Hey when having any conflicts with BetterBlocks(when addBlocks=true) with any other mod, I am unable to change the property file of yours to fix this issue? I understand that you can easily change, forexample, 113 -> 0, to disable the blocks, but when trying to fix this issue by changing the ID to a different ID it fails to do so??? I guess what Im saying is, did you add this function to this props file?? The confliction I have is difficult since the other mod has NO props file, and yours does(but dosent seem to change)...
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Caspur's Creative Mods
AutoID , PlanksGalore, and Mods to enhance the BUILDING aspect of Minecraft.
Hey when having any conflicts with BetterBlocks(when addBlocks=true) with any other mod, I am unable to change the property file of yours to fix this issue? I understand that you can easily change, forexample, 113 -> 0, to disable the blocks, but when trying to fix this issue by changing the ID to a different ID it fails to do so??? I guess what Im saying is, did you add this function to this props file?? The confliction I have is difficult since the other mod has NO props file, and yours does(but dosent seem to change)...
Just to be sure, you do understand that changing the id does not change the id of existing blocks, it will either remove them from your world/inventory or they will become a block added by the other mod that now uses the ID. The new ID will only be used for newly crafted blocks. Example:
[*:2b07wic0]You place some single wool slabs in the world.
[*:2b07wic0]You change the slabSingleWoolID from 114 to 121.
[*:2b07wic0]You reload your world and all single wool slabs (but not double wool slabs) have disappeared.
[*:2b07wic0]You create a new wool slab and place it (this slab will now have an id of 121).
If you understand that then the problem you are having is likely that you are not editing the correct configuration file. To ensure you are...
[*:2b07wic0]Delete the configuration file, run the game, and login.
[*:2b07wic0]My mod will regenerate a new default configuration (Even if Minecraft crashes due to a Block ID conflict).
[*:2b07wic0]If the file did not appear you either...
[*:2b07wic0]Have an older version of my mod installed (pre 2.5)
[*:2b07wic0]The configuration file is in a different place
The configuration file should be %appdata%/.minecraft/mods/BetterBlocks.props (on Windows), however some mods have issues with the configuration needing to be in a different place, which is why mine auto-generates.
If neither of these things help you it is possible you either found a mod conflict or a very specific bug. In either case if you provide me will the list of mods you have installed and your BetterBlocks.props file that isn't working correctly I can test both myself pretty quickly.
Would be awesome if you could put slabs on the bottom of blocks.
This is such a simple idea I don't know why I didn't think of it, It took me 15 min to implement and will be in 3.0. However it works the same way as stairs in that they will invert when under a solid side (solid block, half-slab, or stair block) and can of course be disabled.
BetterBlocks 3.0 will be out either later tonight (if every thing goes smoothly) or tomorrow if it doesn't. Currently doors, hatches, and gates all work perfectly. I just need to add an inventory icon for gates and hatches, bug test it, and create new screenshots.
EDIT: Not only are things not going smoothly, but I just found a rather significant bug that I cannot track down. At this rate tomorrow (or even the next day) is looking likely.
I don't think their are any bugs left, but I made extensive changes to Doors and the rendering of Better Stairs and Slabs to fix texture tiling issues. So please be on the lookout and let me know.
EDIT: Unless there are bugs, or a new version of minecraft is released don't expect any new content for a few weeks. After that I will start on 3.5 (Redstone) and then 4.0 (Fire, Water, and Lava).
can you add a option to change place where hatch is placed
for eg
1.place it -it will be on the bottom of the block
2.right click - and it will be at the top of the block
map for understanding picture:
-1 block
-hatch
so
1 will be
2 you right click
p.s.
I hope you understood me=)
Gr8 mod by the way=)
can you add a option to change place where hatch is placed
for eg
1.place it -it will be on the bottom of the block
2.right click - and it will be at the top of the block
map for understanding picture:
-1 block
-hatch
so
1 will be
2 you right click
p.s.
I hope you understood me=)
Gr8 mod by the way=)
Unfortunately it would require a new block ID something which I work to avoid. The hatches and fences use the same block ID of the doors, and their is no way to squeeze more work out of it. And at this point it would require a major rewrite of a large portion of my code to add a new one.
I ultimately decided on sealing the bottom side so you can put it directly over a ladder and climb out without having to jump out, and because I could think of no great use for a hatch on the other side.
Quote from Hotchi »
I must say i realy like your mod so much Stairs etc with so few ID's needed its awesome.
can you add a option to change place where hatch is placed
for eg
1.place it -it will be on the bottom of the block
2.right click - and it will be at the top of the block
map for understanding picture:
-1 block
-hatch
so
1 will be
2 you right click
p.s.
I hope you understood me=)
Gr8 mod by the way=)
Unfortunately it would require a new block ID something which I work to avoid. The hatches and fences use the same block ID of the doors, and their is no way to squeeze more work out of it. And at this point it would require a major rewrite of a large portion of my code to add a new one.
I ultimately decided on sealing the bottom side so you can put it directly over a ladder and climb out without having to jump out, and because I could think of no great use for a hatch on the other side.
Quote from Hotchi »
I must say i realy like your mod so much Stairs etc with so few ID's needed its awesome.
Yes it uses the texture from whatever pack is selected.
Quote from OutlawLovesMinecraft »
Mhmm. I haven't had a problem with your mods before, but now it crashes when I start the game after loading my world.
Post the contents of your .minecraft\ModLoader.txt after a crash (EDIT: or your world).
I looked at the ML txt, nothing looked out of place. It said that everything was loaded fine. The problem is right when it loads the world, it crashes. I will post the world, when I figure out how.
Can different slabs be stacked together? If not, then is that possible to add or would it require the creation of to many block ids?
I would love to have different floor and ceiling colors without adding an extra block of hight to my buildings.
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"I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do." - Robert Heinlein
Can I get a DownLoad just for the Doors, Hatches, Gates PLEASE
Quote from Kalin_Magus »
I will not separate this mod into smaller self-contained mods, DO NOT ASK! Instead ask for a configuration
option to disable the feature you do not want. To enable adding new blocks you must set addNewBlocks to true in the configuration file (its off by default.)
I don't think you understand the work that would go into splitting up the mod. If he says yes to one person, then the next time he logs in he'll have 50 other people asking for different combinations...
Just learn to use the config file...
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"I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do." - Robert Heinlein
I'm not sure how you code, in obfuscated or not, but if it's with MCP, and as such unobfuscated, could you upload your source code somewhere? I'm the author of more doors, and though i've been working on a double door feature, I'd like to see how you did it.
Also thought i'd let you know, i did try decompiling the mod but the classes and such are still obfuscated >.> annoyance. Well thanks for any response, i've no need to bug you about it anymore.
Yeah, I used this mod as-well unlike the last revision this one seems to crash when i load my world. Is there anything that could cause my world to crash? Because, even the last one never crashed. Also, how many other complaints about this crashing when loading their world, are there? It's very frustrating, I even tried to edit the .props file and no luck.
Yeah, I used this mod as-well unlike the last revision this one seems to crash when i load my world. Is there anything that could cause my world to crash? Because, even the last one never crashed. Also, how many other complaints about this crashing when loading their world, are there? It's very frustrating, I even tried to edit the .props file and no luck.
When upgrading any mod, if any block id's change it will corrupt your save and thus crash.
Either double check the properties files before and after upgrading to match up the block ids, or start a new world every time you upgrade (or remove) a mod that uses block ids.
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"I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do." - Robert Heinlein
Yeah, I used this mod as-well unlike the last revision this one seems to crash when i load my world. Is there anything that could cause my world to crash? Because, even the last one never crashed. Also, how many other complaints about this crashing when loading their world, are there? It's very frustrating, I even tried to edit the .props file and no luck.
When upgrading any mod, if any block id's change it will corrupt your save and thus crash.
Either double check the properties files before and after upgrading to match up the block ids, or start a new world every time you upgrade (or remove) a mod that uses block ids.
This isn't necessarily true and i believe notch or risugami changed some code to specifically stop that type of thing from happening in 1.5.01. However you can always start the game from your console and copy and paste an error code :tongue.gif:
It only crashes if the blocks are in a chest or your inventory. I think that's right.
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"I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do." - Robert Heinlein
Another comment after looking deeper into your mod, other than double door enabling as well as fence connections, all of these have been made previously. I don't mean to disrespect, frankly from looking at the code i see you know what you're doing, but generally other modders have a tendency to look down on that one, to put it simply neither tehkrush or searge were all to happy with the release of my mods, though i specifically tried to add functionality or capability that they didn't have so i could justify it as a unique mod. If you wish to get ideas or talk to other modders about what can/should be done i sincerely suggest getting an irc client and going to #risucraft and #mcp-modding on the esper irc server. Tons of modders meet there to discuss/help/troll and overall if you show you're not a newb and actually intelligent (which from your code and wording you seem to be) they accept you pretty graciously.
With that said, well done on your mod. It's very professionally done and i love the way you avoided mojangs "do not distribute out code" rule for the most part (save one class but w/e).
Good luck in your future work, and let me know if i can get access to that unobfuscated code >:biggrin.gif:
Of course he knows what hes doing. He made this mod.
But, a conflict with the better logs and Nature overhaul.
In nature overhaul, When you cut down a tree, it destroys all the logs and they all fall.
When I added this mod, and had better logs enabled, this feature no longer works.
EH. I like both of these things, as the better logs does half of what "Vertical Planks" mod, does, without adding the extra blocks.
Dont know what you could possibly do about this, and Clint is having a tantrum at the moment (The creator of nature overall).
AutoID , PlanksGalore, and Mods to enhance the BUILDING aspect of Minecraft.
Just to be sure, you do understand that changing the id does not change the id of existing blocks, it will either remove them from your world/inventory or they will become a block added by the other mod that now uses the ID. The new ID will only be used for newly crafted blocks.
Example:
[*:2b07wic0]You place some single wool slabs in the world.
[*:2b07wic0]You change the slabSingleWoolID from 114 to 121.
[*:2b07wic0]You reload your world and all single wool slabs (but not double wool slabs) have disappeared.
[*:2b07wic0]You create a new wool slab and place it (this slab will now have an id of 121).
If you understand that then the problem you are having is likely that you are not editing the correct configuration file. To ensure you are...
[*:2b07wic0]Delete the configuration file, run the game, and login.
The configuration file should be %appdata%/.minecraft/mods/BetterBlocks.props (on Windows), however some mods have issues with the configuration needing to be in a different place, which is why mine auto-generates.[*:2b07wic0]My mod will regenerate a new default configuration (Even if Minecraft crashes due to a Block ID conflict).
[*:2b07wic0]If the file did not appear you either...
[*:2b07wic0]Have an older version of my mod installed (pre 2.5)
[*:2b07wic0]The configuration file is in a different place
If neither of these things help you it is possible you either found a mod conflict or a very specific bug. In either case if you provide me will the list of mods you have installed and your BetterBlocks.props file that isn't working correctly I can test both myself pretty quickly.
This is such a simple idea I don't know why I didn't think of it, It took me 15 min to implement and will be in 3.0. However it works the same way as stairs in that they will invert when under a solid side (solid block, half-slab, or stair block) and can of course be disabled.
BetterBlocks 3.0 will be out either later tonight (if every thing goes smoothly) or tomorrow if it doesn't. Currently doors, hatches, and gates all work perfectly. I just need to add an inventory icon for gates and hatches, bug test it, and create new screenshots.
EDIT: Not only are things not going smoothly, but I just found a rather significant bug that I cannot track down. At this rate tomorrow (or even the next day) is looking likely.
I don't think their are any bugs left, but I made extensive changes to Doors and the rendering of Better Stairs and Slabs to fix texture tiling issues. So please be on the lookout and let me know.
EDIT: Unless there are bugs, or a new version of minecraft is released don't expect any new content for a few weeks. After that I will start on 3.5 (Redstone) and then 4.0 (Fire, Water, and Lava).
for eg
1.place it -it will be on the bottom of the block
2.right click - and it will be at the top of the block
map for understanding picture:
-1 block
-hatch
so
1 will be
2 you right click
p.s.
I hope you understood me=)
Gr8 mod by the way=)
Thanks
Unfortunately it would require a new block ID something which I work to avoid. The hatches and fences use the same block ID of the doors, and their is no way to squeeze more work out of it. And at this point it would require a major rewrite of a large portion of my code to add a new one.
I ultimately decided on sealing the bottom side so you can put it directly over a ladder and climb out without having to jump out, and because I could think of no great use for a hatch on the other side.
Yes it uses the texture from whatever pack is selected.
Post the contents of your .minecraft\ModLoader.txt after a crash (EDIT: or your world).
Can different slabs be stacked together? If not, then is that possible to add or would it require the creation of to many block ids?
I would love to have different floor and ceiling colors without adding an extra block of hight to my buildings.
I don't think you understand the work that would go into splitting up the mod. If he says yes to one person, then the next time he logs in he'll have 50 other people asking for different combinations...
Just learn to use the config file...
Also thought i'd let you know, i did try decompiling the mod but the classes and such are still obfuscated >.> annoyance. Well thanks for any response, i've no need to bug you about it anymore.
When upgrading any mod, if any block id's change it will corrupt your save and thus crash.
Either double check the properties files before and after upgrading to match up the block ids, or start a new world every time you upgrade (or remove) a mod that uses block ids.
This isn't necessarily true and i believe notch or risugami changed some code to specifically stop that type of thing from happening in 1.5.01. However you can always start the game from your console and copy and paste an error code :tongue.gif:
It only crashes if the blocks are in a chest or your inventory. I think that's right.
With that said, well done on your mod. It's very professionally done and i love the way you avoided mojangs "do not distribute out code" rule for the most part (save one class but w/e).
Good luck in your future work, and let me know if i can get access to that unobfuscated code >:biggrin.gif:
He made this mod.
But, a conflict with the better logs and Nature overhaul.
In nature overhaul, When you cut down a tree, it destroys all the logs and they all fall.
When I added this mod, and had better logs enabled, this feature no longer works.
EH. I like both of these things, as the better logs does half of what "Vertical Planks" mod, does, without adding the extra blocks.
Dont know what you could possibly do about this, and Clint is having a tantrum at the moment (The creator of nature overall).