Hi there! I really like this mod that you made (Lunatrius Core, that is). I am making a modpack on technic (http://www.technicpack.net/) and was wondering if you could give me permission to use your mod in it. Thank you for your time
Hi there! I really like this mod that you made (Lunatrius Core, that is). I am making a modpack on technic (http://www.technicpack.net/) and was wondering if you could give me permission to use your mod in it. Thank you for your time
Modpacks: you can freely include any of the mods in your mod pack if the modpack is free or private. Mentioning me as the author is appreciated but not required. Youtube/Streaming: you can monetize any videos you produce with the mod.
(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?
The Meaning of Life, the Universe, and Everything.
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Hey there! So I've gotta say I love how much potential the Ingame Info XML mod has. But may I ask: would it at all be possible to create a short "how to for dummies" video on how to actually use the mod? (yes, I saw the spotlight video, but even that doesn't even show HOW to use the syntax) Thing is, I took an intro to programming class a few semesters ago, so I get the gist of it, but even I'm stumped on typing the proper syntax just to re-align the UI. This is a really cool mod and I'd love to use it, but even I think it's a tad bit complicated. Thanks!
Hey there! So I've gotta say I love how much potential the Ingame Info XML mod has. But may I ask: would it at all be possible to create a short "how to for dummies" video on how to actually use the mod? (yes, I saw the spotlight video, but even that doesn't even show HOW to use the syntax) Thing is, I took an intro to programming class a few semesters ago, so I get the gist of it, but even I'm stumped on typing the proper syntax just to re-align the UI. This is a really cool mod and I'd love to use it, but even I think it's a tad bit complicated. Thanks!
The syntax is not too hard. The basics on how XML works can be found here.
The tl;dr version of that is, each opening <tag> requires a closing </tag>. And you're only allowed to use tags within each other, not like: <a> <b> </a> </b>
If XML is not your thing you could try saving it as JSON or possibly TEXT. Text will be hard if you want to do anything fancy, but for realigning the parts it should be fine.
If all you want to do is to move the things a few pixels/rows/columns you can use the other config (Mods > IGI > Config > Alignment) to change the offsets. The input is <horizontal> <vertical> offset. -4 19 will move it 4 unit to the left and 19 down etc.
Could we get the equipped item's enchantments somehow? It'd be nice not to have to open the inventory to check whether I'm holding the silk pick or fortune pick, for example.
The Meaning of Life, the Universe, and Everything.
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Thanks! That was actually pretty helpful because now I'm customizing this like it's a breeze!
I do have a question/Suggestion however: is it possible to distinguish positive potion effects from negative ones? for the sake of reference: Ars Magica 2 has this ability where it'll display the potion icons, and it's location depends on whether it's negative or positive (which you can also re-position). So I was hoping to be able to do the same in this mod since yours has timers.
Could we get the equipped item's enchantments somehow? It'd be nice not to have to open the inventory to check whether I'm holding the silk pick or fortune pick, for example.
May be tricky because there can be more than one enchant.
Thanks! That was actually pretty helpful because now I'm customizing this like it's a breeze!
I do have a question/Suggestion however: is it possible to distinguish positive potion effects from negative ones? for the sake of reference: Ars Magica 2 has this ability where it'll display the potion icons, and it's location depends on whether it's negative or positive (which you can also re-position). So I was hoping to be able to do the same in this mod since yours has timers.
also, is there a way to change text size?
Not in vanilla. I've tried poking around the code to check whether I could return positive/negative, but couldn't find anything.
The Meaning of Life, the Universe, and Everything.
Join Date:
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ah, fair enough. How about the text resizing? I already know about the icon size options, but I didnt see any tags on your wiki or the taglist command about text sizes
ah, fair enough. How about the text resizing? I already know about the icon size options, but I didnt see any tags on your wiki or the taglist command about text sizes
Oh, yeah. There's a scale option in the config, that allows you to scale everything by 0.5, 0.75, 1.0 (default), 2 and 4 iirc.
Hey I'm having some issues with the xml file. I've used the default one provided and changed it quite a bit with features like:
players on server
speed
ping
total entities
exp till next level
If I replace the ingameinfo.xml with the one I've changed and got to reload in-game nothing seems to happen. This is also the case when I try to change the allignment in-game through the mods settings. Nothing ever changes. What have I done wrong?
The first time you load the config you have to use /igi load <filename> so it actually picks up the file.
I've got it working now but have a few questions about features.
could it be made for the <serverip> command to display the exact server you're on within a larger minigame server that has many fragmented parts to it? I'm not sure how it works so can't give any more detail.
Also would it be possible to display time till saturation drops as a percentage or time in seconds?
http://puu.sh/i7yF5.png Would you help me getting the nearbyplayer functions to work I looked in the taglist and can't see how to make it work properly
The client has no information about that. That is implemented server-side by simply bouncing the connection to a sub-server. The client can't tell teh difference.
Saturation drop depends on what you're doing, making it impossible to even approximately predict when saturation will reach 0. Standing still, walking, sprinting, swimming, attacking (and others) all have different values on how much they affect saturation.
You have to add an index (0, 1, 2, 3, ...) to the tag. It returns a "list" of names/distances.
Alright thankyou. One more question sorry if I seem like a massive newb - can't find anything suitable on xml indexes that relate to use in minecraft. How exactly would I create an index to activate showing a list of nearest players with the <nearbyplayerdistance> and <nearbyplayername>. I have no idea what to do with [0..15]. Could you please explain? Thanks so much
/igi taglist should've shown nearbyplayerdistance0, nearbyplayerdistance1, nearbyplayerdistance2 etc. Those are "indexed".
Oh it just had a [0..15] next to the two player related tag types.
Is it possible for both JSON and XML formats to source other types of mc.theplayer information from the game to display...meaning something that isn't in the mods taglist?
Possible to have nearbyplayerdistance tags for x y and z
Doubt that I'll be adding it, considering this. Surely the mod is meant to be customizable, but allowing players to plain out cheat on PvP servers... meh. I'll need to figure out something for this.
Hi there! I really like this mod that you made (Lunatrius Core, that is). I am making a modpack on technic (http://www.technicpack.net/) and was wondering if you could give me permission to use your mod in it. Thank you for your time
From the OP:
Thank you!
* 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?
Okay. Thanks. (And yes it is going to be free and/or private)
Hey there! So I've gotta say I love how much potential the Ingame Info XML mod has. But may I ask: would it at all be possible to create a short "how to for dummies" video on how to actually use the mod? (yes, I saw the spotlight video, but even that doesn't even show HOW to use the syntax) Thing is, I took an intro to programming class a few semesters ago, so I get the gist of it, but even I'm stumped on typing the proper syntax just to re-align the UI. This is a really cool mod and I'd love to use it, but even I think it's a tad bit complicated. Thanks!
The syntax is not too hard. The basics on how XML works can be found here.
The tl;dr version of that is, each opening <tag> requires a closing </tag>. And you're only allowed to use tags within each other, not like: <a> <b> </a> </b>
If XML is not your thing you could try saving it as JSON or possibly TEXT. Text will be hard if you want to do anything fancy, but for realigning the parts it should be fine.
If all you want to do is to move the things a few pixels/rows/columns you can use the other config (Mods > IGI > Config > Alignment) to change the offsets. The input is <horizontal> <vertical> offset. -4 19 will move it 4 unit to the left and 19 down etc.
An IGI feature request:
Could we get the equipped item's enchantments somehow? It'd be nice not to have to open the inventory to check whether I'm holding the silk pick or fortune pick, for example.
Thanks! That was actually pretty helpful because now I'm customizing this like it's a breeze!
I do have a question/Suggestion however: is it possible to distinguish positive potion effects from negative ones? for the sake of reference: Ars Magica 2 has this ability where it'll display the potion icons, and it's location depends on whether it's negative or positive (which you can also re-position). So I was hoping to be able to do the same in this mod since yours has timers.
also, is there a way to change text size?
May be tricky because there can be more than one enchant.
Not in vanilla. I've tried poking around the code to check whether I could return positive/negative, but couldn't find anything.
ah, fair enough. How about the text resizing? I already know about the icon size options, but I didnt see any tags on your wiki or the taglist command about text sizes
Oh, yeah. There's a scale option in the config, that allows you to scale everything by 0.5, 0.75, 1.0 (default), 2 and 4 iirc.
The first time you load the config you have to use /igi load <filename> so it actually picks up the file.
The client has no information about that. That is implemented server-side by simply bouncing the connection to a sub-server. The client can't tell teh difference.
Saturation drop depends on what you're doing, making it impossible to even approximately predict when saturation will reach 0. Standing still, walking, sprinting, swimming, attacking (and others) all have different values on how much they affect saturation.
You have to add an index (0, 1, 2, 3, ...) to the tag. It returns a "list" of names/distances.
https://github.com/Lunatrius/InGame-Info-XML/blob/master/src/main/resources/assets/ingameinfo/InGameInfo.xml#L51-L69
Nope, I just grab the entity count from the renderer instance and that is not available.
/igi taglist should've shown nearbyplayerdistance0, nearbyplayerdistance1, nearbyplayerdistance2 etc. Those are "indexed".
Not at the moment.
Doubt that I'll be adding it, considering this. Surely the mod is meant to be customizable, but allowing players to plain out cheat on PvP servers... meh. I'll need to figure out something for this.
Question: is there a way to display arrow count?
thanks!