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Custom Stuff 4 Curseforge Curseforge

This Minecraft mod lets you add and edit content using simple JSON files.

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customstuff4's Issues

[1.10.2] net.minecraftforge.fml.common.LoaderExceptionModCrash

I attempted to use some of the Railcraft blocks with CS4 (I love the blocks but don't like minecarts).

First attempt was using a basic block with subtypes and modifying the RC blockstate files to match the created block. That crashed (see http://openeye.openmods.info/crashes/c729de770214b2191aa1355e9cccbed5).

The second attempt I split the textures files into individual textures then made CS4 entries and blockstates to match them. The result was a very similar crash (http://openeye.openmods.info/crashes/10c75054ace116e6bdd623227453be63).

I'm attaching the configuration I used for the second attempt.

thianacs4.zip

Am I doing something incorrectly? Thanks.

Error in examplemod

When trying to use the example recipe for ShapedDamageable I get this error

IllegalStateException: Not a JSON Object: "XXX"

This is referring to the "pattern" part of the recipe.

[Crash]Custom Stuff crash...

Here's the crash report.
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!

Time: 17-7-16 下午8:35
Description: There was a severe problem during mod loading that has caused the game to fail

net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Custom Stuff 4 (customstuff4)
Caused by: com.google.gson.JsonSyntaxException: java.io.EOFException: End of input at line 4 column 19
at com.google.gson.Gson.fromJson(Gson.java:813)
at com.google.gson.Gson.fromJson(Gson.java:741)
at cubex2.cs4.util.JsonHelper.deserialize(JsonHelper.java:32)
at cubex2.cs4.util.JsonHelper.deserialize(JsonHelper.java:43)
at cubex2.cs4.ModLoader.initMods(ModLoader.java:35)
at cubex2.cs4.CustomStuff4.preInit(CustomStuff4.java:60)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:616)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:624)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:259)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:439)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.io.EOFException: End of input at line 4 column 19
at com.google.gson.stream.JsonReader.nextNonWhitespace(JsonReader.java:1377)
at com.google.gson.stream.JsonReader.doPeek(JsonReader.java:471)
at com.google.gson.stream.JsonReader.hasNext(JsonReader.java:403)
at com.google.gson.internal.bind.ReflectiveTypeAdapterFactory$Adapter.read(ReflectiveTypeAdapterFactory.java:166)
at com.google.gson.Gson.fromJson(Gson.java:803)
... 42 more

A detailed walkthrough of the error, its code path and all known details is as follows:

-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 168177416 bytes (160 MB) / 336252928 bytes (320 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.3.2297 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.3.2297.jar)
UCH Forge{12.18.3.2297} [Minecraft Forge] (forge-1.10.2-12.18.3.2297.jar)
UCH mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.10.2.jar)
UCE customstuff4{0.0.9} [Custom Stuff 4] (customstuff4-1.10.2-0.0.9.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 21.20.16.4574' Renderer: 'Intel(R) HD Graphics 620'

[Suggestion for 1.13] Load submods from datapacks

Well, seems like in 1.13 Data Packs will be a thing.

Like resource packs but for servers or worlds. They have stuff like loot tables or advancements, instead of textures and clientside stuff.

image

What about add support for load submods from datapacks? For example, everything under CS4's namespace folder would be parsed by CS4 (for example: awesome_data_pack\customstuff4\<submod folder here>)

It would be a great way to organize things on MC directory (both client and server), being in a more vanilla feel, and a better way to distribute submods.

Issue creating machine

I'm trying to create a simple machine that runs without fuel but I keep getting issues. For one the machine doesn't run even though I have fuelSlots set to 0. I assume the recipes are setup properly since they show in JEI. I'm also getting this crash when I try to shift-click an item "out" of the input slot.

The file is I'm having trouble with is here I'd really appreciate any help.

Problem drops when subtypes are defined

EDIT: can be closed, had made some mistakes with missing respectively wrong placed ",". Maybe a better example/actual would be good for this.

whenever I have defined a subtype, and then try to implement drops for every subtype, minecraft crashes. And this even happens with your example-files. Thats probably about the changes you made in the last two updates to the drop-system.

The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Dead World (dead_world)

latest.log.txt
crash-2017-08-10_12.19.04-client.txt

[question] dont understand the "modelState"-tag within your stair-example

Hello, I found in your stair-example this tag, that seems to make no sense:

          "modelState": {
            "block": "minecraft:log",
            "properties": {
              "variant": "spruce"
            }
          },

I mean you define a stair, youve given it the blockstate by the "id", and give it it's item-texture by "itemModel", why would you define "modelState" as a spruce log? It absolutely makes no sense, I was going through the wiki and couldn't find any reference to this tag. I also tried to remove this tag, but than minecraft crashes.

The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Dead World (dead_world)

also not related to this question, a little bug I found: the item of directional blocks won't be shown in waila and hwyla, while otherwise no problem. Means, they are shown as item correct, as block correct, and even JEI show them correct, only waila shows the missing texture for them, all other blocks I testet so far, were shown by waila correct, no matter if it was stair, slabs, fence or normal blocks. Also wenn I try to copy the block (don't have it in the inventory, an click on it with the middle mouse button in creative) then the block will shown as missing texture.
2017-08-10_19 53 40

multiblock structure support

is there (or will there) be support for multiblock structures?
at most basic i would like to check what blocks are nearby and maybe even their nbt state.

Block Placement oddity

When using custom blocks with CS4 1.10.2-0.0.2 there is a rather interesting bug. I can freely place the defined blocks as long as I don't try place the block onto a block created by CS4.

To replicate, try to create a pillar of any CS4 defined block. You'll get the first block but nothing higher.

Thanks.

Texture pathing does not working

Got a problem that is actually big issue for me. I can't bind texture for block I made.
My "mod" is called craftweaks, I added path like this
...\mods\CRAFTWEAKS\assets\craftweaks\textures\blocks\ct_block_basic.png.
Also, in JSON file I did this:

{
  "blocks": [
    {
      "type": "block:simple",
      "entries": [
        {
          "id": "ct_block_basic",
          "creativeTab": "craftweaks",
          "material": "iron",
          "subtypes": [0, 1],
          "itemModel": {
            "0": "craftweaks:ct_block_basic",
            "1": "craftweaks:block_iron_lapis"
          },
          "hardness": {
            "0": 1,
            "1": 1
          }
        }
      ]
    }
  ]
}

I am kinda obssessed, because it just doesn't work. And I made actually everything same as it is in your Example Mod. I only changed textures and textures name... Not sure if its bug or what, but game load normally.

Is possible to make crops with CS4?

And if yes, can you put an exemple on wiki? I'm thinking in make a tomato crop (what would be similar in functionality to Wheat - you plant with seeds and then breake the mature plant and get both tomato and seeds).

Thanks in advance!

Recipe Problem with CraftTweaker

So I created an item with damage using custom stuff 0.4.0 on MC 1.12.2. I'm trying to create most of my recipes with crafttweaker because I find it easier than having to restart minecraft a bunch of times.

The problem is that the item is not acting as if it has a damage value when I craft with it. I created a tool item to give flour when crafted with wheat but the tool just disappears when I craft the flour.

Here is the item code that I'm using: https://gist.github.com/Sixdd6/f98397667008ad02125d7b7208757cb5
And here is the crafttweaker script I'm using: https://gist.github.com/Sixdd6/a19438fa85986da921893cb010d2ae4f

Is it not working to set a damage for a simple item?

transparent texture near stairs

when I place a stair near a full block, one side of the full block becomes tranparent... (latest update) Tested with created blocks and with vanilla blocks.
2017-08-10_10 20 17

Lose Items upon breaking blocks with GUI's

When I break a block added by custom stuff with an Inventory. All the items are lost. I'm wondering now if there's a way to have blocks drop the contents of their inventory (if they have one) upon being broken.

Feature Request - IMC support

Could you please consider adding IMC support? That would allow us to do things like integrating created blocks with Chisel or TCon. Thank you.

[GitHub Request] Complete list of params

Would be nice to have complete list of usable parameters, because for instance, people do not know that can color their item names through .lang file with § sign and mark (0-9, a-e) right in front of names.
Well, they probably know it, but still, would be nice touch to your wiki.
Also, other parameters, that are usable in .json files, because if you look into your example mod, you got quite more params there then you show on wiki here, from what I saw at least.
I mean, you wrote there "some parameters for blocks" so I guess there is more probably...?
Also, what materials as params can be used etc. :-) I ♥ your mod, but I am missing few pieces in knowledge base. Thanks for reading. Cheerz.

Problems like before the update....

Hello, I think you know what I want to say. The Problem is the exact same as before, when I try to make a block, and don't define subtypes, minecraft don't want to start (kicks me out while in startscreen, not even in the menu at that time).
But this time, when I try to place a block, after I defined the subtypes, minecraft crashes:

The game crashed whilst unexpected error
The game crashed whilst unexpected error
Error: java.lang.IllegalArgumentException: Cannot get property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[down, up, north, south, west, east]} as it does not exist in BlockStateContainer{block=minecraft:air, properties=[]}

latest.log.txt
crash-2017-08-09_20.13.37-client.txt

[missing fetures] compared to CS3 there are some missing block-tags

It's missing, compared to custom stuff 3 the following block-tags:
- harvesting: tool, level, and silktouch (yes/no)
- is Burning: will the Block take damage by burning or not
- placement: where can the blocks be placed (floor, ceiling and/or wall)

I don't know about the following block-tags, maybe it is possible, but I couldn't find how in the wiki:
- define more than 1 drop per block, when harvested (I mean not the same drops, more so when I harvest, for example an tree, I get 1 plank, and 2 sticks)
- define a dropchance (min and max)
something like so:

	"drop": 
	{
		{"item": "minecraft:coal", "metadata": "1", "amount": [1, 2]},
		{"item": "minecraft:stick", "amount": [3, 4]},
	}

which would give me, when I harvest an dead log, some charcoal, and some sticks...

Recipe Questions

Is it possible to use the ore dictionary when creating the recipes.

IE:

"shape": ["SSS", "SCS", "SSS"],
"items": {
	"S": "ore:itemBeeswax",
	"C": "ore:nuggetGold"
}

Also I am having an issue with meta data in the recipes. I'd like the above recipe result to give tngtools:itemCast:0 but not sure what is the correct syntax for that.

"result": {
	     "item": "tngtools:itemCast@0"
	     "amount": 1
	},
	"mirrored": false

Problem with fences (like former, with the directional blocks)

it seems you have overseen my last edit of issue #22:

tested the fence and got a new problem, it seems to be the same problem the directional blocks had. means, when you try to define a single fence (without subtypes) minecraft crashes.
---
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Dead World (dead_world)
---
tested with the example, only tried to change it to a fence without subtypes.
[latest.log_new2.txt](https://github.com/cubex2/customstuff4/files/1214323/latest.log_new2.txt)
[crash-2017-08-10_09.24.21-client.txt](https://github.com/cubex2/customstuff4/files/1214325/crash-2017-08-10_09.24.21-client.txt)
[dead_world.zip](https://github.com/cubex2/customstuff4/files/1214326/dead_world.zip)

this hasn't changed in your newest update.

How to use the mod

I need help figuring out how to use this mod. I don't even know the GUI button to press.

[Question/Request] Ability to use resourcepack .json models

If it is not already in the mod,
I would like to request the ability to use resource-pack .json block models as my blocks' from this mod's model from within my cs4 json's config.
More specifically, the resource-pack .json block models exported from Chisels & Bits.

change blockstate on redstone level?

can i change blockstate on redstone level with this?
e.g. give block a different appearance on red stone level or emit a sound?
i believe in customstuff 3 some basic scripting seemed to be possible but i see none in the wiki
e.g. on block place on item right click etc

Help needed with IMC

I'm having trouble getting the IMC support for the oven in Cooking for Blockheads working with an item from custom stuff 4. If I could get an example of a working IMC json I'd really appreciate it. Here is the CFB github

Incorrect inventory textures for blocks

For some reason all custom blocks are given a stick texture in inventory instead of the block texture. The blocks do have the correct textures when placed in world.

An example of the blockstate json is:

{
	"forge_marker": 1,
	"defaults": {
		"textures": {
			"all": "thianacs4:blocks/railcraft_bleachedbone_1"
		},	
		"transform": "forge:default-block",
		"model": "cube_all"
	},
	"variants": {
		"normal": [{}],
		"inventory": [{}]
	}
}

This is using CS4 1.10.2-0.0.2. Thanks :)

[Request] Unique Creative Tab for CS4 Blocks / Items

It would be a lot easier to have all of my custom blocks and items in one unique tab separate from Vanilla's. Plus, we could indicate within our .json file to pull an icon from the assets, or have a unique .json file for the custom tab. Either way, it would be a great quality-of-life improvement.

[Potential Bug] Stair model crash

I' am sorry for posting so many issues, but I find this the best way of communication for these kinds of things; if you want me to post somewhere else, please tell me.

Crash Report: https://pastebin.com/ecDN0n2U

Json code: https://pastebin.com/GvGFXKHY

I tried having the Modelstate reference the 'custom_assets:blocka' initially, but that produced the same crash. I double checked my model/blockstate files, and they are correct. So I think it might be the case that I need to somehow specify the stair model variants such as 'blocka_inner_stairs.json'. I don't see the reason why though, considering that the example code only references the primary solid block which I already tried. BTW my blockstate file is formatted exactly like one in the examplemod folder, except that it references the block models in my CustomStuff4 mod folder.

About other countries

Hello! I'm a Chinese player.Could I put this Mod into a Chinese minecraft forum?I will indicate the mod of maker and source address.

Problem with defining directional blocks...

Hello, I'm trying to create a directional block. I use this the wiki, and also use the example. When I use the example, the blocks are created correctly, but the textures for the blocks are missing, as items are displayed correctly.
But when I try to create my own blocks, Minecraft throws me out each time with an error message:

The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Dead World (dead_world)

crash-2017-08-06_00.19.33-client.txt
latest.log.txt
dead_world.zip

[Feature Request]: Scripts (like CS2)

hello, can you give us the ability to use scripts like we had in CS2
example:
"for(var i=0; i<height; i++) {
for(var j=0; j<width; j++) {
for(var k=0; k<width; k++) {
world.setBlockIdAndMetadata(position, block, blockmeta);
z++;
}
z -= width;
x++;
}
x -= width;
y++;
}
y -= height;"
thank you.

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