[Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger]

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SAMIAMNOT
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by SAMIAMNOT » Post

Does this mod change the inventory? I need to know because I want to add it to my personal game.
I test mines.

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Esteban » Post

SAMIAMNOT wrote:Does this mod change the inventory? I need to know because I want to add it to my personal game.
It doesn't change the inventory, it changes the HUD bar, and used to changed the hand, but I think that was changed. :)
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by SAMIAMNOT » Post

Oh good. I was afraid it would clash with the Crafting mod. Thanks.
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Minetestforfun » Post

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
Very interresting update, good work !

Can you explain me how can we hide the text in the chat ?

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by BlockMen » Post

Minetestforfun wrote: ...
Can you explain me how can we hide the text in the chat ?
Hiding the chat is not related to this mod. Default hotkey for that is F2.

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by MTDad » Post

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!

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Minetestforfun » Post

BlockMen wrote:
Minetestforfun wrote: ...
Can you explain me how can we hide the text in the chat ?
Hiding the chat is not related to this mod. Default hotkey for that is F2.
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]

by BlockMen » Post

Minetestforfun wrote:
im speaking about the text of the "exhaust_hungry" incrementation in the left corner of my screen, is it normal ?
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/ ... 7385e3L337

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Minetestforfun » Post

Ok, it works,

the text isn't here now,

thank you ! :)

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Sol » Post

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]

by Nathan.S » Post

I'm trying to add support for sapier's Animals Modpack, I've added this code

Code: Select all

if minetest.get_modpath("animals_modpack") ~= nil then
overwrite("cooking:meat_beef_cooked", 5)
end
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?
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Sol » Post

Yeah, try minetest.get_modpath("cooking")
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]

by Nathan.S » Post

Sol wrote:Yeah, try minetest.get_modpath("cooking")
I doubt that this method works for modpacks.
Thanks so much, that worked.
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by BlockMen » Post

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.
What do you mean with "drop_up" function?
Nathan.S wrote:I'm trying to add support for sapier's Animals Modpack
-snip-
Feel free to make a pull request :)

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Nathan.S » Post

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]

by Sol » Post

BlockMen wrote:What do you mean with "drop_up" function?
Well, instead of making unrealistic digging all the way up, it drops every node above as an item.

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

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by BlockMen » Post

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.
Oh, had not looked at repository. Yes, is merged ;)
Sol wrote: Well, instead of making unrealistic digging all the way up, it drops every node above as an item.
#code
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?

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Sol » Post

BlockMen wrote:Are you sure you are in the right topic?
Yes, I am. When you dig a node that calls default.dig_up

Code: Select all

register_on_dignode(hud.handle_node_actions)
called multiple times making player exhaust really fast. And that in my opinion is not supposed to happen.
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

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by MTDad » Post

Sol wrote:
BlockMen wrote:Are you sure you are in the right topic?
Yes, I am. When you dig a node that calls default.dig_up

Code: Select all

register_on_dignode(hud.handle_node_actions)
called multiple times making player exhaust really fast. And that in my opinion is not supposed to happen.
I'm not saying this mod is to blame, I'm just pointing out a problem. (:
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.

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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by LodeRunner » Post

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?
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by mgl » Post

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]

by Napiophelios » Post

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?
There was another topic somewhere this was discussed ( I cant find it though )

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]

by LodeRunner » Post

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.
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by LodeRunner » Post

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. ;-)
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Re: [Mod] Better HUD (and hunger) [1.4] [hud]

by Napiophelios » Post

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.

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