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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap
    Quote from MamiyaOtaru»

    menus are fully functional. Down to workarounds for heightmap and world update notifications.

    So that's good in one way, but in another that means everything until now has been dealing busywork porting stuff like new mapping names or GUI refactoring. "All" that's left is dealing with the actual changes to Minecraft in 1.14 :-/


    We definitely appreciate all your hard work and dedication to my #1 must have mod of all time!

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod
    Quote from BeErikk»

    Thank you for your efforts @Troyboy.


    Now when it seems the rift version is here to stay, there's one thing that buggers me:

    Anyone, should I put the mod jar in the


    • minecraft/mod/13.2 -OR-
    • minecraft/mod

    The first is as we are used to with liteloader and forge but doesn't seem to work with rift. The second will probably be cumbersome when you're using several minecraft versions. Will my 1.12.2 versions be confused by finding mods in the mod root folder?


    It goes in the minecraft/mod folder

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod
    Quote from troyboy50»

    Thanks. There was an incompatibility with one of your mods that I fixed. Go ahead and redownload and it should be all good



    Works like a champ again thanks!

    You going to do a Rift version for ChunkBorders too I hope :)

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod
    Quote from troyboy50»

    Not going to update the post yet, but here's a quick "beta" release of Autofish for 1.13.2.

    The mod is basically complete. The only thing not included yet is chat-based clearlag detection which is coming in the full release. Also mods that add their own fishing rods may or may not work. If anyone has a mod that doesn't work, let me know and I can try and add support.

    This version requires Rift 1.13.2. You can find the Rift 1.13.2 download here. If there is any demand for a 1.13 version whatsoever I can do that as well, just wasn't sure if anyone is still on it.

    Would like to hear any feedback or issues if anyone comes across anything.

    Download Autofish 0.8 for Minecraft 1.13.2

    • Updated to Minecraft 1.13.2
    • Switched to Rift Mod Loader (at least until LiteLoader updates?)
    • Added informational tooltips to the config GUI. Hover over the options to see them.
    • Removed the legacy option to double cast on clearlag detections. In newer versions this is never used and the option confused people.



    Thank you so much! I am trying it now...


    UPDATE:

    I tried to run this but as soon as I drop it in my mods folder Minecraft crashes. If I remove it everything is fine.

    Here is the Pastebin of the crash log.

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod
    Quote from troyboy50»

    Ok, I've found myself with some free time and motivation so I'm looking to actually have something I can release by this weekend. I took a peek at the mess that is the modding scene for 1.13 (Rift? Fabric?) and it stills seems pretty messy. Forge seems to have 1.13 builds now but it's hard to find much info on how stable it is, and Rift is still an option. I'm leaning towards Forge because it's more ubiquitous, but a more lightweight loader like Rift may be better for a mod like this. Interested to hear some feedback if anyone has good or bad experiences using either Rift or Forge in 1.13.


    I've been using Rift for Spigot 1.13.2 for a while now with VoxelMap and have not had any issues. I stopped using Forge because it seems like they are often times behind the curve when it comes to keeping up with MC versions which was one of the main reasons I switched to LiteLoader years ago. As well as there have been many times they have released a version that just plain did not work or broke things.
    I don't use any mods that adds custom blocks on my server or in my Single Player games so for me overall Rift being less invasive is a better fit.

    Posted in: Minecraft Mods
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    Quote from InuYasha86000»

    did ambiant dis continue the fly and full light parts after he split them up? I thought he was splitting them up but still working on them all?



    The last I see he did not discontinue them. When he released version 58 for 1.12.1 he said,

    This is still only the XRay mod. Coordinates and Fly will be released at a later date.
    Posted in: Minecraft Mods
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    posted a message on Looking for an easy map tool

    I was wondering if anyone could recommend a tool/plugin/mod that can load then display ALL explored areas for my Java 1.13.2 single player games?

    I have an old world that has been around since 1.7.10 (Updated now to 1.13.2) and would like to get a map of explored areas. I use Avast but there is no option to only show explored areas or hide unexplored areas.

    And VoxelMap does not have a tool to do it either. The new version cannot convert their old files.

    I have tried a few but many are just to complicated like you have to compile them, set up command line config files etc.

    I am running Windows 7 Home x64

    Posted in: Mods Discussion
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )

    Your assumption is correct :)
    It was not that hard at all and they are all playing just fine together.

    Thanks

    Posted in: Minecraft Mods
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    posted a message on WorldEditCUI

    I am sure Mumfrey will update this after he gets Liteloader/Mixin done. He is very active and great at supporting his projects.
    Liteloader is needed first to load the mod. See his post regarding Liteloader.

    Posted in: Minecraft Mods
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )

    Nota Bene : My previous posts have disappear in this thread due to this : https://www.minecraftforum.net/forums/forums/forum-discussion-info/2944101-regarding-disappearing-threads-posts-and-users.

    Sorry for any inconvenience caused. I hope they return one day.


    Here is the method DromarLeBanisseur said could be used to get Rift + OptiFine + XRay (his unofficial version) working for MC 1.13.2

    (Note: you MUST use Chocoheads Rift version he is the one working on 1.13.2 for the Rift team. The versions on the CurseForge page are for 1.13 )


    1) install in a standard way Rift over MC 1.13.2 (from https://github.com/Chocohead/Rift)

    2) install in a standard way OptiFine over MC 1.13.2 (for the libraries)


    3) add Optifine in the json version file of the Rift installation : you have to modify the file with something like this :

    {
    "inheritsFrom": "1.13.2",
    "id": "1.13.2-rift-1.0.4-SNAPSHOT",
    "releaseTime": "2018-11-29T09:45:00+00:00",
    "time": "2018-11-29T09:50:00+00:00",
    "type": "release",
    "arguments": {
    "game": [
    "--tweakClass",
    "optifine.OptiFineForgeTweaker",
    "--tweakClass",
    "org.dimdev.riftloader.launch.RiftLoaderClientTweaker"
    ]
    },
    "mainClass": "net.minecraft.launchwrapper.Launch",
    "libraries": [
    {
    "name": "com.github.Chocohead:Rift:jitpack-SNAPSHOT",
    "url": "https://www.jitpack.io/"
    },
    {
    "name": "org.dimdev:mixin:0.7.11-SNAPSHOT",
    "url": "https://www.dimdev.org/maven/"
    },
    {
    "name": "org.ow2.asm:asm:6.2",
    "url": "http://repo1.maven.org/maven2/"
    },
    {
    "name": "org.ow2.asm:asm-commons:6.2",
    "url": "http://repo1.maven.org/maven2/"
    },
    {
    "name": "org.ow2.asm:asm-tree:6.2",
    "url": "http://repo1.maven.org/maven2/"
    },
    {
    "name": "optifine:OptiFine:1.13.2_HD_U_E5"
    },
    {
    "name": "net.minecraft:launchwrapper:1.12"
    }
    ]
    }



    4) install XRay to this version : double-click the XRay jar (or java -jar XRayxxx.jar) then select the Rift profile.


    And I'll add that if you have the OptiFine jar file in your mods folder you will have to move it out or XRay will not work.
    (FYI: The profile you just created inherits Optifine so it will work fine when using this profile)

    Posted in: Minecraft Mods
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    posted a message on XRay Mod (1.6.4 - 1.11) ( Vanilla/Forge/LiteLoader )
    Quote from ded_pihto40942»

    Unfortunately X-Ray don`t work with OptiFine and with Rift. I used the method proposed by DromarLeBanisseur to combine Rift and X-Ray, but if i put OpitFine in "mods" directory X-Ray dont working. If i remove OF from "mods" X-ray work great with Rift and other rift-mods.


    I used this method and Xray does work with OptiFine + Rift but only if you remove OptiFine jar file from the mods folder. The profile inherits the OptiFine libraries which is why you had to manually edit the json files. Just make sure that once you have it working you don't do what I did and delete the Rift profile or the OptiFine profiles. They are used to inherit the settings ;) If you do you have to start the process over.

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod
    Quote from Dats_ME»

    That was me that request it. Apparently they flagged it as a violation of asking for an update. I have appealed it...


    They restored the message and approved the appeal because I was asking that "mod would be brought to a new platform"

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod

    That was me that request it. Apparently they flagged it as a violation of asking for an update. I have appealed it as I was not actually asking for an update to the Liteloader mod to Minecraft 1.13.2 but rather a completely different build under a different code base/loader.
    I simply figured since Voxelmap is now running under Rift, I thought I would ask. And did not think it would violate the rules about asking for updates as I have seen many posts from people asking for a version of their favorite mod to be ported to another loader such as for Forge etc.
    I didn't even know if you knew about Rift.


    Thank you so much for replying! I definitely understand the complexity issue of porting over to a new system. As well as being hesitant on spending valuable time on a project that will most likely be just a temporary build. If you can get one HUZZAH! But like everyone else I am honestly planning on returning to liteloader as soon as it becomes available from Mumfrey the brain hehe. .


    Finally, I am truly sorry if it was against the rules to ask and I sincerely apologize to you personally!

    Posted in: Minecraft Mods
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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    Quote from Robijnvogel

    I do not think that Voxelmap itself has access to this kind of information, because it's client-sided. However Dynmap, which is server-sided, does have this info and this feature as well.

    I think that any tool that would allow you to generate a Voxelmap from all generated "chunks" would basically teleport around the world.

    You can find all regions that have generated chunks in them in your save file. And you could possibly use command blocks to teleport you around the regions that may have incomplete maps.

    Thanks for the reply. I suppose I should have been more specific. I am talking about a singleplayer world stored locally not a server file. I already run Dynmap on my server. As for the teleporting around the world to the region files, I could obviously see what region files have been created but there is no way that I am aware of to know exactly which chunks in any specific region have been explored. Not to mention the time involved in doing this for a world that is years old and heavily explored. Unless I am misunderstanding what you are proposing of course.

    Posted in: Minecraft Mods
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    posted a message on Autofish Mod

    Any chance of a 1.13.x version for Rift mod loader?

    Posted in: Minecraft Mods
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