This looks like a mod that I could use if you update it in future. My wife and I and a friend made a modpack in 1.7.10 for our friends and a YouTube series. In the future we'd like to update the modpack to 1.10.2 using the same world, but it's looking like some of the mods won't be updated. However, it looks from your description like your mod could be used to add custom items and blocks that 'spoof' the blocks and items from the missing mods. They wouldn't be functional, but they'd at least not be deleted when we load the old world into the new modpack and we could make them look like the old blocks and items as well, correct? Then, if or when the mods are updated, we could remove those blocks and items from the config file and add the mod back in to make the blocks functional again. Am I correct? Does that sound like something your mod could do? If so, do you know if you plan to update the mod to newer versions of Minecraft?
Love this mod. It's really helping me glue my mod pack together despite me having no modding skill.
I am making a mod pack with stone age technology and I wanted to make animals hides craftable into blocks for building huts with. The blocks work, but I'd like to make these blocks flammable, and it doesn't seem to work at all. Not sure if this is a bug or a planned feature yet to be implemented. Either way, I'd really like to see this feature working soon.
So nice to hear that the mod helped you even without modding/programming skills. That is the main idea of this mod.
In the last public release of CI there was no way to make a block burn, this bug was fixed but I never finished a new version with this feature.
This looks like a mod that I could use if you update it in future. My wife and I and a friend made a modpack in 1.7.10 for our friends and a YouTube series. In the future we'd like to update the modpack to 1.10.2 using the same world, but it's looking like some of the mods won't be updated. However, it looks from your description like your mod could be used to add custom items and blocks that 'spoof' the blocks and items from the missing mods. They wouldn't be functional, but they'd at least not be deleted when we load the old world into the new modpack and we could make them look like the old blocks and items as well, correct? Then, if or when the mods are updated, we could remove those blocks and items from the config file and add the mod back in to make the blocks functional again. Am I correct? Does that sound like something your mod could do? If so, do you know if you plan to update the mod to newer versions of Minecraft?
In theory you could use a mod like CI to do your "mod porting", but CI would need to allow you to register a block under other mods names. I reached the conclusion that this feature could create problems and never added it.
I see. Well a new release with that feature would be much appreciated, but I won't get my hopes up since it's been nearly two years since the last one haha. I understand you're probably busy with other things.
So glad I found this mod before I started changing my mod pack's recipes. It seems pretty useful to make more realistic and complex recipes for complex items, as I'm trying to put Terrafirmacraft, Electrical Age and Open Computers together in a single pack. If it works well, I'm going to give you feedback
BTW, do you have any suggestions on a program for me to make my textures? I'm usually pretty bad at doing them...
Does anyone knows how to make fluid texture working?
Yes but I did it last year, lel. Let me go back and see if I can remember each step
EDIT: So, it seems to me all you need is 4 things: a bucket texture, a liquid texture, mcmeta files for your liquid texture, and an entry in the CustomItems .json file for your liquid. I'm going to assume you can handle the bucket texture, and just go through the other 2.
Liquid Texture: for this, I just copied and pasted the lava textures from vanilla minecraft into a new folder and edited the color, contrast, etc. Technically any .png with the correct proportions should work, I think. I'd recommend editing the default minecraft texture. If you need help accessing vanilla minecraft textures, just google it, and if you can't find an answer, ask me, I'll walk you through it. Here, you'll need to choose a name for your liquid that will be used in all of its texture filenames. In my example, the name is "molten_starsteel". So my two textures are "molten_starsteel_still.png" and "molten_starsteel_flow.png".
Mcmeta files for your liquid texture: this part is surprisingly easy. As long as you're fine using the default lava animation, you can just copy, paste, and rename the lava_still.png.mcmeta and lava_flow.png.mcmeta files from vanilla minecraft. These just tell the game which frames to change the portion of the texture that is dsiplayed. You could probably even copy paste the files that CustomItems comes with for its example liquids and it would work fine.
Continuing with my example, I just copy pasted lava's mcmeta files and renamed them "molten_starsteel_still.png.mcmeta" and "molten_starsteel_flow.png.mcmeta" respectively.
Entry in CustomItems.json: I'll just post my file, and you can learn by example. Nothing here is too important:
...except the "textureName" fields. Whatever you save your texture as, you'll need to put the exact name here. It seems that the file extension is omitted, so I'd just recommend using .png files.
Now, here comes the hard part, which I think there already is a tutorial for on the CustomItems page, but regardless, I'll go through the process here as well (just in case): you have to unzip the CustomItems .jar file. This is the main mod file itself, in your mods folder. In this unzipped jar file, you'll need to put your textures in the proper place. For liquids, this is
assets\customitems\textures\blocks
As long as you have all 4 necessary textures files
(liquidname_still.png, liquidname_flow.png, liquidname_still.png.mcmeta, and liquidname_flow.png.mcmeta)
in this folder, CustomItems will find them. So,for my example, I have, in this blocks folder inside the CustomItems .jar file,
Liquids, which have lava property, doesn't set flammable block into fire. Is it a bug or feature?
I'd call it a feature. Its much easier to notice when your cool glowy liquid sets your house on fire unexpectedly than when your molten metal fails to set your house on fire, you know? If you WANT a liquid that sets stuff on fire, you can just use lava.
Yes but I did it last year, lel. Let me go back and see if I can remember each step
EDIT: So, it seems to me all you need is 4 things: a bucket texture, a liquid texture, mcmeta files for your liquid texture, and an entry in the CustomItems .json file for your liquid. I'm going to assume you can handle the bucket texture, and just go through the other 2.
Liquid Texture: for this, I just copied and pasted the lava textures from vanilla minecraft into a new folder and edited the color, contrast, etc. Technically any .png with the correct proportions should work, I think. I'd recommend editing the default minecraft texture. If you need help accessing vanilla minecraft textures, just google it, and if you can't find an answer, ask me, I'll walk you through it. Here, you'll need to choose a name for your liquid that will be used in all of its texture filenames. In my example, the name is "molten_starsteel". So my two textures are "molten_starsteel_still.png" and "molten_starsteel_flow.png".
Mcmeta files for your liquid texture: this part is surprisingly easy. As long as you're fine using the default lava animation, you can just copy, paste, and rename the lava_still.png.mcmeta and lava_flow.png.mcmeta files from vanilla minecraft. These just tell the game which frames to change the portion of the texture that is dsiplayed. You could probably even copy paste the files that CustomItems comes with for its example liquids and it would work fine.
Continuing with my example, I just copy pasted lava's mcmeta files and renamed them "molten_starsteel_still.png.mcmeta" and "molten_starsteel_flow.png.mcmeta" respectively.
Entry in CustomItems.json: I'll just post my file, and you can learn by example. Nothing here is too important:
...except the "textureName" fields. Whatever you save your texture as, you'll need to put the exact name here. It seems that the file extension is omitted, so I'd just recommend using .png files.
Now, here comes the hard part, which I think there already is a tutorial for on the CustomItems page, but regardless, I'll go through the process here as well (just in case): you have to unzip the CustomItems .jar file. This is the main mod file itself, in your mods folder. In this unzipped jar file, you'll need to put your textures in the proper place. For liquids, this is
assets\customitems\textures\blocks
As long as you have all 4 necessary textures files
(liquidname_still.png, liquidname_flow.png, liquidname_still.png.mcmeta, and liquidname_flow.png.mcmeta)
in this folder, CustomItems will find them. So,for my example, I have, in this blocks folder inside the CustomItems .jar file,
molten_starsteel_still.png,
molten_starsteel_flow.png,
molten_starsteel_still.png.mcmeta,
and molten_starsteel_flow.png.mcmeta
Seems to be working, thx!
Using this mod is it possible to add localization to each item?
Love this mod.. I was wondering if it's possible to make a portable chest/backpack type item with this mod and also if it is possible to make a chest with more then one page, like the mod multipagechest?
I believe they have to be 16-bit textures. On that subject, I came here to ask if it's possible to add multiple states. I want to add a furnace to TFC and make the vanilla furnace strictly a decoration item. Of course, that means it needs individual states for "lit" and "not lit". How do I do that or can I?
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
This mod is amazing! I have changed my game so much it's almost like I've made my own mod. Was the block drops feature ever finished? There examples were not so clear to me. I understand the part about adding drops, but not the overwriting part since it looks like a bit of a wall of text and a bit hard to understand. Any good examples on how to use the overwrite drops feature?
Thanks!
This mod is amazing! I have changed my game so much it's almost like I've made my own mod. Was the block drops feature ever finished? There examples were not so clear to me. I understand the part about adding drops, but not the overwriting part since it looks like a bit of a wall of text and a bit hard to understand. Any good examples on how to use the overwrite drops feature?
Thanks!
EDIT:
Oh... nvm I figured it out!!! I just realized how similar to minetweaker it is lol. Fixed my spaces and it works. Wow man this goes so well with Minetweaker. I'm actually creating stuff! This is so fun.
This looks like a mod that I could use if you update it in future. My wife and I and a friend made a modpack in 1.7.10 for our friends and a YouTube series. In the future we'd like to update the modpack to 1.10.2 using the same world, but it's looking like some of the mods won't be updated. However, it looks from your description like your mod could be used to add custom items and blocks that 'spoof' the blocks and items from the missing mods. They wouldn't be functional, but they'd at least not be deleted when we load the old world into the new modpack and we could make them look like the old blocks and items as well, correct? Then, if or when the mods are updated, we could remove those blocks and items from the config file and add the mod back in to make the blocks functional again. Am I correct? Does that sound like something your mod could do? If so, do you know if you plan to update the mod to newer versions of Minecraft?
i just ask how to make custom bow
So nice to hear that the mod helped you even without modding/programming skills. That is the main idea of this mod.
In the last public release of CI there was no way to make a block burn, this bug was fixed but I never finished a new version with this feature.
In theory you could use a mod like CI to do your "mod porting", but CI would need to allow you to register a block under other mods names. I reached the conclusion that this feature could create problems and never added it.
Sorry, It is not possible to make a custom bow in CI.
You should give it a look
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I see. Well a new release with that feature would be much appreciated, but I won't get my hopes up since it's been nearly two years since the last one haha. I understand you're probably busy with other things.
So glad I found this mod before I started changing my mod pack's recipes. It seems pretty useful to make more realistic and complex recipes for complex items, as I'm trying to put Terrafirmacraft, Electrical Age and Open Computers together in a single pack. If it works well, I'm going to give you feedback
BTW, do you have any suggestions on a program for me to make my textures? I'm usually pretty bad at doing them...
It seems that the content for this page is missing
http://customitems.otho.me/tutorials/fluid_texture_tutorial
Does anyone knows how to make fluid texture working?
Yes but I did it last year, lel. Let me go back and see if I can remember each step
EDIT: So, it seems to me all you need is 4 things: a bucket texture, a liquid texture, mcmeta files for your liquid texture, and an entry in the CustomItems .json file for your liquid. I'm going to assume you can handle the bucket texture, and just go through the other 2.
Liquid Texture: for this, I just copied and pasted the lava textures from vanilla minecraft into a new folder and edited the color, contrast, etc. Technically any .png with the correct proportions should work, I think. I'd recommend editing the default minecraft texture. If you need help accessing vanilla minecraft textures, just google it, and if you can't find an answer, ask me, I'll walk you through it. Here, you'll need to choose a name for your liquid that will be used in all of its texture filenames. In my example, the name is "molten_starsteel". So my two textures are "molten_starsteel_still.png" and "molten_starsteel_flow.png".
Mcmeta files for your liquid texture: this part is surprisingly easy. As long as you're fine using the default lava animation, you can just copy, paste, and rename the lava_still.png.mcmeta and lava_flow.png.mcmeta files from vanilla minecraft. These just tell the game which frames to change the portion of the texture that is dsiplayed. You could probably even copy paste the files that CustomItems comes with for its example liquids and it would work fine.
Continuing with my example, I just copy pasted lava's mcmeta files and renamed them "molten_starsteel_still.png.mcmeta" and "molten_starsteel_flow.png.mcmeta" respectively.
Entry in CustomItems.json: I'll just post my file, and you can learn by example. Nothing here is too important:
"fluids":[
{
"name":"Molten Starsteel",
"textureName": "molten_starsteel",
"temperature": 900,
"material": "lava",
"density": 1000,
"viscosity": 2000,
"lightLevel": 16.0,
"isGas": false,
"flowLength": 5,
"bucket": {
"textureName": "bucket_molten_starsteel"
}
}]
...except the "textureName" fields. Whatever you save your texture as, you'll need to put the exact name here. It seems that the file extension is omitted, so I'd just recommend using .png files.
Now, here comes the hard part, which I think there already is a tutorial for on the CustomItems page, but regardless, I'll go through the process here as well (just in case): you have to unzip the CustomItems .jar file. This is the main mod file itself, in your mods folder. In this unzipped jar file, you'll need to put your textures in the proper place. For liquids, this is
As long as you have all 4 necessary textures files
(liquidname_still.png, liquidname_flow.png, liquidname_still.png.mcmeta, and liquidname_flow.png.mcmeta)
in this folder, CustomItems will find them. So,for my example, I have, in this blocks folder inside the CustomItems .jar file,
molten_starsteel_still.png,
molten_starsteel_flow.png,
molten_starsteel_still.png.mcmeta,
and molten_starsteel_flow.png.mcmeta
I'd call it a feature. Its much easier to notice when your cool glowy liquid sets your house on fire unexpectedly than when your molten metal fails to set your house on fire, you know? If you WANT a liquid that sets stuff on fire, you can just use lava.
is it possible to add sounds or music?
Seems to be working, thx!
Using this mod is it possible to add localization to each item?
I have absolutely no idea
Love this mod.. I was wondering if it's possible to make a portable chest/backpack type item with this mod and also if it is possible to make a chest with more then one page, like the mod multipagechest?
I believe they have to be 16-bit textures. On that subject, I came here to ask if it's possible to add multiple states. I want to add a furnace to TFC and make the vanilla furnace strictly a decoration item. Of course, that means it needs individual states for "lit" and "not lit". How do I do that or can I?
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
It is not possible Monarch.
You should give it a look
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Is it possible to change the block model of the armor? Or adjust it in any way so it's not square?
And can you make crafting / smelting recipes?
No and no.
There are other mods that are specialized in adding recipes
You should give it a look
Follow on Twitter
So will those mods work with this one? Adding a custom recipe for a custom added item? Do you know of any specifically?
They should work.
Try to use minetweaker.
You should give it a look
Follow on Twitter
This mod is amazing! I have changed my game so much it's almost like I've made my own mod. Was the block drops feature ever finished? There examples were not so clear to me. I understand the part about adding drops, but not the overwriting part since it looks like a bit of a wall of text and a bit hard to understand. Any good examples on how to use the overwrite drops feature?
Thanks!
This mod is amazing! I have changed my game so much it's almost like I've made my own mod. Was the block drops feature ever finished? There examples were not so clear to me. I understand the part about adding drops, but not the overwriting part since it looks like a bit of a wall of text and a bit hard to understand. Any good examples on how to use the overwrite drops feature?
Thanks!
EDIT:
Oh... nvm I figured it out!!! I just realized how similar to minetweaker it is lol. Fixed my spaces and it works. Wow man this goes so well with Minetweaker. I'm actually creating stuff! This is so fun.
Is item registration broken in the latest version?
with 1.0.9 things works fine, but after updating to 1.0.10 only blocks can be registered.
Also default config does not generate with 1.0.10