is there a way to get the old gui 'cause i have this problem :/
Weird... and yes, it's posted all over the place...
You have two options, download the alternative on the main post, or pull up the repositioning gui and disable the skin. The next version should fix the problem.
The Advanced button is now enabled in the Repositioning GUI, which will allow people to more easily adjust mob sizes/names/offsets/ect without openings a single config file.
Added Texturepack awareness to the skin, which should fix white texture bugs as well.
Forge Server is now using a new watching technique which should be much more efficient.
Have you posted this on planetminecraft under the name of TowerForCast?
No, there are many illegal downloads out there. If it is not provided by me, and it is not a modpack with my permission, I did not give permission for the redistribution.
Sad some people have to make a living by stealing mod authors 15 dollars a month.
Edit:I posted a warning and reported it, though it looks like the report feature might be broke. Just spam his comments with abuse
I really like the new Advanced GUI, but do you think you can add tooltips. I know what they do but i can see some of them being confusing until people figure it out. Oh and here is a picture of me fixing a Thaumcraft golem:
I really like the new Advanced GUI, but do you think you can add tooltips. I know what they do but i can see some of them being confusing until people figure it out. Oh and here is a picture of me fixing a Thaumcraft golem:
Thanks for the input. Yes, that is possible. Normally I hate doing GUI's, but as I do make them, I try to make reusable controls. Now I have a bank of them and really makes life easier. I do, in fact, already have a tooltip control(used in the magnification option my paint mod), so this should not be a problem. Thank cpw for the listbox, I didn't have to do much to adapt it for my needs.
And a heads up, I also plan on making the skinning process more customizable not only custom aggro/passive icons, but also the ability to change the name/health bar size/location, as well as the font size/color. The point is to allow texture packs to produce tailor made portrait skins. The goal is to design it so the tp creator has 100% control over the appearance, as the portrait window plays a HUGE part in how the game feels(queue those with WoW post traumatic stress syndrome).
I'm having an issue where this mod doesn't seem to be reading its config files on load -- the position and advanced options are all reset to default every time I launch minecraft again, and the config files are rewritten to match.
Hello creator of this mod
i really like the mod and everything, but there seems to be a glitch, or two
one is that the repositioning of the window doesn't stay when you log off
and the other is the force name, that you just now added, it doesn't stay either when you log out
if you could fix these minor glitchs, i'd be happy
heck, even if you don't i'll still use this mod
This mod looks fantastic, but I get a crash whenever I look at a hostile mob:
java.lang.ArrayIndexOutOfBoundsException: -1
at DamageIndicators.EntityConfigurationEntry.generateDefaultConfiguration(EntityConfigurationEntry.java:62)
at DamageIndicators.DITicker.updateMouseOversSkinned(DITicker.java:287)
at DamageIndicators.DITicker.tickEnd(DITicker.java:82)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:137)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickEnd(FMLCommonHandler.java:371)
at net.minecraft.client.Minecraft.J(Minecraft.java:880)
at net.minecraft.client.Minecraft.run(Minecraft.java:773)
at java.lang.Thread.run(Unknown Source)
EDIT: I suspected that it may of been related to the amputation/decapitation mod, and taking it out stopped the crash. I can live without that one, but maybe it's worth taking a look to see if there's a reason they're conflicting?
Hello creator of this mod
i really like the mod and everything, but there seems to be a glitch, or two
one is that the repositioning of the window doesn't stay when you log off
and the other is the force name, that you just now added, it doesn't stay either when you log out
if you could fix these minor glitchs, i'd be happy
heck, even if you don't i'll still use this mod
Wrong thread, I deliver the information the mobs provide, if the mod does not use the vanilla information, there is nothing I can do(Without hacks or requiring the mod in question). The mod will launch, it just lies about health information.
As you suggested I requested support for Damage Indicators in Infernal mobs and here is what the author had to say:
I do not have that issue, it has not been reported before, it is likely another mod battling Infernal Mobs post-renderer. I'd even go as far and point a finger at your Damage Indicators.
No i cannot support those. To achieve higher health than minecraft allows i simply set the rare Mobs health past the allowed maximum, so if anything, Damage Indicators needs to support Infernal Mobs, not the other way around.
Tooltips added to the advanced GUI to help players understand, and a couple of confusing redundant config entries removed.
Config Saving issues are now fixed, for both main and mob adjustments.
Unlisted Mob Crash now corrected.
New Aggressive/Passive Mob icons added and are skinnable as per request.
As you suggested I requested support for Damage Indicators in Infernal mobs and here is what the author had to say:
This mod works exactly as it should. If there is no max health, I cannot possibly know what the max health is. Currently, if the max health is less than the current health, the current health is assumed to be the max health. This is the only possibility, I haven't learned how to code in psychic yet
I also assume bosses health is a bit randomized, meaning I can't even assume the max health, leaving me with no way to tell. It appears the minecraft limitation he is talking about is preventing him from properly exposing the mobs max health, leaving mods like mine blind. Not much I can do here either.
Edit: I looked on that thread and I see you are having other problems Or what exactly are the problems? My mod doesn't cause rendering issues with that mod AT ALL. It only gives incorrect health info, and the author of that mod already stated as to why. Is this the problem or is it something else?
Weird... and yes, it's posted all over the place...
You have two options, download the alternative on the main post, or pull up the repositioning gui and disable the skin. The next version should fix the problem.
The Advanced button is now enabled in the Repositioning GUI, which will allow people to more easily adjust mob sizes/names/offsets/ect without openings a single config file.
Added Texturepack awareness to the skin, which should fix white texture bugs as well.
Forge Server is now using a new watching technique which should be much more efficient.
No, there are many illegal downloads out there. If it is not provided by me, and it is not a modpack with my permission, I did not give permission for the redistribution.
Sad some people have to make a living by stealing mod authors 15 dollars a month.
Edit:I posted a warning and reported it, though it looks like the report feature might be broke. Just spam his comments with abuse
Fix for killing blows not showing correct damage.
Thanks for the input. Yes, that is possible. Normally I hate doing GUI's, but as I do make them, I try to make reusable controls. Now I have a bank of them and really makes life easier. I do, in fact, already have a tooltip control(used in the magnification option my paint mod), so this should not be a problem. Thank cpw for the listbox, I didn't have to do much to adapt it for my needs.
And a heads up, I also plan on making the skinning process more customizable not only custom aggro/passive icons, but also the ability to change the name/health bar size/location, as well as the font size/color. The point is to allow texture packs to produce tailor made portrait skins. The goal is to design it so the tp creator has 100% control over the appearance, as the portrait window plays a HUGE part in how the game feels(queue those with WoW post traumatic stress syndrome).
i really like the mod and everything, but there seems to be a glitch, or two
one is that the repositioning of the window doesn't stay when you log off
and the other is the force name, that you just now added, it doesn't stay either when you log out
if you could fix these minor glitchs, i'd be happy
heck, even if you don't i'll still use this mod
cause its awesome
and your awesome
~Y99
Looks pretty cool.
Thanks, Ill track it down.
Known bug, will be fixed in the next update.
Ask the contributor, it is his pic ^ ^
Oh i read this wrong, Open the config and you can set it manually. You can also rebind keys in the keybinding menu.
Make sure you don't have stray mods in your mod and coremod folder from an older version.
As you suggested I requested support for Damage Indicators in Infernal mobs and here is what the author had to say:
It's the Custom NPCs mod with the NPCs scale set to 2.
Tooltips added to the advanced GUI to help players understand, and a couple of confusing redundant config entries removed.
Config Saving issues are now fixed, for both main and mob adjustments.
Unlisted Mob Crash now corrected.
New Aggressive/Passive Mob icons added and are skinnable as per request.
This mod works exactly as it should. If there is no max health, I cannot possibly know what the max health is. Currently, if the max health is less than the current health, the current health is assumed to be the max health. This is the only possibility, I haven't learned how to code in psychic yet
I also assume bosses health is a bit randomized, meaning I can't even assume the max health, leaving me with no way to tell. It appears the minecraft limitation he is talking about is preventing him from properly exposing the mobs max health, leaving mods like mine blind. Not much I can do here either.
Edit: I looked on that thread and I see you are having other problems Or what exactly are the problems? My mod doesn't cause rendering issues with that mod AT ALL. It only gives incorrect health info, and the author of that mod already stated as to why. Is this the problem or is it something else?
You didn't say how awesome they look Thanks for adding this and making it so sexy at the same time!