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    posted a message on Macro / Keybind Mod
    Quote from SPThiel»

    Kubosco don't do it like that c:

    look, the script below will scan the area between the 2 given points for ores and outputs their coordinates in &output[]


    Not that I don't think it'll work, I fully believe it'll do exactly what you say, but the bot that'll mine out the corridors will be upgraded at a later point to automatically mine the ores too, as it goes.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    So I want to build a Macro that will automatically mine stuff.

    To start, I want to build a scouting program that will first FIND ores at the specified mining level. I've attached a picture of what the tunnels will look like and example placement of ore. What I need you guys for is to help me out with TRACE and a few other things.


    1. How do I pull data from the TRACE command?

    2. Can I add text onto the end of a text variable? ie, Var1 = "XY", Var2 = "Z", could I do something similar to [Var3 = Var1 Var2][Set Var1 = Var3]?

    3. Can TRACE detect lava/water?

    4. Can I use a variable for the LOOK command? ie, [Look(%Yaw%,%Pitch%)]?

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    Ah, understood. Thanks for the explanation. :D

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    KEYDOWN(use);
    DO;
    LOOK(180,5);
    WAIT(5t);
    LOOP;

    Trying to figure out how to hold right click.

    All I need this script to do is hold right click and keep looking at the same spot, but for whatever reason, it won't accept KEYDOWN(use).

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Emex_Denvir»

    // trace(distance,trace-entities?);
    trace(256,false);
    echo("%TRACEX% %TRACEY% %TRACEZ");
    That shows the coordinates of what you're looking at.

    Oh, okay. That's good to know.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    I'm trying to figure out how TRACE works.

    Google isn't bringing anything up, and I can't find a macro that uses it.

    Sorry to keep coming back to ask for more and more help, but hey, a guy's gotta learn.

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Mart3323»
    ent=30px]
    So it's not Inc that wasn't working, it was the variable itself
    protip: if you think something is broken, try and eliminate other causes - craft a simple test for it
    for example if i thought Inc was broken i'd try and eliminate any other influence by doing the following
    Set(#test,0);Inc(#test);Log("%#test% should be 1");
    Set(#test,1);Inc(#test);Log("%#test% should be 2");
    Set(#test,15);Inc(#test);Inc(#test);Log("%#test% should be 17");

    But why are you using Exec at all?, and tail recursion? why not just loop it naturally?--------

    Is this what you meant to do?

    Do(); // This part repeats, isntead of recursion let's just mark the loop explicitly
    IF(HEALTH == 20); // IF statements are an exception to the "if you're using the value, percent it" rule - number comparisons work better without
    Do(9); Echo(/home farm);
    KeyDown(forward);
    Wait(5);
    DO;nothing;UNTIL(HEALTH == 20); // Wait until full health ENDIF;
    // Whatever this is for...
    LOG(You've fallen a lot. Better rest!);
    WAIT(900);
    ENDIF;
    Loop;
    [/indent]
    Thanks for the tip! I tried to isolate the problem earlier, but I was at my wit's end.
    Why use Exec? My loops weren't looping, and I couldn't figure out why, so I just made it call itself.
    "//Whatever this is for..."
    The server I'm on has a feature that discourages grinding, so the player waits for 15 minutes before resuming.

    Thanks for the help!
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    A'ight, I'm back.

    //OPTIONAL(?) "SET(#falls,0);" or "SET(#falls,%#falls%);"
    IF(%HEALTH% == 20);
    ECHO(/home farm);
    KEYDOWN(forward);
    INC(#falls);
    LOG(Current Fall: %#falls%);
    ENDIF;
    IF(#falls > 9);
    LOG(You've fallen a lot. Better rest!);
    WAIT(900);
    SET(#falls,0);
    ENDIF;
    WAIT(5);
    EXEC(mcmmoAcrobatics.txt);


    This is mcmmoAcrobatics.txt, and it's having some issues.

    I have a beacon with regen, so I just fall a lot.

    When my health is 20, I go to "/home farm" and walk forward, get hurt really bad, and just walk into a wall and wait for the beacon to do its job.

    The LOG will always tell me that #falls is 1, because I manually set it to be 1. The INC isn't INCing.

    As best as I can tell, I am mentioning the variable as a name where it needs to be and as a value elsewhere, so I really have no idea what's wrong.

    Also, it calls itself at the end of the function because I couldn't get a DO;LOOP; working right.

    This macro is activated by a button on the text-buffer screen.

    I have never gotten #falls higher than 1, so I don't know if the second part of the macro works or not.


    EDIT: Forgot to mention the SET at the beginning. It's to create the variable because I'm not sure how this mod handles null variables. I SET #falls to 0, and it successfully INCed to 1, so I tried removing SET, no dice. I add SET(#falls,%#falls%) in hopes that such would work, no dice. That's everything I can tell you.

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    Hey, for whatever reason, this macro won't DEC my #variable.

    SET(#afktimer,300);
    DO;
    DEC(%#afktimer%);
    //CodeCodeCode
    WAIT(1);
    LOG(%#afktimer%);
    WHILE(%#afktimer% > 0);


    It's bound to a key, and it waits right, but the log keeps spitting out "300, 300, 300, 300" instead of "300, 299, 298, 297".

    EDIT: Solved my own problem. Took the %'s off of the DEC command. Works like a charm.

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind mod scripts!

    This macro uses the "onWeatherChange" function to alert the user to changes in weather using ACHIEVEMENTGET.

    IF(%RAIN% = 0);
        ACHIEVEMENTGET(It's stopped Raining!,bucket);
        UNSET(lograin);
        SET(runs,0);
    ELSEIF(%RAIN% = 100);
        ACHIEVEMENTGET(It is Raining!,water_bucket);
        UNSET(lograin);
        SET(runs,0);
    ENDIF;
    IF((%RAIN% > 0) && (%RAIN% < 100));
        SET(lograin);
    ENDIF;
    IF((lograin) && (runs = 0));
        LOG(&3The clouds are rearranging.);
        SET(runs,1);
    ENDIF;
    Posted in: Mods Discussion
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    posted a message on Having Trouble Installing 1.8.1 Mods
    Quote from grimallq»

    A Forge mod requires Forge. Litemods require Liteloader. You'd have to completely recode it entirely into a base edit/tweak mod, and update it for 1.8.1, for it to work.

    And there's the issue of lack of MCP for 1.8.1.

    Right now there are AFAIK a grand total of two 1.8.1 mods. Go back to 1.8 if you desperately need new mods. 1.8 is protocol compatible with 1.8.1, so you can use it to connect to 1.8.1 servers (except for Realms).

    Well, darn. Realms is currently the only Multiplayer I do right now. Thanks for the information, though. :D
    Posted in: Mods Discussion
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    posted a message on Having Trouble Installing 1.8.1 Mods
    Hmm. Well then. I guess that LexManos wasn't kidding when he said "We are going to take it slow." I just wasn't sure about how slow.

    But, there aren't any .jar modding workarounds?
    Posted in: Mods Discussion
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    posted a message on Having Trouble Installing 1.8.1 Mods
    As with nearly any other version, I prefer to use Forge Modloader downloaded from http://files.minecraftforge.net/ .

    However, there is not a Forge version on that page for 1.8.1 just yet, and all of the links I've viewed on Google lead to either dead-ends or fishy downloads.

    I guess that what I'm ultimately looking for is a reliable download for Forge 1.8.1(if it exists via any unofficial method). If such request is impossible, is forcefully modding the .jar still a option? I've been on Forge for so long that I pretty much forgot how to mod the .jar.

    P.S. - Is there somewhere that the Forge Modloader updater posts about the going-ons of Forge?
    Posted in: Mods Discussion
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    posted a message on SnowSong, the EPIC Sound Pack / Sound Resource Pack for ALL versions of Minecraft
    While I was playing Team Fortress 2 and other Steam games, I always listened to an online classical radio. With Minecraft 1.8 ceaselessly spewing junk music at me, I never played with sound.

    Until I got this pack.

    I had already used it on 1.7, and loved it. But now I love it more. 1.8, I no longer hate your need to play music endlessly, because NOW IT'S GOOD MUSIC.

    In short, I want to say thanks to Sn0w for constructing such an amazing work of art! This is more than a resource pack. This is love. This is life. This is me typing at 2 am in the morning. Just sayin'.

    UPDATE: I just visited the nether. Scariest sound pack ever? XD
    Posted in: Resource Packs
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Welp, my original post was a query as to how to run this thing, but it turns out, Intel Built-in Graphics just don't do the job. It looks nice, I'll definitely remember this thread when I get a custom build.
    Posted in: Minecraft Mods
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