If anyone has any new content suggestion, I'll gladly take them and work with them and put up a new update with them. Suggestions should be generic and not too abstract or complex; BBMM can, as amazing as it is, only handle so much.
I finally make my structure gened in overworld
But
How does the rarity work in worldgen?
Big means gen more or Big means gen less?
Some block type suggesion
Precious ore : only drop item when broke with pickaxe better then (or equal to) iron
Obsidian : only drop item when broke with pickaxe equal to Diamond
Rollback Post to RevisionRollBack
I hate anyone asking questions without trying to find answer by himself. It does not only waste our time,but also waste his.
I finally make my structure gened in overworld
But
How does the rarity work in worldgen?
Big means gen more or Big means gen less?
Some block type suggesion
Precious ore : only drop item when broke with pickaxe better then (or equal to) iron
Obsidian : only drop item when broke with pickaxe equal to Diamond
Larger number means more
I can add a harvest level option for custom blocks. Adding a new section to the OP for future updates.
my own understanding of the format (some of them may not be correct , but most of them should be)
it may make other do it more clearly
|| --- Server Installation --- ||
BBMM is now possible to install on a server. In order to do so, install forge in your
server folder. Next, drag this zip into the mods folder and either:
create a new folder titled bbmm
OR
run the server and the directory will be made for you
Next, simply drag any mods created through bbmm (that is, the .txt files that have been created)
into the bbmm folder and then run the server and it will load everything from the file.
|| --- Client Installation --- ||
BBMM is installed in mostly the same way on the client. Install forge onto minecraft.jar and then
drag the BBMM zip into the mods folder in .minecraft. Next, either:
create a new folder titled bbmm
OR
run Minecraft and the directory will be made for you
Installing mods created with bbmm are a bit more difficult. Since rendering is done client-side,
texture sheets will need to be installed in a different location from the .txt file. They will need
to be put into a folder called bbmm and armor files go into bbmm/armor, then that should be compressed to a .zip and the zip should
be added to the mods folder. The .txt file needs to be added to the bbmm folder in .minecraft.
The entire BBMM style mod directory should be like this:
.minecraft > mods > modname.zip > bbmm > .png files, armor > .png files
.minecraft > bbmm > .txt files
|| --- Generic Creation Calls --- ||
texture, textureFileName
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), textureIndex, textureFile
hardness (x.x):the time used to break the block,make it -1 will make the block unbreakable
resistance (x.x): the resistance to explosion , make it higher will make it can't be broke with TNT or so (values of vanilla block : http://www.minecraftwiki.net/wiki/Explosion)
accepted Block Materials: rock, cloth/wool, wood, dirt/ground, iron/metal, glass, leaves
accepted Light Values: 0.0 to 1.0
optional parameters: quantity dropped, id dropped
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), textureIndex, textureFile, qDrop
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), textureIndex, textureFile, qDrop, idDrop
Any of those will work.
tool material, Material Name, harvestLevel, maxUses, efficiency (x.x), damage, enchantability
Material Name : the name use to create a tool series
harvestLevel : not known
maxUses : the times the tool can be used set it to -1 will make the tools unbreakable
efficiency (x.x) : the speed of the tool series used to break a block
damage : the damages to hit the mob
enchantability : the extra enchant level when the tool enchanted
tool, Tool Name, itemID, textureIndex, toolType, toolMaterial, textureFile
accepted Tool Types: pickaxe, hatchet/axe, hoe, shovel/spade, sword
armor material, Material Name, durability, helmReduct, chestReduct, legsReduct, bootsReduct, enchantability
Material Name : the name use to create a armor series
helmReduct : the damage the helmet can reduce when a mob hit you
chestReduct : the damage the chest can reduce when a mob hit you
egsReduct : the damage the legs can reduce when a mob hit you
bootsReduc : the damage the boots can reduce when a mob hit you
enchantability : the extra enchant level when the tool enchanted
armor, Armor Name, itemID, textureIndex, armorType, armorMaterial, armorFile, textureFile
accepted Armor Types: helm, chest, legs, boots
--Creating armor is a bit more extensive. An armor texture must be made and put into the mod's
bbmm/armor folder labelled either 1 or 2, depending on the type of armor
Helm, chest and boots require a 1, legs use a 2. Use this example as a tutorial
worldgen, blockID, minLevel, maxLevel, veinSize, dimension
accepted Dimension IDs: -1, 0, 1
veinSize : the quantities of the blocks which a vein should contain
As one can see, the recipe shape can vary in size and shape, just be careful not to put commas between
the recipe lines! The recipe params are the values of the items. In the bread example, where it says
w=296, that means the w in the 'www' is itemID 296, which is wheat, and the output is 1 bread (297).
Items with metadata are shown as x=(id:meta) and (id:meta)
shapeless crafting, params, result, amount
Shapeless Crafting Examples:
Book
shapeless crafting, 334-339-339-339, 340, 1
Red Wool
shapeless crafting, 35-(351:1), (35:14), 1
custom gen, genID, min, max, rarity, dimension, otmFile
genID: the block id to generate the structure on[int]
min:the min height the structure should be generated at[int]
max:the max height the structure should be generated at[int]
rarity:the rarity of worldgen,bigger means gen more[?]
dimension:the dimention the structure should be generated at 0=overworld,-1=nether,1=the end[int]
--Creating Custom World Generation€--
1. Go into creative mode and build a structure, size can be up to 254x254x254
2. Open the BBMM creative tab and grab the Structure Boundary block and Structure Writer
3. Put 8 boundaries enclosing the structure in the shape of a cube
NOTE: Blocks that are in between the boundaries are not counted, only blocks within the boundaries
For example, if you put bounds in a 5x5x5 cube, only the 3x3x3 within the box will be counted
4. Place a data writer inside the boundaries and right click it
5. A new .otm file will be output to .minecraft/bbmm. You may rename this if you'd like
6. Use this file name (excluding the .otm extension) in the custom gen creation call
7. If any of the blocks in the structure is a chest, proceed. Otherwise, you're done!
--Chests--
In order to generate chest contents, follow these steps
1. Open the .otm file
2. After the final line of structure mapping [(data)-(data)-(data)], use the following call
loot, id, number, damage, min chance, max chance, weight
id : the item/block id should be contained it the box[int]
number : not used,just set it to 1
min chance : the min quantity of the items should appear in the box[int]
max chance : the max quantity of the items should appear in the box[int]
weight : the chance the item to be chosen when trying to generate abox[int]
3. After all of the loot calls, the count of items range must be set using this
size, min, max
min : the min value of how many sets of item should be generated in the box[int]
max : the max value of how many sets of item should be generated in the box[int]
4. The final line of the file should say END like it did before.
5. All chests in the structure will use the same loot parameters
loot remove, chestName, id
OR
loot remove, chestName, (id:meta)
Any existing items/blocks can be used
Min is the minimum number, max is maximum (Example, diamond in blacksmith ranges 1 and 3)
Weight is the likeliness to be chosen (Example, diamond in blacksmith is 3)
These chestNames must be copied exactly, otherwise they will not register correctly
--Vanilla Overrides--
As of BBMM v1.7.5, vanilla item and block textures and names can be overriden using the following
bto, blockID, newTextureIndex, textureFile (use default if using the default texture sheet)
bno, blockID, newName
ito, itemID, newTextureIndex, textureFile (use default if using the default texture sheet)
ino, itemID, newName
Vanilla recipes can be removed (note, this removes ALL recipes that yield the itemID, but won't
remove any new recipes you are adding with BBMM)
recipe remove, resultID
BBMM now also supports custom fuels
fuel, itemID/blockID, burnTime (measured in ticks)
burnTime conversion (use this as a reference for the burnTime math)
1 smelt = 10 seconds
10 seconds = 200 ticks
coal = 8 smelts = 80 seconds = 1600 ticks, coal burnTime = 1600
Rollback Post to RevisionRollBack
I hate anyone asking questions without trying to find answer by himself. It does not only waste our time,but also waste his.
my own understanding of the format (some of them may not be correct , but most of them should be)
it may make other do it more clearly
Yup, that looks good. Harvest level is how high of a block the tool can harvest (applies to pickaxe only). For example, iron ore has harvest 1, gold harvest 2, obsidian harvest 3. Therefore, only pickaxes with a harvest level 3+ can harvest obsidian (should),
That's strange. I can't think of why it would not work.
Here is the code I used. I'm guessing the enchantability number makes it unenchantable cause it won't work in an enchant table and also won't get enchanted by another mod I have, Infernal Mobs.
If anyone has any new content suggestion, I'll gladly take them and work with them and put up a new update with them. Suggestions should be generic and not too abstract or complex; BBMM can, as amazing as it is, only handle so much.
Major thing for me would be the villager trading. Of course if it would be possible for the crafting and recipe removal to work with items from other mods, that would be great but not that big of a deal if you can't.
Can the structures be limited to certain biomes or even worlds such as the nether? If not, that would be a cool option to have.
If we could edit mob drops as well, that would be awesome. With rarities and such.
Here is the code I used. I'm guessing the enchantability number makes it unenchantable cause it won't work in an enchant table and also won't get enchanted by another mod I have, Infernal Mobs.
Major thing for me would be the villager trading. Of course if it would be possible for the crafting and recipe removal to work with items from other mods, that would be great but not that big of a deal if you can't.
Can the structures be limited to certain biomes or even worlds such as the nether? If not, that would be a cool option to have.
If we could edit mob drops as well, that would be awesome. With rarities and such.
Mob drops is ready in theory, I just need a forge update because it appears to be broken. As for worldgen, that's what the -1/0/1 is for dimension (-1 is nether, 0 is overworld, 1 is the end). Recipes use item and block Ids, so you can remove any recipe in existence, even without the mod installed. For example, if you want to remove the recipe for buildcraft's gold pipes, you would use the remove recipe declarative statement and use the id for a gold pipe. Though I believe those operate on metadata, I didn't add support for metadata due to the complication of it. If you -really- need metadata, I can remove it, but it may not work properly for everything.
I will look into adding villager trade options for you, as well as why the enchantments aren't working properly.
I had found another mod that can do the same thing like yours but more flexible that yours[custom stuff 2]
(but also easier to cause crash,since it will cause crash right away if there were wrong format in the file,
because that mod didn't have a crash prevent system(will not use the default value if your input is invalid,but just print the error information in the crashlog),
The first block I made by that block was finished after almost 10 crashes)
how about make your mod more flexible like that but less likely to cause crash?
It will be awesome if there is a mod that can let everyone make there own block/item but didn't need to remember so much vars/functions/format restrictions.
Thanks a lot guff
diamond for you!!!
Rollback Post to RevisionRollBack
I hate anyone asking questions without trying to find answer by himself. It does not only waste our time,but also waste his.
I had found another mod that can do the same thing like yours but more flexible that yours[custom stuff 2]
(but also easier to cause crash,since it will cause crash right away if there were wrong format in the file,
because that mod didn't have a crash prevent system(will not use the default value if your input is invalid,but just print the error information in the crashlog),
The first block I made by that block was finished after almost 10 crashes)
how about make your mod more flexible like that but less likely to cause crash?
It will be awesome if there is a mod that can let everyone make there own block/item but didn't need to remember so much vars/functions/format restrictions.
Thanks a lot guff
diamond for you!!!
I do not see how this is more flexible. Mine has far more features and, as I stated in the new poll, if you haven't read it, I am considering a reformat that will allow even more flexibility. For example, instead of everything having to be defined statically in the same way (arg1, arg2, arg3, etc. . .), parameters will have the ability to be out of order or even left out completely, so long as the additive type is declared (block, hardness: 1.0, id: 205, name: New Block, texture: bbmm_test) or like this (block, resistance: 50.0, texture: bbmm_other, name: Another Block, id: 240) etc. Not everything is required, and if left out it will be given default parameters.
Not only is mine more flexible and feature-packed, it already has a built-in failsafe file-loading system. If you mess up a parameter, it WILL throw an internal error but it will not affect the game in any way other than simply not being loaded. If you know how to read error logs, one can simply find where the problem is coming from. But, as I said, the game won't crash, or -shouldn't- crash in most cases (I haven't heard any complaints so far other than from improper installation; if a line is incorrectly formatted, it won't continue).
I do not see how this is more flexible. Mine has far more features and, as I stated in the new poll, if you haven't read it, I am considering a reformat that will allow even more flexibility. For example, instead of everything having to be defined statically in the same way (arg1, arg2, arg3, etc. . .), parameters will have the ability to be out of order or even left out completely, so long as the additive type is declared (block, hardness: 1.0, id: 205, name: New Block, texture: bbmm_test) or like this (block, resistance: 50.0, texture: bbmm_other, name: Another Block, id: 240) etc. Not everything is required, and if left out it will be given default parameters.
Not only is mine more flexible and feature-packed, it already has a built-in failsafe file-loading system. If you mess up a parameter, it WILL throw an internal error but it will not affect the game in any way other than simply not being loaded. If you know how to read error logs, one can simply find where the problem is coming from. But, as I said, the game won't crash, or -shouldn't- crash in most cases (I haven't heard any complaints so far other than from improper installation; if a line is incorrectly formatted, it won't continue).
So, as far as I'm concerned, BBMM >.
The part I said it is flexible is the js script system(can do a custom script when defined event is triggered,like make a thunder at where you point to,open a gui of custom entity) but not the item/block defined way
As for me,I think the way you defined block is more flexible/easier than that one,because not everything need to be defined
and even something is not defined,it will apply the default value or just not load, it will not cause crash
As I see,custom stuff is more likely a api to transfer java request into javascript request,It is more likely to provide a way to make a mod without compile (most of the events you need to defined when make a mod through java still need to be defined when use this mod to do the same thing like that) but not make it accessible for everyone even without any program knowledge
The part I said it is flexible is the js script system(can do a custom script when defined event is triggered,like make a thunder at where you point to,open a gui of custom entity) but not the item/block defined way
As for me,I think the way you defined block is more flexible/easier than that one,because not everything need to be defined
and even something is not defined,it will apply the default value or just not load, it will not cause crash
As I see,custom stuff is more likely a api to transfer java request into javascript request,It is more likely to provide a way to make a mod without compile (most of the events you need to defined when make a mod through java still need to be defined when use this mod to do the same thing like that) but not make it accessible for everyone even without any program knowledge
Ah, okay. Yeah I created this with non-programmers in mind, so it only has so much within its limitations.
Hey everyone, I've got a new mod in the works that will work very well with this one! Though they can be used separately, both mods are very useful to one another.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
But
How does the rarity work in worldgen?
Big means gen more or Big means gen less?
Some block type suggesion
Precious ore : only drop item when broke with pickaxe better then (or equal to) iron
Obsidian : only drop item when broke with pickaxe equal to Diamond
Larger number means more
I can add a harvest level option for custom blocks. Adding a new section to the OP for future updates.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
it may make other do it more clearly
BBMM is now possible to install on a server. In order to do so, install forge in your
server folder. Next, drag this zip into the mods folder and either:
create a new folder titled bbmm
OR
run the server and the directory will be made for you
Next, simply drag any mods created through bbmm (that is, the .txt files that have been created)
into the bbmm folder and then run the server and it will load everything from the file.
|| --- Client Installation --- ||
BBMM is installed in mostly the same way on the client. Install forge onto minecraft.jar and then
drag the BBMM zip into the mods folder in .minecraft. Next, either:
create a new folder titled bbmm
OR
run Minecraft and the directory will be made for you
Installing mods created with bbmm are a bit more difficult. Since rendering is done client-side,
texture sheets will need to be installed in a different location from the .txt file. They will need
to be put into a folder called bbmm and armor files go into bbmm/armor, then that should be compressed to a .zip and the zip should
be added to the mods folder. The .txt file needs to be added to the bbmm folder in .minecraft.
The entire BBMM style mod directory should be like this:
.minecraft > mods > modname.zip > bbmm > .png files, armor > .png files
.minecraft > bbmm > .txt files
|| --- Generic Creation Calls --- ||
texture, textureFileName
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), textureIndex, textureFile
hardness (x.x):the time used to break the block,make it -1 will make the block unbreakable
resistance (x.x): the resistance to explosion , make it higher will make it can't be broke with TNT or so (values of vanilla block : http://www.minecraftwiki.net/wiki/Explosion)
accepted Block Materials: rock, cloth/wool, wood, dirt/ground, iron/metal, glass, leaves
accepted Light Values: 0.0 to 1.0
optional parameters: quantity dropped, id dropped
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), textureIndex, textureFile, qDrop
block, Block Name, blockID, blockMaterial, hardness (x.x), resistance (x.x), light (0 to 1), textureIndex, textureFile, qDrop, idDrop
Any of those will work.
tool material, Material Name, harvestLevel, maxUses, efficiency (x.x), damage, enchantability
Material Name : the name use to create a tool series
harvestLevel : not known
maxUses : the times the tool can be used set it to -1 will make the tools unbreakable
efficiency (x.x) : the speed of the tool series used to break a block
damage : the damages to hit the mob
enchantability : the extra enchant level when the tool enchanted
tool, Tool Name, itemID, textureIndex, toolType, toolMaterial, textureFile
accepted Tool Types: pickaxe, hatchet/axe, hoe, shovel/spade, sword
armor material, Material Name, durability, helmReduct, chestReduct, legsReduct, bootsReduct, enchantability
Material Name : the name use to create a armor series
helmReduct : the damage the helmet can reduce when a mob hit you
chestReduct : the damage the chest can reduce when a mob hit you
egsReduct : the damage the legs can reduce when a mob hit you
bootsReduc : the damage the boots can reduce when a mob hit you
enchantability : the extra enchant level when the tool enchanted
armor, Armor Name, itemID, textureIndex, armorType, armorMaterial, armorFile, textureFile
accepted Armor Types: helm, chest, legs, boots
--Creating armor is a bit more extensive. An armor texture must be made and put into the mod's
bbmm/armor folder labelled either 1 or 2, depending on the type of armor
Helm, chest and boots require a 1, legs use a 2. Use this example as a tutorial
armor, Yellow Chestplate, 6000, 1, chest, Yellow, yellow, item_tex
mods > mybbmm.zip > bbmm > item_tex.png, armor > yellow1.png
The mod will know automatically where to get all of the proper information to make the item render
properly when worn.
item, Item Name, itemID, textureIndex, textureFile
food, Item Name, itemID, textureIndex, healthValue, saturation (x.x), canHealWolf (true or false), textureFile
crafting, Tool Name, craftMaterialId, toolType
OR
crafting, Tool Name, (materialID:meta), toolType
accepted Tool Types: pickaxe, hatchet/axe, hoe, shovel/spade, sword
worldgen, blockID, minLevel, maxLevel, veinSize, dimension
accepted Dimension IDs: -1, 0, 1
veinSize : the quantities of the blocks which a vein should contain
smelting, idToBeSmelted, resultId, amount, exp (x.x)
OR
smelting, (idToSmelt:meta), (resultId:meta), amount, exp (x.x)
custom crafting, recipe shape, params, idCrafted, amount
Custom Crafting Examples:
Bread
custom crafting, 'www', w=296, 297, 1
Arrow
custom crafting, ' ws' 'w s' ' ws', w=280 s=287, 261, 1
Blue Wool
custom crafting, 'wd', w=35 d=(351:4), (35:11), 1
As one can see, the recipe shape can vary in size and shape, just be careful not to put commas between
the recipe lines! The recipe params are the values of the items. In the bread example, where it says
w=296, that means the w in the 'www' is itemID 296, which is wheat, and the output is 1 bread (297).
Items with metadata are shown as x=(id:meta) and (id:meta)
shapeless crafting, params, result, amount
Shapeless Crafting Examples:
Book
shapeless crafting, 334-339-339-339, 340, 1
Red Wool
shapeless crafting, 35-(351:1), (35:14), 1
custom gen, genID, min, max, rarity, dimension, otmFile
genID: the block id to generate the structure on[int]
min:the min height the structure should be generated at[int]
max:the max height the structure should be generated at[int]
rarity:the rarity of worldgen,bigger means gen more[?]
dimension:the dimention the structure should be generated at 0=overworld,-1=nether,1=the end[int]
--Creating Custom World Generation€--
1. Go into creative mode and build a structure, size can be up to 254x254x254
2. Open the BBMM creative tab and grab the Structure Boundary block and Structure Writer
3. Put 8 boundaries enclosing the structure in the shape of a cube
NOTE: Blocks that are in between the boundaries are not counted, only blocks within the boundaries
For example, if you put bounds in a 5x5x5 cube, only the 3x3x3 within the box will be counted
4. Place a data writer inside the boundaries and right click it
5. A new .otm file will be output to .minecraft/bbmm. You may rename this if you'd like
6. Use this file name (excluding the .otm extension) in the custom gen creation call
7. If any of the blocks in the structure is a chest, proceed. Otherwise, you're done!
--Chests--
In order to generate chest contents, follow these steps
1. Open the .otm file
2. After the final line of structure mapping [(data)-(data)-(data)], use the following call
loot, id, number, damage, min chance, max chance, weight
id : the item/block id should be contained it the box[int]
number : not used,just set it to 1
min chance : the min quantity of the items should appear in the box[int]
max chance : the max quantity of the items should appear in the box[int]
weight : the chance the item to be chosen when trying to generate abox[int]
3. After all of the loot calls, the count of items range must be set using this
size, min, max
min : the min value of how many sets of item should be generated in the box[int]
max : the max value of how many sets of item should be generated in the box[int]
4. The final line of the file should say END like it did before.
5. All chests in the structure will use the same loot parameters
--Editing Chests in the World--
loot add, chestName, id, min, max, weight
OR
loot add, chestName, (id:meta), min, max, weight
loot remove, chestName, id
OR
loot remove, chestName, (id:meta)
Any existing items/blocks can be used
Min is the minimum number, max is maximum (Example, diamond in blacksmith ranges 1 and 3)
Weight is the likeliness to be chosen (Example, diamond in blacksmith is 3)
Chestnames are:
mineshaftCorridor
pyramidDesertyChest
pyramidJungleChest
pyramidJungleDispenser
strongholdCorridor
strongholdLibrary
strongholdCrossing
villageBlacksmith
bonusChest
dungeonChest
These chestNames must be copied exactly, otherwise they will not register correctly
--Vanilla Overrides--
As of BBMM v1.7.5, vanilla item and block textures and names can be overriden using the following
bto, blockID, newTextureIndex, textureFile (use default if using the default texture sheet)
bno, blockID, newName
ito, itemID, newTextureIndex, textureFile (use default if using the default texture sheet)
ino, itemID, newName
Vanilla recipes can be removed (note, this removes ALL recipes that yield the itemID, but won't
remove any new recipes you are adding with BBMM)
recipe remove, resultID
BBMM now also supports custom fuels
fuel, itemID/blockID, burnTime (measured in ticks)
burnTime conversion (use this as a reference for the burnTime math)
1 smelt = 10 seconds
10 seconds = 200 ticks
coal = 8 smelts = 80 seconds = 1600 ticks, coal burnTime = 1600
Yup, that looks good. Harvest level is how high of a block the tool can harvest (applies to pickaxe only). For example, iron ore has harvest 1, gold harvest 2, obsidian harvest 3. Therefore, only pickaxes with a harvest level 3+ can harvest obsidian (should),
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Here is the code I used. I'm guessing the enchantability number makes it unenchantable cause it won't work in an enchant table and also won't get enchanted by another mod I have, Infernal Mobs.
smelting, 265, 5256, 1, 100.0
tool material, Steel Tool, 7, -1, 36.0, 10, 128
tool, Steel Sword, 5001, 0, sword, Steel Tool, bbmm_extras
tool, Steel Shovel, 5002, 16, spade, Steel Tool, bbmm_extras
tool, Steel Pickaxe, 5003, 32, pickaxe, Steel Tool, bbmm_extras
tool, Steel Axe, 5004, 48, axe, Steel Tool, bbmm_extras
tool, Steel Hoe, 5005, 64, hoe, Steel Tool, bbmm_extras
crafting, Steel Sword, 5256, sword
crafting, Steel Shovel, 5256, spade
crafting, Steel Pickaxe, 5256, pickaxe
crafting, Steel Axe, 5256, axe
crafting, Steel Hoe, 5256, hoe
Major thing for me would be the villager trading. Of course if it would be possible for the crafting and recipe removal to work with items from other mods, that would be great but not that big of a deal if you can't.
Can the structures be limited to certain biomes or even worlds such as the nether? If not, that would be a cool option to have.
If we could edit mob drops as well, that would be awesome. With rarities and such.
Mob drops is ready in theory, I just need a forge update because it appears to be broken. As for worldgen, that's what the -1/0/1 is for dimension (-1 is nether, 0 is overworld, 1 is the end). Recipes use item and block Ids, so you can remove any recipe in existence, even without the mod installed. For example, if you want to remove the recipe for buildcraft's gold pipes, you would use the remove recipe declarative statement and use the id for a gold pipe. Though I believe those operate on metadata, I didn't add support for metadata due to the complication of it. If you -really- need metadata, I can remove it, but it may not work properly for everything.
I will look into adding villager trade options for you, as well as why the enchantments aren't working properly.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Item render size : which is used to make item/tool bigger or samller on hand
This is a huge suggestion. I've never cared much for changing renders, and I've never wanted to bother with this so I'm afraid I won't be adding this.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Item stack limit : how many items can put into a stack
That's doable.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
block move ability : can be pushed by piston / can not be pushed by piston / broken & drop item when pushed by piston
Looking into it.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
I had found another mod that can do the same thing like yours but more flexible that yours[custom stuff 2]
(but also easier to cause crash,since it will cause crash right away if there were wrong format in the file,
because that mod didn't have a crash prevent system(will not use the default value if your input is invalid,but just print the error information in the crashlog),
The first block I made by that block was finished after almost 10 crashes)
how about make your mod more flexible like that but less likely to cause crash?
It will be awesome if there is a mod that can let everyone make there own block/item but didn't need to remember so much vars/functions/format restrictions.
Thanks a lot guff
diamond for you!!!
I do not see how this is more flexible. Mine has far more features and, as I stated in the new poll, if you haven't read it, I am considering a reformat that will allow even more flexibility. For example, instead of everything having to be defined statically in the same way (arg1, arg2, arg3, etc. . .), parameters will have the ability to be out of order or even left out completely, so long as the additive type is declared (block, hardness: 1.0, id: 205, name: New Block, texture: bbmm_test) or like this (block, resistance: 50.0, texture: bbmm_other, name: Another Block, id: 240) etc. Not everything is required, and if left out it will be given default parameters.
Not only is mine more flexible and feature-packed, it already has a built-in failsafe file-loading system. If you mess up a parameter, it WILL throw an internal error but it will not affect the game in any way other than simply not being loaded. If you know how to read error logs, one can simply find where the problem is coming from. But, as I said, the game won't crash, or -shouldn't- crash in most cases (I haven't heard any complaints so far other than from improper installation; if a line is incorrectly formatted, it won't continue).
So, as far as I'm concerned, BBMM >.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
The part I said it is flexible is the js script system(can do a custom script when defined event is triggered,like make a thunder at where you point to,open a gui of custom entity) but not the item/block defined way
As for me,I think the way you defined block is more flexible/easier than that one,because not everything need to be defined
and even something is not defined,it will apply the default value or just not load, it will not cause crash
As I see,custom stuff is more likely a api to transfer java request into javascript request,It is more likely to provide a way to make a mod without compile (most of the events you need to defined when make a mod through java still need to be defined when use this mod to do the same thing like that) but not make it accessible for everyone even without any program knowledge
Ah, okay. Yeah I created this with non-programmers in mind, so it only has so much within its limitations.
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
Did you read the usage instructions in the README?
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!