I was running a private server with some friends and wanted more content to put on the server without changing the playstyle that we had. We needed more tiers of resource and items, more blocks to build, more foods to plant, etc.
I started searching about a mod that let me add this kind of stuff in a easy way, maybe using a config file then I found CustomItems, a mod that had just being created by InfinityRaider that added some of this stuff, but he didn't have the intention to continue it. So I took this as an oppotunity to start modding and asked him If I could continue it, and here I am.
Features:
- Adding new Creative Tabs
- Adding new Blocks
- Adding new Items
- Adding new Crops
- Adding new Foods
- Adding new Tools
- Adding new Armor
- Adding new Fluids
- Adding new Chests
- Changing properties from existing blocks
- Changing properties from existing items
All of this can be achieved using .json files to configure your content
Properties for creating new content:
tabLabel - The label that will show when passing the mouse over the tab
iconItem - The item that will show on the creative tab
Blocks:
name - The name of the block
textureName - The texture name of the block.
creativeTab - The tab label from the tab that the block will show.
material - The block material
toolClass - The tool to mine this block. Can be left blank
resistance - How much the block is resistant to explosion
hardness - How hard is to mine this block
lightLevel - The light level from a block.
harvestLevel - The level of the pickaxe needed to mine the block. This doesn't apply to shovel blocks or axe blocks
stepSound - The sound that makes when you walk on this block.
falls - If the block falls like sand or not
renderAsNormalBlock - If the block renders as a normal block or not. Chests, glass, torches, etc have this set to false
canSilkHarvest - If harvested with a silktouch enchanted tool, will it drop the block or not? Set this to true in your glass like blocks
isOpaque - Can light pass through this block
slipperiness - How much speed the entity, passing on top of the block, will retain
maxStackSize - The max stack size for a block
breaks - If the block breaks when harvested without silkTouch, like glass
dropItemName - The name of the item that is dropped when harvesting this block. If there is a item set, the block won't drop an item block of this block.
minItemDrop - The minimum ammount of items to drop from this block
maxItemDrop - The maximum ammount of items to drop from this block
eachExtraItemDropChance - What is the chance to drop each item after the minimum ammount
multipleTextures- This is a compound propertie that can be used to make multiple textured blocks like wood, crafting tables, etc. If this propertie is set, this block textureName will be ignored and each of the textures from the multipleTexture propertie will be used.
Items:
name - The name of the item
textureName - The texture name of the item.
creativeTab - The tab label from the tab that the block will show.
maxstackSize - The maximum number on a stack
Crops:
name - The name of the crop and the seed
textureName - The texture name of the crop block and the seed.
creativeTab - The tab label from the tab that the crop and seed will show.
fruitName - The item that will be dropped as a fruit. Ex.: "minecraft:apple"
renderType - The block render type. How the block renders, like a torch or like a normal block. For crops there is two options "crops" or "flower"
dropFromGrassChance - The chance to drop the seed from grass block. min:0 max:100
dropSeedWhenMature - If false the crop wont drop seed when harvested
acceptBoneMeal - If false it wont be possible to use bonemeal in this crop
minFruitDrop - The minimum ammount of fruits to drop when harveting a mature crop.
maxFruitDrop - The maximum ammount of fruits to drop when harveting a mature crop
minSeedDrop - The minimum ammount of seeds to drop when harveting a mature crop.
maxSeedDrop - The maximum ammount of seeds to drop when harveting a mature crop.
eachExtraSeedDropChance - The chance to drop each extra seed that is more than the minimum
eachExtraFruitDropChance - The chance to drop each extra fruit that is more than the minimum
Foods:
name - The name of the food
textureName - The texture name of the food.
creativeTab - The tab label from the tab that the block will show.
healAmount - How much hunger points this food gives
saturationModifier - It is a hidden value that increases when you eat just like hunger. Your hungerbar will only start to decrease after your saturation has reached 0. For further info, check [http://minecraft.gamepedia.com/Hunger minecraft wiki]
potionEffect - Foods can have potion effect, like raw chicken or zombie flesh. This is an OPTIONAL propertie, that has its own properties. Each food can have multiple potionEffects, each with its own properties
Tools:
name - The name of the tool
textureName - The texture name of the tool.
creativeTab - The tab label from the tab that the tool will show.
maxUses - How many times this item can be used. Durability.
efficiencyOnProperMaterial - How efficienty a tool is on the proper material. ex: How fast a shovel dig sand
damageVsEntity - How much damage it does on entities (zombies, chickes, other players)
enchantability - How easily this tool will be enchanted
Armor:
name - The name of the armor
textureName - The texture name of the armor.
creativeTab - The tab label from the tab that the armor will show.
durability - How much it can take before breaking
reduction - How much damage it reduces when damaged
enchantability - How easily this armor will be enchanted
Fluids:
name - The name of the food
textureName - The texture name of the fluid.
creativeTab - The tab label from the tab that the liquid will show.
luminosity - The light level from the fluid block
density - Defines what liquids replace eachother when they meet. (like water and oil)
viscosity - How far/fast a liquid flows
isGas - Define if the fluid is gas or liquid
Properties for editing existing content:
name - The name that the item is registered. Like: "minecraft:apple"
maxStackSize - The max stack size for an item. Min:1, Max:64
toolClass - The tool to mine this block
resistance - How much the block is resistant to explosion
hardness - How hard is to mine this block
lightLevel - The light level from a block.
harvestLevel - The level of the pickaxe needed to mine the block. This doesn't apply to shovel blocks or axe blocks
slipperiness - How much speed the entity, passing on top of the block, will retain
isOpaque - Can light pass through this block
stepSound - The sound that makes when you walk on this block.
Items:
name - The name that the item is registered. Like: "minecraft:apple"
maxStackSize - The max stack size for an item.
Changelog:
1.0.8
Fixed torches not being able to be fixed on full blocks
Fixed liquids not been rendered inside tanks
Fixed slab render problemas
Fixed slab light problems
Fixed staris light problems
Fixed missing texture for prismarine
Fixed duplicated walls
Re-adding liquids luminosity. Min: 0, Max:15
Removing liquids lightLevel
1.0.7
Adding logs, slabs, stairs, fences, walls and panes
Adding oreGen biomeId
Adding metadata for blockToSpawn
Adding "changeFoods" to change properties of existing foods
Fixed liquid textures using block name instead of texturename
Fixed customCrops not breaking when trampled
Removing "fall" properties from blocks
Adding "type" propertie to block
Adding "flowLength" to fluids
Adding "lightLevel" to fluids
Removing "luminosity" from fluids
Adding some minecraft 1.8 stuff to default configs
Adding dark quartz blocks to default config files
Remake config is true by default now
1.0.6
Adding default config files that come just by installing the mod
Addind forge config option to disable reloading of default config files
Adding simple oreGen options
Fixed no creative tab crash
1.0.5
Update forge to 1.7.10-10.13.2.1272
Adding default config files
Drop Items with "itemDamage"
Removed "renderAsNormalBlock" block propertie
Adding cfg option to add/remove default creative tab
Adding cfg option to remake default config files
Fixed blocks becoming transparent when breaking it
Fixed food without effects crashing the game
Fixed drop items not droping from blocks
Fixed drop items not droping from crops
1.0.4
Added custom chests
Added Falling Blocks
Added Drops from blocks
Added Multi textured blocks
Added Multiple food effects
Added "Changing" some properties from existing blocks
I give permission for everyone to use this mod in their modpacks and servers (private or public).
It's not necessary, but I do like to see what people have done with my mods, so if possible post in this thread about what you have done or your experience with the mod. Just to be clear, this is optional.
It's also possible to contribute with the mod posting examples of what you did in the wiki.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/9/2013
Posts:
46
Member Details
How to add a single item to the game without using any custom resourcepack?
Is it even possible?
I just wanna to add coin items to my RPG-based server, without any special attribute.
I have tried to add the .png file to my 1.7.10-Forge10.13.0.1208.jar file, but the texture is not showed in the game. The item is succesfully created from the .json file in the config\customItems folder. But it is using blank texture (like purple and black chess shaped square).
EDIT:
I can't even make the texture appear using a custom resourcepack. Please provide the tutorial step-by-step sir, to make the texture appear.
Now create a resource pack and in the "yourResourcePack/assets/customitems/textures/items" folder add a 16x16 texture file named coinGold.png.
to let Minecraft now this is a texture pack add a file named pack.mcmeta in the yourResourcePack" folder containing this:
Then in Minecraft go to options -> resource packs and enable your resourcepack
Thanks. A. Lot!
The only things that is different from your method and my last method is the .json file name in the config folder, and .png file name.
Last time I tried using "Example.json", and using "BronzeCoin.png" in the textures folder.
So we need to exactly use "customitems.json" and non-capital case for the first letter at .png name in order for the textures to be displayed in game?
The Meaning of Life, the Universe, and Everything.
Join Date:
10/9/2013
Posts:
46
Member Details
Good to know.
Another curiosity, is there a way to set item IDs manually? I mean the IDs of custom items added by CI mod.
For example, I add 3 coin items:
Iron Coin, Gold Coin, and Diamond Coin.
It will be good to set the item ID sorted from Iron, Gold, and then the Diamond Coin. So that the items will be sorted in that way in creative tab.
As for now, the ID will be set randomly, even if I sort list the items in .json file, that will give no effect to item IDs.
It might ended up sorted to Diamond -> Iron -> Gold. Totally random.
If by id you mean "customitems:coin" yes. It is the name of the item without space and on lowercase. ex: "Super Coin" would be "customitems:super_coin"
The Meaning of Life, the Universe, and Everything.
Join Date:
10/9/2013
Posts:
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Member Details
I mean the number ID. Like 1 for Stone, 2 for Grass Block.
Because creative tab read the number ID to sort the items. And also I'm using some auto-sorting plugin that reads the item number ID to auto-sort the items.
I mean the number ID. Like 1 for Stone, 2 for Grass Block.
Because creative tab read the number ID to sort the items. And also I'm using some auto-sorting plugin that reads the item number ID to auto-sort the items.
Well, I can't force an item to have a specific id, but I could make a property that defines the order CI items will be registered. So you would have your items sorted by this.
Well, I can't force an item to have a specific id, but I could make a property that defines the order CI items will be registered. So you would have your items sorted by this.
Is that what you need?
Yes, its okay as long as I can sort the item.
EDIT:
Oh, and just to let you know, I found a way to sort the item ID registration. Just add the items in the .json file 1 by 1, that way you can sort the item IDs.
But it is taking a much more time, because you need to do a lot of server restarts if you add more items.
Add item 1 -> Start the server -> Shut down the server -> Add item 2 -> Start the server -> Shut down the server -> Add item 3...
About:
Features:
- Adding new Creative Tabs
- Adding new Blocks
- Adding new Items
- Adding new Crops
- Adding new Foods
- Adding new Tools
- Adding new Armor
- Adding new Fluids
- Adding new Chests
- Changing properties from existing blocks
- Changing properties from existing items
All of this can be achieved using .json files to configure your content
Properties for creating new content:
Blocks:
Items:
Crops:
Foods:
Tools:
Armor:
Fluids:
Properties for editing existing content:
Items:
Changelog:
1.0.8
1.0.7
1.0.6
1.0.5
1.0.4
Examples:
Wiki:
http://customitems.otho.me/
SourceCode:
https://github.com/0tho/CustomItems
Bug reports / Suggestions:
https://github.com/0tho/CustomItems/issues
License/Modpack permissions:
This mod is licensed under GNU GPL v2.0
I give permission for everyone to use this mod in their modpacks and servers (private or public).
It's not necessary, but I do like to see what people have done with my mods, so if possible post in this thread about what you have done or your experience with the mod. Just to be clear, this is optional.
It's also possible to contribute with the mod posting examples of what you did in the wiki.
Download:
You should give it a look
Follow on Twitter
how about wiki? https://github.com/0tho/CustomItems/wiki/Config-files
Hell is unfair,Life is unfair.The Life is equal to Hell
This mod doesn't intend to support new Biomes or any kind of world gen
You should give it a look
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Okay, how about support for new TiC materials? Doesn't have to be implemented immediately, I can kinda see this one take a while.
I have to test, but it should be possible to configure in CI new liquids/items to put in the modtweaker tinkers recipes
You should give it a look
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Pretty much.
All the features for version 1.0 are on the mod.
For this version I will not add more features. I just want to fix any bugs that may appear and test it.
After some more testing I will release the mod not anymore as a beta mod.
You should give it a look
Follow on Twitter
Is it even possible?
I just wanna to add coin items to my RPG-based server, without any special attribute.
I have tried to add the .png file to my 1.7.10-Forge10.13.0.1208.jar file, but the texture is not showed in the game. The item is succesfully created from the .json file in the config\customItems folder. But it is using blank texture (like purple and black chess shaped square).
EDIT:
I can't even make the texture appear using a custom resourcepack. Please provide the tutorial step-by-step sir, to make the texture appear.
Thanks. A. Lot!
The only things that is different from your method and my last method is the .json file name in the config folder, and .png file name.
Last time I tried using "Example.json", and using "BronzeCoin.png" in the textures folder.
So we need to exactly use "customitems.json" and non-capital case for the first letter at .png name in order for the textures to be displayed in game?
For the textures you can now name it as you want, but they need to be in a path like this:
"yourInstanceFolder/resourcepacks/yourCustomPack/assets/customitems/textures/items/texture.png"
Multiple items can reference to the same texture file.
You should give it a look
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Can we add the textures to Minecraft default resource pack?
You should give it a look
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Here is my example config file.
To add you textures inside CI jar. You have to make a folder like with the below structure and put it inside CI jar.
assets/
You should give it a look
Follow on Twitter
Another curiosity, is there a way to set item IDs manually? I mean the IDs of custom items added by CI mod.
For example, I add 3 coin items:
Iron Coin, Gold Coin, and Diamond Coin.
It will be good to set the item ID sorted from Iron, Gold, and then the Diamond Coin. So that the items will be sorted in that way in creative tab.
As for now, the ID will be set randomly, even if I sort list the items in .json file, that will give no effect to item IDs.
It might ended up sorted to Diamond -> Iron -> Gold. Totally random.
If by id you mean its number like 1 for stone. No
Why would u need that?
You should give it a look
Follow on Twitter
Because creative tab read the number ID to sort the items. And also I'm using some auto-sorting plugin that reads the item number ID to auto-sort the items.
Well, I can't force an item to have a specific id, but I could make a property that defines the order CI items will be registered. So you would have your items sorted by this.
Is that what you need?
You should give it a look
Follow on Twitter
Yes, its okay as long as I can sort the item.
EDIT:
Oh, and just to let you know, I found a way to sort the item ID registration. Just add the items in the .json file 1 by 1, that way you can sort the item IDs.
But it is taking a much more time, because you need to do a lot of server restarts if you add more items.
Add item 1 -> Start the server -> Shut down the server -> Add item 2 -> Start the server -> Shut down the server -> Add item 3...