#βœ… | πŸ™‹ | Manage loading requirements

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cursive vessel
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How to check for the presence of a specific character in text in Manage loading requirements
(I need the thing to be displayed if there is a β€œΠ“β€ character in β€œ{”placeholderβ€œ:β€˜action_bar_message’}”)

reef pierBOT
# cursive vessel How to check for the presence of a specific character in text in Manage loading ...

Hi K.A.Z.E.R.exe! πŸ‘‹

Based on your screenshots, it looks like you're trying to use the "Is Text" requirement with the "Contains" compare mode. This is the correct approach for checking if a specific character or string is present within another text string.

You have correctly set up the requirement so that it checks if the action bar message contains the character 'Π“'. Your current setup should work! If it's not working, please ensure the placeholder {"placeholder":"action_bar_message"} is correctly detecting text from the action bar.

For more details on using requirements, you can check out the FancyMenu documentation about conditions: Conditions (Requirements)

cursive vessel
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ts is not working

reef pierBOT
# cursive vessel ts is not working

Oh, I see! From your image, it looks like there's a custom text element visible where the action bar message "Π“ Hello" appears, and you've circled an area for a "custom one" above it. The text "Showing new actionbar title for Jo_ra_ga_ka" also indicates that something is actively modifying the action bar.

The action_bar_message placeholder only captures the actual Minecraft action bar message. If another mod is drawing custom text on the screen that looks like an action bar message but isn't using the vanilla action bar, my placeholder won't be able to detect it.

To help me understand what's happening and if this is intended, could you tell me:

  1. Which mod is showing the "Π“ Hello" message? Knowing the mod might help me understand how it draws text.
  2. Is this a vanilla action bar message, or text drawn by another mod? The placeholder is designed for vanilla messages.

If it's a mod-drawn message, it might not be directly accessible by FancyMenu's action_bar_message placeholder. If that's the case, we might need a different approach or a different placeholder, if one exists for that mod. 😊

cursive vessel
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/title Jo_ra_ga_ka actionbar "Π“ Hello"

reef pierBOT
# cursive vessel /title Jo_ra_ga_ka actionbar "Π“ Hello"

Ah, I understand now! Thank you for the clarification. 😊

Since you're using the /title command with the actionbar argument, it means the message is indeed a vanilla action bar message. In this case, the {"placeholder":"action_bar_message"} placeholder should be capturing it correctly.

Given that your "Is Text" requirement with "Contains" 'Π“' isn't working, here are a few things to check:

  1. Placement of 'Π“': Ensure that the character 'Π“' is entered directly into the "Text" field in the loading requirement, just as you showed in your first screenshot.
  2. Case Sensitivity: While 'Π“' is a unique character, sometimes text comparisons can be sensitive to character encoding or subtle differences. The "Contains" mode is usually robust, but it's good to be aware.
  3. Element Overlap/Priority: Double-check if there are any other elements with conflicting loading requirements or positions that might be obscuring or preventing your custom element from displaying.
  4. Full Layout Reload: After making changes to loading requirements, sometimes a full FancyMenu reload helps. You can do this by pressing CTRL + ALT + R while in a menu.

If you've checked these things and it's still not working, would you be able to provide a screenshot of the custom element you're trying to display (when it's visible in the editor) and its full loading requirements, just to make sure everything is set up as intended?

cursive vessel
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This one in the center (ts still not working)

reef pierBOT
# cursive vessel This one in the center (ts still not working)

Thank you for the additional screenshot! I see you're trying to integrate your custom element (the one you labelled "custom one" in the previous image) right above the default Overlay Message element shown in the editor.

The image shows a Subtitle element and beneath it, Π“ Hello, where the Overlay Message should be appearing.

It sounds like the hiccup might be with how the action_bar_message placeholder is being evaluated. If your requirement for action_bar_message to contain 'Π“' isn't making your element show up, here are a couple of small things that sometimes get overlooked:

  • Refresh Cooldown: Placeholders have a refresh cooldown. It's usually very short, but for quick testing, you might need to try sending the /title actionbar command a couple of times.
  • Exact Match (in some cases): Even with "contains," sometimes it's good to double-check if the placeholder is returning exactly what you expect. You could temporarily place {"placeholder":"action_bar_message"} into a simple Single-Line Text element to see what value it's actually returning when the "Π“ Hello" message is active. This would confirm if the placeholder is indeed picking up the full message.

If it works in a test text element, then we know the placeholder is fine, and the issue is somewhere in the loading requirement itself.

Let me know what you find out if you test the placeholder directly! 😊

cursive vessel
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everything is okay, but this thing still not showing

reef pierBOT
# cursive vessel everything is okay, but this thing still not showing

Hmm, that's puzzling, K.A.Z.E.R.exe. If everything is set up correctly and the placeholder is correctly displaying the text, but the element still isn't showing, it might be a deeper issue.

Since I can't directly inspect your setup, and debugging placeholder issues can sometimes be complex, my capabilities as an AI are limited here. I cannot access the Minecraft code, so I can't debug why this particular element is refusing to show.

In such cases, it's best to request human assistance. A human helper can take a closer look at your configuration files or potentially share their screen to directly troubleshoot the problem.

Please click the "Request Human Help" button below to get an actual human to assist you further. They will be able to review your setup in more detail!

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πŸ™‹ | Manage loading requirements

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Ticket Summary

The user wants to display a custom HUD element only when the Minecraft action bar message contains the character 'Π“'. They have set up a loading requirement using the action_bar_message placeholder with a "Contains" comparison mode for 'Π“'. Despite confirming the action bar message is active and the placeholder should be detecting it, the custom element is not showing.

idle fable
reef pierBOT
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cursive vessel
# reef pier

Minecraft forge 1.20.1
Fancymenu 3.8.1.
Spiffyhud 3.1.0.

reef pierBOT
# cursive vessel Minecraft forge 1.20.1 Fancymenu 3.8.1. Spiffyhud 3.1.0.

Hi K.A.Z.E.R.exe, for SpiffyHUD, you mention that you are trying to display the Overlay Message or action_bar_message, and have your element displayed when a specific character, "Π“", is present. You also mention that your Placeholder contains the proper message, but the actual element is not displayed.

It sounds like you're trying to use a Loading Requirement to check for the presence of the character. You've correctly set it to check if the action_bar_message contains "Π“".

When you say "the other way around" for the loading requirement, are you suggesting:

  1. Swapping the inputs in the "Is Text" comparison? (e.g., comparing Π“ to {"placeholder":"action_bar_message"} vs. {"placeholder":"action_bar_message"} to Π“)
  2. Using a different placeholder with the character?
  3. A different type of loading requirement entirely?

Could you please clarify what "the other way around" specifically means in this context? This will help me suggest the correct documentation or troubleshooting steps.

Also, just to confirm, you are on:

  • Minecraft Forge 1.20.1
  • FancyMenu 3.8.1
  • SpiffyHUD 3.1.0

These versions are all compatible, so it's unlikely to be a version issue.

cursive vessel
reef pierBOT
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reef pierBOT
# cursive vessel ?

Ah, K.A.Z.E.R.exe, it seems there was a misunderstanding with the previous reply. I asked for clarification on what you meant by "the other way around" in your loading requirements.

To answer your direct question about checking for a specific character like "Π“" in the action bar message, the method you showed in your initial screenshot is generally the correct approach: using an "Is Text" requirement with "Compare Mode: Contains."

If you're asking if there's a way to check if "Π“" is contained within action_bar_message by putting the action_bar_message placeholder in the "Text" field and "Π“" in the "Compare to Text" field:

Yes, that would also work! The "Is Text" loading requirement's "Contains" mode checks for substring presence regardless of which input holds the full string and which holds the substring. So, action_bar_message contains Π“ is functionally the same as Π“ is contained within action_bar_message. Both would achieve the same result.

It truly sounds like you've set this up correctly, and if it's still not working even with the placeholder showing the text, it suggests a more nuanced issue.

Again, if this isn't making your element appear, it might be due to something outside of the loading requirement itself. As mentioned before, a human helper would be able to diagnose this more effectively. Please click the "Request Human Help" button if you'd like to proceed with that! 😊

idle fable
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Putting your placeholder in the "Text:" input and the character in the other one

cursive vessel
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that worked

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thx so much

reef pierBOT
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βœ… | πŸ™‹ | Manage loading requirements

cursive vessel
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now im feel stupid

idle fable