Downloaded your mod almost exclusively for the safe light level markings (now using the armor saver and the quick torch functionality as well!). I''ve noticed that inside, the red X's are appearing on blocks with light levels of 8 and below (standing on them with f3 on) and outside the yellow X's are appearing on blocks with light levels of 6 and below.
I may be misinformed, but I am pretty sure that both of these should be set to appear on levels of 7 and below.
Added Simplified Chinese (China) (zh_CN) 简体中文(中国)thanks to SF_Chipan
Fixed crash with newer versions of Forge
Miscellaneous
-Added Quick place sign, which allows you to quickly place signs with no text by bypassing the GUI when placing a sign while sneaking (disabled by default)
Animal Info
-Now works with Wolves and Ocelots
Potion Aid
-Won't drink another Fire Resistance potion if you're on fire and already drank one
Clock
-Fixed the Graphic mode not moving when re positioning the Info Line
Having issues with changing the hotkeys. Whenever I change them, they reset to default the next time I open Minecraft. It's a bit of a drag to move item selection to a different key every time I load up so I can sprint.
Anyway: bug, or something I'm doing wrong?
Rollback Post to RevisionRollBack
Always siding with the enemy. Except spiders. Screw those guys.
Having issues with changing the hotkeys. Whenever I change them, they reset to default the next time I open Minecraft. It's a bit of a drag to move item selection to a different key every time I load up so I can sprint.
Anyway: bug, or something I'm doing wrong?
I believe this is due to not saving the options. The Zyin's Hud options page has a save button down the bottom. Unlike the other minecraft option pages which you can just escape out of, this mod needs you to actually save your option changes. Don't know if there is a coding reason for this as I am illiterate on that front, but there have been a few other people in this thread with the same problem.
I noticed (much too late) that the Y coordinate is off by one compared to the F3 display. Was that intentional? It really set me back because I didn't notice it for days and all my mining levels are mismatched now. I'll have to go back and redo days of work. If it's intentional a warning in the download would've been nice, and if it's an oversight, I'd sure appreciate a fix... or at least tell me where in the code I can change my copy.
I noticed (much too late) that the Y coordinate is off by one compared to the F3 display.
Honestly I never noticed it till now since I always used the Y coordinate that my mod displays instead of F3. What the Info Line is showing is your eye position, which is 1.62 blocks above your feet position (which is what F3 shows you). I'll change it to match the F3 screen to be consistent.
Honestly I never noticed it till now since I always used the Y coordinate that my mod displays instead of F3. What the Info Line is showing is your eye position, which is 1.62 blocks above your feet position (which is what F3 shows you). I'll change it to match the F3 screen to be consistent.
Thanks for the quick reply and for fixing the coordinates, Zyin. After my first post I noticed that ALL the coordinates are off by one, X and Z included. Maybe the offset sliders should start at zero instead of one... not sure, just guessing. Anyway, thanks for fixing this. It's a great mod that I've come to depend on.
Thanks for the quick reply and for fixing the coordinates, Zyin. After my first post I noticed that ALL the coordinates are off by one, X and Z included. Maybe the offset sliders should start at zero instead of one... not sure, just guessing. Anyway, thanks for fixing this. It's a great mod that I've come to depend on.
There's a logical reason for the X and Z coordinates to appear to be off by one, and that's because rounding must occur in order to not show any decimal places. For example, in order to show your X position of X=1.3 we show X=1. To show X=0.3, we show X=0. To show X=-0.3 we show X=-1 - this is where the choice on how to round came in: if we round the other way so that X=-0.3 shows up as X=-0 then we'd end up with both positive and negative values for 0 which wouldn't make any sense.
Hello. I really like your mod but there is a bug I'd like to report:
The horsestats do not show up. I made sure they are enabled, found a horse, tamed it and even put a saddle on it (I know the last two steps weren't neccessary but I wanted to be sure). But no data showed up.
A beta version of Forge for 1.7.10 has been released and I'm working on updating Zyin's HUD now. However I'm running into an issue and not sure if it's something I need to do or if it's an issue on Forge's side. For now I'll wait and see if newer versions fix the issue.
Updated to Minecraft 1.7.10 (built with Forge beta version 10.13.0.1160)
Changes made in the options screen will now save if you exit it using Escape (as opposed to only saving when clicking the Save button)
The "Show if it can snow" and "Use Percentages" options for Info Line and Durability Info will be properly saved after exiting Minecraft
Coordinates
-The Y coordinate will now show your feet position instead of your eye position in order to match the F3 menu
Eating Aid
-Fixed "Eat Raw Food" option not working as intended
Quick Deposit
-Added blacklist option for Weapons (for vanilla Swords and Bows)
-Holding shift while pressing the Quick Deposit key will now deposit items even if there isn't one already in the chest
I think I found a bug with your 1.7.2 version of the bug, I disabled Potion Timers and Durability Info (they make me lag when they appear) but when I exit Minecraft and enter it again, it seems to enable itself again, so I went to the config and set it to false, it still appears, but when I went into the in-game config, it says disabled.
Edit: bug seems to be gone now, but I don't know why it happened in the 1st place, I did click on the save button before exiting the config menu.
Edit 2: bug seems to be back, and it turns the potion timers on/off at random times (even though in the config it says off)
I'm having constant crashes that seem related to your mod and Iron Chests. I had it happen when placing blocks but also when right clicking objects (like boats or bushes from Natura). I'm using version 1.3.2, as the server i'm playing on uses 1.7.2.
I think I found a bug with your 1.7.2 version of the bug, I disabled Potion Timers and Durability Info (they make me lag when they appear) but when I exit Minecraft and enter it again, it seems to enable itself again, so I went to the config and set it to false, it still appears, but when I went into the in-game config, it says disabled.
Edit: bug seems to be gone now, but I don't know why it happened in the 1st place, I did click on the save button before exiting the config menu.
Edit 2: bug seems to be back, and it turns the potion timers on/off at random times (even though in the config it says off)
I tried to reproduce this on the 2 computers that I own with no luck. Maybe you have some access restrictions/security or something that is preventing you from writing to the mods config file? Do you have any solid steps to reproduce your issue that I could use to find the cause of the problem?
Will the "Safe" feature still work in 1.8, having in mind the new rendering system that the snapshot 14w30a and above has?
Hopefully. I think most of the rendering changes for the upcoming 1.8 version has to deal with intelligently rendering the world rather than changing the rendering engine itself.
What is the max distance for the player tracker? I'm sitting in my base and I don't see anyone lol.
The max distance is how far you can see. The slider in the config screen is to hide player names that are CLOSER than that to you (i.e. if you put it to 20, you wont see player names if they are within 20 away from you). Make sure to press O to enable the player locator. You can see that it is enabled because it will say 'players' in the Info Line.
I'm having constant crashes that seem related to your mod and Iron Chests. I had it happen when placing blocks but also when right clicking objects (like boats or bushes from Natura). I'm using version 1.3.2, as the server i'm playing on uses 1.7.2.
Based on the crash report it looks like it's erroring when rendering the Info Line. I'm not sure why this would be happening, but it may be because of a Forge version mismatch between your installation and the version used to build Zyin's HUD v.1.3.2.
Hey Zyin, thanks for updating this great mod. So many useful features
But I found a few bugs and also have a few suggestions:
In the settings menu under "Durability Info" where you can set the display threshold it shows "Format Error: ..." at least for me:
Also there are some bugs with the light overlay. With layered snow it shows that mobs can spawn on all blocks that have any amount of snow layer on top. This is only true for just one snow layer (data value 0) and full blocks with 8/8 layers (data value 7). No mobs can spawn on snow layers with 2-7 thickness. Also there is a weird bug that the spawning overlay is only shown on top of full snow layer blocks if you aim at one of them.
There is another problem with colored glass, it does not behave the same as regular glass:
As far as i can tell it currently treats colored glass the same as air, unless there is a solid block right next to it and a block above (probably from the spider spawning check). The colored glass panes however seem to behave correctly.
Now to the suggestions: The safe overlay for the nether is at the moment a bit useless due to the different spawning mechanics in the nether. Zombie pigmen and magma slimes can spawn at any light level. So how about you ignore those and only display the other spawns?
For ghasts to spawn they need a 5x5, 4 height area on top of a solid block at any light level and only spawn outside of nether fortresses. Being able to see those spawns would help making structures in the nether ghast-spawn-proof. But the problem with that would be that you'd need to check up to 5*5*4=100 blocks above each solid block if they are air, compared to 2 blocks for regular mobs, possibly creating performance issues.
Another idea would be to show the spawning locations inside nether fortresses. Each fortress section has a bounding box where blazes and wither skeletons can spawn. The rules there are that blazes can spawn in 1x2 at light level 11 or less, wither skeletons in 1x2.5 at light level 7 or less and regular skeleton at the default rules with 1x2 at light level 7 or less.
Alternatively it would be great if you add another function to display the bounding boxes of nether fortress objects, so that you can more easily create a wither skeleton farming area.
The last thing I'd like to see would be some kind of lag compensation for the eating aid. Often on a multiplayer server I stop eating a tiny bit too early, thus not eating at all and having to try it multiple times. You could perhaps add the current ping towards the server to the eating time or add a slider in the settings where you can extend the eating time up to maybe 0.2 seconds, or just add a fixed short time directly in the code.
Thanks again and keep up the great work
Looks like the Format Error: may be from the new way Forge uses localization files, I'll look into it.
I'm pretty sure I coded in logic to check the layers of snow, see pic below in 1.7.10:
I think Mojang may have changed the behavior for 8/8 snow stacks because it used to work before. I remember running into the issue where the overlay marks would only show up when aiming at them (at all snow layers?) a long time ago, but I forgot what I did about it.
As for the glass - I'll look into it. Chances are it's a special type of glass that I need to account for.
I like those ideas for the nether spawning! I might end up doing something for the wither skeletons, as those are the mobs that people care about most in the nether. Checking to see if a ghast could spawn in a 5x5x4 area may be cpu intensive but I'll see how bad it ends up being.
As for outlining a nether fortress, there is already a mod to do that (forget what it's called) which works for other stuff like villages too.
As for the Eating Aid lag, I knew this would be an issue which is why I added a static amount of delay if you are on a server since I didn't know how to get the current players ping. If anyone knows how to do this please tell me, otherwise I might add a lag slider in the options screen for Eating Aid.
Based on the crash report it looks like it's erroring when rendering the Info Line. I'm not sure why this would be happening, but it may be because of a Forge version mismatch between your installation and the version used to build Zyin's HUD v.1.3.2.
I'm sorry for taking your time, i just found out i was having this problem because i installed version 1.3.3 instead of 1.3.2. Btw, the original post has this:
Are you clicking the Save button or pressing Escape to exit the options screen? The settings are only saved to disk when you click Save.
Downloaded your mod almost exclusively for the safe light level markings (now using the armor saver and the quick torch functionality as well!). I''ve noticed that inside, the red X's are appearing on blocks with light levels of 8 and below (standing on them with f3 on) and outside the yellow X's are appearing on blocks with light levels of 6 and below.
I may be misinformed, but I am pretty sure that both of these should be set to appear on levels of 7 and below.
Great mod though - thanks for the effort.
Added Simplified Chinese (China) (zh_CN) 简体中文(中国)thanks to SF_Chipan
Fixed crash with newer versions of Forge
Miscellaneous
-Added Quick place sign, which allows you to quickly place signs with no text by bypassing the GUI when placing a sign while sneaking (disabled by default)
Animal Info
-Now works with Wolves and Ocelots
Potion Aid
-Won't drink another Fire Resistance potion if you're on fire and already drank one
Clock
-Fixed the Graphic mode not moving when re positioning the Info Line
Anyway: bug, or something I'm doing wrong?
I believe this is due to not saving the options. The Zyin's Hud options page has a save button down the bottom. Unlike the other minecraft option pages which you can just escape out of, this mod needs you to actually save your option changes. Don't know if there is a coding reason for this as I am illiterate on that front, but there have been a few other people in this thread with the same problem.
I'll change it so that settings save when you press Esc instead of clicking the Save button.
This is a bug - looks like I forgot to add those 2 settings to the config file.
Honestly I never noticed it till now since I always used the Y coordinate that my mod displays instead of F3. What the Info Line is showing is your eye position, which is 1.62 blocks above your feet position (which is what F3 shows you). I'll change it to match the F3 screen to be consistent.
http://lmgtfy.com/?q=when+will+forge+update+to+1.7.9
Thanks for the quick reply and for fixing the coordinates, Zyin. After my first post I noticed that ALL the coordinates are off by one, X and Z included. Maybe the offset sliders should start at zero instead of one... not sure, just guessing. Anyway, thanks for fixing this. It's a great mod that I've come to depend on.
There's a logical reason for the X and Z coordinates to appear to be off by one, and that's because rounding must occur in order to not show any decimal places. For example, in order to show your X position of X=1.3 we show X=1. To show X=0.3, we show X=0. To show X=-0.3 we show X=-1 - this is where the choice on how to round came in: if we round the other way so that X=-0.3 shows up as X=-0 then we'd end up with both positive and negative values for 0 which wouldn't make any sense.
The horsestats do not show up. I made sure they are enabled, found a horse, tamed it and even put a saddle on it (I know the last two steps weren't neccessary but I wanted to be sure). But no data showed up.
The F3 information works though!
If you need it I will post screenshots.
The BrainStoneMod! GET IT NOW!
Updated to Minecraft 1.7.10 (built with Forge beta version 10.13.0.1160)
Changes made in the options screen will now save if you exit it using Escape (as opposed to only saving when clicking the Save button)
The "Show if it can snow" and "Use Percentages" options for Info Line and Durability Info will be properly saved after exiting Minecraft
Coordinates
-The Y coordinate will now show your feet position instead of your eye position in order to match the F3 menu
Eating Aid
-Fixed "Eat Raw Food" option not working as intended
Quick Deposit
-Added blacklist option for Weapons (for vanilla Swords and Bows)
-Holding shift while pressing the Quick Deposit key will now deposit items even if there isn't one already in the chest
top left corner, better fontsize, icons, and stacked downwards...
Edit: bug seems to be gone now, but I don't know why it happened in the 1st place, I did click on the save button before exiting the config menu.
Edit 2: bug seems to be back, and it turns the potion timers on/off at random times (even though in the config it says off)
There is a link to the crash log: http://pastebin.com/RpcYj53C
I tried to reproduce this on the 2 computers that I own with no luck. Maybe you have some access restrictions/security or something that is preventing you from writing to the mods config file? Do you have any solid steps to reproduce your issue that I could use to find the cause of the problem?
Hopefully. I think most of the rendering changes for the upcoming 1.8 version has to deal with intelligently rendering the world rather than changing the rendering engine itself.
The max distance is how far you can see. The slider in the config screen is to hide player names that are CLOSER than that to you (i.e. if you put it to 20, you wont see player names if they are within 20 away from you). Make sure to press O to enable the player locator. You can see that it is enabled because it will say 'players' in the Info Line.
Based on the crash report it looks like it's erroring when rendering the Info Line. I'm not sure why this would be happening, but it may be because of a Forge version mismatch between your installation and the version used to build Zyin's HUD v.1.3.2.
Looks like the Format Error: may be from the new way Forge uses localization files, I'll look into it.
I'm pretty sure I coded in logic to check the layers of snow, see pic below in 1.7.10:
I think Mojang may have changed the behavior for 8/8 snow stacks because it used to work before. I remember running into the issue where the overlay marks would only show up when aiming at them (at all snow layers?) a long time ago, but I forgot what I did about it.
As for the glass - I'll look into it. Chances are it's a special type of glass that I need to account for.
I like those ideas for the nether spawning! I might end up doing something for the wither skeletons, as those are the mobs that people care about most in the nether. Checking to see if a ghast could spawn in a 5x5x4 area may be cpu intensive but I'll see how bad it ends up being.
As for outlining a nether fortress, there is already a mod to do that (forget what it's called) which works for other stuff like villages too.
As for the Eating Aid lag, I knew this would be an issue which is why I added a static amount of delay if you are on a server since I didn't know how to get the current players ping. If anyone knows how to do this please tell me, otherwise I might add a lag slider in the options screen for Eating Aid.
I'm sorry for taking your time, i just found out i was having this problem because i installed version 1.3.3 instead of 1.3.2. Btw, the original post has this:
"1.7.10
Zyin's HUD (1.7.2) v.1.3.3.jar"
Basically it says above that the mod is for version 1.7.10, but the link below (which in my opinion draws more attention) says it's for version 1.7.2.