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Minecraft mod that adds various food-related HUD improvements formerly provided by AppleCore (basically, AppleCore without the core).
Features
Adds food value information to tooltips:
Adds a visualization of saturation and exhaustion to the HUD:
Adds a visualization of potential hunger/saturation restored while holding food:
Adds a visualization of potential health restored while holding food:
Adds hunger/saturation/exhaustion info to the debug overlay (F3)
Syncs the value of saturation and exhaustion to the client.
Building AppleSkin
Clone the repository
Open a command line and execute gradlew build
Note: To give the build a version number, use gradlew build -Pversion=<version> instead (example: gradlew build -Pversion=1.0.0).
For Mod Developers
Note: These instructions are Forge-specific. For Fabric, see the instructions in the relevant -fabric branch.
If followed, the directions below will make it so that your mod's Maven dependencies won't include AppleSkin at all, and your mod will load fine with or without AppleSkin installed.
To compile against the AppleSkin API, include the following in your build.gradle:
Once you're compiling against the AppleSkin API, you can create an event handler and only register it when appleskin is loaded. Here's an example implementation:
In your @Mod annotated class:
privatevoidclientInit(finalFMLClientSetupEventevent) {
if (ModList.get().isLoaded("appleskin")) {
MinecraftForge.EVENT_BUS.register(newAppleSkinEventHandler());
}
}
and the AppleSkinEventHandler class:
publicclassAppleSkinEventHandler
{
@SubscribeEventpublicvoidonPreTooltipEvent(TooltipOverlayEvent.Preevent) {
// hide the tooltip for regular applesif (event.itemStack.getItem() == Items.APPLE) {
event.setCanceled(true);
}
}
}
(see the squeek.appleskin.api.event package for all the possible events that can be registered)
Note: if you want to test with the full AppleSkin mod in your development environment, you can also add the following to your dependencies: