ModMenu | A menu for, you guessed it, mods! | Video Game library

 by   TerraformersMC Java Version: v7.0.0-beta.2 License: MIT

kandi X-RAY | ModMenu Summary

kandi X-RAY | ModMenu Summary

ModMenu is a Java library typically used in Gaming, Video Game, Minecraft applications. ModMenu has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

Adds a screen for viewing a list of installed mods.
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            kandi-support Support

              ModMenu has a low active ecosystem.
              It has 339 star(s) with 113 fork(s). There are 11 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 38 open issues and 283 have been closed. On average issues are closed in 101 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ModMenu is v7.0.0-beta.2

            kandi-Quality Quality

              ModMenu has no bugs reported.

            kandi-Security Security

              ModMenu has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              ModMenu is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              ModMenu releases are available to install and integrate.
              Build file is available. You can build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed ModMenu and discovered the below as its top functions. This is intended to give you an instant insight into ModMenu implemented functionality, and help decide if they suit your requirements.
            • Render the render box
            • Render the description
            • Translate a numeric value
            • Render the scrollbar
            • Initializes the mod menu
            • Get the config screen for the given modid
            • Render button
            • Render the list
            • Renders the matrix
            • Get String array from custom value
            • Get string map
            • Called when a key is pressed
            • Returns the authors
            • Get prefix of version
            • Adjust realm notifications height
            • Render the matrix
            • Render the buttons
            • Initialize this component
            • Drains the files dragged by the specified paths
            • Gets the badges of this mod
            • Called when the mouse is clicked
            • Render mod menu
            • Get the icon for the mod menu
            • Called when the control is pressed
            • Initialize the client
            • Render the search list
            Get all kandi verified functions for this library.

            ModMenu Key Features

            No Key Features are available at this moment for ModMenu.

            ModMenu Examples and Code Snippets

            No Code Snippets are available at this moment for ModMenu.

            Community Discussions

            QUESTION

            Exception initializing level
            Asked 2021-May-06 at 04:59

            Hey im playing minecraft with a own created modpack i made on curseforge but im getting the following error/crash when i create a world.

            ...

            ANSWER

            Answered 2021-May-05 at 12:40

            You're using dev.onyxstudios.cca, whatever that might be, and it is using reflection to get at a field named type of some unspecified class.

            It is either trying to get at the field named type of one of JDK's own classes, in which case the fix is to uninstall whatever JDK you installed and install AdoptOpenJDK11: You're on a too-new version of java and these most recent versions have been breaking apps left and right by disabling aspects of the reflective API.

            Or, it is trying to get to a field named type in one of the classes of the FABRIC project, perhaps, whatever that might be, based on the content of this error message. In which case, the problem is a version incompatibility between these two plugins. Look up the project pages of these 2 plugins and install 2 versions whose release dates are close together. This usually involves downgrading the more recently updated one.

            Source https://stackoverflow.com/questions/67401380

            QUESTION

            Fabric - EntrypointException crash upon loading game
            Asked 2020-Oct-03 at 01:14

            I'm currently exploring modding using Fabric. About a month ago, I made a mod that worked just fine, both when run from the debugger in VSCode and when compiled and run on a real Minecraft installation. I have added a few things since I compiled it, but now the newly compiled version crashes the game upon loading. However, strangely, there is no crash when run from the debugger in VSCode.

            Here is ExampleMod.Java:

            ...

            ANSWER

            Answered 2020-Oct-03 at 01:14

            Someone on the Fabric Discord server was able to help me. It seems like the problem was one of two things (or both):

            1. There may have been a corrupted Minecraft in the gradle cache. I used ./gradlew clean build to help with that.

            2. I think I was running the dev jar as opposed to the normal jar. The dev jar isn't supposed to actually be run.

            Source https://stackoverflow.com/questions/64093994

            QUESTION

            Trying to populate a window dynamically in Maya using separate py files to essentially build modules
            Asked 2018-May-16 at 23:44

            So I'm trying build a window in Maya, that will have contents that will be populated dynamically. My folder structure is this: /scripts/modularMenu/ <-- which contains:

            init.py

            modMenu.py

            and a /modules/ folder

            in the modules folder I have: modList.py

            mod1.py

            mod2.py

            mod3.py etc. etc.

            In modMenu.py I tell Maya to draw the window, but also run the function that populates it based on the contents of the modules folder, with the goal being to create new modules that are, if tagged correctly, populated in the window.

            ...

            ANSWER

            Answered 2018-May-16 at 09:45

            1 - you will have to use exec() or "import mod, mod.doIt()", but what is "safely" will rely on your checks

            2 - Im not sure to understand. Do you want to reorder mod by number ? if not, I supposed you can do a json to store the order or maybe store some metadata

            Source https://stackoverflow.com/questions/50360428

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install ModMenu

            You can download it from GitHub.
            You can use ModMenu like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the ModMenu component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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