Topic category: User side tutorials
First, you will need to install my plugin that adds Curios API support for versions 1.16.5 and 1.18.2: https://mcreator.net/plugin/90992/nerdys-curios-api-plugin
Go to workspace, workspace settings, and external APIs. If you installed the plugin correctly, It should show up here. Enable it, and click save changes.
Now, you need to create the bauble item. You don't have to do anything new, just a plain old item will do.
Here is my example item I will be using:
The next step is to register the item as a ring. To do so, we will have to do a bit of manual labour.
First, you want to go to your mod's resources, and find the assets folder, and click Show in explorer.
Once you're there, you don't want to actually go into the assets folder. We will be creating a few new folder in which any item can be tied to any slot type. For this example, we will register a ring, which means the file will need to be named ring.json. If you want something else, you simply add a new file named as that identifier, like charm.json.
Okay, we're getting close. You will now need to add some text inside the ring.json through a text editor. I am using atom, but the default windows text editor will do the same thing. The text will need to be in this format:
{
"replace": "false",
"values": ["curiosbaubletutorial:blessing_of_thor"]
}
You simply need to replace curiosbaubletutorial with your mod id, and blessing_of_thor with your own Item id. To register multiple baubles, you will need to do it this way:
{
"replace": "false",
"values": ["curiosbaubletutorial:blessing_of_thor", "your_mod_id:your_bauble"]
}
This can also, as I'm sure you have guessed, register items from other mods too.
Now that you have written your text, save the file and exit file explorer.
Now, It's time to register some ring slots that you can place that ring in. If you haven't launched your mod yet, do so now, as It will generate some folders that we will require.
Go to your run folder, and find defaultconfigs. Right click and select show in explorer, just like before:
and create the file curios-server.toml:
Inside the file, write these lines, and replace ring with whatever slot you want to add, for example charm. Size determines how many slots of that type there will be, but you can simply not write that if you only want one of that slot:
[[curiosSettings]]
identifier = "ring"
size = 2
[[curiosSettings]]
identifier = "charm"
Save the file and close file explorer.
Congrats! If you followed every step correctly, you should have an item that now goes inside a curios slot that you have registered.
You can now use the triggers provided by the plugin to add functionality to the item. Make sure your variables are set to PLAYER_LIFETIME, since when the player dies they will lose their baubles:
Is ubequip event work when player lost items on death?
no, which is why your variables should be PLAYER_LIFETIME, they reset on death
My ring says it works in "Slot: Ring" but no slot shows up in the inventory... any way to fix?
you need to add ring slots in the curios-server.toml file as shown in the post.
My server file is called "curios-server.toml"
and it contains
"[[curiosSettings]]
identifier = "ring"
size = 2
[[curiosSettings]]
identifier = "charm""
Am i doing something wrong?
Make sure the file actually ends with .toml and it isn't saved as curios-server.toml.txt, and that it is in the folder defaultconfigs
also, make sure your text doesnt actually start and end with " ", like you've said "[[curiosSettings]]
identifier = "ring"
size = 2
[[curiosSettings]]
identifier = "charm""
it needs to be
[[curiosSettings]]
identifier = "ring"
size = 2
[[curiosSettings]]
identifier = "charm"
All of the things you have said are what i have done...
So when you click the button in the inventory nothing happens? Try and paste the same text in the curios config in your config folder instead of the defaultconfigs folder.
Try creating a new world aswell, see if the config applies to it.
Making a new world worked, thank you!
So when you transfer the workspace the run file gets deleted... Will this be a problem when i export the mod?
No, the defaultconfigs contents stay when you export it.
Really useful, but can you explain me what the last three pictures do?