Also, I'm going to see what I can put together by way of 64x textures for your doors, starting with the 1x3 doors first and working up from there.
1x3 and 2x3 wood doors textured for 64x, though I'm not actually 100% happy with the 2x3 wood door texture ... I think it might actually have better-looking proportions on the 2x4 door. I'll post screenshots shortly.
In the course of working on iron-door textures I discovered what may be a bug, or may just be an unavoidable part of how door entities work. 2-block-wide doors cannot be placed where there will be an air block under the distal side of the door when it is open, and if a block is removed after the door is placed that results in there being an air block under the distal part of the door when it is opened, the door will break when it is next opened.
2x4 iron door, 64x, based on the Debtor's Door at Newgate Prison:
And about the "bug": Actually my thought was that the door should alwas have a floor beneath. So it is intended that the door pops out when the block under the distal side is removed. But thinking about it, it might as well be a good idea to remove that feature to make the door more flexible. Hm, let me think about it, maybe in a future update I'll remove that line of code. But no promises
I certainly agree doors should always have a floor beneath them when closed. But a door could be at the top of a flight of stairs, and depending where the stairs begin, that means a two-block-wide door might extend out over an air block when open.
The 1x3 and 2x3 iron doors are giving me some trouble texturing them for 64x. I can't get them to look right, so far...
As for LWC support, I'm pretty certain it's a matter of needing to be able to tell LWC "This object is a door." I'm waiting for a response from Hidendra, LWC's author, on that one.
(OK ... pretty happy with the 64x 2x3 iron door now. Still not at all satisfied with the 1x3 iron door.)
OK, I'm now fairly happy with all of the 64x door textures. Here's the iron doors, including my 64x texture for the vanilla 1x2 iron door:
And I'll post the resource pack as soon as I figure out how. I imagine I'll probably have to start my own thread for it or something. In which case I may eventually put up all of my own 64x textures, but we'll see. (My CaerCraft Realistic resource pack is basically a "glue pack" to integrate 64x mod textures from Soartex and Delta-NP as seamlessly as possible with LB Photo-Realism's HD textures for vanilla Minecraft, to provide a world as consistently real-looking as I can.)
Oh, hey, I'm noticing a few errant-looking items showing up in Not Enough Items ... in addition to Tall Wooden/Iron Door, 2x3 Wooden/Iron Door, and 2x4 Wooden/Iron Door, there are items tile.blockDoorOneByThreeWood/Iron.name, tile.blockDoorTwoByThreeWood/Iron.name, and tile.blockDoorTwoByFourWood/Iron.name, none of which have associated textures. I'm assuming this is a bug somewhere.
The textures look great! If you sent me the textures or gave me a download link I'd put the resource pack on my front page You wouldnt have to start an own thread and everybody downloading the doors would see that there are 64x textures for it.
The forum doesn't seem to want to let me put a link in a comment. I'll see if I can PM it to you.
Oh, I just installed your Stone Stairs mod too. I never could understand why Minecraft let you could make stairs from everything but plain smooth stone...
Roxane, would you consider looking into the possibility of adding a wide fence gate to the Tall Doors mod? It was one of the things I used a lot from Tektor's Tall Doors mod, but the fence gates were always buggy (they turned into 4x6 left wooden doors when broken), and the mod now seems more or less abandoned, with people reporting bugs and crashes in just about every part of it.
I know exactly what you mean. It was easyer coding only levels, so that was my first attemt. But I plan to change it so the Gem uses Experience instead of levels in the future. Probably change it with the update to 1.8 (which is on the way).
Thats great, so glad youre going to change it in the future, I wait with antici...... pation
TG
Rollback Post to RevisionRollBack
War doesn't decide who is right, just who is left...
I'm using your Tall Doors mod and I like the doors you add. I do have one question, though. How would I express one of your mod doors in a command such as /setblock? Minecraft seems to be choking on the spaces; for example, when I try /setblock ~ ~ ~ Roxa's Tall Doors Mod:DoorOneByThreeWood, Minecraft complains that "There is no such item with ID Roxa's". I've also tried enclosing the block name in quotes or braces, to no avail.
Ruins Mod manages it. I'm not sure whether it uses /setblock internally though. I've modified the DesertTinyVillage "ruin" template for Ruins Mod to replace the fence gates at its four gateways with your 1x3 tall iron doors and shrouded silent pressure plates from the Obsidian Plates mod, and they spawn in just fine. Ruins Mod builds the templates up from the bottom one block at a time, and I haven't seen any broken/despawned doors.
(I have, however, seen a case or two of the village spawning rotated 90 degrees, which causes the doors to be wrong ... but they're still there.)
CaerMaster, that's very interesting that you were able to get these doors in Ruins. I use that mod as well. Could you post a line or two from your Ruins config showing how you referenced the mod id? Did you have to do anything special (such as enclosing it in quotes)?
CaerMaster, that's very interesting that you were able to get these doors in Ruins. I use that mod as well. Could you post a line or two from your Ruins config showing how you referenced the mod id? Did you have to do anything special (such as enclosing it in quotes)?
The really easy thing to do is this: Place a block of, say, sand. Place a door on top of it. Type /parseruin doortest. Break the sand block. And then look at the resulting template.
Depending on orientation, you'll find some subset of these rules (although probably with different rule numbers):
I've just started using MineTweaker to adjust crafting recipes on my 1.7.10 server (primarily, to increase the yield of all stair recipes from the miserly vanilla 4-for-6 recipe to something a little more fair¹ with at least a 1-for-1 yield), and I've run into a problem with Stone Stairs because Minetweaker cannot parse the Stone Stairs mod's namespace. (It probably wouldn't be able to parse the others either, but Stone Stairs is the only one containing recipes I'm trying to adjust.)
Could I please ask you to just make an incremental 1.7.10 release to sanitize the internal mod name (or names) to remove spaces and special characters? They really are quite problematic. Might I suggest RoxaTallDoors and RoxaStoneStairs as new namespaces...?
(Sadly, I'm pretty sure the change would break existing placed doors and stairs. But I figure anyone who doesn't need the namespace fix could simply not update.)
___
¹ If you think about it a little, the vanilla stair recipe takes six full blocks to make four three-quarter blocks. That's fully 50% material wastage — 6 blocks in, 3 blocks out. That's not "craft some stairs", that's "smash a bunch of material and pile up the rubble". Even 1 for 1 — 6 stairs from 6 blocks — is 25% material wastage, but is fairly realistic if you assume you make your stairs by just taking solid blocks and chiseling away the part of each block you don't want. If you assume cutting blocks into quarters and stacking the quarters into stairs, though, you should be able to get 8 stairs from 6 blocks (minus saw kerfs). If you can make two slabs from one block without wasting ANY material, why shouldn't you be able to make one stair from one block without wasting half the material?
Really like the Tall Doors mod. May I please have permission to use it in a public modpack, provided that no money is made and proper credit is given with a link back to this thread? Thanks in advance!
EDIT: And while I'm at it, could I please have permission to use the Straw Mod and the Tall Doors in a separate modpack (also public, and also with credit given and link back to the thread, of course)? They'd fit so well in the builder's modpack I'm working on!
1x3 and 2x3 wood doors textured for 64x, though I'm not actually 100% happy with the 2x3 wood door texture ... I think it might actually have better-looking proportions on the 2x4 door. I'll post screenshots shortly.
(Ignore the aura nodes and waypoint beacons distantly visible through the doors.)
In the course of working on iron-door textures I discovered what may be a bug, or may just be an unavoidable part of how door entities work. 2-block-wide doors cannot be placed where there will be an air block under the distal side of the door when it is open, and if a block is removed after the door is placed that results in there being an air block under the distal part of the door when it is opened, the door will break when it is next opened.
2x4 iron door, 64x, based on the Debtor's Door at Newgate Prison:
I certainly agree doors should always have a floor beneath them when closed. But a door could be at the top of a flight of stairs, and depending where the stairs begin, that means a two-block-wide door might extend out over an air block when open.
The 1x3
and 2x3iron doors are giving me some trouble texturing them for 64x. I can't get them to look right, so far...As for LWC support, I'm pretty certain it's a matter of needing to be able to tell LWC "This object is a door." I'm waiting for a response from Hidendra, LWC's author, on that one.
(OK ... pretty happy with the 64x 2x3 iron door now. Still not at all satisfied with the 1x3 iron door.)
And I'll post the resource pack as soon as I figure out how. I imagine I'll probably have to start my own thread for it or something. In which case I may eventually put up all of my own 64x textures, but we'll see. (My CaerCraft Realistic resource pack is basically a "glue pack" to integrate 64x mod textures from Soartex and Delta-NP as seamlessly as possible with LB Photo-Realism's HD textures for vanilla Minecraft, to provide a world as consistently real-looking as I can.)
The forum doesn't seem to want to let me put a link in a comment. I'll see if I can PM it to you.
I do have an issue though, its the XP Gems, they dont keep track of "true xp" when you use them.
E.g. I level to 10, put 10 into gem, I level to 10 again, I put in gem, gem now has 20 lvls, wrong...
1 - 10 is nowhere near as much XP as 10-20 so once the gem holds 10, giving it another 10 shouldnt take it to 20, more like 14 or 15.
Hope you understand what I mean, I went from 1-10 5 times so I got lvl 50 XP for maybe 30 or so. At lvl 100, gaining 1 lvl is like 19 lvls.
Please understand this is a bug post, I am in no way dissing the mod, in fact I want it to work properly cos I love it!!
Thanks,
TG
War doesn't decide who is right, just who is left...
Thats great, so glad youre going to change it in the future, I wait with antici...... pation
TG
War doesn't decide who is right, just who is left...
I'm using your Tall Doors mod and I like the doors you add. I do have one question, though. How would I express one of your mod doors in a command such as /setblock? Minecraft seems to be choking on the spaces; for example, when I try /setblock ~ ~ ~ Roxa's Tall Doors Mod:DoorOneByThreeWood, Minecraft complains that "There is no such item with ID Roxa's". I've also tried enclosing the block name in quotes or braces, to no avail.
Thanks.
(I have, however, seen a case or two of the village spawning rotated 90 degrees, which causes the doors to be wrong ... but they're still there.)
CaerMaster, that's very interesting that you were able to get these doors in Ruins. I use that mod as well. Could you post a line or two from your Ruins config showing how you referenced the mod id? Did you have to do anything special (such as enclosing it in quotes)?
Thanks.
The really easy thing to do is this: Place a block of, say, sand. Place a door on top of it. Type /parseruin doortest. Break the sand block. And then look at the resulting template.
Depending on orientation, you'll find some subset of these rules (although probably with different rule numbers):
rule98=0,100,Roxa's Tall Doors Mod:DoorOneByThreeIron-0
rule99=0,100,Roxa's Tall Doors Mod:DoorOneByThreeIron-1
rule100=0,100,Roxa's Tall Doors Mod:DoorOneByThreeIron-2
rule101=0,100,Roxa's Tall Doors Mod:DoorOneByThreeIron-3
rule102=0,100,Roxa's Tall Doors Mod:DoorOneByThreeIron-8
rule103=0,100,Roxa's Tall Doors Mod:DoorOneByThreeIron-9
rule104=0,100,Roxa's Tall Doors Mod:DoorOneByThreeIron-10
You'll find each door has a -0, -1, -2 or -3 on the bottom, then either a -8 or a -9 in the middle, then a -10 on top.
I was curious if the new 1.8 version will have different variations of the large doors for the different types of wood?
Roxane,
I've just started using MineTweaker to adjust crafting recipes on my 1.7.10 server (primarily, to increase the yield of all stair recipes from the miserly vanilla 4-for-6 recipe to something a little more fair¹ with at least a 1-for-1 yield), and I've run into a problem with Stone Stairs because Minetweaker cannot parse the Stone Stairs mod's namespace. (It probably wouldn't be able to parse the others either, but Stone Stairs is the only one containing recipes I'm trying to adjust.)
Could I please ask you to just make an incremental 1.7.10 release to sanitize the internal mod name (or names) to remove spaces and special characters? They really are quite problematic. Might I suggest RoxaTallDoors and RoxaStoneStairs as new namespaces...?
(Sadly, I'm pretty sure the change would break existing placed doors and stairs. But I figure anyone who doesn't need the namespace fix could simply not update.)
___
¹ If you think about it a little, the vanilla stair recipe takes six full blocks to make four three-quarter blocks. That's fully 50% material wastage — 6 blocks in, 3 blocks out. That's not "craft some stairs", that's "smash a bunch of material and pile up the rubble". Even 1 for 1 — 6 stairs from 6 blocks — is 25% material wastage, but is fairly realistic if you assume you make your stairs by just taking solid blocks and chiseling away the part of each block you don't want. If you assume cutting blocks into quarters and stacking the quarters into stairs, though, you should be able to get 8 stairs from 6 blocks (minus saw kerfs). If you can make two slabs from one block without wasting ANY material, why shouldn't you be able to make one stair from one block without wasting half the material?
Roxa,
Really like the Tall Doors mod. May I please have permission to use it in a public modpack, provided that no money is made and proper credit is given with a link back to this thread? Thanks in advance!
EDIT: And while I'm at it, could I please have permission to use the Straw Mod and the Tall Doors in a separate modpack (also public, and also with credit given and link back to the thread, of course)? They'd fit so well in the builder's modpack I'm working on!