java.lang.IndexOutOfBoundsException: Index: 38, Size: 38
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at cf.b(SourceFile:76)
at cf.a(SourceFile:228)
at wt.a(NetClientHandler.java:779)
at vf.a(SourceFile:55)
at iq.b(SourceFile:272)
at wt.b(NetClientHandler.java:64)
at gx.c(SourceFile:57)
at net.minecraft.client.Minecraft.k(SourceFile:1388)
at fs.k(fs.java:34)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
I'm sure that it will be updated at soon as 1.9 comes out. Why does everyone ask this, Modders have to wait till MCP Is updated to port their mods over to 1.9 and we don't even know really when 1.9 will be coming out, I heard it will be coming out on 11/11/11 according to G4TV but i really dont know
What do I do with textures bigger than 16x16? Do I just use 4 block slots instead of one?
Also are stairs or slabs able to be used with the damage values?
If you want to use 32x32 textures your texture sheet has to be 512 x 512 and if you want 64x64 your sheet has to be 1024x1024.
Trying to use Oregeneration but it only generates flowers and black crosstexture images after i break them and place them back they are the normal texture
heres my config folder..its a mediafire link for all of my files http://www.mediafire.com/?27ab7c9fv1zpxqz
cause i really want to update to test version 4 cause it looks like it has many more features
also i have MANY items/blocks..so if you cant figure it out quickly. then. dont bother yourself with me its not THAT important.
Could you add the possibility for shapeless recipes? Also is it possible to make a recipe that changes one item to another after crafting or doesn't consume the item at all? For example a filled bucket to an empty one.
Edit: Just tested it, crafting doesn't eat the bucket, but I'd like to make a custom item that doesn't get destroyed when combined with another item.
I think i can add shapeless recipes. And will look for your 2nd suggestion, but i don't know if it's possible.
java.lang.IndexOutOfBoundsException: Index: 38, Size: 38
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at cf.b(SourceFile:76)
at cf.a(SourceFile:228)
at wt.a(NetClientHandler.java:779)
at vf.a(SourceFile:55)
at iq.b(SourceFile:272)
at wt.b(NetClientHandler.java:64)
at gx.c(SourceFile:57)
at net.minecraft.client.Minecraft.k(SourceFile:1388)
at fs.k(fs.java:34)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
When does it happen? How many items/stacks did you have in it?
I have a suggestion for Custom Stuff. Can you make custom firearms?
Example for weapon:
name=Gauss Rifle (Name of the item)
id=5225 (ID of the item)
iconfile=Gaussgun.png (Icon of the item)
type=firearm (New class of item)
ammo=5226 (ID of the used ammo - divide with "," for multiple ammo types)
range=1000 (the max range of the weapon in blocks)
variablerange=false (Set if you must stretch weapon before firing like bow in 1.8 and newer, or if you ust have to rightclick like bow in 1.7.3 and older)
durability=5000 (how many times can you use the weapon)
firemode=semi (semi or auto - when semi, gun fires only one bullet per click, when auto, gun fires automatically as long as you hold the right button)
firerate=0 (only for firemode=auto.Sets how many bullets per minute the weapon fires)
And for Ammunition:
name=Gauss Power Cell (Name of the item)
id=5226 (ID of the item)
iconfile=Gaussammo.png (Icon of the item)
type=ammo (type of the item)
maxstack=10 (max stack per one field in inventory)
bulletspeed=1000 (the speed of the bullet)
bullettrack=straight (straight or arched - arched for bows etc. and straignt for guns)
hitblock=explosion(0,0,0,1) - functions, which are called when the bullet hits any block
hitmob=explosion(0,0,0,1);burn() - functions, which are called when the bullet hits any mob or other player (in MP)
I hope that you will add custom weapons to Custom Stuff mod.
EDIT: and a custom trees and plants with grow states (like wheat) would be nice...
I will add that to the suggestion list, but I can say that it won't come in the near future.
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
-- :unsure.gif:
arrow hits stone (a special arrow)
and ur gravity is now --> this way! can you do it?
ohh and maybe, gravity doesn't effect the arrow... crafting
-> x 64
(just to make it expensive)
:biggrin.gif:
EDIT: Maybe i'll fill out the crafting thing and get the stuff to look right! but i doubt it, if i do tho, ill have to get ur email... i don't have a file-sharing thing like "mediafire" or anything like that... :L
-- :unsure.gif:
arrow hits stone (a special arrow)
and ur gravity is now --> this way! can you do it?
ohh and maybe, gravity doesn't effect the arrow... crafting
-> x 64
(just to make it expensive)
:biggrin.gif:
EDIT: Maybe i'll fill out the crafting thing and get the stuff to look right! but i doubt it, if i do tho, ill have to get ur email... i don't have a file-sharing thing like "mediafire" or anything like that... :L
EDITII: "Item Wizard" take a while to download xD
Well, that's a clever idea, but it would require class file modifications.
how bout this:Shoot an arrow like dis :stone::: :stone::: -- :unsure.gif: :stone:arrow hits stone (a special arrow)and ur gravity is now --> this way! can you do it?ohh and maybe, gravity doesn't effect the arrow... crafting -> x 64 ::(just to make it expensive):DEDIT: Maybe i'll fill out the crafting thing and get the stuff to look right! but i doubt it, if i do tho, ill have to get ur email... i don't have a file-sharing thing like "mediafire" or anything like that... :LEDITII: "Item Wizard" take a while to download xD
Your Custom Stuff mod may be one of the best / most useful mods in existence. I have no knowledge of Java, and have been frustrated by the lack of mod interoperability (for example, two mods will both add separate "oil" or separate (but otherwise identical) ores. While I know Forge promises to fix that someday, I want to enjoy some action now.
Using your Custom Stuff mod, I was able to write custom recipes that let me solve the problem through crafting (if two mods have duplicate items, I can just craft between the two depending on which I need at the time). It took me less than 30 minutes from the time I discovered this mod to the time I had working recipes. While I understand that I'm only using the most basic functionality available here, this has helped me a lot, and let me make my own private mod interoperability patch.
Note: Tested and working with Equivalent Exchange (4.16) (along with a bunch of other mods). Custom Stuff Recipes will work correctly with the Philosopher's stone (I.E. it can be used in crafting, and will not be consumed by the recipe). Using this, I was able to recreate the recipes of the old "Industrial Craft 2 + Equivalent Exchange Add-on" for use with the new version of these mods. I would also like to note that I have A LOT of other mods installed, and this did not conflict with any of them. Also, the new recipes will show up in recipe book (1.8).
I only have a few suggestions for what would make this mod even more perfect for me:
Is there any way we can put comments (text quantifiers) into the text files, such as our custom recipes? This may already be possible (maybe it's # like in many config files?), but I didn't see it in the instructions, so I didn't want to risk causing problems. (It would be nice to have, but can live without it)
I know someone suggested it before, but I would like to second the addition of shapeless recipes. That would be really helpful for me.
Just curious, you said that Custom Stuff will use separate texture files. Does that mean it doesn't use item/sprite ids? Assuming we had enough block and item ids free, does this mean we could add as many things as we want, without hitting the item sprite limit from having too many mods?
Is there any way we can put comments (text quantifiers) into the text files, such as our custom recipes? This may already be possible (maybe it's # like in many config files?), but I didn't see it in the instructions, so I didn't want to risk causing problems. (It would be nice to have, but can live without it)
I used this format for comments within my .recipe file:
// Piggy Stick
2420 1 1 3 319 280 280
// Magic Glass Wand
2421 1 1 3 200 280 280
0
2011-10-21 17:49:04 [INFO] Preparing start region for level 0
2011-10-21 17:49:05 [SEVERE] Unexpected exception
java.lang.NullPointerException
at jf.a(Chunk.java:410)
at eh.b(World.java:289)
at WorldGenCustomFlowers.a(WorldGenCustomFlowers.java:44)
at mod_customStuff.GenerateSurface(mod_customStuff.java:512)
at ModLoader.PopulateChunk(ModLoader.java:796)
at ja.a(ChunkProviderServer.java:161)
at jf.a(Chunk.java:834)
at ja.c(ChunkProviderServer.java:74)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:201)
at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:134)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:262)
at ce.run(SourceFile:417)
thats the server error and this
21.10.2011 17:49:00: zz1zz.block value not given: texturefile
21.10.2011 17:49:00: zz1zz.block value not given: textureindex1
all the way up to 255 and restarts and keeps going is the error log for customitems mod
Where does one place the textures for the server? I have placed both in Jar and in Zip but the errror still pops up
And what exactly does Damage value on blocks do?
Edit: Ive placed it in many other areas still no luck lol
if you want to see my block here they are. My 5 block are all the same minus the gravity this block is the only one with it.
name=tallgrasstop
id=136
type=crosstexture
texturefile=zzzz.png
textureindex=215
opacity=1
light=0
collision=false
iddropped=136
hardness=0.2
material=grass
stepsound=grass
gravity=true
ps. The black textures i fixed it was the damagevalue=10 dont know what damagevalue does but just deleted that from the text and wamo i had it fixed
i have this "sprite".
How do i locate the texture for (each?) block side?
I think that sprite may be the wrong size. AFAIK, the texture sprite PNG needs to be 256x256 (i.e. a 16x16 grid of 16x16 textures).
The textures would be indexed from 0 to 255, left-to-right, then top-to-bottom. In your example, that yellowish ore would be 0, the purplish ore would be 1, the ...um...creeper ore? would be 2, 404 would be 7, and so forth. If your example was 256x256 (and not 128x128), then the texture directly below the yellowish ore would be 16.
Interesting question!
Maybe something like this:
neighborchanged=getblockid(0,-1,0,0);harvestblock(0,0,0)
Note: this is not tested, but seems like it might work.
have fun,
-Mortazel
Haha thanks will try right now.
Got another question, How to I make a crosstexture block do damage when you come in contact with the block.
Example you run into a bush and it does 0.5 damage?
Great - let me know if that doesn't work. We'll figure it out.
On the damage on contact...see this item on CubeX2's ToDo list:
-oncollide event for blocks
So...we can't yet do that, but he's working on it!
have fun,
-Mortazel
oops - so sorry, this should read:
neighborchanged=getblockid(0,-1,0,0):harvestblock(0,0,0)
Changed ; to :
kk ill change that
I'm sure that it will be updated at soon as 1.9 comes out. Why does everyone ask this, Modders have to wait till MCP Is updated to port their mods over to 1.9 and we don't even know really when 1.9 will be coming out, I heard it will be coming out on 11/11/11 according to G4TV but i really dont know
If you want to use 32x32 textures your texture sheet has to be 512 x 512 and if you want 64x64 your sheet has to be 1024x1024.
Can you post your block/oregen files.
I will look at it, when i have the time for it.
I think i can add shapeless recipes. And will look for your 2nd suggestion, but i don't know if it's possible.
When does it happen? How many items/stacks did you have in it?
I will add that to the suggestion list, but I can say that it won't come in the near future.
Shoot an arrow like dis
-- :unsure.gif:
arrow hits stone (a special arrow)
and ur gravity is now --> this way! can you do it?
ohh and maybe, gravity doesn't effect the arrow... crafting
-> x 64
(just to make it expensive)
:biggrin.gif:
EDIT: Maybe i'll fill out the crafting thing and get the stuff to look right! but i doubt it, if i do tho, ill have to get ur email... i don't have a file-sharing thing like "mediafire" or anything like that... :L
EDITII: "Item Wizard" take a while to download xD
Well, that's a clever idea, but it would require class file modifications.
Empty. I place the chest, open it, and a second later, it crashes.
How do i locate the texture for (each?) block side?
sooo is it possible to do? because that would be sweet! tell me if it is soon, or PM me if you (somehow) did it in one day! xD
EDIT: wow, my quoted part got all messed up!!!
Using your Custom Stuff mod, I was able to write custom recipes that let me solve the problem through crafting (if two mods have duplicate items, I can just craft between the two depending on which I need at the time). It took me less than 30 minutes from the time I discovered this mod to the time I had working recipes. While I understand that I'm only using the most basic functionality available here, this has helped me a lot, and let me make my own private mod interoperability patch.
Note: Tested and working with Equivalent Exchange (4.16) (along with a bunch of other mods). Custom Stuff Recipes will work correctly with the Philosopher's stone (I.E. it can be used in crafting, and will not be consumed by the recipe). Using this, I was able to recreate the recipes of the old "Industrial Craft 2 + Equivalent Exchange Add-on" for use with the new version of these mods. I would also like to note that I have A LOT of other mods installed, and this did not conflict with any of them. Also, the new recipes will show up in recipe book (1.8).
I only have a few suggestions for what would make this mod even more perfect for me:
I used this format for comments within my .recipe file:
// Piggy Stick
2420 1 1 3 319 280 280
// Magic Glass Wand
2421 1 1 3 200 280 280
Hope that helps!
-Mortazel
2011-10-21 17:49:04 [INFO] Preparing start region for level 0
2011-10-21 17:49:05 [SEVERE] Unexpected exception
java.lang.NullPointerException
at jf.a(Chunk.java:410)
at eh.b(World.java:289)
at WorldGenCustomFlowers.a(WorldGenCustomFlowers.java:44)
at mod_customStuff.GenerateSurface(mod_customStuff.java:512)
at ModLoader.PopulateChunk(ModLoader.java:796)
at ja.a(ChunkProviderServer.java:161)
at jf.a(Chunk.java:834)
at ja.c(ChunkProviderServer.java:74)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:201)
at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:134)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:262)
at ce.run(SourceFile:417)
thats the server error and this
21.10.2011 17:49:00: zz1zz.block value not given: texturefile
21.10.2011 17:49:00: zz1zz.block value not given: textureindex1
all the way up to 255 and restarts and keeps going is the error log for customitems mod
Where does one place the textures for the server? I have placed both in Jar and in Zip but the errror still pops up
And what exactly does Damage value on blocks do?
Edit: Ive placed it in many other areas still no luck lol
if you want to see my block here they are. My 5 block are all the same minus the gravity this block is the only one with it.
name=tallgrasstop
id=136
type=crosstexture
texturefile=zzzz.png
textureindex=215
opacity=1
light=0
collision=false
iddropped=136
hardness=0.2
material=grass
stepsound=grass
gravity=true
ps. The black textures i fixed it was the damagevalue=10 dont know what damagevalue does but just deleted that from the text and wamo i had it fixed
I think that sprite may be the wrong size. AFAIK, the texture sprite PNG needs to be 256x256 (i.e. a 16x16 grid of 16x16 textures).
The textures would be indexed from 0 to 255, left-to-right, then top-to-bottom. In your example, that yellowish ore would be 0, the purplish ore would be 1, the ...um...creeper ore? would be 2, 404 would be 7, and so forth. If your example was 256x256 (and not 128x128), then the texture directly below the yellowish ore would be 16.
K.I.S.S. Hearts - Simple lightweight RPG-ish addon. Try it!