So, which version of ForgeGradle should I use? I see 2.3 on GitHub, which is the only version newer than 2.2.
I tried to change it to "classpath 'net.minecraftforge.gradle:ForgeGradle:2.3-SNAPSHOT'", but setupDecompWorkspace still threw the very same error message.
I also tried to change the wrapper from 2.9 to 2.12, then to 2.14, but none of them worked.
This is really frustrating. Maybe you can update your ExampleMod for Minecraft 1.12?
Yes but did you clean and cleanCache to get rid of the broken part-decompiled artefacts? The mdk for 1.12 is here.
Looking through those logs I really don't see anything suspicious. I wonder if it's some weird interaction between MultiMC and some container validation FML is doing. The only clue I can give you is that both LiteLoader and MovingWorld use my Mixin subsystem, which is the only "conflict" (it's not a conflict in reality since Mixin is designed to work this way) FML might be detecting.
I would recommend starting with the MultiMC end because they have a good support community, either join #multimc on espernet or they have a discord you can join, both are usually pretty active (and they're bridged, so it doesn't matter which one you join).
If that doesn't work then it may be worth asking over at Forge's forums or IRC channel.
Definitely always provide logs where possible though! Now you have the logs, explain your issue and also link the logs so that developers can look at them.
left]
I'm sorry, i'm not sure where this belongs since it's a conflict between mods... hopefully someone can point me in the right direction.
I'm using MultiMC and trying to run liteloader and MovingWorld (Davinci's vessels dependency) on minecraft 1.12 but I'm getting an error:
Forge Mod Loader has found a problem with your minecraft installation
You have mod sources that are duplicate within your system
Mod ID : File name
Running MultiMC with only liteloader or moving worlds works. If the fml client log or the MultiMC console output will help let me know and I'll post them.
In the meantime I'm just going to run liteloader for voxelmaps as my son not getting lost is a tad bit more important than making a movable floating empire.
Thanks in advance[/left]
It's always safe to assume that more information is better. Please post all the logs you can find. However what's also important is whether you're installing liteloader by having forge load it, or whether you've set up a profile with liteloader chained to forge.
LiteLoader doesn't try to hide itself in the first place though. It changes the client brand, per the contract, which is sent to the server. It also sends a ClientPermissions request packet if any supported mods are installed, plus the appropriate REGISTER packet for any mods which support plugin channels. So it's not exactly undetectable.
I even reached out to the NoCheatPlus guys in the past to see if they wanted to weave ClientPermissions support into the plugin, because I've always been keen to work with server owners since I used to run servers myself.
Honestly my guess would be that it's more likely a bug in an anticheat plugin than an intentional restriction, because I don't see what benefit there is to banning liteloader itself.
I thought I should be mention this. A well known server have had problems with liteloader for some time. I don't know the background or reason for it and it may just very well be intentional. The server is 1.11.2 based. It all started in coincidence with the 1.12 release. So, the problem could be intentional, related to 1,12 compatibility or due to an anti-cheat plugin. I believe it's the last reson.
When you try to login, the server kicks you with the following message:
If you retry login a couple of times, you eventually succeed
That's really bizarre. I can't think why that would be the case unless they just have some kind of over-zealous cheat prevention which is detecting the client brand and rejecting everything except non-vanilla. But in that case it would probably trip on Forge as well unless they make specific exception for that. You could always ask them about it and refer them to me if they have concerns, I've gone out of my way in the past to ensure that server owners are happy with my mods, which is the whole reason stuff like ClientPermissions exists.
The fact that it succeeds if you retry a few times makes me think that it's a bug though.
Are you absolutely sure LiteLoader is installed correctly? All you're showing is the LiteLoader profile in your launcher. The profile can be linked to literally any version and it's entirely possible (and quite easy) to edit the profile to launch a completely different version of the game. Like I could make a profile called "LiteLoader 1.123456" and have it launch the version LiteLoader 1.8. Just because there's a profile called something, it doesn't mean anything except that that profile exists.
If you're not seeing the liteloader tab in the top right corner of the main menu, then you don't have it installed properly or your profile is linked to the wrong version. I suggest running the liteloader installer again and then being sure to not change anything in the profile which might cause it to link to the wrong version.
I re-downloaded it and made sure the filename is correct. It is in the appdata\roaming\.minecraft\mods\1.12 folder (and for good measure I put one copy in the mods folder, too)
You can see in the background of the screenshot that the WE CUI text is showing in game, but it is not displaying the selection
The commands shown are from WorldEdit and not from WECUI. To check WECUI is loaded just expand the liteloader panel (in the main menu) and you should see WorldEditCUI in the mods list. If you don't see it in the list, access the LiteLoader log by expanding the LiteLoader panel and pressing F3. Then click "upload log" and paste the link to your log in the thread here.
For my first publication on this forum, I would like to start by thanking @Mumfrey for this super mod ! In fact, I use it for several months, to create my own admin tools for a server, with possibility to play a musical instrument with the keyboard directly in game, be able to record when I play, set a armor_stand precisely and build something with their hand item. In short, this mod became essential for me. Thank you very much !
However, what motivates my first publication/question on this forum is that for the first time, even if I searched the forum and the document, I do not find the answer to a question:
When I want the macro to search for an element, I write $$i. If I want the variants of the element, I can make $$i:d. So far, it's simple. If I want to make a personal list of objects to look for, I can do $$[Custom List[Tool 1,Tool 2,Tool 3,...]]. But there where I start blocking, it's when I write something like $$[block selection[stone,grass,dirt,cobblestone,...]i] to have a list of items with a custom selection. (To have only blocks and armor, for example, or colored wool).
In this case, I get a list of items with each duplicate item, and when I select it, it will return a number corresponding to the minecraft id+1 (2 for stone). If it was possible to tell me how to use it properly The $$ [[]i], it would be cool !
Besides, if there are others that the $$[[]i] and the [[]u], or/and something like $$[[]i:d], I would appreciate !
In any case, again, super mod, and I look forward to seeing possible future evolutions !
That looks like a bug, seems most likely it's returning the list index instead of the correct ID. I'll look into that.
Mumfrey, there's also this strange issue I face on the 1.11.2 version, as I did on the 1.8 version of Macros. Switching from the chat screen to the main screen always makes my custom GUIs hop about. Icons are constantly cut off and text is constantly elongated in the main screen, but they are fine in the chat screen. Here's an example:
In the video I also will demonstrate a bug with the rightmost column of the GUI editor where it can't be automatic.
Different GUI slots have different padding, you can change the padding of the slots if you want by editing the .gui.xml
The last column being different size is just a side effect of how the colum widths are calculated. In order to avoid weird rounding errors the columns are clamped to certain width increments, the last column just takes up the "spare" space to fit the screen. It's not a bug that's intentional.
Hey, I think I found an issue with the macros icon feature in 1.11.2.
I have %HITID%:%HITDATA% bound to an icon in my gui, but for certain blocks like the redstone comparator, the upper part of double plants, item frames or inverted daylight sensors, the icons are either invalid, a sunflower by default, leaves or invalid respectively. Any way to make it work? I haven't found a way to setproperty or setlabel to bind certain things to an icon, unlike how I can for a label.
Edit: Also doesn't work for things like lit furnaces or cocoa beans. Basically things with different states that aren't simply damage values.
The issue is basically that the selector was supposed to just be so that you could render an item instead of a png, I didn't really intend for it to be used with HITID. That said, I can sort of make it work for blocks that have a fixed drop, eg. you break that type of block and it always drops the same item. But I can't really fix it for any blocks which have different blockstates because you'd need to pass the blockstate into the icon and there's no elegant way to do that.
For items that you can't hold in your inventory the icon will always be wrong, because the icon draws the item using the isometric view used to render it into the inventory.
Of course, there's nothing stopping you handling this in a macro, you can use whatever custom logic you want.
Hello mumfrey and good day to you, First of all i would like to thank you for this incredible mod. I certainly can't play Minecraft without it, however there is one thing that is really bothering me about this mod.
so Basically, It's really hard to understand. A lot of the times i want to use the commands that are in the mod, but i don't know anything about the iterators or complete info about the commands. I have to search for it in this page, sometimes in the change logs and sometimes in the tutorial link you have provided.
It would be perfect if you could implement a separate part in the mod similar to the "cmd help" section where you can list all available Iterators and Variables, Commands they relate to, and possibly some slightly more detailed info about each Command so that people like me can get more efficient with this mod.
I hope you implement these features when you have the time and energy, and again, thank you for this amazing work. This mod still has very great potentials..
Fleshing out the in-game help is certainly something I've had in my mind for a long time. Variables are tricky because the variables available will vary by scope but I could probably at least have the top-level so-called "environment" variables available somewhere. Creating the initial batch of in-game documentation took a pretty long time and I have to be mindful of the translations too, but I do still want to expand it where possible. We're approaching the time of year where I actually have a measurable amount of free time, so I will be looking to work on the mod more actively over the next couple of months, I'll certainly keep the documentation situation in mind.
0
Yes but did you clean and cleanCache to get rid of the broken part-decompiled artefacts? The mdk for 1.12 is here.
0
Looks like you're still using ForgeGradle 2.2 in your build script, change that and you should be fine.
2
Looking through those logs I really don't see anything suspicious. I wonder if it's some weird interaction between MultiMC and some container validation FML is doing. The only clue I can give you is that both LiteLoader and MovingWorld use my Mixin subsystem, which is the only "conflict" (it's not a conflict in reality since Mixin is designed to work this way) FML might be detecting.
I would recommend starting with the MultiMC end because they have a good support community, either join #multimc on espernet or they have a discord you can join, both are usually pretty active (and they're bridged, so it doesn't matter which one you join).
If that doesn't work then it may be worth asking over at Forge's forums or IRC channel.
Definitely always provide logs where possible though! Now you have the logs, explain your issue and also link the logs so that developers can look at them.
0
0
LiteLoader doesn't try to hide itself in the first place though. It changes the client brand, per the contract, which is sent to the server. It also sends a ClientPermissions request packet if any supported mods are installed, plus the appropriate REGISTER packet for any mods which support plugin channels. So it's not exactly undetectable.
I even reached out to the NoCheatPlus guys in the past to see if they wanted to weave ClientPermissions support into the plugin, because I've always been keen to work with server owners since I used to run servers myself.
Honestly my guess would be that it's more likely a bug in an anticheat plugin than an intentional restriction, because I don't see what benefit there is to banning liteloader itself.
1
That's really bizarre. I can't think why that would be the case unless they just have some kind of over-zealous cheat prevention which is detecting the client brand and rejecting everything except non-vanilla. But in that case it would probably trip on Forge as well unless they make specific exception for that. You could always ask them about it and refer them to me if they have concerns, I've gone out of my way in the past to ensure that server owners are happy with my mods, which is the whole reason stuff like ClientPermissions exists.
The fact that it succeeds if you retry a few times makes me think that it's a bug though.
0
Are you absolutely sure LiteLoader is installed correctly? All you're showing is the LiteLoader profile in your launcher. The profile can be linked to literally any version and it's entirely possible (and quite easy) to edit the profile to launch a completely different version of the game. Like I could make a profile called "LiteLoader 1.123456" and have it launch the version LiteLoader 1.8. Just because there's a profile called something, it doesn't mean anything except that that profile exists.
If you're not seeing the liteloader tab in the top right corner of the main menu, then you don't have it installed properly or your profile is linked to the wrong version. I suggest running the liteloader installer again and then being sure to not change anything in the profile which might cause it to link to the wrong version.
3
Some other guy?
You can use it with your other mods, you can install liteloader and forge at the same time.
0
The commands shown are from WorldEdit and not from WECUI. To check WECUI is loaded just expand the liteloader panel (in the main menu) and you should see WorldEditCUI in the mods list. If you don't see it in the list, access the LiteLoader log by expanding the LiteLoader panel and pressing F3. Then click "upload log" and paste the link to your log in the thread here.
0
You've installed LiteLoader 1.12 but installed WECUI 1.11.2
0
There isn't one currently, but I could add one.
That looks like a bug, seems most likely it's returning the list index instead of the correct ID. I'll look into that.
0
Different GUI slots have different padding, you can change the padding of the slots if you want by editing the .gui.xml
The last column being different size is just a side effect of how the colum widths are calculated. In order to avoid weird rounding errors the columns are clamped to certain width increments, the last column just takes up the "spare" space to fit the screen. It's not a bug that's intentional.
You can turn off highlighting in the editor box if you don't want it.
The text?
0
The issue is basically that the selector was supposed to just be so that you could render an item instead of a png, I didn't really intend for it to be used with HITID. That said, I can sort of make it work for blocks that have a fixed drop, eg. you break that type of block and it always drops the same item. But I can't really fix it for any blocks which have different blockstates because you'd need to pass the blockstate into the icon and there's no elegant way to do that.
For items that you can't hold in your inventory the icon will always be wrong, because the icon draws the item using the isometric view used to render it into the inventory.
Of course, there's nothing stopping you handling this in a macro, you can use whatever custom logic you want.
0
Fleshing out the in-game help is certainly something I've had in my mind for a long time. Variables are tricky because the variables available will vary by scope but I could probably at least have the top-level so-called "environment" variables available somewhere. Creating the initial batch of in-game documentation took a pretty long time and I have to be mindful of the translations too, but I do still want to expand it where possible. We're approaching the time of year where I actually have a measurable amount of free time, so I will be looking to work on the mod more actively over the next couple of months, I'll certainly keep the documentation situation in mind.
2
Nice, I'll add that when I have a spare second to create the page, should be later today.