Not exactly a bug report, but it kinda surprised me when I saw this:
The light level in red is the current lightfeet (4, the outside light level at night), and the number in parentheses next to it is lightnosunfeet. There isn't any sun, but FSOR the latter also ignores moonlight and reads 0 on the surface. It probably happens with lightnosun as well but I haven't checked.
The difference doesn't really come into play at all, but it does kinda look silly when you know nighttime isn't pitch-black on the surface.
Not exactly a bug report, but it kinda surprised me when I saw this:
The light level in red is the current lightfeet (4, the outside light level at night), and the number in parentheses next to it is lightnosunfeet. There isn't any sun, but FSOR the latter also ignores moonlight and reads 0 on the surface. It probably happens with lightnosun as well but I haven't checked.
The difference doesn't really come into play at all, but it does kinda look silly when you know nighttime isn't pitch-black on the surface.
It's intended to work that way. Basically ignoring the sun and moon (they're basically the same thing, only that the sun has a light level of 15 and moonlight a light level of 4). The nosun tags exclude any sunlight/moonlight and only apply the lightlevel of any light sources.
What you can do is to replace the value in the brackets with a maximum between the light and lightnosun.
How do I use the file conversion to make my old config work with the XML version?
Just run the downloaded file, locate the old ingameinfo.txt file (should be in .minecraft/mods/daftpvf/ingameinfo.txt), click load, then save it to .minecraft/config/InGameInfo.xml and you're ready to go.
Can someone correct this for me?
Edit: Crap the lines are messed up.
-snipet-
First of all, spoilers are there for a reason. Second of all, if you're unfamiliar with XML you really should use bspkrs' text version. Anyhow, here's the fixed config: http://pastebin.com/xBbJ1ssj - you were missing 3 ending tags, which you probably just deleted from the default config file if my assumption is correct.
First of all, spoilers are there for a reason. Second of all, if you're unfamiliar with XML you really should use bspkrs' text version. Anyhow, here's the fixed config: http://pastebin.com/xBbJ1ssj - you were missing 3 ending tags, which you probably just deleted from the default config file if my assumption is correct.
Thx for helping, and I'm still not used to the forums. Great Mod Btw.
Hello. I'm trying to get the ingameinfo mod to display a simple light level header. But when i enter the code, all I see in the game is "{light}" (without the quotation marks).
Hello. I'm trying to get the ingameinfo mod to display a simple light level header. But when i enter the code, all I see in the game is "{light}" (without the quotation marks).
But this returns the same line as the above problem. What's going on?!
The lightfeet variable was added just recently, in a 1.3.2 version and doesn't exist in the 1.2.5 version of the mod. I'll have to look into why the first example doesn't work though, it should work just fine.
The lightfeet variable was added just recently, in a 1.3.2 version and doesn't exist in the 1.2.5 version of the mod. I'll have to look into why the first example doesn't work though, it should work just fine.
I suspected as much. Thank you for the speedy reply.
Also thank you for the mods as well!
edit: try not to stress too much over why the first example didn't work for me (unless you're a perfectionist) - I did find a workaround, after all. It probably had more to do with my machine than your mod. I have 25 mods installed, all working together. There's bound to be some tiny errors cause by conflicting mods.
I suspected as much. Thank you for the speedy reply.
Also thank you for the mods as well!
edit: try not to stress too much over why the first example didn't work for me (unless you're a perfectionist) - I did find a workaround, after all. It probably had more to do with my machine than your mod. I have 25 mods installed, all working together. There's bound to be some tiny errors cause by conflicting mods.
I know that it could conflict, but the part where it actually turns {light} into the value of the current light shouldn't be affected as it's just a method call to replace all variables.
Don't know if this is a bug or not but stackie works for a while then breaks and decides not to stack the items.
Is that the Forge or Bukkit version? I assume it's Forge, I've noticed that and I currently have no idea what is going on (it only affects the actual compiled mod - it never nappened in my Eclipse environment). It will be a while before I figure out what's causing it, unless someone else can find out something interesting.
In all honesty I would rather seeingameinfo mod get a redesine by simply adding in a gui settings option. It would make it a lot easier and faster to configure rather then trying to manually code the xml config file. I'm willing to admit that I'm completly too dumb to figure out how to configure this mod and sadly I'm forced to go back to using CJB's mod only for the info mod part. So sad to say I'm stuck unable to play on a server for fear of getting banned for having CJB's mod installed.
In all honesty I would rather seeingameinfo mod get a redesine by simply adding in a gui settings option. It would make it a lot easier and faster to configure rather then trying to manually code the xml config file. I'm willing to admit that I'm completly too dumb to figure out how to configure this mod and sadly I'm forced to go back to using CJB's mod only for the info mod part. So sad to say I'm stuck unable to play on a server for fear of getting banned for having CJB's mod installed.
A GUI in the game would be a great thing, for sure. But the problem is that it would take a lot of effort to make it usable. The easier alternative for that would be a separate tool that let's you generate a config, but would be still a lot of work.
Other than that, you might want to check out bspkrs' text version that has a simpler syntax. Or you can tell me exactly what you want and I can try to make the config for you.
Thanks Lunatrius for the great work. I'm not much into the other mods though I know some my players love your Schematica! But I personally as a server admin can't wait for Stackie Small and useful and what we need for server admins and hell even SSP players. Hope to see more useful tools in the future
Thanks Lunatrius for the great work. I'm not much into the other mods though I know some my players love your Schematica! But I personally as a server admin can't wait for Stackie Small and useful and what we need for server admins and hell even SSP players. Hope to see more useful tools in the future
Heh, thank you both. I'm currently working on code separation for all my mods, making each mod a separate project, which will make testing a lot easier. Schematica is already updated, but I want to finish the ANT build script and (hopefully) push everything onto github.
The light level in red is the current lightfeet (4, the outside light level at night), and the number in parentheses next to it is lightnosunfeet. There isn't any sun, but FSOR the latter also ignores moonlight and reads 0 on the surface. It probably happens with lightnosun as well but I haven't checked.
The difference doesn't really come into play at all, but it does kinda look silly when you know nighttime isn't pitch-black on the surface.
What you can do is to replace the value in the brackets with a maximum between the light and lightnosun.
Edit: Crap the lines are messed up.
Biome: $e{biome}$f
slimes
($aSlime$f)
Score: $e{score}$f
Light:
light
7.5
$e
$c
light
$r (feet:
lightfeet
7.5
$e
$c
lightfeet
$r)
FPS:
fps
30
$a
$c
fps
Entities: $e{entitiesrendered}$f / $e{entitiestotal}$f
$b{username}$f
equippedname
equippeddamageleft
0.5
:
equippeddamageleft
equippedmaxdamage
10
equippeddamageleft
equippedmaxdamage
20
equippeddamageleft
equippedmaxdamage
50
$e
$6
$c
$4
equippeddamageleft
0.5
{equippeddamageleft}$f / $e{equippedmaxdamage}
potiondurationticks0
0.5
{potioneffect0}: {potionduration0}
potiondurationticks1
0.5
{potioneffect1}: {potionduration1}
potiondurationticks2
0.5
{potioneffect2}: {potionduration2}
potiondurationticks3
0.5
{potioneffect3}: {potionduration3}
potiondurationticks4
0.5
{potioneffect4}: {potionduration4}
potiondurationticks5
0.5
{potioneffect5}: {potionduration5}
potiondurationticks6
0.5
{potioneffect6}: {potionduration6}
potiondurationticks7
0.5
{potioneffect7}: {potionduration7}
potiondurationticks8
0.5
{potioneffect8}: {potionduration8}
First of all, spoilers are there for a reason. Second of all, if you're unfamiliar with XML you really should use bspkrs' text version. Anyhow, here's the fixed config: http://pastebin.com/xBbJ1ssj - you were missing 3 ending tags, which you probably just deleted from the default config file if my assumption is correct.
Thx for helping, and I'm still not used to the forums. Great Mod Btw.
The code I entered is as follows:
<value type="str">Light: </value>
<value type="var">light</value>
In theory, this should return "Light: 15" when standing on, say, an open field during the day.
But this is what I'm getting: "Light: {light}". What's going on?
I'm using the 1.2.5 version btw. I haven't updated to 1.3.2 yet. Waiting on Eloraam to update her mod first
edit: I fixed the display issue by rewriting the code into:
<value type="str">Light: {light}</value>
This correctly displays what I want it to display.
Unfortunately, I'm having another problem. The following code:
<value type="str">Light (feet): {lightfeet}</value>
returns "Light (feet): {lightfeet}". The exact same problem I had before, except it's with the lightfeet variable instead of just light.
I tried doing:
<value type="str">Light (feet): </value>
<value type="var">lightfeet</value>
But this returns the same line as the above problem. What's going on?!
I suspected as much. Thank you for the speedy reply.
Also thank you for the mods as well!
edit: try not to stress too much over why the first example didn't work for me (unless you're a perfectionist) - I did find a workaround, after all. It probably had more to do with my machine than your mod. I have 25 mods installed, all working together. There's bound to be some tiny errors cause by conflicting mods.
I know that it could conflict, but the part where it actually turns {light} into the value of the current light shouldn't be affected as it's just a method call to replace all variables.
Is that the Forge or Bukkit version? I assume it's Forge, I've noticed that and I currently have no idea what is going on (it only affects the actual compiled mod - it never nappened in my Eclipse environment). It will be a while before I figure out what's causing it, unless someone else can find out something interesting.
A GUI in the game would be a great thing, for sure. But the problem is that it would take a lot of effort to make it usable. The easier alternative for that would be a separate tool that let's you generate a config, but would be still a lot of work.
Other than that, you might want to check out bspkrs' text version that has a simpler syntax. Or you can tell me exactly what you want and I can try to make the config for you.
It only works on the server side. That means SP for players and MP for the whole server, assuming the server has the mod installed.
I installed it on the server, it doesn't stack :<
Edit: nvm found the issue xD
Check out my Let's Play Series:
Heh, thank you both. I'm currently working on code separation for all my mods, making each mod a separate project, which will make testing a lot easier. Schematica is already updated, but I want to finish the ANT build script and (hopefully) push everything onto github.