As I stated earlier I have done EXACTLY how the guy in the tutorial did and ONLY changed the ID numbers as my Extrabiome log IDs were different from his. But since you want it so much
That is how my WholeTreeAxe config looks like after I added the IDs then I get the crash and if I remove the added IDs and only keep the 17 (for vanilla logs) it works again.
As for the string and non string stuff I don't understand anything about coding java let alone coding something else beside bare html - so I kind of haven't got an idea of what you are talking about ^^
The reason I was insistent on getting exactly what you had when you got the crash was because no matter how closely you think you followed the instructions/example, you still sometimes end up mistyping something. I certainly know I am very often guilty of this. You have also made a mistake, but nothing that would cause a crash. You only added 4 of the 5 ids for the EBXL logs.
I have copied and pasted your exact configuration file into mine and could not get the same error when using ExtrabiomesXL and whole tree axe for 1.4.6. I do not even receive a crash when the id values do not exist. I only just now noticed though that you were using 1.4.5 of minecraft. There may have been some differences in the versions that is causing the error. I recommend trying to update to 1.4.6 and see if it starts to work. If that does not work, I highly suggest you edit the config file using notepad++ (as I suggested before), as some programs will save extra information without telling you that causes crashes when read by minecraft.
You have your alias arguments swapped. You put the id value first, then the alias name. Also, you forgot semicolons( at the ends of the addAlias lines.
The most common reason for getting "illegal character" is because of saving rich text (formatted text) or renaming a file other than .txt to .js file type. If this wasn't the case, then your error is likely one of your item files. Does commenting out all of the items using // (and the fuels) cause you to stop crashing? If so, try uncommenting them a few at a time and see which one causes you to crash, then post the file for that item's file.
The most common reason for getting "illegal character" is because of saving rich text (formatted text) or renaming a file other than .txt to .js file type. If this wasn't the case, then your error is likely one of your item files. Does commenting out all of the items using // (and the fuels) cause you to stop crashing? If so, try uncommenting them a few at a time and see which one causes you to crash, then post the file for that item's file.
It only happens when I add "mod.addGui("DustCompressGUI.js","furnace");" to the mod.js file. If I remove it, it works fine.
Edit: it appears you were right. Notepad++ saved it as a UTF-8 instead of ANSI.
My furnace doesn't appear to to smelt the custom recipes.
Two script requests here, if anyone would be kind enough to make them (*cough* Flamarow *cough*)
The first is for a "road" type of block. I just simply want the player's movement speed to increase statically when moving over the blocks.
The second is one I'm not sure is possible. I know you can put scripts in crafting recipes, but didn't see anything on the wiki about smelting recipes. If it is possible to add scripts to one, then I'm looking for a script that chooses between 1 to 4 outputs at random, with each output having it's own percentage to appear. For example, if I use input A...
Input A has four potential outputs; B, C, D, & E
output B has a 50% chance to appear
output C has a 25%
output D has 15%
output E has 10%
The percentages are just an example, it would vary between different recipes. I know it sounds like a complex order, but I've no understanding of how to even start something like this. My knowledge of Java is very limited.
Anyway, regardless if the requests get filled, thanks for your time.
It only happens when I add "mod.addGui("DustCompressGUI.js","furnace");" to the mod.js file. If I remove it, it works fine.
Edit: it appears you were right. Notepad++ saved it as a UTF-8 instead of ANSI.
My furnace doesn't appear to to smelt the custom recipes.
It seems you accidentally used the wrong recipe list names for your recipes and your fuel. Your compressor fuel should be "DustFuel" and your smelting recipes should use "DustCompress" according to your tile entity file. Hopefully that fixes the recipes, though if you have more problems, please consider using spoiler tags around at least your mod.js. It makes things look much neater.
Two script requests here, if anyone would be kind enough to make them (*cough* Flamarow *cough*)
The first is for a "road" type of block. I just simply want the player's movement speed to increase statically when moving over the blocks.
The second is one I'm not sure is possible. I know you can put scripts in crafting recipes, but didn't see anything on the wiki about smelting recipes. If it is possible to add scripts to one, then I'm looking for a script that chooses between 1 to 4 outputs at random, with each output having it's own percentage to appear. For example, if I use input A...
Input A has four potential outputs; B, C, D, & E
output B has a 50% chance to appear
output C has a 25%
output D has 15%
output E has 10%
The percentages are just an example, it would vary between different recipes. I know it sounds like a complex order, but I've no understanding of how to even start something like this. My knowledge of Java is very limited.
Anyway, regardless if the requests get filled, thanks for your time.
Unfortunately, the "road" is not possible until an onWalkingPlayer trigger is added, which might be next version of CS2. Once that is added, you can use the player.addVelocityToLookingDirection(velocity to add) to speed up the player. CS1 was much easier to do this with, but CS2 will have the advantage of being able to affect mobs and players differently, e.i. speed up player and slow mobs (possibly even restrict by mob type). I could go ahead and make a script for this, but I won't be able to test it until the trigger is available to use.
The ability to add scripting directly to a crafting recipe was only for CS1. Also, it was only possible for crafting, not smelting. CS2 has the onCreated trigger to add scripts that will be called when an item is crafted, but I do not think that includes from being smelted. Even if it were possible to script the smelting recipe, the furnace cannot handle more than one item id output at a time.
Alternatively, it may work to just have an item that input A always becomes when it is smelted, but when in inventory, uses the onUpdate to randomly turn into the different outputs 1 by 1. If you want this version, tell me and I will make an example script for you.
Also, CS2 uses javascript for the scripts. This makes it much easier to make these scripts. =P
Possible bug: I am not sure if it matters any, but CS2 and Whole tree axe (haven't tested your other mods) get [severe] due to something in the description or source. It doesn't affect anything in game as far as I know, but might as well inform you about it. Here are the 2 lines I found in the ForgeModLoader logs.
2013-01-08 09:19:14 [SEVERE] [ForgeModLoader] The mod CustomStuff2 is expecting signature null for source customStuff2_0.9.7_Universal.zip, however there is no signature matching that description
2013-01-08 09:19:15 [SEVERE] [ForgeModLoader] The mod WholeTreeAxe is expecting signature null for source wholeTreeAxe_1.1.4_Universal.zip, however there is no signature matching that description
Alternatively, it may work to just have an item that input A always becomes when it is smelted, but when in inventory, uses the onUpdate to randomly turn into the different outputs 1 by 1. If you want this version, tell me and I will make an example script for you.
That actually sounds quite excellent, if you'd be so kind.
Also, CS2 uses javascript for the scripts. This makes it much easier to make these scripts. =P
Oh excellent, I had no idea. So much has changed in CS2. I'll look into javascript. I've heard it's a lot simpler than java, and maybe once I get the hang of that I might have the understanding to move up.
That actually sounds quite excellent, if you'd be so kind.
Oh excellent, I had no idea. So much has changed in CS2. I'll look into javascript. I've heard it's a lot simpler than java, and maybe once I get the hang of that I might have the understanding to move up.
I made the script, but felt like trying something new in it so I have two versions. The first one was much easier to write, but requires a separate script file for each set of outputs. In other words, if you have 2 different inputs with 2 different sets of random outputs. It also may require a bit of knowledge of javascript to make changes other than the percent chances and items added. On the plus side, this version with a bit of knowledge, can be modified to randomly directly give exp or buffs instead of items. This version is currently setup for 4 items, but making more or less requires to at least understand how the script works.
The second script version was much harder to successfully create, but the same script can be used for as many different items as you want. Even for 50+ different sets of outputs. All that it requires is typing the format correctly. I really don't recommend trying to figure out how this works until you have decent knowledge of javascript. The format is somewhat forgiving, but requires both the id and the percent chance of the items. This setup also allows you to use any number of item inputs as long as the total percent doesn't go above 100% all together. This means you can easily do 3 items or even 12 different items for the output. The limit might only be restricted by memory provided to minecraft.
Various allowed inputs for each item: *make sure to always use single quotes (') for these
'id %chance'
'id:damage %chance'
'id:damage cmin %chance' //the "c" is required so c4 or c2 or c8 work
'id:damage cmin-max %chance'
'id cmin-max %chance'
'id cmin %chance'
A full example would look like this: '5:2 c5-8 %42'
Which gives a 42% chance for 5-8 birch planks from the item.
Both scripts are set up for the same items, giving cyan wool 30% chance, glowstone 21% chance, zombie flesh 29% chance, and a mysterious bucket of fluid, a custom item of mine, on the remaining 20% chance. I tried showing a range of examples so that you can easily see how to do each one. If you have trouble using either of these scripts, then just tell me and I will try to fix the problem.
If you are interested in learning javascript, the w3schools page is where I learned most of my javascript. Alternatively, you could read the short-ish page I wrote on the wiki that I think contains most of what you need to know for basic Custom Stuff scripting. http://minecraftmodc...s_of_JavaScript If you have any problems with javascript or notice something missing from that page, be sure to leave a comment on that page.
Possible bug: I am not sure if it matters any, but CS2 and Whole tree axe (haven't tested your other mods) get [severe] due to something in the description or source. It doesn't affect anything in game as far as I know, but might as well inform you about it. Here are the 2 lines I found in the ForgeModLoader logs.
2013-01-08 09:19:14 [SEVERE] [ForgeModLoader] The mod CustomStuff2 is expecting signature null for source customStuff2_0.9.7_Universal.zip, however there is no signature matching that description
2013-01-08 09:19:15 [SEVERE] [ForgeModLoader] The mod WholeTreeAxe is expecting signature null for source wholeTreeAxe_1.1.4_Universal.zip, however there is no signature matching that description
This might just be my Firefox/AdBlock/Greasemonkey, but your download links aren't working. Adfly won't redirect to the download page and just stays stuck on 'Please wait..."
Disabling both AdBlock and AdSkipper didn't change anything.
I made the script, but felt like trying something new in it so I have two versions. The first one was much easier to write, but requires a separate script file for each set of outputs. In other words, if you have 2 different inputs with 2 different sets of random outputs. It also may require a bit of knowledge of javascript to make changes other than the percent chances and items added. On the plus side, this version with a bit of knowledge, can be modified to randomly directly give exp or buffs instead of items. This version is currently setup for 4 items, but making more or less requires to at least understand how the script works.
The second script version was much harder to successfully create, but the same script can be used for as many different items as you want. Even for 50+ different sets of outputs. All that it requires is typing the format correctly. I really don't recommend trying to figure out how this works until you have decent knowledge of javascript. The format is somewhat forgiving, but requires both the id and the percent chance of the items. This setup also allows you to use any number of item inputs as long as the total percent doesn't go above 100% all together. This means you can easily do 3 items or even 12 different items for the output. The limit might only be restricted by memory provided to minecraft.
-snip-
Sorry to keep bothering you, but I'm having a bit of trouble getting scripts to work. I'm using the second script you posted, and whenever the script is supposed to start, the game crashes and tells me the file doesn't exist. Despite it being in the /scripts/ folder inside my mod's zip file.
Here's the error:
Wrapped java.lang.Exception: Script file 'updateOutput.js' doesn't exist.
at org.mozilla.javascript.Context.throwAsScriptRuntimeEx(Context.java:1786)
at org.mozilla.javascript.MemberBox.invoke(MemberBox.java:183)
at org.mozilla.javascript.NativeJavaMethod.call(NativeJavaMethod.java:247)
at org.mozilla.javascript.optimizer.OptRuntime.call1(OptRuntime.java:66)
at org.mozilla.javascript.gen.onUpdate_10._c_script_0(onUpdate:0)
at org.mozilla.javascript.gen.onUpdate_10.call(onUpdate)
at org.mozilla.javascript.ContextFactory.doTopCall(ContextFactory.java:426)
at org.mozilla.javascript.ScriptRuntime.doTopCall(ScriptRuntime.java:3178)
at org.mozilla.javascript.gen.onUpdate_10.call(onUpdate)
at org.mozilla.javascript.gen.onUpdate_10.exec(onUpdate)
at cubex2.mods.customstuff2.ScriptLoader.run(ScriptLoader.java:177)
at cubex2.mods.customstuff2.items.ItemFunctions.evaluateEvent(ItemFunctions.java:182)
at cubex2.mods.customstuff2.items.ItemFunctions.evaluateEvent(ItemFunctions.java:174)
at cubex2.mods.customstuff2.items.ItemFunctions.onUpdate(ItemFunctions.java:124)
at cubex2.mods.customstuff2.items.CustomItem.a(CustomItem.java:76)
at ur.a(SourceFile:289)
at qw.j(SourceFile:192)
at qx.c(EntityPlayer.java:558)
at md.j_(EntityLiving.java:807)
at qx.j_(EntityPlayer.java:328)
at iq.g(EntityPlayerMP.java:286)
at iv.a(NetServerHandler.java:310)
at eb.a(SourceFile:136)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Caused by: java.lang.Exception: Script file 'updateOutput.js' doesn't exist.
at cubex2.mods.customstuff2.scripting.ScriptableMod.loadScript(ScriptableMod.java:67)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.mozilla.javascript.MemberBox.invoke(MemberBox.java:161)
I've tried renaming the script, putting /scripts/ before the filename, putting the script in every folder, and in a completely fresh mod as well but it always seems to tell me the file doesn't exist.
EDIT: For whatever reason, it seems to want to work when the files are just sitting loosely in the folder instead of in an archive. Though I'd rather have them in an archive, as long as it works I'll deal with it.
who do i need to ask to do a bukkit port for this mod to get it to happen? been using a vanilla server for the most part because this mod hasnt been ported since 1.2.5 =/ i would do it myself if i knew how. im just wanting to know who to ask or atleast where to look :3
who do i need to ask to do a bukkit port for this mod to get it to happen? been using a vanilla server for the most part because this mod hasnt been ported since 1.2.5 =/ i would do it myself if i knew how. im just wanting to know who to ask or atleast where to look :3
The same problem, tell anybody to turn to or where to look, because you want to put on events 1.4.5 Bukkit but the latest version 1.2.5
who do i need to ask to do a bukkit port for this mod to get it to happen? been using a vanilla server for the most part because this mod hasnt been ported since 1.2.5 =/ i would do it myself if i knew how. im just wanting to know who to ask or atleast where to look :3
Someone is already porting CS2. You may look at mcportcentral for bukkit ports.
I've just released CS2 0.9.8! I'm going to spend more time on the new documentation so its completion doesn't take too long. Well I think it will take at least one month because it's not only a new design but new content too. Until the documentation is finished I'm not going to add new content to CS2 but of course I will do bugfixes.
The reason I was insistent on getting exactly what you had when you got the crash was because no matter how closely you think you followed the instructions/example, you still sometimes end up mistyping something. I certainly know I am very often guilty of this. You have also made a mistake, but nothing that would cause a crash. You only added 4 of the 5 ids for the EBXL logs.
I have copied and pasted your exact configuration file into mine and could not get the same error when using ExtrabiomesXL and whole tree axe for 1.4.6. I do not even receive a crash when the id values do not exist. I only just now noticed though that you were using 1.4.5 of minecraft. There may have been some differences in the versions that is causing the error. I recommend trying to update to 1.4.6 and see if it starts to work. If that does not work, I highly suggest you edit the config file using notepad++ (as I suggested before), as some programs will save extra information without telling you that causes crashes when read by minecraft.
http://pastebin.com/RwU5n1Jn
mod.js
DustFurnace.js
Not sure what's going on.
You have your alias arguments swapped. You put the id value first, then the alias name. Also, you forgot semicolons( at the ends of the addAlias lines.
Hopefully that fixes it.
The error.
http://pastebin.com/K9xUm32Q
mod.js
DustCompressGUI.js
The most common reason for getting "illegal character" is because of saving rich text (formatted text) or renaming a file other than .txt to .js file type. If this wasn't the case, then your error is likely one of your item files. Does commenting out all of the items using // (and the fuels) cause you to stop crashing? If so, try uncommenting them a few at a time and see which one causes you to crash, then post the file for that item's file.
It only happens when I add "mod.addGui("DustCompressGUI.js","furnace");" to the mod.js file. If I remove it, it works fine.
Edit: it appears you were right. Notepad++ saved it as a UTF-8 instead of ANSI.
My furnace doesn't appear to to smelt the custom recipes.
mod.js
DustFurnaceTile.js
The first is for a "road" type of block. I just simply want the player's movement speed to increase statically when moving over the blocks.
The second is one I'm not sure is possible. I know you can put scripts in crafting recipes, but didn't see anything on the wiki about smelting recipes. If it is possible to add scripts to one, then I'm looking for a script that chooses between 1 to 4 outputs at random, with each output having it's own percentage to appear. For example, if I use input A...
Input A has four potential outputs; B, C, D, & E
output B has a 50% chance to appear
output C has a 25%
output D has 15%
output E has 10%
The percentages are just an example, it would vary between different recipes. I know it sounds like a complex order, but I've no understanding of how to even start something like this. My knowledge of Java is very limited.
Anyway, regardless if the requests get filled, thanks for your time.
It seems you accidentally used the wrong recipe list names for your recipes and your fuel. Your compressor fuel should be "DustFuel" and your smelting recipes should use "DustCompress" according to your tile entity file. Hopefully that fixes the recipes, though if you have more problems, please consider using spoiler tags around at least your mod.js. It makes things look much neater.
Unfortunately, the "road" is not possible until an onWalkingPlayer trigger is added, which might be next version of CS2. Once that is added, you can use the player.addVelocityToLookingDirection(velocity to add) to speed up the player. CS1 was much easier to do this with, but CS2 will have the advantage of being able to affect mobs and players differently, e.i. speed up player and slow mobs (possibly even restrict by mob type). I could go ahead and make a script for this, but I won't be able to test it until the trigger is available to use.
The ability to add scripting directly to a crafting recipe was only for CS1. Also, it was only possible for crafting, not smelting. CS2 has the onCreated trigger to add scripts that will be called when an item is crafted, but I do not think that includes from being smelted. Even if it were possible to script the smelting recipe, the furnace cannot handle more than one item id output at a time.
Alternatively, it may work to just have an item that input A always becomes when it is smelted, but when in inventory, uses the onUpdate to randomly turn into the different outputs 1 by 1. If you want this version, tell me and I will make an example script for you.
Also, CS2 uses javascript for the scripts. This makes it much easier to make these scripts. =P
Possible bug: I am not sure if it matters any, but CS2 and Whole tree axe (haven't tested your other mods) get [severe] due to something in the description or source. It doesn't affect anything in game as far as I know, but might as well inform you about it. Here are the 2 lines I found in the ForgeModLoader logs.
That actually sounds quite excellent, if you'd be so kind.
Oh excellent, I had no idea. So much has changed in CS2. I'll look into javascript. I've heard it's a lot simpler than java, and maybe once I get the hang of that I might have the understanding to move up.
I made the script, but felt like trying something new in it so I have two versions. The first one was much easier to write, but requires a separate script file for each set of outputs. In other words, if you have 2 different inputs with 2 different sets of random outputs. It also may require a bit of knowledge of javascript to make changes other than the percent chances and items added. On the plus side, this version with a bit of knowledge, can be modified to randomly directly give exp or buffs instead of items. This version is currently setup for 4 items, but making more or less requires to at least understand how the script works.
The second script version was much harder to successfully create, but the same script can be used for as many different items as you want. Even for 50+ different sets of outputs. All that it requires is typing the format correctly. I really don't recommend trying to figure out how this works until you have decent knowledge of javascript. The format is somewhat forgiving, but requires both the id and the percent chance of the items. This setup also allows you to use any number of item inputs as long as the total percent doesn't go above 100% all together. This means you can easily do 3 items or even 12 different items for the output. The limit might only be restricted by memory provided to minecraft.
Simple but requires one file per input item:
In exampleItemOutput.js
Complex but may be easier to use:
Various allowed inputs for each item: *make sure to always use single quotes (') for these
'id %chance'
'id:damage %chance'
'id:damage cmin %chance' //the "c" is required so c4 or c2 or c8 work
'id:damage cmin-max %chance'
'id cmin-max %chance'
'id cmin %chance'
A full example would look like this: '5:2 c5-8 %42'
Which gives a 42% chance for 5-8 birch planks from the item.
In updateOutput.js
If you are interested in learning javascript, the w3schools page is where I learned most of my javascript. Alternatively, you could read the short-ish page I wrote on the wiki that I think contains most of what you need to know for basic Custom Stuff scripting. http://minecraftmodc...s_of_JavaScript If you have any problems with javascript or notice something missing from that page, be sure to leave a comment on that page.
CS2 in general but most things are for the next update.
I'll try to find out what this means.
The version in the OP is for server and client.
Seriously? You are the best!
Disabling both AdBlock and AdSkipper didn't change anything.
As far as I know, it still has not been added. It will likely show up in the change log in the OP once support for multi-page chest is included.
Sorry to keep bothering you, but I'm having a bit of trouble getting scripts to work. I'm using the second script you posted, and whenever the script is supposed to start, the game crashes and tells me the file doesn't exist. Despite it being in the /scripts/ folder inside my mod's zip file.
Here's the error:
Here's my item.js:
I've tried renaming the script, putting /scripts/ before the filename, putting the script in every folder, and in a completely fresh mod as well but it always seems to tell me the file doesn't exist.
EDIT: For whatever reason, it seems to want to work when the files are just sitting loosely in the folder instead of in an archive. Though I'd rather have them in an archive, as long as it works I'll deal with it.
The same problem, tell anybody to turn to or where to look, because you want to put on events 1.4.5 Bukkit but the latest version 1.2.5
Someone is already porting CS2. You may look at mcportcentral for bukkit ports.
I've just released CS2 0.9.8! I'm going to spend more time on the new documentation so its completion doesn't take too long. Well I think it will take at least one month because it's not only a new design but new content too. Until the documentation is finished I'm not going to add new content to CS2 but of course I will do bugfixes.