A stone of great size, especially in ancient construction work, as the Cyclopean masonry, or in prehistoric Neolithic remains, as dolmens or menhirs. This mod adds 16 new blocks (only uses 4 block id's) to minecraft with the ability to selectively connect and disconnect the block's textures using 1 of 4 hammer and chisel tools. You are probably asking yourself ... "Why would I want to do this?"
An excellent question. This gives you the ability to create structures such as castles, walls, monuments, etc... that appear to be created w/ blocks much larger than the standard 1x1x1 block by connecting the textures of adjoining blocks. For example:
Screenshots and User Creations :
Here's a desert ruin I put together using the 3 sandstone blocks:
Construction - Series 1:
Stone I, Stone II, Stone III, Stone IV
Some other examples -
Construction - Series 2:
Sandstone I, Sandstone II, Sandstone III, Sandstone IV
Some other examples -
Construction - Series 3:
White Marble, Green Marble, Rusted Metal, Obsidian
Here's a sample monument -
With v2.0.0 roads and paths have been added to the mod. These use the same texture logic as the construction blocks as well as :
2-pass rendering to overlay the road textures on top of terrain textures w/ appropriate biom coloring where applicable.
Configurable mapping of the road textures to specific terrain blocks (gravel, stone, sand, etc...)
Road And Path - Series 1 :
Via Appia, Silk Road, Forest Path
The examples above shows the roads mapped across multiple terrain types. And the
grass color correctly calculated. (Note: as of 2.0.1 light levels are a bit off so shaded blocks are too bright)
Tools & Recipes :
Tools -
The only difference between the tools is the material of the chisel blade. Using the different chisels causes the textures of the blocks to be connected between two or more blocks carved w/ the same tool and disconnected from any non-matching ones.
(pardon the placeholder graphics... IANAGA)
Construction - Series 1 :
Clay + Gravel + Gravel + Gravel --> Crafting --> Stone 1 Stone 1 --> Furnace --> Stone 2 Stone 2 --> Furnace --> Stone 3 Stone 3 --> Furnace --> Stone 4
03/01/2013
Added "Supported Texture Packs" section.
Added Wayukian version of MCM-RoadAndBlocks.png to supported texture packs.
02/25/2013 - v2.0.4
Removed debug messages showing up in console.
Switched textures in MCM-RoadAndPath-x128.png to hires versions of vanilla minecraft.
02/20/2013 - v2.0.3
Fixed error that crashed minecraft when right-clicking on an MCM block while empty-handed. (Thanks ShampooCat!)
02/20/2013 - v2.0.2
Fixed error that crashed minecraft when the Chisel/Trowel was used on a standard block. (thanks XekeDeath!)
02/19/2013 - v2.0.1
Tweaked block renderer to fix z-fighting issue w/ new road blocks and optifine.
Changes the recipes to avoid conflicts w/ IC2 (I think).
02/19/2013 - v2.0.0
Added Road-and-Path series of blocks....name says it all.
Expanded configuration options.
Fixed incorrect blocks being dropped when harvested.
Changed recipes to avoid conflicts and make production easier.
Textures now in 16,32,64 and 128 versions.
Posted zip file containing source images for textures.
02/07/2013 - v1.1.3
Fixed tool and block recipes to eliminate bad or missing recipes.
Fixed mod crashing server side.
Zip file now includes the GIMP source image for the block textures.
A big thanks goes to Wreckage for helping me debug these two problems. :-)
02/07/2013 - v1.1.0
Added series 3 blocks (wood, sandstone 3, marble, jade)
Changed the stone chisel into "mortar and trowel"
Tweaked recipe definitions.
Added more options to config file for block textures, id's and names.
Changed obsidian texture.
Changed border shadows and highlights on all blocks (made them sharper)
Cleaned up texture source file for future release.
Moved mod file to dropbox.
Other files needed: Forge Client (adfly)direct(tested with Forge 6.6.0.497) Note: The texture connection logic is built into the mod so mcpatcher or optifine are not required.
For some reason when placing the road and path blocks the textures don't start connecting until the 3rd block is placed.
z-fighting texture problem sometimes occurs when using optifine (temporary fix in place... see F.A.Q.)
The 128x128 version of the road and path texture file contains terrain textures that don't match vanilla minecraft.
Assigning custom texture files to each series of blocks may cause problems at this time. Note: Changing the default files should not be a problem.
You can't change the names of the road and path blocks.
Feature Roadmap :
Here's a rough plan for future features and a WAG of when they will be released:
v2.2 - (est. 1st week of March)
half-slabs for the roads and construction blocks (all series)
1 snow themed road.
an *OPTIONAL* snow texture that can be applied to the original 3 road types (this requires 3 rendering passes and I don't know how well this will work out) ... would automatically be used when roads are built in an arctic biome (list of biome id's in cfg)
construction blocks series 4 - Ice 1, Ice 2, Frozen Stone 1 Frozen Stone 2 (thanks and apologies to everyone who took the time to answer the poll, my son requested this one <g>)
v2.5 - (est. 2nd week of March)
New lighting options: lanterns (of a sort), construction & road blocks w/ built in lighting
v3.0 - (est. 4th week of March)
Architectural Construction Series - build houses w/ customizable interior/exterior wall textures.
v4.0 - (??? April-ish)
Artistic Construction Series - stone carviing, gold and jewel inlays. (Sorry erveryone, the only way to make this one practical requires I learn how to use the GUI libraries first )
I'm also going to try and fit stairs and columns into the schedule somewhere...
FAQ : I would like to include your mod on my server, mod pack, etc...
You are welcome to include this mod as long as suitable credits and a reference back to this post are included.
How do I change the texture resolutions?
The mod includes textures at 16x16,32x32,64x64 and 128x128 (sorry, but there are no plans in the foreseeable future to produce textures at 256+) To change them, once you have the mod installed go into the .minecraft/config folder and edit the xhrdev.megalithic.cfg file. In the "general" section you'll find 2 entries:
####################
# general
####################
general {
B:apply_z_texture_adjustment=false
S:default_basicblocks_png=/xhrdev/resources/MCM-BasicBlocks-x16.png
S:default_roadandpath_png=/xhrdev/resources/MCM-RoadAndPath-x16.png
}
Each set of textures is named the same w/ a x32, x64, or x128 at the end of the name.
The road and path textures are not rendering properly/sometimes they dissappear.
This condition is called z-fighting and it sometimes occurs (most often when using a resolution/FPS enhancer) when 2 textures are rendered at the exact same x,y,z coordinates. In the general section of the cfg file there is a setting called "apply_z_texture_adjustment". Setting this to true should resolve the problem.
Mojito, don't quit your day job to become a graphic artist. I want to use my own textures, what do I do?
Best solution is to download the layered gimp files located in the download section. Each file already has each texture on its own layer(s) and guides in place. Make any modifications, export your changes to PNG and copy that png either into your on texturepack using the same folder structure or back into the mod zip file. Update the cfg file (see previous question)
I am using texture pack XXXXXXXXXXX how do I get the roads to match up? I have some custom terrain textures I want the roads to map to, what do I do?
Sorry I haven't yet found a way to use textures from 2 different PNG files in the same block rendering. So for the time being you have to copy the textures from whatever terrain.png you are using (in the root of most texturepack zip files). Using your graphic program of choice (I prefer gimp (www.gimp.org) but any paint program that can load and save png files should do the trick) and do the following:
Open your terrain.png and a copy of MCM-RoadAndPath-XXX.png.
Copy any terrain type textures you want to use to the appropriate locations in the MCM file.
(Note: texture 0-47 are reserved for terrain textures, textures in locations 32-47 will have the biome grass color applied during rendering)
Save the files and place the updated MCM file in your texturepack or the mod file.
Only If you are adding additional textures:
Open the xhrdev.megalithic.cfg file.
Find the roadandpath-series1-XXXXXXX sections (there are 3 as of 2.0.3)
Each section has a value called "roadbedLookup" the odd numbers are the blockID for minecraft the even #'s are the textureID's in the MCM-roadAndPath-XXX.png file. edit/add to this sequence to have addtionaly terrain types mapped.
Woah that looks awesome :). Not much of a builder though so I don't know if I will be using this :(. But still, I'm sure someone could make something amazing with this mod. Good job.
Haven't ever used MagicLauncher. I'll test it out later tonight... If it isn't already it should be easy to make it compatible. Now that I've got the kid's picked up from school I'll go ahead and add the recipes.
Got a Crash, best part about MCLauncher though, you don't have to change the minecraft.jar directly:
Ok, so I tried MCLauncher, and Yes, I do have other mods:
MCForge-Universal:[curentMinecrat]-6.6.0.497
Timber!
TMI (TooManyItems)
ReiMinimap
Dimensional Doors v1.1.1
MCcCoy-LegendGear-1.2.1
your mod and
OptiFine HD UC3 (for my texturepacks)
Any Idea whats up?
--- BEGIN ERROR REPORT e9c6045d --------
Full report at:
/home/user/.minecraft/crash-reports/crash-2013-02-05_18.39.09-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 2/5/13 6:39 PM
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Linux (i386) version 3.2.0-37-generic
Java Version: 1.6.0_24, Sun Microsystems Inc.
Java VM Version: OpenJDK Client VM (mixed mode, sharing), Sun Microsystems Inc.
Memory: 276232376 bytes (263 MB) / 360906752 bytes (344 MB) up to 360906752 bytes (344 MB)
JVM Flags: 2 total; -Xms356m -Xmx356m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_C3 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
MLC100 [Megalithic Construction] (MLC100.zip) Unloaded->Constructed->Pre-initialized->Errored
LegendGear [Legend Gear] (NMcCoy-LegendGear-1.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
DimensionalDoors [DimensionalDoorMod] (Dimensional Doors v1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (TooManyItems2013_01_09_1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: Gallium 0.4 on NV43 GL version 2.1 Mesa 8.0.4, nouveau
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: SMP's-2263.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at ur.<init>(SourceFile:42)
at xhrdev.MLC100.BaseMod.load_clientonly(BaseMod.java:202)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:679)
--- END ERROR REPORT 10e879dd ----------
Got a Crash, best part about MCLauncher though, you don't have to change the minecraft.jar directly:
Ok, so I tried MCLauncher, and Yes, I do have other mods:
MCForge-Universal:[curentMinecrat]-6.6.0.497
Timber!
TMI (TooManyItems)
ReiMinimap
Dimensional Doors v1.1.1
MCcCoy-LegendGear-1.2.1
your mod and
OptiFine HD UC3 (for my texturepacks)
Any Idea whats up?
--- BEGIN ERROR REPORT e9c6045d --------
Full report at:
/home/user/.minecraft/crash-reports/crash-2013-02-05_18.39.09-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 2/5/13 6:39 PM
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Linux (i386) version 3.2.0-37-generic
Java Version: 1.6.0_24, Sun Microsystems Inc.
Java VM Version: OpenJDK Client VM (mixed mode, sharing), Sun Microsystems Inc.
Memory: 276232376 bytes (263 MB) / 360906752 bytes (344 MB) up to 360906752 bytes (344 MB)
JVM Flags: 2 total; -Xms356m -Xmx356m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_C3 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
MLC100 [Megalithic Construction] (MLC100.zip) Unloaded->Constructed->Pre-initialized->Errored
LegendGear [Legend Gear] (NMcCoy-LegendGear-1.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
DimensionalDoors [DimensionalDoorMod] (Dimensional Doors v1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (TooManyItems2013_01_09_1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: Gallium 0.4 on NV43 GL version 2.1 Mesa 8.0.4, nouveau
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: SMP's-2263.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at ur.<init>(SourceFile:42)
at xhrdev.MLC100.BaseMod.load_clientonly(BaseMod.java:202)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:679)
--- END ERROR REPORT 10e879dd ----------
Hmmm... looks like you are getting the null pointer exception when the mod is trying to initialize the first set of stone blocks.
I'm using all of the mods you have listed, extect for legendgear. Check that you have the MLC100.cfg file in your .minecraft/config folder.... should look something like this (make sure the block and item id's don't confict with any other mods you may be using)
Hmm, I can not create the carving tools or the blocks by recipe. I see them in craftguide but the recipe is not working. I can cheat them in in creative though and everything else seems to work.
After experimenting a little the iron-diamond tool seems to work the same way. The stone tool seems to only erase or reset what the others have placed.
@Metasomba : Thanks I'll add the video to the top of the post. :-)
@AznaktaX : Thanks as well... version 2 will have blocks that can have each block-face customized (see my posts in the WIP forum) working on improviing tileentity and rendering performance so I went ahead and released this first.
@Wreckage : Is it the crafting table recipes, furnace recipes or both? As for the stone chisel, when the blocks are added to the world they have "stone" as their default tool level (and because I'm using metadata for both the tool level and stone type I'm limited to 4. I originally had the stone chisel as a tray of mortar and a trowel... think I should go back to that? alternately I could do 3 stone types and 5 different tools?
@Wreckage : Is it the crafting table recipes, furnace recipes or both? As for the stone chisel, when the blocks are added to the world they have "stone" as their default tool level (and because I'm using metadata for both the tool level and stone type I'm limited to 4. I originally had the stone chisel as a tray of mortar and a trowel... think I should go back to that? alternately I could do 3 stone types and 5 different tools?
No crafting table recipes for the tools seem to work. The stone in the furnace is working fine.
So the purpose of the stone carving tool is to fill while the other carving tools cut? Each tools grooves stay independent from the other. OK, I think I get now.
Yes I think you should have a different sprite for the stone chisel.
You sir are my hero. I love building with sandstone, and I love the way your blocks look. Can't wait to get home and dump this in the mod mix and see what happens.
Ok, My Bad. After further testing the recipes for the stones work fine and the furnace works fine, it is just the tools recipe that I can not get to work.
@Wreckage : Hmmm.. Okay, I'll tweak the tool recipes and change the tools back to their original versions. It might be easier to think of the blocks being assigned to groups 1-4 depending on what tool you use on it. When added to the world the blocks default to group 1 (stone chisel). All blocks in the same group have their textures connected (no seams/borders between the blocks) there are four groups to allow for bricks to be created by grouping blocks together. Maybe this diagram helps:
You need at least 3 groups to pull it off and I included a 4th for good measure.
(For example to allow for finished edges to walls using the same texture)
@AkulaMak : Thanks! I'll adding wood blocks to the next version and I am open to any suggestions people have for additional blocks. (haven't been able to find a marble texture I like so help there would be appreciated!) Also I'll be including the layered XCF(gimp) image file for those that want to roll their own textures.
I'll adding wood blocks to the next version and I am open to any suggestions people have for additional blocks. (haven't been able to find a marble texture I like so help there would be appreciated!) Also I'll be including the layered XCF(gimp) image file for those that want to roll their own textures.
noun
A stone of great size, especially in ancient construction work, as the Cyclopean masonry, or in prehistoric Neolithic remains, as dolmens or menhirs.
This mod adds 16 new blocks (only uses 4 block id's) to minecraft with the ability to selectively connect and disconnect the block's textures using 1 of 4 hammer and chisel tools. You are probably asking yourself ... "Why would I want to do this?"
An excellent question. This gives you the ability to create structures such as castles, walls, monuments, etc... that appear to be created w/ blocks much larger than the standard 1x1x1 block by connecting the textures of adjoining blocks. For example:
Screenshots and User Creations :
Here's a desert ruin I put together using the 3 sandstone blocks:
Construction - Series 1:
Stone I, Stone II, Stone III, Stone IV
Some other examples -
Construction - Series 2:
Sandstone I, Sandstone II, Sandstone III, Sandstone IV
Some other examples -
Construction - Series 3:
White Marble, Green Marble, Rusted Metal, Obsidian
Here's a sample monument -
With v2.0.0 roads and paths have been added to the mod. These use the same texture logic as the construction blocks as well as :
Via Appia, Silk Road, Forest Path
The examples above shows the roads mapped across multiple terrain types. And the
grass color correctly calculated. (Note: as of 2.0.1 light levels are a bit off so shaded
blocks are too bright)
Tools & Recipes :
Tools -
(pardon the placeholder graphics... IANAGA)
Construction - Series 1 :
Clay + Gravel + Gravel + Gravel --> Crafting --> Stone 1
Stone 1 --> Furnace --> Stone 2
Stone 2 --> Furnace --> Stone 3
Stone 3 --> Furnace --> Stone 4
Construction - Series 2 :
Clay + Sand + Sand + Sand --> Crafting --> Sandstone 1
Sandstone 1 --> Furnace --> Sandstone 2
Sandstone 2 --> Furnace --> Sandstone 3
Sandstone 3 --> Furnace --> Sandstone 4
Construction - Series 3 :
Clay + Gravel + Gravel + Bonemeal --> White Marble
White Marble + Cactus Green --> Green Marble
Row of Iron + Row of Stone-1 --> Rusted Metal
Ink Sac + Stone --> Obsidian
Road and Path - Series 1 :
3 Stone-1 + 3 Sand + 3 Dirt --> Via Appia
3 Sandstone-1 + 3 Sand + 3 Dirt --> Silk Road
3 Stone-1 + 3 Dirt --> Forest Path
Changelog :
03/01/2013
Added "Supported Texture Packs" section.
Added Wayukian version of MCM-RoadAndBlocks.png to supported texture packs.
02/25/2013 - v2.0.4
Removed debug messages showing up in console.
Switched textures in MCM-RoadAndPath-x128.png to hires versions of vanilla minecraft.
02/20/2013 - v2.0.3
Fixed error that crashed minecraft when right-clicking on an MCM block while empty-handed. (Thanks ShampooCat!)
02/20/2013 - v2.0.2
Fixed error that crashed minecraft when the Chisel/Trowel was used on a standard block. (thanks XekeDeath!)
02/19/2013 - v2.0.1
Tweaked block renderer to fix z-fighting issue w/ new road blocks and optifine.
Changes the recipes to avoid conflicts w/ IC2 (I think).
02/19/2013 - v2.0.0
Added Road-and-Path series of blocks....name says it all.
Expanded configuration options.
Fixed incorrect blocks being dropped when harvested.
Changed recipes to avoid conflicts and make production easier.
Textures now in 16,32,64 and 128 versions.
Posted zip file containing source images for textures.
02/07/2013 - v1.1.3
Fixed tool and block recipes to eliminate bad or missing recipes.
Fixed mod crashing server side.
Zip file now includes the GIMP source image for the block textures.
A big thanks goes to Wreckage for helping me debug these two problems. :-)
02/07/2013 - v1.1.0
Added series 3 blocks (wood, sandstone 3, marble, jade)
Changed the stone chisel into "mortar and trowel"
Tweaked recipe definitions.
Added more options to config file for block textures, id's and names.
Changed obsidian texture.
Changed border shadows and highlights on all blocks (made them sharper)
Cleaned up texture source file for future release.
Moved mod file to dropbox.
02/06/2013 - v1.0.0
Iniitial release.
Downloads / Installation :
v2.0.4 (adfly) direct
default cfg - adfly direct
texture source files - adfly direct
Other files needed:
Forge Client (adfly) direct(tested with Forge 6.6.0.497)
Note: The texture connection logic is built into the mod so mcpatcher or optifine are not required.
Supported Texture Packs :
Wayukian -
x32 textures that work well (IMHO) w/ this x16 - only texture pack. Click Here To Download (direct)
Older Versions :
v2.0.3 (adfly) direct
v2.0.2 - zTexture fix, Chisel fix (adfly) direct
v2.0.1 z-fighting hotfix (adfly) direct
v2.0.0 mod file - adfly direct
v1.1.3 (dropbox)
v1.1.0
v1.0.0 - Original google docs file location....
https://docs.google....dit?usp=sharing
Known Issues :
Feature Roadmap :
Here's a rough plan for future features and a WAG of when they will be released:
v2.2 - (est. 1st week of March)
half-slabs for the roads and construction blocks (all series)
1 snow themed road.
an *OPTIONAL* snow texture that can be applied to the original 3 road types (this requires 3 rendering passes and I don't know how well this will work out) ... would automatically be used when roads are built in an arctic biome (list of biome id's in cfg)
construction blocks series 4 - Ice 1, Ice 2, Frozen Stone 1 Frozen Stone 2
(thanks and apologies to everyone who took the time to answer the poll, my son requested this one <g>)
v2.5 - (est. 2nd week of March)
New lighting options: lanterns (of a sort), construction & road blocks w/ built in lighting
v3.0 - (est. 4th week of March)
Architectural Construction Series - build houses w/ customizable interior/exterior wall textures.
v4.0 - (??? April-ish)
Artistic Construction Series - stone carviing, gold and jewel inlays. (Sorry erveryone, the only way to make this one practical requires I learn how to use the GUI libraries first )
I'm also going to try and fit stairs and columns into the schedule somewhere...
FAQ :
I would like to include your mod on my server, mod pack, etc...
You are welcome to include this mod as long as suitable credits and a reference back to this post are included.
How do I change the texture resolutions?
The mod includes textures at 16x16,32x32,64x64 and 128x128 (sorry, but there are no plans in the foreseeable future to produce textures at 256+) To change them, once you have the mod installed go into the .minecraft/config folder and edit the xhrdev.megalithic.cfg file. In the "general" section you'll find 2 entries:
Each set of textures is named the same w/ a x32, x64, or x128 at the end of the name.
The road and path textures are not rendering properly/sometimes they dissappear.
This condition is called z-fighting and it sometimes occurs (most often when using a resolution/FPS enhancer) when 2 textures are rendered at the exact same x,y,z coordinates. In the general section of the cfg file there is a setting called "apply_z_texture_adjustment". Setting this to true should resolve the problem.
Mojito, don't quit your day job to become a graphic artist. I want to use my own textures, what do I do?
Best solution is to download the layered gimp files located in the download section. Each file already has each texture on its own layer(s) and guides in place. Make any modifications, export your changes to PNG and copy that png either into your on texturepack using the same folder structure or back into the mod zip file. Update the cfg file (see previous question)
I am using texture pack XXXXXXXXXXX how do I get the roads to match up?
I have some custom terrain textures I want the roads to map to, what do I do?
Sorry I haven't yet found a way to use textures from 2 different PNG files in the same block rendering. So for the time being you have to copy the textures from whatever terrain.png you are using (in the root of most texturepack zip files). Using your graphic program of choice (I prefer gimp (www.gimp.org) but any paint program that can load and save png files should do the trick) and do the following:
And, does it work fine with MagicLauncher? If so that'd increase your downloads, greatly
Website: http://lightningpig333.com
Ok, so I tried MCLauncher, and Yes, I do have other mods:
MCForge-Universal:[curentMinecrat]-6.6.0.497
Timber!
TMI (TooManyItems)
ReiMinimap
Dimensional Doors v1.1.1
MCcCoy-LegendGear-1.2.1
your mod and
OptiFine HD UC3 (for my texturepacks)
Any Idea whats up?
--- BEGIN ERROR REPORT e9c6045d --------
Full report at:
/home/user/.minecraft/crash-reports/crash-2013-02-05_18.39.09-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 2/5/13 6:39 PM
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Linux (i386) version 3.2.0-37-generic
Java Version: 1.6.0_24, Sun Microsystems Inc.
Java VM Version: OpenJDK Client VM (mixed mode, sharing), Sun Microsystems Inc.
Memory: 276232376 bytes (263 MB) / 360906752 bytes (344 MB) up to 360906752 bytes (344 MB)
JVM Flags: 2 total; -Xms356m -Xmx356m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 Optifine OptiFine_1.4.6_HD_U_C3 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
MLC100 [Megalithic Construction] (MLC100.zip) Unloaded->Constructed->Pre-initialized->Errored
LegendGear [Legend Gear] (NMcCoy-LegendGear-1.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
DimensionalDoors [DimensionalDoorMod] (Dimensional Doors v1.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.7]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (TooManyItems2013_01_09_1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: Gallium 0.4 on NV43 GL version 2.1 Mesa 8.0.4, nouveau
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: SMP's-2263.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at ur.<init>(SourceFile:42)
at xhrdev.MLC100.BaseMod.load_clientonly(BaseMod.java:202)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:616)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:679)
--- END ERROR REPORT 10e879dd ----------
Weird, seems to work for me...
Make sure that you download the mod by going to "File", then clicking download at the bottom.
I do know that Rei's Minimap and the forge version you are using are compatible, though.
Hope that helps
Website: http://lightningpig333.com
Hmmm... looks like you are getting the null pointer exception when the mod is trying to initialize the first set of stone blocks.
I'm using all of the mods you have listed, extect for legendgear. Check that you have the MLC100.cfg file in your .minecraft/config folder.... should look something like this (make sure the block and item id's don't confict with any other mods you may be using)
Hope that helps...
Mojito
This is actually unique!
I like it!
And I'm surprised the topic doesn't have more posts!
After experimenting a little the iron-diamond tool seems to work the same way. The stone tool seems to only erase or reset what the others have placed.
@AznaktaX : Thanks as well... version 2 will have blocks that can have each block-face customized (see my posts in the WIP forum) working on improviing tileentity and rendering performance so I went ahead and released this first.
@Wreckage : Is it the crafting table recipes, furnace recipes or both? As for the stone chisel, when the blocks are added to the world they have "stone" as their default tool level (and because I'm using metadata for both the tool level and stone type I'm limited to 4. I originally had the stone chisel as a tray of mortar and a trowel... think I should go back to that? alternately I could do 3 stone types and 5 different tools?
No crafting table recipes for the tools seem to work. The stone in the furnace is working fine.
So the purpose of the stone carving tool is to fill while the other carving tools cut? Each tools grooves stay independent from the other. OK, I think I get now.
Yes I think you should have a different sprite for the stone chisel.
All I can say is WOW this is cool.
You need at least 3 groups to pull it off and I included a 4th for good measure.
(For example to allow for finished edges to walls using the same texture)
That would be very cool.