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  • 1

    posted a message on Macro / Keybind Mod

    Sliders work similarly to labels in that you bind them to a shared variable, you can then simply access the shared variable in your scripts to get or set the value. Shared variables (unlike normal variables) are not attached to the macro trigger that owns the macro, they are shared amongst all scripts. To make a shared variable, prepend an at symbol "@" to the variable name. In order to avoid breaking other scripts with local variables, shared variables exist independently of local variables so for example @#foo is a shared counter variable and #foo is a local counter variable.


    So to use the slider value, simply enter a shared variable name eg. @#myslider and you can then use this in your scripts.


    GETPROPERTY and SETPROPERTY are mainly for runtime customisation of controls (eg. changing colours, labels, etc) and are not super efficient, this is why labels and sliders use the concept of binding to a variable since it's a much more efficient read/write operation and can support many scripts reading and writing the value at once with negligible overhead.

    Posted in: Minecraft Mods
  • 2

    posted a message on LiteLoader

    I've pushed a new snapshot, this should now be resolved.

    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader

    Looks like forge bumped the ASM version, I will need to bump ASM and make a new snapshot in order to be compatible. In the mean time extracting to mods folder should work as normal.

    Posted in: Minecraft Mods
  • 1

    posted a message on Macro / Keybind Mod

    Server has been successfully restored, if there are any issues accessing downloads please let me know.

    Posted in: Minecraft Mods
  • 1

    posted a message on Macro / Keybind Mod

    The server hosting the downloads is temporarily down due to a DOS attack, I'm working on restoring it at the moment.

    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Quote from Keybounce»

    I thought sponge was a server alternative like spigot. Am I badly mistaken then?


    Sponge is an API platform. It has implementations which plug into different environments. SpongeVanilla is a "stand alone" server which just applies the mixins to vanilla (so basically like bukkit but applied at runtime so no licensing issues). SpongeForge is the same thing but just designed to plug into forge and can thus run as a mod. Mixin is a stand-alone library which can be used on its own, it is bundled with Sponge and also with LiteLoader.
    Quote from Keybounce»

    Lets try a different approach/asking this a little differently.


    What is the simplest mod you can make for a forge server, using mixin? I.e. -- as an "hello world" type program to get started with?


    I'm not sure I understood what you said about shadow not working right/not playing nice with liteloader.


    This is explained in the mixin documentation, in a nutshell to use mixins your mod becomes a "core mod", There is no "hello world" because if you're familiar with coremodding then it's pretty straightforward to plug in mixin, not familiar with coremodding then you should get aquainted with the special requirements of that before touching mixins.

    Read the mixin documentation and familiarise yourself with the IFMLLoadingPlugin infrastructure before doing anything else.
    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader
    Quote from Liteuser5»

    Is there a way how i can use a library like this: https://github.com/socketio/socket.io-client-java in my Mod? Are there any examples of how to include a library? I want to create a Mod which can communicate with my node.js socket.io server-application.


    The gradle syntax is there in the readme.
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader

    Honestly the simplest is the way I do it in WorldEditCUI.The MDK does support r-number mappings but obviously the MDK itself is not available yet so manual configuration is needed. The MDK zip layout is still recommended though.

    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader
    Quote from ErikIsBack»

    Still having problems to set up development environment for Liteloader. As mentioned at Sponge, in ExampleMod the init-cmd


    gradle setupDecompWorkspace --refresh-dependencies



    will among other things result in Minecraft is decompiled in the project /build/tmp by MCP. Compiled ExampleMods class files are created in project /bin and seem to be OK. Apparently gradle will not fail the build if compilation fails and will still report build success, There are no jar files created. Just executing gradle again makes no change. Is this behaviour as intended? Searching for more hints got me

    gradle build


    Now there is a mod-examplemod-0.1-mc1.12.litemod file created in /build/libs. Jay! build as in build.gradle?


    The eclipse route described in #5511 (dec 2016) is broken AFAIU, but with some fiddeling looks like it's working OK. Here the gradle cache paths seem to be better organised. What is the proper advise on setting up gradle paths?


    thanks


    Go here and follow the steps under "Quick Start". It doesn't make any difference whether you are using ExampleMod or using an mdk zip, the steps are the same.
    Posted in: Minecraft Mods
  • 1

    posted a message on LiteLoader

    It's because it's obfuscated. Use WinRAR instead of 7zip.

    Posted in: Minecraft Mods
  • 1

    posted a message on WorldEditCUI
    Quote from andrewkm»

    Any plans on continuing this for 1.12.2?
    If not would you like us to update it and help out?

    It already works on 1.12.2, the changes were so minimal that the 1.12.1 version will run without any changes.
    Posted in: Minecraft Mods
  • 3

    posted a message on Macro / Keybind Mod

    The 1.12.1 version of macros will work under 1.12.2, if you need to update, simply update liteloader to 1.12.2 and the current 0.15.4 release will load just fine.

    Posted in: Minecraft Mods
  • 5

    posted a message on LiteLoader

    So I have pushed the 1.12.2 artefacts up to the repo, this is an interesting version bump and most if not all 1.12.1 mods will load under 1.12.2 with no changes. The following notes are for mod developers:


    • I have set the 1.12.2 LiteLoader to support the 1.12.r2 version string because most mods for 1.12.1 will load under this version, so as per my standard of using the r-numbers I have set 1.12.2 to support r2 but for the purposes of mods who are not compatible with 1.12.2, 1.12.2 also supports r-number r3 in case a 1.12.4 comes out which is also compatible.
    • In short, mods which have deployed using the r-number for 1.12.1 (which includes my mods macros and wecui) will work without changes on 1.12.2. Those deploying without the r-number can either make a release with the r-number if they are compatible, can make a release with r3 if they know they are not compatible, or can make a release using straight-up 1.12.2 if they know they're likely to break with even minor changes.

    • For reference, the changes I was able to easily observe between 1.12.1 and 1.12.2 are (direct from my notes) as follows:
    • Notch  Searge                                              Notes
      aex    net/minecraft/entity/item/EntityEnderPearl          Method "changeDimension" added
      aqn    net/minecraft/block/BlockFarmland                   Minor changes to "turn to dirt" logic
      blj    net/minecraft/client/gui/GuiDownloadTerrain         Keepalive logic removed, moved into NetHandler
      blr    net/minecraft/client/gui/GuiMainMenu                Added "edition" field and edition overlay
      blt    net/minecraft/client/gui/GuiWinGame                 Added "edition" field and edition overlay
      jd     net/minecraft/network/play/server/SPacketKeepAlive  keepalive id int to long
      lj     net/minecraft/network/play/client/CPacketKeepAlive  keepalive id int to long
      pa     net/minecraft/network/NetHandlerPlayServer          keepalive logic changes


    • Mixin was bumped to 0.7.4 but these are internal changes which don't affect anything really.

    In short, most stuff should "just work" unless it's touching any of the stuff above. The obf did not change other than the added methods, 1.12.1 and 1.12.2 are obf-compatible.

    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from GodsDead»

    Issue: when I press my next track media button, it triggers "console", its so infuriating!


    Most likely either a bug in lwjgl or triggering via jinput somehow. Maybe just assign console to an unused key?
    Posted in: Minecraft Mods
  • 1

    posted a message on Macro / Keybind Mod
    Quote from japtic»

    is it just me who can't see the download link???


    Should be fixed now, that web server had a bit of a moment.
    Posted in: Minecraft Mods
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