Inactive [MECH/DEV] ItemCraft 1.6.6 - Support for client mods in Bukkit [1060/1000]

Discussion in 'Inactive/Unsupported Plugins' started by asdaarg, May 3, 2011.

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    ItemCraft is a Bukkit mod that allows adding new item and block types, crafting and furnace recipes, and custom tree generators and more. Using a Modloader and SettingsGUI interface it allows subplugins known as ICPlugins to be loaded to support client mods. ICPlugins can be created by translating a client mod using the ICTranslator ICplugin. Using a ModloaderMP interface (ported by krnlyng/liar) it allows porting multiplayer mods to bukkit.

    • Add more Block types
    • Add more Item types
    • Add more Entity types
    • Add more TileEntity types
    • Add more Crafting recipes
    • Add more Smelting recipes
    • Add more Tree generators
    • Ported ModLoader interface
    • Ported ModLoaderMP interface
    • Fake GUIAPI Settings interface
    • Startup file for configuring plugins and making simple blocks and items

    Installation & Usage:
    • Back up your world(s). Just in case.
    • ItemCraft.jar goes in same folder as craftbukkit
    • IC plugins go into ItemCraft/ICPlugins folder under craftbukkit. (folder is autocreated the first time)
    • uncomment (remove #) in front of all plugins you want to use in plugins.ics (autocreated in ItemCraft/ICScript)
    • Make sure you have the recommended version of craftbukkit in the title - since this is a mod of that version in particular.
    • Delete/rename the META-INF folder inside craftbukkit-0.0.1-SNAPSHOT.jar (Use some decent zip program (e.g. 7zip) that can do it.)
    • All players on the server needs to have the client mods installed
    • If you use the 16 bit entity id packet mod (in case you use new entites (only ICMCreatures need it)), All players need (flan's unofficial) ModLoaderMP client mod
    • All players also need the 16 bit entity id packet mod (overwrites a ModLoaderMP's class so make sure ModLoaderMP is installed first) in case you use new entites (only ICMCreatures need it) If decide not to use the packet mod, you can turn it off putting this in your startup file: false setEntityIDPacketMod
    • Sometimes you get block/item ID conflicts, between plugins. You then need to set the conflicting ids in the startup script using setID command: example. They have to be set before the plugin that uses them is loaded. Note also that there is typically a props file on the clientside you have to edit the ids on to be the same as well.
    • To start:
      • Windows:
        java -Xmx1024M -Xms1024M -cp ItemCraft.jar;craftbukkit-0.0.1-SNAPSHOT.jar org.bukkit.craftbukkit.Main
      • Others:
        java -Xmx1024M -Xms1024M -cp ItemCraft.jar:craftbukkit-0.0.1-SNAPSHOT.jar org.bukkit.craftbukkit.Main
      IF You do not understand how to install this follow THIS link! Also Try:

      ItemCraft Forum
      ItemCraft Wiki


      Installation instructions changed since 1.5

      For Minecraft 1.7.3

      Inofficial ItemCraft update by Syrome1.6.6 (#1060)
      ItemCraft 1.6.5 (#1000)
      QwertyPower files (ICSGlass, ICFancyPack addons and more...)
      o4kapuk 16 bit packet mod Does not work without (flan's unofficial) ModLoaderMP client mod.
      ICKSlopes - support for Kaevator SuperSlopes
      ICNTrees - support for Nandonalt's Trees mod. Details regarding use Ignore ScotTools or you will have problems breaking various blocks
      ICFancyPack - support for ChocolateySyrup's FancyPack unofficial update for 1.7.3 mod Details regarding use of potted plants IDs and settings
      User ported mods list maintained by icephantom

      For Minecraft 1.6.6

      ItemCraft 1.4.5
      ItemCraft 1.5.1 (for use with planes)

      ItemCraft 1.3.5 (for CB #818)
      ICSGlass - support for ChocolateySyrup's Stained Glass unofficial update for 1.6.6 mod
      ICFancyPack - support for ChocolateySyrup's FancyPack unofficial update for 1.6.6 mod Details regarding use of potted plants Also be sure to read: Release notes Does not work well and not at all with the newest FancyPack update(v6) Wait until client is stable.
      ICKSlopes - support for Kaevator SuperSlopes
      Usage notes
      ICNTrees - support for Nandonalt's Trees mod. Details regarding use
      ICMCreatures - Support for DrZhark's Mo's Creatures
      16 bit entity id packet mod
      User ported mods list maintained by Asymetrikon

      Dev tools:
      ICTranslator - How to use

      Source and old versions

      ICScript documentation

      Frequently Asked Questions

      Tutorial on how to make your own blocks also list of block and item IDs in most popular mods.

      Suggestions of mods to port
      Vote here not in this thread anymore (it gets lost in all the other stuff)

      Reporting errors:
      • Read known issues - don't report those.
      • State the version of CB, ItemCraft and ICPlugin(s) you have problems with
      • If your client crashes, start the client from command line so that you get the error report.
      • Make sure the mod(s) works in SSP First before you report any errors here.
      • You are more likely to get a response if you describe the problem in more detail and do some testing yourself first of under what circumstances it occurs
      • Do not ask for uploads of minecraft.jar.
      • Do not pm me.
      • If you have problems installing, you are likely doing something wrong. Make sure you've followed the instructions exactly, read the FAQ and Wiki. If that doesn't work you can always ask in the thread, while I will likely not reply, there are others who can help you with your problem. But at least try to get it working yourself first.

      That said, I want to thank all who have helped users with their problems. In particular special thanks to icephantom and Asymetrikon for their big efforts in this. Also a special thanks to xeronut for being generally helpful.

      Changelog: (open)

      • Inofficial update by Syrome to support CB #1060 and ModloaderMp v1.7.3v4.
      • Added changes by krnlyng/liar to support buildcraft
      • Inofficial updated by Qwertypower to support CB #1000
      • Fixed Generators not working since ModLoaderMP merged.
      • Added option to turn off packet230 being sent to clients: false setPacket230OnLogin
      • @QwertyPower's unofficial update to 1.7.2 and 1.7.3.
      • Fixed issues with ICPlugins not being able to use ModLoader methods obtained through relection.
      • Merge with @krnlyng/liar's translated vesion of SDK's ModLoaderMP
      • Added dummy method RegisterTileEntity to fake modloader.
      • Added dummy methods AddArmor and getUniqueSpriteIndex to fake modloader.
      • ItemCraft commands are now loaded automatically and can be used in init.ic
      • Fixed nonesense message when parsing a string and EOF is found after escape character.
      • Platform independent line breaks of autocreated files
      • added some stuff in the autocreated file
      • Fixed unupdated mod causing problems for other plugins accessing the enum's constants for new block ids 1.6.
      • Removed spam on use command
      • Fixed java method invocation
      • Added javamethod invocation of declared methods
      • Fixed pop removing 2 elements off stack
      • putsetting command, allowing editing settings using new script
      • putvar and getvar commands allowing use of variables in scripts
      • added if command, conditional execution of closures
      • ishidden, isCustomType and getCustomType commands
      • exec command, allowing execution of closures. Acts as function calls.
      • while command, for while-loops, execution of closures.
      • Annotation of non-standard methods allowing correction of semantics during parsing with methods that manually alter type info. (needed for for loops, and various stack commands (such as popall, push, pull,dup, casting, getvar, all that do not have a static type signature) to have any usefulness beyond execution using GUI.
      • added casts
      • Fixed setEntityIDPacketMod demanding a this pointer.
      • Fixed boolean constants missing.
      • Updated to CB #860
      • GUI is now off by default
      • Fixed illegal access of Item constructor and other methods
      • 16 bit Entity Id Packet mod can now be turned off
      • Added file loading functions that use filename rather than file class for Fileman, for use with Janino
      • Fixed intellisense being screwy, showing previous context
      • Fixed castability test of primitive types to primitive types being screwy
      • Fixed selected method in context view not being visible (scrolled down/up to).
      • Fixed array bounds error
      • added intellisense (context box showing sorted list of all applicable methods in context at cursor position, as well as selecting the one closest matching)
      • added tooltips showing documentation both in command box and in the context (list) box
      • added getmaterial method to get Minecraft's materials
      • added documentation to most methods.
      • removed some obsolete methods
      • renamed some methods
      • remove NAME: spam on classloaderlclass, 1,2,3 4.. spam and vs: spam
      • fixed classloaderlclass leaving junk on stack
      • fixed getconstructor (?)
      • fixed right square bracket without left square bracket not resulting in parse error
      • fixed parse to fail due to right bracket not yielding an array type
      • removed autocreate double spam
      • ics extension changed to ic (conflicting with korganizer and iCalendar)
      • moved plugins into plugins.ic (since it now doesn't execute "use" until it parsed the whole file, it doesn't
      • recognize ItemCraft functions in init.ic)
      • added setID
      • added back support for old file format using includeold
      • fixed execution of abstract script calling providing arguments in wrong order
      • ICScript is now completely converted into postfix
      • Completely rewritten script parsing and execution code
      • Math functions should work now
      • Scripts Are not executed until fully parsed
      • ICS now support direct invokation of java functions when no ICS function matches a call
      • ICS now support arrays
      • ICS now support closures (for later support for menus, functions, loops, conditionals)
      • Parser produces Abstract code that runs much faster, than when having to parse each time to execute code.
      • Pre 1.0-style startupfile scripts are no longer supported (for now)
      • Warning of Block loss with prompt to quit CB on any error during parsing
      • Warning of Block loss with prompt to quit CB if startup script file was not found and was autocreated. This way you can have it autocreate it safely without having to worry about loss of blocks during upgrade.
      • Detailed error reports during both parsing with line number and column and during execution.
      • added simple math functions
      • added basic string and character functions
      • fixed methods popping more than one element
      • fixed dup not duplicating
      • added primitive classes
      • added parsing of primitives as primary commands
      • added parsing of strings as primary commands
      • fixed identifier after a string being misparsed
      • fixed popup menus not working in windows
      • added methods to get icplugins and their classloaders
      • added methods to get constructors and invoke them
      • Implemented new functional script language ICScript
      • Implemented GUI
      • inclusion of files (so you can split up startupfile in smaller files)
      • loading plugins on the fly
      • executing any script commands on the fly using GUI
      • exploring variables and functions of objects in GUI
      • invoke any functions, private or public, on any class loaded in IC/ICPlugins/minecraft/CB/any bukkit plugins
      • Built in text editor (was going to be for editing java code)
      • Removal of blocks, entities and items, even on the fly
      • Adding new blocks, entities and items on the fly
      • Specify what entities spawn in what biomes and how frequently.
      • Customizable programmable menus per node type in GUI
      • IC now retrieves version number both for plugins and itself automatically and reports it when plugins are loaded
      • fixed mimic having target object mimic itself.
      • fixed invokation on wrong object when interacting with mimiced block
      • fixed setint setting a string and not an int
      • fixed case sensitivity of block parameters
      • fixed some other bugs related to block parameters
      • no more commas assigning multiple values in block parameters (because I'm lazy)
      • Mobs that are unspawnable don't crash the server anymore
      • Added new startupfile commands: blocks and entites
      • Added new startupfile commands: setbool, setint, setfloat, setdouble, that allows changing the settings of mods that use GUIAPI (nandonalt trees and mo's creatures)
      • fixed various bugs with craft command in startup script
      • removed debug spam on id command
      • fixed comments causing "unknown commands" in startup file
      • cleaned up unnecessary stuff from error report
      • fixed skip skipping over the next line too
      • Implemented modloader removespawn (could that have anything to do with the watermob problem?)
      • fixed unknown command spam on empty lines
      • fixed some bugs with craft command in startup file manager.
      • Fixed kicked when horse throws you off because of accessing protected field
      • Fixed problems adding recipes, tile entites, entites using API.
      • added items command for debug purposes
      • added a copy of spawncreatures to the mod, no idea if that will solve the issue with sharks crashing server.
      • Mimic feature of block allows block to mimic other blocks, fully or in some respect (useful to customize blocks beyond the fixed values from startup file)
      • back to start from craftbukkit folder; its no longer a plugin
      • IC plugins go into ICPlugin folder now in craftbukkit folder. These are to avoid problems caused by plugins being reloaded by CB
      • usedefaults on by default
      • fix item 0 is not valid item spam
      • implemented Modloader getUniqueEntityId,RegisterEntityID,setPrivateValue
      • implemented various SettingsGUI widgets facades, and SettingFloat, SettingsMulti
      • script pauses when error occurs to avoid startup with wrong settings
      • Items are also registered as dummy, to avoid error spam by other plugins
      • Modloader world generator interface for normal type worlds implemented
      • Barebones fake GUIAPI interface that loads default settings (might add ability to modify options through startup later)
      • Added fix for blocks not having dummy material in ICFancyPack that inherit the Block class directly
      • Dummy id changed to 255
      • Added support for Entities in API
      • Added support for adding mobs to biome spawnlist in API
      • Added support for adding tilentities in API
      • Added fake modloader for to interface with translated mod plugins
      • Added more detailed output when plugin loading fails.
      • Backward incompatible update to 766
      • Added ability to set data on input items in crafting recipe
      • Added ability to comment in startup file with #
      • Added more error handling.
      • Fixed unable to craft out of nonblocks
      • Added more error handling
      • Partial support for GUIs
      • Mod for custom tree generation
      • Custom Tree generation API
      • Custom Tree generation startup file instructions:tree,treebiome and biometreedensity
      • Added mod of org.bukkit.Material to accomodate new block types, should reduce at least some errors other plugins have.
      • Fixed Item id being offset by 256
      • Fixed startup script created Blocks not being added to item list
      • Added more error handling
      • Fixed ItemCraft not starting because of spaces in the path on windows machines
      • Fixed regexp error on windows when starting as plugin
      • More error handling added
      • Fixed freeze when adding new block properties using startup script
      • Now doubles as plugin, so you can start it as a plugin rather than a mod
      • Startup file autocreation
      • loud startup file instruction- prints out more info at startup
      • a whole lot more error handling
      • fixed bug not being able to load any other plugin that KSlopes.jar (what am I thinking)
      • Most if not all simple constant Block properties now definable from the startup file.
      • Better error handling
      • More complete Block API
      • Syntax correction
      • Initial Release
      • Made compatible with IC 1.0
      • Syntax correction
      • More information on startup
      • Fixed slopes and corners dropped having wrong data.
      • Initial Release
      • Introduced options to change settings and IDs
      • Disabled new bookshelves
      • Updated for 1.7.3
      • Fixed another NPE on startup
      • Fixed NPE on startup
      • Updated to unofficial version of 1.6.6
      • changed class path for flower, cactus and reed
      • Fixed not able to place in potted plants
      • Fixed blockcycler interaction
      • Added potted plants
      • Initial Release
      • Updated to 1.7.3
      • Fixed static construction of objects problem
      • Fixed no tree generation
      • updated to 1.6.6
      • fixed clicking on bananacake blocks, fruit leaves
      • fixed using fertilizing
      • fixed activating banana cake
      • Initial Release
      • Updated to 1.6.6
      • Made everything public and even added a public ()V constructor in water mob class (no idea if that will solve it though)
      • Says its loaded on startup when its loaded
      • Initial Release
      16 Bit Entity ID Packet Mod
      • Supports both 16 bit and 8 bit servers
      • Initial Release
      • Fixed conflict with glass bug
      • Initial Release
      • Fixed no output on windows machines.
      • More informative about files to translate not being found.
      • Made it tolerate there being no file separator at the end of retroSource.
      • Removed some spam.
      • Added checks that make sure you have all the necessary maps specified, when you translate.
      • Initial Release
      • Update to 1.7.3
      • Initial Release

      Donate (Not necessary but appreciated)
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    Possibly, but I think I'll leave that to Pogic and Dyncraft :)
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    This. Is. Awesome! I'm really glad I saw this. So to get other block-adding mods for your server, the mod has to have a plugin version right? Also (so I can tell those who make interesting mods), is it a simple process to make a plugin version of a mod?

    Edit: *Runs off to tell modders about this.*
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    Yes, especially if you made it with MCP, its almost copy paste.
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    Seems I may may have an issue trying to install this. I use a hosting service, and they have specific hooks from their web CP to start Minecraft. I actually cannot edit the server.bat file to add the line in for it, and my server doesn't seem to want to run with the META-INF file removed from craftbukkit. Now, If I leave the meta-inf file in, I can make the objects, but I can't drag them from the crafting table into my inventory. I will have to test more.
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    Is it possible to use mods like plasticcraft?
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    So, what I've been able to figure out are two things. One: if you have a dedicated remote server, and cannot access the run.bat, don't bother. Two: if you really decide that you want to bother like me, you need an install of linux handy, learn how to run linux screen, make a file with the start parameters in it, log into your server via screen, and run ./ from screen. OR........ make sure people are damn well aware of the fact that all of this MUST be done from a local machine.
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    just one fast question :)
    why on multiplayer when i host i cant pick out new blocks from the crafting table? :3
    they refuse to move
    10:43:35 [WARNING] Failed to handle packet: java.lang.NullPointerException
            at net.minecraft.server.ItemStack.d(
            at net.minecraft.server.ItemStack.f(
            at net.minecraft.server.InventoryPlayer.canHold(
            at net.minecraft.server.EntityItem.b(
            at net.minecraft.server.EntityHuman.i(
            at net.minecraft.server.EntityHuman.u(
            at net.minecraft.server.EntityPlayer.u(
            at net.minecraft.server.EntityLiving.p_(
            at net.minecraft.server.EntityHuman.p_(
            at net.minecraft.server.EntityPlayer.a(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            at net.minecraft.server.NetworkManager.a(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(
    and this is when i imported one building from MCEdit from singleplayer map to multiplayer
    i got a dc after dc + the slopes were not there

    i pasted the text to run.bat
    any1 understands this?

    this is my run.bat
    IF /I "%PROCESSOR_ARCHITECTURE:~-2%"=="64" "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xmx1024M -Xms1024M -jar "%~dp0craftbukkit-0.0.1-snapshot.jar"
    IF /I "%PROCESSOR_ARCHITECTURE:~-2%"=="86" java -Xmx1024M -Xms1024M -cp ItemCraft.jar;craftbukkit-0.0.1-SNAPSHOT.jar org.bukkit.craftbukkit.Main


    edit #3
    Ps. that was done on single player wheer your wonderfull plugin works perfect


    can someone tell me how to use "Spoiler" thing? :s

    thank you!
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    Need more information about plugin's use.
    I'm trying to work on more stairs plugin(
    I have patch my client and use startup to "declare" new block 200 called brick stairs
    i made this :

    config usedefaults
    plugin KSlopes.jar
    block 200
    DataDropped = 200
    IdDropped = 200
    id 'brick stairs' = 200
    But don't work...
    i need perhaps to make a morestairs.jar ? but don't know how :(

    I can have custom block with "too many items", i can
    craft it but i can't drag craft in my inventory...
    I need perhaps to make recipe on .txt ?
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    That's because they are only on the client. Once you try to drag them out it reports it to the server, and the server will say, no there is no such recipe, and it goes right back. The META-INF has to be removed or else it will reject any modding as security violation, and ItemCraft has to be started before the worlds are loaded, otherwise any new blocks placed will be filtered out again at startup. I can think of 2 potential workarounds.
    I make ItemCraft a plugin again, so it can be started as a plugin as well, and then
    1. You have a startup world and a plugin that can import and remove worlds.
    2. You import all your worlds after you start the server and you remove all worlds before you close it.
    1. You make a copy of the world
    2. have a plugin that can copy/paste blocks like worldedit and do that on startup, from the copy.
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    You should make two versions as people with vps or local servers can edit the bat file and one for people who are at server hosts. but im sure 99% of the time hosts will allow command line mods if they know the mod is trusted.

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    I don't understand. You are saying that if I can change the world on the fly, I can use the plugin like a "normal" bukkit plugin ?
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    ok i downloaded it... and I cannot seem to find the .txt document that you keep on stating... does it generate at startup? because i edited my run.bat to add this item thingy's code (coz just typing the code up there didnt work for me :S) and nothing was created... didnt say anythign different in CMD when it started... whats wrong?

    EDIT: OMG is the .txt file the itemcraft.txt file INSIDE the .jar file by any chance...?
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    I'm watching the video on his page and I stopped at the microwave. I tried to make fuel, but that also requires a mod because the fuel code is harcoded. Perhaps an alternate furnace block like microwave could do it, but the microwave apparently needs its own GUI as well.

    Well, you could probably do it remotely too on windows.

    Yes, the block types are not registered on the server. When you start with KSlopes 0.1.2 it should tell you how many were registered. Did you get any errors during startup?
    That's actually Kaevator's mod that's working perfectly on your client. My plugin is suppose to make it possible to play with them on bukkit.

    Also those screenshots, it looks like one of those light glitches in mc.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    ok im very confused now... can you pelase explain to me step by step how to install...? The one that is in the main post isnt very... clear for me... thanks if you can please :)
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    Yes, you will probably have to make a plugin, especially if the stairs react to on which side you stand on to place them. Btw id doesn't handle ' and space yet. You can use underscore _ though.

    Can you be more specific about what is confusing?

    I'm thinking about making it a hybrid so it can be started like a normal plugin. Then whoever is using it must make sure that the blocks are imported at startup, either by importing the entire world or copying using some plugin.

    Read post 41 for detail.

    Actually its not anywhere, you have to create the file. I'll change it later so it autocreates it if it can't find it.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    well, you say to move the itemcraft.jar file into the server folder (did that...) and the .txt file (cant find the text file).
    so where is the .txt file? also, when making the run.bat, I just added it to my old one, (because just the code alone didnt work lol) uhm it loads the CMD but NOTHING different happens... When i deleted META-INF, it said the craftbukkit file was corrupt, so i did it WITH the META-INF and it worked...... please give a more explained installation method or something :L thank you :)

    awesomee plugin btw... cant wait till i can USE it :D ive been waiting for one of these for soooo long :D

    P.S: is it supposed to say anything different in the CMD? just asking :)
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    this is the entire log from the bukkit console when i copied my single player map into bukkit server dir.
    all slopes were gone Oo

    i cant delete the META-INF from bukkit snap whith win rar, ill try with another program and post here how it went

    Thank you for your help :)

    *waits for a banner to put in his sig*
    same as the person above me
    i tried win rar- win zip- 7 zip
    same results >.<
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    You create the text file. And you have to comment out the old command or remove it. I think that was REM to comment, long time ago I was on a windows machine :)
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    Make a detailed instruction andexamples of bat
    Deathlysteve- likes this.
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    Oh sorry, I have read to fast to see it. Thank you, I'll try this. :)
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    that is the start.bat for win7 try to copy paste it if you have win7, if not, leave out (x86)

    wow my english is bad... it sounds like martian to me @_@
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    I don't know why deleting META-INF will cause it to say it is corrupt. It works fine for me.
    Edit: Maybe the first program you used corrupted the file, so download craftbukkit again and do it with 7zip
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    can you upload your bukkit yar please?
    + your start.bat?

    yes i downed aobut 5 times 740 + used diffrent zip programs
    all whith same result

    corrupt file
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    YES, YES and a big YES, now I will definetly speed up on my mod for more blocks in multiplayer mod!!!!! Thank you so much for making this, definitely will try this out!!!!!!!!!!

    I am so freaking happy!

    About dyncraft, the main developer of that mod has been away for a while, and I can't contact him through skype, even when he is online, he doesn't respont, he might even abandon that project, so your my only hope here for my mod!

    If this works out, my mod will 100% be depending on this :)

    Who still never heared of it, it is in WIP stage, and info about it can be found here:
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    Ok, one more thing, since I googled around and found others that had the same problem. Try renaming it instead of deleting it. After that you're on your own if that doesn't work. Google around and see if you can find a solution.

    Heh, I saw your project long ago, and thought wow, I hope you can get those blocks to work in bukkit, and now I ended up doing it myself :) I was going to look for your thread to tell you about this but couldn't find it, so thanks for the link.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 14, 2016
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    nada managed to rename it (meta inf) with win rar only all other zip files denied acces

    i think its your craftbukkit jar that we need

    well ill try to google around, if i find anything ill post it here
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    You did the thing, that I didn't want to do myself at the first place, because I have enough problems of figuring out how stuff works on the client side, and to figure out things how they work in bukkit, that would be too much for me, because I have so many things now in mind for the mod, I simply don't have that much time to do on the server side, and now I can concentrate more on the client.

    Question: Does it support mod loader mods? Because I might go for making my mod to the modloader, because then I won't get compatability issues with other mods, also I will be able to use custom texture images for my mod as well.
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    Thanks very much!
    I've been asked many times for a bukkit integration, but as I don't play in multiplayer, I would be unable to make and test it.
    If you need the sources or any information, I would be very pleased to help!
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    Also another question, does it support more BLOCK IDs than 128? Meaning 255 ?
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    Np, I love your mod btw Kaevator, that's why I had to make it work for bukkit :)

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