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.

  1. Offline




    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)
  2. Offline


    I use bukkit 860.
    oooh....I love this mod really.
    cant wait fixed lol
  3. Offline


    Hello guys! im new to this forum and i REALLY want to have mo's creatures in SMP.
    But one thing i dont understand is how do i modify the boot sequence of the server? (i guess its the RUN.bat file)
    But can anyone help me out here?

    Attached Files:

  4. Offline


    Yep, you have to modify the Run.bat like this :
    "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xmx1024M -Xms1024M -cp ItemCraft.jar;craftbukkit-0.0.1-SNAPSHOT.jar org.bukkit.craftbukkit.Main
  5. Offline


    Ported Cocoavalleys Baby Animals.
    Animals spawn and rate seems ok too without messing with it.
    It has the same Issue as MoCreatures. You cant really interact with them. Maybe this will be resolved later. As of now just see it as Cosmetic Enhancement like Creatures.

    BlockID: 216
    ItemIDs: 8450-8454
  6. Offline


    I'm probably just doing something wrong and I hope that my problem has not already been addressed in the 99 pages currently up, but I can't seem to find an answer for my issue and i'm hoping someone could help me out.
    I installed ItemCraft on my server and got it functioning correctly with it's designated plugins, however, all the plugins that're currently in the bukkit/plugins/ directory don't seem to load, with the exception of Permissions. The plugins i'm trying to get to load are Essentials, WorldEdit, Runecraft and Multiverse.
    When I remove the Itemcraft folder, those plugins load up just fine and function, but as soon as ItemCraft is back in place, they refuse to load. Is there something I can do to resolve this?
    Again, I apologize if this has already been addressed in some way. With the bit of time i've had on it, i've really enjoyed ItemCraft and am thankful for it's creation and the plugins people've made for it. :)
  7. Offline


    I have another question. Does the old start up syntax still work? I was putting it in my ICScript in plugins.ic before "IMCCreatures.jar"plugin because it said if you want to change setting put it before the plugin is loaded. I then tried this in my init.ic before plugin was loaded but it tells me setint is not a valid command. I was hoping there is an easy way to change the settings.
  8. Offline


    Yes old Startup still works. Im using it to control the Bunnyspawn.
    you hjave to make a seperate .ic and use only old syntax in it.
    Then you include it with "includeold"
  9. Offline


    Make sure you're using the RB stated in the OP (860) - the latest RB (or any build after 910) does not play well with ItemCraft. If this fixes your problem then yes, it's been brought up a few different times already. If this *doesn't* fix your problem, I'd back your worlds up and try a fresh RB860 install with only ItemCraft and desired subplugins. Then one-by-one add in everything else you want to use (making sure these plugins are also for RB860, to be safe) and check for error reports.

    Seriously though, I'm betting you're trying to use 928 or 935. Roll back to 860 and that should do it.
    Supakatta likes this.
  10. If you'd like an example of how the oldscript function works, download the file HERE.
    This contains 3 files, which if used together allow Kslopes, Trees, Stained glass and Fancypack (the older version) to work together. Plugins.ic and oldscript.ic would go into your Itemcraft/ICScript folder on the server and Moretrees.props would go into your .minecraft folder on your local machine. If you are going to use these files, please don't forget to edit the plugins.ic file to '#' out the plugins you are not using.
  11. Offline


    I finally got the server to let me in but once I was in there were a couple of problems and I'm pretty sure it isn't a lag.

    1. Animals wont move when I get near them.
    2. I get the following error after about 10 mins in the server.

    Attached Files:

  12. There is very little to go on here - bukkit no, plugins running, console errors ? This would assist us to assist you.
  13. Offline


    New FancyPack is out! Maybe its better now for ItemCraft. Whats about the other mods from Kaevator Ceiling Stairs and Hedges semm to be interesting....
  14. Offline


    Heres the error in console,

    Attached Files:

  15. Offline


    Hedges is ported. Look under User Ported Mods.
  16. Offline


    It show us that this mod is going to be more and more better, we are on the 100th page!!!!!!
  17. OK, you are running both server and client on the same machine - whilst many people do that, you have to have a bit if a beefy machine to do that. Not sure of the current specs of your machine, but it is having problems keeping up, as your console shows - this is mainly to do with disk-writes, the disk head can't move fast enough to be everywhere at once, and it could be your machine is just locking up as a result. However, I've prepared a custom test server for you, which you can download from >>HERE<<
    Just drag the folder out of the zip to somewhere you want to run the server, and double-click the Minecraft6.bat file to start.
    The first time you run it, it will generate a new world and new nether. Give it time to complete that, and when you log in for the first time, don't move for about 1 minute, to give the server time to generate the landscape about you. See how you get on. If the first time you start the server, it spams the console with something about chunk generation, shut it down & try again, that sometimes happens - not sure why.


    I'm not sure what you think, but I am of the opinion that we need to structure a little better. For example, Nowhere are we saying which version numbers are being used for the mods ported. For example, Potioncraft I think was ver. 0.1 and its been updated to ver. 0.2. This will lead to confusing support issues if they are trying to get a ver 1 serverside mod working with a ver 2 clientside mod.
    A suggestion - when creating the plugin name, add the version number to the end, eg. ICPotioncraft01.jar - so that the user knows which version to download. I think we also need to update the wiki to reflect that, which I could do, but I have no idea which versions of each mod have been ported.
    I am also wondering whether it is wise to continue porting part working mods, or stop, and work on getting those already done Fully working before we move on ? Obviously I quote Mo Creatures as the prime example, as many users wanted that for training and stabling horses, which they can't do. I know some mods may never be 100%, but each mod that only gets part working leaves a trail of posts on this thread.
    Anyway, those are my thoughts - please let me know if I'm out of line !

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Dec 14, 2016
  18. Offline


    Thanks icephantom for the help but I still get the same error, like you said I need a good computer to run both server and client. My computer is 3 years old with outdated specs. I will try it out with another computer and see what happens. Thanks for your help!
  19. Offline


    could you make a vid on how to install this
    (and preferably include mo's creatures)
    and every time the server adds something new using this plugin, do all the clients have to update it as well?
  20. Offline


    Please, could someone write all what IC is and where the download (. Jar)? thank you
  21. Offline


    16:54:33 [INFO] Starting minecraft server version Beta 1.6.6
    16:54:33 [INFO] Loading properties
    16:54:33 [INFO] Starting Minecraft server on *:25564
    16:54:33 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-823-gb9d0b04-b860jnks (MC: 1.6.6)
    16:54:34 [INFO] ItemCraft 1.4.5
    16:54:34 [INFO] Error executing script file: plugin: threw com.asdaarg.bukkit.itemcraft.ScriptMan$CustomError: IOException:[com.asdaarg.bukkit.itemcraft.ICUtil.pluginYML(
     sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
     sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    16:54:34 [INFO] Press Ctrl+C to quit
    16:54:34 [INFO] Press any other key to start CB anyway. Warning: This may remove blocks supported by plugins that were not loaded!
    EDIT: i just ran the test server
  22. Offline


    having a problem here no mob attacks all mobs a passive like creepers and skellys and zombis enyone know whats wrong ?? or have the same troblem
  23. There is a post a couple above yours from me to Marc726, this contains a custom server, which already is set up to run just mo creatures - try that. You will still need to load clientside mods to make it work though - 16bit entity, modloader, audiomod and mo creatures.
    - and Yes, anyone wishing to join the server would have to install the same clientside mods, Itemcraft will not do that for your clients.
  24. Offline


    please list your plugins good sir or send me a message so we dont swamp this thread
  25. Offline


    I agree with you. New mods are really nice, and what already is available is great as well, but it feels unfinished. In the newest Mo' Creatures I can not even craft the mediallons. I can imagine the taming being really hard, but this is just crafting. I am not saying asdaarg or Asymetrikon should do this, but I just want to say I agree with icephantom.
  26. Itemcraft is a bukkit plugin that allows mods for Single player to be run on Multi-player. The link to download along with more instructions is at the top of this page.
  27. Offline


    well, i know players have to install it... but do players have to reinstall a special version or something whenever i add a new block type to it?
  28. No, they only have to install any new mods you wish to run - if what you create was created within Itemcraft, then there is nothing new your clients will need to install - it will just work (he says hopefully) :)
  29. Offline


    Wait, so I can put any mod for SMP? Yet somehow I can not in Java. Looking for all the IC is what is currently done.
  30. or, use your old machine to run the server and link to it with the 'other' machine that you are going to try. At the very least, if you really wish to run both on 1 machine, I recommend fitting a second hard drive in the machine and put the server on the second disk drive, running the client on the 1st drive.

    My post to you might have lead you to believe that, sorry - You can only use Single-player mods if a server-side module has been bought out for it. Currently the available mods are listed at the top of this page, and those that have been created by other users are listed on this page HERE. So in answer to your question, no not all SSP mods can be run on SMP.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Dec 14, 2016
  31. Offline


    no way!!! it works!!!
    no errors in the log!!!
    lets mod my client now...

Share This Page