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Ri5ux posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)Posted in: Minecraft Mods -
519
user-6871053 posted a message on Smart MovingPosted in: Minecraft ModsThe Smart Moving mod provides various additional moving possibilities
- Climbing only via gaps in the walls
- Climbing ladders with different speeds depending on ladder coverage and/or neighbour blocks
- Alternative animations for flying and falling
- Climbing along ceilings and up vines
- Jumping up and back while climbing
- Configurable sneaking
- Alternative swimming
- Alternative diving
- Alternative flying
- Faster sprinting
- Side and Back jumps
- Charged jumps
- Wall jumping
- Head jumps
- Crawling
- Sliding
Current Version 16.3 (requires Minecraft Forge and Player API)
Upgraded to Minecraft version 1.8.9: Download from Mediafire or Dropbox
Installation:
Thanks to Revolver0125 this tutorial and installation video (at 4:00). (up-to-date)For installation instructions either:
- have a look at Revolver0125's installation tutorial in the video above (up-to-date)
- or read the "installation" sections of this mod's download's readme files.
Required Mods
- Client:
- Minecraft Forge
- Player API core
- Render Player API core (optional)
- Render Player API enhancer (optional - use at own risk)
- Server:
- MCPC+:
FAQs#1: I found a bug, how do I report it here, so you can fix it?
Describe the bug, in detail if necessary. When does it occur and under which circumstances?
Always include:
- your Minecraft version (especially in the weeks after an minecraft upgrade)
- your Smart Moving version (maybe the bug you found has already been fixed in a later release)
- your Smart Moving installation package (the zip file inside the released zip file you used to add Smart Moving to your Minecraft installation)
- all other mods you had installed parallel to Smart Moving when the bug occures
- the mod versions of all these other mods (don't forget to include the APIs like ModLoader, ModLoaderMp, PlayerAPI or MinecraftForge)
- the complete startup output from the client's terminal window and (when involved) the server's terminal window. (when you can't see the terminal windows have a look at the next FAQ's answer)
- if the bug crashes the game, the complete error message including it's stack trace (when you can't see the error message long enough continue reading this FAQs)
- the game mode the bug occured in: (SSP/Survival Single Player, SMP/Survival Multi Player, CSP/Creative Single Player or CMP/Creative Multi Player)
- the active configuration while the bug occured: (Disabled, Easy, Medium or Hard)
- if you modified the options file, all your modifications or the complete options file you are using
- if the game mode is SMP start from the beginning of this list with the Minecraft server you used when the bug occured. If you don't have a specific information about that server, mention it in your post.
#2: My game crashes but I cannot see the error message long enough to copy it!
Minecraft 1.6.1 and later:
In the Minecraft-launcher
- Select your profile
- Click the "Edit Profile" button
- Ensure the option "Launcher Visibility" is checked
- Ensure the option "Launcher Visibility" is set to "Keep the laucher open"
- Click the "Save Profile" button
- Click the tab "Development Console"
- Start the game
Minecraft 1.5.2 or earlier:
In windows start the minecraft client from the command line console using the following statement
java -Xincgc -Xmx1024M -Xms1024M -Djava.library.path=bin/natives -classpath bin/minecraft.jar;bin/lwjgl.jar;bin/lwjgl_util.jar;bin/jinput.jar net.minecraft.client.Minecraft
in your .minecraft directory.
If you need a minecraft server error message instead, start your server from the command line console using the following statement
java -cp minecraft_server.jar net.minecraft.server.MinecraftServer
in your minecraft_server.jar's directory.
If the java command could not be found, make sure your java installations bin folder is included in the PATH environment variable of your system.
#3: I want to set up a server with Smart Moving but nothing works!
You need the correct installation packages on the server and all the clients!
If you don't know how to effectively install multiple mods into minecraft have a look at this first.
On your vanilla server:
- If you don't exactly know what you are doing, it will be the best to start from a clean vanilla server jar file.
- Install the latest version of Minecraft Forge universal on your vanilla server.
- Install the latest version of Player API universal on your vanilla server.
- Install the Smart Moving installation package Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+ on your vanilla server.
- Install the Smart Moving installation package Smart Moving Universal Standalone on your vanilla server.
On your bukkit server:
- Install the latest version of Player API bukkit at your bukkit server.
- Install the Smart Moving installation package Smart Moving Server for Bukkit at your bukkit server.
On all clients:
- If you don't exactly know what you are doing, it will be the best to start from a clean client jar file.
- Install the latest version of ModLoader or MinecraftForge universal at the client.
- Install the latest version of Player API universal at the client.
- Install the Smart Moving installation package Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+ on the client.
- Install the Smart Moving installation package Smart Moving Universal Standalone on your vanilla server.
#4: I can crawl and everything works fine in SMP, but when I try to crawl under something I glitch and I don't go anywhere!
Your Minecraft server does not support Smart Moving!
Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.
Also see FAQ#3.
#5: When I climb down a long distance in SMP I get damaged when I arrive at the ground!
Your Minecraft server does not support Smart Moving!
Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.
Also see FAQ#3.
#6: I can't see the other players' Smart Moving animations in SMP!
Your Minecraft server does not support Smart Moving!
Install Smart Moving on your Minecraft server, request it to be installed or switch to a server that supports Smart Moving.
Also see FAQ#3.
#7: The game crashes! I get a "java.lang.NoClassDefFoundError: BaseMod" error message!
Smart Moving can not find ModLoader in your Minecraft!
Download the latest version of ModLoader from here and extract it into your minecraft.jar.
#8: The game crashes! I get a "java.lang.NoClassDefFoundError: BaseModMp" error message!
Smart Moving can not find ModLoaderMp in your Minecraft!
Download the latest version of ModLoaderMp from here and extract it into your minecraft.jar.
#9: The game crashes! I get a "java.lang.NoClassDefFoundError: PlayerBase" error message!
Smart Moving can not find Player API in your Minecraft!
Download the latest version of PlayerAPI from here and extract it into your minecraft.jar.
#10: After I installed Smart Moving, Single Player Commands stopped working!
Smart Moving is incompatible to Single Player Commands because it is using PlayerAPI.
Both mods overwrite the same essential class file and disable each other when one is installed over the other.
Download the matching version of the Single Player Commands for Player API patch from here and install it according to the instructions in its readme file.
You will also need one of the installation packages "SmartMoving for ModLoader" or "SmartMoving Client for ModLoaderMp" on your Minecraft installation to fix this incompatibility.
#11: After I installed Smart Moving, I could only move at very high speeds!
You probably installed both ModLoader installation packages.
The installation packages SmartMoving for ModLoader and SmartMoving Client for ModLoaderMP should not be installed in the same minecraft.jar.
Try to reinstall one of these package into a clean minecraft.jar or remove either mod_SmartMoving.class or mod_SmartMovingMp.class from your minecraft.jar
#12: The game crashes! I get the error message: "java.lang.IllegalArgumentException: The class 'net.minecraft.move.playerapi.SmartMovingPlayerBase' can not be registered with the id 'Smart Moving' because the class 'net.minecraft.move.playerapi.SmartMovingPlayerBase' has allready been registered with the same id"!
You installed more than one Smart Moving installation package!
Either remove the file mod_SmartMoving.class or the file mod_SmartMovingMp.class from your minecraft.jar. (depending on whether you prefer the Smart Moving for ModLoaderMp or Smart Moving for ModLoader installation package)
Or restart your installation procedure from a clean minecraft.jar installing only one Smart Moving installation package this time.
#13: There so many buttons in the control settings menu that the Done button covers other buttons!
That is a well known problem.
To fix it you need to install a mod that improves the control settings menu so it can handle additionaly buttons.
Three of these mods are:
- Reppan's Done Button Mover
- North101's ScrollableControls
- Mumfrey's Macro / Keybind mod
- and last but not least Minecraft Forge
#14: I have basic problem and so many mods that I don't know whether the problem is caused by Smart Moving or not!
Check whether the problem persists when removing Smart Moving and when running Smart Moving for itself!
To completely disable Smart Moving with minimal effort remove the file mod_SmartMoving.class or mod_SmartMovingMp.class from your minecraft.jar or minecraft_server.jar - and check whether the problem persists.
- If the problem persists without Smart Moving, then Smart Moving is not the source of your problem
- Otherwise continue reading.
- If the problem persists with Smart Moving for itself, Smart Moving is definitely the source of your problem.
- Otherwise the combination of Smart Moving and one (or more) of your other mods is causing your problem. Try to find the minimal set of mods to reproduce your problem and provide that information when posting your bug report here.
#15: I want to install Smart Moving at my server. Will everyone need to install client side Smart Moving to join my server after the server installation?
No, depending on which server you run, all clients will eventually need to have ModLoader and ModLoaderMp or Minecraft Forge installed!
In that case all non Smart Moving clients will not send any Smart Moving packets to the server and will ignore all recieved Smart Moving packets from the server.
However, in case you run a ModLoaderMp server all clients need ModLoaderMp installed and in case you run a Minecraft Forge server all clients need Minecraft Forge installed to work at all.
Only case you run a standard Bukkit server you clients do not need any other mods installed.
#16: I want to install Smart Moving but I am new to Minecraft modding, so I have not idea where to start!
This site should be a good starting point for you!
Also don't forget to read this post's Installation chapter and study some of the tutorials linked there.
#17: What can I do to restrict the usage of the Smart Moving mod on my server?
Use SBC or install this mod on your server too!
When you are running a bukkit server the most simple solution to your problem is to use the pukkit plugin SBC and configure it to your needs.
Otherwise or if you want a finer control of the mod features, you have to install the correct Smart Moving server installation package on your server and use the server's Smart Moving configuration file to overwrite the client's local configurations. Optimally you start by changing the value of the option move.server.config to true to enable the overwrite feature at all.
#18: The game crashes! I get a "java.lang.NullPointerException" error message at "ModLoader.onTick(ModLoader.java:1213)"!
You have a buggy installation of ModLoader installed on your system!
Either download my fix or the (hopefully itself fixed) latest version of ModLoader from here and extract it into your minecraft.jar.
#19: I can't find the installation package for Minecraft Forge client!
The installation package "Smart Moving Client for ModLoader" is the one you are looking for!
You can run mods originally written for ModLoader using Minecraft Forge - at least the mods that can handle the slight differences between ModLoader and FML correctly.
#20: I installed Minecraft Capes and now this mod crashes Minecraft!
Your installation package of Minecraft Capes is incompatible with Player API you installed because it was required by this mod!
Reinstall Player API and use another installation package of Minecraft Capes instead. The "MCPatcher method" mentioned at the Minecraft Capes thread might be a good choice.
#21: I installed this mod and now Minecraft Capes stopped working!
Your installation package of Minecraft Capes is incompatible with Player API you installed because it was required by this mod!
Use another installation package of Minecraft Capes. The "MCPatcher method" mentioned at the Minecraft Capes thread might be a good choice.
#22: What is the mod pack policy for Smart Moving?
Smart Moving and Smart Render are licensed under the GNU General Public License Version 3 or later. (see FAQ#23)
This means mod pack creators are not required to ask for my permission to add these APIs to their mod packs.
I case you want to ask for my permission anyway, I recommend sending me a private message via this forum. I will most likely reply by formally granting you permission.
However, this rule only applies to actual mod packs. It is not allowed to include any of these APIs in an actual mod
#23: What licence is Smart Moving licensed under?
Smart Moving and Smart Render are licensed under the GNU General Public License Version 3 or later.
You will receive a copy of the GNU General Public License along with the Smart Moving download.
Features
Thanks to BlackDragonIV for this awesome feature demonstration video.
Thanks to xXL33tsauceXx for this awesome show case video.
Feature: Free Climbing
This mod implements an optional mode of free climbing behaviour. When enabled by configuration or by default you can climb everywhere you find at least a block sized horizontal edge.
To climb up you have to move forward toward the edge (default "W") and click and hold the grab button (default "LCONTROL").
To climb down click and hold the grab button without moving forward toward the edge.
To grab an edge while falling down along a wall, rotate towards the edge in the wall and press the grab button. If you are still falling slow enough, free climbing will start. If you are beyond a certain falling speed when grabbing, damage will be done to you.
To change this default grab button visit Minecrafts "Options"/"Controls" menu.
Feature: Ladder Climbing
This mod implements three additional modes of ladder climbing behaviour.
Simple Mode:- Standard climbing on complete ladder coverage
- Standard climbing on feet only ladder coverage
- Slow climbing on hands only ladder coverage
Smart Mode:- Standard climbing on complete ladder coverage
- Slow climbing on feet only ladder coverage
- Slow climbing on hands only ladder coverage
- Standard climbing when "holes" in the walls next to the ladder are present (solid block/nonsolid block or half steps)
Free Mode:- Ladder climbing is functionally embedded in the feature free climbing.
- Specific speeds are configurable on top of the free climbing configuration with Smart Mode-inspired default values.
Feature: Climbing along ceilings
This mod allows climbing along ceilings as long as the ceiling block supports it. Currently only the steel fence block and the closed trap door block support ceiling climbing.
To start climbing along ceilings hold the grab button when below, but not too far below, the climbable ceiling. To stop ceiling climbing simply release the grab button.
If wall climbing is also possible when pressing the grab button, wall climbing will start instead. In this case turn into the direction you want to move to start ceiling climbing.
Feature: Climbing up vines
To start climbing up vines hold the grab button when in front of a vine and hold the jump button to start climbing up.
To stop climbing up just release the jump button. To stop climbing at all release the grab button.
Feature: Configurable sneaking
This mod allows to configure the standard sneaking via the configuration file. The sneaking speed can set and sneaking can be disabled at all.
Additionally sneaking can be made togglable. When toggled on it can be toggled off by pressing the sneak button again. This also works while swimming or diving.
Feature: Alternative Swimming and Diving
This mod implements optional alternative swimming and diving behaviours.
To dive jump into still water that is at least two blocks deep. Then press and hold the forward button to dive. To steer use your mouse.
To swim stop holding the forward button and press and hold the jump button instead until you reach the surface. Then press and hold the forward button again to swim. To steer use your mouse again.
To dive again stop pressing the jump button and direct your mouse toward the depths.
When you are walking in one block deep water you can switch to diving by pressing the sneak and then the grab button. If you press the jump button before the grab button you will switch to swimming instead.
When you are swimming or divind in one block deep water you can switch to walking by pressing the grab button.
Feature: Alternative Flying
This mod implements an optional alternative flying behaviour.
It completely replaces standard flying and allows you to fly up and down via looking. The standard flying jump to raise, sneak to fall behaviour has been reimplemented and works similar to its standard flying counterpart.
Alternative flying can be started and ended just like standard flying by double clicking the jump button.
Feature: Charged jumps
This mod implements optional, configurable charged jumps.
To start charging press and hold the jump button while sneaking on the spot. To jump either release the jump button or stop sneaking. The default maximum charge jump height is two blocks.
When you start moving while charging the charge will be lost.
Feature: Wall Jumping
This mod implements the possibility to wall jump from blocks.
To wall jump from a block press jump while being airborne, release it, and press it again before hitting the block you want to wall jump from horizontally. When you collide with the block - while not falling too fast allready - a wall jump will be triggered.
You can also head wall jump from a block instead by also pressing the grab button before hitting the block you want to wall jump from.
To cascade your wall jumps just keep pressing jump. To break your cascade release jump. Hitting the ground or head wall jumping will also break the cascade.
Feature: Head Jumps
This mod implements the possibility to jump head first instead of head up.
To head jump start sprinting and press the grab and the jump button. When the jump button is released you will jump, head first, with a angle depending on how long you pressed the jump button.
Hitting ground while falling with your head first will damage you more than hitting ground with your feet first.
Feature: Side & Back Jumps
This mod implements the possibility to jump to the side or back while straightend on ground.
To jump left double click the left button, to jump right double click the right button and to jump back double click the back button.
You can also jump back-left and back-right by double clicking both relevant buttons at once.
Feature: Climb Jumps
This mod implements the possibility to jump up and back while free climbing.
To jump up climb up as far as possible and click the jump button.
To jump back stop climbing by releasing the forward button press the sneak button to hold the height release the grab button and click the jump button.
You can also head jump back instead by not releasing the grab button after pressing the sneak button and before clicking the jump button.
Feature: Sliding
This mod implements ground sliding.
To slide on the ground you have to start sprinting first. Then press the sneak button while pressing the grab button.
Additionally you can start sliding from forward jumping or flying. Just hit the ground while pressing the sneak and the grab button.
You will slide as long as the initial horizontal ground hitting speed and the ground spipperiness supports it. If the sneak button is still pressed when the sliding stops you start crawling instead.
To stop sliding before it stops itself simple stop pressing the sneak button.
Feature: Faster Sprinting and Exhaustion
This mod implements a faster, optional, configurable sprinting and exhaustion behaviour. It is merged with the standard minecraft sprinting and hunger behavior.
To sprint you have to move forward and click and hold the sprint button (default "TAB"). Sprinting is currently possible for walking, swimming diving, crawling, and climbing.
Sprinting optionally causes exhaustion and will automatically end when a certain configurable threshold is reached.
To change this default sprint button visit Minecrafts "Options"/"Controls" menu.
Feature: Crawling
This mod implements an optional crawling movement to fit through 1x1 passages.
To crawl you have to press the grab and the sneak button. When climbing would be possible at you current position and direction you might start climbing instead. To avoid this press the sneak button before the climb button to ensure to start crawling. When crawling you can release the grab button.
You can also free climb while crawling. Just move to the related edge press grab and move forward towards it.
Additionally you can free climb into a crawlable gap. Just press sneak while you climb up and you will end up crawling in the first crawlable gap along your climb path.
Crawling can be made togglable via the configuration file. When toggled on it can be toggled off by pressing the sneak button again to enter sneaking of by pressing the jump button to stand up immediately.
Feature: Configurability
This mod changes the behaviour of its features depending on the content of the configuration file "smart_moving_options.txt" in the ".minecraft" directory of your minecraft installation.
Currently the difficulty levels "Easy", "Medium" and "Hard" are configured. You can switch between those in-game by pressing F9 (the exact button can be changed too)
More information about the configuration of this mod is included in its readme and option files.
Previous option files like "smart_climbing_options.txt" and "smart_ladder_climbing_speed_options.txt" are still accepted but their content is eventually overridden by the content of existing more actual option files.
If no option files are present at all, the default option values (all features, default configuration) will be used.
If an option is not present in the files, the corresponding default value will be used.
The option "move.options.version" will be used for cross version compatibility.
Previous Versions:
Previous Versions (for Minecraft 1.8)
Version 16.2
Added license information and improved core code simplicity and robustness: Download from Mediafire or Dropbox
Version 16.1
Merged SmartCore mod into SmartMoving mod, fixed overly fast limb movement of remote players, placing blocks at chests by pressing the sneak button while not standard sneaking and added dependency to PlayerAPI core 1.3 or higher: Download from Mediafire or Dropbox
Version 16.0.1
Improved handling of enhanced third party armor models: Download from Mediafire or Dropbox
Version 16.0
Upgraded to Minecraft version 1.8, lost ceiling climbing configurability and a lot of compatibilites: Download from Mediafire or DropboxPrevious Versions (for Minecraft 1.7.10)
Version 15.6
Added license information and improved core code simplicity and robustness: Download from Mediafire or Dropbox
Version 15.5
Added compatibility to minecraft forge version "10.13.3.1395-1710ls": Download from Mediafire or Dropbox
Version 15.4
Merged SmartCore mod into SmartMoving mod, fixed support for Carpenter’s Blocks ladders, overly fast limb movement of remote players, placing blocks at chests by pressing the sneak button while not standard sneaking and added dependency to PlayerAPI core 1.3 or higher: Download from Mediafire or Dropbox
Version 15.3
Improved handling of enhanced third party armor models: Download from Mediafire or Dropbox
Version 15.2
Removed proprietary sprint button and added categories to remaining buttons: Download from Mediafire or Dropbox
Version 15.1
Upgraded to Minecraft version 1.7.10: Download from Mediafire or DropboxPrevious Versions (for Minecraft 1.7.2)
Version 15.0.1
Fixed support for Carpenter’s Blocks ladders: Download from Mediafire or Dropbox
Version 15.0
Removed ModLoader, Bukkit and Standalone support, splitted up Smart Moving to multiple mods and upgraded to Minecraft version 1.7.2: Download from Mediafire or DropboxPrevious Versions (for Minecraft 1.6.4 and earlier)
Version 14.6.1 (for Minecraft 1.6.4)
Download from Mediafire or Dropbox
Version 14.4.1 (for Minecraft 1.6.2)
Download from Mediafire or Dropbox
Version 14.0 (for Minecraft 1.5.2)
Download from Mediafire or Dropbox
Version 13.8 (for Minecraft 1.5.1)
Download from Mediafire or Dropbox
Version 13.3 (for Minecraft 1.5)
Download from Mediafire or Dropbox
Version 13.1 (for Minecraft 1.4.7)
Download from Mediafire or Dropbox
Version 11.12.1 (for Minecraft 1.4.6)
Download from Mediafire or Dropbox
Version 11.10 (for Minecraft 1.4.5)
Download from Mediafire or Dropbox
Version 11.6 (for Minecraft 1.4.4)
Download from Mediafire or Dropbox
Version 11.5 (for Minecraft 1.4.2)
Download from Mediafire or Dropbox
Version 11.3 (for Minecraft 1.3.2)
Download from Mediafire or Dropbox
Version 9.5 (for Minecraft 1.2.5)
Download from Mediafire or Dropbox
Version 7.5 (for Minecraft 1.2.4)
Download from Mediafire or Dropbox
Version 7.2 (for Minecraft 1.2.3)
Download from Mediafire or Dropbox
Version 6.13 (for Minecraft 1.1)
Download from Mediafire or Dropbox
Version 6.5 (for Minecraft 1.0)
Download from Mediafire or Dropbox
Fan Content and References
A Map Collection established by baeshra.
An Homage Map to the game Mirror's Edge requiring this mod.
A Parkour Map created by Bloxcraft.
A very good Parkour Map created by Binix and it's also very good antecessor
A Tutorial/Challenge Map created by Blue_Legion.
A Challenge Map published by JetfireBlack.
A Training course created by George3636.
A Quest Map created by black00ut.
An Obstacle Course created by cavesticks12.
A Challenge Map created by Random_Asian and its slightly less difficult antecessor.
A Tutorial Course created by LaBarata.
The huge Parkour of Range published by TheNewbiesMines.
A vertical Parkour Map made by Sushin.
A slightly dark Parkour Map made by 8bitspartan1441.
A Training Course made by xDizasteRx.
Videos:
Review and Smart Moving 1.6.2 installation tutorial made by Revolver0125:
Mod review and installation tutorial in spanish provided by Unrecord:
Mod review and installation tutorial in french provided by clem1999:
Showcase video and Smart Moving 1.2.5 multiplayer tutorial made by SCMowns:
Smart Moving 1.4.7 Mac installation tutorial made by MinecraftCookiesModding:
More videos:Show off video made by The_Cawkav:
Christmas video made by Yogpod:
Action video made by EpicWeirdoKid:
Mod review in italian provided by VentilaX:
Other Videos:Smart Moving 1.0.0 multiplayer tutorial made by Dr_Breadgun:
MC Mod Showcase made by MinecraftToday:
minecraft SMART MOVING MOD spotlight made by MegaGhostSpy:
Mod Spotlight made by twistedright:
Mod Review made by OhmightyMagpie:
Mod Review made by JKapFilms:
Mod Spotlight made by DigitalPork:
Showcase video in polish made by PolskiPingwin:
Older Videos:Superman parody made by ukjamietuk:m
Demonstration video made by Failboat103:
Best Minecraft Beta 1.7.3 Mods made by minecraftturtle:
Demonstraction video made by MCModSpotlight suggested by Fredward:
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4543
sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Posted in: Minecraft ModsHello everybody,
This mod adds support for HD textures and a lot of options for better looks and performance.
Doubling the FPS is common.
You can follow the OptiFine development here: reddit.com/r/OptiFine, sp614x@twitter or http://optifog.blogspot.com.
Resources: translations, documentation, issue tracker.
Get the Magic Launcher for easy mod installation, compatibility checking and more.
Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.
The cape is visible to everyone using OptiFine. Thank you for being awsome.
Download OptiFine
Get all OptiFine versions here: optifine.net
Features
- FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
- Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
- Support for Shaders (info) - based on the Shaders Mod by Karyonix
- Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
- Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
- Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
- Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
- Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
- Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
- Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
- Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
- Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
- Better Grass Fixes grass blocks side texture to match surrounding grass terrain
- Clear Water (examples) Clear, transparent water with good visibility underwater
- Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
- Random Mobs Use random mob textures if available in the texture pack
- Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
- Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
- Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
- FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
- Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
- Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
- Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
- Fast Texturepack Switching Switch the current Texturepack without leaving the world
- Fullscreen Resolution Configurable fullscreen resolution
- Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
- Time Control Default, Day Only or Night Only - works in only in Creative mode
- Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death
Editions
Even Older Versions
Even older versions of OptiFine are available in the OptiFine history.
If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)
Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:
1. Temporarily revert back to the Default Texture Pack.
2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.
3. Set Graphics to Fancy
4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.
5. Select your previous texture pack and graphics settings
6. Run Minecraft and enjoy
Compatibility with other mods
When installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.
If you need ModLoader: Install OptiFine AFTER ModLoader.
If you need Forge: Install OptiFine AFTER Forge.
MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.
If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.
Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.
Not compatible with: CCTV, The Aether.
Installation
For Minecraft 1.6.2 and newer
A. Simple (for OptiFine 1.6.2_C4 and newer)
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"
- Start the official launcher and play
B. Easy
- Use the official launcher to download and start once Minecraft 1.6.2.
- Double-click the downloaded JAR file and the OptiFine installer should start
- Click "Extract" and save the OptiFine MOD file
- Start Magic Launcher
- Click "Setup"
- Select Environment "1.6.2"
- Click "Add" -> select the OptiFine MOD file
- Click "OK"
- Login and play
C. Complex
- Use the official launcher to download and start once Minecraft 1.6.2.
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Rename the folder "1.6.2" to "1.6.2_OptiFine"
- Go in the subfolder "1.6.2_OptiFine"
- Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"
- Rename "1.6.2.json" to "1.6.2_OptiFine.json"
- Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file
- Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".
- Start the official launcher
- Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
Installation for Minecraft 1.6.2 with Forge
A. Easy
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Use the official launcher to start once Minecraft with the Forge profile.
- Start Magic Launcher
- Click "Setup"
- Select Environment "Forge9.10.X.Y"
- Click "Add" -> select the OptiFine ZIP file
- Click "Advanced"
- In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"
- Click "OK"
- Login and play
B. Simple (for OptiFine 1.6.2_C4 and newer)
- Put the OptiFine JAR file in the Forge "mods" folder
- Start Minecraft and Forge should automatically load OptiFine
B. Complex (not working for Forge #780 and #781)
- Use the official launcher to download and start once Minecraft 1.6.2.
- Use the Forge installer to install Forge
- Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")
- Go in subfolder "Versions"
- Go in subfolder "Forge9.10.X.Y"
- Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".
- Start the official launcher
- Select profile "Forge"
- Click "Edit Profile"
- Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"
- Click "Save Profile"
- Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.
For Minecraft up to 1.5.2
If possible start with a clean minecraft.jar and check the mod compatibility section above.
A. Easy Installation
1. Download and start the Magic Launcher
2. Click Setup, click Add, select the downloaded zip file
3. Click OK, login and play Minecraft
B. Manual Installation
Windows/Linux Instructions:
1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin
2. Create a backup of minecraft.jar
3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)
4. Delete the META-INF folder.
5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.
6. Run Minecraft and test!
Mac Instructions:
1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin
2. Create a backup of minecraft.jar
3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents
4. Rename the resulting folder to minecraft.jar and open it
5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files
6. Run Minecraft and test!
Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.
Copyright
The mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright. -
795
ThesaurusRex84 posted a message on Boats Evolved; bigger, modular boatsPosted in: SuggestionsAlright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Any questions?
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.And the Reddit post is here:
http://www.reddit.co..._modular_boats/ (Archived)
*EDIT*
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
by JasonG5![represent] -
311
Mumfrey posted a message on Macro / Keybind ModPosted in: Minecraft Mods
If you're a server admin, a player on a server with lots of plugins, or just love automating every aspect of your minecraft experience, you will honestly wonder how you lived without this mod...
- Bind chat commands and scripts to keyboard keys, mouse buttons and custom menus
- Easy to use GUI. Just activate the mod then just press the key you want to bind. No complicated commands to remember!
- Bind keys which are already used for something else! Want to put a macro on the number keys, mouse buttons or WASD? Using the override function you can use these keys for both their normal function or as macros when you need them.
- Edit keybinds quickly. Change your binds whenever you want. You can even copy and move macros from key to key with drag 'n drop.
- Multiple configurations. Different binds in different servers? No problem! It even switches automatically.
- In-game text editor. Want to make a complex macro? No need to alt-tab to notepad, create and edit text files inside minecraft.
- Lots of easy-to-use parameters. Lists of friends, automatic responses, warp points, towns, you name it.
- Scripting! Build custom auto-announcers, time-delay messages, or create your own auto-walk, toggleable-sneak or sprint keys.
- Custom GUIs! Create your own custom GUI and hook up your macros for instant in-game menus
- Permissions System Server admins can lock down chosen features of the mod using the easy-to-setup Client Permissions plugin, allowing seamless integration with the server's existing rank system.
- Install LiteLoader
- Download the .litemod file for your version of minecraft here and save it into your "mods" folder (create the "mods" folder if it does not already exist) NOTE: Some browsers will change the file extension to .zip when downloading, if this happens be sure to change it back to .litemod or LiteLoader will not find the mod!
- Run the Minecraft client
- Check the Controls screen in the Minecraft configuration to make sure there are no conflicts with other keys you use. This mod adds pages to the Controls screen for enhanced configuration of any mods which add custom keys
Auto-populate towns, homes, friends
New features in 0.5: Multiple configurations:
Friend selection
Item selection
To bind keys:- In-game, simply press [SNEAK KEY]+GRAVE (change the key in the options if this doesn't work for you) and you will be prompted to press a key.
- Press the key you would like to bind or click it on the on-screen keyboard
- Enter the chat command (including the / at the start), separate multiple commands with pipe "|"
- Press ENTER to save the keybind, press ESC to cancel it. To edit a keybind repeat the same process.
- If the key doesn't have any other function (eg. it is not bound to any other built-in command or function) then just press the key
- If the key is bound to another function (such as the WASD keys or T,I etc) press your [MACRO ACTIVATE] key (as you set in the options) followed by the key.
- Alternatively if the key is bound to another function press [MACRO OVERRIDE]+[KEY] (again, you can set this in the Controls screen)
You can find out a lot of useful information about the mod via my tutorials on YouTube.
To get started using the mod, you can find an list of commands and keycodes and guide to the other features in the mod in the readme.txt
As of version 0.8.5 language packs are no longer required as the supported languages are directly integrated into the main download and will automatically switch based on the chosen Minecraft language. If you would like to provide a language pack for your language please contact me via PM.
Current language packs in the mod:- German Language pack by AJFire and Gorlem
- French Language pack by Chokapix
- Polish Language pack by kamild1996
- Dutch Language pack by Dyon123
- Spanish Language pack by agubelu and C4BR3R4
- Ukrainian Language pack by eXtendedZero
- Russian Language pack by boroda-ua, LastLife919
- Norwegian Language pack by glitchdetector
- Japanese Language pack by Lemon_cmd
For historic language pack information expand the spoiler:
Chokapix has provided a french translation for this mod. You can download it here.
AJFire kindly provided a german translation for this mod. You can download it here (direct link). Place the downloaded file in your minecraft folder or your mods folder.
Quote from AJFire »Die Deutsche Sprachdatei sollte nur benutzt werden, wenn ihr der Englischen Sprache nicht m?chtig seit. Einige Texte wurden 1 zu 1 von mir ?bersetzt.
Changes for 0.15.0 and 0.15.1- Updated to Minecraft 1.12 (0.15.0) and 1.12.1 (0.15.1)
- Updated ACHIEVEMENTGET to show an Advancement Toast
- Added TOAST command to display all types of available toast, see this post for details. Syntax is
TOAST([type],[icon],[text1],[text2],[ticks])
- Added new globals UUID (constantly rotating GUID), BOWCHARGE (0 to 100) ITEMUSETICKS (all usable items increase this value once per tick) ITEMUSEPCT (previous value as percent of total usage time)
- Fix PICK to correctly work with enchanted items
- Added japanese translations thanks to Lemon_cmd
- Fix display of minecarts in VEHICLE global, fix SEED in single player
- Fix bug with using i (item) type hint in user-defined param lists
- Add bindable key for REPL in the main bindings, allows direct access to console
- Added dot as alias for RUN command in REPL, eg. use .foo to run foo.txt
- Added autocompletion for RUN command
- Added REPL commands KILL and SHUTDOWN
- Added support for exporting and importing GUI xml, allows GUIs to be backed up, shared and duplicated
- API version is now 26
Changes for 0.14.3 and 0.14.4
- Fixed a crash bug with the item $$i param
- Fixed a bug with assign parser where value contains a colon
- Fixed FILTER action not stopping the macro when used in onSendChatMessage event
- Fixed minor highlighting bug in text editor when moving cursor using the mouse
- Fixed durability watchers so that onDurabilityChanged and onArmourDurabilityChanged work again
- Fixed a crash with the FILTERABLECHAT gui
- Added support for ?% VARNAME in REPL as "quick expand"
- Added hotkeys for GUI Editor (Ctrl+G), page selection (Ctrl+1, Ctrl+2, Ctrl+3), and Icon Editor (Ctrl+I) in main binding GUI
- Added more hotkeys in text editor (save, open)
- Added optional dark colour scheme for text editor
- Fixed a bug with custom sounds not working in PLAYSOUND script action
- Fixed an alignment bug when using any variant of align bottom with the Custom Layout control
- Fixed an issue with loading default bindings when the "Save slot assignments" option is unchecked in the Gui Manager
- Fixed a registration bug with module events which could cause event IDs to overlap
- Added an option to allow binding keys to work on any bind page (events and buttons)
- Fixed a bug with the config panel which meant all mouse clicks (right click, middle click, scroll) were treated as left click
- Improved copy/paste of control properties and control creation
- CTRL+clicking a property name adds it to control's "property mask", if properties are selected, only those properties will be pasted to target controls
- When creating controls, if a control is selected as a copy source, new controls will have selected (or all) properties auto-pasted to them
- Added keyboard navigation support to the "gui bindings" screen. Can now use arrow keys to navigate and bind screens to slots
- Added some extra keyboard navigation to "macro edit" screen, can now switch macro types using Ctrl+Tab
Changes for 0.14.2
- Updated to Minecraft 1.11.2
Changes for 0.14.1
- Updated to Minecraft 1.11
- Added TITLE action to display Minecraft titles
- Added POPUPMESSAGE action to display Minecraft action bar popup messages
- Added CAMERA action, call with no arguments to cycle camera modes (same as F5), or call with 0, 1, 2 to set specific mode
- Added CAMERA environment variable, returns current camera mode
- Updated Spanish (es_ES) translation thanks to C4BR3R4
- Added SCREENNAME environment variable with display name of current custom GUI
- Added BACKSPACE as a supported key for deleting controls when in edit mode for custom GUIs
- Fixed SHOWGUI not closing current custom screen when called with no arguments
- Added third argument to SHOWGUI to allow macro keys to still function when a custom GUI is displayed
- Added REGEXREPLACE action with identical sematics to REPLACE except regexps are supported (including backreferences)
- Added Icon custom control which allows hud display of items and custom textures
- Max custom texture size 1024
- Use item name to choose display, append : to choose variant, eg. wool:14
- Place custom textures in macros/icons/custom, file names must be lowercase, files must be png, transparency supported
- Icons assumed to be 16x16, larger files will be scaled, use the scale setting to adjust draw size (eg. scale=2 == 32x32)
- Added Layout (Custom GUI) custom control which allows layouts to be embedded within other layouts
- Recursion prohibited, embedding a layout in itself will render error
- Layout size limited to larger of 16x16 or min allocated fixed with (eg. if fixed width colums == 200px then layout will not render below that size)
- Layout alignment possible, allows "fixed size" GUI elements for the first time
- Added ability to choose the initial configuration, right-click a config and choose "Set as startup config" to set config as default
- Fixed bug with TRACE which meant that X, Y, Z coords were not available when trace hit an entity
- Added live display of macro condition in conditional macro GUI
- Added RUNNING iterator to iterate over running macros, provides MACROID, MACRONAME, MACROTIME
- Added ISRUNNING action, takes the name or ID of a macro and returns whether the macro is currently running
- Add background colour property to Icon control
- Fix a bug with HITNAME not working for players
- Restore old behaviour of delete mode for controls, attempting to delete an unbound control will attempt to delete the control
- Fix bug with opening the chat filter editor
- Added RELOADRESOURCES action, equivalent to F3+T
- Fixed bug with syntax highlighting in the text editor
- Fixed onModeChange only firing when switching to/from creative mode
- Textarea log messages now correctly time out even when textarea is not being displayed
- Added LOGRAW action which mimics tellraw command and allows JSON chat to be injected to the local chat
- Updated Russian translation thanks to LastLife919
- Fixed a bug which caused EXEC parameter requests to "leak" into macros using PROMPT
- Fixed EXEC variable provider so that variables actually have the correct type (eg. &var1, #var2)
- More script actions actually return a relevant value
- Added SET shorthand syntax similar to pascal assignment operator: #var := "value" performs a SET assignment (RHS coerced, not evaluated)
- Fixed a rendering bug with the override popup being rendered even when HUD is disabled
- Added ability to disable the override popup entirely
- Added experimental REPL interface
- Added binding decoration for conditional and keystate macros
Changes for 0.13.2
- Updated for Minecraft 1.10.2, also supports Minecraft 1.10
- Updated russian translation thanks to LastLife919
- Fixed localisations for event help and scripting help not being loaded
- Added slider gui control
- Added border option for label control
- Fixed PLAYSOUND for sounds which have underscores in their name
- Added option to suppress macro override functionality in command block gui
- Fixed pickup item amount always registering zero in single player
- Display rubberband when resizing gui controls to improve visual feedback
- Improved behaviour of right-click context menus in custom gui hosts
- Playback Status can now be added as a control, doing so disables the normal playback status overlay
- Fixed arrowheads not drawing on some control widgets
- Added new iterator CONTROLS to iterate over existing controls, provides CONTROLID, CONTROLNAME and CONTROLTYPE variables (details)
Changes for 0.13.0
- Updated for Minecraft 1.10
- Fixed onJoinGame occasionally not working
Changes for 0.12.2
- Fixed Russian and Ukrainian language translation loading
- Removed beta expiry check which was accidentally left enabled
- Fixed accessing the settings screen from the liteloader mods menu
Changes for 0.12.1
- Updated for Minecraft 1.9 and 1.9.4
- The following environment variables now have off-hand equivalents:
- ITEM => OFFHANDITEM
- ITEMIDDMG => OFFHANDITEMIDDMG
- ITEMCODE => OFFHANDITEMCODE
- ITEMNAME => OFFHANDITEMNAME
- DURABILITY => OFFHANDDURABILITY
- ITEMDAMAGE => OFFHANDITEMDAMAGE
- STACKSIZE => STACKSIZE
- The following environment variables were added
- COOLDOWN - applies to chorus fruit, shields, ender pearls, etc.
- OFFHANDCOOLDOWN - same as COOLDOWN but for items in off hand
- ATTACKPOWER - 0 to 100 scale of current weapon power based on attack cooldown
- ATTACKSPEED - representation of entity attack rate (ticks), range from 0 to 20480
- A complete rewrite of auto-crafting, the CRAFT and CRAFTANDWAIT commands are now available again. Crafting will be slower than the old system but much, much more reliable. It can cope with a lot more crap than the old version.
- Calling CRAFT now queues the crafting requests, queued requests are shown on the HUD
- A new command CLEARCRAFTING which cancels the current crafting job and any queued crafting jobs
- Calling SHOWGUI with the name of a custom screen which doesn't exist now creates the screen
- All designable BUTTON controls now have an assignable hotkey:
- In custom screens, the hotkey can be used with no modifiers
- In the Chat screen, the hotkey can be used if you hold down ALT
- The hotkey is inactive in other screens (ingame, indebug)
- Changes to the command reference screen:
- If you press F1 in the macro editor, the command reference will open on the command under the cursor now
- You can now type to filter the commands list
- Added ability to set the step value for FOR loops:
- Use syntax FOR(var, from, to, step)
- Alternatively use FOR(#var = 1 to 10 step 2)
- Added TRACE command which executes a raytrace of specified length, takes two parameters: distance (3-256 metres) and entities (true or false to trace only blocks or include entities). Executing a TRACE makes the variables TRACETYPE, TRACENAME, TRACEID, TRACEX, TRACEY, TRACEZ, TRACESIDE, TRACEUUID, TRACEDATA available in the local scope.
Changes for 0.11.3
- Updated to Minecraft 1.8
- Internal updates to parameter parsing, may break things
- Added $$s for shader list
- Added GETPROPERTY to get property values from GUI controls
- Added SIGNTEXT environment array
- Added UUID, HITUUID, DISPLAYNAME, DIFFICULTY, LOCALDIFFICULTY, DAY
- Added GAMEMODE which contains game mode name, unlike MODE which contains the mode ID
- Added CARDINALYAW, which is the yaw relative to north (eg. 180 degrees away from "real" yaw where 0 degrees points south)
- Added all new "block properties" as environment vars, prefixed with HIT_, eg. "variant" can be accessed via HIT_VARIANT
- SHADERGROUP command now supports "-" to step backwards through shaders
- Updated CRAFT and CRAFTANDWAIT commands to use new internal algorithm, now much slower but much more reliable than before
Changes for 0.10.12
- Updated for minecraft 1.7.10
- Internal support for synchronous macros (that's right, like ChatFilter macros have been to date) which opens up some interesting possibilities, the first of which is
- the FILTER and PASS commands from the chat filter can now be used in the onSendChatMessage event in order to allow the message to be sent or not (yes this is something I said was impossible for a long time and is actually now only possible because of the aforementioned improvements to liteloader). The trade-off is that the onSendChatMessage event now runs synchronously. This is experimental and I may remove this if it causes too many problems such as game crashes or people's computers catching fire.
- Fixed issue with multiple \ characters always being collapsed to a single \ because of a mistake in the escape handling
- Fixed issue with using GUI() to close container GUI's not actually closing the container.
- Fixed type hints not working in inline list parameters since 1.7
- STOP now parses its argument, so variables can be used
- More things I probably forgot but I'm tired.
Older version changelogs:
Changes for 0.10.04
- Updated to Minecraft 1.7.2 (seriously, recoding it from scratch might have been easier)
- Fixed label text being messed up with some formatting code arrangements
- Fixed amount and ID in the onPickupItem event
- Fixed mismatch between XPOS, YPOS, ZPOS vars and the position reported in the $$p menu
- Added documentation entries for undocumented script commands
- Fixed key state macros not working correctly when set to always override
- Added descriptive message to uncollapsed stack error, eg. "DO expects LOOP, WHILE or UNTIL"
- Optional capturing subgroups now return empty string instead of throwing an error
- Hooked outbound messages to Forge ClientCommandHandler if present to support client commands in Forge mods
- Fixed broken help display in conditional event macros
- Fixed broken help display in "simple gui" mode
- Outgoing chat splitter now trims leading and trailing whitespace on partial messages
- UCASE and LCASE commands returns string converted to upper and lower case respectively
- No more custom controls GUI, plug in to the new 1.7 controls GUI and consolidate some options ("direct mode" setting now accessible via controls list)
- Added abiility to support environment variables that are arrays, used for RESOURCEPACKS and SHADERGROUPS
- Removed TEXTUREPACK and RESOURCEPACK
- Added RESOURCEPACKS command which takes comma-separated list of pack identifiers
- Addded RESOURCEPACKS environment variable which contains comma-separated list of current resource packs
- Addded RESOURCEPACKS[] array environment variable which contains active resource packs as an array
- Added SHADERGROUPS[] array environment variable containing the names of all available shader groups
- Added SHADERGROUP environment variable containing the name of the currently selected shader group
- Added SHADERGROUP command to select a specific shader group, accepts the group name, file name or full path: SHADERGROUP("fxaa");
- Added RECORDVOLUME, WEATHERVOLUME, BLOCKVOLUME, HOSTILEVOLUME, NEUTRALVOLUME, PLAYERVOLUME, AMBIENTVOLUME environment variables containing current volume settings
- VOLUME command now accepts second parameter to specify the sound category eg. VOLUME(50,"WEATHER")
- FOG command can now accept a numeric argument which is the chunk distance to select (also still supports "far", "tiny" etc.)
- Chat filter now built in and uses different scripting context to the main scripting engine to prevent use of potentially fatal commands
- onSendChatMessage event added
- GETID supports minecraft-style relative locations by prepending tilde to coords
- KEY supports "screenshot" and "smoothcamera"
- KEYUP, KEYDOWN and TOGGLEKEY support "playerlist" and "sprint"
- All numeric item and block IDs removed
- Item and block IDs and commands which require them will now require item names instead
- Added ITEMID and TILEID commands to get legacy IDs of items and tiles respectively from their names. Note that these commands are temporary to allow a smoother transition to the 1.7 system and will be removed in 1.8 when numeric ID's are completely removed from the game Example usage: #oldid = ITEMID("golden_sword");
- Added ITEMNAME and TILENAME commands to get the new name identifiers for items and tiles respectively from their legacy IDs.
- Label controls can now accept a fully-expandable value for their "binding" instead of just a single var name
- SERVERNAME now contains the save name in single player
- Macros config screen accessible via the liteloader config panel as well
- CONTAINERSLOTS environment variable containing the number of slots in the currently open container
- Added CHUNKSUPDATED environment variable
SHADERGROUP("fxaa.json");
SHADERGROUP("minecraft:shaders/post/fxaa.json");
SHADERGROUP(+); // Select next shader
- Updated to Minecraft 1.6.4 and tweak system 1.8
- Large internal overhaul of the events system, might be bugs please let me know.
- API Version to 13, now supports modules providing custom events.
- Added experimental filterablechat gui and corresponding event, for science. Disabled by default.
- All script actions that logically ought to return a value now return a value.
- Added return value info to the command reference screen
- Fixed issue with using expansion operator as an array index not working as expected
- Fixed durability change event on shears
- Updated for Minecraft 1.6.2, and believe me this was no picnic
- Kick/disconnect now properly triggers onJoinGame when rejoining
- Improvements to macro enqueue/dequeue which should prevent CoModificationException when calling STOP inside an EXEC'd task
- Fixed ECHO not working inside UNSAFE when flood protection is enabled (still prevented when flood protection is off)
- Improved escaping for | inside script actions, \| should now work as expected in regex and ECHO
- Fixed issue with array iterator position var
- Improved SETRES to work more reliably than the old version
- Added RESOURCEPACK command as an alias of TEXTUREPACK, both versions work for compatibility purposes
- Added environment var iterator "env" with iterator variable VARNAME
- API Version bump to 12
- Online player list $$u is now sorted again
- Fixed issue with numpad enter not being recognised on Macs
- Use fixed custom font in binding screen to avoid display being messed up
- INDEXOF now takes a fourth parameter which when set to TRUE will perform a case-sensitive lookup (default is case-insensitive)
- Added ENCODE and DECODE which perform base64 encode and decode, you're welcome Bagline
- Added SQRT function with signature SQRT(input,#outvar); Only works on integers
- Added CALCYAWTO (calc yaw to) function which provides functionality of old POLARXZ. This function returns the YAW value (in minecraft degrees, 0 points SOUTH) that points to the specified X/Z coordinate pair
- File include limit is now configurable (previously hard-coded limit was 10 includes)
- Added SPLIT and JOIN which can explode and implode arrays:
SPLIT(delimiter,string,&outarray[]); JOIN(glue,inarray,&outstring);
- Updated Russian translation by boroda_ua
- Updated Ukranian translation by eXtendedZero
Changes for 0.9.9
- Updated to Minecraft 1.5.2
- Added UNSAFE blocks which disable the execution rate limit normally applied to macros
- Added GUI for assigning custom GUI's to available "slots" such as ingame, inchat, etc.
- Added "scoreboard" and "indebug" slots for ingame GUI's
- Added SHOWGUI command for displaying arbitrary custom GUI's: SHOWGUI("somecustomgui");
- Added BINDGUI command for assigning GUI's to slots via script: BINDGUI("ingame","somecustomgui");
- Added armour item max damage vars: BOOTSDAMAGE, LEGGINGSDAMAGE, CHESTPLATEDAMAGE, HELMDAMAGE containing the total damage the armour item can take
- Added armour item name vars: BOOTSNAME, LEGGINGSNAME, CHESTPLATENAME, HELMNAME containing the name of the armour item equipped
- Added CHATVISIBLE, CHATOPACITY, CHATSCALE, CHATWIDTH, CHATHEIGHT, CHATHEIGHTFOCUSED commands for setting chat options
- Added vertical style to progress bar control
- Added support for using expressions in progressbar min and max fields
- Fixed auto-craft for recipes with wildcard block types in the recipe
- Modified auto-crafting status GUI to display failure reasons when auto-crafting fails
- Auto-crafting now returns NORECIPE if a recipe is not found (previously returned NOTSTARTED). NOTSTARTED now indicates a recipe was found but sufficient items to craft the recipe were not.
- Added SERVERMOTD, SERVERNAME, MAXPLAYERS, ONLINEPLAYERS, HITPROGRESS, DISPLAYWIDTH, DISPLAYHEIGHT, CANFLY and FLYING environment variables
- Added HITPROGRESS variable (block breaking progress (range 0-9)
- Added SCREEN environment variable containing currently displayed custom GUI
- Allowed sorting of parameter lists using CTRL+S
- API revisions, API version now 10
- GETSLOT, GETSLOTITEM and SLOTCLICK now act upon the hotbar if no container is currently open using virtual slot ID's 1-9
- Added command reference screen to in-game text editor
- Added SETPROPERTY command for setting GUI control properties via script: SETPROPERTY(controlname,propertyname,value)
- Added "visible" property to all controls, only settable using SETPROPERTY currently
- Updated for Minecraft 1.5.1
- Compatibility with Forge's new runtime deobfuscation
- More consistent handling of array-type specifiers
- Scripting API improvements
- PLAYSOUND now takes a volume value as the second argument (range 0-100)
- GAMMA/FOV and other settings commands parse variables correctly
- Nonexistent environment vars no longer return "False" and will return their name, as per previous behaviour
- Environment vars update more quickly
- ProgressBar control with dynamic expression parsing
- Enchantments on enchanted books can be iterated using the enchantments iterator
- Updated Ukranian translation provided by eXtendedZero and Alexemov
- Updated Russian translation provided by boroda_ua
- EXEC doesn't unexpectedly add quotes to string variables any more
- Changed handling of quotes inside IF and IIF to avoid messing up string comparisons
- Added BREAK for escaping loops
- Added DAYTIME and DAYTICKS variables
- Updated to MC 1.4.7 even though I didn't really need to
- Added VEHICLE variable, which contains the currently ridden entity name
- Added SATURATION variable containing current food saturation variable (rounded to nearest integer)
- Fixed the following issues
- Iterator bug, iterator not removing provider from stack when eval'd inside non-executed conditional blocks
- CHATCLEAN in incoming chat messages causing inifinite loop
- Escaped quotes in the text area messing up highlighting/not being recognised
- Permissions mask not protecting onChat and onJoinedGame
- Undefined variables cause entire string to be blanked out
- String variables in conditions not working correctly
- Crash when using mouse with more than 5 buttons
- Threading issue when adding text to a TextArea
- Item pickup event triggering for nearby players as well as the player
- Bug when assigning strings containing colour codes to a label
- Issue with configs drop-down not being clickable on events or buttons panel
- Added iterator for player effects called "effects" which provides the following iterator vars:
EFFECTID // Internal effect ID number EFFECT // Bare effect name eg. "SPEED" EFFECTNAME // Effect name eg. "Speed II" EFFECTPOWER // Effect multiplier, eg. 2 EFFECTTIME // Remaining effect time in seconds
- Added new options to GUI command, can now use "macroplayback" and "texteditor" as options
- Added debounce compatibility setting to help combat key event duplication on slow computerss
- Added reserved key detection for Rei Minimap, VoxelPlayer and VoxelFlight
- Added onConfigChange event
- Added option to tell flood protection to ignore messages starting with /
- Changed the way that %-expansions are handled inside conditions so that %-expanded variables are consistently treated as strings.
- Russian language pack supplied by boroda-ua
- Norwegian language pack supplied by glitchdetector
- Added $$k parameter which lists available texture packs
- Updated item enumeration method, should more reliably detect all types of item in the game now, including potions
- Enchantments iterator now has ENCHANTMENTNAME and ENCHANTMENTPOWER as well
Changes for 0.9.7.3
- Fixed FML causing event handler VariableProviders to not load
- Fixed the "store sent messages in local chat history" option which was broken
- Fixed UNSET that was broken by the variables system rewrite
- Fixed GETSLOTITEM returning items from the survival inventory all the time
- Updated for Minecraft 1.4.6
- Variable support completely rewritten, should be more faster and more flexible, may be some bugs please let me know if you find any
- Added array support, all variable types can now be suffixed with indices in square brackets []
- New commands for handling arrays:
PUSH(arrayname,value); POP(arrayname,var); PUT(arrayname,value); ARRAYSIZE(arrayname,var); INDEXOF(arrayname,var,searchvalue);
- Added support to UNSET to unset array values
- Local variables now stored in a separate XML file .vars.txt
- Syntax of FOREACH extended to support arrays:
FOREACH(array,var); FOREACH(array,var,#pos);
- Fixed problem with ITEM not returning the correct localisation for some items
- Added option to show/hide shadow under label text
- Labels now accept \n as a newline delimiter like buttons do
- Added navigation shortcuts to binding screen
- Fixed cut/copy/paste in parameter prompts
- Configs can now be switched with a drop-down list instead of needing to go via the settings menu
- German translation updated thanks to Gorlem
- Fixed escaping for quotation marks in strings, literal quotes can now be escaped with \
- Added php-style array push syntax to assignment expressions
- Added configurable foreground & background colours to button controls
- PROMPT now supports an optional fifth parameter "default" which is returned if the user presses ESC in the prompt GUI.
Changes for 0.9.6.1
- Updated for Minecraft 1.4.5
- Added parameter parsing to KEY, KEYUP, KEYDOWN and TOGGLEKEY
- Added FPS global variable containing current FPS
- Fixed derpy behaviour when setting label backgrounds to fully transparent
- Fixed graphical glitch when placing new controls at certain resolutions
- Updated for Minecraft 1.4.4
- Added context-sensitive help to in-game text editor, displays syntax for script commands as you type
- Added support for creative inventory to GETSLOT, GETSLOTITEM and SLOTCLICK using virtual slot ID system
- Added SETSLOTITEM script command with syntax
SETSLOTITEM([itemid[:damage]],[slot],[count])
Only works in creative mode! If "slot" is omitted sets the currently selected slot.
- Added buttons/controls support to the "chat" screen
- Added configurable message lifespan to textarea
- Fixed a issue with STOP which caused the macro to sometimes run on for an extra few ticks
- Fixed a bug with LOOK caching arguments when it shouldn't
- Fixed bugs with the parameter list perceiving phantom double-clicks, and fixed right arrow key function in preset text lists
Changes for 0.9.5.2
- Fixed onChat event
- Fixed faulty registration of SETLABEL action, now works correctly in release
- Removed relative syntax from GETID because it broke the ability to use negative X and Z coordinates!
- Added GETIDREL which works the same as GETID but uses relative coordinates
- Added new global variables HITX, HITY and HITZ, HITSIDE which correspond to the world coordinates of the hit block.
- Added support in MODE variable to return adventure modes => now returns 2 when in adventure
- Fixed slight mouse position detection error on macro stop buttons, added highlighting to make it clearer which macro will be stopped
- Added additional usage for item parameter, can now insert the selected damage using $$d:
/give Mumfrey $$i $$[amount] $$d
- Added experimental command PROMPT with syntax:
PROMPT(&targetvar,"$$u","Prompt message",true);
Parameters 3 and 4 are optional. The fourth flag specifies whether the prompt is allowed to override another GUI if another GUI is open when PROMPT is invoked.
Note that this command is experimental at the moment, use with care a please report bugs ITT
Changes for version 0.9.5
- Updated for Minecraft 1.4.2
- Added ITEMIDDMG variable which always contains the held item's ID and damage values in the format :
- GETID now supports 2 extra functions:
- Can now accept a fifth parameter which will retrieve the block metadata:
GETID(100,72,100,#blockid,#blockmeta);
- Can specify relative coordinates by prefixing + and - to the supplied coords:
GETID(+0,-1,+0,#blockunderfeet);
- Added extra internal hook to support the ChatFilter module
- Fixed a bug with preset text lists not submitting properly
- Compiler flags can now be set during macro playback on a per-macro basis!
- Pre-filled parameter values are now highlighted to make typing over them much easier
Changes for version 0.9.4
- Updated to support Minecraft 1.4
- Parameters system has been almost completely rewritten - may still be some bugs. The main visible change is that parameters now have a proper text field for entry instead of the old prompt.
- Permissions support, server owners can install the ClientPermissions plugin to remotely control mod features.
- Flood protection module with configurable flood protection behaviour - excess messages can be queued, discarded or logged to the console.
- Improvements to the Label component and better binding support
- Textarea components now support configurable foreground colour, can also now be added in the designer.
- Initial version of general-purpose GUI designer, currently only supports designing the "ingame" GUI overlay.
- GUI Designers allow column widths to be specified ingame
- TEXTUREPACK, CRAFT, CRAFTANDWAIT and PICK now allow variables to be used
- SETLABEL action can set a label component's text and binding:
SETLABEL(labelname,text); or SETLABEL(labelname,text,binding)
- SETRES action can set the window size, useful for recording video or taking cubemap screenshots
SETRES(width,heigh)
- Fixed a compatibility issue with Forge when running under MacOS or Linux
- API revision incremented to 5
- Added "mini" macro override prompt (optional, replaces the old "Press a macro key to execute" prompt)
- Added ACHIEVEMENTGET("message",itemidforicon) script command
- WAITs can now be specified in ticks using the syntax WAIT(10t)
Changes for version 0.9.3
- Fix for the forge mod loader (FML) classloader issue, should happily work with forge now
- Fixed XP global variable
- Fixed conflict highlighting in the "Controls" screen
- Added LMOUSE, RMOUSE and MIDDLEMOUSE variables to VariableProviderInput
- Ukrainian language support thanks to eXtendedZero
- Support for Minecraft 1.3.2
- ModLoader deprecated in favour of LiteLoader
- Added conditional macros, a new type of macro which supports a single pre-compilation conditional expression
- Improved error handling in the script engine initialisation routines, should stop WorldEditCUI and other mods from breaking this mod
- Added CRAFTANDWAIT script action, which blocks until the requested craft process has completed
- Fixed a serious bug which meant that auto-discovery didn't work properly most of the time
- Added binding screen colours to the config file as an accessibility measure
- Added mouse wheel binding capability
- LOGTO can now log to text files as well as text areas, specify a file name (ending with .txt) as the target
- GUI controls now stored in a treemap so they are serialised in a more sensible order
- Added option to hide the minecraft chat
- Added CLEARCHAT script command
- API version is now 4
- Added startup message if there were errors loading modules
- Added DATE, TIME and DATETIME variables containing current system time
- Added formatting-code stripping to onPlayerJoined
- Delete mode can now be used to delete buttons if they are already unbound
- Added spanish language support thanks to agubelu!
- Added "buttons" functionality to create macro-able buttons on the macro playback screen
- STACKSIZE variable gets the size of stack in hand
- Improved handling of multi-line chat messages
- Made improvements to the JInput module, MOUSE3 and MOUSE4 now properly supported, and nodes configurable for use under linux and mac.
- onChat event now have CHATCLEAN, CHATPLAYER, CHATMESSAGE which uses experimental "guess" algorithm to split inbound chat. Be aware these variables may not contain what you expect, so experiment!!!
- Added STRIP command to remove colour codes from strings, syntax is:
STRIP(&outputvar,"String to remove colour codes from")
- Improved API module loading
- Fixed a crash when updating item names from mods which don't correctly support item names
- Added FOR...NEXT loop, syntax is
FOR(#counter,1,10); // Do stuff NEXT;
- Automatic crafting using CRAFT, and inventory management using SLOTCLICK
CRAFT(35); CRAFT(35:1); CRAFT(35:1,32); CRAFT(35,32,true); // Throw crafted stacks SLOTCLICK(12); SLOTCLICK(12,r); // right mouse SLOTCLICK(12,l,true); // simulate holding shift
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
- New option to display slot ID's as a tooltip. You will likely need to use this if you wish to construct scripts that use SLOTCLICK. Note that slot id's vary between GUI's so you will need to check the GUI variable before executing any inventory management!
- Added GETSLOT command to find items in slots. Syntax:
GETSLOT(35,#var); // gets the slot containing wool into variable #var GETSLOT(35:4,#var); // gets the slot containing blue wool GETSLOT(35,#var,10); // gets the slot containing wool but starts at slot 10
- PICK now supports multiple item id's and also damage values
- Fixed bug with onPlayerJoined event triggering for every player on a server when joining
- Huge improvements to text editor: copy/paste, selection, basic syntax highlight, minimise editor, choose file
- Dutch language support thanks to to Dyon123
- MATCH can now store multiple matches in multiple variables:
MATCH(%CHAT%,"(.+?):(.+)$",{&beforecolon,&aftercolon})
- IFMATCHES can now store the match
IFMATCHES(%CHAT%,"pattern",&store,1); // store subpattern 1 in &store
- Parameters to EXEC are now expanded allowing variables to be passed in as arguments
- Can now use extended formatting codes in LOG messages
- GUI variable, get the name of the currently display GUI screen
- Can now do basic arithmetic and assignment of flags and counters in scripts (not strings yet!)
#counter = HEALTH * 10
- Arithmetic supported in conditional expressions
- Fixed crashes with some variable providers when invalid data is stored
- Replaced large COPY, MOVE, DELETE buttons with neater buttons on the binding bar, added option to put them back in case people prefer them
- Added FOREACH iterator function for iterating enchantments, more iterators to come
FOREACH(enchantments); LOG("Held item has enchantment %ENCHANTMENT%"); NEXT;
- Added "first run" dialog box to prompt users to set the keys, and confirm correct installation
- onPickupItem now includes an instance variable PICKUPAMOUNT to get the size of the collected stack
- Made improvements to the macro edit text fields to support cut/copy/paste and (should) fix cursor positioning issues caused by Optifine and others
- Can now specify a port with server-named configs to support auto-switch on servers with multiple ports
- Added debug log container in-game, can now write log messages to separate text area using
LOGTO("debug","Text to log to debug container")
- Added option to resize keyboard layout display for use in higher resolutions
- onShowGui event, raised whenever a different GUI is displayed, access name of the current GUI with the GUI global variable
- Added a status display for auto-crafting
- Added onArmourDurabilityChange event
- Added variables for worn armour ID and durability: BOOTSID, BOOTSDURABILITY, LEGGINGSID, LEGGINGSDURABILITY, CHESTPLATEID, CHESTPLATEDURABILITY, HELMID, HELMDURABILITY
- Added onAutoCraftingComplete event
- Added "don't close gui" option to buttons
- Buttons which don't close the GUI no longer accept parameters
- More stuff I probably forgot but this changelog is long enough already
Changes for version 0.8.7:
- Updated for Minecraft 1.2.5
- Added option to log sent messages in the local chat history (defaults to off)
- Added RANDOM, TIME and PLAYSOUND script actions
- Added optional 5th parameter to MATCH to specify default value to use if the match fails
- Event bind buttons now have icons
- Event-specific help content added when editing an event binding
- Added YAW, PITCH and DIRECTION global variables
- Added onPickupItem and onPlayerJoined events
- Fixed list parameters not retriggering macro compilation
- Made some improvements to the key injection subsystem to support more reliable injection of key events
- Fixed a crash bug when executing a macro with the cursor over another player
- Fixed cursor movement in some text fields
- Added some additional variable parsers to some script actions so it's now possible to pass variable values into more script commands, mainly anything that takes a numeric value as an argument
- Mouse wheel now scrolls the pane under the cursor in the Macro Options screen
- Added an option to disable the Macro Override function in the Chat GUI specifically, stops the mod overriding copy and paste commands when X, C or V keys are macro'd
- Updated to minecraft 1.2.4
- List parameters, define lists using $$[[this,is,a,list,of,items]]
- Added item overrides setting to force inclusion of items that aren't normally enumerated automatically, such as snow block
- String variable support added, prefix string variables with &
- Added HIT, HITNAME, HITID and HITDATA variables
- Added FOV, GAMMA, SENSITIVITY, MUSIC and SOUND variables
- Added STORE and STOREOVER commands, currently only supports storing coords using STORE("place",placename); STOREOVER overwrites an entry if it already exists
- Override key now toggles forced overrides
- Added GETID script command, assigns the ID of a block at the specified coordinates to the specified variable: GETID(10,72,10,#blockid)
- Added MATCH script command, assigns the result of a regex capture to the supplied variable to be used elsewhere: MATCH(subject,pattern,&varname,group) Varname and group are optional, if varname is omitted the function spits the match into the log buffer. Group allows a capturing subgroup to be specified in the regex (default captures the entire match (eg. group 0)
- Switched onChat event to use ModLoader's new chat hook, this means locally-generated chat events will no longer trigger onChat
- Added RESPAWN script command, which respawns the player if they are dead.
- Small optimisations to the inner macro playback loop, also added some extra stats to the debug menu
- Added optional argument to FOG script command, specify "far", "normal", "short" or "tiny" to set render distance
- Automatic language selection for supported languages: english, french, german, polish
- Fixed some crashes caused by forge and a few other mods
- Added event support, only limited selection of events for now, this is mainly adding scaffholding for features planned for 0.9
- New loop constructs: DO...WHILE and DO...UNTIL
- New script commands VOLUME and MUSIC
- New script action EXEC allows scripts to be spun off, very useful with events: EXEC("script.txt","task_name")
- New player variables: XPOS, ZPOS, ARMOUR, INVSLOT
- "Always override" function now checks for an open GUI screen (oops!)
- DISCONNECT function shouldn't crash game when using other mods
- Refactored script extensions API to be considerably simpler
- It's now possible to use variables inside DO() declarations and SET statements, eg. DO(%#counter%)
- Added LOOK script action to set player's orientation with LOOKS (look smooth) variant for smooth interpolation
- Improved interpolation for FOV, GAMMA, LOOK and LOOKS so that transitions are smoother
- Added the ability to delete configurations
- Added global counters using prefix @#
- Thumbnail manager now has a scroll bar so that all thumbnails can be accessed even at low resolution
- Added RAIN, OXYGEN, ITEM, DURABILITY, SERVER variables
- Fixed macro edit box cursor positioning when using narrow (kerned) fonts
- Added button to access macro config in Controls... screen
- Added new conditional script actions: IFCONTAINS, IFBEGINSWITH, IFENDSWITH, IFMATCHES which can be used in place of the normal IF
- Added "all" option for STOP script action. Specify "all" or "*" to stop all active macros.
- Updated to support Minecraft 1.1
- Items in the items selection list now rendered with shading rather than fullbright
- Fixed a bug with pipe characters inside scripts which cause IF statements with the OR operator "||" to not work properly, fixing this also means you can use | inside ECHO commands to output multiple lines of text with a single ECHO command
- Fixed a small bug when adding new entries to a preset text listbox which meant that the selected item wasn't always remembered
- Added the item-with-damage param $$i:d to the in-game help
- Fixed a bug with parsing script actions which contain parentheses!
- New JInput subsystem to provide MOUSE3 and MOUSE4 (side buttons) support under Windows
- "Always override" option per-macro
- Improved the "Items" listbox, now icons instead of a long list
- Support for supplying damage values with $$i use $$i:d to insert an item/damagevalue pair
- New quick-access buttons for "Edit File" and "Settings" and also to access the "Bindings" screen from playback mode
- Configuration overlay support, merge configurations for even more advanced config setups. Use the new IMPORT and UNIMPORT script functions
- Improved macro text editor fields, full cursor movement and mouse support
- User Face images in the online user ($$u) list
- Icon manager, take your own custom screenshots in-game for use in the homes, towns and warps lists
- Global flags in scripts. Prefix a flag name with @ to make it accessible to multiple macros.
- Counter variables in scripts. Prefix counter variables with # and use the new INC and DEC script commands to increment and decrement them
- Improved Text Editor GUI: Delete and rename text files in the text editor screen
- IIF conditional echo script command to make toggles and conditional echo commands much more compact
- ELSEIF conditional script construct
- GAMMA and SENSITIVITY script commands to alter brightness and mouse sensitivity respectively
- Ability to include variable values in ECHO and LOG commands, simply surround the variable name with %, for example $${ECHO("Current health = %HEALTH%")}$$
- Added new global variables LIGHT, TEXTUREPACK, SEED, DIMENSION, YPOS
- Added macro invoke-time input variables, retains the state of all keyboard keys at the point the macro is invoked. For example ~CTRL for the state of the Ctrl key when invoking the macro
- Added popup display when switching configs to show the currently selected config and overlay
- Fixed a bug with uppercase conditional statements
- Fixed a bug with having to press a macro twice if it included a parameter
- Updated for Minecraft 1.0
- Improved override support! Improved compatibility with zombes and other mods which ignore the old override method.
- Support for binding mouse buttons as well as keys
- Alternate display names for warps, homes and towns
- Conditionals in scripts: IF, ELSE, ENDIF as well as flag commands
- New script actions:
- TexturePack - Switch texture packs on-the-fly
- Type - Pump keys into the keyboard buffer as if you typed them
- Press - Pump a single (non-alphanumeric) key into the keyboard buffer: eg. PRESS(ESCAPE)
- PlaceSign - Place a sign from your inventory and automatically set the text!
- Invert SNEAK key function for macros: [activate] to bind, [sneak][activate] to play back
- On-screen debug display
- Additional options: compatible mode (disables new keybind engine)
- Fixed a bug which meant that attack and use key commands wouldn't work as expected
- Fixed a bug with named parameter values not saving correctly
- Key-State Macros: Bind different commands to the key down, key held, and key up events
- Loops! Both infinite and finite loops now supported within scripts
- List and include files now stored in a separate directory /mods/macros/ - Note to previous users, you will need to move your old scripts!!
- New script actions: InventoryDown, InventoryUp, Pick, Slot, Sprint, Unsprint, Log, Stop see readme.txt for details
- Improved existing script actions, see the readme.txt
- Selectively terminate macros - bind to a key or access via GUI
- Lots more options! "Simple" GUI mode and a lot of others
- Per-config home/friend/town/preset lists - have your lists track your server
- Added $$w parameter for warps - with auto-discovery support!
- Added $$p "place" parameter, save your locations for use with /tppos and others
- Configurable "reserved keys", to provide better compatibility with other mods
- Configurable (via config file) options for Online User list - trim characters, include self
- User list ($$u) now sorted alphabetically
- For avanced users, compiler directives to alter macro compilation
- Defaults to enabled in single player
- Improved singleplayer/multiplayer detection code
- Made the Colour Code Helper key configurable
- Fixed a bug with the disconnect script action causing OpenGL weirdness
- Fixed a bug with listboxes activating entries when scrolling with the mouse
- Modified controls screen with pages to make binding keys easier
- Added $$u parameter to select from online users
- Added named parameters $$[name]
- Added basic scripting support (see the readme.txt for more details)
- Added multiple configurations functionality with per-server auto-switch
- Added global keys which are the same for all configurations
- Text editor now correctly renders more characters and invalid code points are highlighted
- Can now create new text files in the "edit file" window
- Added localisation file macros.lang to support different languages
- Added colour-code helper when editing macros (use the OVERRIDE key to activate)
- Key display glyphs now stored in the config file
- On-screen keyboard when binding keys: quickly see which keys are bound as well as being able to move, copy, delete macros quickly and easily.
- Configure the macro activate and macro override keys in the normal Minecraft "Controls" GUI
- Set modifiers on your key binds, require CTRL, ALT and SHIFT or any combination to prevent accidental usage
- Extra parameters: $$h for homes, $$t for towns, $$m for text file list, plus ten configurable parameter lists $$0 through $$9
- Auto-discover functionality for friends, towns and homes (may require some settings tweaking for best results)
- Drag and drop to rearrange friends, towns and homes
- Edit text files within minecraft
- Recursive parsing of files and parameters, put parameters in your parameters!
- Increased macro edit length in the GUI (can now edit macros longer than the screen width)
- Prevent macros from remembering previous parameter values
- Much better 'override' function
- Complete re-vamp and improvement of settings file, format is now much clearer.
- Added support for single player
- Include files within macros
- Friends list
- Items list
- On-screen help
- $$! terminate macro modifier
- To uninstall the mod, just delete the .liteloader file from your "mods" folder
- All mod configuration information is stored in a folder macros inside your minecraft mods folder, you can save and restore this folder if you want to copy your macros to another computer
- This mod shouldn't create conflicts with other mods using modloader or forge, but to be certain it is worth avoiding binding keys used by other mods. If in doubt delete the .macros.txt file and ensure other mods run as normal.
If you would like to show your support for the mod by including a clickable banner in your sig, click the spoiler next to one of the banners below and copy the code into your forum signature:
[url=http://www.minecraftforum.net/topic/467504-macro-keybind-mod/][img]http://eq2.co.uk/minecraft/mods/forumimages/banners/banner_mkbm_1_wip.png[/img][/url]
[url=http://www.minecraftforum.net/topic/467504-macro-keybind-mod/][img]http://eq2.co.uk/minecraft/mods/forumimages/banners/banner_mkbm_2.png[/img][/url]
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I have spent a lot of time developing this mod and some people have asked if they can donate but I believe in making mods for fun and do not wish to make money from it.However if you really would like to make a donation then I recommend making a donation to Vexx32, who will use it to buy minecraft gift codes for people! This way your good will can go towards helping someone to play the game.It has come to my attention that Vexx is no longer maintaing his thread, so I will think about an alternative for the future.
- The Macro / Keybind Mod is Copyright © 2011-2016 Mumfrey
- You may include this mod in compilation packs or mod collections provided it is unmodified
- You may redistribute the mod, provided it is umodified
- If you redistribute the mod, I would appreciate it if you provide appropriate attribution where possible and include the above copright message, but this is not a requirement
- You may decompile the mod for personal use but you may not redistribute modified or recompiled versions
Thanks to the MCP team and everyone who's given suggestions and feedback. Special thanks to AJFire for making the original mod logo and providing the german translation. Thanks also to Chokapix for the french translation, kamild1996 for the Polish translation, Dyon123 for the dutch translation, agubelu for the spanish translation, eXtendZero for the Ukrainian translation, and Gorlem for updating the german translation for 1.4!
Enjoy! Please post feedback, comments, abuse here. -
993
Glitchfiend posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft Modsby Forstride, Adubbz, Cheeserolls, ted80, and Amnet
You may use this mod in a modpack as long as you do not make money off of it (Adf.ly, exclusive access from donations, etc.), you give credit (Linking back to this thread), you do not make any changes to the mod aside from config files, and you follow all of the other terms listed in the license below.
Do not PM this account. We do not use it aside from updating the opening post, and will not respond to your messages. Contact us via our Twitter accounts, or the Discord server listed below.
Download the mod:
Requires Minecraft Forge: http://files.minecraftforge.net/
To use the mod on a server, you must set the level-type setting in your server's config file to BIOMESOP
Biomes:
See progress on GitHub:
Support us on Patreon:
Adubbz: http://www.patreon.com/Adubbz
Server:
Thanks to our partnership with CreeperHost, we'll have an official Glitchfiend server soon! It will have our 3 mods (Biomes O' Plenty, Tough As Nails, and Bullseye), and will be open to anyone! We also have a promo code if you're interested in running your own server:
Follow us on Twitter:
Chat with us:
Difficulty through realism, with seasons, thirst, body temperature, and more!New arrows, including bomb arrows, fire arrows, and more!
Also try these other mods:
License:
http://creativecommo...s/by-nc-nd/4.0/
One thing to note regarding the license, whilst commercialisation of the mod is prohibited, content such as YouTube videos and streams which use advertising are an exception. The commercial component of the license is intended towards those who attempt to steal mods, claim them as their own and make money from them and is by no means meant to harm those who have good intentions. If you have any questions regarding the license please feel free to contact us through Twitter, Discord, or IRC. -
581
SanAndreasP posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)Posted in: Minecraft Mods
THERE IS A NEW ALPHA OUT FOR MINECRAFT 1.10.2! Stuff is missing due to me having to recode the mod yet again. If you want to get the newestalpha release, go to
https://minecraft.curseforge.com/projects/clay-soldiers-mod/filesStuff also has changed, so if you use the mod, I HIGHLY recommend getting JustEnoughItems (JEI) as well!I will also reformat this thread with the new stuff once this mod hits beta.Please note the new alpha requires SanLib, which you can get here:
This mod requires you to have at least Java 7! If you run Java 6, you need to update your Java!
You have an issue/crash? Please use the issue tracker now on GitHub! Stuff posted on here will get ignored!
https://github.com/SanAndreasP/ClaySoldiersMod/issues
[/anchor]
So you're probably wondering to yourself "A mod involving clay? No Way! I need all the grey goop I can get for my brick castle!" Well put those tried, burnt hands to rest for a second and think about this: What if you could create your own miniature army out of clay and stage the most epic battles imaginable in a space small enough to be your backyard? Now before you accuse us of being a madman, take a look at this mod. Read ahead through the thread, and you'll see just what kind of violent mayhem you can cause with just a few simple materials plucked right from the ground.
Clay Soldiers
A clay soldier is an item you can hold in your hand. It is crafted using a clay block (for substance) and soulsand (for sustaining intelligent life). Once you have a nice little pile in your hands (up to 16), right-click to place them all at once or sneak-right-click to place only one.
They will quickly spread out and begin to roam the landscape. The soldiers walk slow and don't jump very high, but they have enough arm strength to climb up a single block. Unfortunately, since they lack a decent skeletal support structure (or even skin, for that matter), their delicate figures can be horribly mutilated by even the weakest of blows. A player can cripple a clay soldier in just a single punch.
So naturally, they aren't hostile towards anything bigger than themselves. But what in the world are they qualified to fight against? Other clay soldiers, of course! There are a whole lot of different teams you can craft your pale gray soldiers into: All 16 dyes (light gray count as regular soldiers for that matter) and even melon/pumpkin flavored! If you place two (or more) different teams and they can see each other, they immediately begin to fight.
You're probably thinking: "Well, that's neat and all, but is there anything to spice up the fights?" The answer is: Of course! Clay Soldiers can ride a plethora of different mounts and can hold a huge array of upgrades, on which you'll find out shortly.Choose from a variety of equipment, arm your soldiers to the teeth and have a showdown to see which type of assistance is more beneficial to their survival! All you need to do is drop the desired item on the ground for them to pick up. You can even drop a stack of said item and they'll evenly split it up amongst themselves:
Primary items:Clay Disruptor
- Stick, 20 uses, increases melee damage by 2-3 points
- Arrow, 20 uses, increases melee damage by 4-5 points, drops feather, counts as stick upgraded with flint
- Blaze Rod, 20 uses, increases melee damage by 1-2 points, causes burn time on target
- Bone, 30 uses, increases melee damage by 3-4, increases melee range slightly, can not be equipped while riding mount, can not ride mount while equipped
- Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
- Glistering Melon, 25 uses, heals any ally below 25% hp by 15 points, soldier doesn't attack enemies while equipped with this
- Gravel, 15 uses, thrown for 2-3 points damage
- Snowball, 5-20 uses, thrown for 0 damage, slows target on hit info: uses depend on the item given! snowball gives 5; snow layer gives 10; snow block gives 20
- Fire Charge, 15 uses, thrown for 1-2 damage, causes burn time on hit
- Bowl, 20 uses, reduces incoming physical damage by half (when used with leather, only receives 25% of original damage) info: no longer entirely blocks ranged attacks, only reduces damage from them
- Shear Blade, 25 uses, increases melee damage by 1-2 points, by 3-4 damage on first hit while stealthed, can be held in either hand
- Emerald, 5-45 uses, deals 3-4 direct unavoidable damage at medium range, plus two with sugarcane boost, doubles if target is wet info: uses depend on the item given! emerald item gives 5 uses; emerald block gives 45 uses
- Nether Quartz, 4 uses, deals heavy knockback to all targets nearby if soldier takes too many hits
- IronIngot, Makes soldier vastly resistant to knockback, increases knockback dealt to others, both effects neutralized vs another iron ingot user
- Brick, Makes soldier extremely slow and less willing to move, will use ranged attacks if available before melee
- String, Makes soldier resist all damage from one explosion
- Cactus, 75% chance to negate burn time, halves total burn time otherwise
- Nether Brick, Gives burn time to any soldier that attacks nether brick user with unarmed attacks
- Wheat, Makes soldier never attack, even if hit first
- Nether Wart, Makes soldier attack its allies
- Fermented Spider Eye, Makes soldier not attack, unless attacked first
- Leather, 20 uses, reduces incoming physical damage by half (when used with bowl, only receives 25% of original damage)
- Food, 4 uses, heals soldier when below 25%, healed XP is hungerPoints * 0.5
- Gold Nugget, gives soldier a crown, all of team follows the king
- Glowstone, makes soldier glow, block gives to infinite soldiers
- Gunpowder, 1 use, soldier explodes on death (incompatible with magmacream/firework star)
- MagmaCream, 1 use, places a 2 second time bomb on the soldier which deals the final attack if killed by melee hit (incompatible with gunpowder/fireworkstar)
- Sugar, makes soldier move faster (incompatible with diamond upgrades)
- Clay, 4 uses, revives fallen soldiers of own color
- GhastTear, 2 uses, revives brick dolls to own color
- RedstoneDust, 4 uses, causes target to entirely stop attacking for 3 seconds, applied by all thrown and melee attacks, block gives to infinite soldiers
- Slimeball, 5 uses, causes target to entirely stop moving for 3 seconds, applied by all thrown and melee attacks
- Feather, soldier can not attack while falling, soldier's fall is slowed greatly and takes no damage on landing, no effect with iron ingot or while mounted
- GlassBottle/Pane/Block, doubles vision range, soldier can see stealthed enemies, bottles and panes give 1, block as infinite supply
- Paper/Book, gives a plain cape, dyed paper and books give colored capes, book gives to infinite soldiers
- Diamond, gives super crown and cape, doubles number of uses for all limited use items, grants sugar speed boost, multiplies hp by 10, incompatible with diamond block
- Diamond Block, gives super crown and cape, multiplies limited use item uses by five, grants sugar speed boost, multiplies hp by 80, incompatible with diamond
- EnderPearl, soldier zombifies, gains +5 hp, heals fully when deals last hit to a target, targets slain become zombies, dies after 10 minutes of no fighting
- BlazePowder, 1 use, instantly kills target with fire, turning it into brick doll
- RedMushroom, 1 use, applies poison to target
- BrownMushroom, 2 uses, heals soldier for 10 hp when below 25%
- LillyPad, soldier has pants and will float on water, no effect when used with iron ingot
- Egg, soldier is ghostly and can not be detected by enemies not wearing glass goggles, doubles damage output of shears, will be detected when others wearing glasses
- WheatSeed, soldier can NOT be infected by any zombification
- WoodButton, increases melee damage by 1 when no weapon is equipped, incompatible with stone button
- StoneButton, increases melee damage by 2 when no weapon is equipped, incompatible with wood button
- MobHead, gives the soldier a mask to wear
- FireworkStar, 1 use, soldier explodes on death in a firework effect, incompatible with gunpowder/magmacream
Before we'll talk about the mounts, lets firstly talk about how to clean up a mess! Your soldiers run away and you don't want to chase them around, killing every single one of them? Or you're just tired of the current fight and want to restart the match with different upgrades? Then we have the right device for you! Upon usage it will kill every soldier (and mounts, too) in a 32 block radius, clean and tidy! There's also a hardened version, which gives the double amount of uses.
For the creative crafters: When you use it while sneaking, you can delete every clay soldier / mount item laying on the floor, too!Horses and Pegasi
Indeed you can craft a trusty steed for them to sit on! Simple soulsand and a material, which is usable to craft a horse for your personal armies to ride and enjoy. Horses have no team allegiance, so any soldier can ride any horse. Depending on the used material, a horse will have either more health or more speed. In 50% of cases a soldier with a horse gets hit, the horse will take the damage instead of the rider. Be careful not to burn the horses, though!
But normal horses may be not enough for you. So why not try pegasi? Those elegant flying creatures will hover above the ground and share the same material treats as horses.Turtles
These adorable little things come in different flavors, which are all capable of holding your armies above water. Also, if they get damaged, they'll reflect a small potion of the damage back to the attacker! Other than that, each type has it's own speed and health values, just like horses do.Bunnies
Bunnies come in ALL the wool colors and, different from their horse/pegasus/turtle counterpart, have the same speed and amount of health. They will hop as high as the player can, even when ridden, which is amazing considering their size! Oh, and they constantly jump around when a soldier hops on them, making it difficult for the enemies to hit them properly.Geckos
Those spider-like creatures can be crafted from any type of (vanilla) sapling, so there are the richest mount regarding type variety! You ask "Why spider-like?" Well, because they can climb up to 3 block-high walls! Despite having so much different types (36), or even because of that, they are all the same regarding speed/health, just like bunnies.Clay Nexus
The day of extended, never ending battles is upon us! This is the greatest piece of clay-technology we've ever made. This device, when activated, will call upon the spirits of fallen soldiers of the many battles past to return to the frey in an attempt to redeem themselves in combat once more! It can also provide a spirit-mount for the spawned soldier. Both won't drop any item upon death, neither themselves nor their upgrades! Enemy soldiers will attempt to deactivate the nexus, but only when they have no target to attack anymore. Did we tell you that it can throw anything the soldiers can throw? No? Well, now you know.Clay-Statistics Display
You've always wanted to know how many soldiers are on the battlefield and predict who will win? We've heard your calls and crafted this next wonder in clay-technology! Just by holding it, you can see which team with how many members is on the battlefield. It even goes as far and counts the number of mounts.
This is a non-finished feature for now! Stuff can change, you have been warned!Shear blades
This is explained in the upgrades section, so we'll just give you the crafting recipes here:Clay Huts
For all those adventurers out there, we've asked the all-mighty ChunkGenerator to add those to his generation features, and he finally heard us! When generating new chunks of land (either by generating a new world or by exploring new areas), you may encounter one of these buildings, filled with peaceful clay soldiers and a chest filled with clay-related stuff in them. But be careful, since there is a chance of encountering a zombified hut whose inhabitants are out to kill you!
This is a non-finished feature for now! Stuff can change, you have been warned!
[/anchor]
If you want to see some screenshots first, then have a look inside this mysterious spoiler:
An awesome Trailer by cherchell58
An awesome Spotlight by DrPlaystation
An awesome Showcase of v1.9 by EnigmaticMiner
[/anchor]
Installation
So you've come all the way here and asking yourself: "Well, how do I install it then?" Here's the answer to that, mate!- Install Minecraft Forge
- Install my Manager Pack
- Drop the downloaded jar file inside the /mods folder
- Play Minecraft
You need to have my Manager Pack (required by all my mods)!
Current Version:
Older versions:
We will organize all the updates to the new thread style, but it takes time, so have the old style within the spoiler (w/o changelogs)! Also alpha/beta build will NOT be listed here, sorry!
Please note those versions are not supported! Use at your own risk!1.7.10-2.0.0b: Download (*)
MC 1.5 / 1.5.1 - v. 9.1.1: Download
- This is the beta build! Stuff may be changing!
- Complete recode of the codebase, doing lots of improvements
- soldiers can now see each other and items through tall grass / snow / other non-solid blocks
- added new upgrades, we'll list all the new upgrades when the final is out
- added acacia and dark oak types of the geckos
- added hardened clay disruptor
MC 1.5 - v. 9.1: Download
MC 1.4.6 / 1.4.7 - v. 9.0_05: Download
MC 1.4.5 - v. 9.0_04: Download
MC 1.4.4 / 1.4.5 - v. 9.0_03: Download
MC 1.4.4 - v. 9.0_02: Download
MC 1.4.2 - v. 9.0_01: Download
MC 1.4.2 - v. 9: Download
MC 1.3.2 - v. 8.0_02: Download
MC 1.3.2 - v. 8.0_01: Download
MC 1.3.2 - v. 8: Download
MC 1.2.5 - v. 7.1: Download
MC 1.2.5 - v. 7: Download
MC 1.2.5 - v. 6.2: Download
MC 1.2.4 - v. 6.1: Download
MC 1.2.3 - v. 6_03: Download
MC 1.2.3 - v. 6_02: Download
MC 1.2.3 - v. 6_01: Download
MC 1.2.3 - v. 6: Download
MC 1.1.0 - v. 5: Download
MC 1.1.0 - v. 4.1: Download[/anchor]Source on GitHub:
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
https://github.com/SanAndreasP/ClaySoldiersMod
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https://twitter.com/SanAndreasP
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GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!Posted in: SuggestionsRight now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
If you support this idea, add this banner to your signature. Spread the word. The missing potions must be added! To add it, just copy the code below and paste it in your signature.
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oCrapaCreeper posted a message on What are some stupid ban/kick/jail reasons you have seen or experienced?Posted in: DiscussionJumping while sprinting. I was accused of "Speed exploiting"
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cjz__ posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!Posted in: Minecraft Mods
Due to Mojang updating the Minecraft EULA to forbid capes from the 1st of August, MCCapes has had to close down to comply.
Sorry for the inconvience and I hope you have enjoyed the mod over the last three years.
If you would like to be emailed if I create any future Minecraft mods, please send an email to [email protected]
Everybody wants a cape and now you can get one! Create an account in ten seconds and login, upload a cape image or choose one from the gallery! After that, all you have to do is install the mod and you'll be able to see your cape!
Features:
- Your own custom cape!
- Animated and transparent capes!
- Anyone else who has this mod will see your cape and you will see theirs!
- Turn your cape on and off with a simple tick box on this website!
- Change your cape at any time!
Please see the website for more information on transparent and animated capes!
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Cape Uploading and Settings
Upload a cape here
Cape Gallery
Mod Downloading
For Minecraft v1.7.2
A reply saying thanks if you like the mod is more than appreciated so more people can find the mod and share capes
Old versions:
Minecraft Forge Compatible:
For the current version of the Minecraft Forge mod for MCCapes, please visit the downloads page at MCCapes.comZombe's Modpack Compatible:
Old versions:
JadarMC was kind enough to create the below versions of the Forge mod for MCCapes:
Forge Version - Standard capes - Minecraft 1.5.2
Forge Version - Animated capes - Minecraft 1.5.2
Forge Version - Standard capes - Minecraft 1.4.7
Forge Version - Animated capes - Minecraft 1.4.7
Forge v3.1.3.105 - Minecraft v1.2.5 - Hosted on Mediafire
Forge v2.0.0.67 - Minecraft v1.2.4 - Hosted on Mediafire
Forge v1.4.0.46 - Minecraft v1.2.3 - Hosted on Mediafire
Forge v1.3.3.12 - Minecraft v1.1 - Hosted on Mediafire
Zombe's Modpack no longer needs a separate compatibility file to work with MCCapes - just use the normal download links aboveWeekly Snapshots (Advanced Users):
Zombe's v6.1/6.2 - Minecraft v1.2.4/1.2.5 - Hosted on Mediafire
Zombe's v6.0 - Minecraft v1.2.3 - Hosted on Mediafire
Zombe's v5.9 - Minecraft v1.1 - Hosted on Mediafire
See MCPatcher method below!MCPatcher method (Compatible with ~everything!) - Experimental
1) Download MCPatcher
2) Download the MCCapes.com MCPatcher Method:
For 1.3 to 1.4.7
For 12w24a to ?
For 1.2.5 and below (Or any version lower than 12w24a)
3) Extract the file downloaded in step 2 so that the mcpatcher-mods folder is inside your .minecraft folder, NOT INSIDE THE MINECRAFT.JAR FILE. This should leave you with a directory structure like this: \.minecraft\mcpatcher-mods\MCCapes.jar
4) Run MCPatcher and tick the Minecraft Capes! tick box. If you are running other mods in your minecraft.jar file, untick everything else unless you know they will work and what they do or you know what you are doing.
5) Click the Patch button
6) If you've done everything correctly and you don't receive any errors, play Minecraft with your new cape!
Video tutorial:
Old MCPatcher patch (Before 1.2.5?)
If you have lost your password or don't have access to your own account then open Minecraft and connect to reset.mccapes.com using the account you wish to reset and your account/password will automatically and instantly be reset. If the reset tool works for you, posting a quick thanks here would be highly appreciated so that new users can find the mod
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Mod spotlight (Made by CaptainSours)
Mod spotlight (Made by Jolly ol' Brits)
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Mod installation tutorial using Minecraft Forge - Windows (Made by avi12)
Mod installation tutorial - Windows (Made by xDark2197)
Mod installation tutorial - Mac (Made by xDark2197)
How to create your own custom cape - (Made by AllRanger)
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Signature:
[url=http://www.minecraftforum.net/topic/758734-mccapes/][img]http://i.imgur.com/4jpiJ.png[/img]Multiplayer Capes - www.MCCapes.com - Transparent/animated capes![/url]
Please 'like' the official MCCapes page on Facebook!
Licence/Permissions
You can reuse content from this mod in other packs with permission
You cannot re-distribute this content
You can write reviews with screenshots
You can make videos using this content
Zombe's Modpack compatibility made with permission - To post a comment, please login.
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Tell me if I missed anything important!
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Minecraft is considered to be a sandbox game rather than an RPG.
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