Giter Site home page Giter Site logo

theillusivec4 / curios Goto Github PK

View Code? Open in Web Editor NEW
175.0 175.0 68.0 2.75 MB

Minecraft Mod: A flexible and expandable accessory/equipment API for users and developers.

Home Page: https://www.curseforge.com/minecraft/mc-mods/curios

License: Other

Java 100.00%

curios's People

Contributors

aizistral avatar altegar avatar blackshadow77 avatar bookercatch avatar darkhax avatar drullkus avatar enterfor avatar franndzs avatar greg-21 avatar itsthebdoge avatar lobster0228 avatar lykrast avatar mikeliro avatar mindy15963 avatar ochotonida avatar othuntgithub avatar piggydr avatar pixvoxel avatar qsefthuopq avatar theillusivec4 avatar unroman avatar wvam avatar zzthanhbaozz avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

curios's Issues

Render Quark sort buttons on Curios UI

Seems like when you press the curios icon and the additional slots are shown the Quark items for sort and such dissapear, if i'm not guessing wrong they arent being "inherited" to the Curious's Inventory UI.

Is possible to make them appear in there too (respecting Quark config)?

Screenshots detailing the issue:

Vanilla inventory screen - notice the small icon (sort) in the far right above the inventory slots
2020-06-05_23 20 44

And when i click on the Curios icon to reveal the curios slots the button is gone:
2020-06-05_23 20 46

Anyway i'm opening this in both repositories because i'm not sure what side need to make it - sorry if its not your responsibility.

Issue on Quark's side: VazkiiMods/Quark#2200

And thanks for this amazing mod!

A few Crashes..

I have a bag that opens an inventory, not a curio item. Game crashes when i right click it. (i just tested it outside IDE and same crash)

https://hastebin.com/usirudevuk.cs

This one rarely happens on clicking G to open the curio inventory in IDE

https://hastebin.com/wewuduvise.cs

There's also a random error when mousing over curio items, it's like 50% chance that when i start the game (in IDE) that it crashes on curio item tooltip. And other 50% chance that it works fine.

https://hastebin.com/goluxowono.cs

Here's the key links to my code that i think could be the problem

https://github.com/RobertSkalko/Mine-and-Slash-1.13/blob/master/src/main/java/com/mmorpg_libraries/curios/AddCurioCapability.java

https://github.com/RobertSkalko/Mine-and-Slash-1.13/tree/master/src/main/java/com/robertx22/items/bags/currency_bag

I assume the bag one is possibly my problem, but i think the other 2 aren't.

Make picked item stack not drop when clicking Curios inventory button

Please describe the new feature or change.
The picked item stack should not drop out of the inventory when clicking the button to open the Curios inventory screen.

Please describe why you want this feature.
Occasionally, players might want to equip a Curio and then realize that the Curios inventory wasn't open, which leads to them trying to click the button to open that screen. It works, but simultaneously, the item stack will be dropped.

Curio inventory button does not appear when switching to the 'survival inventory' creative tab

Versions

  • Curios:FORGE-1.16.1-3.0-beta4
  • Forge:1.16.1-32.0.70

Observed Behavior:

Curio inventory button does not appear when switching to the 'survival inventory' creative tab

Expected Behavior:

When switching to the 'survival inventory' tab from another tab in the creative menu, a button should appear to open the curios menu

Steps to Reproduce:

  1. Open the creative inventory
  2. Switch to a different tab if the 'survival inventory' tab was opened
  3. Switch back to the 'survival inventory' tab

[1.14.4] Missing Recipe Book

Not sure if this is a bug, oversight or if it's meant to be this way. But whenever I open the Curio inventory the Recipe Book disappears. I assume it's a bug/oversight, if not maybe it's something that could be added?

JEI Item List is moved on the wrong side

Versions (Be specific, do not write "latest"):

  • Curios: v1.0.5.3
  • Forge: v28.1.90
  • JEI: v6.0.0.25

Observed Behavior:

  • The JEI item list is moved unnecessarily on the right side, as seen in the image below.

Expected Behavior:

  • Only the JEI Favorite item list should be moved on the left side.

Steps to Reproduce:

  1. Install JEI
  2. Open the Curios inventory
    ...

2019-11-13_20 19 12

Vanishing items

Versions:

  • Curios: curios-FORGE-1.14.4-0.21
  • Forge: forge-1.14.4-28.0.45

Observed Behavior:

While exiting out of The End through vanilla portal, any items equipped in Curio slots are wiped out of existence, leaving you with empty slots. This doesn't happen when you get into The End or into/out of other dimensions.
Only tested in singleplayer.

Expected Behavior:

They must not be wiped out of existence, I suppose.

Steps to Reproduce:

  1. Equip any trinkets into slots where they belong;
  2. Step into the vanilla portal within the End;
  3. Skip the credits or wait until they end;
  4. Wait until the overworld is loaded;
  5. Open your curios inventory;
  6. Behold!

[Fabric] More ways of opening Curios screen

Please describe the new feature or change.
The Fabric version of Curios is lacking some ways the Curios screen can be opened that the Forge version does have.

  • Pressing the keybind (G) while in an inventory screen
  • From the "Survival Inventory" tab in the creative menu by clicking the button in the corner of your character preview.

Please describe why you want this feature.
Currently equiping a curio in creative mode in the Fabric version is only possible with the keybind. When picking an item from the creative menu, you also first need to close it before you can open the Curios screen.

[1.15.2] Mod Interaction

Curios: 2.0.2.1.
Forge: 31.1.36

When Curios is open other mod's inventory additions like buttons or slots are removed. It would be neat if that wouldn't happen.

Screenshot_1

Screenshot_2

[1.14.4] Client-Server-Client desync + question

Versions (Be specific, do not write "latest"):

  • Curios: FORGE-1.14.4-0.25
  • Forge: 28.0.49

Observed Behavior:

When a player has logged out and then in again other player's rendered accessories do not show until they have updated the item manually.

curios_bug2

Expected Behavior:

The layer should be rendered again when a new player logs in.

Steps to Reproduce:

Have two accounts login in on the same server and have one of the wear an accessory and logout with the other account and in again and the other player should not have their accessories be visible until they update them manually.

Question

You can see I have a "band" (is going to be a watch render) rendered on the player's left arm, but I have problems with Z-fighting which is a bit hard to see in the video. How did you make so it doesn't happen on the head? I can't have the box size being rendered be fractions so I can't have it be rendered a little bit over the skin.

[1.14.4] Localization issue

Versions:

  • Curios: FORGE-1.14.4-1.0.0.1
  • Forge: 28.1.14

Observed Behavior:

So, there is one small problem that I've found out while working on Russian localization for my mod, when I decided to make one for Curios, too. It lies in EventClientHandler's onTooltip method, in this line:

tooltip.add(
         new TranslationTextComponent("curios.modifiers", identifier).applyTextStyle(
         TextFormatting.GOLD));

The way it is implemented does not allow to localize the identifier, and so any trinket type will be displayed as identifier defined upon type registration.

Expected Behavior:

It's generally up to you how to change this implementation, but I would offer creating separate lozalization keys for "When on %s:" tooltip, since there might be required declensions and other language-specific stuff.

[1.14.4] Missing attribute modifiers

Versions:

  • Curios: FORGE-1.14.4-1.0.2
  • Forge: 28.1.39

Observed Behavior:

Whenever the player dies with keepInventory gamerule set to true and having any curios that provide attribute modifiers, those modifiers are not applied to them after respawning. Re-equipping the curio fixes it.

Expected Behavior:

Properly updated attribute modifiers upon respawn.

Steps to Reproduce:

  1. Equip any curio that provides attribute modifiers;
  2. Set keepInventory gamerule to true;
  3. Die.

Curio Button Reposition Config Option

Please describe the new feature or change.

  • A config option to move the Curio Button to another corner of the player preview box.

Please describe why you want this feature.

  • Currently, the mod Pokecube AIO also places a button in almost the exact same spot, which makes it difficult to click on either button

2019-11-11_19 45 36

[1.14.4] Crash on mod load

Versions (Be specific, do not write "latest"):

  • Curios: 1.0.2.1
  • Forge: 28.1.44

Observed Behavior: Crash on startup

Expected Behavior: Run minecraft

Steps to Reproduce:

  1. Install curios API
  2. Run Minecraft
  3. Crash

There are no other mods installed in this instance.

Crash Log

[Fabric 1.16] Strange slot behavior when registering a slot type that has multiple slots

Versions (Be specific, do not write "latest"):

  • Curios: 1.16.1-0.1
  • Fabric: loader_version=0.8.8+build.202, fabric_version=0.13.1+build.370-1.16 (I don't know which of these means what)

Also note that I'm in a dev environment.

Observed Behavior:

When a slot type is registered with multiple slots rather than just one, some slots will fail to show up, and an IndexOutOfBoundsException is logged whenever the curios inventory is opened. Some slots also fail to work when this happens; I was testing with two ring slots and a charm slot (and some unrelated slots that were unaffected) - the inventory was showing one ring and one charm slot, however the charm would always drop on closing the inventory if I put it in the charm slot, and I can shift-click a second ring into the charm slot. (Based on that, looks like it might be a client-only issue?)

Expected Behavior:

Multiple slots of the same type display as multiple slots rather than just one appearing

Steps to Reproduce:

  1. Register a slot type with a size of more than one e.g. two ring slots
  2. Open the curios inventory

Error that's logged on opening the curios inventory: https://hastebin.com/idigivariv.css

[1.15.1] Can't close Curios Slots after Opening in some modes

Versions (Be specific, do not write "latest"):

  • Curios: curios-FORGE-1.15.1-2.0-beta.jar
  • Forge: forge-30.0.41

Observed Behavior:

After open Curios Slots it is not possible to close this again. And also the tooltips of the slots are not shown. Also you can not put items in there

Expected Behavior:

No matter which Gui-Scale or Fullscreen on/off should close the slots or add some items.

Steps to Reproduce:

  1. Turn in Graphic Options "Fullscreen OFF" and "GUI-Scale: AUTO"
  2. Click Curios Button (Curios Slots opens)
  3. Try to hoover over slots (no text appears) or to put in Item (not possible)

Notes:

Actual Curios is best used with Fullscreen Mode ON, but it seems that this depends on the resolution or game window when it can not be open.
Crash Log: No Crashlog

(Eclipse dev environment)Error on loading

While trying to load curios v0.10 on eclipse I get an error during the load_registries event phase, field_78040_i, to be specific. this is with Forge 25.0.141. I also tried with regular minecraft launcher, which got no errors.

log:
latest.log

[1.14.4] /clear command doesn't clear Curios

Versions (Be specific, do not write "latest"):

  • Curios: 1.14.4-1.0.5
  • Forge: 1.14.4-28.1.70

Observed Behavior:

When I use /clear with a Curious Ring equipped, it says "No items were found on player comp500".

Expected Behavior:

/clear should remove the Curious Ring from my inventory.

Steps to Reproduce:

  1. Add createCurios = ["ring"] to the curio-common.toml config
  2. Create a creative singleplayer world
  3. Get the Curious Ring, and equip it
  4. Run the /clear command

Crash Log: N/A

More slot width in curios menu

Please describe the new feature or change.

The feature I'm asking for is for the curios menu to be more than 1 slot wide.
2 or 3 by ∞

Please describe why you want this feature.

I want this feature be cause when curios gets more mod support it is going to be a chore to scroll through all of the slots. I'm the type of player that adds more slots if i really want them(Extra rings, charms things that make sense). FYI I also play in large GUI mode.

API thread safety

Hey! Saw this posted on discord and the API looks pretty modern and clean, so I'm evaluating replacing Baubles with this in Botania 1.13.x.

One thing I noticed is that this method is encouraged to be called during FMLCommonSetupEvent, but that event dispatches in parallel, meaning that CuriosRegistry might be accessed by multiple threads and have race conditions. Changing the map to be concurrent should probably fix it.

Right-click equipping a curio puts it in the first empty curio slot, regardless of slot type

Versions:

  • Curios: FORGE-1.16.1-3.0-beta4
  • Forge: 1.16.1-32.0.70
  • Tested with Artifacts 1.16.1-2.2.0, but (probably) works with any mod which add curios that allow right-click equipping

Observed Behavior:

Right-click equipping a curio puts it in the first empty curio slot, regardless of slot type

Expected Behavior:

Right click equipping a curio should put it in the first compatible curio slot

Steps to Reproduce:

  1. Select a curio which does not match the slot type of the first empty curio slot
  2. Right-click equip the curio

[1.14.4] Mined a block in the Nether and crash.

Versions (Be specific, do not write "latest"):

  • Curios: 1.0.0.3
  • Forge: 28.1.20

Observed Behavior:

Mining an Ore in the nether (on a server)

Expected Behavior:

Mining as normal, ofcourse.

Steps to Reproduce:

  1. Enter the nether
  2. Mine an ore (dunno if its a specific ore)
  3. Crash
    ...

Crash Log: Please use a paste site like GistGithub.

Note: this could be an EnigmaticLegacy issue but i'll report it here first. And see what you say.

[1.14.4] Unable to click curios in to their slots.

This used to work on 1.14.3 but quit working when I moved the 1.14.3 mod to 1.14.4 and had hoped the update would fix it, but the 1.14.4. version does it as well.

Versions (Be specific, do not write "latest"):

  • Curios: curios-FORGE-1.14.4-0.18
  • Forge:1.14.4 - 28.0.13

Steps to Reproduce:

  1. Start a new world with Mine and Slash
  2. scroll mouse wheel to the equipable items
  3. right click to put them in their slots.
    ...

Video Gif-
https://gyazo.com/4fbc11bec3daf20993bb6a96843f58df

Recipe Book Server Crash

Versions:

  • Curios: v2.0.21
  • Forge: v31.1.39
  • Minecraft: v1.15.2

Observed Behavior:

  • Pressing the recipe book button while in the Curios Gui will crash the game client side while on a server.

Expected Behavior:

  • Recipe Book Gui should open w/o crashing.

Steps to Reproduce:

  1. Open Curios Gui
  2. Press Recipe Book Button
  3. Crash
    ...

Crash Log: Link

Ablity to pick & choose which Curios are rendered.

Please describe the new feature or change.

I was wondering if it were possible to have an option to choose which curios were rendered instead of an universal option in the config.

Please describe why you want this feature.

Some curios are nicely rendered on my Minecraft skin, but some feel out of place.

Thank you.

[1.14.3] Player kicked when logging in

Versions (Be specific, do not write "latest"):

Steps to Reproduce:

The player says -
I placed a silent gem's obsidian pillars and placed six different mine/slashs unique pieces(including some curios) to use as a display, left the region came back with another Piller and instant kicked after that it keeps dcing me.

He tried to reproduce in single player but was unable.
...

Stacktrace in console-
https://gist.github.com/ProsperCraft/c82761a9e3b9f1b05271f5448e35a8a9

Full logs-
latest.log
debug.log

Playerfile-

1cce9717-8e7a-4a90-8fa0-b097bc3c982e.zip

Deobf Broken in 25

Versions (Be specific, do not write "latest"):

  • Curios: 25
  • Forge: 101

Observed Behavior: Crashed

Expected Behavior: Not to crash

Steps to Reproduce:

  1. try using 25 in dev enviroment in 101 in single player

...

Crash Log: Please use a paste site like hastebin.
https://pastebin.com/CXCSMNCe

Plea for help

I am trying to add your lib to my project, and it just doesn't work. I followed the tip at the end of api's description on CurseForge and tried to add given code, but after running gradlew build/runClient/somethingelse it doesn't seem to be able to find the api. This is the output I got in the console, something very wrong apparently: Click

I actually managed to add it within Eclipse environment by directly adding it to build path, but it only works within Eclipse, yet I still need gradle to compile the mod or at least launch testing client.

It wasn't a big deal on 1.7.10 I got used to, where I just manually put dependencies within .classpath file and everything worked perfectly. But here gradle just refuses to see the Curios or any other library - whether it's declared within build.gradle, or dropped into libs folder inside the project as deobfuscated version, or this same version pointed to via .classpath, or literally anything I've tried over the whole last day.

I give up. Help me please

Not sure if bug or me

I'm trying to integrate Curios into my mod. I'm not sure if there is a bug, a problem or if it's something I'm going wrong.

I'm running Minecraft 1.14.4, on Forge 28.1.0

I've created 2 curio slots "neck" and "ring", these display in the UI nicely. I've also created custom ring items and their json's. hese rings are accepted into the Curios ring slot.

In my ringItem class, I have an onCurioTick override. When I equip a ring item into the slot, it isn't firing the curioTick event. It also isn't firing the equip and remove events.

@OverRide
public void onCurioTick(String identifier, int index, LivingEntity livingEntity)
{
LOGGER.debug("Curio Ring Item Tick");
}

I'm not sure whether I'm setting it up incorrectly or whether there is an issue
^ this doesn't fire when requipped.

For more detail...

My item registry class:

public static Item RING_GARNET = new CeRingItem("ring_garnet", ItemGroup.COMBAT, EAManager.RING_GARNET_S);

public static Item RING_RUBY = new CeRingItem("ring_ruby", ItemGroup.COMBAT, EAManager.RING_RUBY_S);

The CeRingItem class:
public class CeRingItem extends Item implements ICurio
{
private String itemName;
private List abilityScheme;

public CeRingItem(String name, ItemGroup useGroup, List<EAScheme> abilityScheme)
{
    super(new Item.Properties()
            .maxStackSize(1)
            .group(useGroup)
    );
    this.setRegistryName(new ResourceLocation(Cerulean.MODID, name));

    this.itemName = name;
    this.abilityScheme = abilityScheme;
}

@Override    
public void onCurioTick(String identifier, int index, LivingEntity livingEntity)
{
    LOGGER.debug("Curio Ring Item Tick");
}


@Override
public void onEquipped(String identifier, LivingEntity entityLivingBase) {

    LOGGER.debug("Curio Ring Item Equipped");
}

@Override
public void onUnequipped(String identifier, LivingEntity entityLivingBase) {

    LOGGER.debug("Curio Ring Item Removed");
}

}

[1.14.4] Equipped items vanishing in Creative

Versions:

  • Curios: FORGE-1.14.4-1.0
  • Forge: 28.1.1

Observed Behavior:

I've made a short video with demonstration of this issue. Hope it explains all well:

https://www.youtube.com/watch?v=WnoKJsv_l0g

Heart of Creation enables creative flight for player, and it's automatically disabled one time in LivingTick event when that item is removed from player's Curios slots. It the video, it well indicates the moment when player's curios vanish.

The issue was present across at least a couple of Curios versions already, but only recently I've been able to figure out the conditions at which it happens.

It is also quite inconsistent - sometimes it might happen, sometimes not. Sometimes changing the opened creative tab, unequipping, reequipping or equipping new trinkets might affect it, but there's seemingly no pattern or preferences.

Expected Behavior:

I would expect the trinkets to remain in their place rather than vanish into nothingness.

Steps to Reproduce:

  1. Equip some trinkets in Curios inventory;
  2. Open any creative tab;
  3. Shift+Left-Click anywhere except interactive elements;
  4. Behold!.. perhaps.

Here are at least some consistent details I've been able to figure out:

  • The bug only happens when Shift-Clicking (either Left or Right click will suffice). Simple clicks or clicks while holding Ctrl instead of Shift never cause it;
  • It only happens when a creative tab is opened. Clicking within player's creative inventory or Curios inventory doesn't seem to be able to reproduce this;
  • It can be triggered by clicking in any place of the screen, even relatively far from displayable gui - as long as there are no interactive elements under cursor;
  • When bug happens, it completely deletes everything equipped in Curios slots.
  • Bug doesn't cause anything to be logged into console/log file - no errors or warnings, nothing.

Crash due to Forge 1.16.1-32.0.67

Issue: 1.16.1-3.0-beta3 crashes dedicated server Forge 1.16.1 build 32.0.68

Notes:
No Such Method Error, this is probably caused by FORGE changing how mods process commands. Note: Bad Wither No Cookie Reloaded uses commands, it broke, we simply recompiled against the new forge, it is no longer crashing, not sure if you tried anything.

crash report:
https://gist.github.com/4626ae990710169691cebcbb32c99f12

fml server latest:
https://gist.github.com/0b78f5576493108db96ac6acd9c73c3c

Bug when using Ensorcellation and Curio API together

Hey, I just want to let you know. There seems to be a bug with the Soulbound Enchant from Ensorcellation, when I'm using Curio API, if you have anything equipped in a Curio slots, doesn't matter if it's enchanted with Soulbound or not, all Soulbound items drops when you die, they also looses the enchant, although not all the time it would seem. I'm using the 1.15.2-2.0-beta2 versions of Curio, 1.15.2-0.3.0b version of Ensorcellation, and Forge 31.1.16. I have talked with KingLemmingCoFH about it, and he said "Yeah, that's 100% on their end.", although it seem to bug out their mod with some configs not going through, but what do I know.

Potential bug?

Hey, I'm trying to make some jewels that have effects and attributes, they also have durability, and that seems to be causing a problem. I'm using the onCurioBreak method, which I assume triggers the Unequipped method. Everything works fine when I just unequip a jewel. However the effects remains on the player when a jewel breaks. The effects seem to be because there's a bug on my end, where you replace the jewel with another in the same tick. As far as i can tell, when a jewel breaks it's replaced with Air, not sure what's that about? The attribute though, also remains attached to the player, and I can't for the life of me understand why... The attributes are not affected by the same bug that's present with the effects.

Here's my code for my jewel class, it's messy AF I know: JewelItem class

Crashes upon loading world with xerc0's music maker mod

Versions):

  • Curios: curios-FORGE-1.14.4-1.0
  • Forge: 1.14.4-forge-28.1.10
  • xerc0's music maker Version 1.1

Observed Behavior: Minecraft Crashes upon loading any single player world.

Expected Behavior: Minecraft should load the world.

Steps to Reproduce:

  1. Install Curios and xerc0's Music Maker Mod
  2. Launch Minecraft
  3. Load a single player world (unknown if bug occurs in multiplayer, but it probably would.)
  4. Game will crash on 83 - 100 percent.

I have also notified xerc0's of this issue. He didn't link to a github on his mod's curseforge page, so it may be a while...
Crash Log: https://pastebin.com/e0yx0rfy (Couldn't get hastebin to work, sorry.)

Good luck with this, i'd love to be able to use both mods.

[1.14.4] [QUESTION] Render (+ usage)

Hi

I got my Curio slots working fine and marked a few random items to be placed there. But I'm having issues with creating a new Curio vanity item that should render a texture on the player's head (mask).

ItemMask
public class ItemMask extends Item implements ICurio
{

    private final ResourceLocation texture;
    private final ModelMask model = new ModelMask();

    public ItemMask(String name, ResourceLocation texture)
    {
        super(new Item.Properties().group(ItemGroup.REDSTONE));

        this.texture = texture;
        setRegistryName(name);
    }


    @Override
    public void doRender(String identifier, LivingEntity entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
    {
        Minecraft.getInstance().getTextureManager().bindTexture(this.texture);

        ICurio.RenderHelper.followHeadRotations(entitylivingbaseIn, model.mask);

        model.render(entitylivingbaseIn,limbSwing,limbSwingAmount,ageInTicks,netHeadYaw,headPitch,scale);
    }

    @Override
    public void onCurioTick(String identifier, LivingEntity entityLivingBase)
    {
        System.out.println("Devilman!");
    }

    @Override
    public boolean hasRender(String identifier, LivingEntity entityLivingBase)
    {
        return true;
    }
}

I tried to just make it spam the console, but as that doesn't seem to happen I must've missed something.

Curio Slots Missing

Versions (Be specific, do not write "latest"):

Curios:

  • curios-FORGE-1.14.4-1.0.6.1
  • curioofundying-FORGE-1.14.4-2.0.1
  • curiouselytra-FORGE-1.14.4-1.0
  • curiousshulkerboxes-FORGE-1.14.4-1.0.0.1
  • EnigmaticLegacy-1.6.4 (utilizes curio)

Forge: 1.14.4-forge-28.2.0

Observed Behavior:

I launch Minecraft with the mods and curios only gives me two ring slots and a backpack slot.

Expected Behavior:

I expected there to be slots for the totem, elytra, and the spell stone.

Steps to Reproduce:

Launch Minecraft with the mods.

[fabric-1.16.1-0.2] Curio doesn't render on slim playermodel

Versions (Be specific, do not write "latest"):

  • Curios: 0.2
  • Forge/Fabric: Fabric

Observed Behavior: Curios don't render when the player has the slim playermodel

Expected Behavior: Curios renders like they do with the classic playermodel

Steps to Reproduce:

  1. I verified this using the latest CuriosShulkerBoxes from git with version 0.2 of Curios
  2. Force the slim playermodel in the dev environment by setting a username that has Alex as default. I set --username Player230 as run config argument.
  3. Equip a shulkerbox and go into third person view

[1.16.1] Unable to load world

Versions:

  • Curios: 3.0 beta3
  • Forge/Fabric: forge-32.0.68

Observed Behavior: Unable to load world (kicked to main menu)

Expected Behavior: Able to load world (not kicked to main menu)

Steps to Reproduce:

  1. Have Curios-API
  2. Create new world
  3. Get kicked to main menu

Crash Log: hastebin.

Curios throws an exception at startup, but not always?

Versions:

  • Curios: 0.22
  • Forge: 28.0.46

Curios throws an exception before the title screen. I used to be able to solve this by starting the game with only Curios and mods dependent on it installed and only then installing other mods, however that no longer works. Sometimes this exception is accompanied by another mod's exception, like, in this case, the shulker boxes addon. The only mods installed are Caelus, Curios, Curio of Undying, Curious Elytra and Curious Shulker Boxes.
I don't know where to post this bug report as sometimes Curios doesn't even crash, but the other addons do. It's random most of the time.

Crash Log: https://hastebin.com/avicihowuv.sql

Adding a way to manage slot order

Please describe the new feature or change.
Currently the order of which slot is first is based on alphabetical order, I would want a way to organize these.... maybe have it based on whats registered first or add a slot priority value to determine what the slots would be

Please describe why you want this feature.
image
visually it doesn't make sense for some slots to be above others (body over head, etc.)

[1.14.4] Creative Flight model transformation displacement

Versions (Be specific, do not write "latest"):

  • Curios: FORGE-1.14.4-0.24
  • Forge: 28.0.49

Observed Behavior:

curios_bug1

Expected Behavior:

Not do that.

Steps to Reproduce:

Any item that renders something on the body will become displaced due to the sneak animation not playing when flying in Creative mode.

[Fabric] The mouse cursor recenters when opening the Curios screen from the inventory screen

Versions (Be specific, do not write "latest"):

  • Curios: 0.2
  • Forge/Fabric: Fabric

Observed Behavior: The cursor moves to the center of the screen when opening the menu from the inventory screen

Expected Behavior: The cursor stays in the same place

Steps to Reproduce:

  1. Open inventory
  2. Click the button to open, then again to close (it doesn't happen the first time)
  3. From now on clicking the button to open will recenter the mouse cursor

damaging an item in a curios slot when player attacks.

so I have been trying over and over to damage my gauntlet items when the player attacks an entity but I have had no luck. I tried to do it with forge events but I had no luck. Is there a specific way for damaging items in curio slots?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.