Edit: Ok. Since Curse has managed to completely screw up links in the post editor, Grim actually has them Here: http://grim3212.wikispaces.com/Kaevator's Mods
Oh, and as an added bonus, since Curse has COMPLETELY completely screwed up links, you can't click on it. You'll have to copy/paste the text into your browser's address field.
Sadly, he seems to have skipped all the in-between versions since the original, so 1.6.4, which I assume you're using, is not available.
I'm not someone who usually plays the game of having to go one better than others, or 'keeping up with the Jones's' as it's sometimes called, but I may just have your lost half world beaten. And not in a good way.
So I said in another post that I might have to boot up MC to try out the new XBEE blocks. It's been many moons since I last did that.
I couldn't remember what I had set up so I loaded the instance that was my default and it was 1.7.2 with Forge and shaders only. Hmmph, no 1.6.4 or XBEE, but that wasn't a problem because I had all my backup folders, with all my mods from the last four major versions (1.4.7-1.7.2), and I was going to be using a new XBEE anyway.
Then I went to my drive with all my backup folders on (that's for everything, not just MC). They weren't there for MC. Everything else was there for every other piece of software, except for Minecraft. Four folders, one for each version, just gone. Did I move them, I thought? I hadn't, but did a search across all my drives for 'Minecraft'. The only thing that came up was my default instance in AppData. They were pushing up the daisies, they were deceased, they were ex-folders. They were dead folders.
Oh bugger. My heart sank. There were many hundreds of mods which, fair enough, a large portion were for 1.4.7+1.5.2 and a few for 1.7.2, so I wouldn't really miss them. But, I had well over a hundred for 1.6.4, all tested to work together with custom configs. That sucked big time.
So now I can't be arsed to get a new 1.6.4 setup to test the new stuff. That may change down the road and I still plan on looking at 1.8 (1.7.x is a Malcolm Tucker sized cluster**ck). If 1.8 does nothing worthy I'll probably stick to 1.6.4, get my mods again, and ignore everything new until the mythical modAPI is here.
And how is everyone else?:)
P.S. Are smileys not working for everyone, or is it just me?
AAAUUUGGGGHHHH!!!!!!!! Lost backups!?! That IS bad. That's like in the days of videotape accidentally recording over your favourite episode from your favourite TV show, knowing it will NEVER AGAIN be played. Regrets! 20 years on, and I still have not found the series on DVD or even YouTube. Just one or two low-res episodes. ...the ones I still have.
...oh, it's "Scavengers" circa 1994, John Leslie, Anna Garvin. Sci-fi game-show a la gladiators. Sigh. Gone.
...and I accidentally recorded Prisoner Cell Block H over it. I have the entire series of Prisoner on DVD now. THAT is available. Ooooh the sting of irony.
Oh, and to appall you further, I am currently watching "I wanna marry Harry". It is like a train wreck - so bad but I can't look away. It really is bad. Awful.
Um... oh yes, Minecraft..... When is 1.8 expected? And do you know what is portable from 1.6 and/or 1.7 in terms of mods - slopes, Xtrablocks (of course) and quick-build tools (fill-wands, instant column/row, etc)
Cos yeah, with no backups, I would go straight to 1.8 if I were you.
PS. I'm still looking for a Techne-style application that can do shapes other than rectangles. ...like triangles.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
will be running 1.7 as soon as Xblocks is ready. This is my "rock solid" mod that I cannot do without.
The 1.7.10 update is coming along nicely.
Whilst it's very time consuming, I have cleaned up a lot of code and fixed many things along the way. I found quite a lot of blocks that had wrong step sounds, properties, light levels, etc. Also added a nice feature, where you can name the individual creative tabs from the language files.
Best mod to date! Thanks a bunch for all the hard work. I am sticking with 1.6.4 for a while more.
I am building an adventure map and I have noticed that npc's and mobs feel the need to jump and seem to get confused on the path overlays, like patchy cobble and grass and pavers. I was wondering if it would be possible to make mobs and npc's ignore them?
They seem to just stand there or bounce around in circles.
Best mod to date! Thanks a bunch for all the hard work. I am sticking with 1.6.4 for a while more.
I am building an adventure map and I have noticed that npc's and mobs feel the need to jump and seem to get confused on the path overlays, like patchy cobble and grass and pavers. I was wondering if it would be possible to make mobs and npc's ignore them?
They seem to just stand there or bounce around in circles.
Lol, it really does leave them dazed and confused!
Anyway, I seem to have found a fix for the problem. Here is a new version with the fix, plus a few other bug fixes that I found in the 1.7.10 update.
1.6.4_XBEEModulated_v1.1.0e
Fixed bug with mobs on paths and gave the cobblestone paths the correct step sound. Changed some settings with the DIYLiquids, like the viscosity and flow rate. Also fixed the glow effect on Purple Goop and Toxic Waste and made it possible for liquids to replace other liquids. Fixed some lighting bugs with custom models. Changed one of the fountains (DIYXtras) to a custom model. Just something I was playing around with Added a campfire. (see spoiler for more details).
The campfire requires kindling to use. Kindling can be acquired by using a wood splitter on a The wood splitter will not be consumed and can be returned to your inventory. No ores can be smelted in the campfire, you can only cook food or burn wood. Logs will return coal, planks will return charcoal and sticks will return ash. Ash can then be used with bone to create extra bonemeal. You will need to keep the fire fueled if you are using it as a light source at night time. Once you run out of wood, the fire will go out.
Recipes. Wood Splitter.
Kindling.
Campfire.
Increased Bonemeal.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
That fixed the mob issues, Thanks. The camp fire is sweet, I will use that for sure.
I believe it to be a conflict with theBetter Signs Mod.
I did find another prob with the DIYsigns though, sorry
Description: Rendering Tile Entity
java.lang.NoSuchFieldError: field_78165_b
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
-- Tile Entity Details --
Details:
Name: tileEntityDIYSign04 // xtrablocks.DIYDecorations.TileEntityDIYSign04
Block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Block data value: 12 / 0xC / 0b1100
Block location: World: (-61,67,258), Chunk: (at 3,4,2 in -4,16; contains blocks -64,0,256 to -49,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Actual block data value: 12 / 0xC / 0b1100
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
That fixed the mob issues, Thanks. The camp fire is sweet, I will use that for sure.
I did find another prob with the DIYsigns though, sorry
Description: Rendering Tile Entity
java.lang.NoSuchFieldError: field_78165_b
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
-- Tile Entity Details --
Details:
Name: tileEntityDIYSign04 // xtrablocks.DIYDecorations.TileEntityDIYSign04
Block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Block data value: 12 / 0xC / 0b1100
Block location: World: (-61,67,258), Chunk: (at 3,4,2 in -4,16; contains blocks -64,0,256 to -49,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Actual block data value: 12 / 0xC / 0b1100
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
I think the problem was tied to changing the ID of the item signs. Nothing else I tried (in singleplayer or on the server) would cause a crash, so hopefully that is what you had done.
That issue has now been fixed.
I had accidentally placed the recipe for the signs with the blocks, rather than the item. Even more impressively stupid on my behalf, I had also made the recipe return the block instead of the item. What was I thinking?
Seeing as the latest update is still hot off the press, I have just patched the fix to that one. Just download again, sorry about that.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
I was wondering if anyone has suggested redstone activated particle emitter blocks?
Also looking for something to leave items in or next to a corpse/Dead things. Like a small chest or pouch that can be placed on the ground and has 3 or 4 slots for storage.
I was wondering if anyone has suggested redstone activated particle emitter blocks?
Also looking for something to leave items in or next to a corpse/Dead things. Like a small chest or pouch that can be placed on the ground and has 3 or 4 slots for storage.
Cool, glad that fixed the problem.
Particle blocks have been mentioned in the past and I'm sure it wouldn't be too hard to make them powered.
I'm guessing you mean with custom particles? I haven't tackled them before, so I would need to do a little research. Maybe when I get finished with the 1.7.10 update (on the final push now, with only three and a half modules to go) I will take a look at them and your mini chest idea.
If you have any suggestions for the particle blocks, let me know.
f you have any suggestions for the particle blocks, let me know.
I was thinking something similar to Ars Magica Particle emitter. Although individual blocks are better. Smoke, sparks, sparkly lights, all having different color options. I also found this, ParticleBox but they are small and you can only see them from 8 blocks or less.
Custom visuals with the custom sounds would be over the top awesome.
Something similar to this maybe: Creatures emerging from the mist.
Includes all of the blocks from the 1.6.4 version, with the exception of stained glass panes. At the moment, I am unable to make them connect to the stained glass pane blocks (or any glass type block other than vanilla glass).
I have done a general tidy up and all blocks should now have the correct step sounds and materials. A few recipes have been adjusted as well as the hardness setting for quite a few blocks. Some blocks that used to break by hand, may now require a wooden pickaxe or higher.
There are a few blocks/items that I have changed behavior for. XtraLamps now turn on/off by right clicking them (XLamps still need to be powered).
The two sets of fountain blocks have been changed to models (similar to the one included in the last 1.6.4 update) and I have adjusted the timing on the timer buttons (DIYPowered) to better reflect their stated timings. That being said, it can still be a bit hit and miss. The time of each button should be considered a maximum with occasional shorter bursts.
Lastly, I have removed the sonic screwdrivers and replaced them with more appropriate items (for the non whovians).
For DIYAdmin, I have changed the sonic to a master key. The master key will open all of the DIYAdmin doors/trapdoors and storage blocks, whist making a key turning sound. Broken keys will work once and then break, while regular keys will open their respective doors indefinitely.
For DIYPowered, the sonic has been changed to a skeleton key. The skeleton key will work with any of the iron type doors from this module and will also work on vanilla iron doors.
Pretty much everything else works as before. To add music or sounds, you can access the files located at : assets/modname/sounds. (ignore the sounds.json file, you don't need to touch that).
Names of blocks/items can still be changed in the language file: assets/modname/lang and you can even change the creative tab names.
Blocks can still be disabled via the config file, the only difference being, that you change it from 0 to -1.
Last but not least! THIS IS IMPORTANT!
Because Minecraft doesn't use ID's any more, the order that blocks show up in the creative tabs is based on how the blocks/items are registered. If I add any new blocks to a module, or if you have disabled any blocks and then re-enable them, the blocks will show up at the bottom of their creative menu tabs. The only way to get them back in the correct order, is to start a new world.
Requires Forge: Built for "forge-1.7.10-10.13.0.1187-installer". (If used with earlier Forge builds, you will likely be unable to connect to the sever)
Wow. Excellent work on getting 1.7.10 out, even in it's not quite done state.
That campfire looks great, the bottom section reminds me of the tiniest Lego 1x1 bricks.:D
It also means that I don't need to bother with a camping mod I had before. I only got for the campfire. An excellent addition.
But now I have a general question. I don't seem to be getting any e-mail notifications when folks post in this thread. I used to before the new look forum. I assumed things were just being really quiet, but it turns out I've not had anything from any of the threads I follow.
I'm still automatically logged in and I'm still following/subscribed to this thread. So is it one of those 'only me' things or is this affecting everyone??
Answers on a postcard to....
And just to talk about me for a change, I finally got the chance to upgrade my broadband to fibre today. Oh my giddy gumdrop is it a hell of a lot quicker. Some of you are probably going to think 'Ah, whatever, it's old news around here', but the UK is always a little (a lot) slower at getting these thing rolled out across the country.
A 'before' speedtest gave me an average of 3.5mb/sec from a 7mb/sec upper limit.
An 'after' speedtest gave me an average of 27mb/sec from a 38mb/sec upper limit.
No buffering on YouTube part way through the video, BBC iPlayer works flawlessly, super quick direct downloads (a 45min TV show dl's in under 3mins).
Anyway, that's enough of that, your campfire gave me a couple of ideas.
There's a candle holder and possibly a candlelabra in the mod somewhere (if not there should be), how about making them into 3D models?
Also, how about a metal drum with a flaming top? You know, the ones you always see homeless people standing around on cold nights.
That's all for now. If someone could let me know their experience on the e-mail notifications, that would be great.
You need to go into your profile and set up all of your notification options. Most settings are turned off as default now.
Yeah! I was pretty stoked that I got everything bar the stained glass panes working. It's not such a big deal though, given there are vanilla stained glass panes now.
I'm glad you like the campfire with it's little Lego block rocks.
I like your other suggestions, I could probably knock out some kind of candle holder/candelabra and a drum type brazier. I already have a model done for a basic chandelier, but I want to make the flames a little smaller before I add it in. As I am looking into custom particles for Wreckage's suggestion, I think it should be pretty easy to do.
That's quite an improvement on the broadband speeds, I'm jealous now. The earliest I can expect to get fiber in my area is 2017 and they reckon it will more likely be 2020. That's why here we say that WA stands for "Wait Awhile" rather than Western Australia.
Still, the ADSL 2 here isn't too bad. Currently I get 11.11Mbps for download (which is actually capped at 1.2 when downloading files) and 0.88Mbps for uploads.
Hopefully this means good things for 1.8, but I can see it being a huge mess again. I've been out of the loop for while (as you know) so is there any word on when 1.8 might arrive?
I'm hoping it won't be as drastic, but I guess time will tell.
I haven't heard much about a 1.8 release date, but this comes from the latest snapshot release. "1.8 is looming on the horizon, which means fewer features, but more fixes!"
It's little things like the campfire that make mods that bit more special, something you wouldn't necessarily think of needing, but once you have it you can't imagine being without it.
That chandelier looks great. For the candle holders I was thinking maybe a single one and a triple one. They've probably been done in another mod already, but if they appear in yours I might be able to knock one more mod off my list (when I remake it).
OK, so I've done the chandelier, a single candlestick and a five tiered candelabra (started out with 3, but couldn't get the particles to rotate with the block). All three can be activated with the zippo/torch snuffer.
Also added the 44 gallon drum type brazier you mentioned. It works the same way as the campfire.
As you can see by the smaller flames on the candles, I made some progress on the custom particles.
I will be having a play around with the particle emitters over the weekend.
Will release an update with the new blocks later tonight. The update will also contain a few bug-fixes that I have come across, most of which I sneaked into the original upload a few days ago.
Did you ever think you would get this far with this mod? All the versions you've been through, all the content (bigger than most big mods) and now looking into particle emitters. Things have come a long way since you began with a little mod for MiniMK.
It certainly has been quite a journey.
From my first tentative steps to update the Boombox mod (in order to keep a great mod alive), to some simple glow blocks, which turned into this monstrosity. Occasionally I think I must be crazy for letting it get so big (like when it took over 150 hours to update to 1.7.10), but in the end it's worth it.
BTW: Did you get to see the Python's final show? I thought it was great as one last tribute. It was hilarious when they mucked up and improvised. Wish I could have been there.
I watched the uncensored version, thought it was great too! A very funny homage to all of their best material.
Edit NVM i test it an it is the half and half thanks
Could you please upload a v1.1.0d without the recipes?
Also could you add panels, pavers, fake panels and fake pavers that Glow? I have textured them to look like lava but the no glow gives me away :-(
Thanks!
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0d(No Recipes Version) Download
If you want to have glowing Panels/Pavers, I would recommend just using the "GlowPaint" (DIYXtras) on them.
That stuff will make any block glow.
I started work on a 1.7.10 update yesterday. Lots of work, but making steady progress.
Already have three complete modules up and running, DIYWood, DIYStone & DIYMetal.
Grim has them for 1.7 here.
Edit: Ok. Since Curse has managed to completely screw up links in the post editor, Grim actually has them Here:
http://grim3212.wikispaces.com/Kaevator's Mods
Oh, and as an added bonus, since Curse has COMPLETELY completely screwed up links, you can't click on it. You'll have to copy/paste the text into your browser's address field.
Sadly, he seems to have skipped all the in-between versions since the original, so 1.6.4, which I assume you're using, is not available.
Gasp! It's Kaevator's slopes! ...and...oh bless 'em, the frames (I seriously missed frames for the diagonals) and wallpaper.
Thanks!
will be running 1.7 as soon as Xblocks is ready. This is my "rock solid" mod that I cannot do without.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
AAAUUUGGGGHHHH!!!!!!!! Lost backups!?! That IS bad. That's like in the days of videotape accidentally recording over your favourite episode from your favourite TV show, knowing it will NEVER AGAIN be played. Regrets! 20 years on, and I still have not found the series on DVD or even YouTube. Just one or two low-res episodes. ...the ones I still have.
...oh, it's "Scavengers" circa 1994, John Leslie, Anna Garvin. Sci-fi game-show a la gladiators. Sigh. Gone.
...and I accidentally recorded Prisoner Cell Block H over it. I have the entire series of Prisoner on DVD now. THAT is available. Ooooh the sting of irony.
Oh, and to appall you further, I am currently watching "I wanna marry Harry". It is like a train wreck - so bad but I can't look away. It really is bad. Awful.
Um... oh yes, Minecraft..... When is 1.8 expected? And do you know what is portable from 1.6 and/or 1.7 in terms of mods - slopes, Xtrablocks (of course) and quick-build tools (fill-wands, instant column/row, etc)
Cos yeah, with no backups, I would go straight to 1.8 if I were you.
PS. I'm still looking for a Techne-style application that can do shapes other than rectangles. ...like triangles.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
The 1.7.10 update is coming along nicely.
Whilst it's very time consuming, I have cleaned up a lot of code and fixed many things along the way. I found quite a lot of blocks that had wrong step sounds, properties, light levels, etc. Also added a nice feature, where you can name the individual creative tabs from the language files.
Here is a list of whats been done so far.
01. PixelArtist = complete
02. Buildings = complete
03. DIYAdmin = complete
04. DIYCloth = complete
05. DIYDecorations = complete
06. DIYDiscs = complete
07. DIYFood = complete
08. DIYGlass = complete, except for stained glass panes. The code to connect to modded glass is broken (still trying to fix)
09. DIYGlow = complete
10. DIYLiquids = complete
11. DIYMetal = complete
12. DIYSoundBlocks = complete
13. DIYStone = complete
14. DIYStorage = complete
15. DIYWood = complete
16. Furniture = complete
17. MiscModels = complete
18. Tombs = complete
Only 5 modules to go, so hopefully I will do a release this week
Wow dude, I feel for ya! That really does suck big time.
Smileys all round.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I am building an adventure map and I have noticed that npc's and mobs feel the need to jump and seem to get confused on the path overlays, like patchy cobble and grass and pavers. I was wondering if it would be possible to make mobs and npc's ignore them?
They seem to just stand there or bounce around in circles.
Lol, it really does leave them dazed and confused!
Anyway, I seem to have found a fix for the problem. Here is a new version with the fix, plus a few other bug fixes that I found in the 1.7.10 update.
1.6.4_XBEEModulated_v1.1.0e
Fixed bug with mobs on paths and gave the cobblestone paths the correct step sound.
Changed some settings with the DIYLiquids, like the viscosity and flow rate.
Also fixed the glow effect on Purple Goop and Toxic Waste and made it possible for liquids to replace other liquids.
Fixed some lighting bugs with custom models.
Changed one of the fountains (DIYXtras) to a custom model. Just something I was playing around with
Added a campfire. (see spoiler for more details).
The campfire requires kindling to use. Kindling can be acquired by using a wood splitter on a
The wood splitter will not be consumed and can be returned to your inventory. No ores can be smelted in the campfire, you can only cook food or burn wood.
Logs will return coal, planks will return charcoal and sticks will return ash. Ash can then be used with bone to create extra bonemeal.
You will need to keep the fire fueled if you are using it as a light source at night time. Once you run out of wood, the fire will go out.
Recipes.
Wood Splitter.
Kindling.
Campfire.
Increased Bonemeal.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0e Download
I believe it to be a conflict with the Better Signs Mod.
I did find another prob with the DIYsigns though, sorry
java.lang.NoSuchFieldError: field_78165_b
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
-- Tile Entity Details --
Details:
Name: tileEntityDIYSign04 // xtrablocks.DIYDecorations.TileEntityDIYSign04
Block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Block data value: 12 / 0xC / 0b1100
Block location: World: (-61,67,258), Chunk: (at 3,4,2 in -4,16; contains blocks -64,0,256 to -49,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Actual block data value: 12 / 0xC / 0b1100
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
I think the problem was tied to changing the ID of the item signs. Nothing else I tried (in singleplayer or on the server) would cause a crash, so hopefully that is what you had done.
That issue has now been fixed.
I had accidentally placed the recipe for the signs with the blocks, rather than the item. Even more impressively stupid on my behalf, I had also made the recipe return the block instead of the item. What was I thinking?
Seeing as the latest update is still hot off the press, I have just patched the fix to that one. Just download again, sorry about that.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0e Download
I was wondering if anyone has suggested redstone activated particle emitter blocks?
Also looking for something to leave items in or next to a corpse/Dead things. Like a small chest or pouch that can be placed on the ground and has 3 or 4 slots for storage.
Cool, glad that fixed the problem.
Particle blocks have been mentioned in the past and I'm sure it wouldn't be too hard to make them powered.
I'm guessing you mean with custom particles? I haven't tackled them before, so I would need to do a little research. Maybe when I get finished with the 1.7.10 update (on the final push now, with only three and a half modules to go) I will take a look at them and your mini chest idea.
If you have any suggestions for the particle blocks, let me know.
I was thinking something similar to Ars Magica Particle emitter. Although individual blocks are better. Smoke, sparks, sparkly lights, all having different color options. I also found this, ParticleBox but they are small and you can only see them from 8 blocks or less.
Custom visuals with the custom sounds would be over the top awesome.
Something similar to this maybe: Creatures emerging from the mist.
XtraBlocks-1.7.10-1.1.1
Includes all of the blocks from the 1.6.4 version, with the exception of stained glass panes. At the moment, I am unable to make them connect to the stained glass pane blocks (or any glass type block other than vanilla glass).
I have done a general tidy up and all blocks should now have the correct step sounds and materials. A few recipes have been adjusted as well as the hardness setting for quite a few blocks. Some blocks that used to break by hand, may now require a wooden pickaxe or higher.
There are a few blocks/items that I have changed behavior for. XtraLamps now turn on/off by right clicking them (XLamps still need to be powered).
The two sets of fountain blocks have been changed to models (similar to the one included in the last 1.6.4 update) and I have adjusted the timing on the timer buttons (DIYPowered) to better reflect their stated timings. That being said, it can still be a bit hit and miss. The time of each button should be considered a maximum with occasional shorter bursts.
Lastly, I have removed the sonic screwdrivers and replaced them with more appropriate items (for the non whovians).
For DIYAdmin, I have changed the sonic to a master key. The master key will open all of the DIYAdmin doors/trapdoors and storage blocks, whist making a key turning sound. Broken keys will work once and then break, while regular keys will open their respective doors indefinitely.
For DIYPowered, the sonic has been changed to a skeleton key. The skeleton key will work with any of the iron type doors from this module and will also work on vanilla iron doors.
Pretty much everything else works as before. To add music or sounds, you can access the files located at : assets/modname/sounds. (ignore the sounds.json file, you don't need to touch that).
Names of blocks/items can still be changed in the language file: assets/modname/lang and you can even change the creative tab names.
Blocks can still be disabled via the config file, the only difference being, that you change it from 0 to -1.
Last but not least! THIS IS IMPORTANT!
Because Minecraft doesn't use ID's any more, the order that blocks show up in the creative tabs is based on how the blocks/items are registered. If I add any new blocks to a module, or if you have disabled any blocks and then re-enable them, the blocks will show up at the bottom of their creative menu tabs. The only way to get them back in the correct order, is to start a new world.
Requires Forge: Built for "forge-1.7.10-10.13.0.1187-installer". (If used with earlier Forge builds, you will likely be unable to connect to the sever)
XtraBlocks-1.7.10-1.1.1 Download
You need to go into your profile and set up all of your notification options. Most settings are turned off as default now.
Yeah! I was pretty stoked that I got everything bar the stained glass panes working. It's not such a big deal though, given there are vanilla stained glass panes now.
I'm glad you like the campfire with it's little Lego block rocks.
I like your other suggestions, I could probably knock out some kind of candle holder/candelabra and a drum type brazier. I already have a model done for a basic chandelier, but I want to make the flames a little smaller before I add it in. As I am looking into custom particles for Wreckage's suggestion, I think it should be pretty easy to do.
That's quite an improvement on the broadband speeds, I'm jealous now. The earliest I can expect to get fiber in my area is 2017 and they reckon it will more likely be 2020. That's why here we say that WA stands for "Wait Awhile" rather than Western Australia.
Still, the ADSL 2 here isn't too bad. Currently I get 11.11Mbps for download (which is actually capped at 1.2 when downloading files) and 0.88Mbps for uploads.
I'm hoping it won't be as drastic, but I guess time will tell.
I haven't heard much about a 1.8 release date, but this comes from the latest snapshot release. "1.8 is looming on the horizon, which means fewer features, but more fixes!"
OK, so I've done the chandelier, a single candlestick and a five tiered candelabra (started out with 3, but couldn't get the particles to rotate with the block). All three can be activated with the zippo/torch snuffer.
Also added the 44 gallon drum type brazier you mentioned. It works the same way as the campfire.
I will be having a play around with the particle emitters over the weekend.
Will release an update with the new blocks later tonight. The update will also contain a few bug-fixes that I have come across, most of which I sneaked into the original upload a few days ago.
It certainly has been quite a journey.
From my first tentative steps to update the Boombox mod (in order to keep a great mod alive), to some simple glow blocks, which turned into this monstrosity. Occasionally I think I must be crazy for letting it get so big (like when it took over 150 hours to update to 1.7.10), but in the end it's worth it.
I watched the uncensored version, thought it was great too! A very funny homage to all of their best material.