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ZergMazter

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  1. Oh thank you for letting me know about the discord. Yes sorry my json is: waxcandle.json
  2. I've made a block and simply inserted drops: [ ], in the json and nothing happened. My block still dropped an item when broken. I actually need dropsByType but if I cant even get the simplest form of it to work then I have no hope of succeeding doing it byType.
  3. Fixed: I literally took this code from the "Clay Casting" mod and applied my own fluid to it and I got buckets with the fluid and no crash. Adjusted to your mod if you copy and paste this code exactly as is then you will have no crash. After that just slowly change the texture/shape/creativetab paths and you are set: { code: "dissolvedsulfur", class: "ItemLiquidPortion", matterState: "liquid", variantgroups: [ { code:"type", states: ["whatever1", "whatever2"], } ], attributes: { handbook: { ignoreCreativeInvStacks: true }, waterTightContainerProps: { containable: true, itemsPerLitre: 100, isopaque: true, texture: { base: "liquid/{type}" }, allowSpill: true, whenSpilled: { action: "DropContents", stack: { type: "item", code: "dissolvedsulfur-{type}" } } } }, shape: { base: "liquid" }, texture: { base: "liquid/{type}" }, creativeinventoryStacks: [ { tabs: ["general", "liquids", "rat"], stacks: [ { type: "block", code: "game:woodbucket", attributes: { ucontents: [ { type:"item", code: "gggenchem:dissolvedsulfur-{type}", makefull: true } ] } } ] } ], maxstacksize: 5000, materialDensity: 200, guiTransform: { translation: { x: 0, y: 1, z: 0 }, rotation: { x: 123, y: -33, z: -13 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 1.4 }, fpHandTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 25, y: 157, z: -5 } }, tpHandTransform: { translation: { x: -1.5, y: -1, z: -1.4 } } } I also named the json in itemtypes/liquid as the code name up top dissolvedsulfur. The path reads itemtypes/liquid/dissolvedsulfur.
  4. Also your mod's name doesn't need to be named. Instead of gggenchem:dissolvedsulfur try dissolvedsulfur. Your mod will look in its folders firsts and assume your mod is priority by default. I dont know if that matters but I only call a mod's "name" or "game" to look for files outside of my mod.
  5. Are you sure you are not missing the ending "} ]" that would close line "creativeinventoryStacks: [ {"? I've done this and crashed my game so many times. It's always the silliest things. Should look like: creativeinventoryStacks: [ { tabs: ["general", "liquids"], stacks: [ { type: "block", code: "game:woodbucket", attributes: { ucontents: [ { type:"item", code: "gggenchem:dissolvedsulfur", makefull: true } ] } } ] } ],
  6. I will share something I found out similar to your issue. I was making a block and I was having the darnest time. The game kept thinking it was an item and not a block. It turns out the folder that you place your files matter. I had placed my file which was supposed to be a blockType inside a folder named itemTypes. Bottom line is you can take the same file and if you place it in itemtypes it will be an item. If you place in blocktypes it will be a block. Maybe if you do that with whatever it is that fluids need then the game will be able to read it? Looking at your screenshot your asset says "game:item-dissolvedsulfurportion" and not 'game:block-dissolvedsulfurportion" or "game:fluid-dissolvedsulfurportion". That leads me to believe that you placed your main "types" file in the "itemtypes" folder inside your mod. You might need to place it in the folder designated for fluids. Once again I dont know what folder that is since I'm only familiar with "itemTypes" and "blockTypes". You know what I'm looking in to this for my own personal mod as well. I will let you know what I find out.
  7. Im currently working on a mod about "light" progression, giving candles more survival utility and delaying unlimited light sources such as lamps. I'm having an issue with my candle blocks. I made an unlit-candle as part of an immersive candle progression and I need this block to place on right+click and also do groundStorage with shift+click. The problem is that when trying to use the groundStorage ability the placeBlock interaction takes precedence and ignores the groundStorage ability. The only way to trigger the groundStorage so far is for me to step on the tile to block the placeBlock interaction. This is a mock up code I made while trying to understand how to make it work: { code: "candle-unlit", creativeinventory: { "general": ["*"], "items": ["*"] }, blockmaterial: "Ceramic", drawtype: "json", shape: { base: "block/candles/candle" }, texture: { base: "block/candle-unlit" }, lightAbsorption: 0, sidesolid: { all: "false" }, sideopaque: { all: "false" }, resistance: 1.25, sounds: { "place": "block/planks", "break": "block/planks", "hit": "block/planks" }, transitionableProps: [{ type: "Cure", freshHours: { avg: 0 }, transitionHours: { avg: 1 }, transitionedStack: { type: "block", code: "game:candle" }, transitionRatio: 1 }], behaviors: [{ name: "GroundStorable", properties: { layout: 'Quadrants', collisionBox: { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.125, z2: 1 }, scale: 0.3 } }], attributes: { displaycaseable: true, shelvable: true, onDisplayTransform: { origin: { x: 0.5, y: 0, z: 0.5 }, scale: 0.75 }, groundStorageTransform: { rotation: { x: 0, y: 0, z: 0 } } }, lightHsv: [7, 7, 7], maxstacksize: 32, materialDensity: 200, combustibleProps: { burnTemperature: 700, burnDuration: 8, }, guiTransform: { translation: { x: 1, y: 4, z: 0 }, rotation: { x: 0, y: 36, z: -29 }, origin: { x: 0.5, y: 0.11, z: 0.5 }, scale: 4 }, fpHandTransform: { translation: { x: 0, y: 0.16, z: 0 }, rotation: { x: 1, y: 88, z: -5 }, origin: { x: 0.5, y: 0.1, z: 0.5 }, scale: 2.63 }, tpHandTransform: { translation: { x: -1.25, y: -0.7, z: -0.8 }, rotation: { x: 0, y: -12, z: -83 }, scale: 0.66 }, groundTransform: { translation: { x: 0, y: 0, z: 0 }, rotation: { x: 3, y: 1, z: 0 }, origin: { x: 0.5, y: 0, z: 0.5 }, scale: 4 }, collisionSelectionBox: { x1: 0.42, y1: 0, z1: 0.42, x2: 0.58, y2: 0.32, z2: 0.58 } } If I add this line of code to my block behaviors it loses it's placeBlock ability essentially turning it into an item: behaviors: [ { name: "GroundStorable", properties: { layout: 'Quadrants', collisionBox: { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.125, z2: 1 }, scale: 0.3 } }, { name: "Unplaceable" } //THIS LINE RIGHT HERE!!!!!!!!!!! ], I need a block that I can both placeBlock and GroundStorage without any shenanigans such as blocking the tile to prevent placeBlock. I'd appreciate any help.
  8. I updated my post. I'm actually leaning more towards option B for simplicity's sake. Though the game would be mapping wherever you go, it wont ruin your immersion by keeping the mini-map & full-map "M" OFF until you build the required item. As far as you know you aren't mapping, and the moment you create a map and keep it on you all is revealed. Lose the map and you are blind again. Good way to fake the map's usefulness while still feeling believable.
  9. Starting a new game being all about realism and survival but the mini map breaks the immersion for me. I mean it's like spawning with a photographic memory and mapping the world as we walk. It's not very realistic but I don't just wanna disable it. The mini map has its usefulness but it would be better if the minimap would start disabled until we hit a milestone that enables it, immersing us further in the game. My proposal is to create a mod with these features: ========================================================================================================================================== OPTION A (More gameplay and survival oriented) - Disable the mini-map and mapping of the terrain you explore. - Disable the full-map when pressing "M". Tier 1 Maps - Can craft a map out of parchment + ink and quill. As long as you have the map on you then the mini-map & full-map "M" are active and mapping the world. - Mapping is unique to the map you are carrying. That means that you could have multiple maps each with different mappings of the world. ----Example: The map on yourself is mapping the East. The map you left home has mapped the West. - Maps can be combined into 1 adding their cumulative knowledge of the world. Any overlap is ignored and mainly clears the black fog. - Maps can be made into copies with another blank map + ink and quill. - If you died with a map you are given a resurrection map with black fog that has a redX/skull on your last known location where you died to find your body. Not realistic I know but so is spawning after death. Picking up a map consumes the resurrection map. Tier 2 Maps - Can craft a Jonas compass with a map (mapped or unmapped), some Jonas parts, and a temporal gear. If the map contains data, it will be copied on to the compass. - Can be equipped as an amulet on the neck slot. - Provides full VS mini-map features as long as the Jonas compass is equipped. - Persists through death and can only be manually removed out of the neck slot. ========================================================================================================================================== OPTION B (Mostly aesthetic but will feel as if you are actually using the map you just built. This could also feel immersive) - Disable the mini-map. - Disable the full-map when pressing "M". - Can craft a map out of parchment + ink and quill. As long as you have the map on you then the mini-map & full-map "M" are active. Basically on/off dependent on you having the map on you. Mapping will happen regardless of your mini-map/full-map being on or off. ========================================================================================================================================== Anyone interested?
  10. @DArkHekRoMaNT Thank you for the advice. I went ahead and modified the files in the mod myself for now and it worked.
  11. I just wanted to make a patch to remove a recipe from another mod conflicting with my personal modpack but it didnt work. This is what I did: mymodZip >>> assets/mymod/patches/moremolds-recipes-grid-plank-removal.json Inside the json: [ { file: "moremolds:patches/survival-recipes-grid-plank.json", op: "add", path: "/enabled", value: "false" } ] Did I forget anything?
  12. Can anyone make a mod where: -If you kill a trader the land claim is lifted and you can raid their stuff? -Or simply remove land claim from traders.
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