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Posted

There is a brilliant mod created and only supported up too version 1.7.10 ( I think there are some 1.8.9 versions maybe but I cant see anything solid on the internet).

I have no practice in making mods or coding.

https://github.com/maxpowa/AdvancedHUD

 

If you can't do it or don't want too, can you at least tell me if it is possible and how much effort would go into getting this done?

Posted

Since it is 1.12, I could probably try to update it, but in 1.12 you need to totally re render everything, and some methods have been removed, but I can try for you : )

Posted
3 minutes ago, Big_Bad_E said:

Since it is 1.12, I could probably try to update it, but in 1.12 you need to totally re render everything, and some methods have been removed, but I can try for you : )

If you could try I would deeply appreciate it! No one has updated this mod in years and there are no other mods out there that has these features. PLEASE!! <3 

Posted

Oh... I found the problem...

This mod uses Tessellator, which isn't in 1.12. I can try it without, but it probably won't wonk, as I can't use like Gl or WorldManager. I will try, but I won't focus too long on this mod.

Posted
15 minutes ago, Big_Bad_E said:

Yep, this is way too complicated, I have no idea what the original method is, more or less how to update it. I gotta abandon it. Sorry

No problem thank you for taking a look, is there anyway to achieve a similar function like freely moving the HUD elements? I'm assuming that what you are telling me is that it was designed in a method that isn't used anymore with 1.12, is it still possible to make a mod like that in current MC?

 

Posted

There probably is, I doubt that there is no way to do it, but there are 2 main problems.

 

1. You would need to have a lot of time and an advanced knowledge of Java and Forge. I am ok but not even close to that level.

 

2. Compatibility, most likely a mod like this would never work with any other mods, and in general this is a crazy mod .-.

Posted

no problem, if anyone else would like to take a crack at it or give me any ideas on how to do something similar with this I would very much appreciate it and even be willing to pay to have it done. THanks!

  • 2 years later...
Posted (edited)

Hokay. So, I couldn't help but not notice this conversation, and I'm having much the same problem. But there is a difference. I think that this mod is potentially easier. The mod I'm trying to get ported is Jimboom7's Super Mario Mod. Personally, I love this mod and I would love to see it ported to 1.12.2. So I'm requesting that you try and port this to 1.12.2. This is a request though, so you may decline. But I would appreciate it if you could assist me. This is only for personal use. link:  [diesieben07: removed link to reposting site]

Edited by diesieben07
Posted
11 hours ago, LONGCHU27 said:

Hokay. So, I couldn't help but not notice this conversation, and I'm having much the same problem. But there is a difference. I think that this mod is potentially easier. The mod I'm trying to get ported is Jimboom7's Super Mario Mod. Personally, I love this mod and I would love to see it ported to 1.12.2. So I'm requesting that you try and port this to 1.12.2. This is a request though, so you may decline. But I would appreciate it if you could assist me. This is only for personal use. link

Don't download mods from 9minecraft.net The only site you should use is curseforge.com and maybe planet minecraft Have a look at this: StopModReposts

My Projects:

Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming)

 

Important:

As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts

  • 1 year later...
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    • Okay, but does the modpack works with 1.12 or just with 1.12.2, because I need the Forge client specifically for Minecraft 1.12, not 1.12.2
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MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.phys.Vec3; import net.minecraftforge.event.TickEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.network.PacketDistributor; public class MountableWolfEntity extends Wolf { private boolean hasSaddle; private static final EntityDataAccessor<Byte> DATA_ID_FLAGS = SynchedEntityData.defineId(MountableWolfEntity.class, EntityDataSerializers.BYTE); public MountableWolfEntity(EntityType<? extends Wolf> type, Level level) { super(type, level); this.hasSaddle = false; } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(DATA_ID_FLAGS, (byte)0); } public static AttributeSupplier.Builder createAttributes() { return Wolf.createAttributes() .add(Attributes.MAX_HEALTH, 20.0) .add(Attributes.MOVEMENT_SPEED, 0.3); } @Override public InteractionResult mobInteract(Player player, InteractionHand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.getItem() == Items.SADDLE && !this.hasSaddle()) { if (!player.isCreative()) { itemstack.shrink(1); 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