That is correct. I've decided to stop working on the current MSH version and rewrite it from scratch. There's a lot of inefficient code all over the place and it could run way faster than it already does. For the time being (on 1.8) you could always try to use this mod until I'm done with the rewrite.
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And because I suck with names: if anyone has ideas for a good name, feel free to suggest it. The suggestion page and the suggestion list.
To give you a rough idea, it will be similar to the original MSH with extra functionalities from the bboutline mod.
It'll include bboutline-style functionality? You mean we get the spawning regions for fortress mobs, witch huts, guardians, and iron golems as part of the mod? Very exciting! (Should we expect those bits to work on vanilla SMP servers?)
It'll include bboutline-style functionality? You mean we get the spawning regions for fortress mobs, witch huts, guardians, and iron golems as part of the mod? Very exciting! (Should we expect those bits to work on vanilla SMP servers?)
Yeah, asked 4poc a long time ago whether I could include something similar in my mod because he stopped updating his mod.
Vanilla SMP, probably not. It requires some data that is only available on the server and is not sent to the client from a vanilla server.
-new tags are missing their descriptions in the taglist
-localtemperature's default integer rounding turns out to be inaccurate for the purposes of predicting snowman and ice behavior, producing an error of several blocks in the y direction. Can we please have at least one decimal place?
-new tags are missing their descriptions in the taglist
-localtemperature's default integer rounding turns out to be inaccurate for the purposes of predicting snowman and ice behavior, producing an error of several blocks in the y direction. Can we please have at least one decimal place?
Fixed both in 77, should be up shortly. Increased the precision to 2 decimals.
i got the player radar to work, but unfortunately not the memused/max. it just displays raw numbers side by side. i tried inserting it in a string {memused} : {memmax} but that displays the unrounded variables. so i guess the question is, how do i insert the numbers into a displayable string?
I wish there was some sort of repository for all the awesome configs people have set up. Mostly because I am too lazy/stupid to figure out my own.And also because this mod is powerful and with enough knowlegde and know-how it can probably do alot of awesome stuff we don't even realize.
Aaaanyways, does anyone feel like helping me implement something like ArmorStatus HUD ? I want to figure out how to display a simple 0-100% durabilty for each piece of armor with 3 or 4 colors based off the percentage left and then one for the current equipped item, and maybe the icons too...Is this even possible ?
i got the player radar to work, but unfortunately not the memused/max. it just displays raw numbers side by side. i tried inserting it in a string {memused} : {memmax} but that displays the unrounded variables. so i guess the question is, how do i insert the numbers into a displayable string?
I wish there was some sort of repository for all the awesome configs people have set up. Mostly because I am too lazy/stupid to figure out my own.And also because this mod is powerful and with enough knowlegde and know-how it can probably do alot of awesome stuff we don't even realize.
Aaaanyways, does anyone feel like helping me implement something like ArmorStatus HUD ? I want to figure out how to display a simple 0-100% durabilty for each piece of armor with 3 or 4 colors based off the percentage left and then one for the current equipped item, and maybe the icons too...Is this even possible ?
If you have a config file that you'd like to share with others, you can submit it HERE. Read the instructions in CONTRIBUTING.md carefully because i will be rather strict about submissions to make it easier for the users looking for config files.
Thank you so very much. I'm sure enough trial and error I could figure out some stuff, but having some pre-made stuff to tweak makes it so much faster/easier and will likely allow less code-centric minds to use this to its true capability and as far as some of the more advanced stuff I likely would have never figured it out on my own, but just lookin through the tags and variables etc I know some cool stuff can be concocted, can't wait to see some good submissions. Again thank you so much !
Um...what on earth did the forums do to my post ? Is THIS why you hate the editor ? lol fixed it...I hope...
Not sure if this is a bug, a completely different variable that isn't queried, I missed the right variable in the list, etc:
The lightsun/lightsunfeet value currently detects the maximum potential skylight a block can be exposed to after obstructions are taken into account. Is there a way to get the actual current skylight on the block? For example, even directly under open sky, it should drop to 4 at midnight, 12 during rain/snow, 10 during thunder, etc.
Thank you so very much. I'm sure enough trial and error I could figure out some stuff, but having some pre-made stuff to tweak makes it so much faster/easier and will likely allow less code-centric minds to use this to its true capability and as far as some of the more advanced stuff I likely would have never figured it out on my own, but just lookin through the tags and variables etc I know some cool stuff can be concocted, can't sait to see some good submissions. Again thank you so much !
Just need to get some alternative configs going on now.
Not sure if this is a bug, a completely different variable that isn't queried, I missed the right variable in the list, etc:
The lightsun/lightsunfeet value currently detects the maximum potential skylight a block can be exposed to after obstructions are taken into account. Is there a way to get the actual current skylight on the block? For example, even directly under open sky, it should drop to 4 at midnight, 12 during rain/snow, 10 during thunder, etc.
I can't find anything that would allow me that, may have to dig deeper. Even vanilla's F3 shows the skylight value as a constant 15 during the night if you have no blocks above you.
I can't find anything that would allow me that, may have to dig deeper. Even vanilla's F3 shows the skylight value as a constant 15 during the night if you have no blocks above you.
Huh. After poking around F3, yeah, they've removed quite a few light values that were available a few major versions back. I'd point out where I've seen it before, but it was way back in a 1.6 class-mod, so that's probably of zero value at this point. At the very worst, if you can find where Minecraft gets the light levels that it uses to mix the lightmap palette colors, that would give you the raw values.
Huh. After poking around F3, yeah, they've removed quite a few light values that were available a few major versions back. I'd point out where I've seen it before, but it was way back in a 1.6 class-mod, so that's probably of zero value at this point. At the very worst, if you can find where Minecraft gets the light levels that it uses to mix the lightmap palette colors, that would give you the raw values.
Managed to get it working.
I had to (in 1.8) replace all the feet related tags with eye related tags. The player position is now using the feet level by default, so all of those tags returned the same values in previous 1.8 versions anyway (nobody noticed that).
Oh, say it ain't so! D':
That is correct. I've decided to stop working on the current MSH version and rewrite it from scratch. There's a lot of inefficient code all over the place and it could run way faster than it already does. For the time being (on 1.8) you could always try to use this mod until I'm done with the rewrite.
---
And because I suck with names: if anyone has ideas for a good name, feel free to suggest it. The suggestion page and the suggestion list.
To give you a rough idea, it will be similar to the original MSH with extra functionalities from the bboutline mod.
Yeah, asked 4poc a long time ago whether I could include something similar in my mod because he stopped updating his mod.
Vanilla SMP, probably not. It requires some data that is only available on the server and is not sent to the client from a vanilla server.
Minor bugs for IGI 76:
-new tags are missing their descriptions in the taglist
-localtemperature's default integer rounding turns out to be inaccurate for the purposes of predicting snowman and ice behavior, producing an error of several blocks in the y direction. Can we please have at least one decimal place?
Fixed both in 77, should be up shortly. Increased the precision to 2 decimals.
Need help with a config.
First i was trying to use Memused/Memtotal. it displays, but in bytes. This is a very large number.
i was hoping someone could help me put it to display megabytes or Decimal gigabytes.
Next was the nearby player tag. My hopeful outcome was to Display a nearby player name/ distance IF there was one, otherwise Display "None" in text.
If else statements should work, but im not experienced in XML.
I just need syntax because these tags have worked for me but not in the desired outcome.
Please note i am using XML notepad 2007.
Roughly what you want: https://gist.github.com/bc0c2595280b89a24837 (can't check the exact variable names right now).
Thats fine, theres a wiki for a reason.
Just place these after the string lines im assuming.
not as child?
After <str> or a new <line></line> group.
sorry bout this need one last thing.
i got the player radar to work, but unfortunately not the memused/max. it just displays raw numbers side by side. i tried inserting it in a string {memused} : {memmax} but that displays the unrounded variables. so i guess the question is, how do i insert the numbers into a displayable string?
I wish there was some sort of repository for all the awesome configs people have set up. Mostly because I am too lazy/stupid to figure out my own.And also because this mod is powerful and with enough knowlegde and know-how it can probably do alot of awesome stuff we don't even realize.
Aaaanyways, does anyone feel like helping me implement something like ArmorStatus HUD ? I want to figure out how to display a simple 0-100% durabilty for each piece of armor with 3 or 4 colors based off the percentage left and then one for the current equipped item, and maybe the icons too...Is this even possible ?
Forgot to mention, the wiki is outdated (tags are no available through the command undefined). Does this work? https://gist.github.com/b07cbaac0671b243ec8a
If you don't want the decimal places, just change <num>2</num> to <num>0</num>.
The default config ships a "<durability> / <maxdurabilit> <icon>" section for the equipment: https://github.com/Lunatrius/InGame-Info-XML/blob/master/src/main/resources/assets/ingameinfo/InGameInfo.xml#L181-L276
Was about time I did this.
If you have a config file that you'd like to share with others, you can submit it HERE. Read the instructions in CONTRIBUTING.md carefully because i will be rather strict about submissions to make it easier for the users looking for config files.
Note: I HATE THE NEW BB CODE EDITOR
TFC Compatibility
Thank you so very much. I'm sure enough trial and error I could figure out some stuff, but having some pre-made stuff to tweak makes it so much faster/easier and will likely allow less code-centric minds to use this to its true capability and as far as some of the more advanced stuff I likely would have never figured it out on my own, but just lookin through the tags and variables etc I know some cool stuff can be concocted, can't wait to see some good submissions. Again thank you so much !
Um...what on earth did the forums do to my post ? Is THIS why you hate the editor ? lol fixed it...I hope...
Not sure if this is a bug, a completely different variable that isn't queried, I missed the right variable in the list, etc:
The lightsun/lightsunfeet value currently detects the maximum potential skylight a block can be exposed to after obstructions are taken into account. Is there a way to get the actual current skylight on the block? For example, even directly under open sky, it should drop to 4 at midnight, 12 during rain/snow, 10 during thunder, etc.
Just need to get some alternative configs going on now.
I can't find anything that would allow me that, may have to dig deeper. Even vanilla's F3 shows the skylight value as a constant 15 during the night if you have no blocks above you.
Huh. After poking around F3, yeah, they've removed quite a few light values that were available a few major versions back. I'd point out where I've seen it before, but it was way back in a 1.6 class-mod, so that's probably of zero value at this point. At the very worst, if you can find where Minecraft gets the light levels that it uses to mix the lightmap palette colors, that would give you the raw values.
Managed to get it working.
I had to (in 1.8) replace all the feet related tags with eye related tags. The player position is now using the feet level by default, so all of those tags returned the same values in previous 1.8 versions anyway (nobody noticed that).