Tabula Rasa/Custom Items discussion (was Longshot Request - hopefuly very simple)

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
Buildcraft? I assume that you would find eggs most usefull for packs like Aggskys. And that has no buildcraft.
Nope, I've always wanted a tech themed way of crafting Spawn Eggs. The few mods I've seen that touch this have never taken my interest.
Buildcraft only because of lasers, zapping energying to bring it all to life. Igor! It lives! Muahahahahha.

i must be an idiot, but i cant find permissions of any sort on this topic, so can i use tabularasa in my jampacked modpack? (for the competition)
Oooh, that would be interesting what you do with Tabula Rasa in a map pack.
 

NJM1564

New Member
Jul 29, 2019
2,348
-1
0
Nope, I've always wanted a tech themed way of crafting Spawn Eggs. The few mods I've seen that touch this have never taken my interest.
Buildcraft only because of lasers, zapping energying to bring it all to life. Igor! It lives! Muahahahahha.


Oooh, that would be interesting what you do with Tabula Rasa in a map pack.

Lasers aren't the same thing as electricity. But an incubator mod would be interesting.
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
Lasers aren't the same thing as electricity. But an incubator mod would be interesting.
I know, but using what is already available, the BC laser system is the most impressive.
 

NJM1564

New Member
Jul 29, 2019
2,348
-1
0
I know, but using what is already available, the BC laser system is the most impressive.

If you say so. But I can't help but think of the simi fictional Xycraft lasers and a few of the hopefully upcoming mods and mod features.
Ah, what about that... think that now powered crafting mechanic from extra utilities. Ahh that F#$%tastic new skin for the MF forums is making it impossible to find anything.
It was called the QED or something. That would work well. Very incubatorish.
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
GUIDE TO REPLICATE "POOR ORES" IN 1.6.4

Mods Required:
Tabula Rasa
MineTweaker

Skills Required:
Basic knowledge of editing text/cfg files
Basic knowledge of folder structures
Basic knowledge of resource packs

In this guide, I'll explain how to generate Gold Poor Ore. The guide can be applied to any ore. I won't explain how to install mods or resolve ID conflicts, as if you are using Tabula Rasa an Minetweaker, you should know how to do that already :D

Step 1: The Tabula Rasa config file is found in \config\cofh\TabulaRasa.cfg. In the file change S:Name.0=TabulaRasa to S:Name.0=Poor Gold Ore. Each unique name generates a new block/item. There are a max of 16 blocks, and 32k items. You can also adjust the blast resistance and hardness of each block. Just match the numbers (.0 in this case).
Step 2: Assign textures as follows: S:Texture.0=tabularasa:gold_ore_poor. The mod will use the indicated filename for that block/item. Blocks and Items go into their own separate folders. For example: \resourcepacks\Golriths Remix\assets\tabularasa\textures\blocks\gold_ore_poor.png
Step 3: Make a new config file for PoorOres for Minetweaker. The folder the file needs be created in is \config\minetweaker. Don't forget to also add a line to main.cfg to load your PoorOres config (example: include "PoorOres.cfg";). For each new poor ore block, you need to add a furnace recipe that cooks the new tabulsa rasa block into a gold nugget. For simplicity, I'm using ID numbers in this example, which can be obtained using NEI.
In the new config file, add furnace.addRecipe(<371>, <2700:0>);
<371> is the gold nugget ID, 2700 is the block ID I use in Tabula Rasa, 0 is the meta data for Poor Gold Ore.
Step 4: Adding the new ore to the world. Edit \config\cofh\CoFHWorld.cfg and change B:AllowCustomGeneration=false to B:AllowCustomGeneration=true
Now edit WorldCustomGen.txt and add a line similar to the below
Code:
UNIFORM    poorGold    2700    0    18    4    0    32    TRUE
There must be a TAB between each value. This will generate 4 clusters of 18 blocks of Block ID 2700:0 (the poor gold ore) between 0 and 32.
As a suggestion, if you already use custom COFH World Gen, have the poor ores generate last so that the more valuable stuff generates first.
Step 5: Make a texture for your new Poor Gold Ore.
Step 6: Fire up your game, and fingers crossed, you'll find Poor Gold Ore in the depths.

Here are all my config files that I use. You can't just use these yourself as IDs will be different, but may be helpful. I als use a heavily edited world gen https://www.dropbox.com/sh/mg5suo2mvcf1dfa/AAD5_THe9KtOa4mKHFEWW3hKa/PoorOre

I've also used Tabula Rasa to create an Osmium Nugget, since Osmium Nuggets do not exist. My Tabula Rasa and World gen files also include "Dense Stone" which is a harder to mine stone that becomes more common the deeper you go. I use this for a few crafting recipes for building/decorative blocks.


Hopefully the above is of use to some people, if not, well, tough :p
 

T10a

New Member
Jul 29, 2019
91
0
0
Since Minetweaker now has the ability to damage items upon crafting, would it be possible to configure the durability of an item in a future Tabula Rasa update?(anything above 0 is damageable (1 being single use, etc. etc.), if it's 0 then the item has no durability).
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
I kind of have a problem. The texture for my image isn't working and keeps coming up as the purple and black chackerboard.
My Resource pack structure: resourcepacks\NAM\assets\tabularasa\textures\items\cowHide.png

Item portion of config:
item {
# ID for the blank item.
I:RasaItem=31680
####################
# feature
####################

feature {
# Number of metadata entries for this item. (Contiguous!
I:Count=16
S:Name.0=Cow Hide
S:Name.1=ItemRasa
S:Name.10=ItemRasa
S:Name.11=ItemRasa
S:Name.12=ItemRasa
S:Name.13=ItemRasa
S:Name.14=ItemRasa
S:Name.15=ItemRasa
S:Name.2=ItemRasa
S:Name.3=ItemRasa
S:Name.4=ItemRasa
S:Name.5=ItemRasa
S:Name.6=ItemRasa
S:Name.7=ItemRasa
S:Name.8=ItemRasa
S:Name.9=ItemRasa
S:Texture.0=tabularasa:cowHide
S:Texture.1=tabularasa/Blank
S:Texture.10=tabularasa/Blank
S:Texture.11=tabularasa/Blank
S:Texture.12=tabularasa/Blank
S:Texture.13=tabularasa/Blank
S:Texture.14=tabularasa/Blank
S:Texture.15=tabularasa/Blank
S:Texture.2=tabularasa/Blank
S:Texture.3=tabularasa/Blank
S:Texture.4=tabularasa/Blank
S:Texture.5=tabularasa/Blank
S:Texture.6=tabularasa/Blank
S:Texture.7=tabularasa/Blank
S:Texture.8=tabularasa/Blank
S:Texture.9=tabularasa/Blank
}

}
If it helps, the item keeps coming up with the id of 31936 ingame and whenever I change the ID in the config the ingame config also changes too.
 

InfinityRaider

New Member
Jul 29, 2019
1,169
-1
1
Have you made a pack.mcmeta file in your texturepack folder and/or have you toggled your custom texturepack ingame? I know these are silly things, but they are sometimes overlooked.
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
Have you made a pack.mcmeta file in your texturepack folder and/or have you toggled your custom texturepack ingame? I know these are silly things, but they are sometimes overlooked.

Yes, I've added my Pack.mcMeta and my Resource Pack is selected.
 

CarbonBasedGhost

New Member
Jul 29, 2019
910
-1
0
I'm not sure if liquids can have metadata, so one fluid id could have 16 fluids, but if it's possible in a similiar way to that, fluid adding would be amazing.
Please, @King Lemming?
Fluids are blocks so they can contain metadata, but if you want your fluids to be unique they will have to be different ids (this is the same for blocks).
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
I kind of have a problem. The texture for my image isn't working and keeps coming up as the purple and black chackerboard.
My Resource pack structure: resourcepacks\NAM\assets\tabularasa\textures\items\cowHide.png

Item portion of config:
item {
# ID for the blank item.
I:RasaItem=31680
####################
# feature
####################

feature {
# Number of metadata entries for this item. (Contiguous!
I:Count=16
S:Name.0=Cow Hide
S:Name.1=ItemRasa
S:Name.10=ItemRasa
S:Name.11=ItemRasa
S:Name.12=ItemRasa
S:Name.13=ItemRasa
S:Name.14=ItemRasa
S:Name.15=ItemRasa
S:Name.2=ItemRasa
S:Name.3=ItemRasa
S:Name.4=ItemRasa
S:Name.5=ItemRasa
S:Name.6=ItemRasa
S:Name.7=ItemRasa
S:Name.8=ItemRasa
S:Name.9=ItemRasa
S:Texture.0=tabularasa:cowHide
S:Texture.1=tabularasa/Blank
S:Texture.10=tabularasa/Blank
S:Texture.11=tabularasa/Blank
S:Texture.12=tabularasa/Blank
S:Texture.13=tabularasa/Blank
S:Texture.14=tabularasa/Blank
S:Texture.15=tabularasa/Blank
S:Texture.2=tabularasa/Blank
S:Texture.3=tabularasa/Blank
S:Texture.4=tabularasa/Blank
S:Texture.5=tabularasa/Blank
S:Texture.6=tabularasa/Blank
S:Texture.7=tabularasa/Blank
S:Texture.8=tabularasa/Blank
S:Texture.9=tabularasa/Blank
}

}
If it helps, the item keeps coming up with the id of 31936 ingame and whenever I change the ID in the config the ingame config also changes too.

Odd, that should work.
Here's my config, as you can see, the syntax is the same

# Configuration file

####################
# block
####################

block {
# ID for the blank block.
I:RasaBlock=2700
####################
# feature
####################

feature {
D:Hardness.0=1.75
D:Hardness.1=1.75
D:Hardness.10=1.75
D:Hardness.11=6
D:Hardness.12=6
D:Hardness.13=6
D:Hardness.14=6
D:Hardness.15=6
D:Hardness.2=1.75
D:Hardness.3=1.75
D:Hardness.4=1.75
D:Hardness.5=1.75
D:Hardness.6=1.75
D:Hardness.7=1.75
D:Hardness.8=1.75
D:Hardness.9=1.75
S:Name.0=Poor Iron Ore
S:Name.1=Poor Gold Ore
S:Name.10=Poor Osmium Ore
S:Name.11=Dense Stone
S:Name.12=Smooth Dense Block
S:Name.13=Smooth Dense Brick
S:Name.14=Industrial Wall
S:Name.15=Industrial Stripe
S:Name.2=Poor Tin Ore
S:Name.3=Poor Copper Ore
S:Name.4=Poor Silver Ore
S:Name.5=Poor Lead Ore
S:Name.6=Poor Nickel Ore
S:Name.7=Poor Platinum Ore
S:Name.8=Poor Aluminium Ore
S:Name.9=Poor Pig Iron Ore
D:Resistance.0=20.0
D:Resistance.1=20.0
D:Resistance.10=20.0
D:Resistance.11=40.0
D:Resistance.12=40.0
D:Resistance.13=40.0
D:Resistance.14=40.0
D:Resistance.15=40.0
D:Resistance.2=20.0
D:Resistance.3=20.0
D:Resistance.4=20.0
D:Resistance.5=20.0
D:Resistance.6=20.0
D:Resistance.7=20.0
D:Resistance.8=20.0
D:Resistance.9=20.0
S:Texture.0=tabularasa:iron_ore_poor
S:Texture.1=tabularasa:gold_ore_poor
S:Texture.10=tabularasa:OsmiumOre_Poor
S:Texture.11=tabularasa:dense_stone
S:Texture.12=tabularasa:dense_stone3
S:Texture.13=tabularasa:dense_stone4
S:Texture.14=tabularasa:wall
S:Texture.15=tabularasa:stripe
S:Texture.2=tabularasa:Ore_Tin_Poor
S:Texture.3=tabularasa:Ore_Copper_Poor
S:Texture.4=tabularasa:Ore_Silver_Poor
S:Texture.5=tabularasa:Ore_Lead_Poor
S:Texture.6=tabularasa:Ore_Nickel_Poor
S:Texture.7=tabularasa/Blank
S:Texture.8=tabularasa:eek:re_aluminum_poor
S:Texture.9=tabularasa:steel_ore_poor
}

}


####################
# item
####################

item {
# ID for the blank item.
I:RasaItem=13744
####################
# feature
####################

feature {
# Number of metadata entries for this item. (Contiguous!
I:Count=16
S:Name.0=Osmium Nugget
S:Name.1=ItemRasa
S:Name.10=ItemRasa
S:Name.11=ItemRasa
S:Name.12=ItemRasa
S:Name.13=ItemRasa
S:Name.14=ItemRasa
S:Name.15=ItemRasa
S:Name.2=ItemRasa
S:Name.3=ItemRasa
S:Name.4=ItemRasa
S:Name.5=ItemRasa
S:Name.6=ItemRasa
S:Name.7=ItemRasa
S:Name.8=ItemRasa
S:Name.9=ItemRasa
S:Texture.0=tabularasa:OsNug
S:Texture.1=tabularasa/Blank
S:Texture.10=tabularasa/Blank
S:Texture.11=tabularasa/Blank
S:Texture.12=tabularasa/Blank
S:Texture.13=tabularasa/Blank
S:Texture.14=tabularasa/Blank
S:Texture.15=tabularasa/Blank
S:Texture.2=tabularasa/Blank
S:Texture.3=tabularasa/Blank
S:Texture.4=tabularasa/Blank
S:Texture.5=tabularasa/Blank
S:Texture.6=tabularasa/Blank
S:Texture.7=tabularasa/Blank
S:Texture.8=tabularasa/Blank
S:Texture.9=tabularasa/Blank
}

}


S:Texture.0=tabularasa:OsNug
\resourcepacks\Golriths Remix\assets\tabularasa\textures\items\OsNug.png
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
Odd, that should work.
Here's my config, as you can see, the syntax is the same

# Configuration file

####################
# block
####################

block {
# ID for the blank block.
I:RasaBlock=2700
####################
# feature
####################

feature {
D:Hardness.0=1.75
D:Hardness.1=1.75
D:Hardness.10=1.75
D:Hardness.11=6
D:Hardness.12=6
D:Hardness.13=6
D:Hardness.14=6
D:Hardness.15=6
D:Hardness.2=1.75
D:Hardness.3=1.75
D:Hardness.4=1.75
D:Hardness.5=1.75
D:Hardness.6=1.75
D:Hardness.7=1.75
D:Hardness.8=1.75
D:Hardness.9=1.75
S:Name.0=Poor Iron Ore
S:Name.1=Poor Gold Ore
S:Name.10=Poor Osmium Ore
S:Name.11=Dense Stone
S:Name.12=Smooth Dense Block
S:Name.13=Smooth Dense Brick
S:Name.14=Industrial Wall
S:Name.15=Industrial Stripe
S:Name.2=Poor Tin Ore
S:Name.3=Poor Copper Ore
S:Name.4=Poor Silver Ore
S:Name.5=Poor Lead Ore
S:Name.6=Poor Nickel Ore
S:Name.7=Poor Platinum Ore
S:Name.8=Poor Aluminium Ore
S:Name.9=Poor Pig Iron Ore
D:Resistance.0=20.0
D:Resistance.1=20.0
D:Resistance.10=20.0
D:Resistance.11=40.0
D:Resistance.12=40.0
D:Resistance.13=40.0
D:Resistance.14=40.0
D:Resistance.15=40.0
D:Resistance.2=20.0
D:Resistance.3=20.0
D:Resistance.4=20.0
D:Resistance.5=20.0
D:Resistance.6=20.0
D:Resistance.7=20.0
D:Resistance.8=20.0
D:Resistance.9=20.0
S:Texture.0=tabularasa:iron_ore_poor
S:Texture.1=tabularasa:gold_ore_poor
S:Texture.10=tabularasa:OsmiumOre_Poor
S:Texture.11=tabularasa:dense_stone
S:Texture.12=tabularasa:dense_stone3
S:Texture.13=tabularasa:dense_stone4
S:Texture.14=tabularasa:wall
S:Texture.15=tabularasa:stripe
S:Texture.2=tabularasa:Ore_Tin_Poor
S:Texture.3=tabularasa:Ore_Copper_Poor
S:Texture.4=tabularasa:Ore_Silver_Poor
S:Texture.5=tabularasa:Ore_Lead_Poor
S:Texture.6=tabularasa:Ore_Nickel_Poor
S:Texture.7=tabularasa/Blank
S:Texture.8=tabularasa:eek:re_aluminum_poor
S:Texture.9=tabularasa:steel_ore_poor
}

}


####################
# item
####################

item {
# ID for the blank item.
I:RasaItem=13744
####################
# feature
####################

feature {
# Number of metadata entries for this item. (Contiguous!
I:Count=16
S:Name.0=Osmium Nugget
S:Name.1=ItemRasa
S:Name.10=ItemRasa
S:Name.11=ItemRasa
S:Name.12=ItemRasa
S:Name.13=ItemRasa
S:Name.14=ItemRasa
S:Name.15=ItemRasa
S:Name.2=ItemRasa
S:Name.3=ItemRasa
S:Name.4=ItemRasa
S:Name.5=ItemRasa
S:Name.6=ItemRasa
S:Name.7=ItemRasa
S:Name.8=ItemRasa
S:Name.9=ItemRasa
S:Texture.0=tabularasa:OsNug
S:Texture.1=tabularasa/Blank
S:Texture.10=tabularasa/Blank
S:Texture.11=tabularasa/Blank
S:Texture.12=tabularasa/Blank
S:Texture.13=tabularasa/Blank
S:Texture.14=tabularasa/Blank
S:Texture.15=tabularasa/Blank
S:Texture.2=tabularasa/Blank
S:Texture.3=tabularasa/Blank
S:Texture.4=tabularasa/Blank
S:Texture.5=tabularasa/Blank
S:Texture.6=tabularasa/Blank
S:Texture.7=tabularasa/Blank
S:Texture.8=tabularasa/Blank
S:Texture.9=tabularasa/Blank
}

}


S:Texture.0=tabularasa:OsNug
\resourcepacks\Golriths Remix\assets\tabularasa\textures\items\OsNug.png

Well, I did once have idFixMinus installed, but it's no longer in my mods folder and I use the ids it gave me for all of my MineTweaker files
 

InfinityRaider

New Member
Jul 29, 2019
1,169
-1
1
For the textures I don't think it matters what the id of your item is. I've made some tabularasa items, and the textures work fine for me. What is the text/code inside your pack.mcmeta file?

EDIT: silly me, if you can select it ingame it means your mcmeta file is fine. Don't mind the last sentence, I don't think if I can help you.
 

xXSpawnXx

New Member
Jul 29, 2019
110
0
0
Fluids are blocks so they can contain metadata, but if you want your fluids to be unique they will have to be different ids (this is the same for blocks).
Yeah I know they have the flow speed and such, I was hoping metadata could control it though. That's a shame, though. For what I wanted it, it'd work fine if they had the same aspects. I just wanted TiC's smeltery to recognize it as a fluid, so via ModTweaker I could make a smeltery recipe for it.
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
I kind of have a problem. The texture for my image isn't working and keeps coming up as the purple and black chackerboard.
My Resource pack structure: resourcepacks\NAM\assets\tabularasa\textures\items\cowHide.png

Item portion of config:
item {
# ID for the blank item.
I:RasaItem=31680
####################
# feature
####################

feature {
# Number of metadata entries for this item. (Contiguous!
I:Count=16
S:Name.0=Cow Hide
S:Name.1=ItemRasa
S:Name.10=ItemRasa
S:Name.11=ItemRasa
S:Name.12=ItemRasa
S:Name.13=ItemRasa
S:Name.14=ItemRasa
S:Name.15=ItemRasa
S:Name.2=ItemRasa
S:Name.3=ItemRasa
S:Name.4=ItemRasa
S:Name.5=ItemRasa
S:Name.6=ItemRasa
S:Name.7=ItemRasa
S:Name.8=ItemRasa
S:Name.9=ItemRasa
S:Texture.0=tabularasa:cowHide
S:Texture.1=tabularasa/Blank
S:Texture.10=tabularasa/Blank
S:Texture.11=tabularasa/Blank
S:Texture.12=tabularasa/Blank
S:Texture.13=tabularasa/Blank
S:Texture.14=tabularasa/Blank
S:Texture.15=tabularasa/Blank
S:Texture.2=tabularasa/Blank
S:Texture.3=tabularasa/Blank
S:Texture.4=tabularasa/Blank
S:Texture.5=tabularasa/Blank
S:Texture.6=tabularasa/Blank
S:Texture.7=tabularasa/Blank
S:Texture.8=tabularasa/Blank
S:Texture.9=tabularasa/Blank
}

}
If it helps, the item keeps coming up with the id of 31936 ingame and whenever I change the ID in the config the ingame config also changes too.
Worked out the problem, as I've encountered it myself while playing with Antique Atlas. It's case sensitive! Check your casing, worse case (pardon the pun), change it all to lower case, both config and file/folder names.
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
Worked out the problem, as I've encountered it myself while playing with Antique Atlas. It's case sensitive! Check your casing, worse case (pardon the pun), change it all to lower case, both config and file/folder names.

Even the Resource Pack name? Because it's still not working when I change cowHide to cowhide.

Also, the Renaming works but not the retexturing
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
Yep, the resource pack name/folder too.

For example, I'm messing with the Antique Atlas mod, and I was trying to refer to a texture:
\resourcepacks\AntiqueAtlasExtra\assets\golrithsAA\textures\outback\outback1.png
and in it's config I had:
"golrithsAA:textures/outback/outback1.png", (pretty much the same as tabula rasa config)

Texture not found, just default texture. I then changed the AA to aa, and the texture was then found. So, I'd say rule of thumb, always use lower case.
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
Still doesn't work...

The pack is structured as follows: resourcepacks\nam\assets\tabularasa\textures\items\cowhide.png

EDIT: I deleted TabulaRasa's mod file and DL'd and IS'd the latest one, the numbering in this is confusing.

@King Lemming when you add a hotfix, add the numbering to the mod package. For example, TabulaRasa-1.6.4-1.0.0-HOTFIX.1.jar
 
Last edited: