could you make a dirt block that doesn't grow grass? it would be pretty useful for making paths
just change the texture and use another block, that you dont need, e.g. coal ore.
terrain.png -> search for the coal texture replace it with the dirt texture...
but i don't want to replace a block that might get used in someone else's map...
plus dirt that sounds like stone sucks
could you make a dirt block that doesn't grow grass? it would be pretty useful for making paths
just change the texture and use another block, that you dont need, e.g. coal ore.
terrain.png -> search for the coal texture replace it with the dirt texture...
but i don't want to replace a block that might get used in someone else's map...
plus dirt that sounds like stone sucks
First of all you can use gravel for your roads. Gravel is a very common road. Cobblestone also works, and half-steps also works great. You can also have a line of dirt with let's say a half-block trim, so grass doesn't grow in it, and it would have a nice trim to it. Like:
Idk about you but It looks very nice, especially with stone in the middle instead of
dirt, and with occasional lightstone to light it up.
just change the texture and use another block, that you dont need, e.g. coal ore.
terrain.png -> search for the coal texture replace it with the dirt texture...
but i don't want to replace a block that might get used in someone else's map...
plus dirt that sounds like stone sucks
First of all you can use gravel for your roads. Gravel is a very common road. Cobblestone also works, and half-steps also works great. You can also have a line of dirt with let's say a half-block trim, so grass doesn't grow in it, and it would have a nice trim to it. Like:
Idk about you but It looks very nice, especially with stone in the middle instead of
dirt, and with occasional lightstone to light it up.
that looks good, thanks for the tip
one thing i would like to see though is hearts and heart containers being consumable
edit:
screw it, i'm just gonna post everything that would make this mod absolutely perfect (including ones i've posted before)
[*:dsns94t0]pushable blocks
[*:dsns94t0]timed triggers
[*:dsns94t0]triggers that activate when hit only by an arrow
[*:dsns94t0]triggers that activate when hit only by a boomerang
[*:dsns94t0]triggers that activate when they take any form of damage
[*:dsns94t0]fire arrows!
[*:dsns94t0]torches that you can ignite which act like triggers
[*:dsns94t0]special non-wood blocks that you can hookshot onto
[*:dsns94t0]those things from a link to the past that you have to smash into the ground with a hammer to pass
[*:dsns94t0]spikes that can be triggered
[*:dsns94t0]pots that break when you damage them, you can select what item comes out of them with the option of a heart if you're not full health
[*:dsns94t0]plants that break into items and regrow after a set time that you can change
[*:dsns94t0]flint and steel that can only burn web blocks
[*:dsns94t0]tall grass, the ocarina of time map used crops but they break when you walk on them
yeah i know most of this stuff is probably too much work to be worth the time but they're just ideas
can u make a block that when u land on it you take no damage? or make it that you take damage after falling 3 times the normal drop limit before hurting. that will be great! as it fits with a adventure map im making. :biggrin.gif:
If you can make a disappearing bridge, you can make appearing spikes, right? =P Check out the dis-/re-appearing bridge tutorial Cryect has posted on YT.
Edit: Just kidding, that was done by using the triggered door blocks as a bridge. In that case, I guess the best you can do for now is cover up the spikes with triggered door blocks.
Please pardon the double-post, but I have a few practical requests/suggestions:
- Using the hammer to fill a selection with a block of choice also copies over the "damage" value (for preserving cloth colors, wood type, etc.)
- The ability to "infinite-ify" any block type in your inventory (again, so different cloth colors and wood types can be used as easily as other blocks). Maybe a ctrl+click combo on the item of choice? OR
The ability to modify the "damage" value on blocks/items pulled from the palette, where applicable. Maybe ctrl+lclick to decrease, ctrl+rclick to increase?
A little less practical, but still useful:
- Optional spawn of Spider Jockey (would make a great miniboss!)
- Hearts and bombs in "active mode" when dispensed (hearts are presently useless unless dropped by a mob)
- Mob-bounds blocks, to keep them from being idiots and walking off the edges of high platforms. Could also be used to set a parameter in which they can notice the player; if the player passes through the block, the trailing mob can't follow the player, nor do they continue to notice the player while the player is on the other side. Potential problem = you can't force them off platforms this way. Then could it be an AI-only boundary, rather than physical to them?
Not too irrational, eh? My apologies though -- as anyone can see, you get a lot of suggestions, and it is probably irritating to read through them all.
(.jar* file?) Change the file's extension to .zip to open it, proceed to delete and add files as instructed from/to the archive, then rename it back to a .jar file. Trust me -- .jars are simply compressed archives (.zips) with a different extension which identifies them as Java applets/programs.
Edit @ Cryect: I come bearing grave news and a bug report. "Activate on Detrigger" does not save with the map (the property of trigger memory blocks). I have ensured that /mapedit and debug mode are enable while testing. If I set the property to activate on detrigger, save and quit, then resume the map, and look at the properties of that same memory block again, it is back to "Activate on Trigger." Hoho! For shame. Guess I'll need to use another inverter for now.
Hi there :biggrin.gif:. I just downloaded your mod... And WOW! I enjoy playing your mod and you are extra awesome. This will probably be unnoticed to you but you should add more mobs, like for example i was making an Egyptian map and i noticed there aren't really any Egyptian mobs maybe you could add mummies? A persons model a mummy's texture is that possible? if this is noticed thank you for noticing.
P.S This mod rocks!
Please help
but i don't want to replace a block that might get used in someone else's map...
plus dirt that sounds like stone sucks
First of all you can use gravel for your roads. Gravel is a very common road. Cobblestone also works, and half-steps also works great. You can also have a line of dirt with let's say a half-block trim, so grass doesn't grow in it, and it would have a nice trim to it. Like:
Idk about you but It looks very nice, especially with stone in the middle instead of
dirt, and with occasional lightstone to light it up.
Help please? I run on Windows XP 32 bit. Reward of 10x
that looks good, thanks for the tip
one thing i would like to see though is hearts and heart containers being consumable
edit:
screw it, i'm just gonna post everything that would make this mod absolutely perfect (including ones i've posted before)
[*:dsns94t0]pushable blocks
[*:dsns94t0]timed triggers
[*:dsns94t0]triggers that activate when hit only by an arrow
[*:dsns94t0]triggers that activate when hit only by a boomerang
[*:dsns94t0]triggers that activate when they take any form of damage
[*:dsns94t0]fire arrows!
[*:dsns94t0]torches that you can ignite which act like triggers
[*:dsns94t0]special non-wood blocks that you can hookshot onto
[*:dsns94t0]those things from a link to the past that you have to smash into the ground with a hammer to pass
[*:dsns94t0]spikes that can be triggered
[*:dsns94t0]pots that break when you damage them, you can select what item comes out of them with the option of a heart if you're not full health
[*:dsns94t0]plants that break into items and regrow after a set time that you can change
[*:dsns94t0]flint and steel that can only burn web blocks
[*:dsns94t0]tall grass, the ocarina of time map used crops but they break when you walk on them
yeah i know most of this stuff is probably too much work to be worth the time but they're just ideas
Please please help?
I really wanna try this out because it looks so cool!
Read the ReadMe
can u make a block that when u land on it you take no damage? or make it that you take damage after falling 3 times the normal drop limit before hurting. that will be great! as it fits with a adventure map im making. :biggrin.gif:
When Things Can't get Any Worse. You Can Always Trust The Creeper
If you can make a disappearing bridge, you can make appearing spikes, right? =P Check out the dis-/re-appearing bridge tutorial Cryect has posted on YT.
Edit: Just kidding, that was done by using the triggered door blocks as a bridge. In that case, I guess the best you can do for now is cover up the spikes with triggered door blocks.
- Using the hammer to fill a selection with a block of choice also copies over the "damage" value (for preserving cloth colors, wood type, etc.)
- The ability to "infinite-ify" any block type in your inventory (again, so different cloth colors and wood types can be used as easily as other blocks). Maybe a ctrl+click combo on the item of choice? OR
The ability to modify the "damage" value on blocks/items pulled from the palette, where applicable. Maybe ctrl+lclick to decrease, ctrl+rclick to increase?
A little less practical, but still useful:
- Optional spawn of Spider Jockey (would make a great miniboss!)
- Hearts and bombs in "active mode" when dispensed (hearts are presently useless unless dropped by a mob)
- Mob-bounds blocks, to keep them from being idiots and walking off the edges of high platforms. Could also be used to set a parameter in which they can notice the player; if the player passes through the block, the trailing mob can't follow the player, nor do they continue to notice the player while the player is on the other side. Potential problem = you can't force them off platforms this way. Then could it be an AI-only boundary, rather than physical to them?
Not too irrational, eh? My apologies though -- as anyone can see, you get a lot of suggestions, and it is probably irritating to read through them all.
(.jar* file?) Change the file's extension to .zip to open it, proceed to delete and add files as instructed from/to the archive, then rename it back to a .jar file. Trust me -- .jars are simply compressed archives (.zips) with a different extension which identifies them as Java applets/programs.
Edit @ Cryect: I come bearing grave news and a bug report. "Activate on Detrigger" does not save with the map (the property of trigger memory blocks). I have ensured that /mapedit and debug mode are enable while testing. If I set the property to activate on detrigger, save and quit, then resume the map, and look at the properties of that same memory block again, it is back to "Activate on Trigger." Hoho! For shame. Guess I'll need to use another inverter for now.
P.S This mod rocks!
I could place blocks well debug was inactive why is that so?