JPRuehmann wrote:Think should be Part of the Internal mods.
PilzAdam wrote:JPRuehmann wrote:Think should be Part of the Internal mods.
No. It has hunger, and the hunger heals too fast. The health and hunger bar is messed up in a 1080p resolution.

TenPlus1 wrote:Thanks for the new update BlockMen, death by hunger is a good feature and will be using it on Xanadu server...
For anyone wishing to add support for Ethereal mod foods, copy/paste the following lines to the end of hunger.lua
-code-
BlockMen wrote:PilzAdam wrote:JPRuehmann wrote:Think should be Part of the Internal mods.
No. It has hunger, and the hunger heals too fast. The health and hunger bar is messed up in a 1080p resolution.
Ehm...what? What do you mean by "messed up"?
http://i.imgur.com/m0JoKKU.jpg
PilzAdam wrote:BlockMen wrote:PilzAdam wrote:No. It has hunger, and the hunger heals too fast. The health and hunger bar is messed up in a 1080p resolution.
Ehm...what? What do you mean by "messed up"?
http://i.imgur.com/m0JoKKU.jpg
It doesnt scale with the inventory bar, so the icons are too small and the distance between the inv bar and the icons gets bigger.

farming_plus?
BlockMen wrote:Update! Version 1.3.1 released
Changelog:
- Added compatibility for lastest dev-version of MT (as of 2014-05-13)
(bars are scaled correct now, no more gap between hotbar and health/hunger bar)
- Fixed typo in depends.txt
- Lower maintimer tick value

TenPlus1 wrote:Blockman, I've edited your mod slightly to fix a bug with certain foods not working with hunger, so a delay of 2 seconds to allow other mods to load before including hunger.lua file so they work properly...
Also, I've added a sound when you eat food, a free license chomp.ogg sound which is small and works well within the game... and lastly I've included the food items from the Ethereal mod...
TenPlus1 wrote:Blockman, I've edited your mod slightly to fix a bug with certain foods not working with hunger, so a delay of 2 seconds to allow other mods to load before including hunger.lua file so they work properly...
Also, I've added a sound when you eat food, a free license chomp.ogg sound which is small and works well within the game... and lastly I've included the food items from the Ethereal mod...
BlockMen wrote:Could you give an example what mods did load before hunger overriding? (where they added to depends.txt?)
And yes, i always had in mind to add an eating sound (https://github.com/BlockMen/hud/blob/ma ... er.lua#L31) but i don't like the sound you have chosen. I gonna add one next version.
rubenwardy wrote:I oppose this change. Food, Sweets food, and Diet all rely on loading after the hunger.lua module. Also, you should not override node definitions after the game has loaded - which minetest.after does.
TenPlus1 wrote:rubenwardy wrote:I oppose this change. Food, Sweets food, and Diet all rely on loading after the hunger.lua module. Also, you should not override node definitions after the game has loaded - which minetest.after does.
Maybe loading your mods 2.2 seconds afterwards ?
TenPlus1 wrote:For some reason the certain mods like kpgmobs, mobs, ethereal, farming didn't seem to load before the hunger.lua file and eating certain food items would not work at all, it would add to your hearts and not hunger so I placed a delay on loading the hunger.lua file and it worked fine after that...
TenPlus1 wrote:For some reason the certain mods like kpgmobs, mobs, ethereal, farming didn't seem to load before the hunger.lua file and eating certain food items would not work at all, it would add to your hearts and not hunger so I placed a delay on loading the hunger.lua file and it worked fine after that...
BlockMen wrote:TenPlus1 wrote:For some reason the certain mods like kpgmobs, mobs, ethereal, farming didn't seem to load before the hunger.lua file and eating certain food items would not work at all, it would add to your hearts and not hunger so I placed a delay on loading the hunger.lua file and it worked fine after that...
Works the override for the apple? If so i think some other mod changes the items after hud does. If that would be the problem there are only two options: expect the other mods to override the items not completly (especially on_use) or re-add the delay. Im unsure about this right now...
I think some other mod changes the items after hud does.
rubenwardy wrote:Soft depend on all the mods your mod overrides, and don't add a timer / delay.
Diet and my food mods all soft depend on hud.I think some other mod changes the items after hud does.
Diet does.
BlockMen wrote:Thats what is done right now, but it solves not the problem i described (when other mods override the item again after hud loaded).
BlockMen wrote:oh..just saw the diet thing right now. Thats indeed a problem then...
dgm5555 wrote:Would it be possible/difficult to add support for the HUD in debug mode, so it shows the identity of the node being pointed to.
Also a way of clearing or blocking the chat/error information?
gsmanners wrote:+1 for pointed_thing_hud <-- this could be a good mod in itself
The thing I dislike about this mod is how much the hunger points deteriorate. A good example of this is casserole, a mere combination of foods that you expect to combine the benefits of its individual components. If you take and eat each of its part separately, it would give 13 points. However, casserole all by itself only gives you 3 points. I find that a little hard to swallow.
BlockMen wrote:dgm5555 wrote:Would it be possible/difficult to add support for the HUD in debug mode, so it shows the identity of the node being pointed to.
There is currently no good way (or at all) to show node information without any action (left or rightclick).
And you can hide the chat with F2.
BlockMen wrote:Its right, 3 is too low, but just sum all components values is also wrong. Feel free to suggest better values (and make a pull for it) ;)
gsmanners wrote:BlockMen wrote:Its right, 3 is too low, but just sum all components values is also wrong. Feel free to suggest better values (and make a pull for it) ;)
I've had some time to think about this, and it really is a tricky question that depends a lot on the food components and what you do with them. Really, the food value should be part of the food mod, not the HUD mod. Here's a good example:
An uncooked potato should really give you very little satisfaction. Hard and not very tasty. This is what people expect. A cooked potato should give you much more satisfaction. I think these numbers are fairly realistic:
Uncooked potato: 1 food unit. Cooked potato: 5 food units.
Carrots, on the other hand, might actually lose value after cooking. You might reasonably say that a raw carrot should give you 2 food units and a cooked one gives you 1.
The issue of whether to use a poll for all this is whole other issue that ought to be decided elsewhere, as well. It really depends on the goals of your mod.
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