There are no blocks from this mod on this screenshot.
Common FAQ
Q: How do i read your downloads syntax?
A: It's following:
A) MODVERSION for MCVERSION == specified MODVERSION for specified MCVERSION
MODVERSION == LATEST means latest version of the mod for this MCVERSION
MCVERSION == LATEST means latest version of mc THIS MOD IS AVAIBLE FOR. IN SOME CASES THIS IS NOT LATEST VERSION OF MC.
ALL == page with all versions for all mc versions. File names use above specified syntax, with '-' instead of "for".
Q: Why Excore is named so?
A: Elix'xcore
Q: Why did you creat Excore?
A: Because more and more classes have to be duplicated in more and more mods. On top of that, in future upates & mods, my mods will be in some way specially compatiblу with others. In this case common code is the only way to go.
Q: Does Excore perform base/byte/whatever edits?
A: No. Simply because it has core in it ? Nope.
Q: Do some of your mods perform base/byte/whatever edits?
A: Some of them - yes. But only byte edits. But i usually never specify that mod performs them.
Common configuration rules:
Item stack definition:
Item stack is item + metadata. For all my mods it is defined in following pattern:
modid:itemId/meta
-modid is id of mod owning item (minecraft if it is vanilla item).
-ItemId is textual id of item.
-Meta is metadata (damage) of item. Optional. If not present, it will be ignored, or set to 0.
In most cases, item stack definition supports ore dictionary.
To define item from ore dictionary use following pattern:
oreDict:oreName
-Where oreName is name of ore in ore dictionary.
Examples:
-minecraft:stone will define stone block
-ThermalExpansion:Tank/3 will define reinforced portable tank from thermal expansion.
-oreDict:ingotIron will define all iron ingots in ore dictionary.
Crafting recipe definition:
All recipes, in json or cfg, are defined using string array:
Recipe can either be Shaped, Shapeless or Disabled.
Disabled recipe means item is uncraftable. To disable a recipe, leave String array empty!
Shaped recipe:
-First 1, 2 or 3 strings, representing 1, 2 or 3 rows of crafting table, define shape of recipe.
-They each contain characters. First character for first column, second for second and third for third.
-Crafting recipe has max size of 3*3 (3 rows, 3 columns), but may have smaller size (2*2, 3*1...)
-Each string must have same lentgh (amount of characters).
-Each character represents one item stack, which are defined after 3 strings.
-Space represents empty space (nothing to put in this slot).
-In cfg (configuration files with .cfg extension), '_' is reserved for empty spaces on borders. For example, in json you would write "IF ", in cfg you must write "IF_". But it is not important if empty space is in middle ("F F" will work in json and in cfg).
-After strings defining shape of recipe, we must translate each character to item stack.
-This is done by alternating character and items stacks definition (for this character) until all are defined. Ore dictionary is supported. Example:
I, oreDict:ingotIron, S, minecraft:stone
-Will 'I' will be translated as any iron ingot, and 'S' as stone block.
Recipe example:
In cfg file, following string array:
I I
_G_
DBD
I
oreDict:ingotIron
G
oreDict:ingotGold
D
oreDict:gemDiamond
B
minecraft:iron_bars
Will result in following recipe:
Shapeless recipe:
In string array, just list required itemstack definitions. List mutliple times same definition if itemstack is required more then one time.
Does it cause any lag to do it that way? I've heard colors have to be saved as tile entities if you want to go above the max number of block id's which that mod definitely goes above. So would they cause lag like other tile entity blocks do like micro blocks?
Does it cause any lag to do it that way? I've heard colors have to be saved as tile entities if you want to go above the max number of block id's which that mod definitely goes above. So would they cause lag like other tile entity blocks do like micro blocks?
CoB does not use tileentities. It uses completely different mechanics. It makes it compatible with tileentities (microblocks are tes, btw) and also not causing massive lag (unless you have over 9000 colored blocks ).
Posting it here as well because it applies to all of your mods:
Can you please please just write the actual version number instead of
LATEST in the downloads file name?
I had an old LATEST and a new LATEST file and there is no proper way of distinguishing which is the newer one when
they are both called the same without trying to load it up in minecraft or unzipping it and look in the mcmod.info.
It is no problem to call the link to the file the "LATEST" download, but please not latest in the filename.
This confuses a lot when trying to do updates to a modpack.
Ya, I agree. I usually have to click the all versions, go through the ad.fly link, and click on the 1.7.10 folder to see what version it's called.
Posting it here as well because it applies to all of your mods:
Can you please please just write the actual version number instead of
LATEST in the downloads file name?
I had an old LATEST and a new LATEST file and there is no proper way of distinguishing which is the newer one when
they are both called the same without trying to load it up in minecraft or unzipping it and look in the mcmod.info.
It is no problem to call the link to the file the "LATEST" download, but please not latest in the filename.
This confuses a lot when trying to do updates to a modpack.
A feeling, when you're developping new mod, you nearly completed it and then you decide to completely rewrite [SPOILER] effects and [SPOILER] modifiers registration systems...
so you told me its going to compress another thing, so... compressed... portals...?
I was speaking about the one that is going to be released after this one. This one was not planned by me what so ever and was made and tested in 5 hours few days ago. And now it's ready to be released...
I was speaking about the one that is going to be released after this one. This one was not planned by me what so ever and was made and tested in 5 hours few days ago. And now it's ready to be released...
Excore
Lib + API required by all my mods to run.
Currently, not required by:
-versions of mods for minecraft 1.7.10 released before 26.07.2015
-versions of mods for minecraft 1.8 released before 5.10.2015
If mod has other dependencies, it will be specified in download section.
DOWNLOADS
Mirrors
LATEST for LATEST
LATEST for 1.8.9
LATEST for 1.7.10
ALL
DEV VERSIONS
SOURCE CODE
ISSUES
Elix'x mods
Current mods
Anti Id Conflict
Tools Compressor
Creeper Awareness / Avoid Exploding Creepers
BTAM
Next mod to come:
There are no blocks from this mod on this screenshot.
Common FAQ
Q: How do i read your downloads syntax?
A: It's following:
A) MODVERSION for MCVERSION == specified MODVERSION for specified MCVERSION
MODVERSION == LATEST means latest version of the mod for this MCVERSION
MCVERSION == LATEST means latest version of mc THIS MOD IS AVAIBLE FOR. IN SOME CASES THIS IS NOT LATEST VERSION OF MC.
ALL == page with all versions for all mc versions. File names use above specified syntax, with '-' instead of "for".
Q: Why Excore is named so?
A: Elix'x core
Q: Why did you creat Excore?
A: Because more and more classes have to be duplicated in more and more mods. On top of that, in future upates & mods, my mods will be in some way specially compatiblу with others. In this case common code is the only way to go.
Q: Does Excore perform base/byte/whatever edits?
A: No. Simply because it has core in it ? Nope.
Q: Do some of your mods perform base/byte/whatever edits?
A: Some of them - yes. But only byte edits. But i usually never specify that mod performs them.
Common configuration rules:
Item stack definition:
Item stack is item + metadata. For all my mods it is defined in following pattern:
-modid is id of mod owning item (minecraft if it is vanilla item).
-ItemId is textual id of item.
-Meta is metadata (damage) of item. Optional. If not present, it will be ignored, or set to 0.
In most cases, item stack definition supports ore dictionary.
To define item from ore dictionary use following pattern:
-Where oreName is name of ore in ore dictionary.
Examples:
-minecraft:stone will define stone block
-ThermalExpansion:Tank/3 will define reinforced portable tank from thermal expansion.
-oreDict:ingotIron will define all iron ingots in ore dictionary.
Crafting recipe definition:
All recipes, in json or cfg, are defined using string array:
Recipe can either be Shaped, Shapeless or Disabled.
Disabled recipe means item is uncraftable. To disable a recipe, leave String array empty!
Shaped recipe:
-First 1, 2 or 3 strings, representing 1, 2 or 3 rows of crafting table, define shape of recipe.
-They each contain characters. First character for first column, second for second and third for third.
-Crafting recipe has max size of 3*3 (3 rows, 3 columns), but may have smaller size (2*2, 3*1...)
-Each string must have same lentgh (amount of characters).
-Each character represents one item stack, which are defined after 3 strings.
-Space represents empty space (nothing to put in this slot).
-In cfg (configuration files with .cfg extension), '_' is reserved for empty spaces on borders. For example, in json you would write "IF ", in cfg you must write "IF_". But it is not important if empty space is in middle ("F F" will work in json and in cfg).
-After strings defining shape of recipe, we must translate each character to item stack.
-This is done by alternating character and items stacks definition (for this character) until all are defined. Ore dictionary is supported. Example:
-Will 'I' will be translated as any iron ingot, and 'S' as stone block.
Recipe example:
In cfg file, following string array:
Will result in following recipe:
Shapeless recipe:
In string array, just list required itemstack definitions. List mutliple times same definition if itemstack is required more then one time.
Shapeless recipe example:
In cfg file, following string array:
Will result in following recipe (shapeless):
Advanced recipe:
-Used in cases when one recipe is applied to multiple items, with one or multiple variable items.
-Nothing different from shaped or shapeless recipe excluding that item stack definitions can be variables, defined somewhere else.
-They can take form of any string.
Good example is colorful blocks extensions system.
SUPPORT ME!
If you like my mods, your support is very appreciated and will speed me up improving my mods!
If you would like to support me, you have 2 options, patreon is prefered one:
LICENSE
All of my mods are licensed under following license, unless other is specified.
This is license for Excore. But the same patern is used for most of my mods.
Excore by elix_x is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Exceptions:
I grant exception for mod showcases: you can monetize it (video) AND you need to redirect download to this page, you have my permission.
I also grant exception for modpacks: you can use this mod in any modpack, in condition of non commercial purpose (no ad, adf.ly or other).
And i also grant exception for building your own mods upon Excore. For more info, go to github repo.
For other exceptions, you need to ask me.
In short, as long you aren't stated in exceptions:
You can make mod showcase/tutorial about this mod and monetize it.
You can make modpacks with this mod.
You can build your mods upon Excore, under conditions.
You can share it on other places, AS LONG AS YOU PROVIDE LINK BACK HERE and AS LONG AS IT IS IN NON COMMERCIAL PURPOSES!
Check out all my mods here: Link Removed!
to evoid spamming your other mods, from now on, i will write my suggestions for mods that i believe you would like to make here.
As human beings, we can teach, invent and discover, but if we can't do any of that we can at the very least be honest.
Yep. Kinda of it.
Check out all my mods here: Link Removed!
Anything new to look forward too?
Regarding the colourful blocks mod:
Does it cause any lag to do it that way? I've heard colors have to be saved as tile entities if you want to go above the max number of block id's which that mod definitely goes above. So would they cause lag like other tile entity blocks do like micro blocks?
CoB does not use tileentities. It uses completely different mechanics. It makes it compatible with tileentities (microblocks are tes, btw) and also not causing massive lag (unless you have over 9000 colored blocks ).
Check out all my mods here: Link Removed!
Ya, I agree. I usually have to click the all versions, go through the ad.fly link, and click on the 1.7.10 folder to see what version it's called.
1) It will be harder for me to manage...
2) How ever, i maybe will put version number next to LATEST (LATEST(1.1))
3) In both places (your computer and web) there's date of when the file was uploaded/changed
Check out all my mods here: Link Removed!
oh come on, isn't 90% enough?
ME WANTS PICTURES!!!
As human beings, we can teach, invent and discover, but if we can't do any of that we can at the very least be honest.
And i'm doing trailer
Check out all my mods here: Link Removed!
For next few days, i'll not be here... So, you got the idea :)... No updates while i'm away...
Check out all my mods here: Link Removed!
A feeling, when you're developping new mod, you nearly completed it and then you decide to completely rewrite [SPOILER] effects and [SPOILER] modifiers registration systems...
Check out all my mods here: Link Removed!
Check out all my mods here: Link Removed!
so you told me its going to compress another thing, so... compressed... portals...?
As human beings, we can teach, invent and discover, but if we can't do any of that we can at the very least be honest.
I was speaking about the one that is going to be released after this one. This one was not planned by me what so ever and was made and tested in 5 hours few days ago. And now it's ready to be released...
Check out all my mods here: Link Removed!
What's stopping ya from releasing it?
Curse staff that wants me first to create thread on mcf and then curse forge page...
Check out all my mods here: Link Removed!
Let me guess, too many threads to manage already?
If you want to know, here's my chrome :
|mail|adfly|my mooooooooooooooooooooooooooooooooooooooooooooooooooooooooooods|minecraft forge foruuuuuuuuuuuuuuuuuuums|
Check out all my mods here: Link Removed!
I hate these forums... They have never fixed editor and it still messes everything up...
Check out all my mods here: Link Removed!