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View Code? Open in Web Editor NEWIssues and wiki for External Tweaker, the Minetweaker script creator, editor, and manager
License: Other
Issues and wiki for External Tweaker, the Minetweaker script creator, editor, and manager
License: Other
------------------------------------------- Source installation information for modders ------------------------------------------- This code follows the Minecraft Forge installation methodology. It will apply some small patches to the vanilla MCP source code, giving you and it access to some of the data and functions you need to build a successful mod. Note also that the patches are built against "unrenamed" MCP source code (aka srgnames) - this means that you will not be able to read them directly against normal code. Source pack installation information: Standalone source installation ============================== Step 1: Open your command-line and browse to the folder where you extracted the zip file. Step 2: Once you have a command window up in the folder that the downloaded material was placed, type: Windows: "gradlew setupDecompWorkspace" Linux/Mac OS: "./gradlew setupDecompWorkspace" Step 3: After all that finished, you're left with a choice. For eclipse, run "gradlew eclipse" (./gradlew eclipse if you are on Mac/Linux) If you preffer to use IntelliJ, steps are a little different. 1. Open IDEA, and import project. 2. Select your build.gradle file and have it import. 3. Once it's finished you must close IntelliJ and run the following command: "gradlew genIntellijRuns" (./gradlew genIntellijRuns if you are on Mac/Linux) Step 4: The final step is to open Eclipse and switch your workspace to /eclipse/ (if you use IDEA, it should automatically start on your project) If at any point you are missing libraries in your IDE, or you've run into problems you can run "gradlew --refresh-dependencies" to refresh the local cache. "gradlew clean" to reset everything {this does not effect your code} and then start the processs again. Should it still not work, Refer to #ForgeGradle on EsperNet for more information about the gradle environment. Tip: If you do not care about seeing Minecraft's source code you can replace "setupDecompWorkspace" with one of the following: "setupDevWorkspace": Will patch, deobfusicated, and gather required assets to run minecraft, but will not generated human readable source code. "setupCIWorkspace": Same as Dev but will not download any assets. This is useful in build servers as it is the fastest because it does the least work. Tip: When using Decomp workspace, the Minecraft source code is NOT added to your workspace in a editable way. Minecraft is treated like a normal Library. Sources are there for documentation and research purposes and usually can be accessed under the 'referenced libraries' section of your IDE. Forge source installation ========================= MinecraftForge ships with this code and installs it as part of the forge installation process, no further action is required on your part. LexManos' Install Video ======================= https://www.youtube.com/watch?v=8VEdtQLuLO0&feature=youtu.be For more details update more often refer to the Forge Forums: http://www.minecraftforge.net/forum/index.php/topic,14048.0.html
Clicking on any entry in the right hand column and then clicking the button labeled "Add New Recipe Using Selected Type" doesn't add the selected entry but the entry 2 above the selected one. Forge *.2759
When I tried to use shapeless recipes generaterd by External Tweaker,the ingrdient's number turns into 126 and even large integer until eventually disappearing completely,Plz help.
Iridium Shard.txt
Currently when adding a recipe type with string arguments Exttweaker fills in BLANK sometimes this also happens when modifying a recipe. This causes crashes. Can you change the default to ""?
when selecting an function from the list and clicking add recipe the recipe a few indexes up will be added
ExternalTweaker's file saving seems to be hard-coded for Windows.
Which is a serious issue for Linux users.
On linux it saves the script as "scripts\ScriptName.zs"
i DO NOT mean as "ScriptName.zs" in the "scripts" directory.
But it saves "scripts" as part of the scripts actual file name.
And saves it in the game directory.
I must request that you change it to users like me actually get to pick the exact save location,
instead of only being able to choose the directory to save in.
Screenshot
This entry appears twice in a row, and when you choose the two entries below those (anyAmount and AnyDamage) it still puts "mods.contenttweaker.MutableItemStack.amount(int)" into the script. So from that point onward down the list. you have to find the script entry you want, and click two rows down.
Btw.. GREAT MOD. I dont think ive been as excited to find a mod in years, as I did when i found this one. :)
Good afternoon, I added this to a 1.10.2 pack I'm working on. I followed the steps, (download and put into mods folder) I tried the command /extTweaker in game and nothing happened. I'm not sure if I'm doing something wrong..
Does ExternalTweaker have the ability to export the in-game mod generated list of CraftTweaker functions ("Scripts" as the mod calls them) as plain text?
If it does not, then this is my formal request that that capability be added.
I typed /help 16 (exttweaker is 16 pages into my help w/ all the mods I have) and got the following disconnect error:
Here is the full error that occured:
new 1.txt
Forge build 2750 knocks out /extTweaker command if connected to a server. Still works fine in single player.
It seems stuff is generating in the world from this mod. At least TOP says it is. It's palm wood (or something, only was able to get a quick glance) and it's got the pink and black checker pattern. Why is your mod adding items/blocks? I hope there is a config to disable this as it is annoying. I may have to just go back to typing my scripts if I can fix this problem.
I'm having a crash on launch when loading this. The error which leads to the crash refers to a function inside the Rockhounding Mod, but the error only happens when I have ExternalTweaker in the mod list; when using just CraftTweaker, there's no crash.
Hi there, I'm using the standalone version External+Tweaker+Program+0.3.jar
I saved all scripts to end up with this recipe:
mods.evilcraft.BloodInfuser.addRecipe(<minecraft:bucket>, <liquid:distilledwater> * 1000, 0, <forge:bucketfilled>.withTag({FluidName: "distilledwater", Amount: 1000}), 40, 0);
And I got a script loading error. It looks like it's objecting to the presence of NBT data from my testing.
My ExtTweakerData file is attached.
ExtTweakerData.etd.zip
The editor does not support WeightedItemStack which is used in Thermal Expansion recipes (I have ModTweaker installed).
Working with Avaritia recipes, i toy around with them ingame untill i find what im looking for and wondering if its possible for the exttweaker to read whats in a crafting grid an export it somehow, as this would then save me having to add everything
Forge *.2624
When pressing the button to add in the selected highlighted argument i want to use, it actually adds in the one 2 slots above what i want.
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