Awesome! I look forward to it! I assume it is going to be used for CS2 or will you be adding it to CS1 as well? Also, since 1.3.0 pre-release is out, are you planning on making CS1 compatible to 1.3.0 or just skip straight to CS2?
It will only be for CS2.
I think I'll update CS1 to 1.3.0 since I have to do GUIs, TileEntities for furnace and chest, furnace and chest itself, the whole world generation and I haven't done any multiplayer.
I could release a beta version of CS2 for 1.3.0 which hasn't all features from CS1 but you could test it and find possible bugs
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
um, help? I downloaded your mod and have know idea how to use it. (i mean custom stuff)
Is there a jar file that you run, or some sort of properties, or what?WAIT... don't respond, i think i just learned.
um, help? I downloaded your mod and have know idea how to use it. (i mean custom stuff)
Is there a jar file that you run, or some sort of properties, or what?
Glad to see we'll at least get CS1 for 1.3.
Loving the idea of semi-transparent blocks. I think most of the people on here would be quite happy to test out a CS2 beta for you. We have bug finding 'experts' in this thread. They'll find them whether you want them to, or not. Plus it would allow people to get a head start on files and the new format before the official release. But don't pressure yourself to bring it out just for us. Release a beta when you are ready.
I never pressure myself. I only work on it if I want to since it is my hobby and not my job. But since this week I have vacation for six weeks :). This means I can work more on custom stuff. The first beta will be out when I've finished the furnace, the chest, the world generation and of course the help files. I think the beta will be ready in one or two weeks depending on how hot it will be outside
Rollback Post to RevisionRollBack
I'm on twitter: @CubeX2_. Follow me for upcoming features and other stuff ;).
I do not think Custom Stuff currently supports animated blocks. I know how to animate vanilla blocks, but I have not tested if it works with Custom Stuff. Feel free to test that method with custom stuff, but do not expect much.
You need both and item and a block file for the door. You can find more information as well as an example on this page of the wiki. Hopefully that page helps you. If you still have trouble after reading that page, feel free to post again, preferably with more information next time.
I tested this quite extensively a good while ago and never got it to work for CS blocks.
But there are a few vanilla blocks that I have no use for, especially sponge, so I used the above method to get what I wanted.
It should work using the same method you use to make animated paintings. I believe that it also has to be a texture pack... I don't think it'll work from the default. Perhaps that was your problem?
Edit: You know what, rather than just making educated guesses I'm going to go figure this out. Excuse me a moment, I'll be back.
Edit Again: Confirmed. It'll work if you put the animations into a texture pack, but not if you have the default textures. Sorry.
Just to clarify are you saying that you got CS blocks to use an animated texture or are you talking about vanilla blocks?
I seem to remember it being the two of us that had a conversation about this before. If you have got CS blocks working I'll have to research animated paintings. The problem I had with the vanilla blocks method on CS blocks was getting the animated texture to reference the CS texture index. I never found a way so I moved on.
It's been a while since I dealt with this (and I'm feeling too lazy to check Flamarow's link) but for vanilla blocks, if I remember rightly, the basic way was to create a folder in your texture pack zip called 'anim'. Then create a vertical strip of frames for the animated block, which you would put in this folder with a filename called custom_terrain XXX (where XXX is the texture index of the block you want to replace). Oh, and you need Optifine or MCPatcher as well. I think that was about it but I may be off on a couple of bits.
It should also work the same with the default texture pack in the same way as long as you have Optine of MCPatcher
I think the page I linked just sticks the image into the main folder of the texture pack. In other worlds, it goes into the same folder as terrain.png. The name was still custom_terrain_XXX.png... I would guess if it works with custom stuff, it would be something like custom_customstuff_XXX.png or customstuff_xxx.png in the same level as customstuff.png for animated textures. I have not tested it though, so..... >.>
OK, to clarify, yes, I've gotten animated CS blocks to work with a texture pack. A quick search of the Texture Discussion forum yields This Thread, which outlines the process. Simply substitute your own image file in place of kz.png.
custom_terrain_###.png only works for, surprise, the Terrain.
hello
is there way to get more than one type of items while crafting?
something like that -> i have dagger and chicken body, im put them on to butcher table, and receiving bones, meat and feathers (and blood maybe for spellcasting)
Just a quick question: Is it important to have double chests?
I'm going to go with... no. I'd like to have it optional if it's not too much of a bother though, since there are some projects for which I'd really like a double chest.
Actually, what I'd like more, is the ability to be able to choose between the new open-lid style and the old 'block' style of chest. That's just me though.
Just a quick question: Is it important to have double chests?
I don't mind not having double chests, but I would love to be able to control how much storage the single chests can hold. Also, it would be helpful if you added a way to check how many slots a chest at origin has. This would be helpful for scripts that could be used on both Custom Stuff chests as well as mod related chests. I will add this suggestion to the wiki a bit later today unless you respond before I get to it.
I am curious though, does anyone know if the second half of a double chest start the slotId at a higher value, restart at 0, or allow access to all 54 slot id values shared by both parts of the double chest? I could do some testing, but want to know if anyone already knows before I start figuring out how to test it.
hello
is there way to get more than one type of items while crafting?
something like that -> i have dagger and chicken body, im put them on to butcher table, and receiving bones, meat and feathers (and blood maybe for spellcasting)
is there any scripts that can help?
thanks
You can add scripting to a recipe to make various items drop from one recipe. You can even include a script to keep your dagger but damage it slightly after each recipe.
You can add scripting to a recipe to make various items drop from one recipe. You can even include a script to keep your dagger but damage it slightly after each recipe.
I think I may have found a bug. When assigning a value for light on simple blocks, it is only taking an all or nothing approach. Meaning, if I set the light value on DV 0 simple block, all blocks with that ID shine. But if I set it to light=0; the individual DV's all go dark even say DV10 block with light10=15;
If I set the block type to normal, then the blocks with a light value use it.
Better release CS2 for 1.3.0
It will only be for CS2.
I think I'll update CS1 to 1.3.0 since I have to do GUIs, TileEntities for furnace and chest, furnace and chest itself, the whole world generation and I haven't done any multiplayer.
I could release a beta version of CS2 for 1.3.0 which hasn't all features from CS1 but you could test it and find possible bugs
Check my Youtube Channel, RxDTheMinecrafter!
Thanks I haven't noticed this lol.
do it
Is there a jar file that you run, or some sort of properties, or what?WAIT... don't respond, i think i just learned.
Now if Jeb would only fix the problem of not being able to see water through semi-transparent stuff.
In case you didn't, we have a wiki.
I never pressure myself. I only work on it if I want to since it is my hobby and not my job. But since this week I have vacation for six weeks :). This means I can work more on custom stuff. The first beta will be out when I've finished the furnace, the chest, the world generation and of course the help files. I think the beta will be ready in one or two weeks depending on how hot it will be outside
I do not think Custom Stuff currently supports animated blocks. I know how to animate vanilla blocks, but I have not tested if it works with Custom Stuff. Feel free to test that method with custom stuff, but do not expect much.
You need both and item and a block file for the door. You can find more information as well as an example on this page of the wiki. Hopefully that page helps you. If you still have trouble after reading that page, feel free to post again, preferably with more information next time.
Edit: You know what, rather than just making educated guesses I'm going to go figure this out. Excuse me a moment, I'll be back.
Edit Again: Confirmed. It'll work if you put the animations into a texture pack, but not if you have the default textures. Sorry.
I think the page I linked just sticks the image into the main folder of the texture pack. In other worlds, it goes into the same folder as terrain.png. The name was still custom_terrain_XXX.png... I would guess if it works with custom stuff, it would be something like custom_customstuff_XXX.png or customstuff_xxx.png in the same level as customstuff.png for animated textures. I have not tested it though, so..... >.>
custom_terrain_###.png only works for, surprise, the Terrain.
is there way to get more than one type of items while crafting?
something like that -> i have dagger and chicken body, im put them on to butcher table, and receiving bones, meat and feathers (and blood maybe for spellcasting)
is there any scripts that can help?
thanks
Not to me as long as they can be next to each other. Actually would make a couple blocks I am working on better if they wouldn't become double chests.
Actually, what I'd like more, is the ability to be able to choose between the new open-lid style and the old 'block' style of chest. That's just me though.
I don't mind not having double chests, but I would love to be able to control how much storage the single chests can hold. Also, it would be helpful if you added a way to check how many slots a chest at origin has. This would be helpful for scripts that could be used on both Custom Stuff chests as well as mod related chests. I will add this suggestion to the wiki a bit later today unless you respond before I get to it.
I am curious though, does anyone know if the second half of a double chest start the slotId at a higher value, restart at 0, or allow access to all 54 slot id values shared by both parts of the double chest? I could do some testing, but want to know if anyone already knows before I start figuring out how to test it.
You can add scripting to a recipe to make various items drop from one recipe. You can even include a script to keep your dagger but damage it slightly after each recipe.
Just replace [whatever] with the id values of your items. Make sure you remove the brackets [ ] as well.
code for recipeTool.script
Hope you enjoy the script. You can reuse the recipeTool.script for multiple tools without having to alter it. Good luck!
oh, great, thanks a lot
If I set the block type to normal, then the blocks with a light value use it.