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Welcome

The WesterosBlocks mod is a custom mod intended to provide an easily tailorable set of custom block types for the WesterosCraft server (www.westeroscraft.com). The code for this mod is openly available for use by other servers, but is only offered 'as-is' with no support (beyond the source code and information found in this Wiki). Also, the code can and will likely change in ways that may impact any customization done by 3rd parties, so don't be surprised.

Building the Mod

To build this code, simply extract the whole repository and use Apache Ant to build the code by running 'ant clean package'.

Configuring Custom Blocks

The process of defining new custom blocks using WesterosBlocks is based around editing the contents of the WesterosBlocks.json file - which is found in the 'resources' directory of the source repository (https://bitbucket.org/westeroscraft/westerosblocks/src/2e99eb9ab85b0a1eba4387f87c491db3b0d86f0a/resources/WesterosBlocks.json?at=master), or in the root directory within the WesterosBlocks.jar file. For details on the format of this file, see WesterosBlocks.json File Format.

If you wish to configure new or updated custom block definitions, but are not comfortable with building the whole module from source, the following process is recommended:

  1. Install the custom launcher and client for the WesterosCraft custom client (currently, the one for the WesterosCraft Test Server). The launcher can currently be downloaded from http://mikeprimm.com/mcupdater/WesterosCraftLauncher.exe (Windows) or http://mikeprimm.com/mcupdater/WesterosCraftLauncher.jar (Mac or Linux).
  2. Make sure the current custom "WesterosCraft Test" client is up to date, by clicking the "Update" button and waiting for the Progress tab indicates the update is complete.
  3. Next, go to the mods directory for the test client: on Windows, %appdata%\MCUpdater\instances\WesterosCraftTest\mods ; for Mac, <home>\Library\Application Support\MCUpdater\mods.
  4. Create a directory named WesterosBlocks, and extract the contents of the WesterosBlocks.jar into that directory.
  5. Rename WesterosBlocks.jar to WesterosBlocks.jar.bak. This will cause the content of the WesterosBlocks directory to be used as the mod, versus the JAR.
  6. Now, the mod can be updated by simply editing the WesterosBlocks.json file in the WesterosBlocks directory. Also, new textures and can be added to the appropriate directories under there, as well (e.g. the assets/westerosblocks/textures/blocks directory). As the WesterosBlocks.json, textures and other custom resources that should be built into the mod can be found (and added to) the appropriate subdirectory in the source repository under the 'resources' branch.
  7. Then, to test the changes, run the client via the launcher and use the client in SINGLE PLAYER MODE (it WILL not work properly connecting to a server, unless the corresponding customization has been done to the mod installed on the server).
  8. Once the changes are completed and tested, the resulting directory tree can then be optionally used to create an update JAR that could then be used on an updated client AND server (both MUST be running the same JAR - never mix). To be proper, the added/updated resources should be added to the source tree, and a proper build of the mod should be done.

Updated