• 0

    posted a message on Looking for non PvP MC:PE survival server
    I'm looking for a MC:PE server and my main requirements are no PvP, no griefing, no stealing and survival but of course a friendly community. I can't find any that fit this, only minigames, PvP and factions, none of which I'm interested in. Thanks.
    Posted in: MCPE: Looking For
  • 0

    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]
    Quote from nanotecray

    seems not compatible to http://www.minecraft...-01004-for-172/ any suggestions?


    Try loading LiteLoader and the Macro / Keybind mod with Forge. To do this, just install Forge as usual and move the liteloader-1.7.2.jar archive from the LiteLoader installer into /mods/ where the Macro / Keybind mod is.
    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEditCUI
    Quote from TheEnlightened

    I forced myself to use magic laucher for a week, so that when i wrote a post condeming it I wouldn't have a basis. Magic laucher is good, but the GUI is not very user friendly, and it has a very high learning curve. It took me 5 minutes just to figure out where I put my normal JVM arguments, and another 5 to figure out how to set up an eviroment for modding. If you wanted to remove a mod(s) you have to manually select that one at the time. There is also no way to disable mods for a particular load.

    MultiMC on the other has support for lightloader built right into it, you just click a button, and it installs, and if you iinstalled forge as well, its chains automatically. It provides me with access to my folders, ways to delete mods I don't want (with windows features, like the revolution click and drag) It also gives me a way to disable them by clicking a checkmark. Understanding it takes less then 3 seconds because it provides you with modding ability just like you would the vanilla game, but now you can have multi profiles. I often drag my FTB saves, and profiles from FTBs launcher right into multimc for convenience!

    Sorry was this suppose to be about liteloader, cuz ahem.... and that's why liteloader is the most revolution thing in the world!




    Well you can create multiple profiles in magic launcher and you can set which mods you want enabled and disabled, however any new mods added will automatically be enabled for all profiles and it only works with .zip and .jar mod files as far as i know, but not .liteloader files. And i personally see a very minimal if any learning curve. The tabs and menus don't seem to be hidden or out of the way or anything. I just wish it could access all the features the vanilla launcher can.
    Posted in: Minecraft Mods
  • 0

    posted a message on MapWriter - An open source mini-map!
    Quote from evanavant

    for some reason it laggs my game down to 5 fps i love this mod but i dont know whats wrong with it does anyone else havethis problem?


    The only time it really lags for me is when it's in underground mode (U). Maybe try that?

    Can I use your mod in a Modpack that I am making?


    Learn to read the OP before asking questions that have already been answered.
    Posted in: Minecraft Mods
  • 0

    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]
    Quote from eastsider98052

    Thanks for finding the toggle bug. I updated with a fix for that.
    If you didn't notice already, the circle in the control list tells the joypad mod that a particular button is a toggle.

    Has autoswitch worked in earlier versions of this mod? I don't know what is going on there but it is worth looking into.

    The gui keyboard is something I've thought about but thats as far as I've got. This is a non-trivial addition. Something easier might be a letter wheel but I don't know how effective this would be. It might at least allow you to clumsily enter a couple letters in the search.

    Advanced button bindings like you describe are nice to have features that will be put on a list of possible future enhancements.


    No, I don't really recall AutoSwitch working in past versions. It's not TOO important I guess but it just seems to send +attack in an odd way. The normal behavior is to sutomatically and temporarily swap to a pickaxe in your hotbar when you mine a stone-based block and it resets to the original hotbar slot after releasing the button. What this does in the same circumstance is attempt to swap to the pickaxe and then instantly swap back and keep mining with the first thing you were holding (or your fists).

    And for the keyboard input, I think the way Valve did it with Steam's Big Picture mode is really fluent and nice. Again, I'm not too sure how hard this would be to implement, but the Daisy Wheel is pretty nice for controller-based keyboard input.
    Posted in: Minecraft Mods
  • 0

    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]
    So far, I've noticed that the toggle isn't available and I've fallen a couple times already by walking off cliffs expecting toggle sneak.

    I also have the AutoSwitch mod and for whatever reason, it's not switching to the pickaxe on my hotbar automatically to mine blocks. It flashes over but instantly goes back when pulling the trigger. Joypad mod seems to be sending the +attack input in an odd way and it won't allow me to add the mouse buttons as a custom key.

    Anyways, a couple things I'd like from the mod that I somehow missed earlier:

    - Hold/Tap Button Binding. This is a typical way of doubling up on buttons. For example, tapping start would open the menu as normal, and hold start could be bound to the player list.

    - GUI Keyboard. This could open a container-like GUI (would be really effective with GUI snapping) as typical on a console when prompted to enter text. I'm not sure how hard it would be to do, but definitely something to look into (assuming you haven't already).
    Posted in: Minecraft Mods
  • 0

    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]
    Quote from eastsider98052

    This was in the original version. Shiny and I are looking into bringing it back along with the menu option selections. Cursor is needed for selecting games and joining servers unfortunately so that will still be there but will act primarily as a backup. That likely won't be in the next update but at some point in the future.


    What I was suggesting is more of a fade out if possible of the virtual cursor when it's not being moved manually. For example, when Minecraft starts up, the cursor would default to the top menu option and begin to fade out (so that the player can see it's there and where it is). You could move through the menu options with the D-Pad and the cursor wouldn't be visible. However, if you use the analog stick, the cursor would become visible again and act as it does now. Then after say 5 seconds of analog/manual inactivity, it would begin to fade out again. This way, it would look and feel more natural and would still offer the benefit of working in the server/world, resource pack, shaderpack (etc) selection screens.

    The fade-out time is merely a suggestion, there could be an option in the settings for it along with a 0/NONE/DISABLE setting to keep it visible.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Should be a fairly simple script, but I'd like one that could allow multiple bindings on a single key/button. I need this mostly because I have a ton of bindings already for my keyboard even and I'm trying to get some essential control on my controller.

    Basically...

    IF KEYDOWN-KEYUP < 500ms
    DO <command1>

    ELSEIF KEYDOWN-KEYUP > 500ms < 1s
    DO <command2>

    // perhaps even with some tweaking, this could be done here and there //

    ELSE
    DO <command3>
    Posted in: Minecraft Mods
  • 0

    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]
    Also, a few things I'd like to see (in order of my personal preference) are:

    - True analog movement... WASD emulation on analog is TERRIBLE imo, hoping it's just a temporary/short term solution. My suggestion is that when analog movement returns, 100% U/D/L/R on the stick would send the corresponding WASD inputs to the keyboard buffer for mod compatibility and better overall feel. 50% Up would walk on foot, but not send 'W' to accelerate in a vehicle (assuming that's how they would work in vehicle mods).

    [EDIT] I would also like to add this on as it's fairly important IMO that better analog aiming is implemented with a more gradual acceleration with the stick movement. What I mean here is NOT look acceleration- I never like to see that anywhere- but when the right analog stick is moved slightly, it should look slower and smoother. Currently it moves too fast at the initial/lowest speed (and I have my sensitivity really low for me) so precise aiming to place blocks tends to be a struggle at times. Presently, the minimum aim speed is too fast and the maximum is too slow and I feel it should be broadened and smoothed out.

    - Menu option snapping. I would actually prefer it to be cursorless as the original and the XBOX Edition, I just think it would look better and more natural- I typically see cursor-snapping (as Crysis has) as being kinda cheap and it just doesn't feel right. Of course if it works, it works and it's not the end of the world but it could be made into an option I guess to have the cursor fade when menu-snapping.

    [EDIT] Container/inventory slot snapping would also be really nice. I can't remember if this was present in the original version of Joypad Mod or not, but I would really like to see it at some point here.

    - On-Screen Prompts. I actually like the way the control prompts looked in the original version (LT - Use... RT
    - Mine, etc) but I would like to see image support as well with an assets folder.

    - Since XBOX controllers are pretty much the standard gamepad for PCs, it could also include a more typical console-like control screen like this for easier control-mapping:


    - Lower vertical aiming sensitivity as there's a small, finite vertical space and at times it can be a bit annoying just turning to walk around (especially with higher sensitivies, which I prefer)

    - Have an option to use the reticle as the cursor. What I mean by this is that when you bring up a menu, it will use your aiming reticle (from the resource pack you're using) and perhaps move the actual reticle around. It should then default back to the center as you would expect while playing. (not sure if this is fully possible, but it would be cool I think)

    I understand that this is asking quite a bit and the development team is a bit stretched as-is just trying to sort out bugs and get some basic support and functionality and development takes time so I'm not in too much of a rush, however I am kinda picky on how I want things a lot of the time. :P

    I'm also not sure if it's just a coincidental thing or not, but I HAVE, in fact, gotten this mod to work in tandem with the Macro/Keybind mod on 1.7.2 and it's really nice as I can use both mods at the same time now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Joypad Mod - USB Controller, Split Screen [over 350K downloads]
    Quote from eastsider98052

    Yes that is a great idea. I've thought that having something like this would be great too. It wouldn't just be good for the controller but for anyone new to the game. Its a little out of scope for this mod but would make a great companion if someone decided to make one!


    Quote from freeshiny

    Yeah, I would definitely like to have it as a separate project, now that we're compatible with mods :) . I vaguely remember seeting such mod in the past. We should do a research.

    Also, I'd like to improve mouse navigation anyway, I think it's too touchy on analog sticks right now. I'm thinking about cursor snapping to centers of the grid elements. Would save some travel time, and make it feel more solid. In theory :D


    CJB's QuickCraft does this, however it's made more for a mouse (as controllers aren't exactly an official thing to support) but with some tweaking, it could turn out very nicely. We are still waiting on a 1.7 release as well as he just got his website up recently along with a new mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEditCUI
    Quote from BrunaFSP




    I discovered. kkk Thank you.
    Type / / sel sphere and mark what you select from sphere. Very cool. kk And to disable just type / / sel cuboid

    But thanks for answering me.


    Ah, well if you want WE help, this isn't exactly the place for it, but the info is readily available in wikis and such.
    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEditCUI
    Quote from BrunaFSP

    I have a problem. I do not know how to create sphereoid, polygon. Need some other mod for this? If you need, you have to tell me what?

    Thank you.


    If you're trying to use this mod alone for WorldEdit, it won't work. To het WorldEdit working in single player, look up WorldEdit Wrapper. For servers, you need a bukkit-type server with the WorldEdit plugin installed.
    Posted in: Minecraft Mods
  • 0

    posted a message on Web Displays - Browse On the Internet in Minecraft!
    Quote from FireMine

    MAC UPTADE PLZ!!!!!!!!!!!!


    NOTCH, WHY 55,5% OF MINECRAFT MODS CAN'T RUN ON MAC?????
    you are a :Notch: or a :Pig: ????


    Because Mac PCs aren't for gaming, perhaps?
    Posted in: Minecraft Mods
  • 0

    posted a message on WorldEditCUI
    Quote from Mumfrey

    Magic Launcher is a completely third-party product and LiteLoader is completely agnostic to its load environment. Basically Magic Launcher is kind of pointless nowadays since it really only wraps around the real launcher, this means that you have to make things work in the real launcher first and then Magic Launcher will be able to use that "environment". This is true for all tweak mods.

    So basically if you install Forge it'll create an environment in the real launcher and then you can select that with Magic Launcher, the same is true for LiteLoader, install it as normal and then ML can use that "environment". The point of course is that at that point Magic Launcher is actually only adding complication and isn't really actually adding any value except maybe being marginally prettier to look at.

    Since LiteLoader's installer also supports creating a "chain" to Forge so that the LL "version" actually contains both loaders, not to mention the fact that Forge can load LiteLoader as a mod and vice versa, there really isn't anything making it "not compatible" with Magic Launcher except for the fact that Magic Launcher doesn't see the .litemod files (although of course LiteLoader itself still will).

    Basically, now that the vanilla launcher supports everything that Magic Launcher does (except for mod management but of course you can just use profiles for that and have multiple "mods" folders) all that Magic Launcher does is add complications.

    tl;dr: Magic Launcher doesn't really do anything any more, and it's perfectly possible to use LiteLoader with it anyway.

    EDIT: also, if you're using Magic Launcher just for the easier install of Optifine, be aware that LiteLoader can actually load Optifine if you just put the optifine jar into .minecraft/mods/1.7.2

    Actually I like to use Magic Launcher for mod management. I find it to be a much better solution than having multiple folders and such. But all ML does really is add an X on the end of the extension. I do think it would be nice if ML included .litemod files and disabled with .litemodX, but that's up to the ML devs, not Mumfrey/LiteLoader.
    Quote from taylorswiftness1

    Mumfrey, How do i use this mod?!

    To use this mod, you need SPC, WorldEdit Wrapper or a server running the WorldEdit plugin.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Hey Mart, could you give me a script that uses the same schematic format from yesterday, but simply counts the amount of schematics and sends the count to LOG?
    Posted in: Minecraft Mods
  • To post a comment, please .