Gah! Had seen it was updated to 1.1 and was thinking ooo 1.8 update. Alas I was mistaken. Hope to see the mod to 1.8 soon (Understanding no eta and it takes time of course hehe)
I have attempted to work on 1.8, but sadly a lot of the API is not in place yet, so it's quite hard to make something which works well without causing crashes and such. Once Forge 1.8 is officially out and stable, I'll try again.
I believe I know the exact issue. I'll put up a quick fix ASAP. Oh, and the settings menu is opened by default with U while in-game. You can change it in the controls menu if it's clashing with another mod.
EDIT: Download 1.1a is out, specifically to fix that issue.
If i turn all of in "U" menue it works again and i see him.
Nevermind im just stupid
Hide players is on by default when you install the mod, so you don't have to disable all - you can just go to the last page and turn off "Hide Players".
I just saw that when i give mobs a bit more life (like 60 and more) than the Healthbar gets looking ugly over the mobs head wich is acctually looks very cool. (found that today :P)
annyways how about handling the hearts like tinker cunstruct? so they appear in a different color on each possible-new row.
Hmm, not a bad idea, I've noticed that the hearts can get in the way a little when it comes to Withers and other high-health mobs. That would be a good option to add, possibly for a future update!
Heyho its me again.
I saw today a nice feature. hehe no i assume its a bug. But that to explain is hard. Here a picture sais more than 1000 words.
It Accually looks really cool how the Healthbar disapears behind the cluad from the "Weather 2 Mod". But im sure thats not wanted
That's really weird, I'm pretty sure that the info boxes shouldn't be displayed underneath anything else. Perhaps the Weather 2 mod has their clouds configured the same way to render above everything else...
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I'm really liking the changes you made! they're really nice. I do have 2 suggestions, however:
1: would it be at all possible to scale down a little to accommodate the "Large/Auto" GUI setting? When I put mine on auto (which in my case, seems the same as large) some indicators from your HUD seem kinda big..which.. is sorta the point, but too big, I guess XD
2: will you implement a config file in the future to allow users to manually move an indicator on the screen? for example I'd like my clock on the right, but moved slightly downward so it isn't hidden behind my minimap (or perhaps allow users to click/drag in-game, sorta like Ars Magica 2's command: /amuicfg, which also comes with a config file to do numerically/manually) I only referenced Ars Magica 2 in case it may help
oh and a quick (possible) bug I may have come across: light levels seem to always stay at 15 no matter what.
I'm thinking maybe the next version should have a default for whether or not the element is enabled, that way hide players (and others) which most players probably won't want all the time would be disabled by default.
Please add waypoint in mod. And no needs minimap )))
Hmm, maybe... However, I know for sure that a lot of mods out there already have very, very good systems in place for waypoints (along with minimaps). I'm guessing it actually may be quite hard to put together something like that, although I've never tried before.
I have attempted to work on 1.8, but sadly a lot of the API is not in place yet, so it's quite hard to make something which works well without causing crashes and such. Once Forge 1.8 is officially out and stable, I'll try again.
You mean Forge 1.7.10 won't run? That's weird... Never seen that before.
It does. Last I checked, Forge and Liteloader will happily go hand in hand
Haven't yet used this mod without both lite loader & forge installed.
That crash is caused by SecretRoomsMod, not this. Post the crash log there (read the "Error Resporting" section first).
Im downloading this
Awesome, thanks
I believe I know the exact issue. I'll put up a quick fix ASAP. Oh, and the settings menu is opened by default with U while in-game. You can change it in the controls menu if it's clashing with another mod.
EDIT: Download 1.1a is out, specifically to fix that issue.
Thank you, I believe I still have some suggestions to implement so whenever I get to those, I'll add in some extra positions.
Hide players is on by default when you install the mod, so you don't have to disable all - you can just go to the last page and turn off "Hide Players".
...What font did you use for "Better HUD", "New Elements", and "Legal Stuff"?
Thanks, and I used http://textcraft.net/, which is a free generator for Minecraft text.
Hmm, not a bad idea, I've noticed that the hearts can get in the way a little when it comes to Withers and other high-health mobs. That would be a good option to add, possibly for a future update!
That's really weird, I'm pretty sure that the info boxes shouldn't be displayed underneath anything else. Perhaps the Weather 2 mod has their clouds configured the same way to render above everything else...
1: would it be at all possible to scale down a little to accommodate the "Large/Auto" GUI setting? When I put mine on auto (which in my case, seems the same as large) some indicators from your HUD seem kinda big..which.. is sorta the point, but too big, I guess XD
2: will you implement a config file in the future to allow users to manually move an indicator on the screen? for example I'd like my clock on the right, but moved slightly downward so it isn't hidden behind my minimap (or perhaps allow users to click/drag in-game, sorta like Ars Magica 2's command: /amuicfg, which also comes with a config file to do numerically/manually) I only referenced Ars Magica 2 in case it may help
oh and a quick (possible) bug I may have come across: light levels seem to always stay at 15 no matter what.
Thank you
Hmm, maybe... However, I know for sure that a lot of mods out there already have very, very good systems in place for waypoints (along with minimaps). I'm guessing it actually may be quite hard to put together something like that, although I've never tried before.