In the Foods configuration there is an attribute called "dropItemName". You will be able to specify what you will get returned after consuming the food related item.
This will be perfect, in conjunction with mineTweaker, for making a currency for my server. I was going to wait for [sponge] to be beyond beta and for at least 1 survival-oriented protection plugin to be released before before getting said server going again (it's currently shut down on account of-I-just-don't-care-to-keep-it-going-as-outdated-as-it-is). Now I can get an economy going without needing the Sponge API equivalent of Essentials' sign shop feature. Thanks! If I like this enough, I might be willing to make a one-time donation, although I didn't happen to take notice of how I might do that (I usually glance over things like pateron links and the like.)
Ok it's been several months since I last checked this mod... It has gone so awesome! I'd really like to add it to one of my planned mod packs to add custom crafting components for all the machines. (Nuuuu you can't make those op lazor drills without making dat ic2 iridium for a super lazor emittar and u will also needa mekanism obsidan ingot 4 dat stuff)
Quick question: Is it possible to make tools/armor require RF Power to work?
And is it possible to make different armor pieces give invincibility to certain damage types? I.E. Wearing a chestplate negates lava/fire damage, wearing a helmet prevents suffocation damage, wearing boots prevents fall damage, and wearing leggings prevents... uh... potion (magic) damage?
EDIT: Is infinite durability possible?
DOUBLEEDIT: Can fluids have effects tied to them, i.e. when you swim in it can you get an effect? And can that effect be randomized?
kool looking forward to the updates great work so far looking forward to see what else you got planned
EDIT
Ok so trying to use this mod with Jsonables which is an addon to tinkers construct and it doesnt seam to reconise this mods fluids for smeltery fuels can i ask does this mod add fluids to the forge fluid registry or not?
I am going to say it right off, I am not a programer but I have a little understand how it works. It does look like the mod does register fluids through Forge's FluidRegistry. What I will say is whether it does or does not register it correctly is unknown to me. From what I have read, custom fluids in this mod is still experimental. Sorry this isn't quite what you where hoping to hear or it took a while for a response.
Quick question: Is it possible to make tools/armor require RF Power to work?
And is it possible to make different armor pieces give invincibility to certain damage types? I.E. Wearing a chestplate negates lava/fire damage, wearing a helmet prevents suffocation damage, wearing boots prevents fall damage, and wearing leggings prevents... uh... potion (magic) damage?
EDIT: Is infinite durability possible?
DOUBLEEDIT: Can fluids have effects tied to them, i.e. when you swim in it can you get an effect? And can that effect be randomized?
Quick Answer: Not at the moment for RF Power. At the moment for special effects for armor pieces, not to my knowledge. What I can say is it maybe possible with this mod along with Accidentally Circumstantial Events (ACE). It is a mod that adds condition events for something happening in Minecraft, id est a custom armor (armour) in inventory will result in an potion effect or something similar. Grant yes I am advertising another mod but it is a good compliment for this MetaMod - Customitems. Do note though the rendering for custom armor (armour) is a little buggy.
Edit: Add an enchainment maybe through Minetweaker with the crafting. I have not done much with it except for basic recipes though there is some more complex things you can do with it.
Double Edit: Effects for fluids has been a suggested idea in the works. It is unknown which upcoming version it will be implementation.
Stack size and some other properties can be changed to existing block. Documentation for it is on the wiki or the following link. - Change Existing Blocks -.
For name changing of a block, I recommend having a look into Minetweaker. - Item/Block Renaming - This should be what your looking for. Don't be intimidated by the .zs file type, it is pretty easy to understand if you know how .json files work. Like with this mod .
Getting the "java.lang.NoClassDefFoundError: me/otho/customItems/compability/NEICustomItemsConfig" error with 1.0.9 beta. Can you release a fix for this? I know you said you wanted to fix it with 1.0.10, but it's been a few months...
According to the wiki, this should overwrite the default drop tables for leaf blocks on trees, and give them a chance to drop sticks. This configuration follows the wiki example almost exactly, yet for some reason does not work. What am I doing wrong?
I am new to this mod and I love what it offers. I have been having some trouble along the same lines as dizzysoul. Using the same json code they posted above I was able to get sticks to drop from oak leaves. However they still drop apples and saplings even though I have the override being true. Also, I always get a stick on the first leaf block of each tree, but after that it's very rare to get additional sticks from the same tree. Can anyone help fix? I have changed the chance anywhere from 1 all the way to 1000 and it doesn't seem to matter. Thanks in advance.
I can't seem to get the textures working. I don't want to make a resourcepack and I don't want to edit the jar. I tried to use the Resource Loader to load my textures, but it still isn't working. The Path for my texture is: alderia:textures/blocks/molten_NetherStar.png. This doesn't work. Anyone got experience?
@Tschipp
In my limited experience I am not sure there is another way besides a texture pack or editing the jar. May I ask why you don't want to edit the jar? It is very simple and will not harm anything. You could always make a copy of the jar for customitems and if you ever want to revert back to the original just swap the files in your mod folder.
@1998hazard
From what I have seen, the mod adds in the ID's in the order that you have created them. Adding new blocks or items will not alter the ID's of the previously created ones. Things to note: 1.) Changing the name of a previously created item will change it's ID and remove it from the world. 2.) Changing a previously created item's json file location will also change its ID.
Thank you very much! NOW I can make Lon Lon Milk for my Zelda themed Survival!
Is it possible to *prevent* an item from dropping?
For example, if a mod adds where spruce leaves drop pine cones, is there a way to tell it to have the spruce leaves not drop pine cones?
At moment you cant only prevent one item from falling. You have to override everything else and redo what you want to drop
You should give it a look
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This will be perfect, in conjunction with mineTweaker, for making a currency for my server. I was going to wait for [sponge] to be beyond beta and for at least 1 survival-oriented protection plugin to be released before before getting said server going again (it's currently shut down on account of-I-just-don't-care-to-keep-it-going-as-outdated-as-it-is). Now I can get an economy going without needing the Sponge API equivalent of Essentials' sign shop feature. Thanks! If I like this enough, I might be willing to make a one-time donation, although I didn't happen to take notice of how I might do that (I usually glance over things like pateron links and the like.)
I got an odd crash when exploring my world between this and NetherOres: http://pastebin.com/Utqg53rx
I haven't even touched customitems json files yet, but this happens. I've sent this to the devs of NetherOres as well to see if either can fix it.
Forge: 1395
我はメシアなり!
A lot of people are getting this bug =/
I added in 1.0.9 a code that is fired when a block is destroyed, since I added it there has being some bug when both CI and NetherOres are installed.
You should give it a look
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Yes, it is possible. Go in configs/customitems.cfg, and change "remake" to false
You should give it a look
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1) It is possible, I will add it to my "ideas list"
2) Doors is something that is planned for 1.0.10, and I am not sure when I will be able to finish it.
You should give it a look
Follow on Twitter
Ok it's been several months since I last checked this mod... It has gone so awesome! I'd really like to add it to one of my planned mod packs to add custom crafting components for all the machines. (Nuuuu you can't make those op lazor drills without making dat ic2 iridium for a super lazor emittar and u will also needa mekanism obsidan ingot 4 dat stuff)
Quick question: Is it possible to make tools/armor require RF Power to work?
And is it possible to make different armor pieces give invincibility to certain damage types? I.E. Wearing a chestplate negates lava/fire damage, wearing a helmet prevents suffocation damage, wearing boots prevents fall damage, and wearing leggings prevents... uh... potion (magic) damage?
EDIT: Is infinite durability possible?
DOUBLEEDIT: Can fluids have effects tied to them, i.e. when you swim in it can you get an effect? And can that effect be randomized?
I am going to say it right off, I am not a programer but I have a little understand how it works. It does look like the mod does register fluids through Forge's FluidRegistry. What I will say is whether it does or does not register it correctly is unknown to me. From what I have read, custom fluids in this mod is still experimental. Sorry this isn't quite what you where hoping to hear or it took a while for a response.
Quick Answer: Not at the moment for RF Power. At the moment for special effects for armor pieces, not to my knowledge. What I can say is it maybe possible with this mod along with Accidentally Circumstantial Events (ACE). It is a mod that adds condition events for something happening in Minecraft, id est a custom armor (armour) in inventory will result in an potion effect or something similar. Grant yes I am advertising another mod but it is a good compliment for this MetaMod - Customitems. Do note though the rendering for custom armor (armour) is a little buggy.
Edit: Add an enchainment maybe through Minetweaker with the crafting. I have not done much with it except for basic recipes though there is some more complex things you can do with it.
Double Edit: Effects for fluids has been a suggested idea in the works. It is unknown which upcoming version it will be implementation.
Stack size and some other properties can be changed to existing block. Documentation for it is on the wiki or the following link. - Change Existing Blocks -.
For name changing of a block, I recommend having a look into Minetweaker. - Item/Block Renaming - This should be what your looking for. Don't be intimidated by the .zs file type, it is pretty easy to understand if you know how .json files work. Like with this mod
.
Getting the "java.lang.NoClassDefFoundError: me/otho/customItems/compability/NEICustomItemsConfig" error with 1.0.9 beta. Can you release a fix for this? I know you said you wanted to fix it with 1.0.10, but it's been a few months...
Simply awesome , can't wait update
First of all, thank you very much for this mod! I hope I can get it to work, but I'm having trouble.
I'm trying to add sticks as a drop item for leaf blocks, using the following .json:
According to the wiki, this should overwrite the default drop tables for leaf blocks on trees, and give them a chance to drop sticks. This configuration follows the wiki example almost exactly, yet for some reason does not work. What am I doing wrong?
I can't seem to figure out how to add items to the ore dictionary registry.
Hi all,
I am new to this mod and I love what it offers. I have been having some trouble along the same lines as dizzysoul. Using the same json code they posted above I was able to get sticks to drop from oak leaves. However they still drop apples and saplings even though I have the override being true. Also, I always get a stick on the first leaf block of each tree, but after that it's very rare to get additional sticks from the same tree. Can anyone help fix? I have changed the chance anywhere from 1 all the way to 1000 and it doesn't seem to matter. Thanks in advance.
-Gonduin
I can't seem to get the textures working. I don't want to make a resourcepack and I don't want to edit the jar. I tried to use the Resource Loader to load my textures, but it still isn't working. The Path for my texture is: alderia:textures/blocks/molten_NetherStar.png. This doesn't work. Anyone got experience?
It's pronounced "chip".
@Tschipp
In my limited experience I am not sure there is another way besides a texture pack or editing the jar. May I ask why you don't want to edit the jar? It is very simple and will not harm anything. You could always make a copy of the jar for customitems and if you ever want to revert back to the original just swap the files in your mod folder.
@1998hazard
From what I have seen, the mod adds in the ID's in the order that you have created them. Adding new blocks or items will not alter the ID's of the previously created ones. Things to note: 1.) Changing the name of a previously created item will change it's ID and remove it from the world. 2.) Changing a previously created item's json file location will also change its ID.
No, if you leave the rest of the json unaltered, adding a new block will not change the previous ID's.