terrails / colorful-hearts Goto Github PK
View Code? Open in Web Editor NEWA client side mod that replaces multiple vanilla heart rows with a single row using colored hearts
License: MIT License
A client side mod that replaces multiple vanilla heart rows with a single row using colored hearts
License: MIT License
https://github.com/Terrails/colorful-hearts/blob/86ca32195a683cb83fe58cadf3a75d4eaf19388b/fabric/src/main/java/terrails/colorfulhearts/fabric/FabMixinPlugin.java#L25C22
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I am crashing on an instance of around 230 mods. The crash occurs upon joining the world. Let me know if you need any more details.
Please update your module version to Minecraft 1.20!
Hello,
This mod is labeled as working on Game versions 1.19ā1.19.3 but it requires 1.19.3 to run.
"Failure message: Mod File colorfulhearts-forge-1.19.3-1.0.0.jar needs language provider javafml:44 or above to load"
is it possible to get a version for 1.19.2?
love, Molly
CHeartType
with something more modular...more to come
Colorful-hears gets downladed by https://github.com/itzg/docker-minecraft-server
The docs mentiots that mods properly declare as a client mod via the file's game versions to avoid this issue.
When I get poisonous by the virulent liquid in the mod, the hearts show all themselves instead of layers in one row.
Whenever a wraith from Eidolon:Repraised hits you and applies chilled your hearts spilt into several lines of hearts.
In survival mode and adventure mode (the two with hearts) the gui is shifted to a second smaller window like a pip. This dose not happen with the 4.0.1 and i believe it is related to line 78 MinecraftForge.EVENT_BUS.post(new RenderGuiOverlayEvent.Post(event.getWindow(), event.getGuiGraphics(), event.getPartialTick(), event.getOverlay()));
GUI overlay will be in top left corner however the mouse positions will be in the correct spots.
hey there. im fairly new to mods in minecraft and curseforge. im installed the coolourful hearts and its in my mod folder but its not showing in game. Im not sure what im doing wrong. i have farmers delight croptopia and journey map installed too
thankyou
kylie bree
AppleSkin currently renders extra hearts by flashing the vanilla colors. Support should be added by a mixin to overwrite the texture it uses for rendering. Possible issues with implementing this is the heart pre-calculation which I am slightly leaning towards removing and rendering hearts the vanilla way without any pre-calculating.
This will be done when 1.20.2 version of AppleSkin releases and when I have time.
I added this mod to my personal custom modpack because in my personal server on Minecraft i have a lot of hearts (bc why not).
But I noticed a problem that kinda bugged me (pun not intended). Netherite is missing the letter N and my titles that I have for my PowerRanks plugin don't have the letter N.
When i turned off the mod, everything was fine.
Apple skin has a feature of showing potential health restored while holding food. When in hardcore this breaks and shows normal hearts instead of the hardcore hearts when colorful hearts is enabled.
Minecraft: 1.20.4
NeoForge: 20.4.200
AppleSkin: 1.20.4-2.5.1
Colorful Hearts: 1.20.4-7.0.2
Resolution is 4k, Minecraft is in windowed mode.
The inventory and pause screen from vanilla are constrained to the smaller resolution denoted by the Armour, Hunger, and XP bars.
The inventory screen from Traveler's Backpack is similarly constrained.
This is my modlist, exported from the Curseforge Launcher.
1.20.1.zip
AFAICT, everything works fine.
Minecraft is 1.20.1, Forge is 47.2.0
When you have enough health to use up every entry in a given list, the colors start again from the first entry. This is expected behavior, but what isn't expected is which two colors the wrap causing health bar assumes.
Given the 10 color values seen below (vanilla red hearts enabled)
This is what happens in the health bar after the wrap, visualised is the 11th row of health being overlayed by row 12's color in this case 13 hp worth. But since there are only 10 colors defined, it instead wraps back to color 1 and 2 respectively, which is what I observed below working as intended.
What about rows 10-11? What I expected to happen is as before, full health on row 10's Maroon means it gets overlayed by row 11's aka row 1's Red, right?
But instead, this happens, red (color1) overlayed by orange (color2), which mind you occurs when you run out of row 11 health, meaning ingame it looks like your row 12 health glitches back to full after losing it all. Losing the miscolored row 10-11 row hp then skips to the correct 9-10 row hp
This bug occurs on a color list of any size, and is most noticable on the default lists of damaging status effects; Poison, Wither, and Freezing. As those lists are only 2 entries long, having any more than 40 max health will cause each full row lost to refill to color 2 when depleted until you reach the last 20 hp (10 Hearts)
I have done a minecraft server and using the mod would result in the game crashing. Which I find odd but I will put a crash log here!
mod version: colorfulhearts-forge-1.20.1-4.0.3
forge version: 47.2.1
logs: https://mclo.gs/0hDEVLx
In health overlay you had a config option for displaying the health numerically. Any Chance of that coming back?
"display_mode": "OFF",
/* Text displayed next to health. Minecraft chat color codes are allowed.
Available variables:
"[HEALTH]": Current health.
"[MAX]": Max health.
"[HEARTS]": Current health in hearts.
"[MAX_HEARTS]": Max health in hearts.
"[ROW]": Current health row.
"[MAX_ROW]": Max health row.
Doesn't change my hearts color with this mod installed, I tried changing the ID (Because I've read that Forge (And maybe Fabric too.) uses Alphabetical Order to arrange mods.) of your mod manually but I'm a complete potato with whatever we're supposed to do with the inside code so of course I've failed.
As specified in the commit bae76d4, HeartRenderer does not use DrawContext
. This is a problem, as adding compatibility for it forces the construction of our own DrawContext.
An example of this is the following Mixin snippet when porting Spectrum to 1.20:
private void renderPlayerHeartsAzureDikeInjector(MatrixStack poseStack, PlayerEntity player, int x, int y, int maxHealth, int currentHealth, int displayHealth, int absorption, boolean renderHighlight, CallbackInfo ci) {
InGameHud hud = MinecraftClient.getInstance().inGameHud;
int scaledWidth = ((InGameHudAccessor) hud).getWidth();
int scaledHeight = ((InGameHudAccessor) hud).getHeight();
// Construct own DrawContext, as its not being passed. Loses data, and could produce undefined behavior or bugs
DrawContext context = new DrawContext(MinecraftClient.getInstance(), MinecraftClient.getInstance().getBufferBuilders().getEntityVertexConsumers());
context.getMatrices().multiplyPositionMatrix(poseStack.peek().getPositionMatrix());
// Pass to our own API
HudRenderers.renderAzureDike(context, scaledWidth, scaledHeight, player);
}
Version: 1.20.2.
Mod Version: 5.1.6.
Mods: Too lazy to list so here is a screenshot.
Issue:
Game crashes on startup with certain mods with error starting Could not execute entry points stage 'preLaunch'.
Going back to 5.1.5 does not crash but doesn't include the appleskin stuff. D:
It does not say all the mods the mixins are crashing with or whatever, but firstly it is with Capes mod to see capes from different mods, and then if I remove that it changes to Essentials.
Crash log:
Crash 2024.txt
The mentioned mod does the same work as colorful hearts, but with only two colours and with an indicator for the amount of health/armor rows (2x for 20 hearts and so on).
The thing is, when both mods are together the (?x) count stops working for the health, could you maybe work on a config to allow the (x) count to work together with the heart colours from your mod?
In the image below you can see there is a (2x) indicating the armor rows, there should be one on the left side of the health bar as well, but it disappears when colorful hearts is in the modpack.
IĀ“m playing on forge 1.20.1
Thanks!
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