I'd rather you didn't praise me like a god. I'm a christian man, so I defer all such praise to my lord, God Almighty. :biggrin.gif: A hearty thanks will suffice for me. Maybe a forum diamond or two if you really want to. :wink.gif: Adding to my rep (clicking the green "+" in the lower-right corner of the post) would also be cool.
:wink.gif:
How many diamonds did you ask for? 2?....well ehre ya go
thanks so much, really helped a lot!
And youve got my rep!
Go In That Cave As A N00b Come Out A Pro....
0% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 100% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
So it should make 1 Shadow Crystal Dust (601) but when I place it on the crafting table nothing shows up.
I also have a "fossil" block that drops standard bones, but they also won't work on the crafting table or inventory crafting to turn into bonemeal. However, if I add them to a stack of bones I gain from normal sources (a skeleton) then they add to the stack, and function normally after that.
I'm guessing maybe its some sorta of issue with the items getting something set on them (damage values???) that makes them "different" from normal items.
Oh, and my crafting recipe for shadow dust even shows up correctly in the Recipe book mod I'm using, but despite that it doesn't seem to be actually craftable. :sad.gif:
How many diamonds did you ask for? 2?....well ehre ya go
thanks so much, really helped a lot!
And youve got my rep!
Awesome! :biggrin.gif: I noticed that in your "Owning Ore's" page it shows info for a server. Does it use your Custom Stuff? Would you mind having me on when you get it online again? :smile.gif:
the newest version
fixed the space and still the same error :sad.gif:
I just copy-pasted the item you displayed, sans space and with a different texture file referenced, into a new file and ran it. No errors. I'm honestly not sure what you're doing wrong. Sorry. :sad.gif:
@CubeX2: Found another bug. If I create a block that has less than 15 damage values Custom Stuff will still display a full 15 block in Too Many Items. They'll all be called "Unnamed" and use the same texture and have the same sounds as the damage value 0, but only drop themselves and generally not do anything else special that the block can do.
I suppose it's not a huge problem as they don't show up during normal play, but it looks really unprofessional and I'd be embarrassed to distribute any of my creations that manifest this issue.
Awesome! :biggrin.gif: I noticed that in your "Owning Ore's" page it shows info for a server. Does it use your Custom Stuff? If so, would you mind having me on when you get it online again? :smile.gif:
sure thing, but it will take me awhile to update, i have 100's of textures and sprites to upload now
Rollback Post to RevisionRollBack
Go In That Cave As A N00b Come Out A Pro....
0% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 100% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
// W +1 Z
// N +1 X
// E -1 Z
// S -1 X
//
// 0 = W
// 1 = N
// 2 = E
// 3 = S
//
getlookingside(0):addvelo(0,0.3,1)
getlookingside(1):addvelo(-1,0.3,0)
getlookingside(2):addvelo(0,0.3,-1)
getlookingside(3):addvelo(1,0.3,0)
Call it from hitmob and watch them fly.
Rollback Post to RevisionRollBack
But the fact that some geniuses were laughed at does not imply that all who are laughed at are geniuses. They laughed at Columbus, they laughed at Fulton, they laughed at the Wright Brothers. But they also laughed at Bozo the Clown. -- Carl Sagan
sure thing, but it will take me awhile to update, i have 100's of textures and sprites to upload now
Just send me a PM when you're done. I haven't played SMP before, so this will be an experience. XD
BTW, I'd like some clarification on this. I know that Custom Stuff and all prerequisites have to be installed to play on a server that uses it, but do I also have to install the files/textures used as well? Or will they load off of the server? The first post is kinda vague on this little issue. :dry.gif:
Minecraft crashed for some reason modloaders report says this;
Nov 12, 2011 10:35:24 PM ModLoader init
FINE: ModLoader Beta 1.8.1 Initializing...
Nov 12, 2011 10:35:24 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\AFRO SAMURI\AppData\Roaming\.minecraft\mods\customStuff_1.8.1_Client.zip
Nov 12, 2011 10:35:24 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 12, 2011 10:35:24 PM ModLoader addMod
FINE: Failed to load mod from "mod_customStuff.class"
Nov 12, 2011 10:35:24 PM ModLoader addMod
FINER: THROW
java.lang.ArrayIndexOutOfBoundsException: 1
at CSProperty.LoadValue(CSProperty.java:107)
at mod_customStuff.IsValidFile(mod_customStuff.java:1083)
at mod_customStuff.GetValidFiles(mod_customStuff.java:1063)
at mod_customStuff.LoadCustomItems(mod_customStuff.java:426)
at mod_customStuff.<init>(mod_customStuff.java:53)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1179)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
Nov 12, 2011 10:35:34 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\AFRO SAMURI\AppData\Roaming\.minecraft\bin\minecraft.jar
Nov 12, 2011 10:35:34 PM ModLoader readFromClassPath
FINER: Zip found.
Nov 12, 2011 10:35:34 PM ModLoader AddAllRenderers
FINE: Initialized
So it should make 1 Shadow Crystal Dust (601) but when I place it on the crafting table nothing shows up.
I also have a "fossil" block that drops standard bones, but they also won't work on the crafting table or inventory crafting to turn into bonemeal. However, if I add them to a stack of bones I gain from normal sources (a skeleton) then they add to the stack, and function normally after that.
I'm guessing maybe its some sorta of issue with the items getting something set on them (damage values???) that makes them "different" from normal items.
Oh, and my crafting recipe for shadow dust even shows up correctly in the Recipe book mod I'm using, but despite that it doesn't seem to be actually craftable. :sad.gif:
@CubeX2: Found another bug. If I create a block that has less than 15 damage values Custom Stuff will still display a full 15 block in Too Many Items. They'll all be called "Unnamed" and use the same texture and have the same sounds as the damage value 0, but only drop themselves and generally not do anything else special that the block can do.
I suppose it's not a huge problem as they don't show up during normal play, but it looks really unprofessional and I'd be embarrassed to distribute any of my creations that manifest this issue.
Just send me a PM when you're done. I haven't played SMP before, so this will be an experience. XD
BTW, I'd like some clarification on this. I know that Custom Stuff and all prerequisites have to be installed to play on a server that uses it, but do I also have to install the files/textures used as well? Or will they load off of the server? The first post is kinda vague on this little issue. :dry.gif:
Minecraft crashed for some reason modloaders report says this;
Nov 12, 2011 10:35:24 PM ModLoader init
FINE: ModLoader Beta 1.8.1 Initializing...
Nov 12, 2011 10:35:24 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\AFRO SAMURI\AppData\Roaming\.minecraft\mods\customStuff_1.8.1_Client.zip
Nov 12, 2011 10:35:24 PM ModLoader readFromModFolder
FINER: Zip found.
Nov 12, 2011 10:35:24 PM ModLoader addMod
FINE: Failed to load mod from "mod_customStuff.class"
Nov 12, 2011 10:35:24 PM ModLoader addMod
FINER: THROW
java.lang.ArrayIndexOutOfBoundsException: 1
at CSProperty.LoadValue(CSProperty.java:107)
at mod_customStuff.IsValidFile(mod_customStuff.java:1083)
at mod_customStuff.GetValidFiles(mod_customStuff.java:1063)
at mod_customStuff.LoadCustomItems(mod_customStuff.java:426)
at mod_customStuff.<init>(mod_customStuff.java:53)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:275)
at ModLoader.readFromModFolder(ModLoader.java:1179)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at aam.<init>(aam.java:61)
at aam.<clinit>(aam.java:10)
at net.minecraft.client.Minecraft.a(SourceFile:259)
at net.minecraft.client.Minecraft.run(SourceFile:629)
at java.lang.Thread.run(Unknown Source)
Nov 12, 2011 10:35:34 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\AFRO SAMURI\AppData\Roaming\.minecraft\bin\minecraft.jar
Nov 12, 2011 10:35:34 PM ModLoader readFromClassPath
FINER: Zip found.
Nov 12, 2011 10:35:34 PM ModLoader AddAllRenderers
FINE: Initialized
HELP!
Can you post your item files?
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
I'm using the bukkit port for the multi-page chest mod (bukkit ver. #1337)
I've tried for some time to get this working. I had version 1.02 installed, which wasn't working correctly, so I was hopeful for ver. 1.04. When I updated to 1.04 and logged into my server, a whole chunk where part of my house was had corrupted. I found this was due to a multi-page chest from the 1.02 verion which was in that chunk. I had to restore a backup of my world, revert to ver. 1.02 (client and server), destroy the multi-page chest in my house, stop server / client, update to ver. 1.04 again, and now the chunk was ok.
However, ver 1.04 still appears to be bugged. Not sure if its just the bukkit version, or vanilla as well ?
First of all, to get it working (because it crashes your client if you don't alter the config - or it did for me anyway), is to go into your .minecraft/config folder, look for the 'multiPageChest.txt' file and change the line : guiid=40 to guiid=39 (or lower). You also have to change the server file of the same name which is in your (server folder)/config directory to match your client.
The bug :
Putting stuff in the first 'page' of the chest works fine, but, if you put stuff in pages 2 - 5, I find that as soon as you right-click a block that opens up a gui with you inventory (i.e. workbench, furnace, etc.) Whatever blocks you put in pages 2 - 5 of the chest will 'magically' re-appear in your inventory again. Go back to the multi-page chest, and you'll find the items on pages 2 - 5 are all empty.
I've tried changing the guiid from 19 through to 39, also tried changing the block id, but no matter what, this bug persists, so the multi-page chest only works on a single page (for me anyway), which is a shame, because the concept is very good. I wonder if anyone has tried this mod successfully on a vanilla server please ?
I can't say anything about the bukkit version, but the I know the bug that only the first page is working on a server. I haven't yet get the bug fixed.
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
Ok i have an error and i think its from custom stuff not being compatible with forge 1.1.2 server
10:38:20 [SEVERE] Unexpected exception
java.lang.RuntimeException: ModLoader has failed to initialize.
at ModLoader.ThrowException(ModLoader.java:1206)
at ModLoader.init(ModLoader.java:627)
at ModLoader.Init(ModLoader.java:1269)
at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:74)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:262)
at ce.run(SourceFile:417)
Caused by: java.lang.RuntimeException: Exception occured in ModLoader
at ModLoader.ThrowException(ModLoader.java:1206)
at ModLoader.ThrowException(ModLoader.java:1211)
at ModLoader.addMod(ModLoader.java:118)
at ModLoader.readFromModFolder(ModLoader.java:847)
at ModLoader.init(ModLoader.java:603)
... 4 more
Caused by: java.lang.NullPointerException
at mod_customStuff.LoadCustomRecipes(mod_customStuff.java:121)
at mod_customStuff.<init>(mod_customStuff.java:29)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:104)
... 6 more
Ive tried everything i know to get this working just keeps saying the same thing, the only thing is i had this working with forge 1.1.1 and i have the client side working with forge 1.1.2 so i really dont know what the problem is,
Any help would be greatly appreciated
In both cases they are mined from custom blocks (actually all from the same "block" ID. One block is set to drop 4 shadow crystals, the other a "Fossil" block is set to drop 1-3 bones. As above, the bones dropped by the fossil block don't seem to craft into bonemeal, unless I add them to a stack of bones gained from a standard source (Skeletons). So it appears only custom items dropped by custom blocks are being effected. :sad.gif:
CubeX how can I make blocks to be placed on a specific block. I didn't find if I can and I can't find anything on this on the post.
Edit:I also was wondering what do you mean by slot wen you try to decrease it or increase it and how do I make it to the item/block that I'm using.I also found a bug where if you make a block with 4 quantitys(havent tested for more) and you make them drop a diferent amount of the items that they drop, all of them drop the quantity that I gave to the first one.
Check the Readme file that comes with the mod. It explains virtually everything you need to know. But if you'd like some help, here's another version:
Put numbers representing the following in a single line, single spaced:
[ID number created] [amount created] [number of items horizontally] [number of items vertically] [IDs used in the recipe arranged in rows from top to bottom]
For example, the recipe for a standard iron pickaxe is:
257 1 3 3 265 265 265 0 280 0 0 280 0
Breaking it down:
257 - the iron pickaxe that's created.
1 - the number of iron pickaxes that are created.
3 3 - shows that the recipe is 3-items wide by 3 items tall
256 256 256 - the top row of the recipe; the three iron ingots
0 280 0 - is the second row of the recipe; a stick with nothing to either side.
0 280 0 - as above, but the third row since it's after the other values.
Put this line in a .recipe file, and put that file into the CustomRecipes folder. Easy yes?! :biggrin.gif:
@CubeX2: Found another bug! (are you sick of me yet? :tongue.gif: ) When placing double doors, the textures on one of them don't display properly. The door still works correctly, but the 'hinge' of the door appears to be attached to the other (correct) door.
IS there a function that if you right-click something specific with bonemeal that it makes a certain block appear? sort of like bonemeal to grass? it's an aspect I need to finish up a mod of mine. also you should add a generation type that makes something generate hanging from the block it generates from.
can you make it possible to add a block with any number id i use alot of other mods and i cant use 1-256 and it wont work with any other number i try :sad.gif:((( it seems like it works fine but i cant test it as i use the only block id's u allow us to use
Also while I'm here I wanted to suggest adding a way to set coordinates from inside the game. I noted the entry about teleport to coordinates, but I thought that meant you'd set the coordinates when you set up the effect so it would always send things (Player/mob/etc) to the same fixed place. I was rather hoping to be able to do something with crafting teleportation stones. Something like chaining them together, so each placed teleportation stone adds its coordinates to a list, so each time you right-click (or maybe redstone power) a teleportation stone it would take you to the next teleportation stone you placed in sequence (removing coordinates from the list if the stone at those coordinates is harvested.)
I wasn't sure there is a way to do such a thing currently.
How many diamonds did you ask for? 2?....well ehre ya go
thanks so much, really helped a lot!
And youve got my rep!
0% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 100% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
I'm having an issue since your last update regarding a recipe.
Here are the two items:
Shadow Crystal
And your suppose to be able to use crafting to grind it into dust making:
Shadow Crystal Dust
The recipe:
So it should make 1 Shadow Crystal Dust (601) but when I place it on the crafting table nothing shows up.
I also have a "fossil" block that drops standard bones, but they also won't work on the crafting table or inventory crafting to turn into bonemeal. However, if I add them to a stack of bones I gain from normal sources (a skeleton) then they add to the stack, and function normally after that.
I'm guessing maybe its some sorta of issue with the items getting something set on them (damage values???) that makes them "different" from normal items.
Oh, and my crafting recipe for shadow dust even shows up correctly in the Recipe book mod I'm using, but despite that it doesn't seem to be actually craftable. :sad.gif:
I just copy-pasted the item you displayed, sans space and with a different texture file referenced, into a new file and ran it. No errors. I'm honestly not sure what you're doing wrong. Sorry. :sad.gif:
@CubeX2: Found another bug. If I create a block that has less than 15 damage values Custom Stuff will still display a full 15 block in Too Many Items. They'll all be called "Unnamed" and use the same texture and have the same sounds as the damage value 0, but only drop themselves and generally not do anything else special that the block can do.
I suppose it's not a huge problem as they don't show up during normal play, but it looks really unprofessional and I'd be embarrassed to distribute any of my creations that manifest this issue.
Thanks in advance. :smile.gif:
sure thing, but it will take me awhile to update, i have 100's of textures and sprites to upload now
0% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 100% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
Call it from hitmob and watch them fly.
BTW, I'd like some clarification on this. I know that Custom Stuff and all prerequisites have to be installed to play on a server that uses it, but do I also have to install the files/textures used as well? Or will they load off of the server? The first post is kinda vague on this little issue. :dry.gif:
HELP!
On a new function parser like you see the posts above you. It will also have variables.
Yes, nesting.
How do you get the items?
I will try to fix that.
Yes they have to install the files/textures, too.
Can you post your item files?
I can't say anything about the bukkit version, but the I know the bug that only the first page is working on a server. I haven't yet get the bug fixed.
10:38:20 [SEVERE] Unexpected exception
java.lang.RuntimeException: ModLoader has failed to initialize.
at ModLoader.ThrowException(ModLoader.java:1206)
at ModLoader.init(ModLoader.java:627)
at ModLoader.Init(ModLoader.java:1269)
at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:74)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:262)
at ce.run(SourceFile:417)
Caused by: java.lang.RuntimeException: Exception occured in ModLoader
at ModLoader.ThrowException(ModLoader.java:1206)
at ModLoader.ThrowException(ModLoader.java:1211)
at ModLoader.addMod(ModLoader.java:118)
at ModLoader.readFromModFolder(ModLoader.java:847)
at ModLoader.init(ModLoader.java:603)
... 4 more
Caused by: java.lang.NullPointerException
at mod_customStuff.LoadCustomRecipes(mod_customStuff.java:121)
at mod_customStuff.<init>(mod_customStuff.java:29)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:104)
... 6 more
Ive tried everything i know to get this working just keeps saying the same thing, the only thing is i had this working with forge 1.1.1 and i have the client side working with forge 1.1.2 so i really dont know what the problem is,
Any help would be greatly appreciated
Here is the block info for reference as well:
Oh btw, I noticed your quantitydropped3 is missing its = sign.
131 on
147 off
also suggestion: add a function so certain blocks can hurt mobs (like cactus)
and then make it hurt only mobs and not players
Put numbers representing the following in a single line, single spaced:
[ID number created] [amount created] [number of items horizontally] [number of items vertically] [IDs used in the recipe arranged in rows from top to bottom]
For example, the recipe for a standard iron pickaxe is:
Breaking it down:
257 - the iron pickaxe that's created.
1 - the number of iron pickaxes that are created.
3 3 - shows that the recipe is 3-items wide by 3 items tall
256 256 256 - the top row of the recipe; the three iron ingots
0 280 0 - is the second row of the recipe; a stick with nothing to either side.
0 280 0 - as above, but the third row since it's after the other values.
Put this line in a .recipe file, and put that file into the CustomRecipes folder. Easy yes?! :biggrin.gif:
@CubeX2: Found another bug! (are you sick of me yet? :tongue.gif: ) When placing double doors, the textures on one of them don't display properly. The door still works correctly, but the 'hinge' of the door appears to be attached to the other (correct) door.
I have quite alot, so here is a download link to the newest (broken) version; http://www.mediafire.com/?23iubfh833j2j0f
I wasn't sure there is a way to do such a thing currently.