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Feb 28, 2018Posted in: Minecraft Mods
I have identified and fixed the problem, it was caused by a fix I made which updated the scroll position when dragging a selection. Are there any other issues that people are aware of which I can roll into an update release?
Feb 27, 2018Posted in: Minecraft Mods
I don't really know what you're asking, the FILTER directive already terminates the chatfilter macro so the behaviour you're describing is already the case.(latest version has an issue with the text editor's slider, so I reverted)
What? this is the first I've heard of this. Please describe the issue you're having.
Dec 19, 2017Posted in: Minecraft Mods
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.
Oct 12, 2017Posted in: Minecraft Mods
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.
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.
Oct 2, 2017Posted in: Minecraft Mods
The gradle syntax is there in the readme.
Sep 29, 2017Posted in: Minecraft Mods
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.
Sep 27, 2017Posted in: Minecraft Mods
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
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?
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.
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