This mod is now updated for 1.11! As a result, much of the documentation and file format information has changed. Please be aware of this and read all the available documentation before reporting any issues/bugs!
Changes: Behind the scenes changes on how traits are handled, shouldn't affect end user experience Removed the hard dependency on ResourceLoader as it was causing issues
Additions:
Added the edible trait for items, to allow for creating new food sources
Changes:
Re-wrote the internal trait system, again. No changes to file format, but traits can have a defined directly with no variants instead of explicitly defining the default tag. Check the wiki for information
Expanded the Bounding Box trait, now allows for setting both the collision bounding box and the selection bounding box
How can i make a block emit light-level depending on the redstone strength?
For example, if redstone power is 5 when it touches the block, the block will emit light at level 5.
How can I make fortune enchantments work on my ore/block?
So, is anyone actually maintaining this now? Snow hasn't released or posted anything since he claimed to take over development.
There is your answer.
Can you point me in the direction of a mod you reference?
How do i add weapons?
I know the CustomStuff 2 mod is available for 1.7.10
Does anyone know if it is possible to make a custom block that is place-able on water like a lily pad?
Nevermind.
Gonna make an addon for TConstruct/Thermal exp. using Quadrum and Mine/Modtweaker without actual coding. Awesome mod, but wiki is little empty
hey why is it only for 1.7.10 why not 1.10.2
Oooh, exciting news everyone!
This mod is now updated for 1.11! As a result, much of the documentation and file format information has changed. Please be aware of this and read all the available documentation before reporting any issues/bugs!
And already we're shooting out of the gate with the release of v0.2.0!
Additions:
Added Lore support to blocks
Added Ore Dictionary support to blocks and items
Changes:
File format changes, documentation can be found on the GitHub Wiki
Changed Lore to be an actual trait, with support for variations
Quadrum v.0.3.0 released!
Changes:
Behind the scenes changes on how traits are handled, shouldn't affect end user experience
Removed the hard dependency on ResourceLoader as it was causing issues
Aaww geez, looks like I released v0.4.0
Additions:
Added the edible trait for items, to allow for creating new food sources
Changes:
Re-wrote the internal trait system, again. No changes to file format, but traits can have a defined directly with no variants instead of explicitly defining the default tag. Check the wiki for information
Expanded the Bounding Box trait, now allows for setting both the collision bounding box and the selection bounding box
Aaaaand the train keeps on rolling with the release of v0.5.0
Additions:
Added Visual trait for Items
Added gravity tag to Block's Physical trait, allowing it to fall like Sand or Gravel
Changes:
Edible is now Consumable, and supports more generic options like whether it's a food source, and what Item it returns after consumption
The release train keeps right on rolling
Additions:
Added Redstone Trait for Blocks
Added Visual Trait for Blocks
Added Particle Trait for Blocks
Choo-choooooooooo
v0.7.0!
ADDITIONS:
Added Block Trait for defining Item drops
Added Block Trait for defining required Harvest Level (Tool type and Tool strength)
Things like slabs and stairs aren't necessarily able to be created yet. I'm working on it
Quick release of 0.7.1:
Temporarily disable ability to define custom creative tab. (#35)