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

gsmanners
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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by gsmanners » Tue Jun 10, 2014 22:37

The goals of any mod are really very esoteric, and depend highly on what you (the modder) want to achieve. For example, if your goal is to achieve a super-realistic simulation vs. something fun and challenging like a game, that would probably be best researched in a laboratory and investigated in proper journals rather than polled in a public forum.

The hunger aspect of this mod could become fairly complicated and difficult to maintain, so perhaps that aspect might be better off in a whole other mod.
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by MirceaKitsune » Sun Jun 15, 2014 01:27

This looks like an interesting mod, I might try it tomorrow. I admit that I'm not fully sure what exactly it's meant to do however; Add a new HUD, add hunger, add armor, or all at once? All of these are things I'm interested in, but I don't fully get which the mod is primarily intended for.

Also, there was an update some two weeks ago which moved drawing all HUD elements to Lua (including the health bar). Does the mod work with this recent change and latest GIT engine?
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by BlockMen » Sun Jun 15, 2014 17:02

@gsmanners,
https://github.com/BlockMen/hud/issues/6

@MirceaKitsune,
this mod changes the HUD of Minetest, it improves the apperance [...]. It includes also a mechanic for hunger.

Also: How about trying if it works instead asking before? But since you already did: Yes, it works with current dev and older versions of MT
 

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Re: [Mod] Better HUD (and hunger) [1.3.1] [hud]

by MirceaKitsune » Sun Jun 15, 2014 17:59

BlockMen wrote:@gsmanners,
https://github.com/BlockMen/hud/issues/6

@MirceaKitsune,
this mod changes the HUD of Minetest, it improves the apperance [...]. It includes also a mechanic for hunger.

Also: How about trying if it works instead asking before? But since you already did: Yes, it works with current dev and older versions of MT


Sorry, I tend to ask question more than I try to answer them sometimes :P I've been running the mod today and it indeed works very nicely with latest GIT! It is a very nice addition and adds to the gameplay.

And I fully agree with splitting "hunger" and "HUD" into two different mods, since they are both different things. The HUD additions can work by themselves, while the hunger mod could have it as a non-obligatory dependency... since hunger can theoretically work without the HUD but might be unusable without a way to see the hunger level.
 

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Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]

by BlockMen » Tue Aug 05, 2014 03:33

Update! Version 1.3.2 released

Changelog:
- Fix dependencies (by Chris Beelby)
- Add support for creatures mod
- Add optional healing for food (by TenPlus1)
 

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Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]

by TenPlus1 » Tue Aug 05, 2014 14:12

gsmanners, that's right which is why I redid the values for my Hunger Redo mod taking into account raw foods which may also poison and foods which can heal also... Here are the values for the hunger.lua file for the Farming Redo and Ethereal mods:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if minetest.get_modpath("farming") then
   overwrite("farming:bread", 6)
   overwrite("farming:potato", 1)
   overwrite("farming:baked_potato", 6)
   overwrite("farming:cucumber", 4)
   overwrite("farming:tomato", 4)
   overwrite("farming:carrot", 4)
   overwrite("farming:carrot_gold", 6, '', nil, 8)
   overwrite("farming:corn", 3)
   overwrite("farming:corn_cob", 5)
   overwrite("farming:melon_slice", 2)
   overwrite("farming:coffee_cup", 2, 'farming:drinking_cup')
   overwrite("farming:coffee_cup_hot", 3, 'farming:drinking_cup', nil, 2)
end

if minetest.get_modpath("ethereal") then
   overwrite("ethereal:strawberry", 1)
   overwrite("ethereal:banana", 4)
   overwrite("ethereal:pine_nuts", 1)
   overwrite("ethereal:bamboo_sprout", 0, '', 3)
   overwrite("ethereal:fern_tubers", 1)
   overwrite("ethereal:banana_bread", 7)
   overwrite("ethereal:mushroom_plant", 2)
   overwrite("ethereal:coconut_slice", 2)
   overwrite("ethereal:golden_apple", 4, '', nil, 10)
   overwrite("ethereal:wild_onion_plant", 2)
   overwrite("ethereal:mushroom_soup", 4, "ethereal:bowl")
   overwrite("ethereal:mushroom_soup_cooked", 6, "ethereal:bowl")
   overwrite("ethereal:hearty_stew", 6, "ethereal:bowl", 3)
   overwrite("ethereal:hearty_stew_cooked", 10, "ethereal:bowl")
   overwrite("ethereal:bucket_cactus", 2, "bucket:bucket_empty")
   overwrite("ethereal:fish_raw", 2)
   overwrite("ethereal:fish_cooked", 5)
   overwrite("ethereal:seaweed", 1)
   overwrite("ethereal:yellowleaves", 1, '', nil, 1)
   overwrite("ethereal:sashimi", 4)
end


Farming Redo 0.8 - https://forum.minetest.net/viewtopic.php?id=9019
Ethereal 1.04 https://forum.minetest.net/viewtopic.php?f=11&t=7656&start=125#p148964
 

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Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]

by gsmanners » Thu Aug 07, 2014 21:29

I didn't notice you had a farming mod. I'll have to look into that. Thanks.
 

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Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]

by Glünggi » Mon Aug 11, 2014 22:58

Need a realtimeclock for hud, so i dont must switch on the desktop... and an alarmfunction for Pizza :D
 

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Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]

by Sol » Tue Aug 12, 2014 12:50

Crashed the server:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
14:37:26: ERROR[main]: ERROR: An unhandled exception occurred: /home/mt/bin/../mods/hud/armor.lua:13: attempt to index field '?' (a nil value)
14:37:26: ERROR[main]: stack traceback:
14:37:26: ERROR[main]:  /home/mt/bin/../mods/hud/armor.lua:13: in function 'get_armor'
14:37:26: ERROR[main]:  /home/mt/bin/../mods/hud/init.lua:307: in function '?'
14:37:26: ERROR[main]:  /home/mt/bin/../builtin/game/register.lua:348: in function </home/mt/bin/../builtin/game/register.lua:336>
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) [1.3.2] [hud]

by BlockMen » Thu Aug 14, 2014 08:16

Sol wrote:Crashed the server:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
14:37:26: ERROR[main]: ERROR: An unhandled exception occurred: /home/mt/bin/../mods/hud/armor.lua:13: attempt to index field '?' (a nil value)
14:37:26: ERROR[main]: stack traceback:
14:37:26: ERROR[main]:  /home/mt/bin/../mods/hud/armor.lua:13: in function 'get_armor'
14:37:26: ERROR[main]:  /home/mt/bin/../mods/hud/init.lua:307: in function '?'
14:37:26: ERROR[main]:  /home/mt/bin/../builtin/game/register.lua:348: in function </home/mt/bin/../builtin/game/register.lua:336>


What version of the armor mod are you using?
 

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Re: [Mod] Better HUD (and hunger) [1.3.2] [hud]

by Sol » Fri Aug 15, 2014 15:42

BlockMen wrote:
Sol wrote:Crashed the server:
What version of the armor mod are you using?

0.4.1
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) [1.3.3] [hud]

by BlockMen » Sat Aug 16, 2014 11:31

Update! Version 1.3.3 released

Changelog:
- Prevent crash with armor mod and missing player data (fixes issue reported by Sol)
- Add support for ethereal mod (by TenPlus1)
 

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Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]

by Sol » Tue Aug 19, 2014 06:29

UPD: reinstalling fixed this problem
Last edited by Sol on Wed Oct 08, 2014 10:46, edited 1 time in total.
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) [1.3.3] [hud]

by gsmanners » Tue Aug 19, 2014 21:06

Any plans for Farming Redo? That's the one I'm currently trying out.
 

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Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]

by TenPlus1 » Wed Aug 20, 2014 08:49

gsmanners: here are the latest values for Farming Redo mod 1.09, add them to hunger.lua by replacing the previous farming section:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if minetest.get_modpath("farming") then
if farming.mod == "redo" then
   overwrite("farming:bread", 6)
   overwrite("farming:potato", 1)
   overwrite("farming:baked_potato", 6)
   overwrite("farming:cucumber", 4)
   overwrite("farming:tomato", 4)
   overwrite("farming:carrot", 4)
   overwrite("farming:carrot_gold", 6, "", nil, 8)
   overwrite("farming:corn", 3)
   overwrite("farming:corn_cob", 5)
   overwrite("farming:melon_slice", 2)
   overwrite("farming:pumpkin_slice", 1)
   overwrite("farming:pumpkin_bread", 9)
   overwrite("farming:coffee_cup", 2, "farming:drinking_cup")
   overwrite("farming:coffee_cup_hot", 3, "farming:drinking_cup", nil, 2)
   overwrite("farming:cookie", 2)
   overwrite("farming:chocolate_dark", 3)
   overwrite("farming:donut", 4)
   overwrite("farming:donut_chocolate", 6)
   overwrite("farming:donut_apple", 6)
   overwrite("farming:raspberries", 1)
   overwrite("farming:smoothie_raspberry", 2, "vessels:drinking_glass")
   overwrite("farming:rhubarb", 1)
   overwrite("farming:rhubarb_pie", 6)
else
   overwrite("farming:bread", 4)
end
end


Note: the above addition checks farming.mod to see which farming mod is present, original ("") or farming redo ("redo")...
Last edited by TenPlus1 on Fri Sep 19, 2014 15:10, edited 1 time in total.
 

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Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]

by Minetestforfun » Fri Sep 19, 2014 14:17

Hi,

Please, Can you add support for farming redo 1.09 ?
 

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Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]

by BlockMen » Fri Sep 19, 2014 19:33

Minetestforfun wrote:Hi,

Please, Can you add support for farming redo 1.09 ?


Yes, will be added next version ;)
 

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Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]

by Minetestforfun » Mon Sep 22, 2014 10:29

You need a very small update for a compatibility problem with the mod "fishing" :
(viewtopic.php?f=11&t=4375&hilit=fishing&start=25)


if minetest.get_modpath("fishing") ~= nil then
overwrite("fishing:fish_raw", 2)
overwrite("fishing:fish", 5) -- change it to => "overwrite("fishing:fish_cooked", 5)"
overwrite("fishing:sushi", 6)
overwrite("fishing:shark", 4)
overwrite("fishing:shark_cooked", 8)
overwrite("fishing:pike", 4)
overwrite("fishing:pike_cooked", 8)
end

 

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Re: [Mod] Better HUD (and hunger) [1.3.3] [hud]

by Sunfirel » Mon Sep 22, 2014 18:15

Good mod. Could u possibly add kpgmobs and jkmod? They are good mods and should be compatible too.
 

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

by BlockMen » Fri Oct 03, 2014 12:35

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
 

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

by SAMIAMNOT » Sat Oct 04, 2014 00:56

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 » Sat Oct 04, 2014 01:39

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 » Sat Oct 04, 2014 02:02

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 » Sat Oct 04, 2014 13:02

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 » Sat Oct 04, 2014 14:43

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 » Sat Oct 04, 2014 15:40

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 » Sun Oct 05, 2014 22:59

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 » Tue Oct 07, 2014 13:44

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 » Tue Oct 07, 2014 17:11

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 » Wed Oct 08, 2014 10:50

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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