Bear with me, trying to get back into real life after doing a whole cavalcade of events recently. Of course prep is already underway for Minecon, but that's a few weeks away yet. I will get to it.
o: alrighty, as a work around for now, can you put me on the right track to make my own plugin's command? Like send a command at chat but not send it to the server, I'd like it to accept a single argument.
That might not be your fault, it could be an incompatibility between liteloader and forge. Can you upload your mod somewhere so I can take a look at it?
Can I suggest a furnace gatherer? We have PLACESIGN and CRAFT can we get PLACEINFURNACE and GATHERFURNACE or something which I can just spam as I run thru my furnaces to put and gather furnaces faster?
I'm on a server that has double smelting chances if you place items into furnaces manually but the hoppers are slowed down to a point that is not efficient at all, I'd like to spam and gather the loot from furnaces and maybe place items to smelt aswell.
Using the 128x v0.2.8 on 1.10.2, the bottom part/flowing lava turned purple while using OptiFine 1.10.2 HD U C2, but this does not happen with other resourcepacks.
When you have a mod that's not the same version as your MC Liteloader disables them by default, some people barely know how to use a computer and might not know how to go around it, for example Macro keybind is at 1.10, but I edited the liteloader.json to say 1.10.2 and worked perfectly, haven't crashed yet, but some people might not know how to go about editing anything.
Perhaps in a future update can you add a "Enable Anyways" button for mods that have the wrong version, just for them to test if the mod still works or not.
Last question (hopefully), I got the mod to work on its developmental environment, and also able to test it outside of it, but when I put the mod I just made in the profile that uses both Liteloader and Forge it stops working, how can I add Forge compatibility to it? The mod shows as 'active' under the Liteloader mod list, but ingame the Debugscreen doesn't show anything I added.
Then when I try to use it I get "The local variable debug may not have been initialized"
If I declare it as:
DebugMessage debug = new DebugMessage(Position.LEFT_BOTTOM, "");
I get "The constructor DebugMessage(DebugMessage.Position, String) is not visible"
and if I use DebugMessage. by itself it only allows me to create and getMessages, as I mentioned a couple of posts ago, I'm new to all this so I'm slowly learning, a quick example would be really nice.
I'm trying to display information on the debug overlay, which I can do with .create, but when I try .setMessage to update the information the game just crashes.
I'm supposing because Its declared as null, what else can I declare it as?
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@zen would there be a 1.11 version of StatusEffectHUD too ?
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I tried this, and the onSendChatMessage was not firing up, the onChat did, I'll re-try, it was really late and I was tired, probably missed something.
Edit: That worked, I think last night I was using the ChatListener instead of the filter
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o: alrighty, as a work around for now, can you put me on the right track to make my own plugin's command? Like send a command at chat but not send it to the server, I'd like it to accept a single argument.
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this video was made for Mojang to tell them it takes in-game weeks for lava to flow down off a mountain.
Im kidding xD Nice video :3
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any news on this?~ thank you :3
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Can I suggest a furnace gatherer? We have PLACESIGN and CRAFT can we get PLACEINFURNACE and GATHERFURNACE or something which I can just spam as I run thru my furnaces to put and gather furnaces faster?
I'm on a server that has double smelting chances if you place items into furnaces manually but the hoppers are slowed down to a point that is not efficient at all, I'd like to spam and gather the loot from furnaces and maybe place items to smelt aswell.
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Using the 128x v0.2.8 on 1.10.2, the bottom part/flowing lava turned purple while using OptiFine 1.10.2 HD U C2, but this does not happen with other resourcepacks.
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When you have a mod that's not the same version as your MC Liteloader disables them by default, some people barely know how to use a computer and might not know how to go around it, for example Macro keybind is at 1.10, but I edited the liteloader.json to say 1.10.2 and worked perfectly, haven't crashed yet, but some people might not know how to go about editing anything.
Perhaps in a future update can you add a "Enable Anyways" button for mods that have the wrong version, just for them to test if the mod still works or not.
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Take your time dude, I've been using your mods for a while, and have always loved them, besides we just updated to 1.10 and these things are expected.
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Sent.
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Last question (hopefully), I got the mod to work on its developmental environment, and also able to test it outside of it, but when I put the mod I just made in the profile that uses both Liteloader and Forge it stops working, how can I add Forge compatibility to it? The mod shows as 'active' under the Liteloader mod list, but ingame the Debugscreen doesn't show anything I added.
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Thank you very much, it helped a lot, worked perfectly.
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Because if I only put it like this:
Then when I try to use it I get "The local variable debug may not have been initialized"
If I declare it as:
I get "The constructor DebugMessage(DebugMessage.Position, String) is not visible"
and if I use DebugMessage. by itself it only allows me to create and getMessages, as I mentioned a couple of posts ago, I'm new to all this so I'm slowly learning, a quick example would be really nice.
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How do you use DebugMessage?
I'm trying to display information on the debug overlay, which I can do with .create, but when I try .setMessage to update the information the game just crashes.
I'm supposing because Its declared as null, what else can I declare it as?
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Working, thank you very much.