Just found an annoying bug
That when you press the macro it creates it twice
so if i bind the letter "n" to "hello"
It will say
hello
hello
this is really annoying when you are trying to type a command.
for example in single player commands you bind "b" to "fly"
It says
fly turned on
fly turned off
Could you please fix this.
i also tried this in mulitplayer and same problem.
It would be nice if you can add the ability to create a list of texts just like the one for friends.
It could be $$t or something.
There Admins could add often used texts like the address of the server homepage, reminders for server rules or answers for faq's without having to use a key for each text.
And it would be perfect, if those texts could even be macros, so you can prompt for a name for example.
That's a neat idea and does seem like the logical progression of the functionality that exists already, how does having $$t being an arbitrary list of text, and $$m providing a list of .txt files in the folder that could be executed sound as an idea?
Just found an annoying bug
That when you press the macro it creates it twice
so if i bind the letter "n" to "hello"
It will say
hello
hello
this is really annoying when you are trying to type a command.
for example in single player commands you bind "b" to "fly"
It says
fly turned on
fly turned off
Could you please fix this.
i also tried this in mulitplayer and same problem.
It sounds like it's somehow loading two copies of the mod (that's the only thing I can think of as I haven't seen that happen before) as I tested it with SPC and bound a key to fly like you mentioned and it is fine. Check that there aren't somehow two copies of the .zip file in your mods directory.
If it's not that then I can only guess that maybe it's incompatible with another mod you're running or that modloader is somehow calling the tick function twice. Could you post your ModLoader.txt and I'll see if I can replicate the problem this end in order to fix it.
Well i installed to mod twice.
Whoops.
Once in the mod folder and once in the actually minecraft.jar
Thanks
Hehe, I thought it must be something like that. It's kind of bizarre behaviour but that was the only thing I could think of that would cause it :smile.gif:
for some reason i can't use SHIFT+TAP only CTRL is working.... help plz?
using a macbook 10.5.8 (pressing FN also doesn't work :tongue.gif: )
Hi sorry you're having problems with it. It may be that the mac sends different key codes than the PC does. In the new version I have made the keys configurable as requested above which should lead to fewer problems like this - the modifier key then becomes the "sneak" key and the macro key is configurable.
I hope to have the new version released in the next week or so, I'm also adding some features requested by my friends such as auto-populating the friends list using /who and a town list using /t list for use with servers running bukkit.
In the short term there isn't really any way around the problem unfortunately unless you can figure out what key on a mac sends the KEY_LSHIFT or KEY_RSHIFT codes - you may be able to determine this by using the Minecraft options screen and just hitting random keys until it says "SHIFT". If this works already then it might just be a bug with LWJGL under MacOS.
I'm still actively working on the next version but people keep making suggestions for new features so I've done my best to incorporate the new stuff :biggrin.gif: It won't be long before the next release and I'm not specifically waiting for 1.8 although I will update it as soon as MCP is updated to support 1.8.
The main new feature I'm perfecting is an on-screen keyboard which lets you see at a glance which keys are bound, and also perform operations like copying/moving macros from one key to another. It's all mostly done but I'm a stickler for testing things properly so I'll only release once I'm happy with it.
Sorry for the delay but 0.4 will definitely be worth the wait :smile.gif:
How do I modify the keys that I have to hit to bring up the menu? I'm using a Mac 10.6 and the mod refuses to accept my SHIFT+TAB :L
I've also tried doing CTRL+TAB, CTRL+SHIFT+TAB, FN+SHIFT+TAB, FN+CTRL+****+TAB (Both Controls and Shifts on the both sides of the key board were used).
I'd love to use this as typing /kick <user> is cumbersome, and slamming a key over and over till an Admin comes online is much easier.
Mumfrey, this mod is super mega fantastic, BUT (:smile.gif:) I have some suggestions:
1. Multiple $$?.
2. $$w -> Multiplayer Player list, like $$f
3. Remove previous inputs when using $$? (When you entered long texts before, it's annoying to remove it...)
4. Removing a keybind should also remove the line in the macros.txt.
5. You need a logo! :biggrin.gif:
I think 0.4 partially addresses these, you can use $$0-$$9 for some extra params, maybe not as good as having multiple $$?'s but might go some way to help. Populating the online players list reliably is hard, especially given the number of different mods etc. out there, I've given it a try with the auto-discover thing, I encourage you to try tweaking the settings if it doesn't work for you. It does however reliably pick up players who are within visible range.
I've added an option specifically to disable remembering the parameter values on a macro-by-macro basis, click "Options" when editing the macro.
Macros.txt has been completely overhauled (in fact the way settings are handled has been completely re-written) and should be much clearer and less likely to leave stuff littered around. The old format is still read ok though so your old macros will be imported no problem. You can also now "delete" macros using the GUI, as well as moving and copying them.
Thanks I'm glad you like it. $$h and $$t provide support for homes and towns in bukkit servers which allow players to set home locations or warps and create towns. If you don't play on servers which support this then you can ignore it and just use them as arbitrary lists of text :smile.gif:
Also, Germanic Umlaute are'nt supportet like ä, ü, ö.
If these are separate keys then in fact there is support for you to edit the keyboard layout yourself (sorry but it's really not feasible for me to support every keyboard layout "out of the box") and you could even post it for the benefit of others. If they instead use keycodes which are assigned to other keys, then I'm afraid that for the time being you're stuck with the current labels, I will try to add re-assignable labels in a future version.
To edit the keyboard layout:
Open macros.txt
Change the option keyboardlayouteditable to 1 (default is 0)
Run the game and you now get an extra button "edit". This allows the following:
Drag and drop keys to rearrange them
If a key does not exist, position the mouse where you want the key to be and press the key
To delete a key, click the key once to highlight it (or press the key) then press DEL.
When you are done just click "edit" again
Finally edit any key and click save (if you don't do this then macros.txt will not be updated and you will lose your changes)
Once you're happy with your layout feel free to post the keyboardlayout= line from macros.txt here, that way others can benefit from it if they have similar layouts :smile.gif:
As an additional note, having played 1.8 pre-release it's interesting to note that the online players list is displayed on the HUD, this should provide a reliable way of populating the $$w option you mentioned above \o/
Ah I see now what you mean, unfortunately this is a limitation with Minecraft and the nature of so-called "extended ASCII" rather than with this mod itself.
Minecraft actually limits the allowed characters in chat to a fairly small subset of the ASCII character set, mainly just standard roman printable characters and numbers and basic symbols. The mod is sensible enough that even when transmitting text files it will first filter the compiled macro and replace any invalid characters with "?" since sending invalid characters is a recipe for getting instantly kicked!
As you can see, Minecraft actually has a full 256 characters in its font set, although under normal circumstances any disallowed characters will not be printed by the FontRenderer:
The "fixed width" font renderer which I built for the mod will actually display all of these characters, but will still disallow them when transmitting the file - the main reason for making this choice is that it allows files to loaded and edited without corrupting them.
The confusing part here is that because ASCII characters above 127 are nonstandard, depending on the code page being used will display different characters for extended ASCII codes above that limit. As you can see from the image above, the symbols in the Minecraft font correspond to CP 437 whilst it's more likely the keyboard is generating codes appropriate for Windows CP-1252. I could replace the fixed-width font png with a Windows 1252 png I guess.
The take-away here is that whilst the characters are not displaying "correctly" in the editor, they are not valid chat characters anyway and will hence be stripped out if you tried to actually send the file. If you'd like me to make a Windows-1252 font png then I don't mind doing that, although it will only fix the text editor an won't magically allow those characters to work in chat.
tl;dr version: those characters aren't valid anyway thanks to a limitation of Minecraft sorry :sad.gif:
I've now put support for changing the key display options into the settings file, unfortunately this will have to wait till 0.5 since I've done the 1.8.1 support as a branch while I wait for the new MCP to be released.
In the mean time I've uploaded the 1.8.1 compatible version though and I'll continue to work on the trunk in 1.7.3 until the next MCP, so expect new features in 0.5 but not straight away.
Hey, me and a couple of friends just tried installing it, but no luck. We tried to place all the contents in the minecraft.jar but no luck, then we put the whole zip folder into the .minecraft/mods/ folder and no go.
Hey, me and a couple of friends just tried installing it, but no luck. We tried to place all the contents in the minecraft.jar but no luck, then we put the whole zip folder into the .minecraft/mods/ folder and no go.
Any help?
Lol the same thing happened to me an hour ago.
Install Modloader. Than it should work
We JUST installed modloader, and then placed all the contents of the zip into the minecraft.jar and still no luck.
You needn't install the contents in the .jar although if you do it shouldn't break anything. Check in your ModLoader.txt and you should see confirmation that the mod is loading if all is going well.
The one thing to note is that because of the conflict with the TAB key in 1.8, the default key to activate the mod is now the apostraphe key, you can change this in the options though. I just realised I need to update the original post!!
Check whether the key options for the mod are showing in the "Controls" menu, if they are then set the keys as you like and check whether it works in-game.
Having a issue when... I installed ModLoader 1.8.1 on Minecraft v1.8.1. I then copied the .zip file to the correct folder.
Issues, i only have to press ` to get the meessage to come up about pressing the key i want to bind, i hit the key i want to bind and nothing happens..
I tried with Shift + ` and it does the same thing where nothing happens after pressing the key i want to bind. This is a fresh minecraft with only modloader and the zip file.
Any help would be appreciated, this mod looks awesome.
Having a issue when... I installed ModLoader 1.8.1 on Minecraft v1.8.1. I then copied the .zip file to the correct folder.
Issues, i only have to press ` to get the meessage to come up about pressing the key i want to bind, i hit the key i want to bind and nothing happens..
I tried with Shift + ` and it does the same thing where nothing happens after pressing the key i want to bind. This is a fresh minecraft with only modloader and the zip file.
Any help would be appreciated, this mod looks awesome.
It sounds like it's triggering macro playback rather than macro record (this is the expected behaviour for hitting just ` alone). I really need to beat myself in the face for being such an idiot since the actual key combo to bind keys is <SNEAK KEY> + <MACRO KEY> which isn't really explained very well by the OP (... /me goes to edit). So it could be that if you've got sneak bound to something else than shift.
If you do have sneak bound to shift and it's still not working then it's a bit of a mystery, are you on a Mac by any chance because there have been some problems getting it to register the SHIFT key on a Mac? Unfortunately I don't have one I can test on so it's been hard to troubleshoot.
That when you press the macro it creates it twice
so if i bind the letter "n" to "hello"
It will say
hello
hello
this is really annoying when you are trying to type a command.
for example in single player commands you bind "b" to "fly"
It says
fly turned on
fly turned off
Could you please fix this.
i also tried this in mulitplayer and same problem.
That's a neat idea and does seem like the logical progression of the functionality that exists already, how does having $$t being an arbitrary list of text, and $$m providing a list of .txt files in the folder that could be executed sound as an idea?
It sounds like it's somehow loading two copies of the mod (that's the only thing I can think of as I haven't seen that happen before) as I tested it with SPC and bound a key to fly like you mentioned and it is fine. Check that there aren't somehow two copies of the .zip file in your mods directory.
If it's not that then I can only guess that maybe it's incompatible with another mod you're running or that modloader is somehow calling the tick function twice. Could you post your ModLoader.txt and I'll see if I can replicate the problem this end in order to fix it.
Whoops.
Once in the mod folder and once in the actually minecraft.jar
Thanks
Btw it's a really nice Mod. :smile.gif:
Hehe, I thought it must be something like that. It's kind of bizarre behaviour but that was the only thing I could think of that would cause it :smile.gif:
Yes, I'll put them in the config menu for the next version no problem, then you can re-bind them to whatever you like.
Hi sorry you're having problems with it. It may be that the mac sends different key codes than the PC does. In the new version I have made the keys configurable as requested above which should lead to fewer problems like this - the modifier key then becomes the "sneak" key and the macro key is configurable.
I hope to have the new version released in the next week or so, I'm also adding some features requested by my friends such as auto-populating the friends list using /who and a town list using /t list for use with servers running bukkit.
In the short term there isn't really any way around the problem unfortunately unless you can figure out what key on a mac sends the KEY_LSHIFT or KEY_RSHIFT codes - you may be able to determine this by using the Minecraft options screen and just hitting random keys until it says "SHIFT". If this works already then it might just be a bug with LWJGL under MacOS.
I'm still actively working on the next version but people keep making suggestions for new features so I've done my best to incorporate the new stuff :biggrin.gif: It won't be long before the next release and I'm not specifically waiting for 1.8 although I will update it as soon as MCP is updated to support 1.8.
The main new feature I'm perfecting is an on-screen keyboard which lets you see at a glance which keys are bound, and also perform operations like copying/moving macros from one key to another. It's all mostly done but I'm a stickler for testing things properly so I'll only release once I'm happy with it.
Sorry for the delay but 0.4 will definitely be worth the wait :smile.gif:
I've also tried doing CTRL+TAB, CTRL+SHIFT+TAB, FN+SHIFT+TAB, FN+CTRL+****+TAB (Both Controls and Shifts on the both sides of the key board were used).
I'd love to use this as typing /kick <user> is cumbersome, and slamming a key over and over till an Admin comes online is much easier.
I think 0.4 partially addresses these, you can use $$0-$$9 for some extra params, maybe not as good as having multiple $$?'s but might go some way to help. Populating the online players list reliably is hard, especially given the number of different mods etc. out there, I've given it a try with the auto-discover thing, I encourage you to try tweaking the settings if it doesn't work for you. It does however reliably pick up players who are within visible range.
I've added an option specifically to disable remembering the parameter values on a macro-by-macro basis, click "Options" when editing the macro.
Macros.txt has been completely overhauled (in fact the way settings are handled has been completely re-written) and should be much clearer and less likely to leave stuff littered around. The old format is still read ok though so your old macros will be imported no problem. You can also now "delete" macros using the GUI, as well as moving and copying them.
Some screenshots:
Thanks I'm glad you like it. $$h and $$t provide support for homes and towns in bukkit servers which allow players to set home locations or warps and create towns. If you don't play on servers which support this then you can ignore it and just use them as arbitrary lists of text :smile.gif:
If these are separate keys then in fact there is support for you to edit the keyboard layout yourself (sorry but it's really not feasible for me to support every keyboard layout "out of the box") and you could even post it for the benefit of others. If they instead use keycodes which are assigned to other keys, then I'm afraid that for the time being you're stuck with the current labels, I will try to add re-assignable labels in a future version.
To edit the keyboard layout:
Once you're happy with your layout feel free to post the keyboardlayout= line from macros.txt here, that way others can benefit from it if they have similar layouts :smile.gif:
As an additional note, having played 1.8 pre-release it's interesting to note that the online players list is displayed on the HUD, this should provide a reliable way of populating the $$w option you mentioned above \o/
Minecraft actually limits the allowed characters in chat to a fairly small subset of the ASCII character set, mainly just standard roman printable characters and numbers and basic symbols. The mod is sensible enough that even when transmitting text files it will first filter the compiled macro and replace any invalid characters with "?" since sending invalid characters is a recipe for getting instantly kicked!
As you can see, Minecraft actually has a full 256 characters in its font set, although under normal circumstances any disallowed characters will not be printed by the FontRenderer:
The "fixed width" font renderer which I built for the mod will actually display all of these characters, but will still disallow them when transmitting the file - the main reason for making this choice is that it allows files to loaded and edited without corrupting them.
The confusing part here is that because ASCII characters above 127 are nonstandard, depending on the code page being used will display different characters for extended ASCII codes above that limit. As you can see from the image above, the symbols in the Minecraft font correspond to CP 437 whilst it's more likely the keyboard is generating codes appropriate for Windows CP-1252. I could replace the fixed-width font png with a Windows 1252 png I guess.
The take-away here is that whilst the characters are not displaying "correctly" in the editor, they are not valid chat characters anyway and will hence be stripped out if you tried to actually send the file. If you'd like me to make a Windows-1252 font png then I don't mind doing that, although it will only fix the text editor an won't magically allow those characters to work in chat.
tl;dr version: those characters aren't valid anyway thanks to a limitation of Minecraft sorry :sad.gif:
In the mean time I've uploaded the 1.8.1 compatible version though and I'll continue to work on the trunk in 1.7.3 until the next MCP, so expect new features in 0.5 but not straight away.
Any help?
Lol the same thing happened to me an hour ago.
Install Modloader. Than it should work
oh
uh
:/
I don't know
You needn't install the contents in the .jar although if you do it shouldn't break anything. Check in your ModLoader.txt and you should see confirmation that the mod is loading if all is going well.
The one thing to note is that because of the conflict with the TAB key in 1.8, the default key to activate the mod is now the apostraphe key, you can change this in the options though. I just realised I need to update the original post!!
Check whether the key options for the mod are showing in the "Controls" menu, if they are then set the keys as you like and check whether it works in-game.
Sorry for the confusion, hope you get it working.
Issues, i only have to press ` to get the meessage to come up about pressing the key i want to bind, i hit the key i want to bind and nothing happens..
I tried with Shift + ` and it does the same thing where nothing happens after pressing the key i want to bind. This is a fresh minecraft with only modloader and the zip file.
Any help would be appreciated, this mod looks awesome.
It sounds like it's triggering macro playback rather than macro record (this is the expected behaviour for hitting just ` alone). I really need to beat myself in the face for being such an idiot since the actual key combo to bind keys is <SNEAK KEY> + <MACRO KEY> which isn't really explained very well by the OP (... /me goes to edit). So it could be that if you've got sneak bound to something else than shift.
If you do have sneak bound to shift and it's still not working then it's a bit of a mystery, are you on a Mac by any chance because there have been some problems getting it to register the SHIFT key on a Mac? Unfortunately I don't have one I can test on so it's been hard to troubleshoot.