Well, good news....i got the percent working before you replied to me but i do appreciate you helping. Now i need it to be rounded to nearest whole number because its going 15 "0" after decimal.
Time: 7/29/16 4:51 PM
Description: FML has discovered extracted jar files in the mods directory.
This breaks mod loading functionality completely.
Remove the directories and replace with the jar files originally provided.
java.lang.RuntimeException: Extracted mod jars found, loading will NOT continue
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:273)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:221)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 74228872 bytes (70 MB) / 127139840 bytes (121 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Time: 7/29/16 4:51 PM Description: FML has discovered extracted jar files in the mods directory. This breaks mod loading functionality completely. Remove the directories and replace with the jar files originally provided.
java.lang.RuntimeException: Extracted mod jars found, loading will NOT continue
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:273)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:221)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 74228872 bytes (70 MB) / 127139840 bytes (121 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Don't extract the jar files, just drop them into the mods folder.
So I started a new instance in MC 1.7.10 using the FTB Direwolf20 modpack and was looking for a replacement for WMLL, which has not been updated since 1.6.4 and decided to go with InGameInfo. I saved the config as text and added a line for XYZ coordinates and direction as follows:
I may need to move some of the items in the HUD around a bit when I get going with some of the other mods, in particular Gravitation Suite (an IC2 addon) and Thaumcraft. JourneyMap occupies the upper right corner of the HUD.
So I started a new instance in MC 1.7.10 using the FTB Direwolf20 modpack and was looking for a replacement for WMLL, which has not been updated since 1.6.4 and decided to go with InGameInfo. I saved the config as text and added a line for XYZ coordinates and direction as follows:
I may need to move some of the items in the HUD around a bit when I get going with some of the other mods, in particular Gravitation Suite (an IC2 addon) and Thaumcraft. JourneyMap occupies the upper right corner of the HUD.
You can use <topleft>, <bottommiddle>, ... tags to specify a region where to place the text. You can tweak the precise offsets in the alignment config section.
Hey Lunatrius, I ran across an odd bug in Laser Levels. When I press F9 the color is taken off the laser guide making it very hard to see! Relogging helps, but I wonder how this is possible and if it can be fixed! Thanks for looking in to this!
Hey Lunatrius, I ran across an odd bug in Laser Levels. When I press F9 the color is taken off the laser guide making it very hard to see! Relogging helps, but I wonder how this is possible and if it can be fixed! Thanks for looking in to this!
Versions:
- Minecraft v1.10.2
- Forge v12.18.1.2095
- LunatriusCore v1.1.2.36
- LaserLevel v2.1.0.13
Screenshots:
Before F9:
After F9:
I can fix that, but to prevent issues with other mods that should be also fixed in the mods that adds the F9 functionality.
I can fix that, but to prevent issues with other mods that should be also fixed in the mods that adds the F9 functionality.
I can try to find their github to post it, it is the new NEI by the fans of ChickenBones. Is there anything specific that I need to mention for them to take a look at?
I can try to find their github to post it, it is the new NEI by the fans of ChickenBones. Is there anything specific that I need to mention for them to take a look at?
Might be better off using JEI and some other mod that has the same F9 functionality.
As for the bug, the grid/chunk border renderer is setting some OpenGL state and it's not resetting it to the previous, expected value. Mods should always try to revert any OGL changes to ensure maximum compatibility with other mods.
Might be better off using JEI and some other mod that has the same F9 functionality.
As for the bug, the grid/chunk border renderer is setting some OpenGL state and it's not resetting it to the previous, expected value. Mods should always try to revert any OGL changes to ensure maximum compatibility with other mods.
Actually the current verson of NEI is working together with JEI. JEI adds the receipes and NEI adds the functions and buttons that it has always done. If I were to exchange NEI for other mods that add the same functionality to JEI, I would need multiple, and then I still don't have all I'm used to. So I think I'm sticking to NEI for now! I will post this info to the current NEI devs if I can find the correct page, thank you very much!
Edit, took me a bit to find the correct github as ChickenBones himself has stopped modding, but I posted the issue here!
@Lunatrius, they replied with the following information:
"Ok, NEI first disables Texture2d, enables blend, sets blendFunc to srcAlpha and oneMinusSrcAlpha, disabled lighting, at the end of the draw call it enables lighting disables blend then enables texture2d. unless you are just assuming the correct blendfunc is applied it might be on your end."
To me this is some sort of Chinese, so I'm hoping that you know what this means!
@Lunatrius, they replied with the following information:
"Ok, NEI first disables Texture2d, enables blend, sets blendFunc to srcAlpha and oneMinusSrcAlpha, disabled lighting, at the end of the draw call it enables lighting disables blend then enables texture2d. unless you are just assuming the correct blendfunc is applied it might be on your end."
To me this is some sort of Chinese, so I'm hoping that you know what this means!
First, I'm sorry if my question has already been processed, and for my english, it's not my native language.
I would like to know if the mod InGameInfo XML enable to have 2 custom screens (1 when F3 is activated, 1 when F3 is deactivated).
This mod is awesome, and its possibilites immense. And in found that it would be practical to may make a custom screen for playing and an other custom screen (F3) to have more infos
Thanks to reading,
mathaym25
A temporary solution is to create 2 configuration files and load them with /igi load <filename-here>. You can use TAB to quickly iterate over the filenames without having to type them.
Just wrap the whole pct tag into the following:
Please help
---- Minecraft Crash Report ----
// I'm sorry, Dave.
Time: 7/29/16 4:51 PM
Description: FML has discovered extracted jar files in the mods directory.
This breaks mod loading functionality completely.
Remove the directories and replace with the jar files originally provided.
java.lang.RuntimeException: Extracted mod jars found, loading will NOT continue
at cpw.mods.fml.relauncher.CoreModManager.discoverCoreMods(CoreModManager.java:273)
at cpw.mods.fml.relauncher.CoreModManager.handleLaunch(CoreModManager.java:221)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupHome(FMLLaunchHandler.java:90)
at cpw.mods.fml.relauncher.FMLLaunchHandler.setupClient(FMLLaunchHandler.java:67)
at cpw.mods.fml.relauncher.FMLLaunchHandler.configureForClientLaunch(FMLLaunchHandler.java:34)
at cpw.mods.fml.common.launcher.FMLTweaker.injectIntoClassLoader(FMLTweaker.java:126)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:115)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 74228872 bytes (70 MB) / 127139840 bytes (121 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Don't extract the jar files, just drop them into the mods folder.
So I started a new instance in MC 1.7.10 using the FTB Direwolf20 modpack and was looking for a replacement for WMLL, which has not been updated since 1.6.4 and decided to go with InGameInfo. I saved the config as text and added a line for XYZ coordinates and direction as follows:
I may need to move some of the items in the HUD around a bit when I get going with some of the other mods, in particular Gravitation Suite (an IC2 addon) and Thaumcraft. JourneyMap occupies the upper right corner of the HUD.
You can use <topleft>, <bottommiddle>, ... tags to specify a region where to place the text. You can tweak the precise offsets in the alignment config section.
Hey Lunatrius, I ran across an odd bug in Laser Levels. When I press F9 the color is taken off the laser guide making it very hard to see! Relogging helps, but I wonder how this is possible and if it can be fixed! Thanks for looking in to this!
Versions:
- Minecraft v1.10.2
- Forge v12.18.1.2095
- LunatriusCore v1.1.2.36
- LaserLevel v2.1.0.13
Screenshots:
Before F9:
After F9:
I can fix that, but to prevent issues with other mods that should be also fixed in the mods that adds the F9 functionality.
I can try to find their github to post it, it is the new NEI by the fans of ChickenBones. Is there anything specific that I need to mention for them to take a look at?
Might be better off using JEI and some other mod that has the same F9 functionality.
As for the bug, the grid/chunk border renderer is setting some OpenGL state and it's not resetting it to the previous, expected value. Mods should always try to revert any OGL changes to ensure maximum compatibility with other mods.
Actually the current verson of NEI is working together with JEI. JEI adds the receipes and NEI adds the functions and buttons that it has always done. If I were to exchange NEI for other mods that add the same functionality to JEI, I would need multiple, and then I still don't have all I'm used to. So I think I'm sticking to NEI for now! I will post this info to the current NEI devs if I can find the correct page, thank you very much!
Edit, took me a bit to find the correct github as ChickenBones himself has stopped modding, but I posted the issue here!
@Lunatrius, they replied with the following information:
"Ok, NEI first disables Texture2d, enables blend, sets blendFunc to srcAlpha and oneMinusSrcAlpha, disabled lighting, at the end of the draw call it enables lighting disables blend then enables texture2d. unless you are just assuming the correct blendfunc is applied it might be on your end."
To me this is some sort of Chinese, so I'm hoping that you know what this means!
I'll look into it this weekend
Hi, I have request here @Lunatrius:
Please, add tag for IngameInfoXml, that shows all the exp points you currently have (ignoring current level, caps).... Just {xp} would be great ♥
I'll see what can be done.
Use pastebin. The crash(?) log has been cut off and from the report in the above post I can tell what went wrong.
Hi.
The day does not change. It says day 1 and after sleeping it still says day 1. And it happens in different worlds...
Do you have any other mods installed? Could it be that you have a time related game rule enabled/disabled?
A temporary solution is to create 2 configuration files and load them with /igi load <filename-here>. You can use TAB to quickly iterate over the filenames without having to type them.
Is there an update for Lunatriuscore for 1.11 coming soon? If so is there an ETA???
When it's done.