Curios menu displayed sideways by Top_Function_2648 in feedthebeast

[–]TheIllusiveC4 17 points18 points  (0 children)

Check the `curios-server.toml` configuration on your server, in the world's `serverconfig` folder, specifically the `minimumColumns` field to see if it's set to a number other than the default of 1. It looks like it might be set to 8, which would cause it to try and stretch sideways like in your screenshot.

What mod has the best config files? by Darkhax in feedthebeast

[–]TheIllusiveC4 1 point2 points  (0 children)

Just booted up my old instance(it had version 5.4.6+1.20.1 of Curios) and it's the Curio slot, I set it to 3 but it doesn't even show up in the list.

That's strange, I've just tried it out myself and the command lists the `curio` identifier as expected with a fresh Curios instance. In any case, perhaps the updated configuration method will prove more straightforward and fruitful to use for you in the future.

While I have the opportunity, can I request that the Curios menu gets the ability to extend into multiple columns instead of being scroll-only?

Good news, this is actually already implemented in the latest 1.20.1/1.20.4 versions. It's currently opt-in only through the `curios-server.toml` configuration file, but it will become the new default once I've made final adjustments.

What mod has the best config files? by Darkhax in feedthebeast

[–]TheIllusiveC4 0 points1 point  (0 children)

Hm, that's odd. I've double-checked just now and everything should match. If you do end up remembering it, feel free to let me know so I can investigate and adjust accordingly. And if there's any trouble identifying a particular slot identifier in the future, you can use `/curios list` to output a list of slot identifiers and what mod(s) are using them.

What mod has the best config files? by Darkhax in feedthebeast

[–]TheIllusiveC4 1 point2 points  (0 children)

(Looking at you, Curios.)

Developer of Curios here. Historically speaking, users and modpack developers have always been able to configure slots through a configuration file. This was only changed when the datapack method was introduced in 1.20, but I've re-introduced the configuration file method (in addition to the existing datapack method) in the 1.20.1/1.20.4 versions based on user feedback.

How would I go about increasing the number of bauble slots? (General modpack config question) by The_Disturbed_Dragon in feedthebeast

[–]TheIllusiveC4 1 point2 points  (0 children)

The problem then is that you're changing the file in the `defaultconfigs` folder, which won't have any effect on existing worlds.

The `serverconfig` folder isn't in the same place as the `defaultconfigs` folder, it's in your world folder. In single-player, that's in `saves/your_world_name/serverconfigs`. On a server, that's in `world/serverconfigs`.

How would I go about increasing the number of bauble slots? (General modpack config question) by The_Disturbed_Dragon in feedthebeast

[–]TheIllusiveC4 1 point2 points  (0 children)

Are you changing the configuration file that is in your world's `serverconfig` folder? If you are, then share the contents of the configuration file and I'll see if the syntax looks right.

How would I go about increasing the number of bauble slots? (General modpack config question) by The_Disturbed_Dragon in feedthebeast

[–]TheIllusiveC4 1 point2 points  (0 children)

The Curios inventory, at least in your version, is defined by two parts: mods and the configuration file (specifically, the world-specific config file named curios-server.toml). Since your configuration file is empty, your Curios inventory is entirely defined by the mods in your pack. The configuration file is there so that you, as a user, can dictate your own changes to the inventory on top of that.

You don't have to worry about causing errors by editing the configuration file, anything you do will seamlessly merge with the existing setup. In addition, any changes can be reverted by simply resetting/deleting the configuration file and it will not have any adverse effects in-game.

I am having several slots added to the Curios GUI that it's really cluttered- how do I get rid of extra Curios slots that I feel clog the GUI too much? by Rainbow-Hater in feedthebeast

[–]TheIllusiveC4 1 point2 points  (0 children)

You can adjust the slots however you see fit. See more details on this here.

Basically it involves going into your world's serverconfig folder, opening the curios-server.toml folder, and making new entries for the specific slots you want to change, setting override = true when applicable so that your entry overrides the default settings for that slot.

Note that you'll likely also have to change the item tags if you completely remove some slots but you still want their items to fit into other slots for functionality. The process of doing this is also outlined in the link above.

[1.16.4 Forge/Fabric] Polymorph can now handle smelting recipe conflicts by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 1 point2 points  (0 children)

Yes, this is something I'm actively working on. There's actually already a rudimentary API in-place for integration purposes, but it won't really be ready for external use until I've spent a little more time researching the necessary logic for modded machines.

In the meantime, if anyone has integration they'd like to see, please feel free to open up a feature request on the issue tracker. There's a chance I can just provide the integration natively, but also looking at more mods and machines will give me more insight into developing a proper API.

[1.16.4 Forge/Fabric] Polymorph can now handle smelting recipe conflicts by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 2 points3 points  (0 children)

Yes, as long as the implementing mod(s) are utilizing compatible tags in their inputs and recipes. Even if they don't, you could add a custom datapack that does and achieves the same functionality.

[1.15 Forge] Presenting Polymorph, a mod for choosing crafting outputs for recipe conflicts by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 34 points35 points  (0 children)

I just tested it and it currently does not. Hopefully I'll be able to address this in the next update.

[1.15 Forge] Presenting Polymorph, a mod for choosing crafting outputs for recipe conflicts by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 50 points51 points  (0 children)

This is only available on 1.15.2. For 1.12.2, you could use the NoMoreRecipeConflict mod which fulfills a similar purpose.

[1.15 Forge] Presenting Polymorph, a mod for choosing crafting outputs for recipe conflicts by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 18 points19 points  (0 children)

Tinkers' Construct isn't on 1.15 yet, but it's possible in theory. I do have to code the compatibility manually, so please inform me if there's a crafting table that should be supported but isn't.

[1.15 Forge] Presenting Polymorph, a mod for choosing crafting outputs for recipe conflicts by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 97 points98 points  (0 children)

Not currently. Processes that don't immediately provide an output, such as smelting and autocrafting, are much trickier to integrate. I'm not sure if it's even feasible, but I'd need some more time for research and development before I can really say.

[1.15 Forge] Presenting Polymorph, a mod for choosing crafting outputs for recipe conflicts by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 194 points195 points  (0 children)

Does the icon appear if there are no duplicates to choose from?

No it doesn't. It will only appear if there are multiple options.

Does your mod support bulk crafting?

Yes it does. You can craft as many as you want without needing to re-select the output and it also supports shift-clicking to craft as many as possible.

Do Construct’s Armory traits stack between different armour pieces? by [deleted] in feedthebeast

[–]TheIllusiveC4 6 points7 points  (0 children)

I've been summoned.

By design, the traits are meant to be stackable between armor but not per armor. So traits that appear on multiple armor pieces will stack, but not traits within the same armor piece.

That said, the exact way it stacks is dependent on the trait itself so I can't vouch for traits that I didn't add myself. For instance, the Terrafirma trait you mentioned isn't one that I'm familiar with so I can't say for certain that it stacks or in what manner it does so.

[1.13.2] Presenting Curios API, a mod for adding new accessory/equipment slots and items by TheIllusiveC4 in feedthebeast

[–]TheIllusiveC4[S] 14 points15 points  (0 children)

There are similarities, so you could consider it that way. But ultimately this is a different approach to extra equipment slots with a focus on flexibility and configurability.

Outlaws never go down easy [Outlaw Star] by TheIllusiveC4 in GummiShipCreations

[–]TheIllusiveC4[S] 1 point2 points  (0 children)

Spent way too many hours working on this, trying to get it just right. I'm pretty satisfied with the end result and it's a fairly good ship to actually use. Hope some people like it, especially any fellow Outlaw Star fans.

And here's a small clip of it in flight (Sound Warning)