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    posted a message on [1.3.2]ApatheticMods: Everything updated
    Wow, the first time I saw this thread I think the description was a bit mangled and I wrote it off as too complicated, but now it makes perfect sense. It's everything I loved about Controller Block, but with added bonuses like being able to dictate block direction and use special blocks like doors and beds as well as blocks that rely on the damage value (colored wool, the new half step blocks, etc.).

    I was a bit surprised that signs don't work. I wouldn't expect them to retain text (like how chests and such won't retain their inventory), but I was hoping to make a sort of toggleable couch using the "stairs with wall signs on the sides" method. The signs just drop as items when the switch is flipped, however.
    Posted in: Minecraft Mods
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    posted a message on [MOD]Switcher Blocks v0.2 - Now with Fences (Beta 1.3_01)
    As the #1 fan of both ControllerBlocks and Bridge Blocks, I salute your efforts!
    Posted in: Mods Discussion
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    posted a message on [Question] No world in any editor
    I had this happen to me when using the McRegion mod, since it stores the files differently and I don't think any of the map editors support that format. Possibly your problem?
    Posted in: Minecraft Tools
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    posted a message on Music made of Tone blocks [discuss + post video?]
    I made a little ditty and then composed something around it.

    Posted in: Survival Mode
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    posted a message on [1.8.1] Builders 0.64B [MOB]
    Wow, this is very impressive! I have a couple of ideas for you.

    Since builders are always looking for flat spaces on which to build, how about another NPC that actively tries to flatten areas for them by digging up dirt and stuff? Or maybe the builder could alternate between building and flattening?

    And about having more blueprints... have you thought of incorporating MCEdit's schematic files? It would be neat if you could just drop them in a folder or something and the builders would pick randomly from them. I think for it to reach its maximum potential the builders would have to be able to use more materials though - either by having an infinite amount of every block (easier to code), or being able to gather the materials when necessary (probably much more difficult to code).
    Posted in: WIP Mods
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    posted a message on FlameHead269's message
    So... you want people to join your server and basically be your slaves the whole time?
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    Quote from SirStæmPùnk »
    Anyone know how long it might take OP to fix this mod for 1.2.5?


    This particular mod seems to update less often than others, so all I can tell you is "whenever he gets around to it". Can't blame the guy for having a life though.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    Quote from Sunrise_78 »

    The crop and water sensor seems so easy to do that I will probably implement that in next version.
    it will be more like a controllerBlock activated by water / crop, this way it could be use as a sensor and also directly as a controllerBlock trigger by water or crop !


    Whoa, it never occurred to me to just combine the two sensors! I wonder, would it be possible to make it more of an open ended "adjacent block" detector, where you had a slot you could fill with a certain block, and it would look only for that block. Some examples:

    Bucket of water -> water sensor
    Wheat, Reeds, Cactus -> farm sensor
    Sapling -> leaf sensor
    Bucket of Lava -> lava and fire sensor - great for sprinkler systems, and opening a door by setting something on fire would be too rad for words
    Leave empty -> air sensor - this would go off when a block is uncovered, so you could detect falling sand/gravel as well as explosions

    This would open up a lot of weird locking mechanisms for doors, bridges, etc. You could set it up so you have to put a yellow flower on a certain patch of ground. Or maybe you have to arrange red and yellow flowers in a certain pattern. I believe there are two block IDs for furnaces - one for lit and one for unlit - so you could also conceivably use this to activate or deactivate a redstone circuit based on whether or not a furnace is still smelting. This would also come in really handy paired with the elevator block mod, so you could detect when you stop the elevator at any given floor of your base.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    Quote from nerdygamer1 »
    Ok, so I tried to download the original bridge block. When that didn't work, I was redirected here. Now I'm having trouble downloading this one.

    0. CHECK MINECRAFT IS NOT RUNNING [DONE]
    1. Delete minecraft.jar [DONE] and run the client [Does that mean open the minecraft game? Because when the game loads, I hit the same problem as before. The loading bar stops just inches away from the end and won't go any further. It still says "done loading" though... help please?] to redownload it. Exit out of the game once it's done.


    You should see a file called "version" in the same directory you found your minecraft.jar. Delete that also and it should redownload the files properly again.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    Quote from Sunrise_78 »
    Well quick news before I go sleep !
    I also wanted to thanks salisburymistake for all his great videos and his big donation!
    I'm thinking of a BlockMod oriented way to thank him like a special feature or I don't know. If you have a specific request salisburymistake please ask :smile.gif:


    I'd like to see more redstone-related stuff. Right now the controller block allows you to make all sorts of wonderful traps and dynamic structures, but it's limited by how it can be activated. The main game provides pressure plates, buttons, and switches, but other than that the only mods I've seen that add to the list are Risugami's light sensor (which is way too sensitive, if you ask me) and your very own hidden switch block (which replicates the same function as the switches, but with more aesthetic options). I had some ideas:

    Water sensor. This would be a plain-looking block that would power redstone if water touches it. Using this and a controller block, you could rig up all sorts of water-based delay circuits.

    Trip-wire. The basic way I see it working is similar to the bridge block mod where you place 2 blocks across from each other up to a certain distance, only these 2 blocks would detect the player or a mob entity crossing between them. If that happens, both trip-wire blocks send a redstone signal. The same thing could be done with a series of pressure plates but this would have some advantages:
    - They'd be invisible (there doesn't need to be an actual wire between the blocks) and silent.
    - They'd work in water. If underwater enemies ever get added this will come in handy, but in the meantime it could be used for secret underwater entrances.

    Crop Sensor. This block would activate redstone if it finds a block directly next to it that is either a.) a fully grown wheat block or b.) a leaf block. This way you could rig up torches or some other indicator to let you know when crops are ready or when that sapling you planted earlier has grown into a full tree.

    And this isn't really a sensor, but it may pique your interest and you could probably reuse a lot of your Controller Block (CB) code for it: Rotator Block. While making that poor excuse for a windmill I thought "Wow, it would be great if you could just automate the animation somehow." So here's how I think it would work:
    1.) Similar to the CB, you'd have to place a master block down first that would give you some rotating blocks.
    2.) The first two rotating blocks you place wouldn't end up rotating, but would make an axle, determining the axis of rotation for the rest of the blocks. One on top of the other would result in a helicopter type of rotor or a ceiling fan. Place them next to each other for things like windmills or gears.
    3.) Once the axle is placed, you then place the other rotator blocks around it to create fan blades or who knows what else, hopefully with a slot to choose what type of blocks they're made of like you can with the CB's changing blocks.
    4.) Once you double-click the master block to activate it and power it with redstone, the rotator blocks begin animating. I suppose having it rotate through the four directions would suffice, but if you figured out how to have it extrapolate the diagonal rotations it would be god-like.

    And that's about all I got for now. You're by no means obliged to make any of this crap.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    I went ahead and threw 20 bucks your way for making this great mod! Incidentally, I did try the clock circuit thing again with a fresh install and had no problems.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    ^^^^ Barely any mods have been updated since Notch made his update. You'll have to wait for the author to update this mod before it will work again, just like every other mod. This should be expected every time Notch updates Minecraft.

    So last night I finally upgraded to v1.9 from v1.2 (didn't want to abandon what I was making with v1.2, but ended up burning the whole thing down by accident anyhow) and while the working floodgate functionality is certainly a plus, I'm a bit disappointed I suddenly can't hook up Controller Blocks to a redstone clock circuit anymore. Well, I can, but it doesn't turn on and off when the redstone does.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    If you do make the hidden lever block again, might I request that you also make it trigger when something walks over it? Sorta like a combination hidden lever/pressure plate. Huge bonus points if the pressure plate functionality doesn't trigger the pressure plate sound effect, so it would be a silent, invisible tripwire of sorts. I'd even take a separate hidden pressure plate block if that's what you end up having to do.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    Quote from OmegaX123 »
    I've been installing mods for a while. I know how to do it by now, and like I said, I've gotten every other mod I use to work properly, just can't get this one to work with or without other mods. Yes, I know it doesn't need modloader, I just tried that in case I had a bad download and some corrupt files or something. I use 'minecrafter', which automatically deletes the META-INF folder, and from everything I've read and experienced, all that happens if you don't do that is black screen, which is not my issue. The game loads fine, I can make the Controller, I can place it, but when I try to open it, nothing happens. Also, I have tried that method, no luck. I will attempt manual install and see if that makes a difference somehow, but I wouldn't count on it, since minecrafter pretty much does the same thing in an easier-to-use format.


    Yeah, unfortunately we've got to reiterate a lot of the newbie mistakes when troubleshooting just to be sure, sorta like an ISP tech guy telling you to reboot your router and modem even though you've done it dozens of times! I'm interested in finding out if a manual install makes any difference for you. I've never used "minecrafter" before so I don't have a clue as to whether it could be a problem or not.

    This is my installation procedure for this mod:

    1. Delete minecraft.jar and run the client to redownload it. Exit out of the game once it's done.
    2. Move the Controller Block files from the zip to an actual folder on my PC.
    3. Open the minecraft.jar by right clicking -> Open With -> WinRAR.
    4. Drag the individual files (NOT including the gui folder) over to the WinRAR window.
    5. Open the gui folder within the minecraft.jar, then copy over the images from the Controller Block's gui folder into it.
    6. Delete the META-INF folder from the minecraft.jar file.
    7. Close the minecraft.jar file and run the Minecraft client.

    If you do this and it still doesn't work for you... I am absolutely clueless. This is java we're dealing with here, so I can't imagine it being an OS issue.
    Posted in: Mods Discussion
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    posted a message on [MoD] ControllerBlock | SMP : 3.1 † SSP : Updated for 1.2.6
    Quote from OmegaX123 »
    I'm now having an issue with this mod, same one I had with BridgeBlock. Namely (since I never posted it there because I thought it was just a fluke or my own error, but since then I've gotten just about every mod I use to work except this and that), right-clicking does nothing. The controller won't open, therefore I can't get my changing blocks. Because I can't get those, I can't test if the issue affects them as well, but I would assume so. Note I am no longer using BridgeBlock, I have fully switched to this mod, and am working from a new world that has never had BridgeBlock installed.


    The only thing I could see causing this would be you having another mod installed that conflicts with it somehow. You have absolutely no other mods installed? Not even whatever patch that is that allows for higher resolution textures?
    Posted in: Mods Discussion
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