in a chest, pause menu (multiplayer), or chatting, my player would still attack enemies nearby, my favorite feature of mobaura. It no longer does that. Why? These three awesome features need to be in mobaura! (maybe as a config option)
P.P.S I thought it was a Multiplayer issue, nope. Same problems in singleplayer as well. Rrrrgh.
Tinker's construct is bugged because it doesn't use item attributes. That is, if you look at a dia sword it says "+7 Attack Damage" but Tinker's construct uses the old (pre-1.6) method for damage.
If you want Tinker's construct to work by default with AS, you have to ask the author of that mod. If you want to add a manual override yourself, then use the overrides file. You can do that with the config screen -> Open AS Overrides File...
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
The second I do not know how to fix, or how to begin to fix. There is a mod Tinkerer's Construct which adds many, many, MANY tools and weapons to the game. More importantly, types of weapons. There are 5 new sword types (and 5 other special types of weapons), the Cleaver (higher chance of mob head drops), The broadsword (same as normal sword), the longsword (right click hold lunges you forward), the dagger (throwable sword), and finally the rapier. The rapier does 4 awesome things, with decreased attack damage of course, armor piercing (goes through armor and applies damage), Charge boost (extra damage when sprinting), (right click) Backpedal (makes you do a small hop backwards), and finally, quick strike. What that does it goes through the hurt timer on enemies, meaning every time you click it applies damage, no matter what. I remember when mobaura clicked constantly. Yes, it wore down my sword faster, but I do not care, you can repair swords. Can you add back this functionality? Both of these? If you can Thank you SO much!!!!
Most people don't want to attack mobs when their hurt timer wears down. Although, I can add a config option "Ignore Mob Hurt Timers" when I update MobAura.
P.S. I had another issue arise just now. I remember when I was in a chest, pause menu (multiplayer), or chatting, my player would still attack enemies nearby, my favorite feature of mobaura. It no longer does that. Why? These three awesome features need to be in mobaura! (maybe as a config option)
P.P.S I thought it was a Multiplayer issue, nope. Same problems in singleplayer as well. Rrrrgh.
MobAura does not attack when in a GUI because I was running into issues where leftclicking an item would open a gui using a server plugin (like a book, but leftclick) so it ended up being impossible to play on servers like that. I also decided that when you're in a GUI you're not playing the game outside so it wouldn't make sense to keep attacking.
However, more people than just you has asked for this. I could add a config option to attack when in a GUI.
Rollback Post to RevisionRollBack
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
The toggle key does not seem to work for me. The toggle key for AutoSwitch. It's set to F10, but pressing F10 does nothing at all, it still auto switches the tool for me... Holding down V still works.
Edit: Actually, before you take this into consideration, I just remembered that I have patched my literloader profile (liteloader loads forge) with optifine, so it replaces some class files and maybe broke the AutoSwitch toggle function. Optifine conflicts with newer forge versions..
Edit 2: Actually, the latest forge (10.12.0.1023) appeared to be compatible with Optifine. The toggle still won't work.
The toggle key does not seem to work for me. The toggle key for AutoSwitch. It's set to F10, but pressing F10 does nothing at all, it still auto switches the tool for me... Holding down V still works.
Edit: Actually, before you take this into consideration, I just remembered that I have patched my literloader profile (liteloader loads forge) with optifine, so it replaces some class files and maybe broke the AutoSwitch toggle function. Optifine conflicts with newer forge versions..
Edit 2: Actually, the latest forge (10.12.0.1023) appeared to be compatible with Optifine. The toggle still won't work.
Ah yea, that's a bug. I had key functionality build into ThebombzenAPI because ModLoader didn't change the keybinding screen and thus it overflowed. Forge fixed this, so I decided to remove key functionality from ThebombzenAPI. I appear to have forgotten to register the keys with forge. Update coming.
Rollback Post to RevisionRollBack
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
To work around the issue where the toggle key did not work, I went to the config page and disabled the mod from working on blocks and entities in multiplayer. I could then play with the mod disabled in multiplayer. However, the mod was still somewhat in effect.
What happened was that I would start to mine a block with whatever item I had selected in my hotbar, then switch to the appropriate tool, then when I stopped mining it switched back.
So let's say I am going to mine a block of stone. I have my sword selected, so I start to punch the block with the sword. Then I press the hotkey for my pick, and I mine the block. Then I release my mousekey, AutoSwitch (which should be disabled) switches back to my sword.
To work around the issue where the toggle key did not work, I went to the config page and disabled the mod from working on blocks and entities in multiplayer. I could then play with the mod disabled in multiplayer. However, the mod was still somewhat in effect.
What happened was that I would start to mine a block with whatever item I had selected in my hotbar, then switch to the appropriate tool, then when I stopped mining it switched back.
So let's say I am going to mine a block of stone. I have my sword selected, so I start to punch the block with the sword. Then I press the hotkey for my pick, and I mine the block. Then I release my mousekey, AutoSwitch (which should be disabled) switches back to my sword.
The toggle key does not seem to work for me. The toggle key for AutoSwitch. It's set to F10, but pressing F10 does nothing at all, it still auto switches the tool for me... Holding down V still works.
Edit: Actually, before you take this into consideration, I just remembered that I have patched my literloader profile (liteloader loads forge) with optifine, so it replaces some class files and maybe broke the AutoSwitch toggle function. Optifine conflicts with newer forge versions..
Edit 2: Actually, the latest forge (10.12.0.1023) appeared to be compatible with Optifine. The toggle still won't work.
I fixed this bug in ThebombzenAPI. You don't need to redownload AS.
Rollback Post to RevisionRollBack
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
I see you put out an update, I will try it as soon as I can. Thanks!
I had an idea on a suggestion for AutoSwitch. Make an option that allowes you to choose wether you want AutoSwitch to switch back to the item you had before, or not. Sometimes I may want to have it so that if it switches to a tool, I want to continue to have it selected, and not have it switch back.
Now, MobAura has a bit of a conflict with the Mo'Creatures animals, in that they're not supported. For example, the WildHorse (Item ID 7262) MobAura doesn't recognize it as a tameable mob, in fact it won't even recognize it by number if I put it as an exception in the overrides config.
Is there anything that can be done about this? I'd be willing to lend a hand, but I'm inexperienced at modding. (I did code in c#, and had a swing at java a few years back, but that hardly qualifies me.)
I'm putting together a 1.6.4 Server build with MoCreatures, Millenaire, & MCA, and I love your tools as well. I have my fingers crossed that this can be resolved!
*Edit* haha I guess being new to this has its disadvantages. I just thought of putting TheBombzenAPI Mod in the mod folder. Boom! It worked! haha Sorry about the extra post. *Edit*
I'm guessing it doesn't recognize these as tameable mobs because they don't extend EntityTameable. Also, a mob ID isn't the same thing as an Item ID. It happens to be the damage value of the spawn egg.
No. 1.7.2 is an outdated version of Minecraft. However, you will see them updated for 1.7.4 when Forge comes out for 1.7.4. Currently forge is in a very early stage so it's not really ready for modding. (For example, last I checked, Forge doesn't decompile the Minecraft source yet. While it's technically not necessary to have the source, not having the source makes it very difficult to determine how things work internally so you can do the right hooks without breaking anything.)
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
https://github.com/thebombzen/AutoSwitch
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
How soon do you estimate soon to be?
I can't give an ETA, because I don't know what issues will arise. I'm still learning the 1.7 Minecraft code base (which is very different from the 1.6 code base). I also have to adapt the configuration to the new block names vs block IDs, to improve compatibility with 1.7 and with mods that add blocks. As always, I can assure you it won't take three months the way Forge did. My mod is just a tad bit simpler than Forge.
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
I have read a bit and I see what my issue is. Well, two issues. The first I figured out, but haven't gotten it work. Mobaura attacks one mob at a time, even though I have autoswitch mode off. I want it to attack all enemies in a radius around me. The second I do not know how to fix, or how to begin to fix. There is a mod Tinkerer's Construct which adds many, many, MANY tools and weapons to the game. More importantly, types of weapons. There are 5 new sword types (and 5 other special types of weapons), the Cleaver (higher chance of mob head drops), The broadsword (same as normal sword), the longsword (right click hold lunges you forward), the dagger (throwable sword), and finally the rapier. The rapier does 4 awesome things, with decreased attack damage of course, armor piercing (goes through armor and applies damage), Charge boost (extra damage when sprinting), (right click) Backpedal (makes you do a small hop backwards), and finally, quick strike. What that does it goes through the hurt timer on enemies, meaning every time you click it applies damage, no matter what. I remember when mobaura clicked constantly. Yes, it wore down my sword faster, but I do not care, you can repair swords. Can you add back this functionality? Both of these? If you can Thank you SO much!!!!
P.S. I had another issue arise just now. I remember when I was in a chest, pause menu (multiplayer), or chatting, my player would still attack enemies nearby, my favorite feature of mobaura. It no longer does that. Why? These three awesome features need to be in mobaura! (maybe as a config option)
P.P.S I thought it was a Multiplayer issue, nope. Same problems in singleplayer as well. Rrrrgh.
You must first learn the rules before you break them.
You must first learn the rules before you break them.
omg look a couple of posts up.
" ;-)
https://github.com/thebombzen/AutoSwitch "
You must first learn the rules before you break them.
It's done
Tinker's construct is bugged because it doesn't use item attributes. That is, if you look at a dia sword it says "+7 Attack Damage" but Tinker's construct uses the old (pre-1.6) method for damage.
If you want Tinker's construct to work by default with AS, you have to ask the author of that mod. If you want to add a manual override yourself, then use the overrides file. You can do that with the config screen -> Open AS Overrides File...
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
That's intentional. I'll add a config option when I update MobAura to allow this.
Most people don't want to attack mobs when their hurt timer wears down. Although, I can add a config option "Ignore Mob Hurt Timers" when I update MobAura.
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
Edit: Actually, before you take this into consideration, I just remembered that I have patched my literloader profile (liteloader loads forge) with optifine, so it replaces some class files and maybe broke the AutoSwitch toggle function. Optifine conflicts with newer forge versions..
Edit 2: Actually, the latest forge (10.12.0.1023) appeared to be compatible with Optifine. The toggle still won't work.
Ah yea, that's a bug. I had key functionality build into ThebombzenAPI because ModLoader didn't change the keybinding screen and thus it overflowed. Forge fixed this, so I decided to remove key functionality from ThebombzenAPI. I appear to have forgotten to register the keys with forge. Update coming.
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
To work around the issue where the toggle key did not work, I went to the config page and disabled the mod from working on blocks and entities in multiplayer. I could then play with the mod disabled in multiplayer. However, the mod was still somewhat in effect.
What happened was that I would start to mine a block with whatever item I had selected in my hotbar, then switch to the appropriate tool, then when I stopped mining it switched back.
So let's say I am going to mine a block of stone. I have my sword selected, so I start to punch the block with the sword. Then I press the hotkey for my pick, and I mine the block. Then I release my mousekey, AutoSwitch (which should be disabled) switches back to my sword.
I'll look into this bug. Thanks!
I fixed this bug in ThebombzenAPI. You don't need to redownload AS.
[13:26:51] <+Bax> Sappert: I'm very clean for someone who licks rocks for science
[13:27:02] <+Bax> Sappert: FOR SCIENCE!
[13:27:14] <+Bax> RaNdOmCoW26: well you see that is your problem
[13:27:23] <+Bax> RaNdOmCoW26: you are comparing yourself to fellow rock lickers
[13:27:36] <+Bax> Sappert: 90% of my social life is rock lickers
[13:27:41] <+Bax> Sappert: or clay eaters
[13:27:47] <+Bax> RaNdOmCoW26: compare yourself to other people who are not rock lickers or clay eaters
[13:28:10] <+Bax> RaNdOmCoW26: then how do you fare?
[13:28:21] <+Bax> Sappert: I fare excellent
I had an idea on a suggestion for AutoSwitch. Make an option that allowes you to choose wether you want AutoSwitch to switch back to the item you had before, or not. Sometimes I may want to have it so that if it switches to a tool, I want to continue to have it selected, and not have it switch back.