Posted November 23, 20213 yr So, i want to add a mana bar and show it near health and food bars. I know that i need to render it using RenderGameOverlayEvent.Post, but what i don't know, is how do i add some custom data (like health or saturation) to all players at once (in my case it is mana data). I watched LivingEntity source code, and as i understand, i need to define a new EntityDataAccessor using entityData field. If so, how can i do this? I thought there are some player events that help creating custom data, but i didn't find any. Any help would be appreciated Edited November 26, 20213 yr by mclich
November 23, 20213 yr Capability would be the best way, but if you want to render things you need to manage the logic on Server and then send the changes to the Client Forge Community Wiki: https://forge.gemwire.uk/wiki/Capabilities Forge Doc: https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#the-capability-system Network: https://forge.gemwire.uk/wiki/SimpleChannel
November 23, 20213 yr Author 19 minutes ago, Luis_ST said: Capability would be the best way, but if you want to render things you need to manage the logic on Server and then send the changes to the Client Forge Community Wiki: https://forge.gemwire.uk/wiki/Capabilities Forge Doc: https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#the-capability-system Network: https://forge.gemwire.uk/wiki/SimpleChannel So should i use AttachCapabilitiesEvent<Entity> or create my own capability?
November 23, 20213 yr 20 minutes ago, mclich said: AttachCapabilitiesEvent<Entity> you need to use the Event to add the Capability to add the Event to the Player, but for the kind of data you need your own Capability
November 23, 20213 yr Author 5 minutes ago, Luis_ST said: you need to use the Event to add the Capability to add the Event to the Player, but for the kind of data you need your own Capability Okay, thanks, will try it
November 25, 20213 yr Author So i added a capability system to my mod and it works fine, but now i have a problem with rendering. This code of mine makes render of mana bar (it should be right above vanilla food bar): private static final ResourceLocation ICONS=new ResourceLocation(ElderNorseGods.MOD_ID+":textures/gui/bar/mana.png"); @SubscribeEvent(priority=EventPriority.LOWEST) public static void renderManaBar(RenderGameOverlayEvent.Post event) { Minecraft mc=Minecraft.getInstance(); if(!mc.gameMode.getPlayerMode().isSurvival()||event.getType()==ElementType.ALL) return; LazyOptional<IManaHandler> manaHandler=mc.player.getCapability(ManaHandlerCapability.MANA_HANDLER_CAPABILITY); RenderSystem.enableBlend(); mc.getTextureManager().bind(ManaBar.ICONS); int x=mc.getWindow().getGuiScaledWidth()/2+10; int y=mc.getWindow().getGuiScaledHeight()-49; mc.gui.blit(event.getMatrixStack(), x, y, 0, 0, 54, 9); RenderSystem.disableBlend(); } Everything works as it should works, but for some reason after binding and bliting my texture vanilla food bar just disappears. I have no idea what is going on here and why it's just gone. Btw, my texture size is 256x256. I tried to use other (static ones) blit methods because i want to use smaller version of my texture, but they didn't work. I assume that my texture is just too big and covers food bar (RenderSystem.enableBlend seems not working too), but it doesn't cover hotbar and xp bar. Any ideas what is wrong here?
November 26, 20213 yr Author On 11/25/2021 at 11:37 AM, diesieben07 said: In 1.17 you should use OverlayRegistry to register a custom overlay instead of drawing directly in RenderGameOverlayEvent.Post. When adding to the HUD and binding a different texture you need to bind GuiComponent.GUI_ICONS_LOCATION afterwards, because that is what the other HUD elements expect. Okay, thanks. Btw, how can i do this in 1.16.5 (I make my mod for both 1.17.1 and 1.16.5 at the same time)?
November 26, 20213 yr Author 1 hour ago, Luis_ST said: In 1.16 you need to use RenderGameOverlayEvent The code i posted above is also for 1.16 version, and the problem is my custom bar covers my food bar in 1.16 Edited November 26, 20213 yr by mclich
November 26, 20213 yr 7 minutes ago, mclich said: The code i posted above is also for 1.16 version, and the problem is my custom bar covers my food bar in 1.16 how about moving the bar up?
November 26, 20213 yr Author 31 minutes ago, Luis_ST said: how about moving the bar up? I render it above the food bar, but it still covres it
November 26, 20213 yr Author 13 minutes ago, Luis_ST said: how large (x and y) is the texture of the bar you want to render On 11/25/2021 at 3:17 AM, mclich said: Btw, my texture size is 256x256. Edited November 26, 20213 yr by mclich
November 26, 20213 yr Author Okay, i've just solved it. In case someone has the same problem all you need to do is check in your render method that the getType() equals ElementType.ALL. In my case i just replaced one if statement: On 11/25/2021 at 3:17 AM, mclich said: if(!mc.gameMode.getPlayerMode().isSurvival()||event.getType()==ElementType.ALL) return; for if(!mc.gameMode.getPlayerMode().isSurvival()||event.getType()!=ElementType.ALL) return;
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