i dont really want to be completly relying on you, but im constantly getting "block.-block-: no name"
or getting a recipe error that is lots like that, and saying "your curly braces are in the wrong place" doesnt really help me much, sinse i dont know if this { or this } is a curly brace.
I told you your "recipes" object was inside your "blocks" object. i.e. you did this:
{
"blocks": {
...,
"recipes": {
...
}
}
}
When you should have done this:
{
"blocks": {
...
},
"recipes": {
...
}
}
Which is what I meant by you having a curly brace in the wrong place. It's a pretty obvious mistake that should be clear if you're using correct indentation.
The Meaning of Life, the Universe, and Everything.
Location:
Toronto
Join Date:
5/26/2011
Posts:
58
Member Details
Hey, so today I spent a morning messing around with this, cuz I decided it might be kind of cool if I figured it out. Also, because I am having issues getting the default package to run, I needed something to waste time on .
So I started messing around with it, and wanted to see if I could make a tree similar to the bacon tree, but I was rather going to make it a Pitaya(dragon fruit) tree. So I did this:
((everything got shifted over to the left...)) (sorry for putting it without a spoiler thing, but I don't post a lot of MC forums, and I couldn't figure out how to do it.)
So I have this all in a folder, named Pitaya, and I've named the file that this code is in called Pitaya.xie
I then also have a Pitaya.xid with the block id's in it:
# block and item ids for the pitaya tree
pitayaLog=255
pitayaLeaves=254
pitayaSapling=53
pitayaSeed=4567
pitaya=4568
So when I go to run it, it is all just completely ignored, the Log says that it loaded nothing, and well as you would assume from that the blocks/items are not in the game. I've made random png textures, jsut for the testing of it that are named properly and are also located in the Pitaya file.
Not sure what I did wrong, so if you could help that be great .
Hey, so today I spent a morning messing around with this, cuz I decided it might be kind of cool if I figured it out. Also, because I am having issues getting the default package to run, I needed something to waste time on .
So I started messing around with it, and wanted to see if I could make a tree similar to the bacon tree, but I was rather going to make it a Pitaya(dragon fruit) tree. So I did this:
--- snip ---
So when I go to run it, it is all just completely ignored, the Log says that it loaded nothing, and well as you would assume from that the blocks/items are not in the game. I've made random png textures, jsut for the testing of it that are named properly and are also located in the Pitaya file.
Not sure what I did wrong, so if you could help that be great .
Hey! Good on you for giving it a go, very brave of you
If a file is completely ignored, that probably means there was a JSON syntax error, and indeed I found that you'd missed out on a comma and a colon (I commented the above quote). Best to run your file through a JSON validator such as http://jsonlint.com, it'll tell you if it's valid, and if not where you went wrong.
ALso you might also want to add "code" tags in side your spoiler tags, it just displays it beter:
[spoiler][code]
--- code goes in here ---
[ /code][/spoiler]
The Meaning of Life, the Universe, and Everything.
Location:
Toronto
Join Date:
5/26/2011
Posts:
58
Member Details
Oh ok. Thanks for the help, this weekend I'll look at making some more stuff, with some better recipes and what not. But I'm horrible with textures lol.
I love youre mod it's great, thanks again for the help.
First and foremost, let me start by saying that this mod has been my favorite since I discovered Minecraft around beta 1.4 or so and now your mod is just so much better! I am having a blast adding all kinds of new and helpful things! The syntax takes a little getting used to, but for me it works well for the very simple things I want to do. I can't thank you enough for creating this and sharing it with us.
I really just have a question about recipes. I would like to be able to use both block and item ID# in my recipes, including damage numbers, but I'm not sure how to format this, or if this is even possible. I have a ton of different mods that add a ton of different things and I would like to use their items in some of my recipes, but I'm not sure the best way to do this. I have all of the block/item ID's already and I could probably come up with a suitable enough name in order to add them to the names.map file, but I would prefer to do that only as a last resort because:
1. I don't know if these mappings can even be added if they are from a mod that loads in after yours;
2. I prefer not to change a core file that you provide for compatibility/upgradability sake;
3. I'm not sure if these names are used by Minecraft itself and thus may break things either in base Minecraft or the other mods; and
4. It could conceivably take quite a bit of time to edit this file if I were to have a lot of things to add from other mods (i.e. RedPower2),
I would be grateful for any guidance you can provide. Thank you again for a great mod!
I really just have a question about recipes. I would like to be able to use both block and item ID# in my recipes, including damage numbers, but I'm not sure how to format this, or if this is even possible. I have a ton of different mods that add a ton of different things and I would like to use their items in some of my recipes, but I'm not sure the best way to do this.
Hey, thanks for having a play-around with my mod
You can refer to a block or item's meta/damage values with the following syntax:
"35:1:5": "35:1:0, seeds"
Where 35 is the block/item id (wool), 1 is the stacksize, and 5 is the meta value. So this recipe would yield 1 lime wool by combining white wool and seeds.
Note that while in theory you should be able to use blocks and items from other mods in recipes, it's not a feature that has been very thoroughly tested, but please do try it out and let me know if it works
Thank you -- it works perfectly! I can use the item ID's added from other mods just fine. This is such a great tool and I'm loving adding/changing/tweaking all the things I can do !
One last thing, then I think I can quit being a bother .... Spawns. I noticed in the Mod Documentation that only Surface spawns are supported at the moment, yet the 22 February archive notes indicate that ore spawning support was added. I'm not sure if one or the other may be outdated or I'm just reading it wrong, but I don't seem to see my custom ore spawning. Or course, it's only one ore and it could be that I just haven't found any yet, or it could be that ore is not yet supported, I just wanted to ask before I chase down a problem on my end.
I noticed in the Mod Documentation that only Surface spawns are supported at the moment, yet the 22 February archive notes indicate that ore spawning support was added.
Yeah... I did add ore spawning, but it was never tested, so it's entirely possible that it doesn't work
I'm working on some content to add custom torches (paper lanterns actually) in different colors. I have it working perfectly except I can't get them to mount on other blocks the way torches do. I think it has something to do with mountability but I'm not entirely sure how to get it to work. I'm also thinking about trying to make carpets/rugs and window dressings, but along with the mounting issue I don't know what to set the box bound to for something I want to have 1 pixel thick. I'm going to keep trying to figure it out, but so far I'm stumped.
Edit: I've figured out the mounting thing, now I just need to add the textures for the different face positions. I know it's based on the metadata, I just need to know which face is which meta number.
Edit #2: I gave up on the different textures for the different facings and just made them mountable on the floor and ceiling. Since the metadata is taken up by the facings, I only added two (one in my hubby's fave color and one in mine) to save on item IDs. If anyone is interested, I can do the other colors and add a readme for changing which are used. If I distribute this, chances are I'll actually have three used (white, black, and red) with each of the other dye-able colors as alternates.
On a completely different note now, how do I get bonemeal to work as a fertilizer on custom trees?
Rollback Post to RevisionRollBack
Yes, I like bats. No, I'm not emo. And I don't like vampires (except Nikola Tesla). I just like bats.
I've figured out the mounting thing, now I just need to add the textures for the different face positions. I know it's based on the metadata, I just need to know which face is which meta number.
There are two options for making mountable objects - the "mounted" type or the "facing" type. The difference is the facing type changes the textures around so that the block's orientation is affected, but the mounted type doesn't. The problem with using these types is the metadata values are used up determining the orientation, so you can't have multiple coloured blocks using the same block ID (but it seems you've figured that out already ^_^).
When declaring the textures, you can use the following identifiers for mounted blocks: "north, south, east, west, top, bottom", and the following identifiers for facing blocks: "front, back, left, right, top, bottom".
....I don't know what to set the box bound to for something I want to have 1 pixel thick. I'm going to keep trying to figure it out, but so far I'm stumped.
Use the following blockbounds: "0,0,0,1,0.1,1", it's not 1 pixel thick, but it'll be pretty thin. You can try .01 or .05... I experimented with carpet for awhile myself, but can't remember the ideal amount.
I only added two (one in my hubby's fave color and one in mine) to save on item IDs.
Don't be shy with block IDs, my mod is compatible with Robinton's 4096 block IDs mod, and one of these updates the vanilla block ID limit is going to be increased as well.
On a completely different note now, how do I get bonemeal to work as a fertilizer on custom trees?
It's tricky, because bonemeal is a subtype of dye, so you can't just override it. The most elegant solution I've found is to make a custom "fertilizer" item that you craft from 1 bonemeal that uses the same icon and everything, but works on custom plants. Off the top of my head it would be like this:
There are two options for making mountable objects - the "mounted" type or the "facing" type. The difference is the facing type changes the textures around so that the block's orientation is affected, but the mounted type doesn't. The problem with using these types is the metadata values are used up determining the orientation, so you can't have multiple coloured blocks using the same block ID (but it seems you've figured that out already ).
When declaring the textures, you can use the following identifiers for mounted blocks: "north, south, east, west, top, bottom", and the following identifiers for facing blocks: "front, back, left, right, top, bottom".
Ah, so "facing" and "mounted" are two separate things? That would be my issue then, because I've been using the "mounted" type when I really want "facing". I've been thinking I needed to use "mounted" then add different textures for the facings to get the texture to change when I use it. As for the item IDs, I'm only stingy because I've got so many other mods installed and I'm trying to avoid conflicts. Once I get a better feel for what I have available I'll add more, though some of the content I have in mind will negate the need for some of my mods.
Rollback Post to RevisionRollBack
Yes, I like bats. No, I'm not emo. And I don't like vampires (except Nikola Tesla). I just like bats.
one thing i have been thinking about is making blocks work like cake or making thinks do negative damage (healing)
also @205 the health is considered to be in 2 peices for heart as their is 10 hearts and a heart can be halved so their is 20 pieces in all.
for example a damage of 20 does 10 hearts. 10 does 5 11 does 5.5
Farewell everyone o/
Currently you can't. Added it to the todo list. No promises
In the meantime, just give your block a really high hardness. For example, obsidian's hardness is 50.
I told you your "recipes" object was inside your "blocks" object. i.e. you did this:
When you should have done this:
Which is what I meant by you having a curly brace in the wrong place. It's a pretty obvious mistake that should be clear if you're using correct indentation.
I'm confused because this code parses fine after I change the ID (which is already in use)... I didn't get a "No name" error.
lol, its OK I've made the same mistake when testing myself
Sorry, no. My mod doesn't do anything to do with mobs
I'll look into maybe adding it though (But no promises :3)
Farewell everyone o/
Farewell everyone o/
So I started messing around with it, and wanted to see if I could make a tree similar to the bacon tree, but I was rather going to make it a Pitaya(dragon fruit) tree. So I did this:
{
"blocks"{
"pitayaLog":{
"name": "Pitaya Log",
"type": "log",
"drops": "pitayaLog",
"tex": "pitayaLog.png"
}
},
"pitayaLeaves": {
"name": "Pitaya Leaves".
"type": "tree",
"trunk": "pitayaLog",
"tex": "pitayaLeaves.png",
"drops": {
"pitaya":{ "chance": 100, "amount": 1},
"pitaya":{ "chance": 70, "amount": 2},
"pitaya":{ "chance": 65, "amount": 3},
"pitaya":{ "chance": 50, "amount" 4},
"pitaya":{ "chance": 30, "amount": 5}
"pitayaSeed":{ "chance": 60, "amount": 1}
}
},
"pitayaSapling": {
"name": "Pitaya Sapling",
"type": "sapling",
"growsInto": "pitayaLeaves",
"tex": "pitayaSapling.png"
}
},
"items":{
"pitaya":{
"name": "Pitaya",
"type": "food",
"hunger": 3,
"thirst": 1,
"nourishment: 0.3,
"action": "eat",
"icon": "pitaya.png"
}
},
"pitayaSeed":{
"name": "Pitaya Seed",
"growsIntoMeta": 3947,
"inheritMeta": "true",
"icon": "pitayaSeeds.png"
}
},
"recipes":{
"pitaya:1": "pitayaSeed"
}
},
"spawn": {
"pitayaLeaves": {
"rarity": 14,
"spawnson": "dirt, grass",
"spawnsin": 0,
"biomes": "plains, jungle"
}
}
(sorry for putting it without a spoiler thing, but I don't post a lot of MC forums, and I couldn't figure out how to do it.)So I have this all in a folder, named Pitaya, and I've named the file that this code is in called Pitaya.xie
I then also have a Pitaya.xid with the block id's in it:
# block and item ids for the pitaya tree
pitayaLog=255
pitayaLeaves=254
pitayaSapling=53
pitayaSeed=4567
pitaya=4568
So when I go to run it, it is all just completely ignored, the Log says that it loaded nothing, and well as you would assume from that the blocks/items are not in the game. I've made random png textures, jsut for the testing of it that are named properly and are also located in the Pitaya file.
Not sure what I did wrong, so if you could help that be great .
Edit: figured out how to do a spoiler
Hey! Good on you for giving it a go, very brave of you
If a file is completely ignored, that probably means there was a JSON syntax error, and indeed I found that you'd missed out on a comma and a colon (I commented the above quote). Best to run your file through a JSON validator such as http://jsonlint.com, it'll tell you if it's valid, and if not where you went wrong.
ALso you might also want to add "code" tags in side your spoiler tags, it just displays it beter:
I love youre mod it's great, thanks again for the help.
I could do it, but only with a paintball gun (Though admittedly then the wall wouldn't be white XD)
Are Insanely talented.
I really just have a question about recipes. I would like to be able to use both block and item ID# in my recipes, including damage numbers, but I'm not sure how to format this, or if this is even possible. I have a ton of different mods that add a ton of different things and I would like to use their items in some of my recipes, but I'm not sure the best way to do this. I have all of the block/item ID's already and I could probably come up with a suitable enough name in order to add them to the names.map file, but I would prefer to do that only as a last resort because:
1. I don't know if these mappings can even be added if they are from a mod that loads in after yours;
2. I prefer not to change a core file that you provide for compatibility/upgradability sake;
3. I'm not sure if these names are used by Minecraft itself and thus may break things either in base Minecraft or the other mods; and
4. It could conceivably take quite a bit of time to edit this file if I were to have a lot of things to add from other mods (i.e. RedPower2),
I would be grateful for any guidance you can provide. Thank you again for a great mod!
Hey, thanks for having a play-around with my mod
You can refer to a block or item's meta/damage values with the following syntax:
"35:1:5": "35:1:0, seeds"
Where 35 is the block/item id (wool), 1 is the stacksize, and 5 is the meta value. So this recipe would yield 1 lime wool by combining white wool and seeds.
Note that while in theory you should be able to use blocks and items from other mods in recipes, it's not a feature that has been very thoroughly tested, but please do try it out and let me know if it works
One last thing, then I think I can quit being a bother .... Spawns. I noticed in the Mod Documentation that only Surface spawns are supported at the moment, yet the 22 February archive notes indicate that ore spawning support was added. I'm not sure if one or the other may be outdated or I'm just reading it wrong, but I don't seem to see my custom ore spawning. Or course, it's only one ore and it could be that I just haven't found any yet, or it could be that ore is not yet supported, I just wanted to ask before I chase down a problem on my end.
As always, your help is much appreciated.
Yeah... I did add ore spawning, but it was never tested, so it's entirely possible that it doesn't work
Edit: I've figured out the mounting thing, now I just need to add the textures for the different face positions. I know it's based on the metadata, I just need to know which face is which meta number.
Edit #2: I gave up on the different textures for the different facings and just made them mountable on the floor and ceiling. Since the metadata is taken up by the facings, I only added two (one in my hubby's fave color and one in mine) to save on item IDs. If anyone is interested, I can do the other colors and add a readme for changing which are used. If I distribute this, chances are I'll actually have three used (white, black, and red) with each of the other dye-able colors as alternates.
On a completely different note now, how do I get bonemeal to work as a fertilizer on custom trees?
Just post or PM me with a link, and I'll add it to the list in my main thread
There are two options for making mountable objects - the "mounted" type or the "facing" type. The difference is the facing type changes the textures around so that the block's orientation is affected, but the mounted type doesn't. The problem with using these types is the metadata values are used up determining the orientation, so you can't have multiple coloured blocks using the same block ID (but it seems you've figured that out already ^_^).
When declaring the textures, you can use the following identifiers for mounted blocks: "north, south, east, west, top, bottom", and the following identifiers for facing blocks: "front, back, left, right, top, bottom".
Use the following blockbounds: "0,0,0,1,0.1,1", it's not 1 pixel thick, but it'll be pretty thin. You can try .01 or .05... I experimented with carpet for awhile myself, but can't remember the ideal amount.
Don't be shy with block IDs, my mod is compatible with Robinton's 4096 block IDs mod, and one of these updates the vanilla block ID limit is going to be increased as well.
It's tricky, because bonemeal is a subtype of dye, so you can't just override it. The most elegant solution I've found is to make a custom "fertilizer" item that you craft from 1 bonemeal that uses the same icon and everything, but works on custom plants. Off the top of my head it would be like this:
Haven't tested it, but you get the idea
Ah, so "facing" and "mounted" are two separate things? That would be my issue then, because I've been using the "mounted" type when I really want "facing". I've been thinking I needed to use "mounted" then add different textures for the facings to get the texture to change when I use it. As for the item IDs, I'm only stingy because I've got so many other mods installed and I'm trying to avoid conflicts. Once I get a better feel for what I have available I'll add more, though some of the content I have in mind will negate the need for some of my mods.
never mind figured it out.