As of 2016, I have moved on from the minecraft modding community and left the maintenance of my mods in the capable hands of covers1624 with whom I have regular contact. Thankyou for all your support over the years.
All mods require Code Chicken Lib. As of 1.10 it is no longer auto downloaded so you'll need to download it below (or from curse) too
As of 1.8, Not Enough Items is now an add-on to the Just Enough Items mod and therefore requires JEI to be installed.
Code Chicken Core is part of Code Chicken Lib as of 1.11
ModPacks:
You are welcome to include any of my mods in modpacks as long as you provide credit. My name and a link to this page is fine.
TexturePacks:
Go for it!
Adf.ly:
If you hate adf.ly, feel free to throw $5 in the donate button and put your email address in the comments, and I'll mail you a direct link whenever I update a mod. Otherwise I think you'll find that 5 seconds of your time isn't that much
I have spent hundreds of hours working on these mods. I loved every bit but if you'd like to show your appreciation for my effort and time spent creating these mods. Please donate. If you'd like a little note like sponsored by... or want me to prioritise a certain feature you are more then welcome to include a short message with your donation.
CodeChickenCore requires MinecraftForge. Get it at http://files.minecraftforge.net/
WR-CBE requires ForgeMulitpart, an opensource library for having multiple things in the one block space. Get it at http://files.minecraftforge.net/ForgeMultipart/
CodeChickenCore will automatically download a dependancy, CodeChickenLib, into your mods folder. Do not get spooked out.
All mods require CodeChickenCore.
All mods go in the mods folder.
Throwing CodeChickenCore (obfuscated or dev) into the /jars/mods folder of your mcp environment will enable you to throw any other obfuscated mod into your mods folder and play with it in your dev environment.
Yes this means you can test your mods with NEI in mcp just by throwing NEI and CCC into your mods folder.
Developing with my mods is now even easier. Simply download the dev package, put it in /jars/mods and link it in eclipse or whatever IDE you use. For recompilation, just put all the dev versions in /mcp/lib as well.
Just throw this in the mods folder.
CodeChickenLib Formerly known as CodeChickenCore-Public, CodeChickenLib is a simple java library of utilities that I believe may be of use for other modders
The following public release contains some libraries that I believe may be of use to other modders.
It currently contains the following:
- Model library cable of importing obj files
- 3D transformation library
- Flexible and simple packet system
- Colour helper classes
- A few other misc helper functions
License
All source code in this package is provided to any modder under the following conditions.
1. The modder notifies me the first time they decide to use any code from this package in their mod.
2. All classes that are used must retain their original name and be MOVED to a DIFFERENT package containing "codechicken"
3. The modder may use as many or as few classes from this package and modify them as heavily as they wish.
4. Credit is displayed that the public can see. (You may or may not wish to include my name in your mcmod.info file)
Just move the classes you want to another package and include them in your mod, there will be no conficts or dependance on CCC if you put them in another package.
Other CodeChickenCore sources are released under the same conditions as above with the following exception: They need not retain their original names, and may be incorporated, in any modified partial form into your own classes. If they do retain their original names however, they must be repackaged so there are no conflicts.
If you want to make a mod that simply includes my version of CodeChickenCore as a dependancy (and don't want to package sources into your mod). Go ahead! There are no conditions on dependancies.
Source code may be found on the github
https://github.com/Chicken-Bones/CodeChickenLib
Releases may be found on the jenkins download page
http://files.minecraftforge.net/CodeChickenLib/
Common Pitfalls My model renders like this: http://puu.sh/29Da9
Different 3D modelling programs export with different coordinate systems. Minecraft uses a another strange one. Commonly try passing a new YZSwap() to the coordinate system parameter of the object loader.
Videos
[media][/media]
A very well done spotlight by MinecraftScorpian. It's the most up to date showcasing 1.4
[media][/media]
A nice mod review by piedudeaus
[media][/media]
Another mod Spotlight by Phobic Bus with information on how to install.
[media][/media]
A third mod Spotlight by iPodmail. Please note that this does not REQUIRE CodeChickenLoader.
[media][/media]
Differences\Enhancements
- Recipe Mode (Crafting, Smelting, Brewing)
- Item Searching
- Item Subset Dropdown menu (Hiding\Showing)
- Complete SMP support if installed on server
- Enchantment Sector
- All types of Mob Spawners obtainable and place able.
- Magnetic Mode
- Heal Button
- Mob Spawners in SMP show the mob type
- Advanced configuration files
- In game Options Menu
- A few handling tweaks
- An Extended API supporting extended item damages, mod based sorting tags and custom recipes with ModLoader type loader
Detailed Information Recipe View
Recipe view contains 2 functions, Recipes and Usage. Pressing the recipe key (default R) or usage key (default U) while hovering over any item will take you into this mode. Once in recipe view clicking will bring up recipes and right clicking will show usages. The back recipe key (default BACKSPACE) can be used to go back to the last recipe and the Esc or Inventory key is used to exit.
Recipe view shows you all the ways to craft that item, be it with a Crafting Bench, Furnace, Brewing Stand or another custom crafting inventory (Eg Alloy Furnace from RP2).
Unlike Craft Guide when a recipe can be made using multiple types of the same item (Eg the different colours of wool or the different types of wood), the ingredients will cycle through the available subtypes. So the wool will change colour.
Usage mode shows you all the recipes that contain that Item.
And it shows shapeless recipes too.
The ? button will appear when the type of recipe matches the container you currently have opened. Eg. If you show shaped recipies while using a workbench.
Clicking on this button will return you to the main inventory wher you will see highlighted overlays in the slots prompting you of which items to put where.
Item Search Box
The Item Search Box is the black bordered rectangle at the bottom. Only items that contain the text in the Item Search field will be shown in the Item Pane. The search box must be clicked on to start typing. Right clicking on the search box will clear it instantly. It is not case sensitive. Any search terms will be saved and loaded when you restart minecraft.
The search box also supports wildcards * (any string of characters) and ? (any one character) as well as the complicated java.regex pattern matcher. As an example Bl?ck shows names containing Black and Block. Also ^Block would show items starting with block such as Block Breaker and block$ would show items ending with block such as noteblock or diamond block.
Item Subsets
The Item Subsets button is a dropdown menu containing many different grouped sets of items. Clicking on a set will show all the items it contains and right clicking will hide them all. Double clicking on a set will show only the items in that set.
Mods can use the API to generate their own tag sets.
Shift clicking on a set will type @setname into the search bar which will make the Item Pane show only items in that set.
If you rightclick on the Item Subsets button the buttons for saving subsets will appear. These function identically to the normal save states, renaming, save\load\delete, but they will save and load the items you have hidden and shown.
You can also add your own sets using the config file located in ".minecraft\config\NEISubsSet"
Enchantment Selector
By pressing the enchantment key (default X) you can bring up the enchantment selector gui. It allows you to put an item in the slot and select the enchantments and level that could be applied from an enchantment table. The level can go up to a maximum of X. Clicking on an enchantment toggles it on and off. (To prevent unnice bugs)The normal multiple enchantment conflict rules apply so you can't have fortune and silk touch together etc. Unfortunately due to space limitations some names have had to be shortened, Projectile to Proj, Protection to Protect, Bane of Arthropods to Arthropods. Enchantment names will only be shortened if there is not enough space. Eg Protection will be shortened to Protect if you set level 8 because VIII takes up a bit of space.
Trash
The trash can button functions in 4 ways. All operations apply both to your personal inventory and any inventory you may have opened (Eg a chest).
1. Click on it while holding an item it will delete the item you are holding.
2. Hold SHIFT while clicking on it with an item in your hand and it will delete all the items of that type in your inventory.
3. Hold SHIFT while clicking on it will clear your inventory.
4. Just clicking normally will toggle Trash Mode
Trash Mode
When trash mode is enabled any item you click on will be deleted. Holding SHIFT and clicking on any item will delete all items of that type.
Creative Mode
Clicking on the C button will toggle creative mode. This is self-explanatory. Simply change from creative to survival and back again. Note that on SMP servers this will change only you into creative mode and not the entire server.
Rain
Again another self-explanatory button, if it's raining right now this button will be enabled activated. Clicking it will change the rain to on or off.
Magnet Mode
The last of the toggle buttons. When magnet mode is enabled any items within a reasonable distance will pick themselves up and fly towards you. Items wont be attracted if they can't fit in your inventory though.
Utility Buttons
The 4 buttons with the sun and moon are time set buttons. They will set the time to Dawn, Noon, Dusk and Midnight when clicked. These will only advance time forward to not break machines relying on world time. So if you click the day button multiple times it will keep advancing the days.
The heart button will heal the player, fill the hunger bar and stop them burning if on fire.
Save States
There are 7 save states capable of saving your entire inventory and armour to disk. Right clicking on a state will let you rename it. The x Button appears next to loaded states will clear them. Save states are a global feature that can be transferred between worlds and even servers.
Options Menu
This is just the regular MC Style options configuration. It allows you to edit various settings and especially Key Bindings.
The first Button Toggles wether NEI is Enabled or not. If it's not enabled you wont be able to see anything except the options Button. The enabled state is separated for SMP and SSP.
The Cheat Mode button toggles between Cheat Mode and Recipe Mode. Recipe mode is for playing legit and just using the recipe book component. The save states and cheat buttons will disappear and the Item panel will not spawn items into your inventory.
Extra Cheats sets wether the Create, Rain, Magnet, Time and Heal buttons are to be shown.
Button Style switches between the default Minecraft Button Style obtained from your texture pack and the old school black box TMI style (showcased below)
Item IDs toggles whether to show the ID of the item in the tool tip. This will work for all items in your inventory as well as the panel.
This option will cycle between Shown, Auto and Hidden. Auto will show ID's only when NEI itself is shown and enabled.
This has the added use of showing you exactly how much damage a tool has sustainer. Eg the Sapphire Pickaxe below has taken 6 damage.
Save states merely sets weather or not to show the save states, self-explanitory.
If Item drops are disabled any EntityItems in the world will be deleted. So mining a block or dropping an item will give you nothing. Someone said they must have it for lag removal so I added it.
The KeyBindings all do what they say. Click on them and then press the key you want to change it to.
Mob Spawners
NEI makes all types of mob spawners obtainable in your inventory and place able. Any custom mobs you may have will also be assigned a spawner. The spawner item will show the entity inside of it just like the block. Hostile mobs will have Red names and Passive mobs Blue names. The bug in SMP where all mob spawners show pigs has also been fixed. Any users who have NEI installed (even if they are not Ops) on a server with NEI will be shown the correct mob.
Various Inv Tweaks
Ctrl clicking on any item in your inventory will give you more of it, just as if you clicked on it in the Item Pane. If you pick up an item and hold shift while placing it in a container then all items of that type you have in your inventory will also be put in alongside the placed item. Useful for transferring all your cobblestone to a chest in one go.
SMP
Everything that you can do in SSP can be done in SMP if the server has NEI installed. If not then NEI can still spawn items using the give command if you are an OP. Most of the features are only enabled for OPs.
Config
There are many options in NEI that can be configured in "config\NEI.cfg". Note that most of these are editable in the options menu.
Server Config
A configuration file will be generated in config\NEIServer.cfg containing various confiutation options for servers. The config file comments explain the functions. In short it allows you to assign certain functions to be used only by certain players. So you can select who can use OP enchantments etc. There is also a banned blocks section, any blocks that are banned wont show in a user's item panel. Bedrock is banned by default so connected users can't spawn bedrock, (unless you specify their name).
Extended API There is an extended API built in to NEI to allow mods to integrate properly. This is demonstrated with the RedPower module that provides Alloy Furnace recipes and RedPower specific subsets.
I am aware that there are many different crafting inventories out there. BTW's anvil, IC2 has a bunch etc. However I only use the Alloy Furnace from RedPower. Therefore I welcome modders who want to make small modules like the RedPower one for various other mods.
The source package should help guide modders through. NEI uses a modloader like config loading system. Simply call your configuration class NEI****Config.class and implement IConfigureNEI and package it with your mods. Any calls to NEI should be made from this class or subclasses. Your mod must not directly call any NEI functions or classes as that will make it dependant on NEI to function. Simply include the config and classes with your mod and it will be activated only if NEI is installed.
NEI RedPower Module
Installation and Plugins
An install video is in the spoiler below.
Mistaqur has plugins for Thaumcraft, Buildcraft, Forestry, Railcraft and an IC2 fix at https://bitbucket.org/mistaqur/nei_plugins/wiki/Home
Credits Inspired by TooManyItems and Recipe Book.
Many friendly and supportive Beta Testers.
EnderChests are a stationary type of EnderStorage. You can use dye on the wool pads on top of the chest to alter its color code. As an alternative, you can craft an EnderChest with three dyes to change the color code as well. EnderChests work as any other chest for the purposes of blocks that manipulate chests contents. This makes EnderChests an ideal way to transport items over vast distances in an instant.
EnderPouches are a mobile type of EnderStorage. You can use an EnderPouch on any EnderChest to change the pouch color code to match that of the chest. EnderPouches access the same inventory as their EnderChest counterparts, allowing easy access to your base resources right from your inventory.
As of 1.2, Using a diamond on the latch of an Ender Chest will move it to a seperate network for the player that used the diamond. This allows each player to have acceess to all 4096 frequencies without conflicting in SMP.
Screenshots
Videos
[media][/media]
The signals are synchronised in a dimension called the Redstone Ether or REther. This dimension has no physical form and purely stores signals. It can be accessed by combining the Interdimensional properties of Obsidian, Glowstone and EnderPearls from the OverWorld, Nether and Ender with redstone to enter the RedstoneEther. There are 5000 different frequencies storing independent state, name and colour. Due to the dimensional nature of the REther signals sent in the nether will translate into the OverWorld and vice versa.
Differences from the original mod
Changes:
- Advanced GUI
- Triangulator vector based
- No GUI to use remote just hold right click. Remotes also set frequencies
- Fancier block models integrated with RedPower Logic
- Sniffer fades out and shows frequency with mouse over
Additions:
- Frequency Naming
- Coloured Frequencies
- Jamming
- REP
- Wireless Map
- Addons for SMP
- SMP frequency permissions and Private Sniffer
- Interdimensional Ether
- Trackers
Videos
[media][/media]
A mod spotlight by pcmaster highlighting a few more of the applications of WR-CBE.
[media][/media]
Detailed Information Core
As you can see the gui has had some serious advancements.
Simple
Yes the simple gui is still there
Colour
A frequency in the REther can be made to resonate at a speed equivalent to the wavelength of a certain wavelength of light. You may set the colour of a frequency in the advanced gui by pressing the Phase Shift Button. The colour is a purely aesthetic effect used by the addons for identification in inventory or on the map. The slot above the Phase Shift button will cycle through the items in your inventory. By default the colours are the dyes and redstone is the resetter. Black and white cannot be used. If RedPower is installed the colour setters are the different coloured lumar and white is reset. Note: Colours are purely for easy identification on the addons. They provide no technical properties.
Naming
The much requested feature to assign names to frequencies is here. It's fairly intuitive, just look at the screenshot above.
Transmitter
The transmitter is simple. Power it with redstone and it will broadcast to all receivers on that frequency.
Receiver
A receiver will power connected devices if there are any transmitters currently active on its frequency.
SMP permissions
There is a fairly complicated permissions system in place for SMP management.
The /freq command can be used to manipulate various cofigurations. Use /freq help to learn what they are and how to use them.
It is advised that the Private Sniffer from the addons module is used for managing private frequencies, as this does not require the player to be an OP.
Frequencies are split into three ranges; public (0-1000), shared (1001-5000) and OP managed.
Public frequencies are there for anyone to do whatever they want with.
Shared frequencies are like public frequencies, however use of the private command a frequency can be locked to just one player.
These ranges can be changed through the freq set and get commands. Also the freq jam/open commands and the freq scan command can be used to allocate ranges of freqs specifically to certain players.
Anyone who doesn't have permission to access a freq will be shown a greyed out square on their sniffer. They will be unable to set any device to that frequency. However they can still use devices set by other players.
Bolt Effect
What more can I say, Epic huh.
The Wireless Bolt is generated by jammers and REP's. The bolt will "jam" any devices nearby preventing them from working. Transmitters will stop transmitting, receivers will stop receiving and any devices a player is carrying will no longer work. Dont worry the effect lasts for a limited time period. For some reason cognitive processing causes a detectable effect in the Redstone Ether and a the bolt will also seek out nearby mobs and players dealing damage in the process. Fortunately more intense cognitive abilities provides some resistance to the effect, so players wont take as much of a blow as that sheep over there. Wreak havoc on your fellow player's wireless contraptions or make a visually entertaining mob trap.
For those who are intirested, L-Systems.
Addons
The remote is a handheld transmitter operated by holding right mouse. The frequency change GUI is opened by right-clicking while sneaking. If a remote is used on a wireless tile it will change the frequency of the tile to that of the remote, useful for setting the frequencies of multiple devices quickly.
Triangulator
The triangulator is essentially a wireless compass. It will point to the nearest transmitter on the frequency its on. The frequency change GUI is opened by right-clicking while sneaking. If there are no active transmitters in this dimension or you are using a remote at the same time the triangulator wont know where to point.
For the techy guys the triangulator doesnt actually point to the nearest transmitter, rather it adds all transmitters on the frequency based on their distance to the player in the ration 1/d therefore if you have 3 transmitters 20 blocks east and 1 transmitter 10 blocks west it will point east. So if you want to confuse someone using a transmitter to mark their way home put 5 somewhere nearby.
Wireless Sniffer
The sniffer is a device that can detect which frequencies are on and show them to you. Incidentally It will also show you which ones you dont have access to in SMP.
Private Sniffer
The private sniffer is an upgraded version of the normal sniffer. It has main purpose in SMP where you can click on a frequency that is shared to make it private. Private freqs will show as green.
Wireless Map
The wireless map is pretty self-explanatory. Any transmitters on any frequency will show as beacons on the map, even if they are not visible from the sky.
There is a green beacon in the desert, an orange beacon in the forest and three red beacons near the center. And yes I'm in a plane.
While it would be great to simply make your old maps wireless, problems with the map system make that near impossible. I may make a cartographer mod for copying maps and setting different scales.
Wireless Tracker
The wireless tracker is a throwable device that will stick to entities and transmit a signal. Use Sneak+Right Click to set the freq and then throw it. You can then use the map/sniffer/triangulator to track down your target at any time.
These guys will even stay stuck to players through portals and between logouts. However if an entity is 'unloaded' or a player is logged out the tracker will dissapear until the entity returns.
Trackers can be removed from an entity by pulling them off with a sticky piston or by melting the adhesive with fire. Once the tracker is no longer sticky it will spin like an item and can be picked up. Note that the tracker will quickly cool down and revert to it's normal sticky state.
REP
The Redstone Ether Pulse or REP is essentially the redstone version of an EMP. It is a throwable device that will generate the jamming effect apon impact. A second click with one in hand will detonate an aerial REP. The resulting energy wave will prevent further REPs from being thrown for a few seconds.
Logic
Note the jammer is supposed to be disabled when powered.
ComputerCraft Integration
Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()
Credits Aliaz - Original Wireless Redstone mod.
Danny494 - Textures for REP, Sticks, Bowl, Map, Sniffer, and a lot of texture drafting\base textures.
Alexandria, madindehead, Kenny - Beta Testing.
This mod adds a block called a chunkloader, when placed it will keep chunks around it loaded even if no players are nearby or even online. So now your plants can grow and your automatic quarries can run, even when you're not around.
What makes my chunkloader better
Features:
- Will reload chunks after a server restart
- Works with frames
- 100% not buggy guarantee (I'll fix it if you find a bug).
- External viewer for seeing the loaded chunks and making sure everything works.
- Server owners can set the number of loaded chunks per player, per dimenion and globally.
- Will load and unload mystcraft dimensions as needed.
- Server Operators can set them to only work when a player is online.
Detailed Information
Simply place the chunkloader down and open up the Gui. It now belongs to the person who placed it and chunks that it loads will count towards their limit. You can only open the Gui if you own the chunkloader.
The radius determines the number of chunks to load around this one inclusive.
The shape is either Circle, Square, LineX or LineZ all of which are self explanitory. A radius 3 with square will load a 25x25 chunk area.
The number of chunks loaded is shown below the radius.
The total number of chunks you have loaded out of the amount the server has allowed you is shown at the bottom.
The show lasers button will show some spinning lasers that border on the loaded chunks for easily seeing if your blocks are in the loaded area.
ChunkViewer
Using the command /chunkloaders will activate the ChunkVeiwer if the server has allowed you to.
It will be centered on the player in the current dimension when first activated. You can move it around by dragging it with the mouse.
The Red blocks are loaded chunks.
The Yellow blocks are chunkloaders.
The Green blocks are chunks that are being held by a chunkloader
The Blue blocks are players.
In the top left the number of ChunkLoaders, Held Chunks (by Chunkloaders), Loaded Chunks and Players in this dimension are shown.
The numbers on the axis are the coordinates in blocks. The Horizontal is the x axis and vertical is the z axis.
Mousing over a chunkloader or player will show info about it as a tooltip.
You can see three sets of chunks, one around the player, one around the spawn point and some around a chunkloader.
The Gui will close if you leave the server.
Server Config Options
The server operator can set the number of chunks per player, per dimension and overall that are allowed to be force loaded.
The server can also add player names to a list to have chunkloaders only work when the player is online.
There is also an option to disable the automatic world loading for mystcraft dimensions if you don[/media]
Screenshots
Credits MouseCop - Art.
A. When it's done or a week after the last person asks, whichever comes later. Don't expect all your mods to be ready for at least a month.
Q. java.lang.NoClassDefFoundError: codechicken/core/something
A. Install Code Chicken Core.
Q. I can't spawn items!
A. Change from Recipe Mode to Cheat Mode
Q. Can we have wireless bundled cables (or any other variant)?
A. No, it involves lots of code and design, would be very difficult to integrate nicely and is quite overpowered.
Q. I get a saving chunks or black screen. ur mod sux cuz it r no wurk.
A. Logs or it didn't happen.
If you want me to help you with problems you are having with any of my mods do everyone a favour and follow a few steps first.
1. Make sure you have a running FML/Forge installation. If you have that then I can rule out all prerequisites to this mod like failing to delete Meta-INF or install FML.
2. Tell us what happened. And if it's a visual glitch what you can do to cause it to happen.
3. Get us an FML or MultiMC log. You should be able to find FML logs in your .minecraft folder.
4. Post the information on the thread.
Always use pastebin for logs.
Do not PM me with any issues, I will delete your PM. Use the thread or IRC
Thanks:
Victorzimmer for giving me an ftp server to host on.
Disclaimer:
While any of my mods should not destroy your world, I take no responsibility for damage done to your minecraft your world or the chair you are sitting on.
2
- Plans to store a recipe for easy use later!
- Plans can utilize fluid tank to craft with fluids
- Two Buttons: top one becomes clickable when a plan is in the slot below it (see Using Plans below). Bottom one, when pressed, will empty the crafting grid of all items.
- Hovering over either button for a brief period of time, will give you a bit of insight into what they do.
Fluid Handler Upgrade:
Using Plans:
Placing a blank plan in the slot to the left of the grid will enable the button above it.
Clicking the button above it, will write the crafting recipe to that plan. The texture will change to show that the plan has a recipe associated with it.
When you start to get a couple plans in your inventory, it can be easy to forget which is which. If you hold down shift, all plans with a recipe within a Project Bench will display their result over the plan: (notice bottom right)
Last but not least, holding shift while hovering over a plan in any inventory will display all the components that go into making that recipe within the tooltip.
Using Upgrades:
Project Bench Upgrade:
Right click with this upgrade on a Crafting Table to upgrade that Crafting Table directly to a Project Bench
Fluid Handler Upgrade:
Right click with this upgrade on a Project Bench to upgrade that Project Bench to handle fluids. Doing so will allow the Project Bench to hold up to 16 buckets of a fluid, and craft with that fluid in the crafting grid, using plans, or as a supply item.
Crafting will follow this priority in using liquids: first from the tank, then from the supply inventory, finally from the crafting matrix.
Project Bench v0.3 for Forge 11.14.1.1404Project Bench v0.2 for Forge 11.14.1.1334Project Bench v0.1 for Forge 11.14.1.13341
Yes, that's because Minecraft.getMinecraft() only works on the client side, so you can't use it from the dedicated server. Try using onBlockPlaced instead, you even get a player object with it!
1
You're on the right track then!
1
Hmm. So there's a ChunkEvent which holds a reference to the chunk. Try subscribing to the Load event of ChunkEvent.There might be some variable state in chunk that you can test. My first thought is "lastSaveTime". Maybe a newly loaded chunk will have no lastSaveTime1
This is because the book you are learning from is probably based on an older version of Minecraft. Part of modding entails figuring out what the differences in Minecraft are between versions and adapting to them.
In your case block is no longer a field of BlockEvent. With 1.8, Minecraft developers switched to using IBlockState's. So to adapt that code "event.block", you should write "event.state.getBlock()" as getBlock is a method of the interface IBlockState.
Just for future reference, I didn't know this before looking into i for your question. Depending on how you set up your minecraft development environment, you might have access to the decompiled code (if you ran gradlew setupDecompWorkspace). All I did was navigate to BreakEvent which is an inner class of BlockEvent, and then looked at the parent class BlockEvent, which is where the IBlockState field is. I strongly advise you to get used to browsing the Minecraft code. Many of the answers to your questions can be found there. But when you get stumped, come here and ask!
1
You can launch the server from your IDE, along with a client. So just see if it does
1
In the crash report it says
java.lang.UnsupportedOperationException
at com.google.common.collect.UnmodifiableIterator.remove(UnmodifiableIterator.java:43)
Basically, you're not allowed to edit that with the iterator you were given. Probably for this exact reason. I thought that you could disable parts of Biomes O'Plenty through the config?
1
And make sure to check for null item if player doesn't have anything equipped! But this exactly. Instance of is used to check if a particular instance of a class that you have access to is of some type.
1
Sounds like you'd need to keep track of the block positions that you modified the light value of, and then after a bit go back and reset them to their default state. I'd use a Tick handler class to keep track of them, and after a set number of ticks return them to their default. Or you could have them fade to less and less light output, that'd be nice.
15
Crafting Suite is a follow up on my original mod, Project Bench. It brings back the Project Bench, but also expands upon the original idea of it. Now the player will be able to have a more personalized experience with the benches in their world, both functionally and aesthetically. You'll have access to many things, from crafting benches that will hold onto their inventory rather than drop it, and benches that will have additional storage space that they can craft from. There will also be a variety of modifiers that one might add enhance or alter the functionality or look of the bench, I will go over those within.
Crafting Suite is as of this writing in an infantile stage and has gone through some testing. There are many things planned, but not as many yet implemented as I plan to bring those in over time. First priority is get something out there that demonstrates the ideas of the future. I'll do my best to go over as much as I can in this post, but feel free to leave a comment if something doesn't have enough of an explanation.
Updated to 0.2.1.4 (February 20, 2014)
- Updated internal saving system, less broken benches and such.
- Recipes for Deep Slot, Plans, and tools Modifier, along with the plan recipe now give double the items than before.
- Many other tweaks, be wary of new bugs. Please report.
Updated to 0.2.1.3 (December 3)
- Fixed crash on start for servers, my bad.
- Fix for benches becoming chests when they shouldn't (important update).
Updated to 0.2.1.1 (November 28)
- NEI Usage and Recipe support
- Occasional crash fix
- Ore Dictionary misuse fix
- Tooltip tweaked to always display modifiers on a bench
Updated to 0.2.1.0 (November 21)
- Added Plans
- Added "Deep Slot"
- Added Modded Crafting Table (simpler than Project Bench, more advanced than Crafting Table. Stepping stone.)
- Added NEI shift clicking support, some modifiers have unique handling of such, check their sections.
- Localization support (Russian and Engilsh done, look below to contribute)
- Render tweaks for result
- Infinitely more tweaks for rendering, optimization, reduction of lag, and avoidance of crashes. Should be less crashy now (once this update is better debugged.)
Updated to 0.1.8.2 (November 5)
- Fixed possible NPE
Updated to 0.1.8.1 (October 31)
- Fixed possible NPE
- Added render to tables with tool modifier displaying current tool
Updated to 0.1.8 (October 29)
- Initial Release
The Modification Table:
Using the Modification Table
Notes:
- Hold shift over the Craft button to see the recipe it's using
.- Extraneous items in the inventory may hinder your crafting ability.
- You won't be able to craft another bench if there is a result still in the slot that differs from the new recipe.
The Project Bench
The full recipe for the Project Bench, and one step further for the Tools Modifier:
The Project Bench walks and talks just like the old one, but it thinks quite differently. For the unaware, the basic idea is that you place a recipe in the 3x3 crafting matrix and then upon crafting, it tries to pull from the below attached 18 slots rather than the crafting grid itself. Quite useful really.Along with that, there is a visible button to the left of the matrix. Clicking this button will empty the contents of the crafting matrix into the supply matrix.What's that icon next to the middle of the matrix? Must be a visual artifact. Definitely not a future plan.
Notes:
- Hold shift while hovering over a Project Bench (or any bench for that matter) in your inventory to see what modifiers are already on the bench.
Modded Crafting Table:
Crafted in the Modification Table, this is a simpler version of the Project bench, but more advanced than the vanilla Crafting Table.
Modifiers:
F.i.n.a.l.l.y.
Upgrading a Project Bench (only one that has access to this modifier at the time of this writing) with the Plan Modifier will allow the use of plans with the bench. If you're at all familiar with the old Red Power 2 implementation of plans, it's basically the same. If not, you're in for a treat.
With plans, you can place a recipe in the bench, drop in a blank plan to the plan slot (the one with the fancy background) and then write the plan, with the button to left (looks vaguely like a blank plan). Once written, that plan will always remember the recipe you wrote to it. As you can see above, a piston plan was written to it. It will now show up as "Piston Plan" rather than Blank Plan.
Placing that now written plan into the slot will allow you to craft that recipe without physically placing the items into the crafting area, it will pull directly from the supply area. Fantastic.
Notes:
- Plans will attempt to use any type of item from the OreDictionary, if applicable.
- See below for the recipes for plans and the modifier.
- This supports NEI shift clicking of the question mark, but it has unique behavior. If you have all the materials AND a plan for that item in your, or the bench's inventory, it will transfer the plan directly into the plan slot and the materials into the supply area rather than into the crafting area.
Recipe in Modification Table:
Example (Pictures):
Recipe is now bound to the Plan
Step 2: Clear the crafting area, you can see the ghosted items in the bench
Step 4: Enjoy the simplified crafting of those annoying repetitive recipes.
Deep Slot Modifier
The Deep Slot Modifier installs a special slot to the side of the inventory. This slot will hold 6x the max stack size of the item placed in it. This means, for your average item it'll be 384 items. Nice for the bench that needs a seemingly endless supply of one item or another.
Recipe In Modification Table:
Notes:
- The crafting area will pull from this slot rather than the crafting grid or the supply matrix (if applicable). It is the preferred source of items (after excess in the crafting grid).
- You can't shift click out of this slot, just interact with it as normal.
- It can be a tiny bit temperamental from time to time. Just give it a good furious clicking if it's misbehaving. Typically resolves itself.
Tools Modifier
Items can only be placed in these three slots if they appear to be tools, as in the item can take damage. Use right click to place them into the slot. Once in the slot, the can be accessed quickly to be added to the matrix (remember, RIGHT CLICK to access the item). Left clicking on the item once in the slot will activate that item. Once activated, the item will be automatically added to the crafting matrix (it's rendered in the matrix but you cannot interact with it there).
As a consequence, if there is a tool selected but you place the items for a crafting bench in, it won't work because the tool is considered to be within the matrix. Simply left click again to deselect the tool.An example, all you have to do is put, say the Copper Plate (IC2) in the matrix, and click the Hammer (IC2 again) and it will automatically add the Hammer and the appropriate crafting recipe will be displayed.
Notes:
-Shift clicking a tool will automatically place it in the Tool slots on the left.
-A selector will appear around the currently selected tool
-Note fancy pants rendering on top of the table.
Recipes:
Plan Recipe:
Crafting Modifier:
Holding Modifier:
Storing Modifier:
Plan Modifier:
Deep Slot Modifier:
Tools Modifier:
Mod Spotlight: (if you're struggling with how to make the benches, check here)
Shows all features as of this version:
by Lewis_WTFGeeks
0.1.8.1:
Shows 95% of current features:
by madcock8338
Downloads:
1.6.4 - CraftingSuite-v0.2.1.4(*)
1.6.4 - CraftingSuite-v0.2.1.1(*)
1.6.4 - CraftingSuite-v0.2.1.0(*)
1.6.4 - CraftingSuite-v0.1.8.2(*)
1.6.4 - CraftingSuite-v0.1.8.1(*)
1.6.4 - CraftingSuite-v0.1.8(*)
Changelog:
- 0.2.1.4: Internal changes to how the benches are saved, reduces clear benches and crashy-ness. Some recipes, i.e. Tool, Deep Slot, Plans Modifier, and Plans now give double the items than previously.
- 0.2.1.3: Fixed a crash on start for dedicated servers in relation to particles being added.
- 0.2.1.2: Fix for benches becoming chests when they shouldn't be.
- 0.2.1.1: NEI Usage and Recipe support. Tooltips always show modifiers on a bench now. Plans should now longer use incorrect Ore Dictionary stacks (verify please). Crash resolved that occurred when using up tool in crafting recipe then trying to craft something again in bench with Tool Modifier.
- 0.2.1.0: Plans, Deep Slot, NEI Shift Click, Modded Table, Localization support, many internal tweaks. Check commits for more detailed changes.
- 0.1.8.2: Fixed possible NPE
- 0.1.8.1: Fixed NPE, added tool render atop the bench.
- 0.1.8: Initial release. Added Modification Table, Holding, Crafting, Storing, and Tools Modifiers, added language support and version checking.
Dependencies:
- v0.1.8 - v0.2.1.0: Forge: Built against version 9.11.1.916.
Known Bugs:
- Glitchy rendering if using Fast graphics, as opposed to fancy graphics.
- Deep Slot shows incorrect stack size (1) for other players on server. This is because stacks are sent in packets where stack size is written as a byte and therefore doesn't support stack sizes greater than 127. Functionality is intact, no duping or anything. Just seem a bit screwy. Will look for a fix .
Error Reporting:
- If you have a GitHub account, open an issue there, that is the best way to reach me. You can find the repo here.
- If no GitHub, post a comment. Include crash report, at the very least the stack trace portion of it. Also, since it has gotten more complex, please leave note of how you produced the bug, or what you were doing when the crash happened.
Credits:
- MyEternity: translation to Russian.
- chicken_bones: Not Enough Items to improve some aspects of the Benches (see below for legal stuff).
Licensing: (Mod pack authors, look here)
This work is licensed under the Public License version 3. It is an open source mod, and therefore much privileges are given to the users. You are free to distribute the mod and edit it if you wish. However, no monetary gain shall be had unless you explicitly consult me and I, the mod author, allow it. Additionally, credit is required to be included upon redistributing it.
- Mod pack authors, this means that you may include Crafting Suite and all updates to which this licensing is still applicable without asking me directly. Please leave credit for me somewhere in the mix. Also, I will be selectively willing to include a section listing the mod packs using Crafting Suite if you message me and notify me of that wish.
This mod now includes a redistribution of an NEI class. I, the mod author, have altered the original file as provided by chicken_bones. The appropriate steps have been taken to comply with his redistribution wishes as detailed under the forum topic for the ChickenBones mods. Furthermore, the sections that were edited within the class have been marked for easy comparison. These steps were taken to complete compatibility of Crafting Suite with the functionality of the overlay (shift clicking of the ?).
- Original File: https://bitbucket.or...java?at=default
- Altered Version: https://github.com/b...layHandler.java