Hi there, I was hoping to use chest transporter in a modpack I am assembling. I didn't see any license info in the OP so I am asking here!
Rollback Post to RevisionRollBack
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gravity = "reverse";
seems didn't work for me
Is there anyone know how to make it work
Or has a working example?
That is CS1 format. If you look in the current help file, you will find an attribute as well as a type with the word "gravity" it them. You need both of these to get it to work.
in mod.js:
mod.addBlock("antiGravityBlock.js", "gravity"); //allows block to fall
in antiGravityBlock.js (or whatever you named it):
hasAntiGravity[0] = true; //makes block fall upward. requires type "gravity"
Hello.
Pleas help, how create a CD(CoolDown) . My script not work or very bad work.
There is currently no normal way to create anything like a cooldown for an item. You could use a combination of an if statement that checks the durability to see if the "cooldown" is over along with an onUpdate function that restores durability if it is not at certain values. Unfortunately, the onUpdate function is called every single tick, so it runs 20 times every second. It is planned to eventually add a tickrate attribute for items, so once that is added, you can have a higher tickrate to allow higher uses and less lag (if you had any) from the updating item.
This setup can still use durability as a way to break, but needs to have ((CD * 20 + 1) * uses) to get number of uses. So to get an item with an item with 7 second cooldown that can be used 50 times would have ((7 * 20 + 1) * 70) = 9870 for it's maxDamage attribute. This does unfortunately mean that the maxDamage while having 7 seconds as the CD would be 226 uses before hitting the max value for maxDamage. To damage the item without affecting your cooldown, you need to damage the item by (CD * 20 + 1), or 141 in the case of 7 sec CD.
if you want the tool to be damaged by the onUse command as well as have a cooldown, then you need to use itemstack.damageItem(7*20 + 7*20+1); instead of what was listed in order to damage the tool by 1 "use" as well as start the 7 second cooldown for the item. Of course, if you want to also make it get damaged from attacking with it (I wouldn't since a the hammer of thor should never get damaged from hitting mortal creatures), then you use itemstack.damageItem(7*20+1) instead of just 1. This damages it by 1 "use" as well as keeps the cooldown intact.
Enjoy and I hope this works for you. If you also need help with the lightining tool part (since onUse doesn't use position), then feel free to ask. If you do not know what is wrong, then please include a crash report or a good description of the problem.
Wanted to say thank you for the Chest Transporter. I disagree with the design principles of the Portal mod, and I'm glad to have this simple mod that does exactly what I want without creating other balance issues.
I wish the Chest Transporter could be used for Factorization Barrels too, but I understand pipes and tubes well enough now, and have the resources to make some back-up Tesseracts, to transport Barrels in the future.
I found that if I changed the block metadata by world.setBlockMetadata(position, Metadata);
the onUpdate event won't update correctly
and thus cause the script I set won't work until the block is replaced onUpdate[0] = "if( world.countEntities(position.x+0.5, position.y+1.5, position.z+0.5, 1, 'all') > 0){world.createThunderbolt(position);};";
Hello again) I have 2 more problems with the CS2 mod.
1) A hadn't create new content for some period of time and played with my friends on my private server, but yesterday I decided to expand my little mod... After creation of a new block... It was just an ordinary ore, nothing special, I did the same things several times before, but now I just can't texture it correctly. I'm using the valid value, but ingame it appears with another texture, which is not even in the texture file, that I'm using... Did the mod *saved* the copy of the textures for some reason before and now just using it or what? I also tried to completely remove the texture files from the folder, but it didn't worked, custom blocks and items were textured the same as before...
2) When I try to add new block (as I did many times before) it gives me an error *The property wasn't found*. What does it means?
pls help =)
P.s. Sorry for bad eng, it's not my native language.
If you could, could you add support for the Better Furnaces Mod so you can use the furnaces from that mod for the crafting recipes for this mod? It would greatly be appreciated, but if you don't want to that's fine too. I just want to be able to use the Obsidian Furnace and Netherrack Furnace without having to go into creative. Thank you!
Wanted to say thank you for the Chest Transporter. I disagree with the design principles of the Portal mod, and I'm glad to have this simple mod that does exactly what I want without creating other balance issues.
I wish the Chest Transporter could be used for Factorization Barrels too, but I understand pipes and tubes well enough now, and have the resources to make some back-up Tesseracts, to transport Barrels in the future.
I found that if I changed the block metadata by world.setBlockMetadata(position, Metadata);
the onUpdate event won't update correctly
and thus cause the script I set won't work until the block is replaced onUpdate[0] = "if( world.countEntities(position.x+0.5, position.y+1.5, position.z+0.5, 1, 'all') > 0){world.createThunderbolt(position);};";
Replace world.setBlockMetadata(position, metadata) with world.setBlockIdAndMetadata(position, config.getBlockId('thunderblockID'), metadata) and it should work.
Hello again) I have 2 more problems with the CS2 mod.
1) A hadn't create new content for some period of time and played with my friends on my private server, but yesterday I decided to expand my little mod... After creation of a new block... It was just an ordinary ore, nothing special, I did the same things several times before, but now I just can't texture it correctly. I'm using the valid value, but ingame it appears with another texture, which is not even in the texture file, that I'm using... Did the mod *saved* the copy of the textures for some reason before and now just using it or what? I also tried to completely remove the texture files from the folder, but it didn't worked, custom blocks and items were textured the same as before...
2) When I try to add new block (as I did many times before) it gives me an error *The property wasn't found*. What does it means?
pls help =)
P.s. Sorry for bad eng, it's not my native language.
1) Is your textureFile attribute set to the correct file?
2) I can't say anything about this without your block file.
If you could, could you add support for the Better Furnaces Mod so you can use the furnaces from that mod for the crafting recipes for this mod? It would greatly be appreciated, but if you don't want to that's fine too. I just want to be able to use the Obsidian Furnace and Netherrack Furnace without having to go into creative. Thank you!
I don't think I will do this.
Rollback Post to RevisionRollBack
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Sorry, I've already found my mistake with Properties... But I completely don't understand what's happening with the textures, I've checked it twice, the textureFile attribute is set to the correct file, but the game uses it like it's the different *previous* version... If it helps - here is an example code of the block.
Question, is it possible to make armor what will give you potion effects when you wear them. Like in DivineRPG there's some armor that gives you extra melee damage and I noticed it had the strength effect on.
I found that custom chect(maybe furnace) is incompatible with in game nbtedit.
in game nbtedit seems can't get some of the nbt tages in cs2
And cause crash when I edit it by nbtedit because of losing some information
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
java.lang.IndexOutOfBoundsException: Index: 126, Size: 45
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at rq.a(SourceFile:136)
at iv.a(NetServerHandler.java:908)
at dc.a(SourceFile:31)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Sorry, I've already found my mistake with Properties... But I completely don't understand what's happening with the textures, I've checked it twice, the textureFile attribute is set to the correct file, but the game uses it like it's the different *previous* version... If it helps - here is an example code of the block.
Question, is it possible to make armor what will give you potion effects when you wear them. Like in DivineRPG there's some armor that gives you extra melee damage and I noticed it had the strength effect on.
At the moment it isn't possible, but it may be possible in one of the next updates.
I found that custom chect(maybe furnace) is incompatible with in game nbtedit.
in game nbtedit seems can't get some of the nbt tages in cs2
And cause crash when I edit it by nbtedit because of losing some information
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
java.lang.IndexOutOfBoundsException: Index: 126, Size: 45
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at rq.a(SourceFile:136)
at iv.a(NetServerHandler.java:908)
at dc.a(SourceFile:31)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Are they any examples of plants like wheat? I checked out the flower on the plants page in the wiki but cannot figure out how to make a crop that grows and is harvested like wheat.
How to remove recipes of More Furnace? oOI have been fixed this yet
seems didn't work for me
Is there anyone know how to make it work
Or has a working example?
Taking requests - PM me if you want me to spotlight your mod.
That is CS1 format. If you look in the current help file, you will find an attribute as well as a type with the word "gravity" it them. You need both of these to get it to work.
in mod.js:
in antiGravityBlock.js (or whatever you named it):
There is currently no normal way to create anything like a cooldown for an item. You could use a combination of an if statement that checks the durability to see if the "cooldown" is over along with an onUpdate function that restores durability if it is not at certain values. Unfortunately, the onUpdate function is called every single tick, so it runs 20 times every second. It is planned to eventually add a tickrate attribute for items, so once that is added, you can have a higher tickrate to allow higher uses and less lag (if you had any) from the updating item.
This setup can still use durability as a way to break, but needs to have ((CD * 20 + 1) * uses) to get number of uses. So to get an item with an item with 7 second cooldown that can be used 50 times would have ((7 * 20 + 1) * 70) = 9870 for it's maxDamage attribute. This does unfortunately mean that the maxDamage while having 7 seconds as the CD would be 226 uses before hitting the max value for maxDamage. To damage the item without affecting your cooldown, you need to damage the item by (CD * 20 + 1), or 141 in the case of 7 sec CD.
if you want the tool to be damaged by the onUse command as well as have a cooldown, then you need to use itemstack.damageItem(7*20 + 7*20+1); instead of what was listed in order to damage the tool by 1 "use" as well as start the 7 second cooldown for the item. Of course, if you want to also make it get damaged from attacking with it (I wouldn't since a the hammer of thor should never get damaged from hitting mortal creatures), then you use itemstack.damageItem(7*20+1) instead of just 1. This damages it by 1 "use" as well as keeps the cooldown intact.
Enjoy and I hope this works for you. If you also need help with the lightining tool part (since onUse doesn't use position), then feel free to ask. If you do not know what is wrong, then please include a crash report or a good description of the problem.
I wish the Chest Transporter could be used for Factorization Barrels too, but I understand pipes and tubes well enough now, and have the resources to make some back-up Tesseracts, to transport Barrels in the future.
Thanks again!
block.js I used
name = "thunderblock";
material = "grass";
stepSound = "grass";
textureFile = "test.png";
creativeTab = "decorations";
displayName[0] = "thunderblockgrasson";
hardness[0] = 3.0;
addToCreative[0] = false;
textureIndexXP[0] = 21;
textureIndexXN[0] = 21;
textureIndexYP[0] = 4;
textureIndexYN[0] = 20;
textureIndexZP[0] = 21;
textureIndexZN[0] = 21;
onWalking[0] = "world.createThunderbolt(position);";
onUpdate[0] = "if( world.countEntities(position.x+0.5, position.y+1.5, position.z+0.5, 1, 'all') > 0){world.createThunderbolt(position);};";
onRedstoneSignal[0] = "if(redstoneSignal == false){world.setBlockMetadata(position, 2);};";
displayName[1] = "thunderblockstoneon";
hardness[1] = 3.0;
addToCreative[1] = false;
textureIndexXP[1] = 5;
textureIndexXN[1] = 5;
textureIndexYP[1] = 5;
textureIndexYN[1] = 5;
textureIndexZP[1] = 5;
textureIndexZN[1] = 5;
onWalking[1] = "world.createThunderbolt(position);";
onUpdate[1] = "if( world.countEntities(position.x+0.5, position.y+1.5, position.z+0.5, 1, 'all') > 0){world.createThunderbolt(position);};";
onRedstoneSignal[1] = "if(redstoneSignal == false){world.setBlockMetadata(position, 3);};";
displayName[2] = "thunderblockgrassoff";
hardness[2] = 3.0;
addToCreative[2] = true;
textureIndexXP[2] = 23;
textureIndexXN[2] = 23;
textureIndexYP[2] = 6;
textureIndexYN[2] = 22;
textureIndexZP[2] = 23;
textureIndexZN[2] = 23;
onRedstoneSignal[2] = "if(redstoneSignal == true){world.setBlockMetadata(position, 0);};";
displayName[3] = "thunderblockstoneoff";
hardness[3] = 3.0;
addToCreative[3] = true;
textureIndexXP[3] = 7;
textureIndexXN[3] = 7;
textureIndexYP[3] = 7;
textureIndexYN[3] = 7;
textureIndexZP[3] = 7;
textureIndexZN[3] = 7;
onRedstoneSignal[3] = "if(redstoneSignal == true){world.setBlockMetadata(position, 1);};";
displayName[5] = "test";
hardness[5] = 3.0;
addToCreative[5] = true;
textureIndexXP[5] = 1;
textureIndexXN[5] = 1;
textureIndexYP[5] = 1;
textureIndexYN[5] = 1;
textureIndexZP[5] = 1;
textureIndexZN[5] = 1;
onUpdate[5] = "if( world.countEntities(position.x+0.5, position.y+1.5, position.z+0.5, 1, 'all') > 0){world.createThunderbolt(position);};";
the onUpdate event won't update correctly
and thus cause the script I set won't work until the block is replaced
onUpdate[0] = "if( world.countEntities(position.x+0.5, position.y+1.5, position.z+0.5, 1, 'all') > 0){world.createThunderbolt(position);};";
Suggestion: Could you make this work with Factorization Barrels?
Thanks.
1) A hadn't create new content for some period of time and played with my friends on my private server, but yesterday I decided to expand my little mod... After creation of a new block... It was just an ordinary ore, nothing special, I did the same things several times before, but now I just can't texture it correctly. I'm using the valid value, but ingame it appears with another texture, which is not even in the texture file, that I'm using... Did the mod *saved* the copy of the textures for some reason before and now just using it or what? I also tried to completely remove the texture files from the folder, but it didn't worked, custom blocks and items were textured the same as before...
2) When I try to add new block (as I did many times before) it gives me an error *The property wasn't found*. What does it means?
pls help =)
P.s. Sorry for bad eng, it's not my native language.
So you set generateInOverworld to false and it still generates there?
You can use the mod. I will add a license in the OP since a lot of people ask about that.
I'll may add support for the barrels in the future.
Replace world.setBlockMetadata(position, metadata) with world.setBlockIdAndMetadata(position, config.getBlockId('thunderblockID'), metadata) and it should work.
1) Is your textureFile attribute set to the correct file?
2) I can't say anything about this without your block file.
I don't think I will do this.
*Block Name* is just for example.
But there seems no way to get player name?
I tried player.getname() but it seems doesn't work.
File I used
{
world.setTileEntityStringData(position, 0, player.getName());
world.setTileEntityStringData(position, 1, "test");
player.sendMessage(world.getTileEntityStringData(position, 0)+world.getTileEntityStringData(position, 1)+"-test-"+player.getName());
player.openGui('SecretChest', position); result = true;
}
else if(world.getTileEntityStringData(position, 0)==player.getName())
{
player.openGui('SecretChest', position); result = true;
}
else
{
player.sendMessage(world.getTileEntityStringData(position, 0)+"-test-"+player.getName());
}
in game nbtedit seems can't get some of the nbt tages in cs2
And cause crash when I edit it by nbtedit because of losing some information
// Everything's going to plan. No, really, that was supposed to happen.
Time: 2013/2/23 上午 1:32
Description: Ticking memory connection
java.lang.IndexOutOfBoundsException: Index: 126, Size: 45
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at rq.a(SourceFile:136)
at iv.a(NetServerHandler.java:908)
at dc.a(SourceFile:31)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 338000520 bytes (322 MB) / 945459200 bytes (901 MB) up to 2112618496 bytes (2014 MB)
JVM Flags: 3 total; -Xincgc -Xms512m -Xmx2048m
AABB Pool Size: 537 (30072 bytes; 0 MB) allocated, 383 (21448 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.10.524 Minecraft Forge 6.6.0.499 Optifine OptiFine_1.4.6_HD_U_B4 84 mods loaded, 84 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SuperSlopesCorners [SuperSlopes-Corners] (1.4.6 SuperSlopes-4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SuperSlopesIntCorners [SuperSlopes-IntCorners] (1.4.6 SuperSlopes-4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SuperSlopesSlopes [SuperSlopes-Slopes] (1.4.6 SuperSlopes-4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
jammyfurniture [Jammy Furniture Mod] (1.4.6_Jammy_Furniture_Mod_V4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
XtraSlopes_Corners [XtraSlopes - Corners] (1.4.6_XtraSlopes v1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
XtraSlopes_SlopesCraftingBlocks [XtraSlopes - SlopesCraftingBlocks] (1.4.6_XtraSlopes v1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
XtraSlopes_IntCorners [XtraSlopes - IntCorners] (1.4.6_XtraSlopes v1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
XtraSlopes_Slopes [XtraSlopes - Slopes] (1.4.6_XtraSlopes v1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AsgardShield_Core [AsgardShield] (1.4.6AsgardShield_Core_v1.1.3Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ASAddon_Hallowed [AS Addon- Hallowed] (1.4.6ASAddon_Hallowed_v1.0.4Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
HarkenScythe_Core [HarkenScythe] (1.4.6HarkenScythe_v1.1.2Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ASAddon_HarkenScythe [AS Addon- HarkenScythe] (1.4.6ASAddon_HarkenScythe_v1.0.1Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ASAddon_NetherEnder [AS Addon- Nether-Ender] (1.4.6ASAddon_NetherEnder_v1.0.3Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
XtraBlocksEE [XtraBlocksEE] (1.4.7_XtraBlocksEE v3.9.7c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
XtraXtras [XtraXtras] (1.4.7_XtraBlocksEE v3.9.7c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Core [BuildCraft] (buildcraft-A-3.3.0.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Factory [BC Factory] (buildcraft-A-3.3.0.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Transport [BC Transport] (buildcraft-A-3.3.0.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.3.0.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
APUnofficial [Additional Pipes] (AdditionalPipes-2.1.3u38b2-1.4.6.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_AnimalBikes [mod_AnimalBikes] (AnimalBikes_Modloader_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BBMM [Building Blocks Mod Maker] (BBMM 1.7.5 (MC 1.4.7).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Energy [BC Energy] (buildcraft-A-3.3.0.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BCIC2Crossover [BC-IC2 Crossover Mod] (BCIC2crossover 2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
BuildCraft|Builders [BC Builders] (buildcraft-A-3.3.0.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ValvePipe [Valve Pipe] (BuildCraft-Z-ValvePipeAM-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ChickenChunks [ChickenChunks] (ChickenChunks 1.2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CustomNpcs [CustomNpcs 1.4.5] (CustomNPCs_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
CustomStuff2 [Custom Stuff 2] (customStuff2_0.9.8d_Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.3.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SlimevoidLib [Slimevoid Library] (SlimevoidLib_2.0.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
DynamicElevators [Dynamic Elevators] (DynamicElevators-2.0.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EurysCore [Eurys Mod Core] (EurysCore_2.0.0.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forestry [Forestry for Minecraft] (forestry-A-1.6.4.1.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NBTEdit [In-game NBTEdit] (Forge_NBTEditv1.4.6.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ForgottenNature [Forgotten Nature] (ForgottenNature_1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Frames [Frames] (Frames-4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Garnet-MOD [mod_Garnet] (Garnet-MOD.v.1.4.6.010.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LittleBlocksMod [Little Blocks] (LittleBlocksMod_2.0.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-MC1.4.6-0.6.9.73.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded [MineFactory Reloaded] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatExtraBiomes [MFR Compat: ExtraBiomes] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatIC2 [MFR Compat: IC2] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatPamsHarvestCraft [MFR Compat: HarvestCraft] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatRP2 [MFR Compat: RP2] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AdvancedSolarPanel [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_3_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
More Pistons [More Pistons] (More Pistons v1.2.4 for [1.4.7].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
PowerConverters [Power Converters] (PowerConverters_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
QB-MOD [mod_QB] (QB-MOD.v.1.4.6.010.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Railcraft [Railcraft] (Railcraft_1.4.6-6.12.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SecretRoomsMod [The SecretRoomsMod] (SecretRoomsMod-universal-4.4.1.158.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ThermalExpansion|NEI [NEI] (ThermalExpansion-NEI-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
snyke7_Transformers [Transformers] (Transformers v1.7b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WR-CBE|Core [WR-CBE Core] (WR-CBE Core 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WR-CBE|Addons [WR-CBE Addons] (WR-CBE Addons 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ZapApples [Zap Apple Mod] (ZapApples v1.5.5 1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Bamboo [mod_Bamboo] (竹mod uni-ver2.5.9.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.4.6.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 276 (15456 bytes; 0 MB) allocated, 160 (8960 bytes; 0 MB) used
Player Count: 1 / 8; [iq['mmis1000'/10, l='新的世界', x=-1796.91, y=64.00, z=-877.98]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
but it said that there are only 45 slots
And the current CSTextures.png file is in the mod's texture directory?
At the moment it isn't possible, but it may be possible in one of the next updates.
A player.getUsername() function will be included with the next update.
If the nbtedit mod is incompatible, I think I can't do anything about it. But I think 45 is the size of the player's inventory.
Wait function
I remember that there is
But may not the one you want
Is the suggestion page on cs2 wiki still working?
I haven't found you post one there recently
Or you just too busy to do so?