ChunkBorders
Minecraft 1.14.2
ChunkBorders provides an easy way to see the edges and centers of chunks, as well as identify your world's spawn chunks and spawn area. This can be very useful for people who play on Towny, Factions, or similar servers where chunk boundaries are important for setting up a town, building, and protection. Works on both single and multiplayer.
Usage:
- To enable the mod, install it and simply press B (by default) in-game.
- You can adjust the radius and other settings by going to either the Main Menu or Pause menu, clicking the tab at the top right, and selecting the "ChunkBorders" mod followed by "Settings".
Settings:
- Radius:
How many chunks in each direction will be visualized (0 will display only the single chunk you're in, up to 16 which is huge).
- Auto Height:
Makes the borders render at the player's feet and move automatically when you change height.
- Manual Height:
Keeps the borders at the same height, adjustable using the UP and DOWN arrow keys.
- Show center of current chunk:
Shows the 2x2 chunk center for the chunk you're currently standing in
- Show spawn chunks and spawn area:
Toggles visualizing spawn chunks and the 20x20 spawn area.
Media
Installation:
For 1.14 and later:
1. Install the Fabric Mod Loader.
2. Download the Fabric API and place the .jar file in the /.minecraft/mods/ folder.
3. Download ChunkBorders and place the .jar file in the /.minecraft/mods/ folder.
4. Launch Minecraft using the Fabric profile.
For 1.12.2 and Earlier
1. Install LiteLoader.
Click here for LiteLoader downloads
2. Download ChunkBorders and place the .litemod file in the /.minecraft/mods/ folder. Do not change the extension from .litemod or it will not load.
3. Launch Minecraft using the LiteLoader profile.
Download (Direct Links):
Download ChunkBorders 0.4.0 Link Removed[1.14.2 | 1.14.1 | 1.14]
• Update to Minecraft 1.14.2, now using the Fabric Mod Loader
• Added height option to use the highest block below the player (rather than at the player's feet)
• Added options for chunk corners and chunk walls (the same as the vanilla F3+G behavior)
Download ChunkBorders 0.3.6 [1.12.2]
• Update to Minecraft 1.12.2
Download ChunkBorders 0.3.5 [1.12.1]
• Update to Minecraft 1.12.1
Download ChunkBorders 0.3.4 [1.12]
• Update to Minecraft 1.12
Download ChunkBorders 0.3.3 [1.11.2] [1.11]
• Update to Minecraft 1.11.2
• Fixed crashing issue when rendering all chunk centers
ChunkBorders 0.3.2
• Update to Minecraft 1.11
• Added toggle to show centers of all chunks rather than just the current one
• Fixed issue with jittery rendering at very high coordinate values
Download ChunkBorders 0.3.1 [1.10.2]
• Updated to Minecraft 1.10.2. With the addition of F3+G ingame, this mod has become somewhat obsolete, but some may find the extra features useful or like the look better.
• This version also works with 1.10
Older versions and changelog:
Download ChunkBorders 0.3.0 [1.9.4] [1.9]
• Update to Minecraft 1.9
• Added option in config menu to show the center of your current chunk
Download ChunkBorders 0.2.2 [1.8]
• Fixed border height keys not being configurable
ChunkBorders 0.2.1 for Minecraft 1.8
• Update to Minecraft 1.8
Download ChunkBorders 0.2.0 for Minecraft 1.7.10
• Update to Minecraft 1.7.10
• Added option to show spawn chunks as well as the 20x20 spawn area
Download ChunkBorders 0.1.1 for Minecraft 1.7.2
• Made the manual border height keys configurable
ChunkBorders 0.1.0 for Minecraft 1.7.2
• Initial release
Feel free to post any suggestions, feedback, and questions in this thread.
9
Here are the modules I have made for the Macro / Keybind mod. To install, they either go in ~/.minecraft/mods/macros/modules/, or ~/.minecraft/liteconfig/common/macros/modules/, depending on your version. Throughout this post, <> in syntax descriptions means required parameter, while [] means optional. Click the spoiler tag below each header for documentation for the respective module. If you have an issue with these modules, please post below in this thread and not on the main Macro mod thread. Enjoy!
API Version mapping
FarHit
(discontinued)
and one more new variable, FARHITDIST, which returns the rounded Euclidean distance between the far hit and your feet.
If you were to get into hit range, HIT* and FARHIT* should be exactly the same. The only differences are the X, Y, and Z positions for entities, which the built-in HIT* vars don't calculate.
Download: Link Removed (direct via bitly)
Changelog:
0.1.3 (API 17, 01/27/2015):
- Preliminary update (missing HIT properties)
- Added FARHITUUID for players
0.1.2 (Link Removed, 02/19/2014; Link Removed, 02/22/2014; Link Removed, 09/01/2014):
- Added MODULEFARHIT environment variable to check if module is installed
0.1.1 (Link Removed, 10/17/2013):
- Removed deprecated function
0.1 (Link Removed, 08/19/2013):
- Initial release
SignText
If there was a sign upon a GET, the optional &outarray will be overwritten with 4 sign text lines; if there wasn't a sign, &outarray will be unchanged. If you UNSET &outarray, you can test if it succeeded by checking if the array length changed with ARRAYSIZE.
The GET functions also support array and scalar return values; if you specify an array with [], the four lines will be pushed to it:
but if you specify a scalar, only the first sign text line will be returned:
SETSIGNTEXT only works in single player because the client-server architecture of Minecraft has a few security checks that prevent signs from being changed on a whim. Still, I think it might be useful for some people in single player.
Here's a usage pattern for GETHITSIGNTEXT:
The observant might notice that GETHITSIGNTEXT is redundant, as its abilities can be replicated with GETSIGNTEXT. Further still, combined with the previous FarHit module, a GETFARHITSIGNTEXT function can be simulated.
Download: Link Removed (direct via bitly)
Changelog:
0.2.2 (Link Removed, 01/27/2015; Link Removed, 02/03/2017, API 26, 08/25/2017):
- Removed GETHITSIGNTEXT since it's built-in to the main mod now
0.2.1 (Link Removed, 02/19/2014; Link Removed, 02/22/2014; Link Removed, 09/01/2014):
- Added MODULESIGNTEXT environment variable to check if module is installed
0.2 (Link Removed, 08/19/2013; Link Removed, 10/17/2013):
- Array parameter is optional, and is overwritten if there was a sign
- Text is returned for assignment
- Added SETSIGNTEXT for single player
0.1:
- Initial release
HTTP
URLENCODE convenience function:
To use the HTTP actions, pass in the appropriate &url and &query/&data strings (see below), a #status integer, and an optional &response array. There is a hard-coded 5 second connect timeout, 5 second read timeout, and a 15 second overall timeout. The actions will be blocking (a la WAIT) until a success or timeout; #status will be set to the HTTP response code if there was a response, or a negative number if a non-HTTP error transpired (such as a timeout).
You can also capture the response in an assignment; with an array; each element will be a different line:
and with a scalar, the contents will be the array imploded with newlines stripped, analogous to a JOIN with an empty string "" glue:
URLENCODE accepts an input &string and an optional &outstring, and returns for assignment, or in &outstring, the UTF-8 URL-encoded version.
SETREQUESTHEADER will add the specified request header to all subsequent HTTP requests in the macro file. This is intended to allow a configurable 'Content-Type' (case-sensitive) for POST/PUT requests, but any header field can be specified.
URL/Query/Data Merging
The terms I use are defined at URI scheme.
To use GET or DELETE, pass in a &url consisting of the scheme and hierarchical parts, and pass in the query part to &query. The query can also be split: some can go into &url and some can be in &query. Furthermore, &query is semi-optional; you can put the full URL (scheme, hierarchical, and query parts) to &url and then pass the empty string "" for &query. You do not have to add '?' or '&' suffixes or prefixes; the module will try to add them for you.
To use POST or PUT, pass in the full URL (with query included) to &url, and the URL encoded key/values to &data.
Defaults/Limitations
* POST and PUT default the 'Content-Type' to "application/x-www-form-urlencoded;charset=utf-8"
* All the responses are assumed charset "UTF-8" unless otherwise specified by the response itself.
* State is not supported, so no cookies/sessions
* The user-agent is the default one defined by Java.
* Redirects are followed
As always when using web bots, please respect a server's load capacity and don't flood them with, f.ex., a request every tick. If you're polling, I'd recommend a minimum two second wait in between consecutive requests, preferably longer if possible. Some servers are OK with burst requests from time to time though; check their ToU to be sure.
Download: Link Removed (direct via bitly)
Changelog:
0.2 (Link Removed, 09/05/2014; Link Removed, 11/25/2014; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Added SETREQUESTHEADER action
0.1.1 (Link Removed, 02/19/2014; Link Removed, 02/22/2014):
- Added MODULEHTTP environment variable to check if module is installed
0.1 (Link Removed, 08/19/2013; Link Removed, 10/17/2013):
- Initial release
Thanks go to Blockbreak9000 for the idea and beta testing.
Clipboard
and you can check MODULECLIPBOARD for installation status.
Download: Link Removed (direct via bitly)
Changelog:
0.1 (Link Removed, 02/22/2014; Link Removed, 09/01/2014; Link Removed, 11/25/14; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Initial release
JSON
and you can check the MODULEJSON environment variable for installation status.
Notes
* The backend is powered by Gson, and here are its JavaDocs.
* Gson does not natively provide a remove function for JsonArray yet (source).
* This is not an efficient module, because parsing strings as Java objects and back adds a slight overhead.
Example
A basic invocation:
with the output as expected:
Download: Link Removed (direct via bitly)
Changelog:
0.1 (Link Removed, 09/01/2014; Link Removed, 11/25/2014; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Removed beta label (no changes)
0.1b1 (Link Removed, 02/28/2014):
- Initial release
Module development info
(outdated, kept for historical reasons)
API source on GitHub - the documentation is in PDF form under docs/; there are also lots of comments in the function signatures.
If your dev. setup is in need of organizing, I recommend Mumfrey's videos:
and - this will let you isolate your projects from the MCP codebase and each other, as well as the benefit of compiling multiple projects against one MCP codebase. You don't have to use Eclipse (I don't), but the build scripts are set up with Eclipse in the first video, and continued in the second; adapt as desired.
Ant Builds with MCP - the (new) URL mentioned in the first video.
The macro mod litemod will only load with the official launcher, not MCP, so I recommend creating a LiteLoader-only profile for testing your modules in this manner.
11
for Minecraft 1.12.2
News
Old News
11/25/14 I'm releasing Link Removed as a preliminary 1.8 update. We are waiting on MCP for 1.8.1 before LiteLoader is officially released.
07/07/14 Button's weren't working with Forge installed because I forgot about FML's runtime deobfuscation - Oops.
07/06/14 With the update to 1.7.10, I've fixed a minor memory leak and removed the button click when pressing "Play Note" (a much requested feature, even by me!).
02/16/14 Since LiteLoader is in a final release, I've promoted this mod stable for the class-stable LiteLoader 1.7.2_03. Not many interesting changes happened since the beta, other than the KeyBinding bug fixed in LiteLoader itself. The language file is still available at the previous location.
01/11/14 I'm releasing a Link Removed for LiteLoader 1.7.2_01 beta. Notable changes are:
10/17/2013 New version! My time with minecraft waned the past few months but I'm back to update this mod! I fixed the font regression introduced a few versions back so now they are a much more readable smaller size. It still requires LiteLoader however; a Forge version is a maybe...
08/06/2013 Sorry for the long delay; the new launcher changes made me reconsider the mod's design. It now uses LiteLoader as the loader instead of ModLoader, and as an added bonus, no longer requires jar modding! Just copy it to the mods folder and it'll work for both SSP and SMP. The tiny caveat is that only LiteLoader 1.6.2_04 and above are supported for SMP, though SSP will work for previous LiteLoader versions. The font size issue is still in as I'm not sure where to start looking for a fix.
07/01/2013 With the new update comes an internal MC change that blocks custom font renderers; as a workaround I'm using the default font until I have more time to look into it. For now, the font size on the piano is bigger than normal, but everything appears to be working. 05/02/2013 I only have a few small changes for 1.5.2: the display is hidden if you press F1 to hide the HUD; and the annoying re-cycling to Piano after breaking the instrument block behavior was tweaked.
04/09/2013 I started a new thread for the mod to be included into the pinned curated mod list. Please leave any questions and concerns down below here instead of on the original thread.
03/27/2013 Woo! I think I got SSP instruments and 1-click pitchs working! I haven't tested it out on a published/opened to LAN local game, so if you guys have a mate and a LAN, I'd like to hear if it works or not. What I hope happens is that the host player on creative can change instruments and pitches instantly, and the connected player can see those changes instantly as well (but can't change instantly himself).
Download
Installation
Old Versions
Download
- [1.12] Link Removed, Link Removed .
- [1.12.1] Link Removed .
Note: these links are broken and only recorded here for posterity
- Link Removed[1.8] (direct via bit.ly)- Link Removed[1.7.10] (direct via bit.ly)
- Link Removed[1.7.2] (direct via bit.ly)
- Link Removed[1.6.4] (direct via bit.ly)
- [1.6.2] (Dropbox) LiteLoader 1.6.2_04 or greater is recommended for SMP support
- Requires ModLoader OR Forge ModLoader (FML)
- [1.6.1] (Dropbox)
- [1.5.2] (Dropbox)
- [1.5.1] (Dropbox)
- [1.4.6/7] (Dropbox)
Installation
- Be sure to have ModLoader or FML installed!
- Go to your Minecraft directory (%appdata%/.minecraft/).
- If there is not a folder named 'mods', create one in the '.minecraft' folder.
- Place the 'mod_NoteBlockDisplay.zip' inside the 'mods' folder.
- From here it will work for single player only, multiplayer will not work yet.
- Open 'mod_NoteBlockDisplay.zip', take out 'gd.class'.
- Place 'gd.class' into your local '1.6.1.jar' file, the location of which depends on if you're using ModLoader or Forge - You are done! Everything should work now.
Features
Videos
Pictures
Version History
Mod History
I was using this heavily while the original author, ImRaginBro, was still updating it (see the original thread here). His updates stopped since after Minecraft 1.2.5, so in late December 2012, I decided to begin reviving this mod and got a rudimentary version posted:
Late March 2013, I worked on it some more and believe that it finally has feature parity with the original. Anything new from here will be my work and not ImRaginBro's.
2
Ach, sorry everyone for the dead links. Apparently Dropbox disabled public hotlinking last March and I didn't catch the notice. I'm finally having some time to deal with backlogs though, so hopefully soon I can set up a more permanent host.
1
OP updated with the updates. Please note that HTTP and JSON requires macros 0.14.4 or higher because of a (severe relative to these modules) bug with colons in strings.
Again, sorry to keep everyone in the dark. I've had a dearth of free time since the last update but minecraft versions kept on coming. I did attempt to update to 1.10 but got stumped with what turned out to be a derp on my part, on which I missed my update window before 1.11 came out. There are a few features I'd still like to add, but they'll be relegated to the back-burner, as I still am struggling to keep up with just maintenance updates. My response time vis-à-vis new minecraft versions will still be sluggish for the foreseeable future, but hopefully not as sluggish since I've already done most of the hard work porting my ANT setup to the new ForgeGradle build system. Now that I can set these modules aside, I can begin updating my other mod (hopefully before the next minecraft version hits...).
By the way, the forums editor is almost as crappy as I remembered it...
1
I'm in a bit of a bind right now, but I'll see when I can try to update it.
1
Can you elaborate on not sending a request properly, like steps to reproduce, expected behavior, and actual behavior? Does URLENCODE fail for any character or just that one? And that's correct: API 16 is for 1.7.10 whereas API 17 is for 1.8.
[quote=Snhnry;/members/Snhnry;/forums/mapping-and-modding/minecraft-mods/mods-discussion/1405026-macro-keybind-mod-modules?comment=15]Any news on an API 17 version of Farhit? I use it extensively, and would love to see a version for 1.8.
Hopefully soon; holidays were randomly busy for me, and the new hit properties that were introduced are a bit tricky for me to replicate. Check this post for an edit.
edit: I went ahead and released SignText and FarHit without the HIT properties that were added in the main mod, pending time; not sure when I'll put those in.
MCF, y u no quote???
1
Yea, I hear realms is more strict with respect to compatible versions, even if two different numerical versions are protocol-compatible.
You'll hear time and time again that most mods will not be able to update to a minecraft version without a respective MCP version, so just be patient for MCP for 1.8.1.
1
I missed the ForgeGradle discussion this past weekend, but I've since written this tutorial on a hack to use updated MCP mappings in a FG LiteLoader build. I forgot to mention it in this thread, but now's a good time as any, for anybody desiring a little more from the FG deobf names - this was one of the main reasons for me spending a week developing a custom gradle system rather than using FG.
Some notes:
1
updated for Minecraft 1.7.10
For Players
LibShapeDraw is a Minecraft client library mod that doesn't do anything on its own. Rather, it provides a set of flexible and powerful drawing and animation tools for other mods to use.Link Removed
Thanks go to bencvt, the original developer, who kept this updated until the end of the 1.4 Minecraft days.
Demos
An even better showcase is to look at actual mods that use LibShapeDraw. Here's a screenshot of BuildRegion:
There are many, many more uses for LibShapeDraw. Please submit screenshots and videos to this thread! Also, if you're a mod author whose mod uses LibShapeDraw, I'd be happy to add a link here for you.
Installation
First of all, make sure that either LiteLoader or Forge is installed. LibShapeDraw is compatible with either.Next, download the jar and move it to the versioned mods directory. This is simply a subdirectory under mods named after the Minecraft version desired. For example, jars for Minecraft 1.7.10 are placed under mods/1.7.10/.
Troubleshooting
If Minecraft is crashing, check Minecaft Modded Client Support on minecraftforum.net as a first step.If it's not, the next step is to verify that LibShapeDraw is installed properly. Browse to your Minecraft directory and look for a mods/LibShapeDraw subdirectory. There should be a file named LibShapeDraw.log in it; you can open it in a text editor. If this file doesn't exist or has an old timestamp then LibShapeDraw is not installed correctly. Try reinstalling.
If you're still stuck with a specific problem, see the contact section at the bottom. Please have the crash report and LibShapeDraw.log handy.
________________________________________________________________________________For Developers
If your mod could use any of the following things, LibShapeDraw is the library for you:
The ability to create arbitrary shapes and draw in the game world itself without having to mess with OpenGL contexts, finding a render hook, or other tedious details.
The ability to smoothly animate shapes (and anything else, really) using the easy-to-use Trident animation library built-in to LibShapeDraw.
Vector3 and Color classes, full of well-documented and throughly-tested convenience methods. Want to calculate the pitch and yaw angles between two 3-dimensional points in a couple lines of code? No problem.
Design goals
LibShapeDraw is designed to be easy to use, both for devs and for players. These are the design goals to that end:
Minimal dependencies. Either LiteLoader or Forge is required to get up and running. That's all.
Maximal compatibility. LibShapeDraw does not modify the bytecode of any vanilla Minecraft class via jar-modding. You are free to modify Minecraft classes in your own mod if needed; LibShapeDraw will not interfere.
Unobtrusive. Pick and choose the components you want to use. LibShapeDraw is a toolkit for your mod to use. It is not a heavy DoEverythingThisWay framework.
Powerful. What good is an API that doesn't let you do cool stuff? Check the demos for some of the many possibilities.
Concise and clear. Convenience methods, fluent interfaces, etc. let you write less code to do more. That's what LibShapeDraw is all about.
Well-documented. The key to success for any API, really.
Throughly tested. A full JUnit test suite to help prevent bugs.
Open source. MIT-licensed and open to community feedback and patches.
Consult the README.md for more development details.
Documentation
Javadocs are available.
Browse the demos, located in projects/demos. To see the demos in action, you can download the pre-built demos jar and install it like any other mod.
See README-Trident.md for information about the built-in Trident animation library.
See README-contributing.md for information about contributing to LibShapeDraw itself, including build instructions and a list of features planned for future releases.
If you'd like additional guidance, check the contacts section below.
Contact
This current project's GitHub by xaeroverse is located at github.com/xaeroverse/LibShapeDraw. Anyone is free to open an issue.Feel free to post in this minecraftforum.net thread as well.
Finally, you can also ping me (xaero) on the Esper.net IRC network. I'm usually lurking in various channels related to Minecraft development.
History
The original project's GitHub repo by bencvt is located at github.com/bencvt/LibShapeDraw. And also here is the original LibShapeDraw thread on minecraftforum.net.AesenV ported the mod to 1.7.2 and maintained it briefly; you can check out the repo at github.com/AesenV/LibShapeDraw-1.7.
The version history is maintained in CHANGELOG.md.
1
There may be a few render hooks you could use instead of your base edits, but if not, Transformers will be your friend; specifically check out the EventInjectionTransformer and ClassOverlayTransformer.