Ok thanks for that, I'm going away on Friday for a few days so I don't know if I'll have time to sit down and test all of these but I will as soon as I can. One thing I notice is that you're not using the recommended configuration for optifine and have liteloader last, is there any reason for this? Normally loaders go first (I'd recommend liteloader then modloader although it doesn't make much difference) and then optifine always goes last (this is recommended in the optifine thread and bearing in mind optifine is made by the same person as magic launcher it's a good bet.
I also note that you're not putting your modloader mods in the mods folder, again is there any particular reasoning behind that or is it just arbitrary. Have you tried putting the modloader mods in the mods folder?
I have Smart Moving and this installed, and I'm trying to make a prone toggle key. Smart Moving adds an extra key (called "climb" in Minecraft's config, but in the controls menu it's grab), and I can't figure out how to make a keydown() activate that key. I've tried using the LWJGL's keycode for F (I tried both "keydown(33)" and "keydown(<33>)"), but that didn't seem to work, I tried using "keydown(climb)", and I've tried "keydown(grab)", and none of them worked. This is the code I have currently:
I have Smart Moving and this installed, and I'm trying to make a prone toggle key. Smart Moving adds an extra key (called "climb" in Minecraft's config, but in the controls menu it's grab), and I can't figure out how to make a keydown() activate that key. I've tried using the LWJGL's keycode for F (I tried both "keydown(33)" and "keydown(<33>)"), but that didn't seem to work, I tried using "keydown(climb)", and I've tried "keydown(grab)", and none of them worked. This is the code I have currently:
Some mods don't support keybind activation so it's possible that there's no way to make it detect the "fake" keypresses. If I have time I'll test to make sure but sometimes it's unfortunately just not possible.
I have Smart Moving and this installed, and I'm trying to make a prone toggle key. Smart Moving adds an extra key (called "climb" in Minecraft's config, but in the controls menu it's grab), and I can't figure out how to make a keydown() activate that key. I've tried using the LWJGL's keycode for F (I tried both "keydown(33)" and "keydown(<33>)"), but that didn't seem to work, I tried using "keydown(climb)", and I've tried "keydown(grab)", and none of them worked. This is the code I have currently:
Have you tried either key(climb) or togglekey(climb)
They might work if the others don't.
I also have my own questions, is there a way to activate a macro when inside a chest or GUI? Mine doesn't seem to be able to. Secondly, is there a way to find what is in a certain slot? So I could find out what armour someone is wearing, or whether a chest is full of diamonds or dirt? I'm currently relying on rightlclicking, then waiting a bit to use a bind within a chest. An onChestOpen event would be good too
Have you tried either key(climb) or togglekey(climb)
They might work if the others don't.
This can't work because "climb" isn't defined internally as a key name. The "friendly" names for keybinds only work for built-in binds but there's no way to get a friendly name for a custom key so you have to use the LWJGL key code.
I also have my own questions, is there a way to activate a macro when inside a chest or GUI? Mine doesn't seem to be able to. Secondly, is there a way to find what is in a certain slot? So I could find out what armour someone is wearing, or whether a chest is full of diamonds or dirt? I'm currently relying on rightlclicking, then waiting a bit to use a bind within a chest. An onChestOpen event would be good too
This is what macro override is for. Hold down your override key (default is ctrl) and press the macro'd key you want to execute.
You can detect when a chest is opened by hooking onShowGui and using:
IF(GUI == "GUICHEST"); // chest stuff following
You can find information about items in slots using:
GETSLOTITEM(%#slotid%,#itemid,#stacksize,#data)
Will get the id of the stack in slot #slotid and store the item id, stacksize and data (damage) value in the respective vars. Stacksize and data are optional. Note that slot ID's are different for every GUI! so you will need to go into the options and enable the "Show slot ID's" option to determine what slot id's you need to use, this will draw a tooltip when hovering over the slot showing the slot ID in that GUI type.
I can probably provide a Swedish translation. I did this for Inventory Tweaks via Crowdin. How do I start translating?
Grab the en_GB.lang file from the folder "lang.macros" inside the zip, rename it to "sv_SE.lang" and then make any changes you like and put it back in the lang.macros folder inside the .liteloader file. The .liteloader file is zip format so just open it with winrar or 7-zip.
If you want to exclude a particular localisation (ie. leave it in english) just delete the entry from your sv_SE.lang and it will use the default english text.
This can't work because "climb" isn't defined internally as a key name. The "friendly" names for keybinds only work for built-in binds but there's no way to get a friendly name for a custom key so you have to use the LWJGL key code.
I tried the LWJGL code for F (33, that's what the Minecraft wiki said it was), and it didn't work.
Ok thanks for that, I'm going away on Friday for a few days so I don't know if I'll have time to sit down and test all of these but I will as soon as I can. One thing I notice is that you're not using the recommended configuration for optifine and have liteloader last, is there any reason for this? Normally loaders go first (I'd recommend liteloader then modloader although it doesn't make much difference) and then optifine always goes last (this is recommended in the optifine thread and bearing in mind optifine is made by the same person as magic launcher it's a good bet.
I also note that you're not putting your modloader mods in the mods folder, again is there any particular reasoning behind that or is it just arbitrary. Have you tried putting the modloader mods in the mods folder?
It's in the OP under the heading "download links", download version 0.9.3 for 1.3.2
well first off i tried it with liteloder first and got the same results but i find it easier to understand if i put my mods in the .jar just my pref but i will try your suggestions later and put it at the bottom
Why can't I get this macro mod to work any more? Note: I've been using it for several MC updates now. It's worked fine for me until now.
I have installed no other mods. I forced another update. Then I followed the instructions on the first post of this thread, and it simply does not work. I tried several different things.
Here's the log... in liteloader.txt
2012-08-30 18:56:57 [INFO] Liteloader 1.3.2_02 starting up...
2012-08-30 18:56:57 [INFO] Mods folder found, searching C:\Users\XXXX\AppData\Roaming\.minecraft\mods
2012-08-30 18:56:57 [INFO] Found 0 mod file(s)
2012-08-30 18:56:57 [INFO] Loading mods from class path
2012-08-30 18:56:57 [INFO] Discovered 0 total mod(s)
2012-08-30 18:56:57 [INFO] Optifine not detected
I actually do have your "mod_macros_0.9.3_for_1.3.2.zip" file in the mods folder in the path above
One note, the .zip archive that I downloaded from the link on the first post contains a .txt file named 'version.txt' that has this text within it "1.3.1"
I tried to change that to 1.3.2 but no joy, still it doesn't work.
Is there an actual version of the zip file that works with 1.3.2?
Why can't I get this macro mod to work any more? Note: I've been using it for several MC updates now. It's worked fine for me until now.
I have installed no other mods. I forced another update. Then I followed the instructions on the first post of this thread, and it simply does not work. I tried several different things.
Here's the log... in liteloader.txt
2012-08-30 18:56:57 [INFO] Liteloader 1.3.2_02 starting up...
2012-08-30 18:56:57 [INFO] Mods folder found, searching C:\Users\XXXX\AppData\Roaming\.minecraft\mods
2012-08-30 18:56:57 [INFO] Found 0 mod file(s)
2012-08-30 18:56:57 [INFO] Loading mods from class path
2012-08-30 18:56:57 [INFO] Discovered 0 total mod(s)
2012-08-30 18:56:57 [INFO] Optifine not detected
I actually do have your "mod_macros_0.9.3_for_1.3.2.zip" file in the mods folder in the path above
One note, the .zip archive that I downloaded from the link on the first post contains a .txt file named 'version.txt' that has this text within it "1.3.1"
I tried to change that to 1.3.2 but no joy, still it doesn't work.
Is there an actual version of the zip file that works with 1.3.2?
1.3.2 uses a .liteloader file, make sure you get it from the OP and put it in your mods folder as a .liteloader
Rollback Post to RevisionRollBack
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
1.3.2 uses a .liteloader file, make sure you get it from the OP and put it in your mods folder as a .liteloader
Thanks for your reply but it is of no help as you state the obvious, which I have already indicated that I have done.
I even completely uninstalled minecraft to get it to a default state. Then unzipped the .lightloader class files into the minecraft.jar, deleted the meta-inf, and then put the macro mod .zip file in the mods folder (the lightloader version of course, as indicated in my previous post).
Either the directions are wrong, or there is a bug unique to my system apparently, as it appears no one else is having this issue (I'm assuming).
Maybe it's because i'm running a 64 bit system? What else could it be?
Can someone tell me why my in-game sound doesnt work. I know it has to do with liteloader (I install everything, and check MC after each step, the keybinds work, etc.) but Im not sure how, or if I can fix it..
Can someone help me out?
So, I don't know if this was brought up before, but Macros no longer works with WE CUI. I would gladly take Macros over it, and I don't know why they don't play nice, but they don't.
Can someone tell me why my in-game sound doesnt work. I know it has to do with liteloader (I install everything, and check MC after each step, the keybinds work, etc.) but Im not sure how, or if I can fix it..
Can someone help me out?
Pretty sure it has nothing to do with liteloader because my sounds work fine.
So, I don't know if this was brought up before, but Macros no longer works with WE CUI. I would gladly take Macros over it, and I don't know why they don't play nice, but they don't.
This is my current mod loadout:
Pretty sure it has nothing to do with liteloader because my sounds work fine.
All I had installed were modloader and liteloader, along with macros keybinds ofcourse.
And the sound does not work. :S
Ok thanks for that, I'm going away on Friday for a few days so I don't know if I'll have time to sit down and test all of these but I will as soon as I can. One thing I notice is that you're not using the recommended configuration for optifine and have liteloader last, is there any reason for this? Normally loaders go first (I'd recommend liteloader then modloader although it doesn't make much difference) and then optifine always goes last (this is recommended in the optifine thread and bearing in mind optifine is made by the same person as magic launcher it's a good bet.
I also note that you're not putting your modloader mods in the mods folder, again is there any particular reasoning behind that or is it just arbitrary. Have you tried putting the modloader mods in the mods folder?
It's in the OP under the heading "download links", download version 0.9.3 for 1.3.2
2012-08-30 14:42:59 [INFO] Mods folder found, searching C:\Users\Clinton\AppData\Roaming\.minecraft\mods
2012-08-30 14:42:59 [INFO] Found 1 mod file(s)
2012-08-30 14:42:59 [INFO] Loading mods from class path
2012-08-30 14:43:00 [INFO] Discovered 1 total mod(s)
2012-08-30 14:43:00 [INFO] Loading mod from net.eq2online.macros.LiteModMacros
2012-08-30 14:43:00 [INFO] Successfully added mod Macro / Keybind Mod version 0.9.3
2012-08-30 14:43:00 [WARNING] Error initialising mod 'Macro / Keybind Mod': com/mumfrey/liteloader/util/ModUtilities
Hmmmm... Is this what you want?
A crappy animator's Youtube channel
Update LiteLoader, then it should be good. The version currently there is 1.3.2_02 which has a couple of small tweaks.
Some mods don't support keybind activation so it's possible that there's no way to make it detect the "fake" keypresses. If I have time I'll test to make sure but sometimes it's unfortunately just not possible.
Have you tried either key(climb) or togglekey(climb)
They might work if the others don't.
I also have my own questions, is there a way to activate a macro when inside a chest or GUI? Mine doesn't seem to be able to. Secondly, is there a way to find what is in a certain slot? So I could find out what armour someone is wearing, or whether a chest is full of diamonds or dirt? I'm currently relying on rightlclicking, then waiting a bit to use a bind within a chest. An onChestOpen event would be good too
This can't work because "climb" isn't defined internally as a key name. The "friendly" names for keybinds only work for built-in binds but there's no way to get a friendly name for a custom key so you have to use the LWJGL key code.
This is what macro override is for. Hold down your override key (default is ctrl) and press the macro'd key you want to execute.
You can detect when a chest is opened by hooking onShowGui and using:
You can find information about items in slots using:
Will get the id of the stack in slot #slotid and store the item id, stacksize and data (damage) value in the respective vars. Stacksize and data are optional. Note that slot ID's are different for every GUI! so you will need to go into the options and enable the "Show slot ID's" option to determine what slot id's you need to use, this will draw a tooltip when hovering over the slot showing the slot ID in that GUI type.
Grab the en_GB.lang file from the folder "lang.macros" inside the zip, rename it to "sv_SE.lang" and then make any changes you like and put it back in the lang.macros folder inside the .liteloader file. The .liteloader file is zip format so just open it with winrar or 7-zip.
If you want to exclude a particular localisation (ie. leave it in english) just delete the entry from your sv_SE.lang and it will use the default english text.
- phtje
I love this mod already
I tried the LWJGL code for F (33, that's what the Minecraft wiki said it was), and it didn't work.
Edit: I missed Mumfrey's other post... :\
well first off i tried it with liteloder first and got the same results but i find it easier to understand if i put my mods in the .jar just my pref but i will try your suggestions later and put it at the bottom
My bad, sorry I'm just hopping on and off the forums while I get ready to go away. I left out the parentheses around the conditional expressions:
I have installed no other mods. I forced another update. Then I followed the instructions on the first post of this thread, and it simply does not work. I tried several different things.
Here's the log... in liteloader.txt
2012-08-30 18:56:57 [INFO] Liteloader 1.3.2_02 starting up...
2012-08-30 18:56:57 [INFO] Mods folder found, searching C:\Users\XXXX\AppData\Roaming\.minecraft\mods
2012-08-30 18:56:57 [INFO] Found 0 mod file(s)
2012-08-30 18:56:57 [INFO] Loading mods from class path
2012-08-30 18:56:57 [INFO] Discovered 0 total mod(s)
2012-08-30 18:56:57 [INFO] Optifine not detected
I actually do have your "mod_macros_0.9.3_for_1.3.2.zip" file in the mods folder in the path above
One note, the .zip archive that I downloaded from the link on the first post contains a .txt file named 'version.txt' that has this text within it "1.3.1"
I tried to change that to 1.3.2 but no joy, still it doesn't work.
Is there an actual version of the zip file that works with 1.3.2?
1.3.2 uses a .liteloader file, make sure you get it from the OP and put it in your mods folder as a .liteloader
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
Thanks for your reply but it is of no help as you state the obvious, which I have already indicated that I have done.
I even completely uninstalled minecraft to get it to a default state. Then unzipped the .lightloader class files into the minecraft.jar, deleted the meta-inf, and then put the macro mod .zip file in the mods folder (the lightloader version of course, as indicated in my previous post).
Either the directions are wrong, or there is a bug unique to my system apparently, as it appears no one else is having this issue (I'm assuming).
Maybe it's because i'm running a 64 bit system? What else could it be?
Can someone help me out?
This is my current mod loadout:
Pretty sure it has nothing to do with liteloader because my sounds work fine.
All I had installed were modloader and liteloader, along with macros keybinds ofcourse.
And the sound does not work. :S