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firstaid's Issues

Poison damage causing non-registered death

Using the First Aid 1.6.10 for Minecraft 1.12.2

With Head and Body instance death disabled in the config if the Poison condition reduces you to half a heart as it normally does, for some reason with First Aid installed Poison's continuous damage ticks have the potential to cause death. Unfortunately if you die via this method Minecraft doesn't recognize your death and you do not trigger any on death effects via vanilla or from mods and it deletes all of your items and experience.

Client think im dead but im not on server when my hunger bar goes down.

Hay im having an issue on my modpack when i switch over to the latest version that when ever my hunger start going down that then my client think that i am dead but the server still saying im alive. dont know if this is new bug or a Capability bug with TAN (Though as Nails) and will be doing further testing.

crashes on world load in 1.13.2

not sure what causes it but here's the log

---- Minecraft Crash Report ----
// Why did you do that?

Time: 5/15/19 4:29 PM
Description: Exception in server tick loop

java.lang.VerifyError: Bad access to protected data in invokevirtual
Exception Details:
Location:
ichttt/mods/firstaid/common/DataManagerWrapper.func_187224_a(Lnet/minecraft/network/datasync/EntityDataManager$DataEntry;Lnet/minecraft/network/datasync/EntityDataManager$DataEntry;)V @6: invokevirtual
Reason:
Type 'net/minecraft/network/datasync/EntityDataManager' (current frame, stack[0]) is not assignable to 'ichttt/mods/firstaid/common/DataManagerWrapper'
Current Frame:
bci: @6
flags: { }
locals: { 'ichttt/mods/firstaid/common/DataManagerWrapper', 'net/minecraft/network/datasync/EntityDataManager$DataEntry', 'net/minecraft/network/datasync/EntityDataManager$DataEntry' }
stack: { 'net/minecraft/network/datasync/EntityDataManager', 'net/minecraft/network/datasync/EntityDataManager$DataEntry', 'net/minecraft/network/datasync/EntityDataManager$DataEntry' }
Bytecode:
0x0000000: 2ab4 001f 2b2c b600 ffb1

at ichttt.mods.firstaid.common.EventHandler.registerCapability(EventHandler.java:147)
at net.minecraftforge.eventbus.ASMEventHandler_18_EventHandler_registerCapability_AttachCapabilitiesEvent.invoke(.dynamic)
at net.minecraftforge.eventbus.ASMEventHandler.invoke(ASMEventHandler.java:80)
at net.minecraftforge.eventbus.EventBus.post(EventBus.java:266)
at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:573)
at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:567)
at net.minecraftforge.common.capabilities.CapabilityProvider.gatherCapabilities(CapabilityProvider.java:49)
at net.minecraftforge.common.capabilities.CapabilityProvider.gatherCapabilities(CapabilityProvider.java:45)
at net.minecraft.entity.Entity.<init>(Entity.java:228)
at net.minecraft.entity.EntityLivingBase.<init>(EntityLivingBase.java:174)
at net.minecraft.entity.player.EntityPlayer.<init>(EntityPlayer.java:157)
at net.minecraft.entity.player.EntityPlayerMP.<init>(EntityPlayerMP.java:154)
at net.minecraft.server.management.PlayerList.func_148545_a(PlayerList.java:405)
at net.minecraft.network.NetHandlerLoginServer.func_147326_c(NetHandlerLoginServer.java:113)
at net.minecraft.network.NetHandlerLoginServer.func_73660_a(NetHandlerLoginServer.java:64)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:235)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:134)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:769)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:669)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:115)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:565)
at java.lang.Thread.run(Thread.java:745)

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.13.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 556073080 bytes (530 MB) / 1342177280 bytes (1280 MB) up to 2147483648 bytes (2048 MB)
JVM Flags: 9 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
FML: New FML!
Loaded coremods (and transformers): Nothing
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Data Packs: vanilla, mod:xaeroworldmap, mod:xaerominimap, mod:waterstrainer, mod:waila, mod:vulcanite, mod:uteamcore, mod:usefulbackpacks, mod:turtleshelldrop, mod:treechoppin, mod:torcherino, mod:tinymobfarm (incompatible), mod:thedragonlib, mod:structurecompass, mod:stairway, mod:ss, mod:simpleteleporters, mod:shulkertooltip (incompatible), mod:securitycraft, mod:searchablechests, mod:sdt, mod:ruins, mod:randompatches, mod:quickleafdecay, mod:pyramidplunder, mod:prettybeaches, mod:packingtape, mod:overpoweredarmorbar, mod:nofog, mod:modnametooltip, mod:lemonlib, mod:jph, mod:jmh, mod:jei, mod:ironchest, mod:harvest, mod:globalxp, mod:forgivingvoid, mod:forge, mod:followingvillagers (incompatible), mod:fleshtoleather, mod:firstaid (incompatible), mod:extraanvils, mod:exp_ore, mod:essentials, mod:engineersdecor, mod:enchdesc, mod:elevatorid, mod:controlling, mod:compressed_items, mod:charcoalblock, mod:caelus, mod:bowinfinityfix, mod:bno, mod:bettertitlescreen, mod:betteradvancements (incompatible), mod:armorplus, mod:appleskin, mod:animalnet, mod:ambientsounds
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge'

Healing not working during sleep

PROBLEM

I've configured the settings to allow the player to recover 50% health during sleep, but when I actually sleep, no health is restored.

EXPECTED

With my current settings, I'd expect that when I go to sleep in this condition, I would wake up completely healed.

image

VERSIONS

Minecraft: 1.12.2
Forge: 14.23.5.2776
First Aid: 1.6.2

Full Mod List: Brunel2 Mods
Configurations: Brunel2 Configs

Of note: This is a multiplayer server which uses Morpheus. We have noticed that only the person(s) who are actually in bed are healed. However, in this case, only one player was actually logged on to the server.

Tinkers compatibility issue

Like the mod
does not work with tinkers armour
example
diamond helmet gives like 13? location defence
tinkers helmet give lets say 15 defence so it should be stronger but no
the tinkers helmet does not become specific to location and since there hp bar it gives not defence at all meaning that all tinkers armour has 0 defence if using this mod.
plz look into it i Iike this mod but its pretty annoying if using tinkers and a modpack where there is a lack of diamonds and vanilla materials. i get 1 shot by most mobs that are slightly stronger than vanilla stuff. even skeles with slightly stronger bows always get head shot insta kills.

lots of love
some dude

Death Conflict with Regeneration Mod (Suffril)

Problem occurs when head/body is critically damaged.

Expected behavior: Player's hand glows, eventually player regenerates with new skin, and all health bars are restored.

Actual behavior: Player will die, but the glowing hand will start anyways. They can close the death screen with ESC, and the death animation will play, but broken. (twitching, and not disappearing), however they can regenerate and play normally besides the broken death animation.

[https://github.com/Jeryn99/Regeneration/issues/186](Their github)

HP reduced to default on reload

I have scaling max health enabled.
When loading into a SP world it reduces my current HP to the default max.
(Negative potion effects also get applied on load)
Haven't tested MP

Too much randomness

At the moment, there are not enough damage distributions, and many damage sources fall back to semi-random damage dist.

TODO:

  • Trace arrow hits, damage the region where the arrow hit
  • Distribute on other limbs before going to head and torso or keep head and torse hat 0.5 health until other limbs died on certain damage sources

Mods which modify health directly (?) with otherRegenMultiplier will bug out body's parts

capMaxHealth must be false and scaleMaxHealth must be true
How to reproduce:

  1. Install Scaling Health
  2. Install First Aid
  3. Make sure otherRegenMultiplier is lower than 1.0 and in Scaling Health config hearts not only increase max health but also heal (both are enabled by default), and set S:"Health Text Style"=HEALTH_AND_MAX in Scaling Health config (for visuals)
  4. Give yourself heart containers and increase your health
  5. Your "real" (the technical one) health will increase but healing will be a bit weird. When you heal to the max you will find out that some of your body parts are not fully healthy altrough your health is already on max

This issue can not be reproduced if otherRegenMultiplier = 1.0 and because of #36 it is only reproducable in sinlgleplayer

Played with this mod for 20 minutes for proving grounds and i already in love with it, but there are some lil bugs i found, which are not game breaking but rather a bit annoying

gamerule naturalRegeneration problem on removing mod

A thing i noticed after removing firstaid for now:
It seems with the option to disable food life regeneration you used the vanilla command "gamerule naturalRegeneration false" so after removing the mod this gamerule stays active.
I wouldn't know a real fix for that, but you should write it on the mods site that on mod removal players need to execute "gamerule naturalRegeneration true" to reenable regeneration again.

[Suggestion] Morphine as a potion effect

Hi!

I would like to add more items for giving the morphine effect in my modpack. A simple way would be giving custom potion effects to consumables, but morphine right now is not something I can give with crafttweaker/custom configs of other mods.

Thank you for your mod!

Does this mod still have compatibility with 'Player Revive'?

First Aid-1.6.3
Player Revive-1.2.23

Just tried the latest versions of both and upon being revived it seems to break first aid. Bandages and Plaster Seem to become nonfunctional and when you use them they cooldown before using them again seems to get stuck at 18 seconds. And all health segments are at 0 after being revived. And even though all health segments are at 0 it doesn't seem be apply any debuffs from it.

Bandages get used up on a single application

STEPS

  1. Create a bandage the normal way
  2. Get injured somehow
  3. Right-click with the bandage in hand
  4. Press and hold to apply the bandage to the injured part

EXPECTED

The GUI closes with the bandage showing that it has three uses left.

ACTUAL

The GUI closes and the bandage is removed from your inventory.

DETAILS

Minecraft 1.12.2
First Aid 1.5.3

Construct Armory

Hello,

does your mod calculate armor from Construct Armory correct. With a complete set of Mithril Armor a Ghast blow me up with one shoot.

CA calculate Armor Hardeness and Armor and has a defence value.

Thx

hmmm is it clientside?

First Aid (firstaid) encountered an error during the common_setup event phase
§7Attempted to load class net/minecraft/client/entity/player/ClientPlayerEntity for invalid dist DEDICATED_SERVER
]
at net.minecraftforge.fml.ModLoader.dispatchAndHandleError(ModLoader.java:198) ~[?:?] {}
at net.minecraftforge.fml.ModLoader.loadMods(ModLoader.java:151) ~[?:?] {}
at net.minecraftforge.fml.server.ServerModLoader.begin(ServerModLoader.java:46) ~[?:?] {}
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:121) ~[?:?] {pl:accesstransformer:B}
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:598) [?:?] {pl:accesstransformer:B,pl:runtimedistcleaner:A}
at java.lang.Thread.run(Unknown Source) [?:1.8.0_221] {}

Always show health option not working on 1.5.1

It's working on 1.5 tho so I'll stick to it for now. I hope the things you did in 1.5.1 aren't more important gameplay wise. Additional note : It never(instead of always) shows when the feature is set on false, and works correctly when set on true.

Server - Client actual hearts not syncing

In Singleplayer this worked correctly so i guess it's a problem between server-client sync:
When hearts get regenerated (either if through bandages or eating) most times they stay damaged on the client but seem to regenerate. This is especially seeable when hunger regen is enabled but the hunger bar stops moving down while hearts are still not full. (Hearts are full but shown as damaged)
Reconnecting to server and hearts are instantly full again.

Forge: 14.23.0.2501
FirstAid 1.2.3

Too little space for body parts text

It will be nice to have a more room for larger button labels in the Health dialog (and HUD) for other languages, or use a bit smaller font size.

PlayerRevive API update

Hey there,
I have been working on PlayerRevive the past month and changed some stuff. It looks like it's compatible with the newest version of FirstAid:

java.lang.NoSuchMethodError: com.creativemd.playerrevive.api.IRevival.startBleeding()V
	at ichttt.mods.firstaid.common.util.CommonUtils.killPlayer(CommonUtils.java:47)
	at ichttt.mods.firstaid.common.damagesystem.distribution.DamageDistribution.handleDamageTaken(DamageDistribution.java:44)
	at ichttt.mods.firstaid.common.EventHandler.onLivingHurt(EventHandler.java:103)
	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_586_EventHandler_onLivingHurt_LivingHurtEvent.invoke(.dynamic)
	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
	at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182)
	at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:590)

If you want to I can create a pr to fix it.

In Regards,
CreativeMD

bug with PlayerRevive

there is a bug with the lastest mod version and that its not doing as its was doing once you get revived by a player and keep make the player unable to hit any mob or player after revive and after use of bandage the part health dose not regain.

SERVER SIDE ISSUE FOR FORGE

Right now on the forge version that you are using that i can not use due to server side of Forge getting startup error and unable to get that version to work on server. might want to wait right now using the version that is above remanded until Forge fix there server issue coding.

Different Healing Calculation When Using Food Modifier

When using an increased food modifier the food bar drains incredibly quickly, I think either as an option or as a replacement all together it should instead continue to drain at the same rate but take longer to heal.

That would provide a more immersive feel than just being ravenous until at full health again.

The mod isn't respecting any restrictions (Claims, server-properties PVP, /heal)

Hey!

There's a major issue with FirstAid preventing it from being used on many/any servers. Firstly, when using /heal from a plugin, it doesn't actually take effect because FirstAid is overwriting it with it's own health data, without using the generic one. (See SpongePowered/SpongeForge#2998)

Secondly, any claim protection is being completely ignored because whilst players are not being visually hit, the health is still being taken which means that players can be spawn-killed even if PVP protection is enabled.

Lastly, and the most important one (since I understand that mod developers will ignore issues related to Sponge or plugins), when pvp is disabled in server.properties, it makes absolutely no effect whatsoever. Players are never visually hurt, but the distributed damage is taken and the player will still die.

Small issue with average health

The average health dose not display right and instead it showing the MC health. Do not know that is caused by CreativeMD Enhanced Visual

Kick from server because of calling set() on ImmutableList on serverside

Happened when i accidently walked into cables under voltage.

This is likely caused This is caused that you call shuffle() https://github.com/ichttt/FirstAid/blob/master/src/main/java/ichttt/mods/firstaid/common/damagesystem/distribution/RandomDamageDistribution.java#L68

On immutable lists introduced in 594726e

594726e#diff-ec20860a1a9de55d72554679f666e5bdR38

Reverted the ImmutableList code block and compiled - everything work again.

I think the best way to fix this is to copy the immutable list and shuffle it from there (since those lists are singletons and they should be immutable)

net.minecraft.util.ReportedException: Colliding entity with block
	at net.minecraft.entity.player.EntityPlayerMP.onUpdateEntity(EntityPlayerMP.java:459) ~[oq.class:?]
	at net.minecraft.network.NetHandlerPlayServer.update(NetHandlerPlayServer.java:173) ~[pa.class:?]
	at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.update(NetworkDispatcher.java:209) ~[NetworkDispatcher$1.class:?]
	at net.minecraft.network.NetworkManager.processReceivedPackets(NetworkManager.java:285) ~[gw.class:?]
	at net.minecraft.network.NetworkSystem.networkTick(NetworkSystem.java:180) [oz.class:?]
	at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:790) [MinecraftServer.class:?]
	at net.minecraft.server.dedicated.DedicatedServer.updateTimeLightAndEntities(DedicatedServer.java:396) [nz.class:?]
	at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:668) [MinecraftServer.class:?]
	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
	at java.lang.Thread.run(Thread.java:748) [?:1.8.0_181]
Caused by: java.lang.UnsupportedOperationException
	at com.google.common.collect.ImmutableList.set(ImmutableList.java:516) ~[minecraft_server.1.12.2.jar:?]
	at java.util.Collections.swap(Collections.java:497) ~[?:1.8.0_181]
	at java.util.Collections.shuffle(Collections.java:458) ~[?:1.8.0_181]
	at java.util.Collections.shuffle(Collections.java:425) ~[?:1.8.0_181]
	at ichttt.mods.firstaid.common.damagesystem.distribution.RandomDamageDistribution.addAllRandom(RandomDamageDistribution.java:68) ~[RandomDamageDistribution.class:?]
	at ichttt.mods.firstaid.common.damagesystem.distribution.RandomDamageDistribution.getPartList(RandomDamageDistribution.java:44) ~[RandomDamageDistribution.class:?]
	at ichttt.mods.firstaid.common.damagesystem.distribution.DamageDistribution.distributeDamage(DamageDistribution.java:80) ~[DamageDistribution.class:?]
	at ichttt.mods.firstaid.common.damagesystem.distribution.DamageDistribution.handleDamageTaken(DamageDistribution.java:37) ~[DamageDistribution.class:?]
	at ichttt.mods.firstaid.common.EventHandler.onLivingHurt(EventHandler.java:103) ~[EventHandler.class:?]
	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_909_EventHandler_onLivingHurt_LivingHurtEvent.invoke(.dynamic) ~[?:?]
	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
	at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182) ~[EventBus.class:?]
	at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:590) ~[ForgeHooks.class:?]
	at net.minecraft.entity.player.EntityPlayer.damageEntity(EntityPlayer.java:1120) ~[aed.class:?]
	at net.minecraft.entity.EntityLivingBase.attackEntityFrom(EntityLivingBase.java:919) ~[vp.class:?]
	at net.minecraft.entity.player.EntityPlayer.attackEntityFrom(EntityPlayer.java:1038) ~[aed.class:?]
	at net.minecraft.entity.player.EntityPlayerMP.attackEntityFrom(EntityPlayerMP.java:645) ~[oq.class:?]
	at blusunrize.immersiveengineering.common.util.IEDamageSources$ElectricDamageSource.apply(IEDamageSources.java:68) ~[IEDamageSources$ElectricDamageSource.class:?]
	at blusunrize.immersiveengineering.api.energy.wires.ImmersiveNetHandler.handleMapForDamage(ImmersiveNetHandler.java:654) ~[ImmersiveNetHandler.class:?]
	at blusunrize.immersiveengineering.api.energy.wires.ImmersiveNetHandler.handleEntityCollision(ImmersiveNetHandler.java:619) ~[ImmersiveNetHandler.class:?]
	at net.minecraft.entity.Entity.doBlockCollisions(Entity.java:1042) ~[vg.class:?]
	at net.minecraft.entity.Entity.move(Entity.java:963) ~[vg.class:?]
	at net.minecraft.entity.EntityLivingBase.travel(EntityLivingBase.java:1951) ~[vp.class:?]
	at net.minecraft.entity.player.EntityPlayer.travel(EntityPlayer.java:1827) ~[aed.class:?]
	at net.minecraft.entity.EntityLivingBase.onLivingUpdate(EntityLivingBase.java:2386) ~[vp.class:?]
	at net.minecraft.entity.player.EntityPlayer.onLivingUpdate(EntityPlayer.java:513) ~[aed.class:?]
	at net.minecraft.entity.EntityLivingBase.onUpdate(EntityLivingBase.java:2172) ~[vp.class:?]
	at net.minecraft.entity.player.EntityPlayer.onUpdate(EntityPlayer.java:234) ~[aed.class:?]
	at net.minecraft.entity.player.EntityPlayerMP.onUpdateEntity(EntityPlayerMP.java:382) ~[oq.class:?]
	... 9 more

Health render crash

If max scaling health is enabled and you obtain a large amount of health.
It will crash the server instead of changing it to numbers or switching health color like it would normally.
Crashlog

Poison can kill, sometimes too quickly

I don't know if this is a bug. But the poison potions (the poison effect in general) kills the player because the hearts of the head and torso go down to zero. (The death is often very fast and the time to react with a bucket of milk, it is already too late, provided you have milk on you).
Witches become the worst enemy of the game. It's as if the poison effect is replaced by the wither effect (it can kill in vanilla).

If this is intended, is it possible to have an option to disable this feature?

Losing any form of health boost deals damage

With "Scale Max Health" on true losing any form of health boost (Potion effect, items stats etc.) will deal damage varying on the level of health boost given and amount of additional health with the boost. It seems to be affect by the amount of additional health when having health boost. For example with health boost 2 will do no damage when at the default max but when at the health boost max it will deal a total of 3 hearts distributed across random body parts.

Losing a boost with additional health should just give you max health on all body parts

[1.14.4] Skeletons + First Aid = One-shot kill

Skeletons got a bit of a buff with 1.14 and when shot by them with First Aid it's pretty much a guaranteed 1-hit kill even wearing full mid-tier armour.

All other mobs seem fine enough, causing injury/debuffs but survivable even with zero armour. Skeletons are currently in orbital strike mode however especially in hardcore mode.

Is it possible to get some tweaking to balance out incoming arrow damage if possible?

Cheers

Damage with pvp disabled on server.

Good afternoon. Good afternoon.

I'm making a Minecraft server and wanted to use your mod, but I have a big problem, when with a plugin I disable PvP in certain areas like Spawn, players can still damage each other.

Would it be possible to solve this?

Thank you in advance.

More Configs For Effects

I like how some effects are when you damage your body, but others are a bit iffy, would it be possible to make it possible to disable certain effects from parts or something like that?

Quick drowned

By default player dies too fast in about 1-2 seconds when his air is ends.

[1.12.2] First aid is doing damage calculation to early.

Writing a new mod right now.
We are doing some enchantments which 1 of them is like preventing you to die, but it extra damages the armor.
The issue that first aid has it blocks anything armor/post armor calculation, and simulates that themselves. (Not fully though)

This could also explain #53 (Maybe not)
Because there are moddevs that expect that minecrafts damage calculation is done how it was written.

Also there is no obviouse reason to use the LivingHurtEvent for that kind of logic,
The LivingDamageEvent should be plenty.
unless if you have special reasons why that is not compatible, then throw the "LivingDamageEvent" yourself.

Would be nice if that could be added/fixed?

Thanks for reading.

Speiger

request to remove HP cap

I was wondering, after the health cap is surpassed could the hud switch to text and the limit be removed?
(or added as a config option)

HUD hides after tutorial

After pressing "H" for first time and reading the tutorial, the health HUD hides till next "H" press.

Hud visability issue

This is a problem specially if you have displayHealthAsNumber enabled.
Since your HP is practically invisible if you are looking at anything white (e.g. being in a snow biome)
I suggest trying something like a outline or the same thing the default crosshair does.

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