[Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]
Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Does this mod change the inventory? I need to know because I want to add it to my personal game.
I test mines.
Re: [Mod] Better HUD (and hunger) [1.4] [hud]
It doesn't change the inventory, it changes the HUD bar, and used to changed the hand, but I think that was changed. :)SAMIAMNOT wrote:Does this mod change the inventory? I need to know because I want to add it to my personal game.
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Oh good. I was afraid it would clash with the Crafting mod. Thanks.
I test mines.
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Very interresting update, good work !BlockMen wrote:Update! Version 1.4 released
Changelog:
- New hunger mechanics/added experimental player-action based hunger (digging, placing, walking effects hunger)
- Better crosshair texture, switched to "new" default hand
- Added support for farming redo mod, kpgmobs and jkmod
Can you explain me how can we hide the text in the chat ?
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---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
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---
Our Minetest servers :
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Great work BlockMen!
In initial testing I'm really liking the action based hunger. The hunger didn't seem to come on quick enough before to be realistic, so I would crank it up, which was fine until real life calls and you come back to your bones.
Now if I'm being active those breads really seem to start dropping fast. Awesome!
In initial testing I'm really liking the action based hunger. The hunger didn't seem to come on quick enough before to be realistic, so I would crank it up, which was fine until real life calls and you come back to your bones.
Now if I'm being active those breads really seem to start dropping fast. Awesome!
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
im speaking about the text of the "exhaust_hungry" incrementation in the left corner of my screen, is it normal ?BlockMen wrote:Hiding the chat is not related to this mod. Default hotkey for that is F2.Minetestforfun wrote: ...
Can you explain me how can we hide the text in the chat ?
MinetestForFun Team mods : [spidermob] [fishing]
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
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MinetestForFun SKYBLOCK
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---
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Make sure that your mod is uptodate. I can't find any output anymore, i removed that line before releasing, see here: https://github.com/BlockMen/hud/commit/ ... 7385e3L337Minetestforfun wrote:
im speaking about the text of the "exhaust_hungry" incrementation in the left corner of my screen, is it normal ?
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Ok, it works,
the text isn't here now,
thank you ! :)
the text isn't here now,
thank you ! :)
MinetestForFun Team mods : [spidermob] [fishing]
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
MinetestForFun HUNGER GAMES
MinetestForFun SKYBLOCK
MinetestForFun CREATIVE
---
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MinetestForFun HUNGER GAMES
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Just for your information, the new system with on_dig callback causes unnaturally fast hunger loss while actively digging nodes with the dig_up function. I fixed this by replacing dig_up with a custom drop_up function, though.
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
I'm trying to add support for sapier's Animals Modpack, I've added this code
but I get no health when I eat cooked beef. Looking at the minetest log I know the cooking:meet_beef_cooked is the correct name of the string for the cooked beef, so I'm not sure what I'm doing wrong. Could it be that I can't do the modpack, but have to do each mod individually instead?
Code: Select all
if minetest.get_modpath("animals_modpack") ~= nil then
overwrite("cooking:meat_beef_cooked", 5)
end
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Yeah, try minetest.get_modpath("cooking")
I doubt that this method works for modpacks.
I doubt that this method works for modpacks.
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Thanks so much, that worked.Sol wrote:Yeah, try minetest.get_modpath("cooking")
I doubt that this method works for modpacks.
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
What do you mean with "drop_up" function?Sol wrote:Just for your information, the new system with on_dig callback causes unnaturally fast hunger loss while actively digging nodes with the dig_up function. I fixed this by replacing dig_up with a custom drop_up function, though.
Feel free to make a pull request :)Nathan.S wrote:I'm trying to add support for sapier's Animals Modpack
-snip-
- Nathan.S
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
There should be a pull request, unless I've done something wrong. I've very new at GIT, been using it less than a week. If it's not there, this is the code I added.
Code: Select all
if minetest.get_modpath("cooking") ~= nil then
- overwrite("cooking:meat_beef_cooked", 5)
+ overwrite("cooking:meat_beef_cooked", 4)
+ overwrite("cooking:fish_bluewhite_cooked", 3)
+ overwrite("cooking:fish_clownfish_cooked", 1)
+ overwrite("cooking:meat_chicken_cooked", 2)
+ overwrite("cooking:meat_cooked", 2)
+ overwrite("cooking:meat_pork_cooked", 3)
+ overwrite("cooking:meat_toxic_cooked", -3)
+ overwrite("cooking:meat_venison_cooked", 3)
+ overwrite("cooking:meat_undead_cooked", 1)
end
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Well, instead of making unrealistic digging all the way up, it drops every node above as an item.BlockMen wrote:What do you mean with "drop_up" function?
Code: Select all
function drop_up( pos, node )
local np, nn
for i=1,25 do
local np = {x = pos.x, y = pos.y + i, z = pos.z}
local nn = core.get_node(np)
if nn.name == node.name then
core.remove_node(np)
core.add_item( np, node.name )
else
return false
end
end
end
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Oh, had not looked at repository. Yes, is merged ;)Nathan.S wrote:There should be a pull request, unless I've done something wrong. I've very new at GIT, been using it less than a week. If it's not there, this is the code I added.
Ehm...and how is dropping each node above as item related to hunger and this mod? I don't get your point. Are you sure you are in the right topic?Sol wrote: Well, instead of making unrealistic digging all the way up, it drops every node above as an item.
#code
Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Yes, I am. When you dig a node that calls default.dig_upBlockMen wrote:Are you sure you are in the right topic?
Code: Select all
register_on_dignode(hud.handle_node_actions)
I'm not saying this mod is to blame, I'm just pointing out a problem. (:
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
Re: [Mod] Better HUD (and hunger) [1.4] [hud]
aahh, I had to study up on dig_up to see your point, but I for one would disagree. Even though dig_up gives you a time spent short-cut on harvesting, you still need to spend the calories to process that many nodes. If I understand it correctly the same hunger will result from taking 4 nodes of papyrus or whatever, from the bottom as from the top.Sol wrote:Yes, I am. When you dig a node that calls default.dig_upBlockMen wrote:Are you sure you are in the right topic?called multiple times making player exhaust really fast. And that in my opinion is not supposed to happen.Code: Select all
register_on_dignode(hud.handle_node_actions)
I'm not saying this mod is to blame, I'm just pointing out a problem. (:
- LodeRunner
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Is there a way to combine this mod with the "playertools" mod, thereby allowing the HUD to display a greater number of hotbar cells? The "playertools" mod can create the additional slots on-screen, but they don't line up with the graphical squares on the HUD and it looks really nasty and is hard to follow.
Any thoughts on this?
Any thoughts on this?
LodeRunner
Wait...didn't I just explore this cavern?
Wait...didn't I just explore this cavern?
Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Submitted a pull request on GitHub to add support for Ferns (of plantlife_modpack), Mobs Redo and update Farming Redo.
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
There was another topic somewhere this was discussed ( I cant find it though )LodeRunner wrote:Is there a way to combine this mod with the "playertools" mod, thereby allowing the HUD to display a greater number of hotbar cells? The "playertools" mod can create the additional slots on-screen, but they don't line up with the graphical squares on the HUD and it looks really nasty and is hard to follow.
Any thoughts on this?
The easiest solution is to edit the Hud_hotbar texture in the mod/textures folder
If you switch the amount of cells/slots alot between different games
you might have to write your own mod.
I have been experimenting with one but I cant get the "cells" to line up and it looks horrible
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Napiophelios,
Yeah, I've been trying to decide if it's worth it to modify the texture. I could probably program some lua code to check for a minetest.conf reference...I just don't know if I want to spend the time right now. Pretty busy.
If I commit to doing something, I post it up if it's worthy of sharing.
Yeah, I've been trying to decide if it's worth it to modify the texture. I could probably program some lua code to check for a minetest.conf reference...I just don't know if I want to spend the time right now. Pretty busy.
If I commit to doing something, I post it up if it's worthy of sharing.
LodeRunner
Wait...didn't I just explore this cavern?
Wait...didn't I just explore this cavern?
- LodeRunner
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Napiophelios (and others),
I tried altering the texture in GIMP and that was a snap. I then tweaked the hud init.lua so that I could have a reference to the .png file at the top of the code (rather than having to search for it). That worked OK also.
However, if you use unified_inventory (or inventory_plus probably, but I didnt' check that), the 9th, 10th, etc. slot doesn't appear in the menus. You only get 8 hotbar slots on your menus, therefore you cannot utilize any additional slots effectively.
This being the case, a current user would either have to:
1) modify the code for whichever inventory manager mod you use (sounds involved), or
2) switch to using the Crafting mod from BlockMen (which has 9 slots, but involves some caveats of its own).
Since I don't have the time right now and I'm already tweaking some other mods, I'll stick with the default 8 hotbar slots unless someone with more time and ambition want to tackle this project. ;-)
I tried altering the texture in GIMP and that was a snap. I then tweaked the hud init.lua so that I could have a reference to the .png file at the top of the code (rather than having to search for it). That worked OK also.
However, if you use unified_inventory (or inventory_plus probably, but I didnt' check that), the 9th, 10th, etc. slot doesn't appear in the menus. You only get 8 hotbar slots on your menus, therefore you cannot utilize any additional slots effectively.
This being the case, a current user would either have to:
1) modify the code for whichever inventory manager mod you use (sounds involved), or
2) switch to using the Crafting mod from BlockMen (which has 9 slots, but involves some caveats of its own).
Since I don't have the time right now and I'm already tweaking some other mods, I'll stick with the default 8 hotbar slots unless someone with more time and ambition want to tackle this project. ;-)
LodeRunner
Wait...didn't I just explore this cavern?
Wait...didn't I just explore this cavern?
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]
Anything after 8 is just the next row in your inventory.
Adding hotbar slots isnt supposed to increase your inventory size
(if I understand what you are saying correctly)
it just increases the amount of items you have access to without having to open the inventory.
Adding hotbar slots isnt supposed to increase your inventory size
(if I understand what you are saying correctly)
it just increases the amount of items you have access to without having to open the inventory.
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