theillusivec4 / curios Goto Github PK
View Code? Open in Web Editor NEWMinecraft Mod: A flexible and expandable accessory/equipment API for users and developers.
Home Page: https://www.curseforge.com/minecraft/mc-mods/curios
License: Other
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
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
And when i click on the Curios icon to reveal the curios slots the button is gone:
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!
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
I assume the bag one is possibly my problem, but i think the other 2 aren't.
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
When switching to the 'survival inventory' tab from another tab in the creative menu, a button should appear to open the curios menu
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?
Curios: v1.0.5.3
Forge: v28.1.90
JEI: v6.0.0.25
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.
They must not be wiped out of existence, I suppose.
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.
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.
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.
The layer should be rendered again when a new player logs in.
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.
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.
The Game crashed instantly when starting the game now it crashes when you open the menu of curios in your inventory.
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.
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.
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.
Properly updated attribute modifiers upon respawn.
Please describe the new feature or change.
Please describe why you want this feature.
There are no other mods installed in this instance.
Also note that I'm in a dev environment.
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?)
Multiple slots of the same type display as multiple slots rather than just one appearing
Error that's logged on opening the curios inventory: https://hastebin.com/idigivariv.css
The Bracelet Slot is showing a missing texture in the 1.15.1 version.
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
No matter which Gui-Scale or Fullscreen on/off should close the slots or add some items.
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
...
Crash Log: Please use a paste site like hastebin.
https://gist.github.com/ProsperCraft/c6195525e3b5da585be9212735c348cd
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
When I use /clear with a Curious Ring equipped, it says "No items were found on player comp500".
/clear should remove the Curious Ring from my inventory.
createCurios = ["ring"]
to the curio-common.toml configCrash Log: N/A
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.
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
Right click equipping a curio should put it in the first compatible curio slot
Mining an Ore in the nether (on a server)
Mining as normal, ofcourse.
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.
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.
Video Gif-
https://gyazo.com/4fbc11bec3daf20993bb6a96843f58df
Curios: v2.0.21
Forge: v31.1.39
Minecraft: v1.15.2
Crash Log: Link
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.
Is it possible to make the item be equipped in the ring slot by clicking a button ??
I'm a beginner in forge can you help me ??
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-
...
Crash Log: Please use a paste site like hastebin.
https://pastebin.com/CXCSMNCe
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
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");
}
}
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.
I would expect the trinkets to remain in their place rather than vanish into nothingness.
Here are at least some consistent details I've been able to figure out:
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
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.
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
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.
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).
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.
Curios:
Forge: 1.14.4-forge-28.2.0
I launch Minecraft with the mods and curios only gives me two ring slots and a backpack slot.
I expected there to be slots for the totem, elytra, and the spell stone.
Launch Minecraft with the mods.
--username Player230
as run config argument.The Game crashes instanly
Crash Log: hastebin.
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
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.
visually it doesn't make sense for some slots to be above others (body over head, etc.)
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?
can't do it https://github.com/TheIllusiveC4/Curios/wiki/How-to-Use:-Users
items are not inserted
perhaps a simple working example ?
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