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1.7.10
[1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
Poll: Would you be fine with ONLY a forge-required More Health mod?
Ended Nov 17, 2014
Poll: A Preference: More health hardcore mode?
Ended Nov 17, 2014
This mod is Awesome ^W^, but um i've been using this with other mods for a while now and I've noticed something kinda weird, I started my world with a start off of 5 hearts, found heart containers and now I'm at 10, I noticed that when I go through a portal with that amount of hearts and I'm fine but as soon as I go past 10, say 12 or so, as soon as I'm on the other side of the portal (didn't matter which side I went through) I had a new max number of hearts like 27 or 34. Do you know if this might be the mod or other mods causing this? I have Tinkers Construct added and so that makes my level of hearts color coded instead of a number on the side of the row.
Great mod, sadly I have a few bugs to report....
First bug: Random Damage.
Although this bug has already been reported once, I have confirmed this in the latest version and would like to touch up on the issue.
Way to test:
Get bottles of enchanting and give XP to "gain hearts from RPG"
run around and kill stuff and get xp untill random damage occurs
give @p hearth container then get more hearts from XP and do step 2
Mods/APIs used:
Forge 10.13.4.1492 (1.7.10)
More health
optifine*
fastcraft*
* have no effect on test, used for performance improvements ONLY
Findings:
So what seems to happen is that when hearts are gained from XP or "RPG" the random bout of damage will eventually go down to the initial set of hearts (from beginning of game) OR to the last set of hearts given through heart containers. There seems to be no "set time" when minecraft/java take away the health given through XP. I have not scoured through the code, however what seems to happen is that when hearts are given through XP java/minecraft considers these hearts as "invalid" therefor eventually "random" damage will occur and get rid of these "invalid" hearts, which is why they appear to be unrecoverable through regen.Possible Workaround: Drop a heart container directly into the player's inventory or drop it at the player's feet if inventory is full when the amount XP needed for a new heart is achieved. This will be weird but based on what I have found SO FAR, it seems that hearts from heart containers are untouched.The only thing I can think of doing right now is to disable the heart pieces.Even that didn't workSecond and last bug:
Colored hearts:
Reproduce:
get the following mods in addition to this mod:
DragonAPI
Tinkers' Construct 1.8.7
mantle (core mod for Tinkers' Construct) 0.3.2a
to reproduce, load a world with what is mentioned above and you will notice that any existing or new hearts are colored!
Findings: I have reported this on Reika's github and he said to remove in the DragonAPI/reika/dragonAPI/resource folder "GUI.png" and as of 1.8.5 of TiC (tinkers' construct) for 1.7.10 this worked. however after updating TiC to 1.8.7 the hearts came back colored differently even with the image deleted from dragonAPI's folder. You need to do some tinkering with the code so it doesn't reference other mods' GUI image that draws the hearts or weird stuff happens...
I will do more extensive testing and edit this post if I find any more "major finds"
Edit 1: Strangly enough, I have discovered that the "random damage" problem is NOT with the RPG hearts gained, its with the heart containers themselves! when first loading a world I found that if no hearts are gained from containers and instead from "RPG", on occasion, somehow the number gained from heart containers is turned negative which results in the odd "random damage" scenario as shown below, after adding the number of hearts lost back with heart containers and adding atleast ONE more heart with heart containers so the #>0 after that, the glitch appears to happen less often, even with the number above one as the pics shown below will prove, the number still will go down on occaision, it just takes longer depending on how many hearts were added by containers. Pics:
I'm going to go ahead and confirm the random loss of hearts. I can not reproduce it systematically, so it honestly appears to be very random. The actual More Health GUI looks to be correct when I bring it up in-game, even when I have missing hearts. It registers the maximum number of hearts properly in there, but it does not actually heal past the initial number of hearts that I have the player set to start with.
My config looks like this:
# Configuration file
general {
# Adjust the Armor Enchants ID in case of a conflict with other custom enchantments
I:"Armor Enchantments ID"=135
# Set false to remove the heart enchantment for armors
B:Enchantments=true
# Set to true to enable hardcore mode. After death, you restart back at your starting hearts value.
B:"Hardcore Mode"=true
# in the field below, type true to enable heart items and type false to disable them. Default on.
B:"Heart Container and Pieces"=true
# This is the multiplier for chest heart item loot. Really useful to change on large servers. IF POSSIBLE, CHANGE BEFORE GENERATING WORLD. Multiplier changes only affects newly generated areas.
D:"Heart Item Multiplier"=0.0
# The levels where you can the heart. Fully customizable in the fields below.
S:"Level Ramp"=1,2,4,5,7,9,12,15,18,22,25,29,35,35,59,62,64,66,68,70,75,80,85,90,95,100,110,120,130,140,150
# The cap amount of hearts. Default (-1 or 0) means no cap.
I:"Max Hearts"=-1
# Set the key you want to use to open up the gui with More Health stats. Supports alphanumeric. WARNING! Will unbind if key was used before!
S:"More Health Stats Key"=H
# in the field below, type true to enable rpg mode and type false to disable them. Default on.
B:"RPG Mode"=true
# The hearts you start with in all your worlds. Default 10.
I:"Starting Hearts"=5
}
"gui options" {
# Set to true to enable minimal gui. Displays heart information in one row. A number should appear next to your hearts telling you what row you are on. Row 1= Hearts 1-10. Row 2=Hearts 11-20. Turn this on if there is a conflict with other HUD/GUI mods that DO NOT have their own heart HUD
B:"Minimal HUD"=false
# By default, more health will customize the HUD so that heart rows are possible. Set this to false AND set minimal HUD to false if it is conflicting with one of your HUD/GUI mods that have their own heart HUD.
B:"More Health HUD"=false
}
Edited in: One way that I seem to be able to get this behavior consistently is with what looks like environmental damage. My config is set to start at 5 hearts, and if I use Bottles of Enchanting to get additional hearts, and then stand over a Steam Vent from Reika's Geostrata mod and allow it to damage me, my health immediately drops down to my initial 5 hearts, regardless of how many maximum hearts I have. My health then does not heal back to above 5 hearts, -unless- I gain an additional heart from more levels.
This is only one instance that I think I've pinpointed though. There have been other times that are, quite literally, completely random. Ie, I could be walking along cobblestone without taking any damage whatsoever, and my hearts will just automatically drop to the initial 5 that I have set in the config, and I will be unable to heal above those five hearts until I gain an additional heart.
Edit edit: Another way I have been able to reproduce it, although still not quite systematically, is by simply gaining an additional heart. Instead of my health filling back up, with the additional heart, it will revert to the initial amount that I have set up. I do not know if this only occurs after this bug pops up from a different source, or if it is reproducible on the spot by simply leveling up. Edit: It looks like this method only occurs if you have already lost hearts via a different source first.
Another anomaly is, upon spamming Bottles of Enchanting and gaining multiple levels extremely quickly, it looks as though it throws the maximum hearts out of sync as well. Even though the GUI displays that I have over 10 hearts, only 10 hearts are shown on the actual meter. This bug also appears to miscalculate the total maximum hearts. For example, I begin with 5 hearts, and the GUI stated that I gained 9 hearts from the RPG mechanic, which should lead to a total of 14 hearts. However, the total was only 10 instead. This appears to have persisted until death, at which point the hearts were both calculated properly, as well as displayed properly. No idea how or why.
A manner to disable heart containers from dropping from Ender Dragon / Withers, mainly due to farming capabilities. Modded server I have players are able to farm withers effectively and this is starting to become a problem for the RPG aspect of the mod.
Guys I'm going to rewrite my health handling logic. I believe there are some major bugs in the way I have it set up, causing the random health unsync issues. Sorry about that. (This will take awhile)
And I will also get to some more config options, first of all disabling heart drops on bosses, then some other things suggested here (like harder hardcore mode and so on).
And I will see what I can do with the colored hearts. I'm actually using a modified version of minecraft's own heart GUI so I guess it will easily take other mod's custom hearts. Not sure about a solution for this yet. Also has anyone tested with minimalGUI = false and customGUI = true?
Hi there,
Yeah, that's what I wanted to say, you are a mid life, you gain your level and so your heart, few seconds later, you lose this heart and revert back to mid life. If you are full ife, you simply lose the heart, save, if you disconnect, and reconnect to the game just after gaining the new heart, thiw way, you keep this one.
And to answer to your question, it IS reproductible, every level the game do that. This is inverted by going in creative inventory and picking one heart to gain once again the heart you just lost cause of the bug. As simple as that, but, it's very anoying to do that everytime, you can understand. But currently I play like that and it's fine.
Hum yeah, originally known as Duriel or Duriel7, but these two were taken, so I took Duriel77 as nick.
I have a question, so far while bugs and that sort are being dealt with I wondered which file in a saved world do I need to delete to reset health? I tried the player file but the health didn't budge after it's deletion.
I am curious to what I need to do so I can test the mod out more properly.
It would be nice if you could implement consuming XP for hearts instead of scaling up, think about a xp shower from openblocks, one could have a loop of xp and max out quick. If there was the possibility to switch to a sistem where you "pay" 20 lvl's to get a quarter, or a full heart I personally would use that .
I actually just had my friends setting up an intricate multi shower to max the hearts (cap to 40) out in couple of minutes.
\o/
Well you won't be using many mods anymore
Just pushin' this thread up. Any progress updates, nohero? I'd love to test out a re-written version.
well its good to see he's looking at the issue cause this HP Desyncing is really hurting the Beta testing reviews of my modpack of witch more Health Enchanted is the main star. BUT I'd like to just point out the Desycning never started until the HP Enchantments were added to armor so that maybe a place to check but hope the analysys is going well and that we'll see the fix released for 1.7.10 before a 1.8.X release other wise I have to put the pack on hold for longer until the rest of the mod authors in the pack make 1.8.X updates.
ok tested this with the asked specs above and more life bars is true with More health enchanted no colored hearts BUT hearts still color with Tinker's Construct Heart canisters (calling them that for Identification reasons) also after adding in Metallurgy 4 to my modpack with more Health Enchanted Hardcore mode = False after dying with more HP Than starting amount (SHP=3 in the modpack) you respawn with the starting HP and not the HP you gain with the mod which is permanently lost this has been confirmed by all 14 of my testers in single player It causes no crashes so the only way to show this is to download the pack from Technic Launcher and see for yourself.
if you request the modpack info noHero I will PM it to you so you may look at this new bug yourself and see what's going on cause Metallurgy should not interfere with your mod at all but it is.
as of November 27th however my modpack will be exiting testing and entering its live server phase I doubt this will be done by then no rush or anything man you take your time and do a good job like you always do so if the bugs still persist by then I'll need to drop more health enchanted temporarily from the modpack until the repair have been made.
Good luck sir and I'm hoping for your best work yet and for v 6.4 to be a 1.7.10 release :3
I have hardcore = false and level heart gain to false. I run the most recent version of metallurgy 4 and do not have tinkers.
I tested killing myself off and i did not lose any hearts when respawning. Maybe its a muti-conflict triangle with tinkers? Did you have any tinker hearts on when dying?
I only had Tinkers weapons in my hotbar with no tinkers hp canisters of any kind not even a TC heart in my inventory my last round it happened with no TC items at all I removed Extra TiC Metallurgy & Metallurgy 4 and the problem stopped but seeing as how Metallurgy makes my modpack more Fantasy based with its alloy's and Dwarven metals I'd hate to lose it.
Any word on an update for this? Or at least a way of fixing the mismatched/buggy heart containers on SMP (Cauldron server)...? Deleting my player file is the only way to undo it that I've found, and it's not a permanent fix by any means.
No download for 1.6.4?
Beta release for the health desync bug:
Link Removed
I tested this by setting up lava and using bottles of enchanting and also the xp command. I would give myself a lot of XP, then take damage from lava--- doesn't seem like I lose health. As for the random health loss that occurs very rarely I can't exactly test that so let me know if this or anything happens!
1) What was your health before the loss
2) What happened around the time of the loss
3) Bring up the HUD, take a screenshot of the numbers. Do they add up?
4) Relog. Is that loss permanent?
Also if anyone can test changing dimensions and health loss that would be awesome!
If this works I might have a good explanation for it
Beta release for the health desync bug:
Link Removed
I tested this by setting up lava and using bottles of enchanting and also the xp command. I would give myself a lot of XP, then take damage from lava--- doesn't seem like I lose health. As for the random health loss that occurs very rarely I can't exactly test that so let me know if this or anything happens!
1) What was your health before the loss
2) What happened around the time of the loss
3) Bring up the HUD, take a screenshot of the numbers. Do they add up?
4) Relog. Is that loss permanent?
Also if anyone can test changing dimensions and health loss that would be awesome!
If this works I might have a good explanation for it.
Next steps: might be some fixes needed when using other mods that change max health too. Some new features to add.
I have tried in the beta version to stand in lava and use xp pots to gain level, seems to be working now. Can you test this?
My health data is stored in NBT format minecraft uses, most likely in a .dat file in the playerdata folder-- problem is you can't really tell which is mine-- and also other minecraft data could be in the file as well. Hmm-- you could turn on hard core mode, then die, so you lose all health progress RPG wise and heart container wise.
Yeah. The level up health gain is similar to RPGs where you just get stat gains after level up, but I can see maybe XP in minecraft should be considered differently and I should follow a similar style to the way enchantments work. More options are good!
Turn on hardcore mode and die to reset all heart gain from my mod
Beta available now!
I don't think the enchantments had anything to do, but maybe something else I changed in that time caused this. Although looking through it, seems like the error may have came earlier, in 1.7.2 or even 1.6.x at some point...
Hmm, not sure about the HUD issues. I'll look into my config options. What was your intended goal? Have my heart HUD instead of the colored hearts?
Might be a race condition so it happens randomly.
Try the beta version.
Try the new beta version.
Check the main page, under old downloads. Several versions available!
Been messing around with the Beta, and I can no longer reproduce the effects I was having previously. I've tried with massive amounts of Bottles of Enchanting, lava, fire, fall damage, drowning, starving, mob damage, poison, magic damage, wither, etc. So at first glance, it does look to be fixed, but I'll keep testing to make sure. Changing dimensions (At least to The Erebus and Nether) also did not seem to cause any issues with health, and it always appeared to add up properly in the GUI this time.
As a side note, it also appears to work perfectly fine with Tinkers' Construct's health accessories. Maximum Health goes up and is portrayed in the GUI, while the "Hearts from RPG" and "Hearts from Container" stay unchanged, indicating that it's definitely working properly. I'll continue checking for issues with mods that alter health too.
Edited in: Just as an aside, nohero, you might want to update More Health on Curse for additional publicity. It's one of very few mods I've seen that allows you to configure and tweak health, and I'm sure people would use it in mod packs or RPG servers or something.
Edit edit: Did you do something with the configuration file, or am I missing something? It doesn't look like it's reading the starting hearts with the Beta version and is defaulting to 10 regardless of what it's set to. However, playing in a previous world maintains whatever hearts that world started at, from the looks of it.
Thanks! This is looking good so far. I may also add a statistic for health from other sources (combined). And I will update on curse too once all these bugs are fixed.
Hmm I made some changes to how I setup my health modifier (and when config gets updated). In fact I believe the result should be all words adjust to the new config starting hearts. (Maybe there is a world specific config i'm forgetting about). So if config says 5 hearts, all worlds should be 5 hearts (at least ssp). Must be a bug.