Formally Known as the PaintAnyBlock Mod, the mod has now finally transitioned into Beta, along with a more appropriate name change. This is the first Beta Release, so please report any bugs being as descriptive as possible.
Paint Mod is now fully released. Server implementation is finished and should work fine.
Using this Mod, you can paint any normal block any shade of any color.
Pressing G(default) will open up the mathematically generated GUI, sporting 16.7 Million colors.
The PaintGun consumes Blue Dye(1 lapis converts to 5 blue dye), Rose Red and Cactus Green dye's, however, the rate these are consumed depends on the color you have chosen to paint with, Using more of certain colors will result in more of the that color dye getting used, like real paint.
If you want to get fancy, try spraying on transparent blocks for a cool stained glass look.
Removing the paint can be quite the chore, without the proper tools.
The PaintGun doubles as a SandBlaster, if you have sand in your inventory. Not only is it easier than slowly scrapping off the paint, it doesn't break the block in the process. Left click a block with the gun in hand to sandblast.
If you keep getting your works of art destroyed by those dang creepers, just throw a few chunks of flint in your PaintGun and lay waste with them(Press V by default). If you really want to do some damage, hold shift while right clicking on Mobs to engage scatter shot, be careful tho, you will burn through your flint in no time.
Due to the crude method used to fire the flint, after all, it is just a modified paint gun, it has very poor accuracy. This is by design.
The Putty(Puddy ) Knife is a bit slower than the sandblaster, you have a chance of recovering some of the paint you would have lost by your mistake. Just stick an iron ingot above a wooden plank and off you go!
Color Notebook and Painter's Workbench is here to help you manage the millions of colors at your hands. Need to know more about how it works? Check this spoiler:
This is a tool to help people keep their projects the same theme, and not look like a box of crayons.
First you fill your color book up with the colors you want, then you can lock a paintgun to only using those colors, with a MUCH easier to use GUI. (Your welcome pixel artists, they demanded this ) This not only helps people access specific colors easier, it also helps people who work with others stay on the same page as far as the color scheme goes.
It also gives the server admins the ability to hand out pre-locked paintguns, to keep the server from looking like a Kindergarten class room. (if you don't know what I am talking about, then it is probably you)
Once the gun is locked, it can never be unlocked, this is because of the previous reason.
To make a new color notebook, you need a Book and Quill.
To make your first color notebook, add the Book and Quill to a crafting square with your paintgun. A new colorbook is created with 1 entry, the color the gun is currently set to.
Once you have your color notebook, you can add more colors just like you created it, but you probably want to right click on blocks that have the color you want to save. You can also Delete and Edit entries by opening the notebook gui(just right click without targeting anything.)
Once you have all the colors you want(up to 36 maximum), you will need the Painter's workbench.
Add the completed color notebook on the Left, along with a PaintGun beside it. This will 'LOCK' the paintgun to the colors in the notebook. That gun will now have a new gui with a palette grid of those colors instead of the gradient color chooser.
You can also duplicate notebooks as well as writing Locked patinguns to a new notebook. Just add the locked gun or color notebook on the left, and a fresh book and quill on the right.
You can now paint any vanilla armor to the color your paint gun is set to by adding your paint gun, any dye, and the armor into a crafting bench. Image:
Chests Painted the same color by the same player link with one another. No one can steal your stuff remotely, but you can set up a chest for a friend to access. Paint a chest and then paint another chest EXACTLY the same color(color match if you can) and they will be linked. You can link as many chests as you want to as many different colors as your want.
Don't forget!:
Shift-Spraying Blocks paints a 3x3 area oriented by the face you spray. Side blocks paint vertically, and bottom and top blocks paint horizontally.
Changelog:
v1.6.9:
Should fix disappearing painted blocks.
v1.6.8:
Many more bug fixes concerning similar circumstances of the last bug fix, also fixed, including the rare null pointer thrown when painting leaves.
v1.6.7:
Added security so hackers can't fake packets, all checks done server side now.
Fixed Nullpointer error when two players modify the same block at the same time.
v1.6.6:
Various Bug Fixes.
Fully incorporated Blue Dye, and is registered in the Ore Dictionary as such so compatibility aware mods will recognize it.
Modified Vanilla recipes to accept blue dye as lapis(yes, this brings vanilla dyeing difficulty down a bit, but this is to help balance the flawed vanilla dye system.
v1.6.5:
Bug with optifine+connected textures fixed. Report any unintended side effects if you have any.
Better texturepack changed handling. Now it doesn't carry the chance of losing texture information, requiring a restart.
v1.6.4:
Fixed Messages to correctly say Blue Dye instead of lapis.
Shot Flint is now 3D and tumbles in flight.
v1.6.2.1:
Fixes for color matching as well as more grass glitches on painted chests.
v1.6.2:
Mostly gui work in this release. Many many improvements.
You can now delete and manually edit color notebook entries.
PaintGun GUI significantly improved. Now a marker is placed on the color you selected and a Slider marker is placed on the general color selection bar.
Magnification option added to the paintgun gui, which shows a large mouseover preview of the color you are hovering over.
You will no longer get 'color set' spam after closing the menu after changing the color a lot in single player.
PaintGun Gui now automatically resizes if it notices you cannot see the whole window, and sets everything back after you close the menu.
I think ALL fast grass texture flickering issues are gone. I could no longer recreate this under any circumstances.
Inventory view of the workbench should now be properly animated now on Macintosh's(odd bug indeed).
v1.6.1:
MAJOR overhauls in this release.
Paint Gun is now MUCH more attractive.
Custom rendering for all of my items, and so they are all much prettier when tossed on the ground.
Puddy knife no longer looks 4 foot long in a players hand, and now has a much more accurate size when displayed on the player
Paint Gun now functions a bit differently to make the gun easier for players to use. Right click paints blocks like always, but left click now sand blasts. No longer can slow computers get stuck in a paint->sandblast cycle because their fps is too low. It is also easy to fill large areas with a certain color.
Drop rate's from puddy knifes have been adjusted. This is a nerf, however, now fortune is added in to the calculations, which is a buff.
Drops from the puddy knife will no longer drop on the other side of a wall you are sand blasting, however, this may cause the drops to derp for a second while the server sends you it's new location information.
v1.6.0.1:
Hotfix to remove the color notebook from NEI, due to it crashing clients. You must craft the item for it to get the required information to function correctly.
New rendering for the painters workbench also in this release.
v1.6.0:
Many things moved server side involving colors to protect against modded clients.
Various bugs and left over features cleaned up.
Workbench now has a custom render for all of it's display types.
v1.5.9:
Now it is impossible for a painted block to become painted(painted painted block), preventing all bugs relating to this entirely. Break any stuck painted blocks you currently have and they will turn into stone for you to remove normally, or just get deleted entirely(depending on block type).
The locked paintgun gui now shows you which color is currently selected with a selection box.
The Gun Mode now works correctly in other dimensions.
Many hitbox's corrected.
v1.5.8:
Just a critical server hotfix.
v1.5.7:
Ok guys, a preliminary release of the new functions is coming shortly. Let me take some time to explain a few things. First, the new guis are now in nearly final functioning condition, but you will notice they are a bit, anemic . The functions have been added, but I haven't made a slick skin for it yet, so they will look a little skeleton like. Also, the pallete menu is a bit incomplete, as I will be adding a color selection box around the currently selected color, as well as the ability to manually input colors when using the workbench. Now on to how it all works:
The new functions are centered around the two new items, the color notebook, and the painter's workbench. You craft the notebook by adding your paintgun along with a 'book and quill' to a crafting grid. This creates the book and 1 entry, the color your paintgun is set to. Now that you have your notebook, you can add colors to the book 2 ways(currently), first is by adding a paintgun to a crafting square with the notebook, and the second is right clicking on a colored block directly. It will message you that the color was added if it succeeds. If it fails, the book is full, or that color is already in the book.
Once you got all the colors you want in your book(maximum of 36), you can copy the book in the workbench by adding the notebook on the left, and an empty book and quill on the right, you will see a copy icon if the operation can proceed. Grab back the book and quill when you see the copy icon, and it will turn into an exact duplicate of the original(After you grab it). To cancel, escape out of the grid, or grab the left item instead.
If you want to color lock your gun, so it can only use(and easily retrieve) colors from the notebook, add the notebook on the right, and an unlocked paintgun on the right. You will see a lock icon appear. Be careful tho, once the gun is locked, it is permanent, and can never be changed.
To copy a locked paintgun's colors to a notebook, put the paintgun on the left and a new book and quill on the right, you will see a pencil icon if it can proceed. Like always, grabbing the book and quill will apply the colors and it will become a color notebook with the colors added.
To delete a color from the notebook, hold it in your hand and right click without targetting a block. Click the colors you want to remove.
A color locked paintgun will only color match blocks that it has in it's palette.
The theory behind all this is to add the ability for admins, or friends, to be able to be on the same page as to what colors to use, so projects do not clash with each other and look like a coloring book from a kindergartener's class.
For non-admins and solo users, it also helps them keep a catalog of colors they love for future reference.
v1.5.6:
Various Bug fixes which is the main reason for this release. This also includes a couple of non-complete items which should be looked at as a pre-release and bug testing release if you choose to use them.
The Painter's Workbench is able to be crafted, complete with an incomplete, but patially functioning gui.
The Color Notebook added which can store and save colors.
The Workbench is make like this:
= pressure plate
To make a Color NoteBook, add a 'Book and quill' and a paintgun to any crafting square, and a colorbook is made with 1 entry, the entry the paint gun is currently set to.
Right clicking on blocks with the color notebook saves that color to the book.
Adding the color notebook to the Painters Workbench displays it's currently saved colors.
These items are incomplete, and I have a specific direction I am taking them, so please reserve further suggestions, however, bug reports are more than welcome.
v1.5.5:
You can change whether or not you want to use double painted chests in the config, and also if you want colored chests to link. Setting chests to link will automatically disable double chests.
You can now change the name of your paint gun from the gui. This is to help people keep track of what color is saved to what gun.
The next update might be a bit further away than normal, I am incorporating a new feature that pixel artists and collaborators will LOVE, but it is quite a lot of work.
v1.5.4:
Painted Chests are no longer happy next to unpainted chests, and will break any it touches, making it impossible to have a double painted chest. This was done due to the next change.
Painted Chests are now linked, based on player and color used. If the same player paints 2 chests the same color, the inventory is shared, like ender chests, however, each player could have 16.7 million shared chests. The downside is, you must color match the chest you want to mirror, and also, if you accidentally sandblast all of the colored chests, unless the color is still saved, the inventory is deleted on the next world save. This is to add a bit of challenge to the near infinite shared storage, as well as keeping the saved data tidy.
v1.5.3:
Added the ability to paint chests. A single painted chest can sit happily next to a single unpainted chest, but a large painted chest will break any non-painted chests touching it. This is to prevent errors caused by the non-painted chest getting confused. I will work on finding a solution so they can in the future.
The painted chests are currently a visual thing, but in the future, chests painted by players using the same color will bind the inventories together, making for near endless storage sharing possible.
[1.4.4]v1.5.2:
Moved everything to 1.4.4
v1.5.2:
Various bug fixes regarding painted armor.
'Paint Saturated' function is now finalized, this is a random event with odds that increase everytime you paint armor.
v1.5.1:
Shortcuts fixed so they don't trigger when chatting.
Extra null checks placed in specific places to hopefully prevent the rare nonreproducable crashes.
You can now paint any armor. Place any vanilla or painted armor into any crafting bench(or the players crafting square) along with a paint gun gun and any dye. The armor will be painted to the color the paintgun is set to, and the armor will be trimmed in it's armor type. You can repaint armor as many times as you want. Oh, and there is a little secret for those who go overboard repainting your armor;) I will say no more.
v1.5.0:
You can now manually set your color in the gui.
Paintguns are now independent of each other. Colors set on one paintgun will not effect the colors on another. What this means is you can have colors set on multiple guns at the same time, and you can also toss your gun to a friend to use and it will maintain it's set color.
Changing texture packs no longer requires a client restart for them to apply.
v1.4.9:
Painting water is MUCH improved, so much so, it is impossible to paint blocks under water, which makes sense.
There should no longer be fancy grass glitches causing the sides of blocks switching to non-fancy. Please report if you still experience issues. Remember, if you see the glitches in your current world, spray and sand blast a block where the problem is and it should fix most of the chunk.
Painted grass now allows you to use bone meal on it, but you should know that: Only dead grass and yellow flowers grow, but they will be painted. This new feature coupled with the 'puddy' knife could allow you to convert bone meal into other colors if you are low on other dyes, but have plenty of iron and bone meal.
Other miscellaneous minor bugs fixed.
v1.4.8:
Paint Fire Blocks reworked, and now should not be buggy. Invisible painted fire SHOULD now hardly ever happen(only on minecraft crash and lost tile entity data should this be possible). Painted Fire follows this logic to determine what color it should be:
If there is a painted block under it, it will be that color. If no painted block is under it, it will look in a 3x3 cube to find a colored fire, and become the first color it finds. If no colored fire found in a 3x3 area, it will look in a 7x7 area, and become the color of the first colored fire it finds. If still no colored fire found, it will put itself out.
This new logic will allow someone to set a forest on fire with multiple colors, and see which color survives the longest(typically eventually one color will dominate and the other colors will die out).
Further optimizations to block updates reduce server strain while still preventing invisible blocks from happening.
Patched up a couple of situations that might have left orphan tile entities laying around.
Fixed 'puddy' knife drops on a couple of block types.
v1.4.7: Lily pads fixed. Beds working as expected now. Sandblasting the bed will drop it unpainted. Glass panes now correctly connect to themselves and painted glass panes. The side texture on grass blocks no longer revert to default after painting a block near them.
v1.4.6
We are now id resolver compatible. Please report any issues you may experience. You can now paint beds, but remember to paint the top and bottom, or it might drop if you place a block near it. I'll add code to paint the whole bed on one use in an upcoming release, when depends on if any critical changes need to take place. Wheat no longer render incorrectly, however, they render like grass, in an x shape, ill add wheat rendering in an upcoming release.
v1.4.5:
Major optimizations client and server side with the invisible block fix. Will no longer lag slower clients or servers. Painted fire further optimized, and will not render until until it knows what color it should be, and this discovery happens on fires normal random tick and should not cause lag greater than the lag normal fire would cause. Iron Fences now paint correctly, and will connect with painted or unpainted iron fences. As a result, vanilla and painted glass panes will also connect to vanilla and painted iron bars now, which is acceptable.
Null checks put in for very old maps, and hopefully bugged blocks will be replaced rather than crash the client.
Pickup Forge 6.4.0. You can Find it here. Delete the META-INF THEN copy everything inside the zip into your .minecraft/bin/minecraft.jar. This will just be 'minecraft' if your os has file extensions disabled(they are disabled by default). Run after installation to make sure everything is running fine, and this will also create the necessary folders so you can't mess that up.
I have moved to 1.4.4, this version may not have recently implemented features.
Pickup Forge 6.0.1. You can Find it here. Get the universal version. Like usual, put everything in that zip inside your.minecraft/bin/minecraft.jar.
I have moved to 1.4.2, this version may not have recently implemented features.
Download Forge 4.2.5 here.
This goes in your minecraft.jar. Don't forget to delete the folder inside the jar named 'META-INF'. PaintMod [1.3.2]v1.1.3
Run Minecraft once if you haven't ran it since you installed Forge, if all goes well, throw this .zip file in the ".../.minecraft/mods/" folder. That's it, your set.
For Minecraft 1.2.5:
PaintMod did not exist in a releasable form in 1.2.5. Please do not ask me to make a 1.2.5 version. This is an enormous amount of work just to go backwards.
Spotlight by SkyDoesMinecraft: Spotlight by SparklingKoala:
Spotlight by ChazOfftopic:
Spotlight by ChronoFury:
Screenshot:
More Spotlights/ reviews:
Spotlight by JKapFilms:
Multilingual Spotlights:
Revisão em Português por DavidVilela(XpiderGamer)
Revisão em Português por CanaldoTails1234
Video en Español de Artemosky:
Recipes:
To change paint color, press G by default to open the menu. Now Sporting 16.7 million colors.
Here is the recipe:
Putty(Puddy) Knife:
Painters Workbench:
Color Notebook:
Bugs:
Obsidian does not paint. This is to prevent Nether portal bugs.
End Portal Frames do not paint, for the same reason as above.
If the notebook looks like a black helmet, delete your config file.
Legal:
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified or unmodified versions of this mod require advance written permission of the OWNER, rich1051414, and may be subject to certain terms.
Note:
Due to the copyright notation of Mojang AB, the copyright holders of minecraft, any modification is the intellectual property of the authors of the modification, as
long as you don´t mark original modified or non modified minecraft files as your own.
Dude this mod is epic I might try to get you some game play shot, but i can't stop painting my stuff :/
Awesome , tomorrow I will be getting everything ready for the update. I assume mcp and forge already have it good to go, I just have to figure out where. If you run into any problems be sure to let me know
Updated to 1.4.2. I am unsure how many mods will behave with each other right now until the update gets sorted out, but I left detailed instructions on how to get set up.
Holy Crap, already?! ! Btw, I found one bug, if you spam shift click really fast as you sprint, you can get lag spikes.
LOL! yeah don't do that, you are flooding yourself with tile entities Each of my tile entity only holds 3 custom variables, so that is mostly minecrafts fault, but i'll look into it to see if an underlying function is getting hung up somewhere.
I never had this problem when I was using my own Mappings, but tile entities was the easy way to do this, with the integrated server and all. Reimplementing maps would be a mess of packet handling, so I don't think i am going there.
LOL! yeah don't do that, you are flooding yourself with tile entities Each of my tile entity only holds 3 custom variables, so that is mostly minecrafts fault, but i'll look into it to see if an underlying function is getting hung up somewhere.
I never had this problem when I was using my own Mappings, but tile entities was the easy way to do this, with the integrated server and all. Reimplementing maps would be a mess of packet handling, so I don't think i am going there.
Thanks for the bug report
i figured it was my fault, lol,. Earlier I installed the 1.4.2 and I can't i cant get it to lag now, so mabee it was cause of another mod, or the update fixed it..
Ugh, widespread black screen issues with the forge installs for 1.4.2. Delete your .minecraft folder to get forge to take, but many mods may still cause you to black screen. I don't know the issue yet, might be a reobfuscating issue, as everything is fine in unobfuscated testing mode...
Issue resolved. Mods that are black screening need to recompile with a fresh decompile with the new full mcp release.
Ugh, widespread black screen issues with the forge installs for 1.4.2. Delete your .minecraft folder to get forge to take, but many mods may still cause you to black screen. I don't know the issue yet, might be a reobfuscating issue, as everything is fine in unobfuscated testing mode...
I see that and now the forge website is overloaded (
2012-10-25 08:24:18 [INFO] [ForgeModLoader] Forge Mod Loader version 4.2.0.415 for Minecraft client:1.4.2, server:1.4.2 loading
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] All core mods are successfully located
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Discovering coremods
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Found library file argo-2.25.jar present and correct in lib dir
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Found library file guava-12.0.1.jar present and correct in lib dir
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Found library file asm-all-4.0.jar present and correct in lib dir
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Running coremod plugins
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Running coremod plugin FMLCorePlugin
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Coremod plugin FMLCorePlugin run successfully
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Running coremod plugin FMLForgePlugin
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Coremod plugin FMLForgePlugin run successfully
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Validating minecraft
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Minecraft validated, launching...
2012-10-25 08:24:19 [INFO] [STDOUT] 27 achievements
2012-10-25 08:24:19 [INFO] [STDOUT] 208 recipes
2012-10-25 08:24:20 [INFO] [STDOUT] Setting user: steve0believe, 7583272372370585199
2012-10-25 08:24:20 [INFO] [STDOUT] LWJGL Version: 2.4.2
2012-10-25 08:24:20 [INFO] [ForgeModLoader] Attempting early MinecraftForge initialization
2012-10-25 08:24:20 [INFO] [STDOUT] MinecraftForge v6.0.1.331 Initialized
2012-10-25 08:24:20 [INFO] [ForgeModLoader] MinecraftForge v6.0.1.331 Initialized
2012-10-25 08:24:20 [INFO] [ForgeModLoader] Completed early MinecraftForge initialization
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Building injected Mod Containers [cpw.mods.fml.common.FMLDummyContainer, net.minecraftforge.common.ForgeDummyContainer]
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Attempting to load mods contained in the minecraft jar file and associated classes
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\bin\lwjgl.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\bin\jinput.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\bin\lwjgl_util.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Home\AppData\Roaming\.minecraft\bin\minecraft.jar, examining for mod candidates
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\lib\argo-2.25.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\lib\guava-12.0.1.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\lib\asm-all-4.0.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Minecraft jar mods loaded successfully
2012-10-25 08:24:21 [INFO] [ForgeModLoader] Searching C:\Users\Home\AppData\Roaming\.minecraft\mods for mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Found a candidate zip or jar file PaintGunMod1.4.2.zip
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Examining file minecraft.jar for potential mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] The mod container minecraft.jar appears to be missing an mcmod.info file
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Examining file PaintGunMod1.4.2.zip for potential mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] The mod container PaintGunMod1.4.2.zip appears to be missing an mcmod.info file
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Identified an FMLMod type mod PaintGunCommon.PaintMod
2012-10-25 08:24:21 [FINEST] [ForgeModLoader] Parsed dependency info : [] [] []
2012-10-25 08:24:21 [INFO] [ForgeModLoader] Forge Mod Loader has identified 3 mods to load
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Received a system property request ''
2012-10-25 08:24:21 [FINE] [ForgeModLoader] System property request managing the state of 0 mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] After merging, found state information for 0 mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Activating mod FML
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Activating mod Forge
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Enabling mod PaintMod
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Activating mod PaintMod
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Verifying mod requirements are satisfied
2012-10-25 08:24:21 [FINE] [ForgeModLoader] All mod requirements are satisfied
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Sorting mods into an ordered list
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Mod sorting completed successfully
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Mod sorting data:
2012-10-25 08:24:21 [FINE] [ForgeModLoader] PaintMod(PaintMod:1.0.0rc.1b): PaintGunMod1.4.2.zip ()
2012-10-25 08:24:21 [FINER] [ForgeModLoader] Posting state event FMLConstructionEvent to mod FML
2012-10-25 08:24:21 [FINER] [ForgeModLoader] State event FMLConstructionEvent delivered to mod FML
2012-10-25 08:24:21 [FINER] [ForgeModLoader] Posting state event FMLConstructionEvent to mod Forge
2012-10-25 08:24:21 [FINER] [ForgeModLoader] State event FMLConstructionEvent delivered to mod Forge
2012-10-25 08:24:21 [FINER] [ForgeModLoader] Posting state event FMLConstructionEvent to mod PaintMod
2012-10-25 08:24:21 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.VerifyError: (class: PaintGunCommon/PaintMod, method: initBasicItems signature: ()V) Incompatible argument to function
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:139)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:82)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:473)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
2012-10-25 08:24:21 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:420)
2012-10-25 08:24:21 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:752)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Iron Chests & Railcraft are fine but this mod is causing me to blackscreen.
I'm working on it, just waiting while the decompiler goes to town. I think the issue was I did not re-decompile after the release was finalized, meaning some of the libraries might not be identical. This and mcp has updated. Hopefully updating and a clean decompile might fix the mismatch.
Update coming to fix some things I noticed in your video that are unintended. The gui is very large, I needed to for pixel precision, you can make it smaller by choosing a smaller gui size.
This is how it looks on my side too... weird. Also, why did you take away block container painting?
It never was intended, I forgot to add the check back when I was rushing to full release. I have no block container handling, so you would probably just loose your stuff, as well as lose the containers function while it is painted.
Yeah, confirmed working now. Just started a cacti farm, so wondering in advance how many green/red dyes do I need per painted block? Is it 1 per block or 1 per X amount of blocks?
This depends on what color, it varies. You get 1020 'color credits' every time you use a dye, and the gun will use between 127 and 255 units per block depending on how much of that color is in the paint you select.
So if the paint color is :
Red: 255
Green: 0
Blue: 0
You will use 255 red, 127 green, and 127 blue for every block. And that would consume dyes at a rate of:
Rose Red: 4 blocks per dye
Cactus Green: 8 blocks per dye
Lapis: 8 blocks per dye
This depends on what color, it varies. You get 1020 'color credits' every time you use a dye, and the gun will use between 127 and 255 units per block depending on how much of that color is in the paint you select.
So if you use paint that is :
Red: 255
Green: 0
Blue: 0
You will use 255 red, 127 green, and 127 blue for every block. And that would consume dyes at a rate of:
Rose Red: 4 blocks per dye
Cactus Green: 8 blocks per dye
Lapis: 8 blocks per dye
I was wondering about that. That's awesome Not that it matters to be since it doesnt use dye creative mode
Oh THANK YOU! I have been waiting for a mod to pain blocks for a long time, since (if I recall) Minecraft v 1.2.6. It was great for marking routes in and out of underground cave systems and marking a block hiding lava a red colour for danger.
It paints solid blocks perfectly, but isn't working on transparent blocks - I do have a total of 30 mods installed though and it might be stopping it working on glass. Anyone painting glass OK, just to let me know if it's a clash of mods or not?
Ill look into it, my check for normal blocks might be too strict.
Beta, along with a more appropriate name change. This is the first Beta Release, so please report any bugs being as descriptive as possible.Paint Mod is now fully released. Server implementation is finished and should work fine.
Using this Mod, you can paint any normal block any shade of any color.
Pressing G(default) will open up the mathematically generated GUI, sporting 16.7 Million colors.
The PaintGun consumes Blue Dye(1 lapis converts to 5 blue dye), Rose Red and Cactus Green dye's, however, the rate these are consumed depends on the color you have chosen to paint with, Using more of certain colors will result in more of the that color dye getting used, like real paint.
If you want to get fancy, try spraying on transparent blocks for a cool stained glass look.
Removing the paint can be quite the chore, without the proper tools.
The PaintGun doubles as a SandBlaster, if you have sand in your inventory. Not only is it easier than slowly scrapping off the paint, it doesn't break the block in the process. Left click a block with the gun in hand to sandblast.
If you keep getting your works of art destroyed by those dang creepers, just throw a few chunks of flint in your PaintGun and lay waste with them(Press V by default). If you really want to do some damage, hold shift while right clicking on Mobs to engage scatter shot, be careful tho, you will burn through your flint in no time.
Due to the crude method used to fire the flint, after all, it is just a modified paint gun, it has very poor accuracy. This is by design.
The Putty(Puddy ) Knife is a bit slower than the sandblaster, you have a chance of recovering some of the paint you would have lost by your mistake. Just stick an iron ingot above a wooden plank and off you go!
Color Notebook and Painter's Workbench is here to help you manage the millions of colors at your hands. Need to know more about how it works? Check this spoiler:
This is a tool to help people keep their projects the same theme, and not look like a box of crayons.
First you fill your color book up with the colors you want, then you can lock a paintgun to only using those colors, with a MUCH easier to use GUI. (Your welcome pixel artists, they demanded this ) This not only helps people access specific colors easier, it also helps people who work with others stay on the same page as far as the color scheme goes.
It also gives the server admins the ability to hand out pre-locked paintguns, to keep the server from looking like a Kindergarten class room. (if you don't know what I am talking about, then it is probably you)
Once the gun is locked, it can never be unlocked, this is because of the previous reason.
To make a new color notebook, you need a Book and Quill.
To make your first color notebook, add the Book and Quill to a crafting square with your paintgun. A new colorbook is created with 1 entry, the color the gun is currently set to.
Once you have your color notebook, you can add more colors just like you created it, but you probably want to right click on blocks that have the color you want to save. You can also Delete and Edit entries by opening the notebook gui(just right click without targeting anything.)
Once you have all the colors you want(up to 36 maximum), you will need the Painter's workbench.
Add the completed color notebook on the Left, along with a PaintGun beside it. This will 'LOCK' the paintgun to the colors in the notebook. That gun will now have a new gui with a palette grid of those colors instead of the gradient color chooser.
You can also duplicate notebooks as well as writing Locked patinguns to a new notebook. Just add the locked gun or color notebook on the left, and a fresh book and quill on the right.
Image:
Chests Painted the same color by the same player link with one another. No one can steal your stuff remotely, but you can set up a chest for a friend to access. Paint a chest and then paint another chest EXACTLY the same color(color match if you can) and they will be linked. You can link as many chests as you want to as many different colors as your want.
Don't forget!:
Shift-Spraying Blocks paints a 3x3 area oriented by the face you spray. Side blocks paint vertically, and bottom and top blocks paint horizontally.
Changelog:
v1.6.9:
Should fix disappearing painted blocks.
Many more bug fixes concerning similar circumstances of the last bug fix, also fixed, including the rare null pointer thrown when painting leaves.
Added security so hackers can't fake packets, all checks done server side now.
Fixed Nullpointer error when two players modify the same block at the same time.
Various Bug Fixes.
Fully incorporated Blue Dye, and is registered in the Ore Dictionary as such so compatibility aware mods will recognize it.
Modified Vanilla recipes to accept blue dye as lapis(yes, this brings vanilla dyeing difficulty down a bit, but this is to help balance the flawed vanilla dye system.
Bug with optifine+connected textures fixed. Report any unintended side effects if you have any.
Better texturepack changed handling. Now it doesn't carry the chance of losing texture information, requiring a restart.
Fixed Messages to correctly say Blue Dye instead of lapis.
Shot Flint is now 3D and tumbles in flight.
Fixes for color matching as well as more grass glitches on painted chests.
Mostly gui work in this release. Many many improvements.
You can now delete and manually edit color notebook entries.
PaintGun GUI significantly improved. Now a marker is placed on the color you selected and a Slider marker is placed on the general color selection bar.
Magnification option added to the paintgun gui, which shows a large mouseover preview of the color you are hovering over.
You will no longer get 'color set' spam after closing the menu after changing the color a lot in single player.
PaintGun Gui now automatically resizes if it notices you cannot see the whole window, and sets everything back after you close the menu.
I think ALL fast grass texture flickering issues are gone. I could no longer recreate this under any circumstances.
Inventory view of the workbench should now be properly animated now on Macintosh's(odd bug indeed).
MAJOR overhauls in this release.
Paint Gun is now MUCH more attractive.
Custom rendering for all of my items, and so they are all much prettier when tossed on the ground.
Puddy knife no longer looks 4 foot long in a players hand, and now has a much more accurate size when displayed on the player
Paint Gun now functions a bit differently to make the gun easier for players to use. Right click paints blocks like always, but left click now sand blasts. No longer can slow computers get stuck in a paint->sandblast cycle because their fps is too low. It is also easy to fill large areas with a certain color.
Drop rate's from puddy knifes have been adjusted. This is a nerf, however, now fortune is added in to the calculations, which is a buff.
Drops from the puddy knife will no longer drop on the other side of a wall you are sand blasting, however, this may cause the drops to derp for a second while the server sends you it's new location information.
Hotfix to remove the color notebook from NEI, due to it crashing clients. You must craft the item for it to get the required information to function correctly.
New rendering for the painters workbench also in this release.
Many things moved server side involving colors to protect against modded clients.
Various bugs and left over features cleaned up.
Workbench now has a custom render for all of it's display types.
Now it is impossible for a painted block to become painted(painted painted block), preventing all bugs relating to this entirely. Break any stuck painted blocks you currently have and they will turn into stone for you to remove normally, or just get deleted entirely(depending on block type).
The locked paintgun gui now shows you which color is currently selected with a selection box.
The Gun Mode now works correctly in other dimensions.
Many hitbox's corrected.
Just a critical server hotfix.
Ok guys, a preliminary release of the new functions is coming shortly. Let me take some time to explain a few things.
First, the new guis are now in nearly final functioning condition, but you will notice they are a bit, anemic . The functions have been added, but I haven't made a slick skin for it yet, so they will look a little skeleton like. Also, the pallete menu is a bit incomplete, as I will be adding a color selection box around the currently selected color, as well as the ability to manually input colors when using the workbench. Now on to how it all works:
The new functions are centered around the two new items, the color notebook, and the painter's workbench. You craft the notebook by adding your paintgun along with a 'book and quill' to a crafting grid. This creates the book and 1 entry, the color your paintgun is set to. Now that you have your notebook, you can add colors to the book 2 ways(currently), first is by adding a paintgun to a crafting square with the notebook, and the second is right clicking on a colored block directly. It will message you that the color was added if it succeeds. If it fails, the book is full, or that color is already in the book.
Once you got all the colors you want in your book(maximum of 36), you can copy the book in the workbench by adding the notebook on the left, and an empty book and quill on the right, you will see a copy icon if the operation can proceed. Grab back the book and quill when you see the copy icon, and it will turn into an exact duplicate of the original(After you grab it). To cancel, escape out of the grid, or grab the left item instead.
If you want to color lock your gun, so it can only use(and easily retrieve) colors from the notebook, add the notebook on the right, and an unlocked
paintgun on the right. You will see a lock icon appear. Be careful tho, once the gun is locked, it is permanent, and can never be changed.
To copy a locked paintgun's colors to a notebook, put the paintgun on the left and a new book and quill on the right, you will see a pencil icon if it can proceed. Like always, grabbing the book and quill will apply the colors and it will become a color notebook with the colors added.
To delete a color from the notebook, hold it in your hand and right click without targetting a block. Click the colors you want to remove.
A color locked paintgun will only color match blocks that it has in it's palette.
The theory behind all this is to add the ability for admins, or friends, to be able to be on the same page as to what colors to use, so projects do not clash with each other and look like a coloring book from a kindergartener's class.
For non-admins and solo users, it also helps them keep a catalog of colors they love for future reference.
v1.5.6:
Various Bug fixes which is the main reason for this release. This also includes a couple of non-complete items which should be looked at as a pre-release and bug testing release if you choose to use them.
The Painter's Workbench is able to be crafted, complete with an incomplete, but patially functioning gui.
The Color Notebook added which can store and save colors.
The Workbench is make like this:
= pressure plate
To make a Color NoteBook, add a 'Book and quill' and a paintgun to any crafting square, and a colorbook is made with 1 entry, the entry the paint gun is currently set to.
Right clicking on blocks with the color notebook saves that color to the book.
Adding the color notebook to the Painters Workbench displays it's currently saved colors.
These items are incomplete, and I have a specific direction I am taking them, so please reserve further suggestions, however, bug reports are more than welcome.
You can change whether or not you want to use double painted chests in the config, and also if you want colored chests to link. Setting chests to link will automatically disable double chests.
You can now change the name of your paint gun from the gui. This is to help people keep track of what color is saved to what gun.
The next update might be a bit further away than normal, I am incorporating a new feature that pixel artists and collaborators will LOVE, but it is quite a lot of work.
Painted Chests are no longer happy next to unpainted chests, and will break any it touches, making it impossible to have a double painted chest. This was done due to the next change.
Painted Chests are now linked, based on player and color used. If the same player paints 2 chests the same color, the inventory is shared, like ender chests, however, each player could have 16.7 million shared chests. The downside is, you must color match the chest you want to mirror, and also, if you accidentally sandblast all of the colored chests, unless the color is still saved, the inventory is deleted on the next world save. This is to add a bit of challenge to the near infinite shared storage, as well as keeping the saved data tidy.
Added the ability to paint chests. A single painted chest can sit happily next to a single unpainted chest, but a large painted chest will break any non-painted chests touching it. This is to prevent errors caused by the non-painted chest getting confused. I will work on finding a solution so they can in the future.
The painted chests are currently a visual thing, but in the future, chests painted by players using the same color will bind the inventories together, making for near endless storage sharing possible.
Moved everything to 1.4.4
Various bug fixes regarding painted armor.
'Paint Saturated' function is now finalized, this is a random event with odds that increase everytime you paint armor.
Shortcuts fixed so they don't trigger when chatting.
Extra null checks placed in specific places to hopefully prevent the rare nonreproducable crashes.
You can now paint any armor. Place any vanilla or painted armor into any crafting bench(or the players crafting square) along with a paint gun gun and any dye. The armor will be painted to the color the paintgun is set to, and the armor will be trimmed in it's armor type. You can repaint armor as many times as you want. Oh, and there is a little secret for those who go overboard repainting your armor;) I will say no more.
You can now manually set your color in the gui.
Paintguns are now independent of each other. Colors set on one paintgun will not effect the colors on another. What this means is you can have colors set on multiple guns at the same time, and you can also toss your gun to a friend to use and it will maintain it's set color.
Changing texture packs no longer requires a client restart for them to apply.
Painting water is MUCH improved, so much so, it is impossible to paint blocks under water, which makes sense.
There should no longer be fancy grass glitches causing the sides of blocks switching to non-fancy. Please report if you still experience issues. Remember, if you see the glitches in your current world, spray and sand blast a block where the problem is and it should fix most of the chunk.
Painted grass now allows you to use bone meal on it, but you should know that: Only dead grass and yellow flowers grow, but they will be painted. This new feature coupled with the 'puddy' knife could allow you to convert bone meal into other colors if you are low on other dyes, but have plenty of iron and bone meal.
Other miscellaneous minor bugs fixed.
Paint Fire Blocks reworked, and now should not be buggy. Invisible painted fire SHOULD now hardly ever happen(only on minecraft crash and lost tile entity data should this be possible).
Painted Fire follows this logic to determine what color it should be:
If there is a painted block under it, it will be that color.
If no painted block is under it, it will look in a 3x3 cube to find a colored fire, and become the first color it finds.
If no colored fire found in a 3x3 area, it will look in a 7x7 area, and become the color of the first colored fire it finds.
If still no colored fire found, it will put itself out.
This new logic will allow someone to set a forest on fire with multiple colors, and see which color survives the longest(typically eventually one color will dominate and the other colors will die out).
Further optimizations to block updates reduce server strain while still preventing invisible blocks from happening.
Patched up a couple of situations that might have left orphan tile entities laying around.
Fixed 'puddy' knife drops on a couple of block types.
v1.4.7:
Lily pads fixed.
Beds working as expected now. Sandblasting the bed will drop it unpainted.
Glass panes now correctly connect to themselves and painted glass panes.
The side texture on grass blocks no longer revert to default after painting a block near them.
v1.4.6
We are now id resolver compatible. Please report any issues you may experience.
You can now paint beds, but remember to paint the top and bottom, or it might drop if you place a block near it. I'll add code to paint the whole bed on one use in an upcoming release, when depends on if any critical changes need to take place.
Wheat no longer render incorrectly, however, they render like grass, in an x shape, ill add wheat rendering in an upcoming release.
Major optimizations client and server side with the invisible block fix. Will no longer lag slower clients or servers.
Painted fire further optimized, and will not render until until it knows what color it should be, and this discovery happens on fires normal random tick and should not cause lag greater than the lag normal fire would cause.
Iron Fences now paint correctly, and will connect with painted or unpainted iron fences.
As a result, vanilla and painted glass panes will also connect to vanilla and painted iron bars now, which is acceptable.
Null checks put in for very old maps, and hopefully bugged blocks will be replaced rather than crash the client.
Paint Mod[1.4.4]/[1.4.5] v1.6.9
Paint Mod [1.4.6] 1.6.9
For Texture Pack Creators:
Kit for texture packs.
For Minecraft 1.4.4/1.4.5:
Pickup Forge 6.4.0. You can Find it here. Delete the META-INF THEN copy everything inside the zip into your .minecraft/bin/minecraft.jar. This will just be 'minecraft' if your os has file extensions disabled(they are disabled by default). Run after installation to make sure everything is running fine, and this will also create the necessary folders so you can't mess that up.
Download Paint Mod[1.4.4]/[1.4.5] v1.6.9 and put it in your .minecraft/mods folder.
Old Version:
Paint Mod[1.4.4]/[1.4.5] v1.6.8
Paint Mod[1.4.4]/[1.4.5] v1.6.7
Paint Mod[1.4.4]/[1.4.5] v1.6.6
Paint Mod[1.4.4]/[1.4.5] v1.6.5
Paint Mod[1.4.4]/[1.4.5] v1.6.4
Paint Mod[1.4.4]/[1.4.5] v1.6.3.2
Paint Mod[1.4.4]/[1.4.5] v1.6.3
Paint Mod[1.4.4]/[1.4.5] v1.6.2.1
Paint Mod[1.4.4]/[1.4.5] v1.6.1
Paint Mod[1.4.5] v1.6.0.1
Paint Mod[1.4.4] v1.6.0
Paint Mod[1.4.4] v1.5.9
Paint Mod[1.4.4] v1.5.8
Paint Mod[1.4.4] v1.5.7
Paint Mod[1.4.4] v1.5.6
Paint Mod[1.4.4] v1.5.5
Paint Mod[1.4.4] v1.5.4
Paint Mod[1.4.4] v1.5.3
Paint Mod[1.4.4] v1.5.2
For Minecraft 1.4.2:
I have moved to 1.4.4, this version may not have recently implemented features.
Pickup Forge 6.0.1. You can Find it here. Get the universal version. Like usual, put everything in that zip inside your.minecraft/bin/minecraft.jar.
Paint Mod[1.4.2] v1.5.2
Old Version:
Paint Mod[1.4.2] v1.5.1
Paint Mod[1.4.2] v1.5.0
Paint Mod[1.4.2] v1.4.9
Paint Mod[1.4.2] v1.4.8
Paint Mod[1.4.2] v1.4.7
Paint Mod[1.4.2] v1.4.6
Paint Mod[1.4.2] v1.4.5
Paint Mod[1.4.2] v1.4.4
Paint Mod[1.4.2] v1.4.3
Paint Mod[1.4.2] v1.4.1
Paint Mod[1.4.2] v1.4.0
Paint Mod[1.4.2] v1.3.9
Paint Mod[1.4.2] v1.3.8
Paint Mod[1.4.2] v1.3.7.1
Paint Mod[1.4.2] v1.3.7
Paint Mod[1.4.2] v1.3.6
Paint Mod[1.4.2] v1.3.5
Paint Mod[1.4.2] v1.3.4
Paint Mod[1.4.2] v1.3.3
Paint Mod[1.4.2] v1.3.2
Paint Mod[1.4.2] v1.3.1.1
Paint Mod[1.4.2] v1.3.0
Paint Mod[1.4.2] v1.2.3.1
Paint Mod[1.4.2] v1.2.3
Paint Mod[1.4.2] v1.2.2
Paint Mod [1.4.2] v1.2.1.1
Paint Mod [1.4.2] v1.2.0
Paint Mod [1.4.2] v1.1.5
Paint Mod [1.4.2] v1.1.4
Paint Mod [1.4.2] v1.1.3
Paint Mod [1.4.2] v1.1.2
Paint Mod [1.4.2] v1.1.1
Paint Mod [1.4.2] v1.1.0 rc2.1
Paint Mod [1.4.2] v1.1.0 rc2.0
Put it in your mods folder. Your Set!
For Minecraft 1.3.2:
I have moved to 1.4.2, this version may not have recently implemented features.
Download Forge 4.2.5 here.
This goes in your minecraft.jar. Don't forget to delete the folder inside the jar named 'META-INF'.
PaintMod [1.3.2]v1.1.3
Run Minecraft once if you haven't ran it since you installed Forge, if all goes well, throw this .zip file in the ".../.minecraft/mods/" folder. That's it, your set.
For Minecraft 1.2.5:
PaintMod did not exist in a releasable form in 1.2.5. Please do not ask me to make a 1.2.5 version. This is an enormous amount of work just to go backwards.
Spotlight by SparklingKoala:
Spotlight by ChazOfftopic:
Spotlight by ChronoFury:
Screenshot:
Spotlight by JKapFilms:
Revisão em Português por DavidVilela(XpiderGamer)
Revisão em Português por CanaldoTails1234
Video en Español de Artemosky:
To change paint color, press G by default to open the menu. Now Sporting 16.7 million colors.
Here is the recipe:
Putty(Puddy) Knife:
Painters Workbench:
Color Notebook:
Bugs:
Obsidian does not paint. This is to prevent Nether portal bugs.
End Portal Frames do not paint, for the same reason as above.
If the notebook looks like a black helmet, delete your config file.
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified or unmodified versions of this mod require advance written permission of the OWNER, rich1051414, and may be subject to certain terms.
Note:
Due to the copyright notation of Mojang AB, the copyright holders of minecraft, any modification is the intellectual property of the authors of the modification, as
long as you don´t mark original modified or non modified minecraft files as your own.
[represent]
Awesome , tomorrow I will be getting everything ready for the update. I assume mcp and forge already have it good to go, I just have to figure out where. If you run into any problems be sure to let me know
LOL! yeah don't do that, you are flooding yourself with tile entities Each of my tile entity only holds 3 custom variables, so that is mostly minecrafts fault, but i'll look into it to see if an underlying function is getting hung up somewhere.
I never had this problem when I was using my own Mappings, but tile entities was the easy way to do this, with the integrated server and all. Reimplementing maps would be a mess of packet handling, so I don't think i am going there.
Thanks for the bug report
i figured it was my fault, lol,. Earlier I installed the 1.4.2 and I can't i cant get it to lag now, so mabee it was cause of another mod, or the update fixed it..
Ugh, widespread black screen issues with the forge installs for 1.4.2. Delete your .minecraft folder to get forge to take, but many mods may still cause you to black screen. I don't know the issue yet, might be a reobfuscating issue, as everything is fine in unobfuscated testing mode...Issue resolved. Mods that are black screening need to recompile with a fresh decompile with the new full mcp release.
I see that and now the forge website is overloaded (
2012-10-25 08:24:18 [INFO] [ForgeModLoader] Forge Mod Loader version 4.2.0.415 for Minecraft client:1.4.2, server:1.4.2 loading
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] All core mods are successfully located
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Discovering coremods
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Found library file argo-2.25.jar present and correct in lib dir
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Found library file guava-12.0.1.jar present and correct in lib dir
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Found library file asm-all-4.0.jar present and correct in lib dir
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Running coremod plugins
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Running coremod plugin FMLCorePlugin
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Coremod plugin FMLCorePlugin run successfully
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Running coremod plugin FMLForgePlugin
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Coremod plugin FMLForgePlugin run successfully
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Validating minecraft
2012-10-25 08:24:18 [FINEST] [ForgeModLoader] Minecraft validated, launching...
2012-10-25 08:24:19 [INFO] [STDOUT] 27 achievements
2012-10-25 08:24:19 [INFO] [STDOUT] 208 recipes
2012-10-25 08:24:20 [INFO] [STDOUT] Setting user: steve0believe, 7583272372370585199
2012-10-25 08:24:20 [INFO] [STDOUT] LWJGL Version: 2.4.2
2012-10-25 08:24:20 [INFO] [ForgeModLoader] Attempting early MinecraftForge initialization
2012-10-25 08:24:20 [INFO] [STDOUT] MinecraftForge v6.0.1.331 Initialized
2012-10-25 08:24:20 [INFO] [ForgeModLoader] MinecraftForge v6.0.1.331 Initialized
2012-10-25 08:24:20 [INFO] [ForgeModLoader] Completed early MinecraftForge initialization
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Building injected Mod Containers [cpw.mods.fml.common.FMLDummyContainer, net.minecraftforge.common.ForgeDummyContainer]
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Attempting to load mods contained in the minecraft jar file and associated classes
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\bin\lwjgl.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\bin\jinput.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\bin\lwjgl_util.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Found a minecraft related file at C:\Users\Home\AppData\Roaming\.minecraft\bin\minecraft.jar, examining for mod candidates
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\lib\argo-2.25.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\lib\guava-12.0.1.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Skipping known library file C:\Users\Home\AppData\Roaming\.minecraft\lib\asm-all-4.0.jar
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Minecraft jar mods loaded successfully
2012-10-25 08:24:21 [INFO] [ForgeModLoader] Searching C:\Users\Home\AppData\Roaming\.minecraft\mods for mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Found a candidate zip or jar file PaintGunMod1.4.2.zip
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Examining file minecraft.jar for potential mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] The mod container minecraft.jar appears to be missing an mcmod.info file
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Examining file PaintGunMod1.4.2.zip for potential mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] The mod container PaintGunMod1.4.2.zip appears to be missing an mcmod.info file
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Identified an FMLMod type mod PaintGunCommon.PaintMod
2012-10-25 08:24:21 [FINEST] [ForgeModLoader] Parsed dependency info : [] [] []
2012-10-25 08:24:21 [INFO] [ForgeModLoader] Forge Mod Loader has identified 3 mods to load
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Received a system property request ''
2012-10-25 08:24:21 [FINE] [ForgeModLoader] System property request managing the state of 0 mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] After merging, found state information for 0 mods
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Activating mod FML
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Activating mod Forge
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Enabling mod PaintMod
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Activating mod PaintMod
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Verifying mod requirements are satisfied
2012-10-25 08:24:21 [FINE] [ForgeModLoader] All mod requirements are satisfied
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Sorting mods into an ordered list
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Mod sorting completed successfully
2012-10-25 08:24:21 [FINE] [ForgeModLoader] Mod sorting data:
2012-10-25 08:24:21 [FINE] [ForgeModLoader] PaintMod(PaintMod:1.0.0rc.1b): PaintGunMod1.4.2.zip ()
2012-10-25 08:24:21 [FINER] [ForgeModLoader] Posting state event FMLConstructionEvent to mod FML
2012-10-25 08:24:21 [FINER] [ForgeModLoader] State event FMLConstructionEvent delivered to mod FML
2012-10-25 08:24:21 [FINER] [ForgeModLoader] Posting state event FMLConstructionEvent to mod Forge
2012-10-25 08:24:21 [FINER] [ForgeModLoader] State event FMLConstructionEvent delivered to mod Forge
2012-10-25 08:24:21 [FINER] [ForgeModLoader] Posting state event FMLConstructionEvent to mod PaintMod
2012-10-25 08:24:21 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.VerifyError: (class: PaintGunCommon/PaintMod, method: initBasicItems signature: ()V) Incompatible argument to function
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:139)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
2012-10-25 08:24:21 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:82)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:473)
2012-10-25 08:24:21 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:151)
2012-10-25 08:24:21 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:420)
2012-10-25 08:24:21 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:752)
2012-10-25 08:24:21 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Thanks. I have recreated the issue. I have a few ideas, I think I know the cause.
I'm working on it, just waiting while the decompiler goes to town. I think the issue was I did not re-decompile after the release was finalized, meaning some of the libraries might not be identical. This and mcp has updated. Hopefully updating and a clean decompile might fix the mismatch.
Error fixed
Thanks
Update coming to fix some things I noticed in your video that are unintended. The gui is very large, I needed to for pixel precision, you can make it smaller by choosing a smaller gui size.
Just redownload for the update.
Oh, what graphics card/ OS were you using BeanishGod?
This is how the gui is suppose to look. I mathematically generate it on the fly in game, so there might be variances depending on OS and hardware.
This is how it looks on my side too... weird. Also, why did you take away block container painting?
It never was intended, I forgot to add the check back when I was rushing to full release. I have no block container handling, so you would probably just loose your stuff, as well as lose the containers function while it is painted.
This depends on what color, it varies. You get 1020 'color credits' every time you use a dye, and the gun will use between 127 and 255 units per block depending on how much of that color is in the paint you select.
So if the paint color is :
Red: 255
Green: 0
Blue: 0
You will use 255 red, 127 green, and 127 blue for every block. And that would consume dyes at a rate of:
Rose Red: 4 blocks per dye
Cactus Green: 8 blocks per dye
Lapis: 8 blocks per dye
I was wondering about that. That's awesome Not that it matters to be since it doesnt use dye creative mode
Ill look into it, my check for normal blocks might be too strict.