Just thought of this earlier today.
How about adding a carpenter's item frame? The usual block to change the frame's structure, a dye to change the color of the leather, and the hammer to change the pattern, just like the bed.
Just thought of this earlier today.
How about adding a carpenter's item frame? The usual block to change the frame's structure, a dye to change the color of the leather, and the hammer to change the pattern, just like the bed.
Why stop there? Why not also a Carpenter's Painting? The Hammer could change the size of the painting, and the chisel could cycle through the different paintings? Plus, with the addition of custom paintings which could be added through the configuration settings, it would allow for a massive amount of paintings/images for aesthetic appeal. And I mean, if the idea of the chisel changing the kind of picture is kind of odd then why not make a paintbrush?
This mod is so ridiculously awesome, thanks for all the hard work! It has let me make things I never thought would be possible, like this.
I do have a request, although I don't know how feasible it is. I'm trying to make triangular patterns in the floor, but since slopes only fill up half of a block, I was wondering if it would be possible to "combine" two slopes into a single block and be able to put two different patterns on each slope? Then I could make triangular floor designs and it would allow me to do...something very cool with my build up above.
Also, have you considered making 30/60 degree slopes? Trying to make equilateral triangles is impossible.
I'm trying to make triangular patterns in the floor, but since slopes only fill up half of a block, I was wondering if it would be possible to "combine" two slopes into a single block and be able to put two different patterns on each slope? Then I could make triangular floor designs and it would allow me to do...something very cool with my build up above.
It's been suggested for a very long time. I just tend to shy away from adding more slope-type blocks because they're a lot of work. We'll see. I have been trying to think of something new to add.
Also, have you considered making 30/60 degree slopes? Trying to make equilateral triangles is impossible.
That might fall under a collapsible-type block that is fancier than the current one. I'd love to enable this but this one block might take a long time to complete.
Alright folks for the risk-takers out there, I've uploaded 2.0.3 dev for MC 1.6+. The biggest change you'll probably want to test is the new slope selection. Hold a slope, sneak, and scroll up or down with your scroll wheel.
It's for bug-testing, so let me know if you find anything game-breaking! A changelog with dev changes is in the OP if you're curious what has changed.
Hello, i have a client-side crash, when place flower pot on carpernter's door side:
Carpenters version 2.0.2
MC Version: 1.6.4
Lastest Forge 9.11.1.965
Optifine HD_U_C8
CrashLog:
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 14.02.14 23:09
Description: Unexpected error
java.lang.ClassCastException: carpentersblocks.tileentity.TEBase cannot be cast to carpentersblocks.tileentity.TECarpentersFlowerPot
at carpentersblocks.block.BlockCarpentersFlowerPot.func_71872_e(BlockCarpentersFlowerPot.java:270)
at net.minecraft.world.World.func_72931_a(World.java:3773)
at net.minecraft.item.ItemBlock.func_77884_a(ItemBlock.java:180)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:381)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1617)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2095)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1137)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:1065)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at carpentersblocks.block.BlockCarpentersFlowerPot.func_71872_e(BlockCarpentersFlowerPot.java:270)
at net.minecraft.world.World.func_72931_a(World.java:3773)
at net.minecraft.item.ItemBlock.func_77884_a(ItemBlock.java:180)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78760_a(PlayerControllerMP.java:381)
at net.minecraft.client.Minecraft.func_71402_c(Minecraft.java:1617)
The Meaning of Life, the Universe, and Everything.
Join Date:
2/14/2014
Posts:
50
Member Details
suggestions
1) clicking with chisel opens a GUI to select which chisel pattern to use, i currently have 255 patterns (which more would also be nice) and takes effort to click through them
2) more patterns to chisels! maybe try a loop to load, 1 2 3 4 while files exist, no 5 so at 5 it would see no file and abort
3) a new shape, column - starts out small, say 1/4 of a block diameter, then hammer makes bigger sizes - the sizes i care for most ould be 1/4 block diameter, 1/2, 1/1, and 2/1 (basicly be a corner slope but rounded, so 2x2 would make a 2 tile diameter circle column) - but more sizes is also lovely, so why stop? slopes has dozens of shapes, column should too ^.^ ....just sizes XDoh with 172, i heard IDs get removed? will this make carpenter blocks unable to update maps from 164 to 172? or can you keep such things intact?:) would hate to have to rebuild my new temple XD
Purecell2, I don't see anything in those logs that screams "Carpenter's Blocks". But then again you don't appear to be running much in the way of mods. My guess... assuming you were running more mods in this world before... is that something in the world got corrupted. If it was me, I'd try one of two things:
1) Try creating a new world with no extra mods. Just carpenter's blocks and forge (safer)
or
2) Disable carpenter's blocks mod and load your existing world up and see if it crashes. WARNING!! Doing that will delete any carpenter's blocks in chunks you load while you are testing!
If I still got crashes in both of those cases... I think I'd reinstall minecraft completely.
Rollback Post to RevisionRollBack
Argue not with dragons for thou art crunchy and go well with brie
Got this crash with the dev version in a superflat world while using the hammer on a slope to change slope types. Even though it mentions Railcraft, the slope was uncovered and I didn't have any Railcraft related blocks in the world. Also, there weren't any other blocks nearby; it was just by itself on the grass.
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 2/15/14 12:51 AM
Description: Unexpected error
java.lang.ClassCastException: mods.railcraft.common.blocks.hidden.TileHidden cannot be cast to carpentersblocks.tileentity.TEBase
at carpentersblocks.block.BlockBase.isValid(BlockBase.java:123)
at carpentersblocks.block.BlockBase.getLightValue(BlockBase.java:686)
at net.minecraft.block.Block.func_71874_e(Block.java:519)
at carpentersblocks.renderer.helper.LightingHelper.setLightingYNeg(LightingHelper.java:297)
at carpentersblocks.renderer.BlockAdvancedLighting.populateLighting(BlockAdvancedLighting.java:60)
at carpentersblocks.renderer.BlockAdvancedLighting.prepareLighting(BlockAdvancedLighting.java:47)
at carpentersblocks.renderer.BlockHandlerCarpentersSlope.renderBaseBlock(BlockHandlerCarpentersSlope.java:470)
at carpentersblocks.renderer.BlockAdvancedLighting.renderBlock(BlockAdvancedLighting.java:247)
at carpentersblocks.renderer.BlockHandlerBase.renderCarpentersBlock(BlockHandlerBase.java:764)
at carpentersblocks.renderer.BlockHandlerBase.renderWorldBlock(BlockHandlerBase.java:133)
at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:152)
at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:57)
at net.minecraft.client.renderer.RenderBlocks.func_78612_b(RenderBlocks.java:485)
at net.minecraft.client.renderer.WorldRenderer.func_78907_a(WorldRenderer.java:224)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1551)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1129)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1002)
at net.minecraft.src.EntityRendererProxy.func_78480_b(EntityRendererProxy.java:39)
at weather.EntityRendererProxyWeatherMini.func_78480_b(EntityRendererProxyWeatherMini.java:54)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at carpentersblocks.block.BlockBase.isValid(BlockBase.java:123)
at carpentersblocks.block.BlockBase.getLightValue(BlockBase.java:686)
at net.minecraft.block.Block.func_71874_e(Block.java:519)
at carpentersblocks.renderer.helper.LightingHelper.setLightingYNeg(LightingHelper.java:297)
at carpentersblocks.renderer.BlockAdvancedLighting.populateLighting(BlockAdvancedLighting.java:60)
at carpentersblocks.renderer.BlockAdvancedLighting.prepareLighting(BlockAdvancedLighting.java:47)
at carpentersblocks.renderer.BlockHandlerCarpentersSlope.renderBaseBlock(BlockHandlerCarpentersSlope.java:470)
at carpentersblocks.renderer.BlockAdvancedLighting.renderBlock(BlockAdvancedLighting.java:247)
at carpentersblocks.renderer.BlockHandlerBase.renderCarpentersBlock(BlockHandlerBase.java:764)
at carpentersblocks.renderer.BlockHandlerBase.renderWorldBlock(BlockHandlerBase.java:133)
at cpw.mods.fml.client.registry.RenderingRegistry.renderWorldBlock(RenderingRegistry.java:152)
at FMLRenderAccessLibrary.renderWorldBlock(FMLRenderAccessLibrary.java:57)
at net.minecraft.client.renderer.RenderBlocks.func_78612_b(RenderBlocks.java:485)
at net.minecraft.client.renderer.WorldRenderer.func_78907_a(WorldRenderer.java:224)
at net.minecraft.client.renderer.RenderGlobal.func_72716_a(RenderGlobal.java:1551)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1129)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1002)
at net.minecraft.src.EntityRendererProxy.func_78480_b(EntityRendererProxy.java:39)
Side question: Since you're working on porting to 1.7.X, will you still be maintaining 1.6.X versions alongside it? (Pretty please?)
suggestions
1) clicking with chisel opens a GUI to select which chisel pattern to use, i currently have 255 patterns (which more would also be nice) and takes effort to click through them
2) more patterns to chisels! maybe try a loop to load, 1 2 3 4 while files exist, no 5 so at 5 it would see no file and abort
3) a new shape, column - starts out small, say 1/4 of a block diameter, then hammer makes bigger sizes - the sizes i care for most ould be 1/4 block diameter, 1/2, 1/1, and 2/1 (basicly be a corner slope but rounded, so 2x2 would make a 2 tile diameter circle column) - but more sizes is also lovely, so why stop? slopes has dozens of shapes, column should too ^.^ ....just sizes XD
oh with 172, i heard IDs get removed? will this make carpenter blocks unable to update maps from 164 to 172? or can you keep such things intact? would hate to have to rebuild my new temple XD
I never expected anyone to use all the pattern slots! A GUI would be helpful, I'm just a total noob when it comes to that. I do plan on implementing GUIs in the future for any feature that would benefit from them.
You're suggesting I change the short to an integer!? Okay.. but I do plan on making improvements to the way all the different patterns are loaded. We'll see.
Many people have suggested columns but it sounds too "static" to me. How about something that dynamically adjusts it's size? Maybe a collapsible block that shrinks in from the sides until it looks like a toothpick. Thinking about it now it sounds pretty cool, actually...
Block IDs are toast, so I'm going to store blocks using unlocalized names instead - but it's awesome because you won't have ID conflicts ever again. This does mean existing stuff will not survive the update, but it does give me a chance to make structural changes that otherwise would have broken stuff.
I haven't decided what I want to do next after the port is complete, but lighting still needs TLC.
Got this crash with the dev version in a superflat world while using the hammer on a slope to change slope types. Even though it mentions Railcraft, the slope was uncovered and I didn't have any Railcraft related blocks in the world. Also, there weren't any other blocks nearby; it was just by itself on the grass.
Ah, it's a common problem. Just means I have to tweak something.
Side question: Since you're working on porting to 1.7.X, will you still be maintaining 1.6.X versions alongside it? (Pretty please?)
Well there's over 2200+ compile errors, so doing complete backports will no longer be acceptable. As long as I personally play in 1.6+ worlds I will dev in that version and simply port changes to 1.7+.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/14/2014
Posts:
50
Member Details
other mods seem to be able to access IDs of things in 172, textures for example can be named to block## (using a default 164 ID from a mod) and texture applies, so IDs must atleast exist in some form o.O or...possible to make a final 164 update that can handle reading both IDs and unlocalized names then save as unlocalized? to make carrying over map work then 172 only read/write unlocalized
1 suggestion... a crafting table...
so you can make like a stone looking craftingtable
Rollback Post to RevisionRollBack
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
I want to say to start with that this mod is awesome! I was playing with it last night and creating some fancy stuff. I was wondering if you would mind if I did a spotlight for your mod and put it on my YouTube channel? If would show you the video first if you wanted.
Andrewbacca
Spotlights are always welcome and if it is good enough it could make it onto the OP, the best ones are the ones who go in depth on the mod.
3. Many people have suggested columns but it sounds too "static" to me. How about something that dynamically adjusts it's size? Maybe a collapsible block that shrinks in from the sides until it looks like a toothpick. Thinking about it now it sounds pretty cool, actually...
This sounds interesting. Maybe something that can be turned into a statue for my fountain?
Oh I adore your caravans/trailers! And those tents! - Are they from another mod?
I could happily camp here for a long weekend. I think I'll have the brown 'van.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Alright, the 1.7.2 port is going to require a bit of work. It compiles, but it has some pretty bad bugs at the moment, and I'm not confident all of them can be fixed on my end.
I'll focus on getting version 2.0.3 up and running for 1.6.4 for now.
Thanks for posting the pics Zep, they're wonderful.
I can't seem to change the bed or flower pot style with the hammer. Do they even have alternative styles by default?
It's not a typical problem. Hitting those blocks with the hammer should cycle through the designs. I'm not able to test it currently, but I haven't heard of this issue recently.
What I'd like to see:
Bookcase
Iron Bar/prison bar & Dutch style doors
Crafting Bench
Sign
Portal Frame
'Stone brick' wall style....walls...
Windows + some styles that can be mixed and matched to make some nice looks.
What I'd like to see:
Bookcase
Iron Bar/prison bar & Dutch style doors
Crafting Bench
Sign
Portal Frame
'Stone brick' wall style....walls...
Windows + some styles that can be mixed and matched to make some nice looks.
I second the windows. And signs.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
How about adding a carpenter's item frame? The usual block to change the frame's structure, a dye to change the color of the leather, and the hammer to change the pattern, just like the bed.
Why stop there? Why not also a Carpenter's Painting? The Hammer could change the size of the painting, and the chisel could cycle through the different paintings? Plus, with the addition of custom paintings which could be added through the configuration settings, it would allow for a massive amount of paintings/images for aesthetic appeal. And I mean, if the idea of the chisel changing the kind of picture is kind of odd then why not make a paintbrush?
Only a suggestion.
This mod is so ridiculously awesome, thanks for all the hard work! It has let me make things I never thought would be possible, like this.
I do have a request, although I don't know how feasible it is. I'm trying to make triangular patterns in the floor, but since slopes only fill up half of a block, I was wondering if it would be possible to "combine" two slopes into a single block and be able to put two different patterns on each slope? Then I could make triangular floor designs and it would allow me to do...something very cool with my build up above.
Also, have you considered making 30/60 degree slopes? Trying to make equilateral triangles is impossible.
Thanks again!
That idea isn't that bad. I would just have to tie it with a nice GUI to select patterns - that part could take a while.
It's been suggested for a very long time. I just tend to shy away from adding more slope-type blocks because they're a lot of work. We'll see. I have been trying to think of something new to add.
That might fall under a collapsible-type block that is fancier than the current one. I'd love to enable this but this one block might take a long time to complete.
It's for bug-testing, so let me know if you find anything game-breaking! A changelog with dev changes is in the OP if you're curious what has changed.
Carpenters version 2.0.2
MC Version: 1.6.4
Lastest Forge 9.11.1.965
Optifine HD_U_C8
CrashLog:
Thanks. I think I've sorted out the bugs for it.
I've started the 1.7.2 port, but definitely don't have an ETA. Soon, if I get enough time.
1) clicking with chisel opens a GUI to select which chisel pattern to use, i currently have 255 patterns (which more would also be nice) and takes effort to click through them
2) more patterns to chisels! maybe try a loop to load, 1 2 3 4 while files exist, no 5 so at 5 it would see no file and abort
3) a new shape, column - starts out small, say 1/4 of a block diameter, then hammer makes bigger sizes - the sizes i care for most ould be 1/4 block diameter, 1/2, 1/1, and 2/1 (basicly be a corner slope but rounded, so 2x2 would make a 2 tile diameter circle column) - but more sizes is also lovely, so why stop? slopes has dozens of shapes, column should too ^.^ ....just sizes XDoh with 172, i heard IDs get removed? will this make carpenter blocks unable to update maps from 164 to 172? or can you keep such things intact?:) would hate to have to rebuild my new temple XD
1) Try creating a new world with no extra mods. Just carpenter's blocks and forge (safer)
or
2) Disable carpenter's blocks mod and load your existing world up and see if it crashes. WARNING!! Doing that will delete any carpenter's blocks in chunks you load while you are testing!
If I still got crashes in both of those cases... I think I'd reinstall minecraft completely.
Got this crash with the dev version in a superflat world while using the hammer on a slope to change slope types. Even though it mentions Railcraft, the slope was uncovered and I didn't have any Railcraft related blocks in the world. Also, there weren't any other blocks nearby; it was just by itself on the grass.
Side question: Since you're working on porting to 1.7.X, will you still be maintaining 1.6.X versions alongside it? (Pretty please?)
I haven't decided what I want to do next after the port is complete, but lighting still needs TLC.
Ah, it's a common problem. Just means I have to tweak something.
Well there's over 2200+ compile errors, so doing complete backports will no longer be acceptable. As long as I personally play in 1.6+ worlds I will dev in that version and simply port changes to 1.7+.
so you can make like a stone looking craftingtable
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Spotlights are always welcome and if it is good enough it could make it onto the OP, the best ones are the ones who go in depth on the mod.
This sounds interesting. Maybe something that can be turned into a statue for my fountain?
if you want a statue, i suggest looking at ceramics from factorization, literally building a statue lol
keep this mod for simple shapes ^.^
Oh I adore your caravans/trailers! And those tents! - Are they from another mod?
I could happily camp here for a long weekend. I think I'll have the brown 'van.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I'll focus on getting version 2.0.3 up and running for 1.6.4 for now.
Thanks for posting the pics Zep, they're wonderful.
It's not a typical problem. Hitting those blocks with the hammer should cycle through the designs. I'm not able to test it currently, but I haven't heard of this issue recently.
Bookcase
Iron Bar/prison bar & Dutch style doors
Crafting Bench
Sign
Portal Frame
'Stone brick' wall style....walls...
Windows + some styles that can be mixed and matched to make some nice looks.
I second the windows. And signs.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".