I love this mod but there's one problem: I can't seem to get it to accept my new config files. I'd prefer it to use a different color set as defined in the config files (i changed all i could find) but in the 1.6 versions at least, there was no change; it reverts back to the original red/blue/green color scheme. In the 1.7.2 version, it might have used my new config, but I'm still using 1.6.2/4 for the most part.
Is there a way to get WECUI to accept/load my new config in 1.6 or must I wait for 1.7?
The config was all borked in the 1.6 version which is why I rewrote it in 1.7 and stripped all the old YAML config out and replaced it with JSON (which is why the mod shrunk from 345KB to 79KB because I removed the humungous YAML library from the mod distribution). Sorry but you'll have to wait till 1.7.
Good thing its updated for 1.7.2, but I don't think ill go back in 1.7.2 because of flipped texture bugs, got my skin mod working with MCP 1.7.2Beta (With your fix) but did someone done a fix? oh ill check if it exists, awesome mod Mumfrey.
Well prof posted that he was on holiday till the 2nd (or maybe cpw told me, I can't remember) so hopefully fixes will get rolled up soon.
I'm using 1.7.4, so why MCP didn't planned to work on 1.7.4 instead of 1.7.2?
Because switching to the new obf/deobf method which supports inner classes is a massive job and that's why there are still bugs (the fix I posted is more of a work-around than a real fix) and still teething problems to be worked out, this process was already underway before 1.7.3 and 1.7.4 were announced and a terrific amount of work has been undertaken by the MCP team to bring this new workflow and new system to a working state. Stopping in the middle of that to update all the mappings to 1.7.4 would be really stupid (which is why they haven't done it) because it could introduce potential issues and they wouldn't know if it was a mapping problem or a problem with the MCP code (just as an example) plus may slow down the updating process more than if they're just to do one job and then the other, making the whole update take longer overall.
Instead, they're taking the sensible, typical software-development route of tackling one task (eg. the new obf/deobf methods) before starting another. The point here being of course that overall this is the quickest method and so getting the thing stable and only then updating the mappings is a much more sensible approach, especially given that updating the mappings from 1.7.2 to 1.7.4 is likely not going to be insanely complicated.
Well, im unsure but its a rumor, after christmas I guess, I can be wrong. When MCP gets updated, Mojang plans the next release lol. Thanks for your answers Mumfrey
Rollback Post to RevisionRollBack
MagicLauncher is the best launcher I ever used! Hoping the developer would update for 1.13.x and 1.14.x
Heyy. Love the mod. The issue is i can't seem to use it. I'm running 1.7.2, installed forge .993, installed the latest beta build of litemod. then put the mod_worldeditcui... file into my mods folder, but it isn't getting recognized it is a .litemod file. and i used the installers for both forge and litemod, so i don't quite know what's going wrong...
SPC is still MC 1.6.2, so I guess there will be no WE CUI for the likes of me. Is that right? Cheers.
It would appear so for now. If you really wanted to use WECUI on your single player worlds you could create a Bukkit server running the WorldEdit plug-in on your local computer, then connect to it from your game. Not sure what the performance would be like, depends on your processor. You won't lose your inventory/position/XP and such because single player games are technically the same as multi-player ones, just with no networking stack running.
Well, im unsure but its a rumor, after christmas I guess, I can be wrong. When MCP gets updated, Mojang plans the next release lol.
Going to need more verification for it to raise from the rank of rumor. Not a word of it on the Wiki yet, whom are pretty prompt with publishing changelogs for development builds.
The config was all borked in the 1.6 version which is why I rewrote it in 1.7 and stripped all the old YAML config out and replaced it with JSON (which is why the mod shrunk from 345KB to 79KB because I removed the humungous YAML library from the mod distribution). Sorry but you'll have to wait till 1.7.
Now just re-write the reflection code
When you have time, would you mind updating the Github repo? Thanks.
Am I missing something that lets me use it in singleplayer, or is it meant for servers?
You need something that can load and make use of the WorldEdit plugin in single player. Single-player commands can, but that is only available up to MC 1.6.4. Perhaps there is another client-side mod that is able to load WorldEdit, otherwise you need a Bukkit server.
Hello! This seems like a very awesome mod, but I'm a bit paranoid. I got my first laptop a few months ago and I don't want to get it harmed. I would like to know is this mod tested daily for viruses? If not, please test it daily. Thanks!
it typed it but nothing happened and it still not working
There's not much I can do if the communcation is being messed up by the intermediate software. This mod just uses straightforward plugin channel communication with the server so if something is screwing that up then there's very little I can do.
Hello! This seems like a very awesome mod, but I'm a bit paranoid. I got my first laptop a few months ago and I don't want to get it harmed. I would like to know is this mod tested daily for viruses? If not, please test it daily. Thanks!
I can't help with your paranoia. You can not physically perform a meaningful virus scan on a java program. The risk posed by jars aligns with the Trojan Horse model and it's not really possible to scan for those kind of threats. If in doubt, do not install the suspect jar as it may harm your computer.
However, it's not all bad news. The verity of the mods you download can to some degree be supported by the reputation of the person providing the jar. If you want to download mods, I suggest you only use the following sources:
These sites are good at identifying and removing malicious links (and have measures in place to prevent them being posted in the first place) and because they are community-centred malicious links are identified and removed quickly. Sites to avoid are such as "minecraftdl", "9minecraft", and such sites.
Some additional advice:
Never trust a "virus scan" provided by a third party. In fact, if someone provides evidence that they've "virus scanned" the file it's worth being more suspicious since it's more than likely an attempt to reassure you that a file is safe when it is not.
Always run a virus scan on downloaded exe files (using software on your computer or any of the free online scanners) but still bear in mind that anything you download can be a Trojan Horse even if it contains no viruses, you are ultimately responsible for software on your computer and running a virus scan does not absolve you of the need to be wary of software from unknown sources
Realise that in general, jar files do not contain viruses, but this does not make them intrinsically safe since they can still contain quite potent trojan horses or other malware (password stealers, key loggers, etc)
Do not expect anyone else to look out for your online safety. This sounds mean but it actually just means "think for yourself", never let someone try to short-circuit your own common sense by purporting to offer "pre-screened" or "pre-scanned" assets - like I said before, you need to be responsible for your own safety since there are too many people who will exploit the level of trust you afford them if you act incautiously. This doesn't mean "don't trust anyone", it just means that excercise the same level of common sense that you would do in any other situation, asking someone else to do your thinking for you is a recipe for problems.
Besides, I'm super trustworthy, and there totally aren't any viruses in my downloads.
Nope, I'm afraid just The Brain. Pinky was killed in a freak kayaking accident involving a moose and 15 pairs of elasticated underpants back in 2011. His memory lives on however and every year at precisely 15.48 GMT on the anniversary of the event we have a minute's silence followed by a ceremonial "Narf!".
Hey, I just downloaded everything and when I get into a world it does not work. It shows up in the mods list to the right at the start menu and is enabled.
Hey, great mod and I've loved using it in previous versions of minecraft, before the new modding system came into place.
This is my first time modding with Minecraft 1.7.2 and I don't know what I'm doing wrong.
I started with a fresh Minecraft Installation, I ran version 1.7.2 first, to make sure all the files were there.
I downloaded the beta prerelease of LiteLoader for Minecraft 1.7.2 as you said, and I installed it to my .minecraft directory.
I then downloaded the latest version of the WorldEditCUI litemod and copyed it to my mods folder.
I even deleted META-INF just to make sure.
Then I start minecraft using the LiteLoader version:
And when I start the game, and try and join a server with the WorldEdit Plugin, the CUI is not there.
I have tried typing /we cui, //we cui. But nothing happens when I do that.
The "mods" folder should be under .minecraft, from your screenshot it looks like your "mods" folder is under the version directory. Just move "mods" into the .minecraft directory and it should be good to go.
I'm currently running an ATLauncher DNS Techpack modpack and I'm not sure how I can get this mod working with it. I tried installing LiteLoader, but ATLauncher does not seem to create any profiles anywhere so the LiteLoader installer doesn't recognize the Minecraft installation.
I tried installing the mod manually, but I'm not sure how to do this as I'm not too crafty with editing libraries.
Does anyone have a step by step guide for how to get LiteLauncher + WorldEdit to work with Tekkit / FTB / ATLauncher type launchers?
Can't seem to get this to work. I installed the correct LightLoader, put the .litemod file into /mods, yet the GUI isn't loading at all.
According to the logs, liteloader isn't even loading.
I am using MagicLauncher. Thinking that could be the problem.
EDIT: Nevermind. Got it. Forgot you got to go through hell now. The above pictures helped me out.
The config was all borked in the 1.6 version which is why I rewrote it in 1.7 and stripped all the old YAML config out and replaced it with JSON (which is why the mod shrunk from 345KB to 79KB because I removed the humungous YAML library from the mod distribution). Sorry but you'll have to wait till 1.7.
Well prof posted that he was on holiday till the 2nd (or maybe cpw told me, I can't remember) so hopefully fixes will get rolled up soon.
Because switching to the new obf/deobf method which supports inner classes is a massive job and that's why there are still bugs (the fix I posted is more of a work-around than a real fix) and still teething problems to be worked out, this process was already underway before 1.7.3 and 1.7.4 were announced and a terrific amount of work has been undertaken by the MCP team to bring this new workflow and new system to a working state. Stopping in the middle of that to update all the mappings to 1.7.4 would be really stupid (which is why they haven't done it) because it could introduce potential issues and they wouldn't know if it was a mapping problem or a problem with the MCP code (just as an example) plus may slow down the updating process more than if they're just to do one job and then the other, making the whole update take longer overall.
Instead, they're taking the sensible, typical software-development route of tackling one task (eg. the new obf/deobf methods) before starting another. The point here being of course that overall this is the quickest method and so getting the thing stable and only then updating the mappings is a much more sensible approach, especially given that updating the mappings from 1.7.2 to 1.7.4 is likely not going to be insanely complicated.
Wut? There hasn't even been a 1.8 snapshot yet.
I can only assume it was hyperbole.
SPC is still MC 1.6.2, so I guess there will be no WE CUI for the likes of me.
Is that right?
Cheers.
Well, im unsure but its a rumor, after christmas I guess, I can be wrong. When MCP gets updated, Mojang plans the next release lol. Thanks for your answers Mumfrey
It would appear so for now. If you really wanted to use WECUI on your single player worlds you could create a Bukkit server running the WorldEdit plug-in on your local computer, then connect to it from your game. Not sure what the performance would be like, depends on your processor. You won't lose your inventory/position/XP and such because single player games are technically the same as multi-player ones, just with no networking stack running.
Going to need more verification for it to raise from the rank of rumor. Not a word of it on the Wiki yet, whom are pretty prompt with publishing changelogs for development builds.
Now just re-write the reflection code
When you have time, would you mind updating the Github repo? Thanks.
I miss XCommands...
You need something that can load and make use of the WorldEdit plugin in single player. Single-player commands can, but that is only available up to MC 1.6.4. Perhaps there is another client-side mod that is able to load WorldEdit, otherwise you need a Bukkit server.
Well thanks for the amazingly detailed bug report. Does it even show up in the mods list?
It's a known problem caused by BC, normally typing /we cui fixes it.
There's not much I can do if the communcation is being messed up by the intermediate software. This mod just uses straightforward plugin channel communication with the server so if something is screwing that up then there's very little I can do.
I can't help with your paranoia. You can not physically perform a meaningful virus scan on a java program. The risk posed by jars aligns with the Trojan Horse model and it's not really possible to scan for those kind of threats. If in doubt, do not install the suspect jar as it may harm your computer.
However, it's not all bad news. The verity of the mods you download can to some degree be supported by the reputation of the person providing the jar. If you want to download mods, I suggest you only use the following sources:
Some additional advice:
Nope, I'm afraid just The Brain. Pinky was killed in a freak kayaking accident involving a moose and 15 pairs of elasticated underpants back in 2011. His memory lives on however and every year at precisely 15.48 GMT on the anniversary of the event we have a minute's silence followed by a ceremonial "Narf!".
This is my first time modding with Minecraft 1.7.2 and I don't know what I'm doing wrong.
I started with a fresh Minecraft Installation, I ran version 1.7.2 first, to make sure all the files were there.
I downloaded the beta prerelease of LiteLoader for Minecraft 1.7.2 as you said, and I installed it to my .minecraft directory.
I then downloaded the latest version of the WorldEditCUI litemod and copyed it to my mods folder.
I even deleted META-INF just to make sure.
Then I start minecraft using the LiteLoader version:
And when I start the game, and try and join a server with the WorldEdit Plugin, the CUI is not there.
I have tried typing /we cui, //we cui. But nothing happens when I do that.
This is the server version:
And its WorldEdit 5.5.8
This is how my folders are setup:
------------------------
All help is appreciated, thankyou.
The "mods" folder should be under .minecraft, from your screenshot it looks like your "mods" folder is under the version directory. Just move "mods" into the .minecraft directory and it should be good to go.
I'm currently running an ATLauncher DNS Techpack modpack and I'm not sure how I can get this mod working with it. I tried installing LiteLoader, but ATLauncher does not seem to create any profiles anywhere so the LiteLoader installer doesn't recognize the Minecraft installation.
I tried installing the mod manually, but I'm not sure how to do this as I'm not too crafty with editing libraries.
Does anyone have a step by step guide for how to get LiteLauncher + WorldEdit to work with Tekkit / FTB / ATLauncher type launchers?
Thanks.
According to the logs, liteloader isn't even loading.
I am using MagicLauncher. Thinking that could be the problem.
EDIT: Nevermind. Got it. Forgot you got to go through hell now. The above pictures helped me out.