Works just fine, but if you change your resourcepack ingame you need to rejoin the server (or the world in singleplayer) otherwise everything which has been rendered will look glitchy.
Amazing Mod! Just one issue (or glitch, not sure yet), when I make the tiles and place them down they go black and when i try to colour them, nothing happens. Do you know what this is?
Hey there, this is a fantastic mod that my team and I use very frequently in our building project. This mod actually takes over 90% of our builds and I made an account to express some concerns and perhaps some suggestions for your future releases. Like I said and cannot stress enough, this is an amazing mod and it really does provide a lot already but here are some concerns;
We updated our server from 1.7.10 to 1.10.2 just recently because we were requiring the chisel feature in the newer version. Whilst 1.3.10 provides a lot more efficiency to our work load, we've been running into just a few problems.
We've been getting rendering errors with the mod whereas, we log into the server and not all of the little tile mods are visible (but are still there, sometimes a huge area won't load and when we enter the invisible area, we will crash. I'd like to add that it's different to everyone's client, where for one person it's loaded but for another person it's invisible until they have to relog again. For example;
And this is how it usually looks without any of the rendering errors;
This rendering error also occurs when we build and sometimes the blocks will fully go invisible until you either right click the area with the wrench or place another tile in the block space. It's a really distracting bug and we all hope this one gets fixed the most.
-----
Along with that bug, we also experience weird light rendering when it's night time. We use flat colored blocks for a lot of our detail and we really love the glowing block feature because the blocks can replicate a sort of neon effect to our buildings. When we use the small glowing blocks on any little tile blocks, it will cause the entire but single block to light up which is awkward;
When any light source is broken, it will still remain;
We use hardcore darkness for a more immersive experience so we want the pitch-black (we've also tested this in normal vanilla lighting and the bug still persists), but we don't want the entire block to be lit up when we place the little tile. We tested this with chisels 'n bits and it works with their mod;
But since we use your mod for everything, we wish for this bug to be fixed in the future, it would make our team and I very happy.
-----
There's one more major bug that is worth noting and that is when we try to make a little recipe that's even remotely over 4x4 blocks wide or tall, it will make our client crash. Since world edit isn't supported with copy/pasting things, we find ourselves using the recipe feature a lot but whenever we use it; we're forced to make a lot of small selections that take a lot of time to do because if we copy over 200 tiles, we will crash ourselves. Since we're making a mega-build, a feature like this is very essential. But at the moment it's a very tedious task to dodge crashing and to make very small selections to a bigger building. It can get so bad that we've have to delete player data from our world multiple times because someone accidentally made a selection too big with the recipe;
-----
Smaller bugs that I will include:
- When using optifine, little tile grass blocks will not render and will remain completely invisible until optifine is removed.
- When a full block is placed over a little tile block, when the full block is broken, it will cause a shadow that won't go away until it is right clicked with a wrench.
- Cannot set a recipe as "fixed" when the selection is over 2x3.
-----
I do have a few suggestions for any future updates to this mod as well. Most of them I feel can be both useful and essential in the long run;
- Implement your own glow block into the mod where you can modify light levels, the color, and opacity of the block. Would also love a feature where you can choose if a glow block can or cannot emit light but is still visibly glowing in the night time.
- Support for larger little tile structures to be copied, rotated, and placed.
- If this mod is permanently incompatible with optifine, to add a colorable grass block and a colorable grass block that doesn't include the dirt textures underneath for aesthetic purposes.
- Support for blocks beyond the 16x16 grid. We tried changing our config for the 32x grid but as the config warned, the world's blocks were just converted into smaller blocks. Would love to see perhaps a work-around with that issue because we already have so much built and we really don't want to rebuild everything we have so far.
- In the little recipes feature to include support for custom minecarts (and rails?). I don't see this one as a major priority but it would open a new door to innovation. Also to add support for a trash can option as well-- little structures that can be right clicked on and would pop up a gui that would allow you to discard any junk from your inventory inside to delete them.
Thank you for taking the time to read this post, I'd like to say that this is my favorite mod out of them all and I would love to see lots of progress done to it. It has such potential. Thank you for all you do in the meantime!
Hey there, this is a fantastic mod that my team and I use very frequently in our building project. This mod actually takes over 90% of our builds and I made an account to express some concerns and perhaps some suggestions for your future releases. Like I said and cannot stress enough, this is an amazing mod and it really does provide a lot already but here are some concerns;
We updated our server from 1.7.10 to 1.10.2 just recently because we were requiring the chisel feature in the newer version. Whilst 1.3.10 provides a lot more efficiency to our work load, we've been running into just a few problems.
We've been getting rendering errors with the mod whereas, we log into the server and not all of the little tile mods are visible (but are still there, sometimes a huge area won't load and when we enter the invisible area, we will crash. I'd like to add that it's different to everyone's client, where for one person it's loaded but for another person it's invisible until they have to relog again. For example;
And this is how it usually looks without any of the rendering errors;
This rendering error also occurs when we build and sometimes the blocks will fully go invisible until you either right click the area with the wrench or place another tile in the block space. It's a really distracting bug and we all hope this one gets fixed the most.
-----
Along with that bug, we also experience weird light rendering when it's night time. We use flat colored blocks for a lot of our detail and we really love the glowing block feature because the blocks can replicate a sort of neon effect to our buildings. When we use the small glowing blocks on any little tile blocks, it will cause the entire but single block to light up which is awkward;
When any light source is broken, it will still remain;
We use hardcore darkness for a more immersive experience so we want the pitch-black (we've also tested this in normal vanilla lighting and the bug still persists), but we don't want the entire block to be lit up when we place the little tile. We tested this with chisels 'n bits and it works with their mod;
But since we use your mod for everything, we wish for this bug to be fixed in the future, it would make our team and I very happy.
-----
There's one more major bug that is worth noting and that is when we try to make a little recipe that's even remotely over 4x4 blocks wide or tall, it will make our client crash. Since world edit isn't supported with copy/pasting things, we find ourselves using the recipe feature a lot but whenever we use it; we're forced to make a lot of small selections that take a lot of time to do because if we copy over 200 tiles, we will crash ourselves. Since we're making a mega-build, a feature like this is very essential. But at the moment it's a very tedious task to dodge crashing and to make very small selections to a bigger building. It can get so bad that we've have to delete player data from our world multiple times because someone accidentally made a selection too big with the recipe;
-----
Smaller bugs that I will include:
- When using optifine, little tile grass blocks will not render and will remain completely invisible until optifine is removed.
- When a full block is placed over a little tile block, when the full block is broken, it will cause a shadow that won't go away until it is right clicked with a wrench.
- Cannot set a recipe as "fixed" when the selection is over 2x3.
-----
I do have a few suggestions for any future updates to this mod as well. Most of them I feel can be both useful and essential in the long run;
- Implement your own glow block into the mod where you can modify light levels, the color, and opacity of the block. Would also love a feature where you can choose if a glow block can or cannot emit light but is still visibly glowing in the night time.
- Support for larger little tile structures to be copied, rotated, and placed.
- If this mod is permanently incompatible with optifine, to add a colorable grass block and a colorable grass block that doesn't include the dirt textures underneath for aesthetic purposes.
- Support for blocks beyond the 16x16 grid. We tried changing our config for the 32x grid but as the config warned, the world's blocks were just converted into smaller blocks. Would love to see perhaps a work-around with that issue because we already have so much built and we really don't want to rebuild everything we have so far.
- In the little recipes feature to include support for custom minecarts (and rails?). I don't see this one as a major priority but it would open a new door to innovation. Also to add support for a trash can option as well-- little structures that can be right clicked on and would pop up a gui that would allow you to discard any junk from your inventory inside to delete them.
Thank you for taking the time to read this post, I'd like to say that this is my favorite mod out of them all and I would love to see lots of progress done to it. It has such potential. Thank you for all you do in the meantime!
WOW, honestly this does make me really really happy. The screens look amazing Anyways let's get to all the bugs:
Some invisible blocks:
This issue is already known to me and yes, it makes things overly painful. So i really want to fix it fast. I might have a fix already, which you could try out. You could join on our Discord server?
Lighting issue:
Working on a fix for this as well, but i can't guarantee if it will work perfect along side hardcore darkness.
Small selections:
That's a little bit more difficult to solve, but maybe i can work around this limit. Should allow larger structures to be crafted and used.
Grass block Optifine issue:
Actually compatibility with Optifine is really important for me. Furthermore i couldn't reproduce this issue. Neither for 1.10.2 using Optifine D6 nor 1.11.2 using Optifine B7 appear any glitchy grass blocks. Maybe you are not using the latest CreativeCore version?
Configurable light block
Unfortunately light values are rather inaccurate, i don't know if this would make sense to integrate. I think it depends on how the lighting issue will be solved.
Support grids beyond 16x16x16:
This is planned and will be added eventually.
Custom minecart and rails:
Sounds like a great idea, but this would be really complicated to implement. I doubt that an feature like that would suite to this mod. I recommend to use Rails of War instead, if you want to have awesome looking rails and trains. I think there are more important and useful things to implement.
Thanks for all your feedback. I hope we can solve the more annoying issues rather fast. Feel free to post some more screenshots
Does anybody know how to craft the "Little Recipe"?
I'm sorry, if you have to stick to 1.7.10, but i can't support it anymore. I don't have the time. The mod is working for 1.7.10, there are a few bugs, but mostly it works fine. Actually most of the stuff shown in the trailer is built using the 1.7.10 version. Unfortunately, survival support is not fully implemented and i'm sorry for that.
I hope you can understand that the newer version have a higher priority and therefore need my full attention.
I'm sorry, if you have to stick to 1.7.10, but i can't support it anymore. I don't have the time. The mod is working for 1.7.10, there are a few bugs, but mostly it works fine. Actually most of the stuff shown in the trailer is built using the 1.7.10 version. Unfortunately, survival support is not fully implemented and i'm sorry for that.
I hope you can understand that the newer version have a higher priority and therefore need my full attention.
Yes, we HAVE to stuck at 1.7.10 since it's the last version that provides Forge with Bukkit Server mixes (Sponge is not an option for now) and most modpacks stuck at this version.
I fully understand that newer versions have priority but since they are working fine it would be so nice if you could take a look at 1.7.10 and fix the issues and MAYBE add the knife.
We're using your mod because it's awesome and really don't want to miss it. It would be a pity if you don't pay attention to it anymore.
I really hope, you can motivate yourself and keep it alive.
I am with TomXPro. at least the 1.3.0 update to the 1.7.10. There are just so many great mods that ended with 17.10. And the battle system is not as much fun past 1.9. Would be deeply appreciated if you did the 1.3.0 for 1.7.10. Would love you long time! XD
Yes, we HAVE to stuck at 1.7.10 since it's the last version that provides Forge with Bukkit Server mixes (Sponge is not an option for now) and most modpacks stuck at this version.
I fully understand that newer versions have priority but since they are working fine it would be so nice if you could take a look at 1.7.10 and fix the issues and MAYBE add the knife.
We're using your mod because it's awesome and really don't want to miss it. It would be a pity if you don't pay attention to it anymore.
I really hope, you can motivate yourself and keep it alive.
I am with TomXPro. at least the 1.3.0 update to the 1.7.10. There are just so many great mods that ended with 17.10. And the battle system is not as much fun past 1.9. Would be deeply appreciated if you did the 1.3.0 for 1.7.10. Would love you long time! XD
The biggest issue is that LittleTiles is not really stable at the moment. There are thousands of bugs for 1.10.2 and 1.11.2.
v1.3.0 has been on the biggest updates so far, if i would try to port it back, it would take over 2 months (at minimum). I'm really sorry to say that, but if i want get this mod stable at some point i need to focus on the new versions only. You shouldn't forget that i have other mods as well, which need some attention from time to time. Unfortunately i have to do all of this myself, that's why i'm not able to decide different, if i want to make LittleTiles more stable and better.
New versions offer new mods. 1.7.10 has been great, but it had many weaknesses as well. For example I couldn't add support for translucent blocks. All of this has changed due to 1.8. I know there are always some mods which haven't updated yet, but maybe you can find some kind of replacement. If i'm not mistaken there is a plugin for SpongeForge which allows you to load Bukkit plugins.
I feel bad about it, but i hope you can understand that . LittleTiles is open source, maybe you can find someone who can implement some new features for 1.7.10?
Crashing when loading this mod? Here's the crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
ShetiPhian-ASM (shetiphiancore-1.11.0-3.4.2.jar)
LittlePatchingLoader (LittleTiles v1.3.10 mc1.10.2.jar)
IvToolkit (IvToolkit-1.3.1.jar)
NWRTweak (redstonepaste-mc1.11.2-1.7.4 (1).jar)
CreativePatchingLoader (CreativeCore v1.6.21 mc1.11.2.jar)
MalisisCorePlugin (malisiscore-1.11.2-5.0.1.jar)
Contact their authors BEFORE contacting forge
// I bet Cylons wouldn't have this problem.
Time: 2/20/17 6:22 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from LittleTiles (littletiles)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.GameRegistry.registerItem(Lnet/minecraft/item/Item;Ljava/lang/String;)V
at com.creativemd.littletiles.LittleTiles.Init(LittleTiles.java:133)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:641)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:246)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:224)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:147)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:809)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:343)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:521)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Crashing when loading this mod? Here's the crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
ShetiPhian-ASM (shetiphiancore-1.11.0-3.4.2.jar)
LittlePatchingLoader (LittleTiles v1.3.10 mc1.10.2.jar)
IvToolkit (IvToolkit-1.3.1.jar)
NWRTweak (redstonepaste-mc1.11.2-1.7.4 (1).jar)
CreativePatchingLoader (CreativeCore v1.6.21 mc1.11.2.jar)
MalisisCorePlugin (malisiscore-1.11.2-5.0.1.jar)
Contact their authors BEFORE contacting forge
// I bet Cylons wouldn't have this problem.
Time: 2/20/17 6:22 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from LittleTiles (littletiles)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.GameRegistry.registerItem(Lnet/minecraft/item/Item;Ljava/lang/String;)V
at com.creativemd.littletiles.LittleTiles.Init(LittleTiles.java:133)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:641)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:246)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:224)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:147)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:809)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:343)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:521)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I've been trying to use your mod however whenever I try to save any type of creation using the Little Recipe it either freezes my game or kicks me back to the main menu. An example of the error is when I try to build a simple wooden door [ Oak planks, same size as vanilla door ] however this error occurs when building most things. The only successful build I can manage is a few 1x1x1 cubes built static. There is no crash report produced.
Error Message : java.lang.IllegalArgumentException: Payload may not be larger than 32767 bytes
Minecraft Version : 1.10.2
Little Tiles Version : 1.3.10
Creative Core Version : 1.6.21
Hope this helps
That's weird using the newest forge version? If not try to update and check if it's still happening.
Resource pack compatibility?
Works just fine, but if you change your resourcepack ingame you need to rejoin the server (or the world in singleplayer) otherwise everything which has been rendered will look glitchy.
You can provide any way to get the video created objets?
Your trailer video.
Oh, that's a bit difficult. Because most of the stuff is used for film sets and i can't prove those. However i can send you the map of the house (showed right at the beginning): https://www.dropbox.com/s/ta8tauzy65kuzrq/LittleTiles Trailer World.zip?dl=1
Just enable Smooth Lightning. Done.
Why do you tag this mod working with 1.7.10 if you don't support it nor won't fix critical errors?
It's such a shame that devs / modders keep broken mods online but don't want to give support anymore for them.
Hey there, this is a fantastic mod that my team and I use very frequently in our building project. This mod actually takes over 90% of our builds and I made an account to express some concerns and perhaps some suggestions for your future releases. Like I said and cannot stress enough, this is an amazing mod and it really does provide a lot already but here are some concerns;
We updated our server from 1.7.10 to 1.10.2 just recently because we were requiring the chisel feature in the newer version. Whilst 1.3.10 provides a lot more efficiency to our work load, we've been running into just a few problems.
We've been getting rendering errors with the mod whereas, we log into the server and not all of the little tile mods are visible (but are still there, sometimes a huge area won't load and when we enter the invisible area, we will crash. I'd like to add that it's different to everyone's client, where for one person it's loaded but for another person it's invisible until they have to relog again. For example;
And this is how it usually looks without any of the rendering errors;
This rendering error also occurs when we build and sometimes the blocks will fully go invisible until you either right click the area with the wrench or place another tile in the block space. It's a really distracting bug and we all hope this one gets fixed the most.
-----
Along with that bug, we also experience weird light rendering when it's night time. We use flat colored blocks for a lot of our detail and we really love the glowing block feature because the blocks can replicate a sort of neon effect to our buildings. When we use the small glowing blocks on any little tile blocks, it will cause the entire but single block to light up which is awkward;
When any light source is broken, it will still remain;
We use hardcore darkness for a more immersive experience so we want the pitch-black (we've also tested this in normal vanilla lighting and the bug still persists), but we don't want the entire block to be lit up when we place the little tile. We tested this with chisels 'n bits and it works with their mod;
But since we use your mod for everything, we wish for this bug to be fixed in the future, it would make our team and I very happy.
-----
There's one more major bug that is worth noting and that is when we try to make a little recipe that's even remotely over 4x4 blocks wide or tall, it will make our client crash. Since world edit isn't supported with copy/pasting things, we find ourselves using the recipe feature a lot but whenever we use it; we're forced to make a lot of small selections that take a lot of time to do because if we copy over 200 tiles, we will crash ourselves. Since we're making a mega-build, a feature like this is very essential. But at the moment it's a very tedious task to dodge crashing and to make very small selections to a bigger building. It can get so bad that we've have to delete player data from our world multiple times because someone accidentally made a selection too big with the recipe;
-----
Smaller bugs that I will include:
- When using optifine, little tile grass blocks will not render and will remain completely invisible until optifine is removed.
- When a full block is placed over a little tile block, when the full block is broken, it will cause a shadow that won't go away until it is right clicked with a wrench.
- Cannot set a recipe as "fixed" when the selection is over 2x3.
-----
I do have a few suggestions for any future updates to this mod as well. Most of them I feel can be both useful and essential in the long run;
- Implement your own glow block into the mod where you can modify light levels, the color, and opacity of the block. Would also love a feature where you can choose if a glow block can or cannot emit light but is still visibly glowing in the night time.
- Support for larger little tile structures to be copied, rotated, and placed.
- If this mod is permanently incompatible with optifine, to add a colorable grass block and a colorable grass block that doesn't include the dirt textures underneath for aesthetic purposes.
- Support for blocks beyond the 16x16 grid. We tried changing our config for the 32x grid but as the config warned, the world's blocks were just converted into smaller blocks. Would love to see perhaps a work-around with that issue because we already have so much built and we really don't want to rebuild everything we have so far.
- In the little recipes feature to include support for custom minecarts (and rails?). I don't see this one as a major priority but it would open a new door to innovation. Also to add support for a trash can option as well-- little structures that can be right clicked on and would pop up a gui that would allow you to discard any junk from your inventory inside to delete them.
Thank you for taking the time to read this post, I'd like to say that this is my favorite mod out of them all and I would love to see lots of progress done to it. It has such potential. Thank you for all you do in the meantime!
@sillypooh you and your team are amazing builders! wow!
Does anybody know how to craft the "Little Recipe"?
EDIT: assuming you are speaking of 1.7.10
As far as I know there's no official recipe, so you need to add a recipe with minetweaker or just spawn them in.
WOW, honestly this does make me really really happy. The screens look amazing Anyways let's get to all the bugs:
Some invisible blocks:
This issue is already known to me and yes, it makes things overly painful. So i really want to fix it fast. I might have a fix already, which you could try out. You could join on our Discord server?
Lighting issue:
Working on a fix for this as well, but i can't guarantee if it will work perfect along side hardcore darkness.
Small selections:
That's a little bit more difficult to solve, but maybe i can work around this limit. Should allow larger structures to be crafted and used.
Grass block Optifine issue:
Actually compatibility with Optifine is really important for me. Furthermore i couldn't reproduce this issue. Neither for 1.10.2 using Optifine D6 nor 1.11.2 using Optifine B7 appear any glitchy grass blocks. Maybe you are not using the latest CreativeCore version?
Configurable light block
Unfortunately light values are rather inaccurate, i don't know if this would make sense to integrate. I think it depends on how the lighting issue will be solved.
Support grids beyond 16x16x16:
This is planned and will be added eventually.
Custom minecart and rails:
Sounds like a great idea, but this would be really complicated to implement. I doubt that an feature like that would suite to this mod. I recommend to use Rails of War instead, if you want to have awesome looking rails and trains. I think there are more important and useful things to implement.
Thanks for all your feedback. I hope we can solve the more annoying issues rather fast. Feel free to post some more screenshots
I'm sorry, if you have to stick to 1.7.10, but i can't support it anymore. I don't have the time. The mod is working for 1.7.10, there are a few bugs, but mostly it works fine. Actually most of the stuff shown in the trailer is built using the 1.7.10 version. Unfortunately, survival support is not fully implemented and i'm sorry for that.
I hope you can understand that the newer version have a higher priority and therefore need my full attention.
Yes, we HAVE to stuck at 1.7.10 since it's the last version that provides Forge with Bukkit Server mixes (Sponge is not an option for now) and most modpacks stuck at this version.
I fully understand that newer versions have priority but since they are working fine it would be so nice if you could take a look at 1.7.10 and fix the issues and MAYBE add the knife.
We're using your mod because it's awesome and really don't want to miss it. It would be a pity if you don't pay attention to it anymore.
I really hope, you can motivate yourself and keep it alive.
I am with TomXPro. at least the 1.3.0 update to the 1.7.10. There are just so many great mods that ended with 17.10. And the battle system is not as much fun past 1.9. Would be deeply appreciated if you did the 1.3.0 for 1.7.10. Would love you long time! XD
The biggest issue is that LittleTiles is not really stable at the moment. There are thousands of bugs for 1.10.2 and 1.11.2.
v1.3.0 has been on the biggest updates so far, if i would try to port it back, it would take over 2 months (at minimum). I'm really sorry to say that, but if i want get this mod stable at some point i need to focus on the new versions only. You shouldn't forget that i have other mods as well, which need some attention from time to time. Unfortunately i have to do all of this myself, that's why i'm not able to decide different, if i want to make LittleTiles more stable and better.
New versions offer new mods. 1.7.10 has been great, but it had many weaknesses as well. For example I couldn't add support for translucent blocks. All of this has changed due to 1.8. I know there are always some mods which haven't updated yet, but maybe you can find some kind of replacement. If i'm not mistaken there is a plugin for SpongeForge which allows you to load Bukkit plugins.
I feel bad about it, but i hope you can understand that . LittleTiles is open source, maybe you can find someone who can implement some new features for 1.7.10?
Is there a way to auto insert in little blocks storage or any mods that access there inventories? even if it is limited to one per block.
Crashing when loading this mod? Here's the crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
ShetiPhian-ASM (shetiphiancore-1.11.0-3.4.2.jar)
LittlePatchingLoader (LittleTiles v1.3.10 mc1.10.2.jar)
IvToolkit (IvToolkit-1.3.1.jar)
NWRTweak (redstonepaste-mc1.11.2-1.7.4 (1).jar)
CreativePatchingLoader (CreativeCore v1.6.21 mc1.11.2.jar)
MalisisCorePlugin (malisiscore-1.11.2-5.0.1.jar)
Contact their authors BEFORE contacting forge
// I bet Cylons wouldn't have this problem.
Time: 2/20/17 6:22 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from LittleTiles (littletiles)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.GameRegistry.registerItem(Lnet/minecraft/item/Item;Ljava/lang/String;)V
at com.creativemd.littletiles.LittleTiles.Init(LittleTiles.java:133)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:641)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:246)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:224)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:147)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:809)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:343)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:521)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.11.2
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 132173216 bytes (126 MB) / 472096768 bytes (450 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.38 Powered by Forge 13.20.0.2223 36 mods loaded, 36 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHI minecraft{1.11.2} [Minecraft] (minecraft.jar)
UCHI mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHI FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.0.2223.jar)
UCHI forge{13.20.0.2223} [Minecraft Forge] (forge-1.11.2-13.20.0.2223.jar)
UCHI creativecoredummy{1.0.0} [CreativeCoreDummy] (minecraft.jar)
UCHI ivtoolkit{1.3.1} [IvToolkit] (minecraft.jar)
UCHI littletilescore{1.0.0} [LittleTilesCore] (minecraft.jar)
UCHI imsm{2.0} [Instant Massive Structures Mod] ([1.11]InstantMassiveStructuresMod.jar)
UCHI adminweapons{3.1} [Admin Weapons] (adminweapons-v3.1-mc1.11.jar)
UCHI betterbuilderswands{0.9.3} [Better Builder's Wands] (Better-Builders-Wands-Mod-1.11.2.jar)
UCHI biomesoplenty{6.0.1.2128} [Biomes O' Plenty] (BiomesOPlenty-1.11-6.0.1.2128-universal.jar)
UCHI buildingtools{1.0.0.RC1} [Building Tools] (buildingtools-1.0.0.RC1.jar)
UCHI cdm{0.0.2} [MrCrayfish's Device Mod] (cdm-0.0.2-alpha-mc1.11.jar)
UCHI chancecubes{1.11-2.3.3.136} [Chance Cubes] (Chance-Cubes-Mod-1.11.2.jar)
UCHI chiselsandbits{13.9} [Chisels & Bits] (Chisels-and-Bits-Mod-1.11.2.jar)
UCHI cpm{1.0.2} [MrCrayfish's Painting Mod] (cpm-1.0.2-mc1.11.2.jar)
UCHI creativecore{1.5.0} [CreativeCore] (CreativeCore v1.6.21 mc1.11.2.jar)
UCHI customnpcs{1.11.2} [CustomNPCs] (CustomNPCs_1.11.2_beta(22jan17).jar)
UCHI extrabitmanipulation{1.11.2-3.0.0} [Extra Bit Manipulation] (Extra-Bit-Manipulation-Mod-1.11.2.jar)
UCHI flatcoloredblocks{mc1.11-5.1} [Flat Colored Blocks] (flatcoloredblocks-mc1.11-5.1.jar)
UCHI gadgetsngoodies{1.1.5} [Gadgets n' Goodies Mod] (Gadgets_n_Goodies_mod_v1.1.5_mc_v1.11.2.jar)
UCHI grapplemod{1.11-v9} [Grappling hook mod] (grapplemod-1.11-v9.jar)
UCHI justenoughbuttons{1.11-1.3} [Just Enough Buttons] (Just-Enough-Buttons-Mod-1.11.2.jar)
UCHI jei{4.2.0.210} [Just Enough Items] (Just-Enough-Items-Mod-1.11.2.jar)
UCHE littletiles{1.3.0} [LittleTiles] (LittleTiles v1.3.10 mc1.10.2.jar)
UCHI lucky{7.4.0} [Lucky Block] (Lucky-Block-Mod-1.11.2.zip)
UCHI malisiscore{1.11.2-5.0.1} [MalisisCore] (malisiscore-1.11.2-5.0.1.jar)
UCHI malisisblocks{1.11.2-5.1.0} [Malisis Blocks] (malisisblocks-1.11.2-5.1.0.jar)
UCHI malisisdoors{1.11.2-6.0.1} [MalisisDoors] (malisisdoors-1.11.2-6.0.1.jar)
UCHI cfm{4.1.1} [MrCrayfish's Furniture Mod] (MrCrayfishs-Furniture-Mod-1.11.2.jar)
UCHI pandorasbox{2.1.6.1} [Pandora's Box] (PandorasBox-2.1.6.1.jar)
UCHI shetiphiancore{3.4.1} [ShetiPhian-Core] (shetiphiancore-1.11.0-3.4.2.jar)
UCHI platforms{1.3.2} [Platforms] (platforms-1.11.0-1.3.2.jar)
UCHI prefab{1.2.0.3} [Prefab] (prefab-1.2.0.3.jar)
UCHI redstonepaste{1.7.4} [Redstone Paste] (redstonepaste-mc1.11.2-1.7.4 (1).jar)
UCHI utilityworlds{1.1.0} [Utility Worlds] (UtilityWorlds-1.11.2_1.1.0.jar)
Loaded coremods (and transformers):
ShetiPhian-ASM (shetiphiancore-1.11.0-3.4.2.jar)
shetiphian.core.asm.ClassTransformer
LittlePatchingLoader (LittleTiles v1.3.10 mc1.10.2.jar)
com.creativemd.littletiles.LittleTilesTransformer
IvToolkit (IvToolkit-1.3.1.jar)
NWRTweak (redstonepaste-mc1.11.2-1.7.4 (1).jar)
net.fybertech.nwr.NWRTransformer
CreativePatchingLoader (CreativeCore v1.6.21 mc1.11.2.jar)
MalisisCorePlugin (malisiscore-1.11.2-5.0.1.jar)
net.malisis.core.util.chunkcollision.ChunkCollisionTransformer
net.malisis.core.util.chunkblock.ChunkBlockTransformer
net.malisis.core.renderer.transformer.MalisisRendererTransformer
net.malisis.core.renderer.icon.asm.TextureMapTransformer
net.malisis.core.util.clientnotif.ClientNotifTransformer
GL info: ' Vendor: 'NVIDIA Corporation' Version: '3.3.0' Renderer: 'GeForce GT 220/PCIe/SSE2'
It is planned but currently not possible sorry.
You installed LittleTiles v1.3.10 for Minecraft 1.10.2, but using Minecraft 1.11.2, you should download LittleTiles v1.3.10 for Minecraft 1.11.2.
That's weird using the newest forge version? If not try to update and check if it's still happening.
Converter tool suggestion.
Why not to add a tool which will allow you to select normal blocks and convert them into LittleTiles tiles?
For example: you build something (second screenshot) then converted it (first screenshot)
This would be very useful using with MCEdit (creating very detailed spheres, etc.)
P. S. :Sorry for my bad english.
Maybe try out the new v1.4.0 pre-release?
Is already on my todo list
Should be fixed in the newest pre-release.