Baubles is a small addon mod and api that is intended to be used by other mods to add additional inventory slots to a character.
It adds 7 new slots: an amulet, belt, head, body, charm and two rings slots. The baubles inventory is accessed by pressing the 'b' hotkey. It is probably a good idea to remap your normal inventory hotkey to the baubles inventory if you are going to be accessing it a lot.
This mod adds very little content itself - it is intended to be an addon for other mods and the only reason I included an item at all was to serve as an example for other developers. The Miners Ring has no crafting recipe and is only attainable in creative mode.
Baubles 1.4.6 for MC 1.11
Baubles 1.4.6 Deobfuscated version for developers
Baubles 1.4.6 API
Baubles 1.5.2 for MC 1.12
Baubles 1.5.2 Deobfuscated version for developers
Baubles 1.5.2 API
Baubles 1.3.13 for MC 1.10.2
Baubles 1.3.13 Deobfuscated version for developers
Baubles 1.3.13 API
Botania
Mithril Mod
Mystical Trinkets
Adventurer's Amulets
Crafting Pillars
Modular Armour
Fluxed Trinkets
TransportCraft
Baubles Stuff
Change Log (MC 1.12 branch)
- API: added isBaubleEquipped helper method to BaublesAPI
- fixed player bauble syncing (Thanks pau101) closes #235
1.5.1
- added IBauble as a capability (see https://github.com/Azanor/Baubles/pull/208)
1.5.0
- updated for MC 1.12
Change Log (MC 1.11 branch)
- added IBauble as a capability (see https://github.com/Azanor/Baubles/pull/208)
- fix for shift clicking bug
1.3.13 (MC 1.10.2)
- API: added isBaubleEquipped helper method to BaublesAPI
1.3.12 (MC 1.10.2)
- fixed localization issues (again)
1.3.11 (MC 1.10.2) / 1.4.5 (MC 1.11)
- fixed localization
1.3.10 (MC 1.10.2) / 1.4.4 (MC 1.11)
- item on cursor will no longer be lost if you click on the baubles ring button
- fixed baubles button display text
1.3.9 (MC 1.10.2) / 1.4.3 (MC 1.11)
- added player references to capabilities container and added checks for item validity.
1.3.8 (MC 1.10.2) / 1.4.2 (MC 1.11)
- fix for ticking entity crash
1.3.7 (MC 1.10.2) / 1.4.1 (MC 1.11)
- baubles set to autosync will now sync instantly instead of every 10 ticks
- fix for baubles button not being in the right place when potion take effect or wear off while you are in the GUI.
1.4.0
- update for MC 1.11
- removed support for legacy baubles files (.baub)
1.3.6
- catch edge-case crash if a player is somehow 'ticked' before the world has finished loading. Just do it better this time
1.3.5
- catch edge-case crash if a player is somehow 'ticked' before the world has finished loading.
1.3.4
- prevent a crash if mods assume certain passed parameters won't be null. Naughty.
1.3.3
- emptied bauble slots will sync once again
1.3.2
- hotfix for import derp
1.3.1
- added the ability for equipped baubles to automatically sync to client if their damage or nbt changes without having to manually set their changed flag.
- this is off by default for all baubles
1.3.0
- release of 1.3 branch
1.3.BETA11
- fix onUnequipped behaviour
1.3.BETA10
- fix trinket slots
- baubles now save when changing dimensions
1.3.BETA9
- added some defaults to the api to reduce implementing class clutter
- added command line (/baubles) for ops to view and clear a players baubles inventory
1.3.BETA8
- by popular demand I added 3 more bauble slots: head, body and charm
- added IRenderBauble. This is an item interface that allows baubles to be rendered on the players body or head. Heavily based of the renderer used by Botania (Thanks Vazkii!)
1.3.BETA7
- added a new type of bauble to the API - "TRINKET". It can go into any bauble slot
1.3.BETA6
- fix bauble syncing on MP servers.
1.3.BETA5
- change MODID back to 'Baubles' to preserve dependencies. This will need to change to lowercase for the MC 1.11 update.
1.3.BETA4
- allow baubles to retain compatibility with mods created for older versions.
- BaublesApi.getBaubles now returns IInventory again and a new method has been created to return the new handler if you want to use that instead.
1.3.BETA3
- a few minor fixes / tweaks
1.3.BETA2
- made baubles packets a bit more thread safe
1.3.BETA1
- note that this is an alpha version - testing is required
- update to MC 1.10.2 and Java 1.8
- move baubles to a capabilities based system which should hopefully solve a lot of longstanding issues
- compatible with older saves
1.2.1.0
- update to mc 1.9.4
1.2.0.2
- Fix manifest build issue (#130)
1.2.0.1
- Fix bauble button alignment when potion shift is disabled (#129)
1.2.0.0
- update to MC 1.9
- updated gui to account for new shield slot
- fixed bauble button location when potions are toggling between active and inactive
1.1.3.0
- update to MC 1.8.9
1.1.2.0
- update to MC 1.8.8
1.1.1.1
- change filename format to account for players with names that are forbidden normally
- fixed for client-side syncing event not firing on initial player login
1.1.1.0
- make it work server-side
1.1.0.0
- update for MC 1.8
1.0.1.10
- api package-info.java cleanup (closes #80)
- now you won't lose items in bauble crafting grid when switching back to vanilla inventory
1.0.1.9
- Update to Forge 10.13.2+
- possible fix for baubles dropping near player spawn location instead of at where he died.
1.0.1.8
- change save filenames back to using username instead of UUID to prevent issues in offline mode.
- saves will break if you change your username, but it is the lesser of two evils imo and easy enough to fix by hand
1.0.1.7
- fix for baubles shortcut "ring" suddenly not shifting like it should when potion effects are active
1.0.1.6
- added a secondary client sync event in case a player logs off and then on again before his player gets unloaded from a server.
1.0.1.5
- onUnequip will now only be called once if a bauble is removed via shift-click
1.0.1.4
- detect NEI so baubles "ring" button is placed correctly (most of the time).
1.0.1.3
- created workaround for unnecessary calls to onEquipped and onUneEquipped
- fixed a bug where onUneEquipped wasn't being called if you pick an item up from a slot
1.0.1.2
- added a simple way to switch between the normal and baubles inventory. Thanks to Vazkii for the idea and permission to port it to base Baubles.
- removed the Miners Ring crafting recipe... it is a bit op. I will leave the item in so it is attainable in creative and so it can still serve as an example bauble for devs.
1.0.1.1
- added backwards compatibility for legacy (pre 1.7.10) savefiles
1.0.1.0
- update for MC 1.7.10
- no requires Forge 10.13.0.1177
- removed support for legacy save format and moved saving/loading to new forge events
1.0.0.16
- switch to SimpleNetworkWrapper
- now requires Forge 10.12.1.1110
1.0.0.15
- hide slot background when drawing slots with items in baubles inventory
1.0.0.14
- prevent loss of non-baubles items on death
1.0.0.13
- properly clear player baubles inventory before he enters the world and reset file pointers
- only attempt to load or save baubles server-side
1.0.0.12
- fix for baubles being synced to the wrong player on the client
1.0.0.11
- baubles are now synced to all clients on a server, allowing modders to add visual components or other client-side stuff for baubles.
1.0.0.10
- moved baubles data from player data to custom savefiles (*.baub)
- a backup file is also saved each time in case the main one becomes corrupt.
- automatically revert to backup file if main one cannot be loaded. If both cannot be loaded revert to old player data format. This will also insure that data from previous baubles versions will be loaded the first time.
1.0.0.9
- undoing the "baubles hotkey closes all inventories" change. It was messing with anything that allows text input
1.0.0.8
- sync baubles itemstack data between client and server if changed outside the baubles GUI
1.0.0.7
- the baubles hotkey can now be used to close any gui the player has open
- check for "keepInventory" game rule to prevent baubles from dropping on death
1.0.0.6
- additional checks to prevent the wrong items getting into the wrong slots
- minor changes to te example ring so it doesn't get used when you right-click to equip in creative mode
- no api changes so devs needn't do much on their part
1.0.0.5
- API: added a few new methods. I know there is nothing more annoying than constantly changing api's, but hopefully these kinds of changes will be few and far between.
1.0.0.4
- allow other mods to force a save by marking the inventory as dirty
1.0.0.3
- example ring can now be rightclicked like armor to equip it
1.0.0.2
- baubles inventory now opens when it's hotkey is pressed in creative
1.0.0.1
- properly trigger unequip event when shift clicking out of bauble slot
Mod Packs
However, due to the nature of this library it will be used by many other mods. Thus, go wild
Videos
Check out my Youtube channel here
My Beta Testers, you know who you are
chicken_bones for his deploader code.
Also go check me out on Twitter @Azanor1 for announcements and such.
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1.9.4 version will come when the mod either hits 2 Mil or the 29th June
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Hey guys... long time, no see.
Incase you didn't know, I am the maintainer of Modtweaker.
Soo I kinda let this thread go...
If you have any questions, feedback, remarks or death-threats, you can find me on #jaredlll08 on irc.esper.net
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Have you ever wanted to grow ores but not be called a "cheater" because the process is too OP?
Well this is the mod for you!
Fluxed-Crystals adds Ore Crystals, once fully grown they drop shards, when you combine the shards in a Crafting table you get ingots!
Now you may asking, is it balanced? and my response is, The mod is as balanced as YOU want it to be! All Crystals are added via JSON and are fully customizable, if you find that Crystals grow too fast, then all you need to do is change it in the Crystals JSON file! nearly all aspects of the Crystals are customizable and it is easy to add more!
To get started with the mod, you need to make a Farm Manager, there are many Farm Managers in the mod, the difference between them is their power source. I have added different Farm Managers for different power sources such as,
The Farm Manager - default Manager, runs off of RF.
The Blood Manager - Blood Magic Manager, runs off of LP.
The Mana Manager- Botania Manager, runs off of Mana.
The Thaumic Manager - Thaumcraft Manager, runs off of Messis Essentia
The Industrial Manager - IndustrialCraft 2 Manager, runs off of IC2 EU.
Once you have chosen the Manager of your choice, you now need to make Powered Soil, the amount of Powered Soil you will need depends on how big you want your farm, there are 4 presets, 3x3, 5x5, 7x7 and 9x9. Simply put the power blocks in the bottom left slots in the Manager of your choice and click the size that you want and it will place the Powered Soil. Now all you need is seeds! to get seeds you will first need to make an Universal Seed, once you have a few Universal Seeds you can then make other types of seeds! by putting a Universal Seed in the Seed Infuser with some materials you can make seeds for materials! once you have the seeds that you want, you can start farming, by placing a seed onto Powered Soil it will begin to grow, seeds take a while to grow, so be patient!
I do suggest you use the Not-Enough-Items mod to see my recipes.
You will need a mod that adds power generation for the Farms to use.
You will need ttcore to use this mod, it can be found here: http://ci.tterrag.com/job/ttCore/
You are free to use this mod in your modpack, HOWEVER, you must give credit to me and the co-creator, "DarkByte" and send me a message saying that you are using my mod in your modpack.
I do have the right to revoke permission.
Screen Shots
http://minecraft.curseforge.com/mc-mods/226074-fluxed-crystals/images
{
Optimized the mod.
}
0.0.4
{
EVERYTHING!
!!!DON'T FORGET TO REMOVE THE CURRENT .JSON FILES IN config.fluxedCrystals!!!
Added:
By placing dirt next to a Manager or Powered Soil it will turn into Powered Soil. (Only next to not on top or under).
All Managers have now been combined into a single Manager.
Botania mana is now inputed via a Mana Spreader.
Gem Cutter, used to cut Rough Shards into Smooth Shards.
Gem Refiner, used to refine Smooth Shards into their ingot form.
MineTweaker3 Support, callers are, "mods.fluxedcrystals.cutter" and "mods.fluxedcrystals.refiner", valid methods for both are as follows:
mods.fluxedcrystals.cutter.removeRecipe(ItemStack)
mods.fluxedcrystals.refiner.removeRecipe(ItemStack)
mods.fluxedcrystals.cutter.addRecipe(ItemStack leftInput, ItemStack rightOutput, int leftInputAmount, int rightOutputAmount)
mods.fluxedcrystals.refiner.addRecipe(ItemStack leftInput, ItemStack rightOutput, int leftInputAmount, int rightOutputAmount)
Fixes:
Fixed Waila showing the wrong information.
Fixed major server crash.
Added new JSON options:
lore : Lets you add information to the item, supports "\n" to make a new line.
sharp (default: true) : If a crystal is sharp it will damage players when they stand on the crystal.
dimensionWhitelist : Only lets crystals grow in that dimension.
refinerAmount : Specifies how many shards are needed in the refiner.
New crafting method:
When you harvest a Crystal you get a Rough Chunk, by placing down a Rough Chunk and breaking it with a Crystal Hammer will give you some Rough Shards, by putting Rough Shards into a Gem Cutter you will get Smooth Shards, by putting Smooth Shards in a Gem Refiner you will get the ingot form of the Smooth Shard.
There is a config option to NOT use the system I just mentioned and to use the old system.
}
If you would like to give something back, I have a patreon, http://www.patreon.com/jaredlll08
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I have changed the json item format, it is now "<modid>:"<unlocalized name> <meta> *<stacksize>" for instance
"minecraft:dirt 1 *5" will be, dirt, with a metadata value of 1 and a stacksize of 5
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Take a look at the template.json, your json file needs to have all of those "tags"("materials","fluids" etc)
Also, where are you putting your json?
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What error are you getting?
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This mod has branched off from only TiC, it can do any TiC weapons, it can also do custom ore berries, custom Botania Brews, custom Thau,craft aspects, TiC smeltery Fuels and custom Fluids and it should work find with TiCDefence
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With this mod, you can add custom Tinker's Construct tool parts via JSON, it is very easy, here is an example:
{
"data":[
{
"name":"First Test",
"key":"testFirst",
"style":"light_purple",
"resource":"minecraft:bedrock",
"materialID":55,
"durability":500,
"miningSpeed":500,
"attack":600,
"reinforced":0,
"primaryColor":7507918,
"value":2,
"handleModifier":1.8,
"stonebound":5.5,
"buildParts":false,
"castingFluid":"gold.molten",
"harvestLevel":2
}
]
}
"name" = The name of the tool, for example: "name":"Ryal" would produce, Ryal Pickaxe, and Ryal Hammer.
"key" = The unlocalized name of this material.
"style" = The color of the tooltip, it supports most names, "red", "blue", "strikethough", etc.
"resource" = The resource that this material will be made out of.
"materialID" = The ID of the tool material.
"durability" = The durability of the tool.
"miningSpeed" = The speed of the tool. ( This will be divided by 10 )
"attack" = The damage that this tool deals. ( This will be divided by 10 )
"reinforced" = An Integer value that dictates how reinforced the tool is.
"primaryColor" = The color of the tool. (In Integer format)
"value" = How much is a single {resource} worth in a part builder.
"handleModifier" = A double value dictating the handle modifier.
"stonebound" = A double value dictating the stonebounde modifier.
"buildParts" = Can you craft the tool parts in a part builder?
"castingFluid" = Fluid used for making these parts in a smeltery.
"harvestLevel" = Sets the harvest level for the tool.
To use this mod, you need TTcore, you can get it here: http://ci.tterrag.com/job/ttCore/ and Tinker's Construct.
If you would like to show your support, I have a Patreon.
And that is basically it!
Enjoy!
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ModTweaker2 is an addon for MineTweaker 3. Minetweaker lets you adjust recipes, remove them entirely, or add new recipes. While it has decent mod support, there are many mods that use custom crafting handlers that are not supported natively. ModTweaker2 plans to provide additional support for as many of these mods over time as possible.
To see a list of mods currently supported, those planned, those that won't be added etc. As well as information on how to use the recipes see the ModTweaker2 Wiki.
ModTweaker2 Wiki
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ModTweaker2 is licensed under MIT, use it for whatever you please!
Please credit Jared, joshie AND SpitefulFox whenever you are crediting authors. Thanks.
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