Hello again. I`ve tested your nbt functions and thats seems awesome. Now i see why there is no way for now to change item description, but at least i can do anything with item names. And can you please add getNbt(int slotId) functions to player and world? Using getNbt() only for itemstack is not realy useful. Or add getItemstack(int slotId) to player and world which is probably more reasonable, because most of the time item nbt should be changed while it is not right clicked or something which has scriptable itemstack on it, but from onUpdate for block i.e.
Will add something like this on the weekend.
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
I've been using this mod to add extra items to a modpack I'm developing, but ran into a problem when I tried to use mod.addFuelFor, and mod.addSmeltingRecipeFor. The fuel I set with addFuelFor was instead applied to vanilla, rather than the group I indicated. addSmeltingRecipeFor did absolutely nothing, though. None of the recipes actually exist in Minecraft. I find this odd, because I made some typos the first time, and Java could detect that I had done those commands incorrectly, however, when I do them correctly, it loads fine, but doesn't work. I'm not getting a crash... just alot of ignored code. Here is a snippet of the mod.js:
As I said, I'm getting no errors, and no crashes. But when I attempt to put the items into their appropriate slots in the "furnace" so to speak, it recieves the items, but won't actually start smelting. Just to make sure it wasn't that that was causing the error, I'll also post the furnace and furnacegui code:
name = "juicer";
creativeTab = "decorations";
material = "iron";
If I'm missing something obvious, I'd love to have it pointed out. The juicer shows up in the game, it interacts with right, you get the gui, and you can put the respective items in their slots, but it won't work.
Will someone be so kind as to introduce MrBluPony to Custom Stuff 3? I would only except for my busy schedule and the friction that exists between us. He did rub me and my team the wrong way, but I am doing this to be kind.
Putting that aside I find your furnaces to be useful. Now if only I could find some more shiny ores on my own.
Help im having some problem. i installed the mod but dont know where to go from there. the wiki is confusing and i need help i can start making my items for my mod pack.
If you've properly installed both the mod, and the js mod file, it's pretty simple from there. Create a folder (not a zip) in your mods folder called CS2_(your mod name here). Then launch the game. It will generate all the folders you need, and then it's just a matter of making your mod files. The wiki has limited use, so you may want to browse the documentation instead.
Yea i foud that out yesterday while doing some recearch and found the documenttions for the mod thanks anyway. also is there a way u can create a item when u right click it it enables it and you start to glow like a torch and another right click turns it off.
I've been using this mod to add extra items to a modpack I'm developing, but ran into a problem when I tried to use mod.addFuelFor, and mod.addSmeltingRecipeFor. The fuel I set with addFuelFor was instead applied to vanilla, rather than the group I indicated. addSmeltingRecipeFor did absolutely nothing, though. None of the recipes actually exist in Minecraft. I find this odd, because I made some typos the first time, and Java could detect that I had done those commands incorrectly, however, when I do them correctly, it loads fine, but doesn't work. I'm not getting a crash... just alot of ignored code. Here is a snippet of the mod.js:
As I said, I'm getting no errors, and no crashes. But when I attempt to put the items into their appropriate slots in the "furnace" so to speak, it recieves the items, but won't actually start smelting. Just to make sure it wasn't that that was causing the error, I'll also post the furnace and furnacegui code:
name = "juicer";
creativeTab = "decorations";
material = "iron";
If I'm missing something obvious, I'd love to have it pointed out. The juicer shows up in the game, it interacts with right, you get the gui, and you can put the respective items in their slots, but it won't work.
addFuelFor is now fixed in the current version. Recipes however should work. Have you added the aliases you are using in these recipes?
The Meaning of Life, the Universe, and Everything.
Location:
Madison
Join Date:
7/6/2013
Posts:
57
Minecraft:
Nicholas_Manuel
Member Details
Quick Question:
One block of ore has six variants. But when I break Padorokum (GT5SuperOres:superOre:1), it is harvested as Turberium Ore at Metadata 0. For Padorokum and the other four variants below it, do you add the respective metadata value after the name of the Ore in the respective drop constant (GT5SuperOres:superOre:1)? Here's the current superOre.js file:
I did update this recently to what I think works. Am I getting warmer? Or do you have to use another method to get the drop correct? First let me test this new script before you freak out.
UPDATE 2015-10-9;09:23: Ring-a-ding-ding! That was it, I guess metadata is important!
banhammer, in your assets/modname/language folder there is a file called en_us.lang. you have to make a line there for every metadata variant of your blocks or items. Format it like; tile.modblockname0.name=The In-game Name or if it's an item; item.moditemname0.name=The In-game Name . The 0 is important, it's needed even if you only have one metadata, but if you use additional metadata, match it to what you use in the blocks js file.
Hey, I have a question. I haven't tried using your custom stuff mod in over a year and I would like to know if it has the ability to make crafting machines like thermal expansion's or ender io's, yet. I already downloaded the mod, but in the documentation, it didn't show how I could have multiple inputs in a "furnace" or an internal inventory in a "crafting table", which are the only available types of crafting-capable tile-entities listed. I am using the 0.11.19 version for 1.7.10. If there is a later version for 1.7.10 that has this feature, please let me know.
Will add something like this on the weekend.
I've been using this mod to add extra items to a modpack I'm developing, but ran into a problem when I tried to use mod.addFuelFor, and mod.addSmeltingRecipeFor. The fuel I set with addFuelFor was instead applied to vanilla, rather than the group I indicated. addSmeltingRecipeFor did absolutely nothing, though. None of the recipes actually exist in Minecraft. I find this odd, because I made some typos the first time, and Java could detect that I had done those commands incorrectly, however, when I do them correctly, it loads fine, but doesn't work. I'm not getting a crash... just alot of ignored code. Here is a snippet of the mod.js:
//fuels
mod.addFuelFor("juicerFuel", "minecraft:glass_bottle", 100);
//recipes
mod.addSmeltingRecipeFor("juicerRecipes", "bottledCocoa 1", "minecraft:dye:3");
mod.addSmeltingRecipeFor("juicerRecipes", "carrotJuice 1", "minecraft:carrot");
mod.addSmeltingRecipeFor("juicerRecipes", "melonAde 1", "minecraft:melon");
mod.addSmeltingRecipeFor("juicerRecipes", "pumpkinJuice 1", "minecraft:pumpkin");
And here is the Tile Entity that was supposed to use "juicerFuel" and "juicerRecipes":
name = "juicerTE"
ticksToSmelt = 100;
usedFuelLists = "juicerFuel";
usedRecipeLists = "juicerRecipes";
As I said, I'm getting no errors, and no crashes. But when I attempt to put the items into their appropriate slots in the "furnace" so to speak, it recieves the items, but won't actually start smelting. Just to make sure it wasn't that that was causing the error, I'll also post the furnace and furnacegui code:
name = "juicer";
creativeTab = "decorations";
material = "iron";
// inactive
addToCreative[0] = true; hardness[0] = 1.5;
resistance[0] = 5.0;
textureFileFront[0] = "juicerFrontOff.png";
textureFileBack[0] = "juicerSide.png";
textureFileSides[0] = "juicerSide.png";
onActivated[0] = "player.openGui('juicerGUI', position); result = true;";
hasTileEntity[0] = true;
tileEntity[0] = "juicerTE";
// active
hardness[1] = 1.5;
resistance[1] = 5.0;
textureFileFront[1] = "juicerFrontOn.png";
textureFileBack[1] = "juicerSide.png";
textureFileSides[1] = "juicerSide.png";
onActivated[1] = "player.openGui('juicerGUI', position); result = true;";
hasTileEntity[1] = true;
tileEntity[1] = "juicerTE";
and
name = "juicerGUI";
guiFile = "JuicerGUI.png";
height = 166;
width = 176;
inventoryX = 8;
inventoryY = 84;
resultX = 140;
resultY = 25;
burnDestX = 36;
burnDestY = 18;
burnHeight = 30;
burnWidth = 11;
burnSrcX = 176;
burnSrcY = 0;
cookDestX = 53;
cookDestY = 28;
cookHeight = 10;
cookWidth = 70;
cookSrcX = 176;
cookSrcY = 30;
fuelX = 16;
fuelY = 35;
inputX = 16;
inputY = 16;
If I'm missing something obvious, I'd love to have it pointed out. The juicer shows up in the game, it interacts with right, you get the gui, and you can put the respective items in their slots, but it won't work.
Putting that aside I find your furnaces to be useful. Now if only I could find some more shiny ores on my own.
Help im having some problem. i installed the mod but dont know where to go from there. the wiki is confusing and i need help i can start making my items for my mod pack.
If you've properly installed both the mod, and the js mod file, it's pretty simple from there. Create a folder (not a zip) in your mods folder called CS2_(your mod name here). Then launch the game. It will generate all the folders you need, and then it's just a matter of making your mod files. The wiki has limited use, so you may want to browse the documentation instead.
Hey CubeX2;
Might it be possible to have a function that would remove an entity from the world? As in, make a dropped item or a mob just go poof.
This game is so oreing.
Yea i foud that out yesterday while doing some recearch and found the documenttions for the mod thanks anyway. also is there a way u can create a item when u right click it it enables it and you start to glow like a torch and another right click turns it off.
i need some help im trying to create a crafting recipe for a pick but its not working plz help
mod.js
platinumpick.js
platinum ingot .js
plz help me
Multipage chest translated to russian: https://yadi.sk/d/QCj0eAh5jLQ2U
does anyone have a awnser for my post plz.
addFuelFor is now fixed in the current version. Recipes however should work. Have you added the aliases you are using in these recipes?
Included in the current version.
You need to use "minecraft:air" for empty slots instead of 0.
Wow. Missed that. Thank you for reading my mind. =^_^=
This game is so oreing.
Yep. That fixed it. Thanks!
i have used coustom stuff to create som items but the names are weird they say tile.(Name of item)0.name
how do i fix this
and yes its not in the code i think its the mod.
Quick Question:
One block of ore has six variants. But when I break Padorokum (GT5SuperOres:superOre:1), it is harvested as Turberium Ore at Metadata 0. For Padorokum and the other four variants below it, do you add the respective metadata value after the name of the Ore in the respective drop constant (GT5SuperOres:superOre:1)? Here's the current superOre.js file:
I did update this recently to what I think works. Am I getting warmer? Or do you have to use another method to get the drop correct? First let me test this new script before you freak out.
UPDATE 2015-10-9;09:23: Ring-a-ding-ding! That was it, I guess metadata is important!
So no awnser to my previus thred
banhammer, in your assets/modname/language folder there is a file called en_us.lang. you have to make a line there for every metadata variant of your blocks or items. Format it like; tile.modblockname0.name=The In-game Name or if it's an item; item.moditemname0.name=The In-game Name . The 0 is important, it's needed even if you only have one metadata, but if you use additional metadata, match it to what you use in the blocks js file.
oh ok thanks
Hey, I have a question. I haven't tried using your custom stuff mod in over a year and I would like to know if it has the ability to make crafting machines like thermal expansion's or ender io's, yet. I already downloaded the mod, but in the documentation, it didn't show how I could have multiple inputs in a "furnace" or an internal inventory in a "crafting table", which are the only available types of crafting-capable tile-entities listed. I am using the 0.11.19 version for 1.7.10. If there is a later version for 1.7.10 that has this feature, please let me know.
https://bitbucket.org/cubex2/custom-stuff-2/issues/99/required-emergency-add-custom-liquid
please see