Thanks! Not really sure what you mean by comfortable... If you give me a bit more detail I'll see what I can do. Also, thanks for the offer - if I had any way to accept donations, I'd be very grateful. As it is, it's more the thought that counts. Thanks anyway!
Thanks! Not really sure what you mean by comfortable... If you give me a bit more detail I'll see what I can do. Also, thanks for the offer - if I had any way to accept donations, I'd be very grateful. As it is, it's more the thought that counts. Thanks anyway!
it's mean like 'if-do' code or 3d view of command box
I think he meant the interface/GUI. That's the thing that really needs work on and is the most important after the mechanics. I would really like to see some improvements!
Tripl3, do you actually still do redstone? Just wondering.
P.S. Did you make this program by hand or with a program?
The interface is something I want to work on; sadly, GUI programming with Java is a pain
Yeah, I still do redstone, just not nearly as often as I used to. I... haven't been playing Minecraft all that much lately (school sucks, and so does getting bored with everything)
I made this by hand in Eclipse - every line of code in it is handwritten or borrowed from the Internet (and most of that I re-wrote by hand).
Ah... Sadly, even I don't actually fully understand how he managed to do that first one. The 3D view is a possibility, but not for a while.
The interface is something I want to work on; sadly, GUI programming with Java is a pain
Yeah, I still do redstone, just not nearly as often as I used to. I... haven't been playing Minecraft all that much lately (school sucks, and so does getting bored with everything)
I made this by hand in Eclipse - every line of code in it is handwritten or borrowed from the Internet (and most of that I re-wrote by hand).
mean : make a code java when i type (example) {If :"/execute @p[type=Player!] ~ ~ ~ /blockdata ~ ~-1 ~ {auto:1}", do :"/say some mobs are in commandblock". it will made "Conditional" command block and will active in "do command" when "if command " part is right
mean : make a code java when i type (example) {If :"/execute @p[type=Player!] ~ ~ ~ /blockdata ~ ~-1 ~ {auto:1}", do :"/say some mobs are in commandblock". it will made "Conditional" command block and will active in "do command" when "if command " part is right
Sounds like it'd be useful... I may add a tag (like ::INIT:: or ::MESS::) that sets a command to be conditional. Not quite the same, but since they execute in order, it could be used to achieve the same effect.
one thing : intro ! how about i make for you an intro for this best command box ?
and free !
P/s : i make it some time bad .
Err... Intro? For my youtube channel or for the program? I appreciate the offer, but if it's for youtube I'd prefer to do it myself, and if it's for the program... I honestly don't have any idea how that would work. Thanks for offering though!
None at all - it's all vanilla Java. The only external libraries I used were JSON.simple and JNBT, for JSON parsing and schematic file handling, respectively.
Well, What is the mod about? Just tell me a little if you want.
I'm trying to make a magic mod that doesn't rely on a "casting item" such as a wand or staff. I'm also trying to make it in such a way that the player can't just haphazardly do whatever they want with it; their choices have permanent or hard-to-reverse effects.
But anyway, we're getting off topic. Feel free to message me if you want to know more, but this isn't the place.
- Added the ::MESS:: tag; takes a message/data tag and applies it to "/tellraw @a <message>" (tellraw shortcut for credits, install success, etc).
- Added a credit to the chat when executing a command - can be manually removed, but please don't!
- Fixed the gamerule options for 1.9 commands.
- Added a "Config" option - this will save a default project that will be loaded upon opening the program. It can be saved and reset from the program itself.
- Increased generation efficiency (does not affect output, just how fast the program itself is).
- Updated the help page (from now on this won't make it into the changelog unless I make major edits)
After a loooooong break, I'm back to working on this, at least for a while. And with that, the long-awaited 0.10 Alpha update is here!
Also, I plan to take the program out of Alpha soon! With that will come some more big changes, so wish me luck!
For those who may be wondering about what my declaration of a full release will entail:
Complete scratch rewrite of the back-end code, while keeping as much of the original functionality as possible
Total revamp of the program's UI
A massive performance increase due to multi-threading and code abstraction (hopefully)
Some new functionality (probably)
Possibly some temporary functionality rollback (only if absolutely necessary)
Much more advanced (read: useful) help page
Overall, once this version is done, the program will hopefully be much more powerful, efficient, streamlined, and shiny. That said, such a huge project will take a while, as I'm basically rewriting 99% of the program from scratch. Considering the program in it's current state took approximately 5 months to develop (admittedly with only intermittent work), but also that I already have the experience gained from creating it once, the update will hopefully take a month at most.
Another big goal of this project is to make the program easier to edit and update. The code for the original program is kind of a mess, and this new version will hopefully be much more organized and modular, making it faster and easier to release updates.
With all that said, wish me luck, and happy one-commanding!
Might revisit this... can't seem to get the Minecart version to delete the structure and remove the minecarts at the same time for my OCB tests...
It is rather tricky. I achieved it by setting a command block above the structure and activating it, which removes the structure, then deleting the minecarts. That way, you can delete the minecarts and still have a command around to delete the structure, including itself and (if necessary) it's power source.
Unfortunately, due to real life (I know, I hate it too), my estimate of a month to complete the update was a bit short. I'm not sure how soon I can get the update out, as there's still a lot of work to do.
Here's what's done so far:
1.9 raw generation
Most of the UI (save for the help page)
Almost all of the back-end framework that runs the program
Here's what's still left to do:
1.9 structure generation
1.8 generation
Import/Export options
New features (stay tuned for more info)
Help page
Buttloads of bug testing
As you can see, there's still a lot of work to be done. However, I'm working hard on the update and it will hopefully be done sometime in the next few months.
i like this !
but can you make it more comfortable ?
like MrGarretto command combiner .
i will donate for it .
Thanks! Not really sure what you mean by comfortable... If you give me a bit more detail I'll see what I can do. Also, thanks for the offer - if I had any way to accept donations, I'd be very grateful. As it is, it's more the thought that counts. Thanks anyway!
it's mean like 'if-do' code or 3d view of command box
Ah... Sadly, even I don't actually fully understand how he managed to do that first one. The 3D view is a possibility, but not for a while.
The interface is something I want to work on; sadly, GUI programming with Java is a pain
Yeah, I still do redstone, just not nearly as often as I used to. I... haven't been playing Minecraft all that much lately (school sucks, and so does getting bored with everything)
I made this by hand in Eclipse - every line of code in it is handwritten or borrowed from the Internet (and most of that I re-wrote by hand).
Pretty much - or I re-handwrote the same code character for character (sounds stupid, I know... it's a programmer thing)
mean : make a code java when i type (example) {If :"/execute @p[type=Player!] ~ ~ ~ /blockdata ~ ~-1 ~ {auto:1}", do :"/say some mobs are in commandblock". it will made "Conditional" command block and will active in "do command" when "if command " part is right
one thing : intro ! how about i make for you an intro for this best command box ?
and free !
P/s : i make it some time bad .
Sounds like it'd be useful... I may add a tag (like ::INIT:: or ::MESS::) that sets a command to be conditional. Not quite the same, but since they execute in order, it could be used to achieve the same effect.
Err... Intro? For my youtube channel or for the program? I appreciate the offer, but if it's for youtube I'd prefer to do it myself, and if it's for the program... I honestly don't have any idea how that would work. Thanks for offering though!
how about add this tag ::COND:: " if command " " do command " . it will make two command like this picture :
A good idea. I'll probably modify it a little bit to make it fit the system better, but thanks for the suggestion!
Definitely, especially since I'm working on a different project right now. I won't be able to do much with this for a while.
A mod; when it's ready to be announced it'll be in my signature.
Again, just Eclipse. I use Forge, though, so that helps with a lot of that kinda stuff.
what kind of plugin you use to make command box ?
i want to know
None at all - it's all vanilla Java. The only external libraries I used were JSON.simple and JNBT, for JSON parsing and schematic file handling, respectively.
I'm trying to make a magic mod that doesn't rely on a "casting item" such as a wand or staff. I'm also trying to make it in such a way that the player can't just haphazardly do whatever they want with it; their choices have permanent or hard-to-reverse effects.
But anyway, we're getting off topic. Feel free to message me if you want to know more, but this isn't the place.
Update - v0.10 Alpha
- Added the ::MESS:: tag; takes a message/data tag and applies it to "/tellraw @a <message>" (tellraw shortcut for credits, install success, etc).
- Added a credit to the chat when executing a command - can be manually removed, but please don't!
- Fixed the gamerule options for 1.9 commands.
- Added a "Config" option - this will save a default project that will be loaded upon opening the program. It can be saved and reset from the program itself.
- Increased generation efficiency (does not affect output, just how fast the program itself is).
- Updated the help page (from now on this won't make it into the changelog unless I make major edits)
After a loooooong break, I'm back to working on this, at least for a while. And with that, the long-awaited 0.10 Alpha update is here!
Also, I plan to take the program out of Alpha soon! With that will come some more big changes, so wish me luck!
For those who may be wondering about what my declaration of a full release will entail:
Overall, once this version is done, the program will hopefully be much more powerful, efficient, streamlined, and shiny. That said, such a huge project will take a while, as I'm basically rewriting 99% of the program from scratch. Considering the program in it's current state took approximately 5 months to develop (admittedly with only intermittent work), but also that I already have the experience gained from creating it once, the update will hopefully take a month at most.
Another big goal of this project is to make the program easier to edit and update. The code for the original program is kind of a mess, and this new version will hopefully be much more organized and modular, making it faster and easier to release updates.
With all that said, wish me luck, and happy one-commanding!
It is rather tricky. I achieved it by setting a command block above the structure and activating it, which removes the structure, then deleting the minecarts. That way, you can delete the minecarts and still have a command around to delete the structure, including itself and (if necessary) it's power source.
CommandBox v1.0 Progress Update
Unfortunately, due to real life (I know, I hate it too), my estimate of a month to complete the update was a bit short. I'm not sure how soon I can get the update out, as there's still a lot of work to do.
Here's what's done so far:
Here's what's still left to do:
As you can see, there's still a lot of work to be done. However, I'm working hard on the update and it will hopefully be done sometime in the next few months.