ZZZZZ Custom Configs is a small mod that allows users (more specifically mod pack creators) to do several things that could normally be done only by mod authors.
ZZZZZ Custom Configs 2 is not compatible with 1! The old config files will not work on this version!
If you like XML then you'll love this mod, everything on it uses it. If you don't like XML you should like XML .
You'll be able to:
-Register items/blocks with the ore dictionary (or remove them from it)
-Add smelting recipes
-Add shaped/shapeless recipes
-Add/Remove recipes (crafting and smelting)
-Add/Remove drops from entities
-Set blocks that endermen can carry
-Configurate the ore generation
This mod also adds support for the following mods:
-IndustrialCraft 2
-Thaumcraft 4
-BloodMagic
-Botania
-BuildCraft
-Forestry
-PneumaticCraft
-Railcraft
-ExNihilo
-Thermal Expansion
-RotaryCraft (Worktable only)
Here's an example of how adding a shaped recipe would work:
This would be a vertical recipe for a diamond sword using the ore dictionary version of sticks, paper and a skull of the player "Notch" !
Giving this much freedom to the end user can be dangerous. You will crash your game if you don't use the mod properly. You could override important recipes, or generate weird recipe bugs. So be extremely careful with what you do with it!
Before reporting any crashes please make sure you've written the file correctly. If you are 100% convinced that it's not your fault, then report the bug. Don't forget to send me the crash report AND the file you think is causing the issue!
Each file comes with a tutorial on how to write it! Check them out but please feel free to ask any questions you have.
If you want to add a recipe that ignores metadata give it the wildcard value: 32767
Well, i'm happy i found that mod. I was needing something to make custom recipes for my (private) modpack. I guess my needs are now covered, thanks to you
Just a question, you have to have it on both client and server, with the same recipes configs, right?
Also, do you think you could add the ability to remove recipes from other mods and/or minecraft? (cause that could be useful too XD )
If not (or you don't want to try ), well, too bad. It's still is and will be cool and useful.
Well, i'm happy i found that mod. I was needing something to make custom recipes for my (private) modpack. I guess my needs are now covered, thanks to you
Just a question, you have to have it on both client and server, with the same recipes configs, right?
Also, do you think you could add the ability to remove recipes from other mods and/or minecraft? (cause that could be useful too XD )
If not (or you don't want to try ), well, too bad. It's still is and will be cool and useful.
I haven't tested what happens if the configs between server and client are different. But I doubt anything good would come out of it. I highly recommend ensuring that they are always the same.
And I plan on adding support to remove recipes in a future update. As it is now you can override them. If you register a recipe that is exactly the same as a existing one, it will be overridden. For example: The chest recipe is 8 wood planks around the crafting grid, right?
If you register that same recipe but set the result to be bedrock... Then anytime someone tries to craft a chest he'll get bedrock. If the player looks up the recipe for the chest it will still show, but he just won't be able to craft it.
I wanted to make sure the mod gets loaded last XD
That was before Vazkii told me a way to ensure that without making a silly name. But it was already too late XD
I haven't tested what happens if the configs between server and client are different. But I doubt anything good would come out of it. I highly recommend ensuring that they are always the same.
As it is now you can override them. If you register a recipe that is exactly the same as a existing one, it will be overridden. For example: The chest recipe is 8 wood planks around the crafting grid, right?
If you register that same recipe but set the result to be bedrock... Then anytime someone tries to craft a chest he'll get bedrock. If the player looks up the recipe for the chest it will still show, but he just won't be able to craft it.
This mod is really useful when playing with multiple mods. I have a couple suggestions; could you add a way to remove blocks/items? This could be extremely useful for modpack creators. Secondly, you have a way to add recipes, do you think you could add a way to remove them?
And finally, it could be really useful if you could add a way to allow custom mobs to spawn in custom biomes. For example, say Mod A adds a mob, and Mod B adds a biome, then it would allow you to let Mod A's mob spawn in Mod B's biome.
This mod should be way more popular than it is - it is so useful!
This mod is really useful when playing with multiple mods. I have a couple suggestions; could you add a way to remove blocks/items? This could be extremely useful for modpack creators. Secondly, you have a way to add recipes, do you think you could add a way to remove them?
And finally, it could be really useful if you could add a way to allow custom mobs to spawn in custom biomes. For example, say Mod A adds a mob, and Mod B adds a biome, then it would allow you to let Mod A's mob spawn in Mod B's biome.
This mod should be way more popular than it is - it is so useful!
Those a great suggestions :3
I'm working on a new mod atm, when I'm finished with that I'll try and add those :3
Something else that I think would be nice is to add a way to block certain entities from spawning. Say you don't want any creepers to spawn in your world, you could do it by black listing them :3
Those a great suggestions :3
I'm working on a new mod atm, when I'm finished with that I'll try and add those :3
Something else that I think would be nice is to add a way to block certain entities from spawning. Say you don't want any creepers to spawn in your world, you could do it by black listing them :3
I don't want hectates - so I'm looking forward to that .-.
I have another suggestion - do you think you could add the ability to rename blocks/items? That would be incredibly useful.
That would be nearly impossible because of the way different mods handle naming their items and blocks (the name on the GUI for example can be handled in thousands of different ways).
You can always use the anvil to rename individual stacks though =P
ZZZZZ Custom Configs is a small mod that allows users (more specifically mod pack creators) to do several things that could normally be done only by mod authors.
ZZZZZ Custom Configs 2 is not compatible with 1! The old config files will not work on this version!
If you like XML then you'll love this mod, everything on it uses it. If you don't like XML you should like XML .
You'll be able to:
-Register items/blocks with the ore dictionary (or remove them from it)
-Add smelting recipes
-Add shaped/shapeless recipes
-Add/Remove recipes (crafting and smelting)
-Add/Remove drops from entities
-Set blocks that endermen can carry
-Configurate the ore generation
This mod also adds support for the following mods:
-IndustrialCraft 2
-Thaumcraft 4
-BloodMagic
-Botania
-BuildCraft
-Forestry
-PneumaticCraft
-Railcraft
-ExNihilo
-Thermal Expansion
-RotaryCraft (Worktable only)
Here's an example of how adding a shaped recipe would work:
<shaped>
<output>minecraft:diamond_sword 1 0</output>
<row1>"z"</row1>
<row2>"x"</row2>
<row3>"y"</row3>
<x>"stickWood"</x>
<y>minecraft:paper 1 0</y>
<z>minecraft:skull 1 0 {SkullOwner:"Notch"}</z>
</shaped>
This would be a vertical recipe for a diamond sword using the ore dictionary version of sticks, paper and a skull of the player "Notch" !
Giving this much freedom to the end user can be dangerous. You will crash your game if you don't use the mod properly. You could override important recipes, or generate weird recipe bugs. So be extremely careful with what you do with it!
Before reporting any crashes please make sure you've written the file correctly. If you are 100% convinced that it's not your fault, then report the bug. Don't forget to send me the crash report AND the file you think is causing the issue!
Since this is a mod that is meant to be used on mod packs...
Yes, anyone has my permission to include it in any mod packs (public or private).
As long as you don't take the credit for my work or profit on it.
(If you do include it in a mod pack, please let me know, unless you don't want to. I'm just curious and want to see how people are going to use it)
I added the dependency you suggested me. But I had already named the mod when I did that and I'm too lazy to rename everything and remove the Zs XD
Just a question, you have to have it on both client and server, with the same recipes configs, right?
Also, do you think you could add the ability to remove recipes from other mods and/or minecraft? (cause that could be useful too XD )
If not (or you don't want to try ), well, too bad. It's still is and will be cool and useful.
I haven't tested what happens if the configs between server and client are different. But I doubt anything good would come out of it. I highly recommend ensuring that they are always the same.
And I plan on adding support to remove recipes in a future update. As it is now you can override them. If you register a recipe that is exactly the same as a existing one, it will be overridden. For example: The chest recipe is 8 wood planks around the crafting grid, right?
If you register that same recipe but set the result to be bedrock... Then anytime someone tries to craft a chest he'll get bedrock. If the player looks up the recipe for the chest it will still show, but he just won't be able to craft it.
I wanted to make sure the mod gets loaded last XD
That was before Vazkii told me a way to ensure that without making a silly name. But it was already too late XD
Sleepy? =P
will do.
Awesome!
That's good to know, thanks
Let me know how that goes
Haven't had much feedback on it so I don't know if people are using it or not =P
And finally, it could be really useful if you could add a way to allow custom mobs to spawn in custom biomes. For example, say Mod A adds a mob, and Mod B adds a biome, then it would allow you to let Mod A's mob spawn in Mod B's biome.
This mod should be way more popular than it is - it is so useful!
Those a great suggestions :3
I'm working on a new mod atm, when I'm finished with that I'll try and add those :3
Something else that I think would be nice is to add a way to block certain entities from spawning. Say you don't want any creepers to spawn in your world, you could do it by black listing them :3
I don't want hectates - so I'm looking forward to that .-.
What's bbmm?
BBMM (or Building Blocks Mod Maker) is a mod that apparently lets you add blocks without knowing any modding - this is very different.
You can also remove blocks/items/recipes/smelting recipes and many other things. It has all of this mods features.
Well you can use his mod then if you think his is better =P
If you have two mods that are similar just pick the one that suits you the most
I have another suggestion - do you think you could add the ability to rename blocks/items? That would be incredibly useful.
That would be nearly impossible because of the way different mods handle naming their items and blocks (the name on the GUI for example can be handled in thousands of different ways).
You can always use the anvil to rename individual stacks though =P
I'll add TE3 ones later today
What about Thaumcraft 4 aspects for items? anyone interested?
If you have any suggestions please let me know