Bruh
You can find a lot of my stuff here.
Minemenu, but for Fabric
License: MIT License
Bruh
You can find a lot of my stuff here.
Is your feature request related to a problem? Please describe.
There are only so many icons you can use, and it would be nice if you could add more with a resource pack
Describe the solution you'd like
The ability to add custom icons in a resource pack that can be used by MineMenu
Describe alternatives you've considered
Retexturing actual items that I don't use would work, but isn't ideal because those items would have incorrect textures if I ever do use them, and there is a limited number that I could use
I input the following as the message to be said:
\*italics\* \*\*bold\*\* \*\*\*both\*\*\* \_underline_ \~strikethrough~
And the config file registers it as the following:
\\*italics\\* \\*\\*bold\\*\\* \\*\\*\\*both\\*\\*\\* \\_underline_ \\~strikethrough~
That's all fine and dandy, I suppose, escaping the backslashes, but when I close out of mine menu and reopen it, the "Configure Entry" screen looks like this:
\*italics\* \*\*bold\*\* \*\*\*b
I suspect this is most likely due to the slashes.
So, there should be some processing there to convert the \
to \u005C
, as well as other characters. I can confirm this works because an apostrophe I put somewhere got converted to \u0027
.
Is your feature request related to a problem? Please describe.
It is currently Impossible to make the names of buttons translatable
Describe the solution you'd like
Instead of the name as drawing a String, draw it as a Translatable Text
The chances for someone to accidentally use a translation key is pretty slim, and if there is no Translation, it will just draw the text
Describe alternatives you've considered
For my application, I could just use a mixin to change this, but other people might want this too
Is your feature request related to a problem? Please describe.
I'm unsure if this project has 1.17 support
Describe the solution you'd like
The curseforge (and modrinth?) page doesn't have a release as latest as the releases tab here. Also makes it unsure whether or not 1.17 version exists.
Thanks!
Making custom keybinds, to open the wheel on predefined category would allow user to make "multiple" wheels, that they can access using different wheels.
This would make it faster to get to the features you want, rather than selecting categories of categories etc.
well... it should work
On 6.0 and 5.0 I try change requariments in fabric.mod.json but then game crashes. Also I have tried lover mod version but then required other version of ModMenu. When I this time changing requariments game don't crash but MineMenuFabric dosn't work at all.
A button, that repeats last action, taken by using the wheel.
It allows for easy spamming, taking multiple screenshots and toggling the feature off, without using the wheel.
Should run without crashing
Crashes almost immediately on launch.
logs: https://pastebin.com/raw/PzYiwU8A
Not everything is logged. Everything not logged is copied from the console below:
Exception in thread "main" java.lang.RuntimeException: Minecraft has crashed
at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:571)
at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74)
at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23)
Caused by: java.lang.IllegalArgumentException
at com.google.gson.internal.$Gson$Preconditions.checkArgument($Gson$Preconditions.java:46)
at com.google.gson.GsonBuilder.registerTypeAdapter(GsonBuilder.java:497)
at net.minecraft.client.main.Main.main(Main.java:120)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:568)
... 2 more
It would be useful to have something populate the chat box with a message but not actually send it.
As an example of use case, on the multiplayer server I play on, it's customary to welcome new players who join, so I'd like the ability to autofill the chat box with Welcome to <server>,
then type in the player's name myself.
I assume the intended behaviour is to enter 'minecraft:skull' or 'skull' for the Icon, then the skullowner's playername (or mob name) should be entered under 'skullowner'? Whatever I try I can't get it to work.
Not sure if this feature is fully complete yet as the 'Skullowner' label under Icons is only accessible by right clicking to go backwards through the Icon options. There is also a line in the json config file for skullowner.
I can't seem to make it work no matter what I try. In the GUI, the text box is always locked and nothing can be typed. If I manually try to edit the json, it doesn't seem to matter what I put in for skullowner.
And if it's not working yet, what is the purpose of the option to clear the skull cache?
Or maybe I'm just trying to use it incorrectly?
Like in the title a feature to add different configs for spefic servers,
since I play on servers that have completly different commands
https://qu.ax/Op7.mkv
Keep an eye on the fourth hotbar slot. Client thinks it should interact with the environment when clicking an option in MineMenu, but server apparently does not receive it. Probably should prevent it from clicking anywhere outside of the menu anyway. Bit complicated to explain, but I think the video linked demonstrates it relatively well. Uses a flower pot to show it in action.
Thanks for making this port :) Works very well, this is the only bug I've come across so far! ๐
It is just a copy-paste from CurseForge website.
My problem did not fix with the new update. So I decided to move the problem/subject here.
"I just installed your mod. The GUI is working but it doesn't prints anything in chat somehow. I'm currently trying to add /home command to mods hud menu. Can you help?"
Installed mods:
Is your feature request related to a problem? Please describe.
Compared to the forge version of MineMenu, this version is missing a lot of the visual changes as well as some functionality. One of the biggest features that was the point of the wheel was an option to press a specified key when selecting a button in the wheel (even unbound keys) as to allow more hotkeys without taking up space on the keyboard when using many mods.
Describe the solution you'd like
Add an additional menu like the forge version to select a key from the available list.
Describe alternatives you've considered
The only alternative is to just use the forge version, however I chose to make the switch from forge to fabric recently mostly because of how many more interesting client side mods are available compared to forge.
Additional context
I have nothing much else to add.
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