I need a a script that allows you to do /fix when a item in hand gets below 300 durability.Please be very specific where everything goes so that I understand.Am new to scripts and code.#noob
I need a a script that allows you to do /fix when a item in hand gets below 300 durability.Please be very specific where everything goes so that I understand.Am new to scripts and code.#noob
I don't know if this has already been done, but I can't seem to find a way to shift-double click an item into a chest. If this hasn't been done already, could someone do it if they have time? Thanks
I have made several scripts for various things, but I can't seem to get a
script to automatically make a farm. More details below. Contact me
here: https://discord.gg/3rdMn
Details:
I am looking for a macro to automatically print/place in a cactus farm. I
already have the design. All I have to do is figure out how to script
it in. For more information (like exact dimensions, design, etc) message
me on discord (DogeDollars).
PS- I may not respond here, as I am new, and don't check it much.
PPS- Props to the mod creator. Amazing work
A* based Pathfinder Macro for Minecraft 1.11.2 (Made by WhitePaw2002)
The two macros supplied log to a GUI element called PathLog. You can probably put that in somewhere, or change it.
First part of two: Small ish macro to place goal position.
${SHOWGUI(Empty);&destination=$p}$ ${IFMATCHES(%&destination%,(\w+) (\w+) (\w+),@&destx,1);ENDIF;IFMATCHES(%&destination%,(\w+) (\w+) (\w+),@&desty,2);ENDIF;IFMATCHES(%&destination%,(\w+) (\w+) (\w+),@&destz,3);ENDIF;LOGTO(PathLog,"Destination has changed to (%@&destx% %@&destz%) with height of (%@&desty%));}$
Main part. The Pathfinder itself. It's a biggie, here's a spoiler.
@#goalx=%@&destx%
@#goaly=%@&desty%
@#goalz=%@&destz%
LOGTO(PathLog,%@#goalx%, %@#goaly%, %@#goalz%)
INC(@#goaly)
#startx=%XPOS%
#starty=%YPOS%
#startz=%ZPOS%
LOGTO(PathLog,%#startx%, %#starty%, %#startz%)
CALCYAWTO(%@#goalx%,%@#goalz%,#bin,#fsc)
#climb=%#starty%-%@#goaly%
#climb=%#climb%*10
IF(%#climb%<0)
#climb=0-%#climb%
ENDIF
#fsc=(%#fsc%*10)+%#climb%
// The set of nodes already evaluated
// The set of currently discovered nodes that are not evaluated yet.
// Initially, only the start node is known.
@#cid=0
UNSET(#setx[])
#setx[0]=%#startx%
UNSET(#sety[])
#sety[0]=%#starty%
UNSET(#setz[])
#setz[0]=%#startz%
UNSET(#setzdiff[])
#setzdiff[0]=0
UNSET(setisopen[])
setisopen[0]=%TRUE%
#setopencount=1
UNSET(#openids[])
#openids[0]=0
UNSET(#setcamefrom[])
#setcamefrom[0]=-1
UNSET(#setcamefromid[])
#setcamefromid[0]=-1
UNSET(#setgscore[])
#setgscore[0]=0
UNSET(#setfscore[])
#setfscore[0]=%#fsc%
// For each node, which node it can most efficiently be reached from.
// If a node can be reached from many nodes, cameFrom will eventually contain the
// most efficient previous step.
// For each node, the cost of getting from the start node to that node.
// The cost of going from start to start is zero.
// For each node, the total cost of getting from the start node to the goal
// by passing by that node. That value is partly known, partly heuristic.
// For the first node, that value is completely heuristic.
TOGGLE(@callid)
UNSET(makepath)
#totalloopc=0
DO
INC(#totalloopc)
LOGTO(PathLog,Round %#totalloopc%)
//Find lowest f
ARRAYSIZE(#openids[],#idc)
DEC(#idc)
#lowestf=-17
#idoflowest=-1
#arrayplacement=0
FOR(#num,0,%#idc%)
#id=%#openids[%#num%]%
IF(((%#setfscore[%#id%]%<%#lowestf%) || (%#lowestf%==-17)) && (%setisopen[%#id%]%))
#lowestf=%#setfscore[%#id%]%
#idoflowest=%#id%
#arrayplacement=%#num%
LOGTO(PathLog,>>>>>>>>>>>>>>>>>>>>> %#setfscore[%#id%]% %setisopen[%#id%]% %#id%)
endif
NEXT
@#cid =%#idoflowest%
#cid=%@#cid%
setisopen[%#cid%]=%FALSE%
//Remove from openids
ARRAYSIZE(#openids[],#asize)
DEC(#asize)
FOR(#i,%#cid%,%#asize%)
#ii=%#i%+1
IF(%#ii%<=%#asize%)
#openids[%#i%]=%#openids[%#ii%]%
ENDIF
NEXT
LOGTO(PathLog,Node %#cid% has lowest F score, removed from open array)
//Check if path close
DEC(#setopencount)
#cx=%#setx[%#cid%]%
#cy=%#sety[%#cid%]%
#cz=%#setz[%#cid%]%
UNSET(calibrated)
DO
GETID(%#cx%,%#cy%,%#cz%,&id)
#id=TILEID(%&id%)
IF((%#id%==0) || (%#id%==64) || (%#id%==176) || (%#id%==321) || (%#id%==63) || (%#id%==68))
#cy=%#cy%-1
ELSE
#cy=%#cy%+2
SET(calibrated)
ENDIF
UNTIL(%calibrated%)
if((%#setx[%#cid%]%==%@#goalx%) && (%#sety[%#cid%]%==%@#goaly%) && (%#setz[%#cid%]%==%@#goalz%))
SET(makepath)
LOGTO(PathLog,Done Finding Path, with ID %#cid% and evidence (%#setx[%#cid%]%==%@#goalx%) (%#setz[%#cid%]%==%@#goalz%))
endif
IF(!%makepath%)
for(#npm,0,7)
LOGTO(PathLog,%#npm% Neighbor %#npm% has been called)
UNSET(corner)
//Define placement
if(%#npm%==0);#nx=%#cx%+1;#nz=%#cz%;endif
if(%#npm%==1);#nx=%#cx%+1;#nz=%#cz%+1;corner=%TRUE%;endif
if(%#npm%==2);#nx=%#cx%;#nz=%#cz%+1;endif
if(%#npm%==3);#nx=%#cx%-1;#nz=%#cz%+1;corner=%TRUE%;endif
if(%#npm%==4);#nx=%#cx%-1;#nz=%#cz%;endif
if(%#npm%==5);#nx=%#cx%-1;#nz=%#cz%-1;corner=%TRUE%;endif
if(%#npm%==6);#nx=%#cx%;#nz=%#cz%-1;endif
if(%#npm%==7);#nx=%#cx%+1;#nz=%#cz%-1;corner=%TRUE%;endif
#ny=%#cy%
UNSET(fail)
//Check if node is pass-able
GETID(%#nx%,%#ny%,%#nz%,&id);#id=TILEID(%&id%)
UNSET(goodtogo)
IF(%corner%)
GETID(%#cx%,%#ny%,%#nz%,&id)
#id1=TILEID(%&id%)
GETID(%#nx%,%#ny%,%#cz%,&id)
#id2=TILEID(%&id%)
IF(((%#id1%==0) || (%#id1%==64) || (%#id1%==176) || (%#id1%==321) || (%#id1%==63) || (%#id1%==68)) && ((%#id2%==0) || (%#id2%==64) || (%#id2%==176) || (%#id2%==321) || (%#id2%==63) || (%#id2%==68)))
#biny=%#ny%-1
GETID(%#cx%,%#biny%,%#nz%,&id)
#id1=TILEID(%&id%)
GETID(%#nx%,%#biny%,%#cz%,&id)
#id2=TILEID(%&id%)
IF(((%#id1%==0) || (%#id1%==64) || (%#id1%==176) || (%#id1%==321) || (%#id1%==63) || (%#id1%==68)) && ((%#id2%==0) || (%#id2%==64) || (%#id2%==176) || (%#id2%==321) || (%#id2%==63) || (%#id2%==68)))
SET(goodtogo)
ENDIF
ENDIF
ELSE
SET(goodtogo)
ENDIF
#holescore=-2
IF(((%#id%==0) || (%#id%==64) || (%#id%==176) || (%#id%==321) || (%#id%==63) || (%#id%==68)) && (goodtogo))
UNSET(breaksearch)
FOR(#down,1,5)
#biny=%#ny%-%#down%
GETID(%#nx%,%#biny%,%#nz%,&id)
#id=TILEID(%&id%)
IF((%#id%==0) || (%#id%==64) || (%#id%==176) || (%#id%==321) || (%#id%==63) || (%#id%==68))
IF(!%breaksearch%)
#holescore=%#down%-1
ENDIF
ELSE
SET(breaksearch)
ENDIF
NEXT
IF(%#holescore%==4)
#holescore=-2
ENDIF
#biny=%#ny%+1
GETID(%#nx%,%#biny%,%#nz%,&id);#id=TILEID(%&id%)
IF((((%#id%==0) || (%#id%==64) || (%#id%==176) || (%#id%==321) || (%#id%==63) || (%#id%==68)) && (!corner)) && (%#holescore%==-2))
#biny=%#cy%+1
GETID(%#cx%,%#biny%,%#cz%,&id);#id=TILEID(%&id%)
IF((%#id%==0) || (%#id%==64) || (%#id%==176) || (%#id%==321) || (%#id%==63) || (%#id%==68))
#biny=%#ny%-1
GETID(%#nx%,%#biny%,%#nz%,&id);#id=TILEID(%&id%)
IF(!((%#id%==0) || (%#id%==64) || (%#id%==176) || (%#id%==321) || (%#id%==63) || (%#id%==68)))
#holescore=-1
ENDIF
ENDIF
ENDIF
ENDIF
IF(%#holescore%==-2)
SET(fail)
LOGTO(PathLog,%#npm% Neighbor is unreachable)
ENDIF
IF(!%fail%)
UNSET(calibrated)
DO
GETID(%#nx%,%#ny%,%#nz%,&id)
#id=TILEID(%&id%)
IF((%#id%==0) || (%#id%==64) || (%#id%==176) || (%#id%==321) || (%#id%==63) || (%#id%==68))
#ny=%#ny%-1
ELSE
#ny=%#ny%+2
SET(calibrated)
ENDIF
UNTIL(%calibrated%)
LOGTO(PathLog,%#npm% Neighbor can be reached, and has a holescore of %#holescore%)
//Check if node has been created before
ARRAYSIZE(#setx[],#size)
DEC(#size)
#nid=-1
FOR(#i,0,%#size%)
IF(%#setx[%#i%]%==%#nx%)
IF(%#sety[%#i%]%==%#ny%)
IF(%#setz[%#i%]%==%#nz%)
#nid=%#i%
LOGTO(PathLog,%#npm% Node has been linked to Neighbor)
ENDIF
ENDIF
ENDIF
NEXT
//Discover new node
IF(%#nid%==-1)
PUSH(#setx[],%#nx%)
PUSH(#sety[],%#ny%)
PUSH(#setz[],%#nz%)
PUSH(#setzdiff[],%#holescore%)
PUSH(setisopen[],%TRUE%)
INC(#setopencount)
PUSH(#setcamefrom[],%#npm%)
PUSH(#setcamefromid[],%#cid%)
#bin=((%@#goalx%-%#nx%)*(%@#goalx%-%#nx%))+((%@#goalz%-%#nz%)*(%@#goalz%-%#nz%))
SQRT(%#bin%,#fsc)
#climb=%#holescore%*10
IF(%#climb%<0)
#climb=0-%#climb%
ENDIF
#fsc=(%#fsc%*10)+%#climb%
IF((%#npl%==0) || (%#npl%==2) || (%#npl%==4) || (%#npl%==6))
#travel=10
ELSE
#travel=20
ENDIF
#gcost=%#setgscore[%#cid%]%+%#climb%+%#travel%
PUSH(#setgscore[],%#gcost%)
#fc=%#fsc%+%#gcost%
PUSH(#setfscore[],%#fc%)
#nid=%#size%+1
PUSH(#openids[],%#nid%)
LOGTO(PathLog, %#npm% New node was created)
endif
LOGTO(PathLog,%#npm% Neighbor has been identified with ID %#nid%)
//Check if is already closed, Ignore if it is
if(!setisopen(%#nid%))
SET(fail)
endif
// The distance from start to a neighbor, plus preferences
#bin=((%@#goalx%-%#setx[%#nid%]%)*(%@#goalx%-%#setx[%#nid%]%))+((%@#goalz%-%#setz[%#nid%]%)*(%@#goalz%-%#setz[%#nid%]%))
SQRT(%#bin%,#fsc)
#climb=%#holescore%*10
IF(%#climb%<0)
#climb=0-%#climb%
ENDIF
#fsc=%#fsc%+%#climb%
IF((%#npl%==0) || (%#npl%==2) || (%#npl%==4) || (%#npl%==6))
#travel=10
ELSE
#travel=20
ENDIF
#gcost=%#setgscore[%#cid%]%+%#climb%+%#travel%
if(%#gcost%>=%#setgscore[%#nid%]%)
SET(fail)
endif
ENDIF
IF(!%fail%)
// This path is the best until now. Record it!
#setcamefrom[%#nid%]=%#npm%
#setcamefromid[%#nid%]=%#cid%
#setgscore[%#nid%]=%#gcost%
#setfscore[%#nid%]=%#fsc%+%#gcost%
ENDIF
NEXT
ENDIF
WHILE((%#setopencount%>0) && (!%makepath%))
LOGTO(PathLog,Exited with %#setopencount% and %makepath%)
#currentid=%@#cid%
UNSET(@#xgoto[])
UNSET(@#zgoto[])
UNSET(@&nav1goto[])
UNSET(@&nav2goto[])
#cnt=-1
DO
INC(#cnt)
@#xgoto[%#cnt%]=%#setx[%#currentid%]%
@#zgoto[%#cnt%]=%#setz[%#currentid%]%
@&nav1goto[%#cnt%]=Forward
LOGTO(PathLog,Setting %#setx[%#currentid%]% and %#setz[%#currentid%]% with ID (%#currentid%)))
IF(%#setzdiff[%#currentid%]%<0)
@&nav2goto[%#cnt%]=Jump
ELSE
@&nav2goto[%#cnt%]=NUL
ENDIF
#currentid=%#setcamefromid[%#currentid%]%
WHILE(%#currentid%>=0)
LOGTO(PathLog,Ready!)
LOGTO(PathLog,%#totalloopc%)
//OTHERMACRO
INC(#cnt)
DO;
DEC(#cnt)
#xgoal=%@#xgoto[%#cnt%]%
#zgoal=%@#zgoto[%#cnt%]%
&movement1=%@&nav1goto[%#cnt%]%
&movement2=%@&nav2goto[%#cnt%]%
LOGTO(PathLog,Moving to (%#xgoal% %#zgoal%) with %&movement1% %&movement2%);
DO;
CALCYAWTO(%#xgoal%,%#zgoal%,#yaw,#dist);
#y=%#yaw%+180;
LOOKS(%#y%,+0);
KEYDOWN(%&movement1%);
KEYDOWN(%&movement2%);
UNSPRINT;
UNTIL((%XPOS%==%#xgoal%)&&(%ZPOS%==%#zgoal%) || %&movement1%!=Forward);
KEYUP(%&movement2%);
WAIT(50ms);
KEYUP(%&movement1%);
WHILE((%receipt%==%@callid%) || (%#cnt% > 0))
//END
So basically, this is a pathfinder macro for Minecraft.
With this being a macro, it's extremely slow, and gets even slower the more there is added to the array of nodes.
It's also not too smart. It's knowledge of the world around it is a bit limited, as blocks are either solid, and non-solid. Only threat that this can detect are walls and big drops. Also, macro prefers not to jump as frequently to get over obstacles. But it will if it has to.
NOYTISMEPLES
Rollback Post to RevisionRollBack
I think too much. I am working on theTerraTech Mod Manager, Click this link to get to it Also, I mod. Including operating systems.
Any way could I talk someone into making a script that could auto mine a defined area. Ideally, I could define points and it will mine everything with in. The character could also fly it that would help. The only material for this case happens to be endstone. The pickaxe is a named diamond pickaxe, also which would be mining 5x3x5 (x,y,z) area.
I dont know :/ but you can probably do that with commands.
Can a feature where you can disable your extra-layer of skin be disabled? or is that already possible?
Thats already possable
options > skin constimization
Can someone please show me how to do a script for afk mode...
I want to afk so that every 5minutes I jump once..
I would appreciate this a lot!
Play the server I play! Server: Primemc.Org
I need a a script that allows you to do /fix when a item in hand gets below 300 durability.Please be very specific where everything goes so that I understand.Am new to scripts and code.#noob
The answer is two posts above yours.
I don't know if this has already been done, but I can't seem to find a way to shift-double click an item into a chest. If this hasn't been done already, could someone do it if they have time? Thanks
Hello.
I have made several scripts for various things, but I can't seem to get a
script to automatically make a farm. More details below. Contact me
here: https://discord.gg/3rdMn
Details:
I am looking for a macro to automatically print/place in a cactus farm. I
already have the design. All I have to do is figure out how to script
it in. For more information (like exact dimensions, design, etc) message
me on discord (DogeDollars).
PS- I may not respond here, as I am new, and don't check it much.
PPS- Props to the mod creator. Amazing work
Hello, I have a plantation of sugar cane, in it there are some floors.
It sits on a server of a friend of mine, and would like to develop a macro, which harvests the plantation and saves itself in a chest.
I would like him to walk by picking up the cane, then turn left or right and turn to pick up the second row, then walk the water space and again ...
After he stopped at the last wall he went upstairs.
And so on.
Does anyone know how to develop this type of macro?
The server uses 1.7.2
Last edited by Ferhug: 1 hour ago
Is it possible to make a script that when i press it, it will toggle my hat layer on and off?
A* based Pathfinder Macro for Minecraft 1.11.2 (Made by WhitePaw2002)
The two macros supplied log to a GUI element called PathLog. You can probably put that in somewhere, or change it.
First part of two: Small ish macro to place goal position.
Main part. The Pathfinder itself. It's a biggie, here's a spoiler.
So basically, this is a pathfinder macro for Minecraft.
With this being a macro, it's extremely slow, and gets even slower the more there is added to the array of nodes.
It's also not too smart. It's knowledge of the world around it is a bit limited, as blocks are either solid, and non-solid. Only threat that this can detect are walls and big drops. Also, macro prefers not to jump as frequently to get over obstacles. But it will if it has to.
NOYTISMEPLES
I think too much.
I am working on the TerraTech Mod Manager, Click this link to get to it
Also, I mod. Including operating systems.
can someone make a macro that both right clicks and activate /sell all
Im new to making scripts, I cant quite get my head around this one.
Any way could I talk someone into making a script that could auto mine a defined area. Ideally, I could define points and it will mine everything with in. The character could also fly it that would help. The only material for this case happens to be endstone. The pickaxe is a named diamond pickaxe, also which would be mining 5x3x5 (x,y,z) area.
How would I go about automatically respawning when I die and then teleporting to a /home?
the auto-eat script made my guy spam all of the script into the chat, and got me kicked
Is there a key bind where you can automatically shoot your bow?