its no big deal once I found the right config, client appears to be creating CampCraftEditor.cfg while server is calling it CampPackEditor.cfg.
Last time i code when I'm tired never noticed that, thank you so much I've sorted the spelling mistake, renamed the config file and tested changing the camp fire idle to 190 and work well so fingers crossed it works
Im thinking of keeping camp fire dropping sticks, might add stone as well. For the camp stove I could add a a grill item which requires 3 iron bars to make then you make the camp stove with one iron grill and few pieces of logs. Then once you destroy the camp stove it drops the grill piece so you only need to add logs to re make the camp stove
MASSIVE ERROR, cannot use wood as fuel for campfire, server took massive ****.
Trying to place sausage on campfire results in dead server from uncaught exception.
Attempting to give myself tough, frog legs, or rabbit meat causes client death.
Also, since you are not modifying any built in minecraft classes.
This mod should NOT be relying on its classes being placed into the jar, it needs to be packaged as a pair of zips that get dropped into the mods directory within the client .minecraft directory and the directory with the server jar and allow the modloader mod to do its job.
Meaning it shouldn't have a directory named Goes into minecraft.jar, it should have that stuff in a zip file.
Could you make a seperate download for the anvil and campfire mods please? Those are the only two parts of this mod I want.
If you go into your .minecraft folder and open the config folder. You should see a file called CampPackEditor.cfg. Open this and you can disable the mods you don't want to use.
MASSIVE ERROR, cannot use wood as fuel for campfire, server took massive ****.
Trying to place sausage on campfire results in dead server from uncaught exception.
Attempting to give myself tough, frog legs, or rabbit meat causes client death.
Also, since you are not modifying any built in minecraft classes.
This mod should NOT be relying on its classes being placed into the jar, it needs to be packaged as a pair of zips that get dropped into the mods directory within the client .minecraft directory and the directory with the server jar and allow the modloader mod to do its job.
Meaning it shouldn't have a directory named Goes into minecraft.jar, it should have that stuff in a zip file.
I have fixed the uncaught exception and fully removed mob code, I missed a small line that was causing a few problems.
Thats how I've always installed my mods by dragging them into the jar xD Next time I update CampCraft I'll make zip files
Add a hexamine burner that uses hexamine tablets as fuel - every serious camper has one.
If you don't know what it is, google.
Love this idea, never thought about adding a hexamine burner, might make one in the coming future but only if i have the time quite busy with other things.
I'll shall have the grill item done in the next CampCraft client update
If you go into your .minecraft folder and open the config folder. You should see a file called CampPackEditor.cfg. Open this and you can disable the mods you don't want to use.
I have fixed the uncaught exception and fully removed mob code, I missed a small line that was causing a few problems.
Thats how I've always installed my mods by dragging them into the jar xD Next time I update CampCraft I'll make zip files
If all the food was cookable on the furnace whats the point in the camp fire?
Love this idea, never thought about adding a hexamine burner, might make one in the coming future but only if i have the time quite busy with other things.
Campfire is for when you're camping of course, if you're inside the main house, should be able to cook sausages without burning it down :P.has the exception fix you mentioned been posted as an update on the main post?
Campfire is for when you're camping of course, if you're inside the main house, should be able to cook sausages without burning it down .
has the exception fix you mentioned been posted as an update on the main post?
Perhaps you should make a range and teapot sort of thing so we can make campfood when we're at home.. (range would have same UI as the camp stove, so we can make pizza & hot drinks at home). U could make it a new damage value instead of an entirely new block ID, though I doubt using a new blockID would be all that terrible.
Error is confirmed fixed, just a quick note, the bacon & sausage should be balanced against cooked pork so they're worth the two pieces of pork meat it takes to make them. It should either give more pieces or have each cooked item feed for a higher value. I think the bacon should go the route of more pieces and the sausage should have higher food value and lower piece count. (its more difficult to make sausage.) the total food value of the resulting pieces should be roughly equivalent to the sum of the pork that went into it (or slightly higher if you want, but not vastly lower). Probably makes sense to balance it against the raw AND cooked varieties.
raw = 2 * ( 1.5 units of theFood Bar and 1.8 hunger saturation.) = 3 units food, 3.6 sat
cooked = 2 * ( 4 units of the Food Bar and 12.8 saturation when eaten.) = 8 units food, 25.6 sat
OH and the recovered items for an unlit campfire/campstove should be the campfire/campstove rather than broken bits. It makes sense to return bits for a lit campfire and the idea for the grill plate is perfect for the lit campstove, but if you accidentally place it and dont light it, you should be able to recover it unbroken.
--edit::another thought, the campstove should ideally be ABLE to cook single pieces of food too, if you dont happen to HAVE two of them. And the meat pizza should really still use cheese in the recipe, maybe have the meat be placed in the mug slot for that recipe.
--edit2: yet another thought, there should be a second output slot in case you'd like to cook 2 things at once, say a piece of bacon AND a sausage.
Perhaps you should make a range and teapot sort of thing so we can make campfood when we're at home.. (range would have same UI as the camp stove, so we can make pizza & hot drinks at home). U could make it a new damage value instead of an entirely new block ID, though I doubt using a new blockID would be all that terrible.
I want to keep this mode more to do with camping so instead of a range could have a proper camp stove
Which could cook all food faster, I could lower the cook time of the camp fire and camp grill so it gives people reason to use this.
Could add 3 input and output slots so you can cook 3 things at once
I am planning to improve the camp fire and grill at some point as well.
Error is confirmed fixed, just a quick note, the bacon & sausage should be balanced against cooked pork so they're worth the two pieces of pork meat it takes to make them. It should either give more pieces or have each cooked item feed for a higher value. I think the bacon should go the route of more pieces and the sausage should have higher food value and lower piece count. (its more difficult to make sausage.) the total food value of the resulting pieces should be roughly equivalent to the sum of the pork that went into it (or slightly higher if you want, but not vastly lower). Probably makes sense to balance it against the raw AND cooked varieties.
raw = 2 * ( 1.5 units of theFood Bar and 1.8 hunger saturation.) = 3 units food, 3.6 sat
cooked = 2 * ( 4 units of the Food Bar and 12.8 saturation when eaten.) = 8 units food, 25.6 sat
OH and the recovered items for an unlit campfire/campstove should be the campfire/campstove rather than broken bits. It makes sense to return bits for a lit campfire and the idea for the grill plate is perfect for the lit campstove, but if you accidentally place it and dont light it, you should be able to recover it unbroken.
--edit::another thought, the campstove should ideally be ABLE to cook single pieces of food too, if you dont happen to HAVE two of them. And the meat pizza should really still use cheese in the recipe, maybe have the meat be placed in the mug slot for that recipe.
Thank you for the info about the cooked and raw sausage/ bacon I will change the foods value in the next update
Not a bad idea making it possible to repack up the camp fire/ grill if it's not been lit never thought about that
The stove isn't able to cook single pieces of food without having to change the whole code.
I added extra slots and if one of the top two slots is empty minecraft crashes. I have an idea of changing the whole code so theirs two inputs and two outputs so you can cook one or two pieces of food at a time but if i did this i would have to add raw meat pizza and cold hot chocolate for example then you place on the grill to cook if that makes sense at all
CampCraft news
I'll give you the bad news first well good news for me Im going on a camping trip for two weeks so there won't be any updates for two weeks.
The good news Im guessing 1.3 will be released when i get back so i can update but if not I can spend bit longer adding more content to CampCraft which could include: *Traps-Still need to make the models as I'm on a mac and techne only works on windows so I need to update my virtual machine to finish traps *Editting mobs *Adding grill item *Adding Camp Chairs - just need to make the block models and port over to smp *My plan is to add 3 different camp chairs Sneak pic at the chair *ignore the block I used the same texture as purple wool so the block was better looking as testing purpose
Suggestion; Since sausage can only be stacked to 16, why not give us a way to hang the sausage, to let it cure? Also gives us a way to store large amounts of it and over time improve it's healing quality.
suggestion: u need to work on reducing the # of block IDS that you are utilizing, there are simply far too many for the amount of utility being provided. Using damage values the way eloraam does would be a start.
Also, making the mod modular would be a great idea, the mobs/crops/tents should probably be separated, and u could have a core mod file that provides any API and common resources that they all use.
I'll give you the bad news first well good news for me Im going on a camping trip for two weeks so there won't be any updates for two weeks.
The good news Im guessing 1.3 will be released when i get back so i can update but if not I can spend bit longer adding more content to CampCraft which could include: *Traps-Still need to make the models as I'm on a mac and techne only works on windows so I need to update my virtual machine to finish traps *Editting mobs *Adding grill item *Adding Camp Chairs - just need to make the block models and port over to smp *My plan is to add 3 different camp chairs Sneak pic at the chair *ignore the block I used the same texture as purple wool so the block was better looking as testing purpose
have fun on the trip,then put in some of the stuff inside the mod based on ur trip
Rollback Post to RevisionRollBack
SHUDDUP UPDATE TROLLS OR I MAKE U ALL TAKE AN ARROW TO THE KNEE!
Suggestion; Since sausage can only be stacked to 16, why not give us a way to hang the sausage, to let it cure? Also gives us a way to store large amounts of it and over time improve it's healing quality.
Next update I have planned to change the food to stack up to 64 for easy storage. I like the idea of hanging the sausage to cure but i don't think i have the time to do something like that, I'll put it on my list and might attempt it one night
suggestion: u need to work on reducing the # of block IDS that you are utilizing, there are simply far too many for the amount of utility being provided. Using damage values the way eloraam does would be a start.
Also, making the mod modular would be a great idea, the mobs/crops/tents should probably be separated, and u could have a core mod file that provides any API and common resources that they all use.
I've spent many hours trying to reduce block ids, I've added option to disable every part of this mod so you don't have to use all 66 tents,
Every block in this mod uses meta data so theirs no way to reduce the block ids anymore then what I've already done.
I don't think i would make an api for all the mods to use, I do like the idea but I'm quite a busy person maybe some time in the future but unlikely i would
have fun on the trip,then put in some of the stuff inside the mod based on ur trip
Thank you just hope the sun comes back xD Theirs not much more I can add to CampCraft apart from traps and camp seats.
I also want to improve the mobs when i get back, I don't really like how the rabbits hop and walk :/
Last time i code when I'm tired never noticed that, thank you so much I've sorted the spelling mistake, renamed the config file and tested changing the camp fire idle to 190 and work well so fingers crossed it works
Link to download new version
CampCraft 1.0v3 for Minecraft 1.2.5[SMP]SSP]
small note some of the rabbits using the server version to play on client may be buggy as I was re-writting them before
I very much like that idea!!
Trying to place sausage on campfire results in dead server from uncaught exception.
Attempting to give myself tough, frog legs, or rabbit meat causes client death.
Also, since you are not modifying any built in minecraft classes.
This mod should NOT be relying on its classes being placed into the jar, it needs to be packaged as a pair of zips that get dropped into the mods directory within the client .minecraft directory and the directory with the server jar and allow the modloader mod to do its job.
Meaning it shouldn't have a directory named Goes into minecraft.jar, it should have that stuff in a zip file.
If you don't know what it is, google.
I'll shall have the grill item done in the next CampCraft client update
If you go into your .minecraft folder and open the config folder. You should see a file called CampPackEditor.cfg. Open this and you can disable the mods you don't want to use.
I have fixed the uncaught exception and fully removed mob code, I missed a small line that was causing a few problems.
Thats how I've always installed my mods by dragging them into the jar xD Next time I update CampCraft I'll make zip files
If all the food was cookable on the furnace whats the point in the camp fire?
Love this idea, never thought about adding a hexamine burner, might make one in the coming future but only if i have the time quite busy with other things.
Campfire is for when you're camping of course, if you're inside the main house, should be able to cook sausages without burning it down :P.has the exception fix you mentioned been posted as an update on the main post?
Perhaps you should make a range and teapot sort of thing so we can make campfood when we're at home.. (range would have same UI as the camp stove, so we can make pizza & hot drinks at home). U could make it a new damage value instead of an entirely new block ID, though I doubt using a new blockID would be all that terrible.
raw = 2 * ( 1.5 units of theFood Bar and 1.8 hunger saturation.) = 3 units food, 3.6 sat
cooked = 2 * ( 4 units of the Food Bar and 12.8 saturation when eaten.) = 8 units food, 25.6 sat
OH and the recovered items for an unlit campfire/campstove should be the campfire/campstove rather than broken bits. It makes sense to return bits for a lit campfire and the idea for the grill plate is perfect for the lit campstove, but if you accidentally place it and dont light it, you should be able to recover it unbroken.
--edit::another thought, the campstove should ideally be ABLE to cook single pieces of food too, if you dont happen to HAVE two of them. And the meat pizza should really still use cheese in the recipe, maybe have the meat be placed in the mug slot for that recipe.
--edit2: yet another thought, there should be a second output slot in case you'd like to cook 2 things at once, say a piece of bacon AND a sausage.
Your welcome Im happy to help (:
I could make all the animal meat to be cooked on the furnace as well as the camp fire.
I have added the updated version with the exception fix in the main post
I want to keep this mode more to do with camping so instead of a range could have a proper camp stove
Which could cook all food faster, I could lower the cook time of the camp fire and camp grill so it gives people reason to use this.
Could add 3 input and output slots so you can cook 3 things at once
I am planning to improve the camp fire and grill at some point as well.
Thank you for the info about the cooked and raw sausage/ bacon I will change the foods value in the next update
Not a bad idea making it possible to repack up the camp fire/ grill if it's not been lit never thought about that
The stove isn't able to cook single pieces of food without having to change the whole code.
I added extra slots and if one of the top two slots is empty minecraft crashes. I have an idea of changing the whole code so theirs two inputs and two outputs so you can cook one or two pieces of food at a time but if i did this i would have to add raw meat pizza and cold hot chocolate for example then you place on the grill to cook if that makes sense at all
CampCraft news
I'll give you the bad news first well good news for me Im going on a camping trip for two weeks so there won't be any updates for two weeks.
The good news Im guessing 1.3 will be released when i get back so i can update but if not I can spend bit longer adding more content to CampCraft which could include:
*Traps-Still need to make the models as I'm on a mac and techne only works on windows so I need to update my virtual machine to finish traps
*Editting mobs
*Adding grill item
*Adding Camp Chairs - just need to make the block models and port over to smp
*My plan is to add 3 different camp chairs
Sneak pic at the chair *ignore the block I used the same texture as purple wool so the block was better looking as testing purpose
Also, making the mod modular would be a great idea, the mobs/crops/tents should probably be separated, and u could have a core mod file that provides any API and common resources that they all use.
have fun on the trip,then put in some of the stuff inside the mod based on ur trip
SHUDDUP UPDATE TROLLS OR I MAKE U ALL TAKE AN ARROW TO THE KNEE!
Next update I have planned to change the food to stack up to 64 for easy storage. I like the idea of hanging the sausage to cure but i don't think i have the time to do something like that, I'll put it on my list and might attempt it one night
I've spent many hours trying to reduce block ids, I've added option to disable every part of this mod so you don't have to use all 66 tents,
Every block in this mod uses meta data so theirs no way to reduce the block ids anymore then what I've already done.
I don't think i would make an api for all the mods to use, I do like the idea but I'm quite a busy person maybe some time in the future but unlikely i would
Have a nice time camping
Thank you just hope the sun comes back xD Theirs not much more I can add to CampCraft apart from traps and camp seats.
I also want to improve the mobs when i get back, I don't really like how the rabbits hop and walk :/
New CampCraft bukkit version
*Includes both the client and bukkit version
CampCraft bukkit for minecraft 1.2.5 and craftbukkit R3.0