With this mod, you can add custom things to the game via JSON, it is very easy, here is an example:
http://www.blamejared.com/GetFluxed/content/template.json
That file has examples for everything I currently support and it is in the format that the mod reads in :)
New Commands:
/log
/log Aspects{
prints a list of aspects
}
/log Fluids{
prints the unlocalized name of fluids
}
/log materials{
prints information about TCon materials.
}
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.
ModPacks:
You are free to use my mod in a modpack! THOUGH you have to send me a message saying you are doing so!
And that is basically it!
Enjoy!
I've got a custom material partially working, the name doesn't show correctly and parts can be made in the part builder even though that's set to false. Also, I can't get the resource to melt into the appropriate fluid. . The name is also not working properly. Can anyone help?
Here is my code: http://pastebin.com/CY0ysL1R
Additionally, i'd like to have materials supply modifiers. Is this possible right now?
For the name to show up correctly you have to set the name to Voidmetal or so, instead of material.voidmetal. For the others i don't know, maybe its a bug in the version you're using but try not to have those spaces in harvest level and casting fluid. Btw were you having the material stats together with the fluid stats? If yes then you have to seperate them by puting the fluid stats on the fluid file and the material stats on the material file
The name field doesn't do anything. I can add whatever I want and it'll stay the same tconstruct.material.voidmetal or some such.
No, they're in the right json files, not the same one.
There is a "modifiers" tag that would add extra modifiers, and I am aware of the build parts issue and it has been fixed.
Um, so if I want to get 2 new materials I would do this right? It only seems to add the second one to the game though...
http://pastebin.com/9TyGrGzh
The key should be "material.endstone" and "material.mekanismobsidian". That may help.
The reason why the first one isn't working is because the "mekanism:ingot" needs metadata, (which you can search for that in NEI) and should be "mekanism:ingot;metadata(number)"
OMG this new mod is just gonna go in every major modpacks soon!
Would it be possible to have an option when you are requesting a log to have it output the log in the same format that is needed for the json files? That way we could look at some of the already existing materials/fluids/aspects for examples. Something like "/logdetails materials"
Newest release gives Super Massive API crash if you don't have it installed: http://pastebin.com/P71m8rS7 D:
This looks great. A few questions:
Would it be possible to make a material automatically give an effect like lava or other modifiers?
Could it be used with the smeltery liquids automatically added by AOBD for each metal?
Ok! I hate to be a nuisance, but can you give an example of how you would use a fluid to make parts? I've tried the following and it just crashes D: Thank you again!
{
"name":"Primal Mana",
"key":"tePrimalMana",
"style":"light_purple",
"resource":"ThermalFoundation:bucket;5",
"castingFluid":"ThermalFoundation:FluidMana",
"materialID":66,
"durability":2200,
"miningSpeed":1800,
"attack":12,
"reinforced":2,
"primaryColor":13502207,
"value":2,
"handleModifier":2.5,
"stonebound":0,
"buildParts":false,
"modifier":2,
"harvestLevel":5
}
Can I get the crash log please? it would really help, just btw, the castingFluid uses the unlocalized name of the FLUID, so for molten gold from TiC it would be, "gold.motlen"
Sure thing! Here you go: http://pastebin.com/z7NqbkJ6
And ahhh ok. I'll snag the unlocalized name from thermal foundation and see if maybe that helps. :3 I wouldn't be surprised if that's the issue, cause it looks like its complaining about the recipe.
Edit: Ok, added the unlocalized name of the Primal Mana instead, now I get this crash: http://pastebin.com/1Mnxw1C3 With this in the config:
{
"name":"Primal Mana",
"key":"tePrimalMana",
"style":"light_purple",
"resource":"ThermalFoundation:bucket;5",
"castingFluid":"fluid.mana",
"materialID":67,
"durability":2200,
"miningSpeed":1800,
"attack":12,
"reinforced":2,
"primaryColor":13502207,
"value":2,
"handleModifier":2.5,
"stonebound":0,
"buildParts":false,
"modifier":2,
"harvestLevel":5
}
You would use "mana" instead of "fluid.mana"
Alright! Loads up, no crash, I can see the tool parts, but now the issue is the liquid won't pour from the smeltery! Other then that.. it's getting there xD
Edit: Oop. I take that back! It seems to be working for basic parts. I can pour it out for the axe and shovel heads for example, but not the shuriken, ingot, or arrow head casts.
Wow! This is really cool for Modpacks!
Is there any support for Meta Data? I would like to make Jade Tools (Erebus), but i can't add erebus:materials:1 or something like that to "resource".
It would be "erebus:materials;1"
Use a semi-colon instead of a colon
Edit: I got it. This is awesome :D!! Thank you so much! Now.. if only we could add special things like 'Thaumic' or 'Writable' to the tool parts. That would make me squeal with joy. :D
It has already been implemented :), though it won't say "Writable" or "Thaumic",
"modifier":2
that would add an extra modifier per part of the material :)