by the way do you have a list of all the icons that can be displayed? for example i have an xp bottle for... well xp.
glowstone for light level, compass for coords, map for biome ect and even a ping icon. yet i have nothing for fps, entities or resource packs..
If you could supply a list or refrence for the tags or better yet add them to the /igi taglist command i would be grateful.
by the way do you have a list of all the icons that can be displayed? for example i have an xp bottle for... well xp.
glowstone for light level, compass for coords, map for biome ect and even a ping icon. yet i have nothing for fps, entities or resource packs..
If you could supply a list or refrence for the tags or better yet add them to the /igi taglist command i would be grateful.
I forget, but doesn't F3+H enable those in the tooltips when you hover over items? Not entirely sure when that was added.
no you misunderstand. for example if i wanted to display a clock next to the <mctime> tag i could put <icon><str>minecraft:clock</str></icon>.
I did understand. maybe it wasn't added in 1.7.10 yet then. All items were supposed to have "minecraft:cobblestone", "minecraft:wool" etc in their advanced tooltips. If you're still in 1.7.10 you can use this and this as a reference for those IDs. In 1.8 they are available in-game, on the tooltips.
For blocks you could even use the mouseoveruniquename tag. equippeduniquename should do the job
If the item stacking is removed, what does it mean? The only disadvantage is, blocks will only stack up to 64 items instead of 127. Other than that, there will be no difference. Vanilla's stacking mechanics has improved significantly in 1.6.4 and since then I was wondering why I'm still updating the mod as it currently is. There used to be a stacking limit of 1024 items per entity, but that was removed due to a possible item loss when the chunks were unloaded.
With the item stacking gone that would mean that only experience stacking would be left. Could potentially make the code a bit faster because I'd only have to process a single type instead of two. And my current impression is that Stackie is mainly used on servers and players to reduce the amount of entities (and therefore some lag) experience orbs usually produce.
Hi, I just installed Monster Spawn Highlighter for 1.7.10 but can't get it to work. The 'L' key works fine. I get a menu but I don't understand what the 'Guide' button does. Also no matter what I select ('Enabled'/'Disabled'/'Guide') I see nothing appear in the world. I'm in a dark room but I don't see anything. How exactly am I supposed to use this?
Thanks.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
These mods are awesome!May I ask you for permission to post these mods on mcbbs (a China Minecraft forum)and translate these mods to Chinese?
I'd rather keep it distributed as one mod, where I can edit the descriptions and add possible warnings/news/etc. As for the localization to Chinese, you can either submit a pull request to the Github repositories or send me the language files directly and I'll add them myself. You can use this tool to make the translations easier: http://mc.lunatri.us/translate?repo=https://github.com/Lunatrius/LunatriusCore
Hi, I just installed Monster Spawn Highlighter for 1.7.10 but can't get it to work. The 'L' key works fine. I get a menu but I don't understand what the 'Guide' button does. Also no matter what I select ('Enabled'/'Disabled'/'Guide') I see nothing appear in the world. I'm in a dark room but I don't see anything. How exactly am I supposed to use this?
Thanks.
Have you clicked on any of the monsters? I believe that by default all monsters are turned off (no black backgrounds on the mobs). Other than that, if you have CMS, that mod is incompatible with MSH.
Have you clicked on any of the monsters? I believe that by default all monsters are turned off (no black backgrounds on the mobs). Other than that, if you have CMS, that mod is incompatible with MSH.
Here are two images. One showing the dark room and one with the GUI of your mod:
Ah yes I have CMS. But does that also break your mods functionality for normal hostile mobs?
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Ah yes I have CMS. But does that also break your mods functionality for normal hostile mobs?
Yeah, it wipes all the registries needed clean. I wanted to check if I could add support for CMS, but I never got a reply from the dev so I gave up on it.
hai uploading my modpack to curse and its wont let the file upload bc monsterspawnhighliter is not on curseforge or in its list of ok to use 3ed party mods ...even tho your core mod is on curse forge D:
I never uploaded it because it's discontinued at this point (apart from critical bug fixes, if needed). It's successor, Danger Zone, will be available on curseforge once it's released.
Other than that, all my mods can be used in any free public and/or private modpacks, I have a not about that in the OP (last few lines).
What am I doing wrong with the config in this case:
I am trying to set the Stacksize for Eggs to 128 instead of my previous 64 (compared to the standard of 16 <.<). I typed into the config a new entry with minecraft:egg-128 and set the Interval to 130 (since 128 didn't seem to be available ^^).
Where is the mistake?
Also: awesome mod - have been looking for a neat thingie like this for ages have some Diamonds ♥
There is no mistake, the maximum available stack size is 64. A lot of vanilla containers are hardcoded to only accept stacks with up to 64 items and I've recently fixed the issue where items were lost on a chunk reload if you had stacks with 128 or more items - again, vanilla protocol restriction.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ok, can you help me translate this code to your mode:
//This would register the Mystcraft Crystal block, assuming it were run from Mystcraft.
NBTTagCompound nbt = new NBTTagCompound();
nbt.setString("BlockName", MystObjects.Blocks.crystal); //
MystObjects.Blocks.crystal = the name of the block in the GameRegistry
//nbt.setInteger("Metadata", 0); //(or nbt.setByte would work, too)
//Alternatively, an itemstack instance of the block (if the block's
itemstack uses ItemBlock or something which extends it) can be stored
in "ItemStack".
nbt.setString("PoemWord", WordData.Chain);
nbt.setInteger("Rank", 3);
ArrayList<Object[]> pairs = new ArrayList<Object[]>();
pairs.add(new Object[] { "BlockSolid", 4 });
pairs.add(new Object[] { "BlockStructure", 4 });
pairs.add(new Object[] { "BlockCrystal", 4 });
ArrayList<NBTTagCompound> categories = new ArrayList<NBTTagCompound>();
for (Object[] pair : pairs) {
NBTTagCompound cat = new NBTTagCompound();
cat.setString("Category", (String) pair[0]);
cat.setInteger("Rank", (Integer) pair[1]);
categories.add(cat);
}
nbt.setTag("Categories", NBTUtils.writeTagCompoundCollection(new NBTTagList(), categories));
FMLInterModComms.sendMessage("Mystcraft", "blockmodifier", nbt);
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ok, can you help me translate this code to your mode:
//This would register the Mystcraft Crystal block, assuming it were run from Mystcraft.<br> NBTTagCompound nbt = new NBTTagCompound();<br> <br> nbt.setString("BlockName", MystObjects.Blocks.crystal); // <br>MystObjects.Blocks.crystal = the name of the block in the GameRegistry<br> //nbt.setInteger("Metadata", 0); //(or nbt.setByte would work, too)<br> <br> //Alternatively, an itemstack instance of the block (if the block's<br> itemstack uses ItemBlock or something which extends it) can be stored <br>in "ItemStack".<br> nbt.setString("PoemWord", WordData.Chain);<br> nbt.setInteger("Rank", 3);<br> ArrayList<Object[]> pairs = new ArrayList<Object[]>();<br> pairs.add(new Object[] { "BlockSolid", 4 });<br> pairs.add(new Object[] { "BlockStructure", 4 });<br> pairs.add(new Object[] { "BlockCrystal", 4 });<br> ArrayList<NBTTagCompound> categories = new ArrayList<NBTTagCompound>();<br> for (Object[] pair : pairs) {<br> NBTTagCompound cat = new NBTTagCompound();<br> cat.setString("Category", (String) pair[0]);<br> cat.setInteger("Rank", (Integer) pair[1]);<br> categories.add(cat);<br> }<br> nbt.setTag("Categories", NBTUtils.writeTagCompoundCollection(new NBTTagList(), categories));<br> FMLInterModComms.sendMessage("Mystcraft", "blockmodifier", nbt);
Thank you!
im facepalming right now....
anyway thank you.
by the way do you have a list of all the icons that can be displayed? for example i have an xp bottle for... well xp.
glowstone for light level, compass for coords, map for biome ect and even a ping icon. yet i have nothing for fps, entities or resource packs..
If you could supply a list or refrence for the tags or better yet add them to the /igi taglist command i would be grateful.
I forget, but doesn't F3+H enable those in the tooltips when you hover over items? Not entirely sure when that was added.
no you misunderstand. for example if i wanted to display a clock next to the <mctime> tag i could put <icon><str>minecraft:clock</str></icon>.
I did understand. maybe it wasn't added in 1.7.10 yet then. All items were supposed to have "minecraft:cobblestone", "minecraft:wool" etc in their advanced tooltips. If you're still in 1.7.10 you can use this and this as a reference for those IDs. In 1.8 they are available in-game, on the tooltips.
For blocks you could even use the mouseoveruniquename tag.equippeduniquename should do the jobThank you for the links.
Need some input for Stackie: http://strawpoll.me/4138579
If the item stacking is removed, what does it mean? The only disadvantage is, blocks will only stack up to 64 items instead of 127. Other than that, there will be no difference. Vanilla's stacking mechanics has improved significantly in 1.6.4 and since then I was wondering why I'm still updating the mod as it currently is. There used to be a stacking limit of 1024 items per entity, but that was removed due to a possible item loss when the chunks were unloaded.
With the item stacking gone that would mean that only experience stacking would be left. Could potentially make the code a bit faster because I'd only have to process a single type instead of two. And my current impression is that Stackie is mainly used on servers and players to reduce the amount of entities (and therefore some lag) experience orbs usually produce.
These mods are awesome!May I ask you for permission to post these mods on mcbbs (a China Minecraft forum)and translate these mods to Chinese?
Hi, I just installed Monster Spawn Highlighter for 1.7.10 but can't get it to work. The 'L' key works fine. I get a menu but I don't understand what the 'Guide' button does. Also no matter what I select ('Enabled'/'Disabled'/'Guide') I see nothing appear in the world. I'm in a dark room but I don't see anything. How exactly am I supposed to use this?
Thanks.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I'd rather keep it distributed as one mod, where I can edit the descriptions and add possible warnings/news/etc. As for the localization to Chinese, you can either submit a pull request to the Github repositories or send me the language files directly and I'll add them myself. You can use this tool to make the translations easier: http://mc.lunatri.us/translate?repo=https://github.com/Lunatrius/LunatriusCore
Have you clicked on any of the monsters? I believe that by default all monsters are turned off (no black backgrounds on the mobs). Other than that, if you have CMS, that mod is incompatible with MSH.
Here are two images. One showing the dark room and one with the GUI of your mod:
http://imgur.com/1061kvT,LJA23TZ
Ah yes I have CMS. But does that also break your mods functionality for normal hostile mobs?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Yeah, it wipes all the registries needed clean. I wanted to check if I could add support for CMS, but I never got a reply from the dev so I gave up on it.
Stopped using Forge since 1.8's releases, using LiteLoader, I don't know if its planned for a LiteLoader release?
Doubt it. I'd rather say no than make promises I won't be able to fulfill.
I never uploaded it because it's discontinued at this point (apart from critical bug fixes, if needed). It's successor, Danger Zone, will be available on curseforge once it's released.
Other than that, all my mods can be used in any free public and/or private modpacks, I have a not about that in the OP (last few lines).
There is no mistake, the maximum available stack size is 64. A lot of vanilla containers are hardcoded to only accept stacks with up to 64 items and I've recently fixed the issue where items were lost on a chunk reload if you had stacks with 128 or more items - again, vanilla protocol restriction.
Where is the wiki that you mention in the description of DynIMC?
Also, another mod with IMC messaging: Mystcraft
http://binarymage.com/forum/viewtopic.php?f=29&t=2757
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Not sure why I didn't link it in the OP: http://mc.lunatri.us/wiki/mods:dynimc
Ok, can you help me translate this code to your mode:
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Didn't test, but should work: https://gist.github.com/8425ce47ca180abdb5f4
I still have to rewrite the entire NBT <-> JSON serialization to be simpler, the current one is full of bloat...