Hmm, I get the texture from the top face of the block with the given metadata, so I'm surprised that it's not working. Yeah, it doesn't have to do with the texture location; I use a method that gets the icon from the block itself.
I'm not too concerned. I found a temporary workaround: to make a new block in Loot++ (a "placeholder block") using the same texture. Then I tell Loot++ that the stairs are based on the new placeholder block and it textures them properly.
Oh yeah, actually, it looks like it's rendering in the same place, but
the furnace is rendering on top of it. That could be because I made it
render in the alpha pass (so it's possible to add transparent furnaces).
Oh, ok. I'll have to play with my transparencies a bit more, I guess.
Actually there was a strange bug with block drops which seemed to make random drops not work; If you added more it will shift which ones didn't work. I have fixed that in the version that I am uploading right now.
And about that new version...
Update for the 1.7.10 version!
I fixed a few little bugs, and also added the ability for bows to shoot throwable items. I also added the option for bows to not require ammo (by setting arrows fired to 0). As always, if you find any bugs, make sure to let me know!
Okay, good to know. And thanks for the update. Also, I was wondering; Could you could make it possible to change where the mod gets the textures for new blocks added by the mod, for the next update? I plan to add a lot of blocks and edit the textures allot, and I'd really like to be able to find the textures easily, rather than search through all the default block textures.
How does one remove a specific shapeless recipe in Loot++?
Underground Biomes adds a recipe wherein 9 of its lignite items turn into one minecraft:coal. I want to remove this recipe, but I don't want to remove all recipes that output minecraft:coal. I tried removing the lignite recipe as a shaped recipe, but Loot++ said it couldn't find the recipe. However, the recipe still exists. I suspect that Underground Biomes has registered the recipe as a shapeless recipe.
I also tried using the same recipe code in the "remove" section that I would use in the "add_shapeless" section:
This is my new favorite mod. Like Minetweaker, Quadrum, and custom commandblock rigs all rolled into one. Haven't delved too deep into it yet, but from combing the configs and addons, it looks like an insanely useful tool!
I have a problem and a question:
This code works in the config, but when I retrofit it into the ruby obsession addon, it says that it's has wrong number of parts.
And a question (more of a request): Could there also be item effect events for left and right-click? Some commands like playsound don't work so well with the digging event, since it triggers so often.
Okay, good to know. And thanks for the update. Also, I was wondering; Could you could make it possible to change where the mod gets the textures for new blocks added by the mod, for the next update? I plan to add a lot of blocks and edit the textures allot, and I'd really like to be able to find the textures easily, rather than search through all the default block textures.
Yeah, you can add textures inside of other folders with <modid>:folder/folder/texture. If you just have the texture name texture.png, the game assumes that it is in the folder assets/minecraft/textures/blocks/texture.png, but if you do, say, specialblocks:texture.png, it will look in assets/specialblocks/textures/blocks/texture.png. Also, if you have a folder like specialblocks:sandstone/texture.png, it will look in assets/specialblocks/textures/blocks/sandstone/texture.png.
How does one remove a specific shapeless recipe in Loot++?
Underground Biomes adds a recipe wherein 9 of its lignite items turn into one minecraft:coal. I want to remove this recipe, but I don't want to remove all recipes that output minecraft:coal. I tried removing the lignite recipe as a shaped recipe, but Loot++ said it couldn't find the recipe. However, the recipe still exists. I suspect that Underground Biomes has registered the recipe as a shapeless recipe.
I also tried using the same recipe code in the "remove" section that I would use in the "add_shapeless" section:
This is my new favorite mod. Like Minetweaker, Quadrum, and custom commandblock rigs all rolled into one. Haven't delved too deep into it yet, but from combing the configs and addons, it looks like an insanely useful tool!
I have a problem and a question:
This code works in the config, but when I retrofit it into the ruby obsession addon, it says that it's has wrong number of parts.
And a question (more of a request): Could there also be item effect events for left and right-click? Some commands like playsound don't work so well with the digging event, since it triggers so often.
I'm guessing you have Loot++ for 1.8...
You did put it in the command section, not the effect section, right?
Hmm, that's not a bad suggestion, and maybe another event for when releasing right click for things like shooting a bow.
Hi! I have a question about using loot++ in 1.8 lucly blocl addon. Only for the experimental purpose, I copied one of the weapons from Spiral Lucky Block and pasted into other Lucky Block addon. Then, I changed The name "spiral.big_blue_blade" into "fantasia.the_large_ocean_sword" and also changed attack damage, texture, etc. Then I ran Minecraft and check if it worked properly, but then I noticed that the item remained at Spiral Lucky Block item category, only modified. So after I deleted the copied files I thought there must be a code that defines its ID, and if I change that code then even the copied item can stay in the new category, not Spiral. So I'm asking: Where are that codes in the config if there is one? If there aren't one, then How do I make a COMPLETELY new weapon/armor by coding? What should I code to give numbered ID to my item and how do I locate my item in a creative tab I want to put it in? I just don't want my loots getting united the existing files in coincidence, and I swear I'm not gonna use it for copying items.
Hi! I have a question about using loot++ in 1.8 lucly blocl addon. Only for the experimental purpose, I copied one of the weapons from Spiral Lucky Block and pasted into other Lucky Block addon. Then, I changed The name "spiral.big_blue_blade" into "fantasia.the_large_ocean_sword" and also changed attack damage, texture, etc. Then I ran Minecraft and check if it worked properly, but then I noticed that the item remained at Spiral Lucky Block item category, only modified. So after I deleted the copied files I thought there must be a code that defines its ID, and if I change that code then even the copied item can stay in the new category, not Spiral. So I'm asking: Where are that codes in the config if there is one? If there aren't one, then How do I make a COMPLETELY new weapon/armor by coding? What should I code to give numbered ID to my item and how do I locate my item in a creative tab I want to put it in? I just don't want my loots getting united the existing files in coincidence, and I swear I'm not gonna use it for copying items.
Hi, sounds like you almost got it working. You just need to change the name of the creative tab it's in, and you should be good. You can do that in general/creative_menu_additions.txt.
Just FYI, items and blocks no longer use numerical IDs in 1.8 (well they do, but it changes per world, so it's not good to use). They have string ids, which this mod creates by taking the name you gave it and putting a lootplusplus: in front. So if you named your sword "fantasia.the_large_ocean_sword", then the item will be called lootplusplus:fantasia.the_large_ocean_sword, which you can use in the /give command and such, which you probably already figured out.
Speaking of metadata, is there a way to do a block addition with metadata, e.g. lootplusplus:my_block, meta 0; lootplusplus:my_block, meta 1, and so on?
Lastly, there seems to be an error in server-client communication for furnaces if the display name is too long. I'm using Loot++ v.0.20 for 1.7.10. Here are two new furnaces I defined:
In a server world, I placed down each of these furnaces. I can right-click on the basalt furnace, and it brings up the GUI and allows me to operate it as normal. However, upon right-clicking the black granite furnace, I am kicked out of the world and my client displays this error:
Internal Exception: io.netty.handler.codec.DecoderException: java.io.IOException: The received string length is longer than maximum allowed (33 > 32)
Oddly enough, I can interact with and use the black granite furnace just fine in a singleplayer world.
Shortening the display name to "Black Granite Cobble Furnace" allowed me to use the furnace on the server with no trouble. I haven't tested whether creating a crafting table with a display name > 32 characters would result in the same error. Walls, stairs, buttons, and the like seem to play fine with display names longer than 32 characters.
Hi, I'm encountering a problem where recipes exist in game (show up in NEI and don't print errors), but nothing can actually be crafted in game, and specifically in Loot++ 1.2 on 1.8.0. Also, I'm running forge version 11.14.4.1563.
Everything works fine in Loot++ 1.1.1 on 1.8.0, but not when I change versions. All the items/blocks also exist and show up in game properly. All the other configs transferred properly between versions. It doesn't appear as if the format for recipes has changed, so I can't imagine what it is that I'm doing wrong.
Here are some images to try to show the problem better-
lootplusplus:st_thr_knife_____32_____0_____{}_____ a ,bcb, d _____a_____minecraft:cobblestone_____-1_____{}_____b_____minecraft:flint_____0_____{}_____c_____minecraft:string_____0_____{}_____d_____minecraft:stick_____0_____{}
Hi, sounds like you almost got it working. You just need to change the name of the creative tab it's in, and you should be good. You can do that in general/creative_menu_additions.txt.
Just FYI, items and blocks no longer use numerical IDs in 1.8 (well they do, but it changes per world, so it's not good to use). They have string ids, which this mod creates by taking the name you gave it and putting a lootplusplus: in front. So if you named your sword "fantasia.the_large_ocean_sword", then the item will be called lootplusplus:fantasia.the_large_ocean_sword, which you can use in the /give command and such, which you probably already figured out.
Ehhh....I made a new armor set, and I made the texture of it. But sadly, when I run Minecraft, only the chestplate has the missing texture. However, the model when you wear the chesplate was fine. So I checked all the files that are related to that chesplate, but everything was fine. The chesplate's ID is "fantasia.fantasia_chesplate", and the model of that item's code was:
using the 1.8.9 version attempting to replace the bed recipe with one that uses a netherstar. trying to first remove the bed recipe by editing the last part of the recipes.cfg:
removing {
S:"Recipes to remove:" <
>
}
i've tried inputting several variations of what i think should work(minecraft:bed, bed, 355), the only result being the cfg get refreshed...
also foreseeing problems with creating a recipe so if it's a quick thing please help.
EDIT.. got it now;) i wasn't including the prefix "S:"
Speaking of metadata, is there a way to do a block addition with metadata, e.g. lootplusplus:my_block, meta 0; lootplusplus:my_block, meta 1, and so on?
Lastly, there seems to be an error in server-client communication for furnaces if the display name is too long. I'm using Loot++ v.0.20 for 1.7.10. Here are two new furnaces I defined:
In a server world, I placed down each of these furnaces. I can right-click on the basalt furnace, and it brings up the GUI and allows me to operate it as normal. However, upon right-clicking the black granite furnace, I am kicked out of the world and my client displays this error:
Internal Exception: io.netty.handler.codec.DecoderException: java.io.IOException: The received string length is longer than maximum allowed (33 > 32)
Oddly enough, I can interact with and use the black granite furnace just fine in a singleplayer world.
Shortening the display name to "Black Granite Cobble Furnace" allowed me to use the furnace on the server with no trouble. I haven't tested whether creating a crafting table with a display name > 32 characters would result in the same error. Walls, stairs, buttons, and the like seem to play fine with display names longer than 32 characters.
Thank you.
Hey, no, there's no metadata block in 1.7.10 (but there is in 1.8).
Hmm, so long item names aren't working well? I don't think I've ever made a furnace with a name that long =P. I used mostly the same code as the vanilla game to make the furnaces, including the packets, so it sounds like that is a problem in the vanilla packets for the furnace (which I can't fix). So I guess just keep the name under 32 characters.
Hi, I'm encountering a problem where recipes exist in game (show up in NEI and don't print errors), but nothing can actually be crafted in game, and specifically in Loot++ 1.2 on 1.8.0. Also, I'm running forge version 11.14.4.1563.
Everything works fine in Loot++ 1.1.1 on 1.8.0, but not when I change versions. All the items/blocks also exist and show up in game properly. All the other configs transferred properly between versions. It doesn't appear as if the format for recipes has changed, so I can't imagine what it is that I'm doing wrong.
Here are some images to try to show the problem better-
lootplusplus:st_thr_knife_____32_____0_____{}_____ a ,bcb, d _____a_____minecraft:cobblestone_____-1_____{}_____b_____minecraft:flint_____0_____{}_____c_____minecraft:string_____0_____{}_____d_____minecraft:stick_____0_____{}
Ehhh....I made a new armor set, and I made the texture of it. But sadly, when I run Minecraft, only the chestplate has the missing texture. However, the model when you wear the chesplate was fine. So I checked all the files that are related to that chesplate, but everything was fine. The chesplate's ID is "fantasia.fantasia_chesplate", and the model of that item's code was:
using the 1.8.9 version attempting to replace the bed recipe with one that uses a netherstar. trying to first remove the bed recipe by editing the last part of the recipes.cfg:
removing {
S:"Recipes to remove:" <
>
}
i've tried inputting several variations of what i think should work(minecraft:bed, bed, 355), the only result being the cfg get refreshed...
also foreseeing problems with creating a recipe so if it's a quick thing please help.
EDIT.. got it now;) i wasn't including the prefix "S:"
i needed
removing {
S:"Recipes to remove:" <
S;bed
>
}
now off to try the other bit
No, it shouldn't have the S: there, it should be just minecraft:bed... maybe try giving it a metadata value with minecraft:bed_____0. Sometimes it can be a bit finicky.
No, it shouldn't have the S: there, it should be just minecraft:bed... maybe try giving it a metadata value with minecraft:bed_____0. Sometimes it can be a bit finicky.
thanks, i tried this but there was no discernible difference:/
also here's how i'm attempting to test add a bed recipe
add_shaped {
S:"Recipes to add:" <
minecraft:bed_____1_____0_____{}_____wwn,ppp_____w_____minecraft:egg_____0_____{}_____n_____minecraft:diamond_____0_____{}_____p_____minecraft:apple_____0_____{}
>
}
erk
...
if i input the example recipe for a diamond pickaxe with sugar cane:
add_shaped {
S:"Recipes to add:" <
minecraft:diamond_axe_____1_____0_____{}_____dd,ds, s_____d_____minecraft:diamond_____0_____{}_____s_____minecraft:reeds_____0_____{}
>
}
i get no change in game, no errors listed, but no recipe either...
i've solved my issue using another mod, though i do like the apparent multitude of options this offers, is there anyway to use this mod to nerf mob xp drops? if not maybe consider adding this;)
Hey, do you have a texture called "fantasia.fantasia_chestplate.png" in the assets/lootplusplus/textures/items folder? Otherwise, it looks good. =)
Yes. I put the texture in the items folder with other textures. But only the chesplate is messed up, and other items are showing nicely. I don't know what should I do!
i've solved my issue using another mod, though i do like the apparent multitude of options this offers, is there anyway to use this mod to nerf mob xp drops? if not maybe consider adding this;)
Hmm, yeah, it seems like there is a problem with recipes not working (but still showing up in NEI somehow) in 1.8.9. No, there is no option to nerf xp drops. I would suggest Mob Properties for that... but Toast hasn't updated it to 1.8 yet.
Yes. I put the texture in the items folder with other textures. But only the chesplate is messed up, and other items are showing nicely. I don't know what should I do!
Hmm...
Ok, first of all, what is the entry to add the item? Make sure the item name matches the name of the model file. Also, when you load the game, do you see any output in the console about problems loading the file? If it has a problem, it would print out there.
Hmm, yeah, it seems like there is a problem with recipes not working (but still showing up in NEI somehow) in 1.8.9. No, there is no option to nerf xp drops. I would suggest Mob Properties for that... but Toast hasn't updated it to 1.8 yet.
great to know that that thing exists even, was searching for an hour yesterday but as people that know me know i'm just useless as searching and finding, all i could find was ways to get more xp just searched to see about toasts activity and it seems there are still things happening (thought they may have given up by now;) though my guess is it's more likely that updates are pending until 1.9...
Ok, first of all, what is the entry to add the item? Make sure the item name matches the name of the model file. Also, when you load the game, do you see any output in the console about problems loading the file? If it has a problem, it would print out there.
I looked at the problems.txt and it said:
The following problems were encountered while loading the config files:
item_additions.cfg 'add_materials' #9: Problem while loading one of these numbers: -1, 0, 12999, 0.0, 0.0, 0.0, 100
However, I was using other lucky block addons, so I erased all of the other addons except the current one I was working on. Then the problem.txt said nothing new. I'll consider it has no problems for the actual addon.
So it might be an error.....I'll just upload the working on file that I mentioned.
The following problems were encountered while loading the config files:
item_additions.cfg 'add_materials' #9: Problem while loading one of these numbers: -1, 0, 12999, 0.0, 0.0, 0.0, 100
However, I was using other lucky block addons, so I erased all of the other addons except the current one I was working on. Then the problem.txt said nothing new. I'll consider it has no problems for the actual addon.
So it might be an error.....I'll just upload the working on file that I mentioned.
I'm not too concerned. I found a temporary workaround: to make a new block in Loot++ (a "placeholder block") using the same texture. Then I tell Loot++ that the stairs are based on the new placeholder block and it textures them properly.
Oh, ok. I'll have to play with my transparencies a bit more, I guess.
Thanks.
Okay, good to know. And thanks for the update. Also, I was wondering; Could you could make it possible to change where the mod gets the textures for new blocks added by the mod, for the next update? I plan to add a lot of blocks and edit the textures allot, and I'd really like to be able to find the textures easily, rather than search through all the default block textures.
Hello,
How does one remove a specific shapeless recipe in Loot++?
Underground Biomes adds a recipe wherein 9 of its lignite items turn into one minecraft:coal. I want to remove this recipe, but I don't want to remove all recipes that output minecraft:coal. I tried removing the lignite recipe as a shaped recipe, but Loot++ said it couldn't find the recipe. However, the recipe still exists. I suspect that Underground Biomes has registered the recipe as a shapeless recipe.
I also tried using the same recipe code in the "remove" section that I would use in the "add_shapeless" section:
minecraft:coal_____1_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}_____UndergroundBiomes:ligniteCoal_____0_____{}
This causes Loot++ to complain about being unable to find items "0" and "{}".
Any guidance would be appreciated. Thank you.
I have a problem and a question:
And a question (more of a request): Could there also be item effect events for left and right-click? Some commands like playsound don't work so well with the digging event, since it triggers so often.
Yeah, you can add textures inside of other folders with <modid>:folder/folder/texture. If you just have the texture name texture.png, the game assumes that it is in the folder assets/minecraft/textures/blocks/texture.png, but if you do, say, specialblocks:texture.png, it will look in assets/specialblocks/textures/blocks/texture.png. Also, if you have a folder like specialblocks:sandstone/texture.png, it will look in assets/specialblocks/textures/blocks/sandstone/texture.png.
Ah, I actually did that myself (and added it back with 8 lignite). Here is what I had to remove it:
I'm guessing you have Loot++ for 1.8...
You did put it in the command section, not the effect section, right?
Hmm, that's not a bad suggestion, and maybe another event for when releasing right click for things like shooting a bow.
Hi! I have a question about using loot++ in 1.8 lucly blocl addon. Only for the experimental purpose, I copied one of the weapons from Spiral Lucky Block and pasted into other Lucky Block addon. Then, I changed The name "spiral.big_blue_blade" into "fantasia.the_large_ocean_sword" and also changed attack damage, texture, etc. Then I ran Minecraft and check if it worked properly, but then I noticed that the item remained at Spiral Lucky Block item category, only modified. So after I deleted the copied files I thought there must be a code that defines its ID, and if I change that code then even the copied item can stay in the new category, not Spiral. So I'm asking: Where are that codes in the config if there is one? If there aren't one, then How do I make a COMPLETELY new weapon/armor by coding? What should I code to give numbered ID to my item and how do I locate my item in a creative tab I want to put it in? I just don't want my loots getting united the existing files in coincidence, and I swear I'm not gonna use it for copying items.
Click here to get Fantasia Lucky Block!
Hi, sounds like you almost got it working. You just need to change the name of the creative tab it's in, and you should be good. You can do that in general/creative_menu_additions.txt.
Just FYI, items and blocks no longer use numerical IDs in 1.8 (well they do, but it changes per world, so it's not good to use). They have string ids, which this mod creates by taking the name you gave it and putting a lootplusplus: in front. So if you named your sword "fantasia.the_large_ocean_sword", then the item will be called lootplusplus:fantasia.the_large_ocean_sword, which you can use in the /give command and such, which you probably already figured out.
Oh, thanks! I had my metadata wrong.
Speaking of metadata, is there a way to do a block addition with metadata, e.g. lootplusplus:my_block, meta 0; lootplusplus:my_block, meta 1, and so on?
Lastly, there seems to be an error in server-client communication for furnaces if the display name is too long. I'm using Loot++ v.0.20 for 1.7.10. Here are two new furnaces I defined:
basalt_cobble_furnace_____Basalt Cobblestone Furnace_____lootplusplus:BasaltCobbleFurnaceTop_____lootplusplus:BasaltCobbleFurnaceSide_____lootplusplus:BasaltCobbleFurnaceFrontOff_____lootplusplus:BasaltCobbleFurnaceFrontOn_____rock_____2.0_____30.0_____pickaxe_____0_____0.6_____1.0_____-1
black_granite_cobble_furnace_____Black Granite Cobblestone Furnace_____lootplusplus:BlackGraniteCobbleFurnaceTop_____lootplusplus:BlackGraniteCobbleFurnaceSide_____lootplusplus:BlackGraniteCobbleFurnaceFrontOff_____lootplusplus:BlackGraniteCobbleFurnaceFrontOn_____rock_____2.0_____30.0_____pickaxe_____0_____0.6_____1.0_____-1
In a server world, I placed down each of these furnaces. I can right-click on the basalt furnace, and it brings up the GUI and allows me to operate it as normal. However, upon right-clicking the black granite furnace, I am kicked out of the world and my client displays this error:
Internal Exception: io.netty.handler.codec.DecoderException: java.io.IOException: The received string length is longer than maximum allowed (33 > 32)
Oddly enough, I can interact with and use the black granite furnace just fine in a singleplayer world.
Shortening the display name to "Black Granite Cobble Furnace" allowed me to use the furnace on the server with no trouble. I haven't tested whether creating a crafting table with a display name > 32 characters would result in the same error. Walls, stairs, buttons, and the like seem to play fine with display names longer than 32 characters.
Thank you.
Hi, I'm encountering a problem where recipes exist in game (show up in NEI and don't print errors), but nothing can actually be crafted in game, and specifically in Loot++ 1.2 on 1.8.0. Also, I'm running forge version 11.14.4.1563.
Everything works fine in Loot++ 1.1.1 on 1.8.0, but not when I change versions. All the items/blocks also exist and show up in game properly. All the other configs transferred properly between versions. It doesn't appear as if the format for recipes has changed, so I can't imagine what it is that I'm doing wrong.
Here are some images to try to show the problem better-
Some examples of how my recipes are formatted-
Shaped:
minecraft:iron_ingot_____1_____0_____{}_____aaa,aaa,aaa_____a_____lootplusplus:iron_nugget_____0_____{}
lootplusplus:st_thr_knife_____32_____0_____{}_____ a ,bcb, d _____a_____minecraft:cobblestone_____-1_____{}_____b_____minecraft:flint_____0_____{}_____c_____minecraft:string_____0_____{}_____d_____minecraft:stick_____0_____{}
Shapeless:
minecraft:clay_ball_____4_____0_____{}_____minecraft:clay_____0_____{}
minecraft:leather_____5_____0_____{}_____minecraft:leather_helmet_____0_____{}
minecraft:leather_____8_____0_____{}_____minecraft:leather_chestplate_____0_____{}
minecraft:leather_____7_____0_____{}_____minecraft:leather_leggings_____0_____{}
minecraft:leather_____4_____0_____{}_____minecraft:leather_boots_____0_____{}
I've tried running it with just Loot++, and just a couple recipes to reduce the chance of bad ones, but nothing seems to work.
I've really enjoyed this mod in the time I've had it working before, so thanks for making it and continuing to support it.
Ehhh....I made a new armor set, and I made the texture of it. But sadly, when I run Minecraft, only the chestplate has the missing texture. However, the model when you wear the chesplate was fine. So I checked all the files that are related to that chesplate, but everything was fine. The chesplate's ID is "fantasia.fantasia_chesplate", and the model of that item's code was:
{
"parent": "builtin/generated",
"textures": {
"layer0": "lootplusplus:items/fantasia.fantasia_chestplate"
},
"display": {
"thirdperson": {
"rotation": [ -90, 0, 0 ],
"translation": [ 0, 1, -3 ],
"scale": [ 0.55, 0.55, 0.55 ]
},
"firstperson": {
"rotation": [ 0, -135, 25 ],
"translation": [ 0, 4, 2 ],
"scale": [ 1.7, 1.7, 1.7 ]
}
}
}
Also, this is the code of item addition/chesplates:
fantasia.fantasia_chestplate_____Fantasia Chesplate_____lootplusplus:fantasia.fantasia_material_____lootplusplus:fantasia.fantasia_layer_1
Is there any problem in this? I wanna fix this badly
Click here to get Fantasia Lucky Block!
using the 1.8.9 version attempting to replace the bed recipe with one that uses a netherstar. trying to first remove the bed recipe by editing the last part of the recipes.cfg:
removing {
S:"Recipes to remove:" <
>
}
i've tried inputting several variations of what i think should work(minecraft:bed, bed, 355), the only result being the cfg get refreshed...
also foreseeing problems with creating a recipe so if it's a quick thing please help.
EDIT.. got it now;) i wasn't including the prefix "S:"
i needed
removing {
S:"Recipes to remove:" <
S;bed
>
}
now off to try the other bit
right, back again, the recipe for the bed still shows in JEI and i still can't get the new recipe to produce a bed:/...
Hey, no, there's no metadata block in 1.7.10 (but there is in 1.8).
Hmm, so long item names aren't working well? I don't think I've ever made a furnace with a name that long =P. I used mostly the same code as the vanilla game to make the furnaces, including the packets, so it sounds like that is a problem in the vanilla packets for the furnace (which I can't fix). So I guess just keep the name under 32 characters.
Hmm, interesting... that does look like it should work. I'll look into it.
Hey, do you have a texture called "fantasia.fantasia_chestplate.png" in the assets/lootplusplus/textures/items folder? Otherwise, it looks good. =)
No, it shouldn't have the S: there, it should be just minecraft:bed... maybe try giving it a metadata value with minecraft:bed_____0. Sometimes it can be a bit finicky.
No, it shouldn't have the S: there, it should be just minecraft:bed... maybe try giving it a metadata value with minecraft:bed_____0. Sometimes it can be a bit finicky.
thanks, i tried this but there was no discernible difference:/
also here's how i'm attempting to test add a bed recipe
add_shaped {
S:"Recipes to add:" <
minecraft:bed_____1_____0_____{}_____wwn,ppp_____w_____minecraft:egg_____0_____{}_____n_____minecraft:diamond_____0_____{}_____p_____minecraft:apple_____0_____{}
>
}
erk
...
if i input the example recipe for a diamond pickaxe with sugar cane:
add_shaped {
S:"Recipes to add:" <
minecraft:diamond_axe_____1_____0_____{}_____dd,ds, s_____d_____minecraft:diamond_____0_____{}_____s_____minecraft:reeds_____0_____{}
>
}
i get no change in game, no errors listed, but no recipe either...
need some programming gods to gui this i think
i've solved my issue using another mod, though i do like the apparent multitude of options this offers, is there anyway to use this mod to nerf mob xp drops? if not maybe consider adding this;)
Yes. I put the texture in the items folder with other textures. But only the chesplate is messed up, and other items are showing nicely. I don't know what should I do!
Click here to get Fantasia Lucky Block!
Hmm, yeah, it seems like there is a problem with recipes not working (but still showing up in NEI somehow) in 1.8.9. No, there is no option to nerf xp drops. I would suggest Mob Properties for that... but Toast hasn't updated it to 1.8 yet.
Hmm...
Ok, first of all, what is the entry to add the item? Make sure the item name matches the name of the model file. Also, when you load the game, do you see any output in the console about problems loading the file? If it has a problem, it would print out there.
great to know that that thing exists even, was searching for an hour yesterday but as people that know me know i'm just useless as searching and finding, all i could find was ways to get more xp just searched to see about toasts activity and it seems there are still things happening (thought they may have given up by now;) though my guess is it's more likely that updates are pending until 1.9...
I looked at the problems.txt and it said:
The following problems were encountered while loading the config files:
item_additions.cfg 'add_materials' #9: Problem while loading one of these numbers: -1, 0, 12999, 0.0, 0.0, 0.0, 100
However, I was using other lucky block addons, so I erased all of the other addons except the current one I was working on. Then the problem.txt said nothing new. I'll consider it has no problems for the actual addon.
So it might be an error.....I'll just upload the working on file that I mentioned.
Here is the file of the current thing I'm working on. Can you please check it and find the problem please? I really want this issue to solve!Click here to get Fantasia Lucky Block!
Hmm, that link points back to this page.
You can delete the problems.txt; it will recreate itself if there are any new errors. It will also tell you ingame when you log in.