I have pushed v1.87 to address a few bugs and update other things. I am currently in the middle of trying to clean up rendering code and slopes which requires a lot of work, so don't expect anything new for a while (unless I'm lucky).
Also, we need a tool to switch where the texture is looking at. If you make a door with pumpkins, no matter if it's open or not hte pumpkin's face will always look to the same direction :c
It would require quite a few lines of code to accomplish this. I make exceptions for grass blocks texturing differently, but for pumpkins I'm not sure its worth the effort.
darchangel89, on 15 September 2013 - 02:54 AM, said:
Edit: Nvm... I figured it out.... New question tho, is it possible to put two of the triangle blocks in the same space? So I could have a block that was half glass, and half stone, or some such?
Nope!
Ah, I didnt think so, but I thought Id ask. I was trying to make arched windows, but I guess I can live without them.
LOVE this mod by the way. You have no idea how long Ive been wishing for something like this. I can make real octagon towers now!
I have pushed v1.87 to address a few bugs and update other things. I am currently in the middle of trying to clean up rendering code and slopes which requires a lot of work, so don't expect anything new for a while (unless I'm lucky).
It would require quite a few lines of code to accomplish this. I make exceptions for grass blocks texturing differently, but for pumpkins I'm not sure its worth the effort.
It is. I want my fence gates to scare the mobs off. How am I supposed to do so if the pumpkin faces a wall?
Come on, man. It's all aesethics. If you're not going to do this then I can't trust you to do more stuff..
I want to try building a compatibility bridge for this mod with TFC (http://terrafirmacraft.com/). At first this will consist of adding/adjusting recipes to use TFC versions of things due to lack of vanilla versions (iron/wool-blocks), though I may want to remove/replace some of the recipes to be more in line with the TFC item availability (change sticks to plank in the recipes, their plank is something you make from logs with a saw, you can recombine those planks to make a place-able vanilla-style wood block).
It would probably be easier to do this if I had access to the source of this mod or at least some kind of documentation of the available methods/variables so I can properly access them.
It would probably be easier to do this if I had access to the source of this mod or at least some kind of documentation of the available methods/variables so I can properly access them.
You can find the source in the download link. I had a Github set up but after unsuccessfully getting it to work with Eclipse I just gave up and deleted it. Perhaps I will try again in the future.
You can find the source in the download link. I had a Github set up but after unsuccessfully getting it to work with Eclipse I just gave up and deleted it. Perhaps I will try again in the future.
when running dev client I see these warnings:
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Plant support integration failed.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while initializing pattern icons.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while initializing bed designs.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while loading language files.
what might I have done wrong setting eclipse up?
Is it possible that it happens since the dev environment doesnt have files in a zip?
when running dev client I see these warnings:
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Plant support integration failed.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while initializing pattern icons.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while initializing bed designs.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while loading language files.
what might I have done wrong setting eclipse up?
Is it possible that it happens since the dev environment doesnt have files in a zip?
That looks great, you just need to put the assets wherever Eclipse wants them. I test everything externally because I never got it working well with the dev client, so I don't actually know where the assets belong.
Corner blocks, aka quarter-blocks, aka half-slabs would allow us to connect vertical slabs inwards as well. So if I were to build a house like that, the walls would be nice and thin but I could still place indoor objects right next to the wall.
I've had this request before and I have stated that it's easier to just use Forge Multipart blocks because you can place them anywhere you want, and they can even share block space. The only limitation is perhaps block compatibility and that it wont have my block decorations.
I may look into it for a future update.
Currently I'm making good progress in rewriting slope rendering.
odd, for some reason I can't dye the sheets, I didn't touch any of the code that works with that function I only changed the recipes for making them so it seems like it might be on your end.
--edit can't dye anything
turns out tfc overrides some inventory size data into some vanilla items, dye among them. This seems to be screwing with carpenter's blocks recognizing them as valid for dye interaction.
Yeah well it's not like I'll die without that image switcher thing xD
But it's an aesethic tool, too. I can't think about anything else but pumpkins but... Darn, someone will want to switch their images. Meh, till there's no more pumpkin like blocks, don't add it :S
Anyways, what's with the 'can't place certain blocks from mods into carpenter's blocks'? Tconstruct's stained glass is an example...
Yeah well it's not like I'll die without that image switcher thing xD
But it's an aesethic tool, too. I can't think about anything else but pumpkins but... Darn, someone will want to switch their images. Meh, till there's no more pumpkin like blocks, don't add it :S
Anyways, what's with the 'can't place certain blocks from mods into carpenter's blocks'? Tconstruct's stained glass is an example...
probably because its expecting to be part of a multiblock stucture, some kind of metadata problem
I have pushed v1.87 to address a few bugs and update other things. I am currently in the middle of trying to clean up rendering code and slopes which requires a lot of work, so don't expect anything new for a while (unless I'm lucky).
It would require quite a few lines of code to accomplish this. I make exceptions for grass blocks texturing differently, but for pumpkins I'm not sure its worth the effort.
Ah, I didnt think so, but I thought Id ask. I was trying to make arched windows, but I guess I can live without them.
LOVE this mod by the way. You have no idea how long Ive been wishing for something like this. I can make real octagon towers now!
It is. I want my fence gates to scare the mobs off. How am I supposed to do so if the pumpkin faces a wall?
Come on, man. It's all aesethics. If you're not going to do this then I can't trust you to do more stuff..
I have, actually. Perhaps in the future.
It would probably be easier to do this if I had access to the source of this mod or at least some kind of documentation of the available methods/variables so I can properly access them.
You can find the source in the download link. I had a Github set up but after unsuccessfully getting it to work with Eclipse I just gave up and deleted it. Perhaps I will try again in the future.
MC 1.5 - Forge 738
MC 1.6 - Forge 789
when running dev client I see these warnings:
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Plant support integration failed.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while initializing pattern icons.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while initializing bed designs.
2013-09-19 09:57:23 [WARNING] [CarpentersBlocks] Encountered a problem while loading language files.
what might I have done wrong setting eclipse up?
Is it possible that it happens since the dev environment doesnt have files in a zip?
That looks great, you just need to put the assets wherever Eclipse wants them. I test everything externally because I never got it working well with the dev client, so I don't actually know where the assets belong.
I've had this request before and I have stated that it's easier to just use Forge Multipart blocks because you can place them anywhere you want, and they can even share block space. The only limitation is perhaps block compatibility and that it wont have my block decorations.
I may look into it for a future update.
Currently I'm making good progress in rewriting slope rendering.
No problem. If you have suggestions you can throw me a PM to help keep the thread clean.
http://terrafirmacraft.com/f/topic/4669-162-compatibility-add-on-for-carpenters-blocks/?p=69334
--edit can't dye anything
turns out tfc overrides some inventory size data into some vanilla items, dye among them. This seems to be screwing with carpenter's blocks recognizing them as valid for dye interaction.
Yeah well it's not like I'll die without that image switcher thing xD
But it's an aesethic tool, too. I can't think about anything else but pumpkins but... Darn, someone will want to switch their images. Meh, till there's no more pumpkin like blocks, don't add it :S
Anyways, what's with the 'can't place certain blocks from mods into carpenter's blocks'? Tconstruct's stained glass is an example...
probably because its expecting to be part of a multiblock stucture, some kind of metadata problem