Could you add a new pressure plate that is silent (with all the same features as your existing pressure plate)? It wouldn't make the button sound when you step on it.
Could you add a new pressure plate that is silent (with all the same features as your existing pressure plate)? It wouldn't make the button sound when you step on it.
This mod, combined with CubeX2's Custom Stuff mod, equals the best combination ever. I was waiting for Custom Stuff to have slopes added, but now, I don't have to, as Custom Stuff blocks interact perfectly fine with these blocks, and everything acts exactly as it should. I'm looking forward to the possibility of these mythical half-slopes, too. This'll definitely be one of my required mods forever, now.
Depends. If all it's doing is removing door collision when opened - yes. If it's making the door act as a ladder - it doesn't make sense.
it makes sense for people who use ladders to move up and down and also use a hatch/trapdoor as a door for the laddershaft. when you use a hatch/trapdoor you always have to sacrifice 1 ladder otherwise you can't place the hatch/trapdoor, but because of that you're never able to climb up the whole way and instead need to jump up everytime. you can ofcourse place the hatch/trapdoor above the last ladder so you can climb up the whole way, but it wouldn't look good like that
First off, thanks for the hard work that goes into creating such a delicious mod. We do appreciate it.
Secondly, I am having an issue.
I run BlockPhysics and Carpenter's Blocks together on an older version of forge (.789 due to BlockPhysics).
The issue is that explosions are not working out well with the carpenter's blocks. I mention BlockPhysics as it is in the error log and has caused issues previously. I'll cut to the chase. Here's the snip at the end of the log: http://pastie.org/8415880 . This situation is reliably reproduced by creating an explosion (creeper and tnt tested) beside a completely empty or filled carpenter's block. This is produced even with covers disabled.
From what I saw of the code and these errors, it seems to think that there are covers, checks for the cover information, finds no cover information, and proceeds to get confused. Admittedly, I am no expert and leave it to you to perhaps diagnose. If there is any setting I can adjust to prevent this, I am all ears. Thank you in advance for you time and effort on the matter.
The error does originate with the BlockPhysics mod. Because it is handling explosions itself, I can't say for sure what is causing the problem. It checks if the block is a Carpenter's Block before getting the resistance, and if that's the case then it should also have the tile entity. It seems the tile entity is being deleted before it's grabbing the explosion resistance.
The error does originate with the BlockPhysics mod. Because it is handling explosions itself, I can't say for sure what is causing the problem. It checks if the block is a Carpenter's Block before getting the resistance, and if that's the case then it should also have the tile entity. It seems the tile entity is being deleted before it's grabbing the explosion resistance.
Given that BlockPhysics is currently inactive, I'd love to try and breath some life into the combination. As other mods work well alongside it, I am wondering if there is something specific about your blocks that might be causing it to be displeased. Also, the block remains after the crash while all other effects (deletions and pushes) have taken place, so I am further confused on how it deleted it before the crash. I'll pull open the code for blockphysics and see if I see something obvious at that action. The creative possibilities and the world physics... my heart doesn't wish to lose either. I'll let you know if I get anywhere. Thanks for the quick response.
I am wondering if there is something specific about your blocks that might be causing it to be displeased.
By verifying the block is at the coordinates, there must be a tile entity there. I ran into an issue with wrath lamps a while back when they were doing air block checks, but unfortunately I can't remember the exact cause of it. This issue may be similar.
EDIT: Bed bugs finally fixed and completely decoupled from metadata, ensuring it won't ever crash due to cover interaction. Update will be incoming today, most likely.
It's been slow progress but I have finally released v1.92 to address recent crashes. You will probably have to replace your beds because they won't look right after applying this update (and maybe ladders, too).
Nope. And any version prior to the texture system switch (1.4 and down) will never be an option.
Depends. If all it's doing is removing door collision when opened - yes. If it's making the door act as a ladder - it doesn't make sense.
I'm still brainstorming on the best way to handle this.
Cover them with wool and they'll be silent.
Thank you. Was enjoyable to watch - will add to the op soon.
public boolean isLadder(World world, int x, int y, int z, EntityLivingBase entity)
and return true if the TileEntity specifies that the hatch is open and is a valid climbing surface, possible config option
it makes sense for people who use ladders to move up and down and also use a hatch/trapdoor as a door for the laddershaft. when you use a hatch/trapdoor you always have to sacrifice 1 ladder otherwise you can't place the hatch/trapdoor, but because of that you're never able to climb up the whole way and instead need to jump up everytime. you can ofcourse place the hatch/trapdoor above the last ladder so you can climb up the whole way, but it wouldn't look good like that
Added. Which shader pack are you using BTW?
Secondly, I am having an issue.
I run BlockPhysics and Carpenter's Blocks together on an older version of forge (.789 due to BlockPhysics).
The issue is that explosions are not working out well with the carpenter's blocks. I mention BlockPhysics as it is in the error log and has caused issues previously. I'll cut to the chase. Here's the snip at the end of the log: http://pastie.org/8415880 . This situation is reliably reproduced by creating an explosion (creeper and tnt tested) beside a completely empty or filled carpenter's block. This is produced even with covers disabled.
From what I saw of the code and these errors, it seems to think that there are covers, checks for the cover information, finds no cover information, and proceeds to get confused. Admittedly, I am no expert and leave it to you to perhaps diagnose. If there is any setting I can adjust to prevent this, I am all ears. Thank you in advance for you time and effort on the matter.
Given that BlockPhysics is currently inactive, I'd love to try and breath some life into the combination. As other mods work well alongside it, I am wondering if there is something specific about your blocks that might be causing it to be displeased. Also, the block remains after the crash while all other effects (deletions and pushes) have taken place, so I am further confused on how it deleted it before the crash. I'll pull open the code for blockphysics and see if I see something obvious at that action. The creative possibilities and the world physics... my heart doesn't wish to lose either. I'll let you know if I get anywhere. Thanks for the quick response.
I'll do my best to release an update shortly - it will address this crash as well. I have one bug left with beds that affects sleeping direction.
By verifying the block is at the coordinates, there must be a tile entity there. I ran into an issue with wrath lamps a while back when they were doing air block checks, but unfortunately I can't remember the exact cause of it. This issue may be similar.
EDIT: Bed bugs finally fixed and completely decoupled from metadata, ensuring it won't ever crash due to cover interaction. Update will be incoming today, most likely.
http://pastebin.com/xxXU2shi
I'm building a brand new mod pack so i cant seem to tell if its a conflict with another mod or related to the update you posted 2 hours ago.
Looks like a bad download. I tried both versions and they at least load.