Hey, I'm really new to modding and was wondering about how exactly to download it? I saw you asking people to look at the instructions but couldn't find them on this thread (I'm stupid, haha). I had to make a mods file and I can load it in a server, but it doesn't work correctly (doesn't reel in or re-cast). I read something about a minecraft.jar file (someone said it was in the .minecraft/bin folder, but I don't have a bin folder). If anyone could help that'd be appreciated.
Hey, I'm really new to modding and was wondering about how exactly to download it? I saw you asking people to look at the instructions but couldn't find them on this thread (I'm stupid, haha). I had to make a mods file and I can load it in a server, but it doesn't work correctly (doesn't reel in or re-cast). I read something about a minecraft.jar file (someone said it was in the .minecraft/bin folder, but I don't have a bin folder). If anyone could help that'd be appreciated.
There sounds like a lot but I will try to get you started from ground zero
First in order to use this you need to install LiteLoader. This allows mods/plugins to access Minecraft files. (Instructions and download on that page.)
NOTE: Plugins basically add/enhance features in the game. Mods actually add or change blocks/entities.
It looks intimidating but it really is easy to install. If your following the install flow sheet on the discussion page and you don't know what Forge and/or Shaders are follow the arrow that says NO.
Make sure you run Minecraft, using the new profile you created, at least once before you install the mods!
Now close the game and locate the folder on your PC/Mac .minecraft/mods
If you do not already have a folder in there with the version number of Minecraft you are running, create it
i.e. on a windows PC c:\users\your_profile_name\AppData\Roaming\.minecraft\mods\1.12.2
From this point on just put any LiteLoader mod files like this one in that folder
It is also important to note that sometimes windows changes the extension of a mod your downloading to .zip
If this happens you will need to change it back to .litemod
i.e change mod_Autofish_0.7.4_mc1.12.2.zip to mod_Autofish_0.7.4_mc1.12.2.litemod
Run Minecraft using your LiteLoader profile and enjoy!
Hope this helps ya
I have been having an issue with 0.7.4 and Clear Lagg.
I have used Clear Lagg for years and your mod since 1.10 and they have been fine.
But now no matter what settings of yours I turn on/off when I Enable Autofish then Clear Lagg runs its auto clear and prints its output to the chat
"[ClearLag] Removed (number) Entities!"
It causes the rod to reel in the bobber. I have been doing a ton of testing and working with the author of Clear Lagg because I thought it was an issue relating to the entity ID changes. So i thought it broke the projectile id. However it is nothing to do with Clear Lagg I have projectiles set to false in his config. When I run the game without AutoFish the bobbers DO NOT clear and stay just fine. Also if I use the double cast advanced option it will recast once but then stop reeling in when fish bite.
These are new issues to this version I never had problems before. Sorry I took so long to report them but as I said I have been waiting since like December to hear back from bob7I
However it is nothing to do with Clear Lagg I have projectiles set to false in his config. When I run the game without AutoFish the bobbers DO NOT clear and stay just fine.
Ok, sounds like in this case Autofish is working as intended but there's no need for the ClearLag detection to be used at all. Autofish doesn't know how the server is configured so it when it detects the message, it does its thing regardless. Really there should be an option to disable ClearLag detection, but I haven't added one because it started off as kind of an experimental feature that can take some knowledge to set up properly (if the message is different from default, that is), and I thought adding the option would confuse people who didn't realize this. At this point I should just toss the option under Advanced Options. Kind of an oversight on my part. In the meantime you could just change the regex file to something random so it doesn't match the message and not trigger anymore.
Also if I use the double cast advanced option it will recast once but then stop reeling in when fish bite.
Now that's an issue I'll have to look into because if it double casts it shouldn't break the mod. This option is kind of a legacy thing though. In previous versions the hook would clear but the server would still think you have a hook out, so you had to "reel" it in before casting back out, hence the double cast workaround. In newer versions you only have to cast back out once so in most cases this is left unchecked.
... In the meantime you could just change the regex file to something random so it doesn't match the message and not trigger anymore.
Eureka!
It appears the bobber issue is actually caused when clear lag broadcasts its message:
'&6[ClearLag] &aRemoved +RemoveAmount Entities!'
Upon further testing of this I found that if I remove the [ClearLag] part in the auto-removal section in the clearlag config.yml file everything works ok. So I think it has something to do with how your mod is handling the brackets []
Hope this helps!
1- The mod seems apparently normal, however, from time to time he stops fishing, and does not try anymore, just stop. I have to be checking the Game all the time to see if it has stopped or not. Can you tell me the reason or the solution?
2- The server I play is Survival on Hard, and sometimes I catch a Creeper that explodes and gives me damage. I managed to solve this by having the character fish from top to bottom, so the Creeper is pulled and it falls again, exploding down there and I take no damage. But sometimes I also catch a bottle of potion with Poison, and I do not know how to avoid it. Any suggestions for what to do?
Hence the next question. When will LiteLoader be released?:iapprove:
You'll find a lot of mod authors on here don't like it when people ask about updates. Autofish is currently waiting on LiteLoader to update, which could be a while. 1.13 brings forth a lot of changes under the hood that need to be addressed in order for Forge, LiteLoader, and the like to be updated. I would just be patient. Here's the latest status report from the author of LiteLoader:
1.13 for Forge, LiteLoader and Sponge is going to be a huge undertaking because in order to support Java 9 all of these projects are moving from LegacyLauncher to ModLauncher.
This is such a massive undertaking because I first have to update Mixin, which is going to be a first class citizen under the ModLauncher regime.
This is the biggest upheaval in the history of minecraft releases, and people who understand that statement in the context of some of the changes which have happened in the past will understand the true scope of these changes.
I would request patience. Please just report further requests for updates per the forum rules.
The message was removed but someone posted on here about a possible Rift version due to the huge development delay for 1.13 mod loaders. I will try to commit to sitting down and looking into a temporary version using Rift while we wait on Forge/LiteLoader to update. As long as it's not too much of a headache to port over then I'll go through with it. Just don't want to spend too much time trying to learn to use an unfamiliar loader on something so temporary. (I'm not really "with it" in regards to the state of modding (or Minecraft in general) at this point but damn 1.13 has been out for a while now... I guess the update to 1.13 is even more complex than I thought.)
That was me that request it. Apparently they flagged it as a violation of asking for an update. I have appealed it as I was not actually asking for an update to the Liteloader mod to Minecraft 1.13.2 but rather a completely different build under a different code base/loader.
I simply figured since Voxelmap is now running under Rift, I thought I would ask. And did not think it would violate the rules about asking for updates as I have seen many posts from people asking for a version of their favorite mod to be ported to another loader such as for Forge etc.
I didn't even know if you knew about Rift.
Thank you so much for replying! I definitely understand the complexity issue of porting over to a new system. As well as being hesitant on spending valuable time on a project that will most likely be just a temporary build. If you can get one HUZZAH! But like everyone else I am honestly planning on returning to liteloader as soon as it becomes available from Mumfrey the brain hehe. .
Finally, I am truly sorry if it was against the rules to ask and I sincerely apologize to you personally!
Hey, I'm really new to modding and was wondering about how exactly to download it? I saw you asking people to look at the instructions but couldn't find them on this thread (I'm stupid, haha). I had to make a mods file and I can load it in a server, but it doesn't work correctly (doesn't reel in or re-cast). I read something about a minecraft.jar file (someone said it was in the .minecraft/bin folder, but I don't have a bin folder). If anyone could help that'd be appreciated.
There sounds like a lot but I will try to get you started from ground zero
First in order to use this you need to install LiteLoader. This allows mods/plugins to access Minecraft files. (Instructions and download on that page.)
NOTE: Plugins basically add/enhance features in the game. Mods actually add or change blocks/entities.
It looks intimidating but it really is easy to install. If your following the install flow sheet on the discussion page and you don't know what Forge and/or Shaders are follow the arrow that says NO.
Make sure you run Minecraft, using the new profile you created, at least once before you install the mods!
Now close the game and locate the folder on your PC/Mac .minecraft/mods
If you do not already have a folder in there with the version number of Minecraft you are running, create it
i.e. on a windows PC c:\users\your_profile_name\AppData\Roaming\.minecraft\mods\1.12.2
From this point on just put any LiteLoader mod files like this one in that folder
It is also important to note that sometimes windows changes the extension of a mod your downloading to .zip
If this happens you will need to change it back to .litemod
i.e change mod_Autofish_0.7.4_mc1.12.2.zip to mod_Autofish_0.7.4_mc1.12.2.litemod
Run Minecraft using your LiteLoader profile and enjoy!
Hope this helps ya
Thank you so much! I had put the mod in the base mod folder and not the version folder, haha. I had it figured up to there, lol.
Thanks, again!
I have been having an issue with 0.7.4 and Clear Lagg.
I have used Clear Lagg for years and your mod since 1.10 and they have been fine.
But now no matter what settings of yours I turn on/off when I Enable Autofish then Clear Lagg runs its auto clear and prints its output to the chat
"[ClearLag] Removed (number) Entities!"
It causes the rod to reel in the bobber. I have been doing a ton of testing and working with the author of Clear Lagg because I thought it was an issue relating to the entity ID changes. So i thought it broke the projectile id. However it is nothing to do with Clear Lagg I have projectiles set to false in his config. When I run the game without AutoFish the bobbers DO NOT clear and stay just fine. Also if I use the double cast advanced option it will recast once but then stop reeling in when fish bite.
These are new issues to this version I never had problems before. Sorry I took so long to report them but as I said I have been waiting since like December to hear back from bob7I
Ok, sounds like in this case Autofish is working as intended but there's no need for the ClearLag detection to be used at all. Autofish doesn't know how the server is configured so it when it detects the message, it does its thing regardless. Really there should be an option to disable ClearLag detection, but I haven't added one because it started off as kind of an experimental feature that can take some knowledge to set up properly (if the message is different from default, that is), and I thought adding the option would confuse people who didn't realize this. At this point I should just toss the option under Advanced Options. Kind of an oversight on my part. In the meantime you could just change the regex file to something random so it doesn't match the message and not trigger anymore.
Now that's an issue I'll have to look into because if it double casts it shouldn't break the mod. This option is kind of a legacy thing though. In previous versions the hook would clear but the server would still think you have a hook out, so you had to "reel" it in before casting back out, hence the double cast workaround. In newer versions you only have to cast back out once so in most cases this is left unchecked.
Eureka!
It appears the bobber issue is actually caused when clear lag broadcasts its message:
'&6[ClearLag] &aRemoved +RemoveAmount Entities!'
Upon further testing of this I found that if I remove the [ClearLag] part in the auto-removal section in the clearlag config.yml file everything works ok. So I think it has something to do with how your mod is handling the brackets []
Hope this helps!
Hello,Im a chinese player
and I have problem with clearlag regex
this is the image showing in server
And I have change it in
^[系統] 清除了 [0-9]+ 項物品!
But it didnt work
Have any solution?
Hello!
1- The mod seems apparently normal, however, from time to time he stops fishing, and does not try anymore, just stop. I have to be checking the Game all the time to see if it has stopped or not. Can you tell me the reason or the solution?
2- The server I play is Survival on Hard, and sometimes I catch a Creeper that explodes and gives me damage. I managed to solve this by having the character fish from top to bottom, so the Creeper is pulled and it falls again, exploding down there and I take no damage. But sometimes I also catch a bottle of potion with Poison, and I do not know how to avoid it. Any suggestions for what to do?
My Specs:
- Processor: Intel Core 2 Duo E7500
- GPU: NVIDIA GeForce 9600GT
- RAM: 4GB DDR3 (1333MHz)
- Windows 7 (x64)
Game:
- LiteLoader 1.12.2 (for Minecraft 1.12.2)
- Memory Allocated to game: 2GB
When will Autofish be released for version Minecraft 1.13?
A wild guess: When LiteLoader is updated for 1.13.
Hence the next question. When will LiteLoader be released?:iapprove:
That wasn't what you asked. But why not ask in the topic for LiteLoader?
Where is she? Papilla can you give me a link?
You'll find a lot of mod authors on here don't like it when people ask about updates. Autofish is currently waiting on LiteLoader to update, which could be a while. 1.13 brings forth a lot of changes under the hood that need to be addressed in order for Forge, LiteLoader, and the like to be updated. I would just be patient. Here's the latest status report from the author of LiteLoader:
Any chance of a 1.13.x version for Rift mod loader?
The message was removed but someone posted on here about a possible Rift version due to the huge development delay for 1.13 mod loaders. I will try to commit to sitting down and looking into a temporary version using Rift while we wait on Forge/LiteLoader to update. As long as it's not too much of a headache to port over then I'll go through with it. Just don't want to spend too much time trying to learn to use an unfamiliar loader on something so temporary. (I'm not really "with it" in regards to the state of modding (or Minecraft in general) at this point but damn 1.13 has been out for a while now... I guess the update to 1.13 is even more complex than I thought.)
That was me that request it. Apparently they flagged it as a violation of asking for an update. I have appealed it as I was not actually asking for an update to the Liteloader mod to Minecraft 1.13.2 but rather a completely different build under a different code base/loader.
I simply figured since Voxelmap is now running under Rift, I thought I would ask. And did not think it would violate the rules about asking for updates as I have seen many posts from people asking for a version of their favorite mod to be ported to another loader such as for Forge etc.
I didn't even know if you knew about Rift.
Thank you so much for replying! I definitely understand the complexity issue of porting over to a new system. As well as being hesitant on spending valuable time on a project that will most likely be just a temporary build. If you can get one HUZZAH! But like everyone else I am honestly planning on returning to liteloader as soon as it becomes available from Mumfrey the brain hehe. .
Finally, I am truly sorry if it was against the rules to ask and I sincerely apologize to you personally!
They restored the message and approved the appeal because I was asking that "mod would be brought to a new platform"
Autofish
I'm so pleased to see there's a commitment to carry the mod into our glorious Minecraft future
Really really happy this is moving forward. Have tried autohotkey for autofishing and it is no where near as accurate and efficient as this mod.
Thanks again for considering a non-liteloader option.