Currently, no. I really don't know much about bukkit, I've stuck exclusively with just forge for a long time. There is however an LWC config for the LWC plugin on the previous page. (I don't know exactly what that is, but I think it's awesome someone did it).
Basically I am just asking that people ask for permission if they are planning to distribute the mod on their own. I think I will update that a little later to clarify between private and public packs. Really if its a small private server pack, I don't mind as long as credit is given to me and maybe the users are linked back to the main post on the forum in some way.
Uh oh, that's bad. I'll try to have a fix for this in the next version. For now, it would be best to avoid using forestry saplings in the label. The only way to recover the world is to either remove my mod completely, or go into the config and change the block ID of the label to a new one and it should load. This might be good to know so stuff on bookcases and armor stands, etc can always be recovered.
Changing Ids was the first thing we have done :).
The mode is really, relly cool so no removing form server :D.
Basically I am just asking that people ask for permission if they are planning to distribute the mod on their own. I think I will update that a little later to clarify between private and public packs. Really if its a small private server pack, I don't mind as long as credit is given to me and maybe the users are linked back to the main post on the forum in some way.
Actually, I was setting up a public modpack which is going to be hosted on a thread in the FTB forums. In my list of mods I include the name of the mod, the mod author and a link to where the mod would be called, and I thought because of all my forge mods this would be a great edition to the pack, so I was wondering if you'd be kind enough to let me use it
i just noticed it seems to be impossible to open the display cases while you're holding any sort of tool, can something be done about that? hotbar is pretty much all used up with tools and stuff.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I love the idea of this mod, and considering I want to try for the elusive 'functional and fancy,' I think I'll be adding this to the list of mods I plan on using my Minecraft Let's Play.
Thanks for this.
EDIT: As a suggestion, would it be possible to have the mod's shelves and such inherit their textures from the texture pack? I love the shelves, but it irks me slightly that they stand out a bit from the texture pack I use (JohnSmith).
As many have done before me I've also made a mod spotlight. Hopefully you continue on this track cause this mod could really grow into one of the great mods out there.
My labs and towers are going to be so organized, now. I already love it, especially since I can fit the books, scrolls, and parchments from my various mods on the bookcases. I've noticed that a lot of mods add things that are best described as 'scrolls'. Thamcraft discoveries and research, Ars Magica recipes and spells, etc. I'd love to see a version of the bookshelf that fills up with stacked scrolls instead, if that's possible. I'd also love to see a potion ingredients shelf, since there's at least 12 potion ingredients in vanilla (if I'm counting right) plus however many additions people's various mods add. I've set about adding the ingredients to the allowed items on the potion shelf, personally, but that's my imput.
Anyway, I really love the mod so far; my only real beef was that I couldn't add regular books to the bookshelves, and it wasn't really an issue of me being upset, it just made me giggle a little. The ability to change that in the config was very much appreciated. Of all the modded books I've got, though, the only one that wasn't already there was the CraftGuide, and that easily added. Your config file is one of the easiest to navigate I've seen, and I basically just love everything about the mod.
i just noticed it seems to be impossible to open the display cases while you're holding any sort of tool, can something be done about that? hotbar is pretty much all used up with tools and stuff.
I purposely wanted the open/close function of the lid to be on shift-click and if the player is holding any sort of tool when they shift click, a method is called on the tool/item itself and does not do anything for the block unless the player has an open hand. So I am a bit limited there without making base class edits.
I love the idea of this mod, and considering I want to try for the elusive 'functional and fancy,' I think I'll be adding this to the list of mods I plan on using my Minecraft Let's Play.
Thanks for this.
EDIT: As a suggestion, would it be possible to have the mod's shelves and such inherit their textures from the texture pack? I love the shelves, but it irks me slightly that they stand out a bit from the texture pack I use (JohnSmith).
Thanks for wanting to use my mod in your let's play!
As I mentioned a few pages back, I may visit the idea of adding default texture pack support after vanilla 1.5 is released and the texture system has been totally changed. It will, however, be a config option and off by default, this is so I can retain more control over how the textures look in a vanilla environment as well as allowing other texture artists who decide to make textures for BiblioCraft have more control over how things look.
As many have done before me I've also made a mod spotlight. Hopefully you continue on this track cause this mod could really grow into one of the great mods out there.
Awesome! Thanks for the videos!! I'll be adding these to the main post soon. I really appreciate every video everyone has made for this mod. It's quite wonderful to see the community come out like this.
My labs and towers are going to be so organized, now. I already love it, especially since I can fit the books, scrolls, and parchments from my various mods on the bookcases. I've noticed that a lot of mods add things that are best described as 'scrolls'. Thamcraft discoveries and research, Ars Magica recipes and spells, etc. I'd love to see a version of the bookshelf that fills up with stacked scrolls instead, if that's possible. I'd also love to see a potion ingredients shelf, since there's at least 12 potion ingredients in vanilla (if I'm counting right) plus however many additions people's various mods add. I've set about adding the ingredients to the allowed items on the potion shelf, personally, but that's my imput.
Anyway, I really love the mod so far; my only real beef was that I couldn't add regular books to the bookshelves, and it wasn't really an issue of me being upset, it just made me giggle a little. The ability to change that in the config was very much appreciated. Of all the modded books I've got, though, the only one that wasn't already there was the CraftGuide, and that easily added. Your config file is one of the easiest to navigate I've seen, and I basically just love everything about the mod.
Thanks for your wonderful comments! A potion ingredient shelf intrigues me I must say. Back in the days of Morrowind I had put together a living place with weapon displays, armor stands, and a potion room complete with a large shelf full of jars, each of which with a different potion ingredient. You just brought back some memories of that place. I'll have to do some thinking on this. I'll also have to add CraftGuide support to the default list of keywords for a future release.
Thanks for your wonderful comments! A potion ingredient shelf intrigues me I must say. Back in the days of Morrowind I had put together a living place with weapon displays, armor stands, and a postion room complete with a large shelf full of jars, each of which with a different potion ingredient. You just brought back some memories of that place. I'll have to do some thinking on this. I'll also have to add CraftGuide support to the default list of keywords for a future release.
Morrowind potion shelves with auto-sorting and recipe call? I remember those. Good times.
Can you please make it so that you dont have to have fancy graphics on so the items are 3d rendered in the containers? I have a very bad computer and my minecraft is very laggy on fancy so I have to stay on fast. It gets on my nerves how I see the items glitch through the sides of the containers because they face me all the time.
I purposely wanted the open/close function of the lid to be on shift-click and if the player is holding any sort of tool when they shift click, a method is called on the tool/item itself and does not do anything for the block unless the player has an open hand. So I am a bit limited there without making base class edits.
yeah i figured it might be because of something like that, it's really odd how many items are considered tools though, even with TC3 metal torches you can't open it, which that surprised me a lot, not sure what use those would have for being called as tools.
hmm... i noticed it worked with the thermal expansion omni wrench though was surprising in a good way, i wonder what's being done differently there to let it still interact with the display case despite having a call as a tool too.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Can you please make it so that you dont have to have fancy graphics on so the items are 3d rendered in the containers? I have a very bad computer and my minecraft is very laggy on fancy so I have to stay on fast. It gets on my nerves how I see the items glitch through the sides of the containers because they face me all the time.
In a future version, I would like to lock the 2D sprites in position for fast graphics. I'm not exactly sure how to accomplish that at this time, or if it is even possible, but it's something I am looking into.
Its a damn so lovely mod! i just have one problem right now... seen that optifine is doing a little more then just stepping the items a little over.
Its actually twisting and deforming every single one shelf and display for me :/
There is an option in optifine to fix this. If you goto Video Settings, then click details there is an option for Dropped Items on the bottom left. For items to render correctly in BiblioCraft this must either be set to default, or the same setting as vanilla's graphics settings (found just under Video Settings). I would like to fix this, but I am not sure of a way to access optifine and find out what that setting is. I have to use slightly different render methods for fancy vs fast graphics and I use vanillas graphics setting to detect what the player is using. If Optifine's Dropped Items is set to something different, I have no way of knowing and adjusting my stuff. I suppose if this was an issue for too many people I could add a config option to force rendering one way or the other, but that seems like too much extra hassle on the players part, I want this to be an easy experience. I would even be detecting OptiFIne and adjusting the other bug on the fly if I could. Maybe one day OptiFine will become a coremod for forge and then I might be able to do these things.
In any case with OptiFine, making sure video settings / details / dropped items is set to default will ensure correct orientation of items on shelves. (At least it should.)
I wish the armor stand worked with all of the divinerpg armors, it works with a few of them but the rest of them look glitchy.
Would it be possible to do so? Also the Millenaire armors dont work with the armor stand either.
(DivineRPG Armors that already work on the armor stand from this mod)
----------
Aquastrive Armor
Realmite Armor
Elite Realmite Armor
Arlemite Armor
Rupee Armor
Shadow Armor
Divine Armor
Angelic Armor
Donator Armor
Bedrock Armor
(DivineRPG Armors that Do not work with the Armor Stand from this mod - Looks like Iron Armor without legs.)
----------
Dravite Armor
Azurite Armor
Uvite Armor
Mythril Armor
Augite Armor
Halite Armor
Kraken Armor
Netherite Armor
Inferno Armor
Ender Armor
Santa Costume
Jackoman Costume
Nether Reaper Costume
Skeleman Costume
Korma Armor
Vemos Armor
I know it sounds like alot though, but is it possible at all to make all the divinerpg armors work with the armor stand from this mod? It would be awesome if you could.
aaaaactually... I think you got me wrong, not sure... so i got a screenshot to show you... I was sure it was fixed but when i made a case I got the twisted look again...
This thing on the right is a spruce case, while the tool rack in the left is perfectly fine... I changed all the settings and still looking like that
Very interesting. I have not seen this one before. Let me know if your getting any console errors or anything else that could give me more detail into what is happening.
I wish the armor stand worked with all of the divinerpg armors, it works with a few of them but the rest of them look glitchy.
Would it be possible to do so? Also the Millenaire armors dont work with the armor stand either.
(DivineRPG Armors that already work on the armor stand from this mod)
----------
Aquastrive Armor
Realmite Armor
Elite Realmite Armor
Arlemite Armor
Rupee Armor
Shadow Armor
Divine Armor
Angelic Armor
Donator Armor
Bedrock Armor
(DivineRPG Armors that Do not work with the Armor Stand from this mod - Looks like Iron Armor without legs.)
----------
Dravite Armor
Azurite Armor
Uvite Armor
Mythril Armor
Augite Armor
Halite Armor
Kraken Armor
Netherite Armor
Inferno Armor
Ender Armor
Santa Costume
Jackoman Costume
Nether Reaper Costume
Skeleman Costume
Korma Armor
Vemos Armor
I know it sounds like alot though, but is it possible at all to make all the divinerpg armors work with the armor stand from this mod? It would be awesome if you could.
Thanks for the list of armors that do and don't work with this mod. I do intend to add support for all these eventually. I would go out on a limb to guess that the armors that do work may have been added more recently that the ones that don't and thus use forges hooks for armor textures. I plan to try to figure out some clever method of handling this and perhaps other armors that don't use the forge hooks so I won't have to enter all these manually like I have done with a small handful of armors. Either way, I do want to support these in a future version.
Its a damn so lovely mod! i just have one problem right now... seen that optifine is doing a little more then just stepping the items a little over.
Its actually twisting and deforming every single one shelf and display for me :/
skzskormz, I will try and ask some specific questions to help narrow down whats causing this.
- What version of optifine are you using?
- Have you tried to remove optifine and see if that is causing the distortion, if not could it be another mod you have?
- Can you access the gui on the correct block position, or is the gui off to the side? Does it make a sound?
- Does the case still have its glass texture anywhere? Please maybe send another screenshot of the other side.
- You said shelf and display cases? Do any of the other aspects of the mod render distorted?
- Have you tried to mess with the config file for Bibliocraft, if so what?
Thank you for helping us!
We will try to mess around with your configuration with optifine and the mindcrack pack and see if we can reproduce the results. Thanks for your succinctness.
Changing Ids was the first thing we have done :).
The mode is really, relly cool so no removing form server :D.
Actually, I was setting up a public modpack which is going to be hosted on a thread in the FTB forums. In my list of mods I include the name of the mod, the mod author and a link to where the mod would be called, and I thought because of all my forge mods this would be a great edition to the pack, so I was wondering if you'd be kind enough to let me use it
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Gonna download and see. Love the idea of it, gonna see if I can get it on SMP for shop owners in my server.
Thanks for this.
EDIT: As a suggestion, would it be possible to have the mod's shelves and such inherit their textures from the texture pack? I love the shelves, but it irks me slightly that they stand out a bit from the texture pack I use (JohnSmith).
Anyway, I really love the mod so far; my only real beef was that I couldn't add regular books to the bookshelves, and it wasn't really an issue of me being upset, it just made me giggle a little. The ability to change that in the config was very much appreciated. Of all the modded books I've got, though, the only one that wasn't already there was the CraftGuide, and that easily added. Your config file is one of the easiest to navigate I've seen, and I basically just love everything about the mod.
I purposely wanted the open/close function of the lid to be on shift-click and if the player is holding any sort of tool when they shift click, a method is called on the tool/item itself and does not do anything for the block unless the player has an open hand. So I am a bit limited there without making base class edits.
Thanks for wanting to use my mod in your let's play!
As I mentioned a few pages back, I may visit the idea of adding default texture pack support after vanilla 1.5 is released and the texture system has been totally changed. It will, however, be a config option and off by default, this is so I can retain more control over how the textures look in a vanilla environment as well as allowing other texture artists who decide to make textures for BiblioCraft have more control over how things look.
Awesome! Thanks for the videos!! I'll be adding these to the main post soon. I really appreciate every video everyone has made for this mod. It's quite wonderful to see the community come out like this.
Thanks for your wonderful comments! A potion ingredient shelf intrigues me I must say. Back in the days of Morrowind I had put together a living place with weapon displays, armor stands, and a potion room complete with a large shelf full of jars, each of which with a different potion ingredient. You just brought back some memories of that place. I'll have to do some thinking on this. I'll also have to add CraftGuide support to the default list of keywords for a future release.
Morrowind potion shelves with auto-sorting and recipe call? I remember those. Good times.
yeah i figured it might be because of something like that, it's really odd how many items are considered tools though, even with TC3 metal torches you can't open it, which that surprised me a lot, not sure what use those would have for being called as tools.
hmm... i noticed it worked with the thermal expansion omni wrench though was surprising in a good way, i wonder what's being done differently there to let it still interact with the display case despite having a call as a tool too.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
In a future version, I would like to lock the 2D sprites in position for fast graphics. I'm not exactly sure how to accomplish that at this time, or if it is even possible, but it's something I am looking into.
Thanks for the list! I am doing what I can to try to add as many different items from popular mods to just work by default.
There is an option in optifine to fix this. If you goto Video Settings, then click details there is an option for Dropped Items on the bottom left. For items to render correctly in BiblioCraft this must either be set to default, or the same setting as vanilla's graphics settings (found just under Video Settings). I would like to fix this, but I am not sure of a way to access optifine and find out what that setting is. I have to use slightly different render methods for fancy vs fast graphics and I use vanillas graphics setting to detect what the player is using. If Optifine's Dropped Items is set to something different, I have no way of knowing and adjusting my stuff. I suppose if this was an issue for too many people I could add a config option to force rendering one way or the other, but that seems like too much extra hassle on the players part, I want this to be an easy experience. I would even be detecting OptiFIne and adjusting the other bug on the fly if I could. Maybe one day OptiFine will become a coremod for forge and then I might be able to do these things.
In any case with OptiFine, making sure video settings / details / dropped items is set to default will ensure correct orientation of items on shelves. (At least it should.)
Would it be possible to do so? Also the Millenaire armors dont work with the armor stand either.
(DivineRPG Armors that already work on the armor stand from this mod)
----------
Aquastrive Armor
Realmite Armor
Elite Realmite Armor
Arlemite Armor
Rupee Armor
Shadow Armor
Divine Armor
Angelic Armor
Donator Armor
Bedrock Armor
(DivineRPG Armors that Do not work with the Armor Stand from this mod - Looks like Iron Armor without legs.)
----------
Dravite Armor
Azurite Armor
Uvite Armor
Mythril Armor
Augite Armor
Halite Armor
Kraken Armor
Netherite Armor
Inferno Armor
Ender Armor
Santa Costume
Jackoman Costume
Nether Reaper Costume
Skeleman Costume
Korma Armor
Vemos Armor
I know it sounds like alot though, but is it possible at all to make all the divinerpg armors work with the armor stand from this mod? It would be awesome if you could.
Think I will be on here often? Haha no.
Thanks for the video!
Very interesting. I have not seen this one before. Let me know if your getting any console errors or anything else that could give me more detail into what is happening.
Thanks for the list of armors that do and don't work with this mod. I do intend to add support for all these eventually. I would go out on a limb to guess that the armors that do work may have been added more recently that the ones that don't and thus use forges hooks for armor textures. I plan to try to figure out some clever method of handling this and perhaps other armors that don't use the forge hooks so I won't have to enter all these manually like I have done with a small handful of armors. Either way, I do want to support these in a future version.
skzskormz, I will try and ask some specific questions to help narrow down whats causing this.
- What version of optifine are you using?
- Have you tried to remove optifine and see if that is causing the distortion, if not could it be another mod you have?
- Can you access the gui on the correct block position, or is the gui off to the side? Does it make a sound?
- Does the case still have its glass texture anywhere? Please maybe send another screenshot of the other side.
- You said shelf and display cases? Do any of the other aspects of the mod render distorted?
- Have you tried to mess with the config file for Bibliocraft, if so what?
Thank you for helping us!