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[1.2.3] Kaevator mods: Slopes, Wooden frames, Wallpapers


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#41

Posted 02 February 2011 - 03:51 PM

bump for block id's request

please

need to make this compatible with fancy pak

once I know your id's, then I can use both with no conflict
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#42

  • Location: Russian Federation
  • Minecraft: Crystalwarrior

Posted 02 February 2011 - 03:59 PM

w00t 3p1c pwn4g3!!!!!!!11!!!!111!11!1!oneone!1e!ONEo1nOEno1neono1e!! You rock :)
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#43

    Shykary

    Redstone Miner

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  • Location: Brazil

Posted 02 February 2011 - 04:14 PM

Kaevator said:

Yeah, I guess I could do this. I only limited the mod to wood and stone since at first it was based on the stairs block (As for K1 and K2).
Then I I'll have to rethink the way I do this because it would reduce the compatibility with others mods and create a lot of block files which would be a little bit dirty.
If you use ModLoader you won't need to change so many .class files.

#44

    Aetcho

    Zombie Killer

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Posted 02 February 2011 - 04:36 PM

Could someone make this work for SMP please :Diamond:?
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#45

Posted 02 February 2011 - 04:43 PM

microkites said:

bump for block id's request

please

need to make this compatible with fancy pak

once I know your id's, then I can use both with no conflict

The thread's only 2 pages long....


Kaevator said:

microkites said:

very nice

what are the block id's for version 3 please?

Hi!

Here are the ID's of the blocks:

planksSlopeUp = 93, "slopeUpWood"
planksSlopeDown = 94, "slopeDownWood"
stoneSlopeUp = 95, "slopeUpStone"
stoneSlopeDown = 96, "slopeDownStone"
planksStairsUp = 97, "stairsUpWood"
stoneStairsUp = 98, "stairsUpStone"

I'm not yet familiar to mods conflicts, but I'll try to adapt anything that requires to be!

EDIT: Which brings to mind, Kaevator, why not update the OP with the Block ID's?

#46

Posted 02 February 2011 - 04:52 PM

wow thats nice
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#47

  • Location: Paris, France

Posted 02 February 2011 - 05:12 PM

buxtahuda said:

EDIT: Which brings to mind, Kaevator, why not update the OP with the Block ID's?

Done!
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#48

Posted 02 February 2011 - 05:24 PM

Will this break my saves when a new update comes along? :D

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#49

Posted 02 February 2011 - 05:31 PM

ArtisticGoat said:

Will this break my saves when a new update comes along? :P

Until the mod is also updated, yes. And at which point a different modding method may be used. You should only use it with a new world, if you need or want your previous structures use SPC or something like MCEdit.

#50

    Deelis

    Stone Miner

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  • Location: The black void of nothingness

Posted 02 February 2011 - 07:19 PM

recipes lolpls
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#51

Posted 02 February 2011 - 07:55 PM

Deelis said:

recipes lolpls

There's a file. It's called readme.txt.

Handily comes with the mod itself.

#52

  • Minecraft: _Jamie

Posted 02 February 2011 - 08:08 PM

Does not work with better stairs, Just pointing it out lol

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A double resolution graphics pack that stays faithful to the originals.


#53

  • Location: Russian Federation
  • Minecraft: Crystalwarrior

Posted 02 February 2011 - 08:21 PM

WARNING. I have just noticed that this mod does not work with... MOD LOADER?!?! Problem is - fg.class is used by both. Rename eet pl0x?
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#54

Posted 02 February 2011 - 09:56 PM

Brief clarification please!

Is the K1 version compatible (In theory) with future updates to minecraft or will I have to delete my .jar file every update and re-install the mod?

turtlejay said:

But how does this help me with women?

#55

  • Location: In your mind.

Posted 02 February 2011 - 10:14 PM

Holy cow! someone actually made this. now the roofs and archways in my roman city won't looks so crappy.
I have a suggestion. make grass/dirt slopes and sand slopes that spawn naturally, and corner slopes, we need corner slopes.
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#56

Posted 02 February 2011 - 10:22 PM

SpinBuilder said:

Holy cow! someone actually made this. now the roofs and archways in my roman city won't looks so crappy.
I have a suggestion. make grass/dirt slopes and sand slopes that spawn naturally, and corner slopes, we need corner slopes.

I agree with making sloped versions out of most of the building blocks and definitely want a corner block for roofs and such, but I don't think it should be on him to turn it into a terrain generation thing. However, once this gets refined enough and has high compatibility I do think it would be awesome to have the BiomeTerrainMod have some settings for generating the blocks.

#57

  • Location: Paris, France

Posted 02 February 2011 - 10:47 PM

philosophywelch said:

Brief clarification please!

Is the K1 version compatible (In theory) with future updates to minecraft or will I have to delete my .jar file every update and re-install the mod?

The K1 and K2 only change the contents of one source file which is called "RenderBlocks" and defines the way blocks should be rendered. I don't know how updates are made, but if Mojang simply erase the old files in which they change stuff and decide to modify or add new 3D objects which have a different shape than existing ones, then my mod won't be compatible anymore and I will have to make a new version of it.

So the answer is : No, it is highly probable that the mod won't be compatible with future updates (and it's good news, it means new 3D blocks, yeah!), and in the case where it would not be compatible, you won't have to delete the new .jar because my mod would already have been deleted inside of it.
In the case where they wouldn't touch to the RenderBlocks file or only merge their new stuff, then my mod should be OK!

I hope the answer is clear enough :iapprove:
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#58

  • Location: Paris, France

Posted 02 February 2011 - 10:57 PM

Crystalwarrior said:

WARNING. I have just noticed that this mod does not work with... MOD LOADER?!?! Problem is - fg.class is used by both. Rename eet pl0x?

The K3 mod changes 3 files in minecraft:

bt.class -> Render Block: used to display the different blocks in Minecraft (I added there the rendering of my sloped blocks)
fg.class -> Crafting Manager: where I define my new recipes
pj.class -> Blocks: I define there the new blocks I added

These file names are permanent and I can't change it. I also have to modify this file for my mod. I guess that we could say for the moment that my mod is not compatible with ModLoader :iapprove: (or that ModLoader is not compatible with my mod)
I will try to find a way to correct this :iapprove:
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#59

Posted 03 February 2011 - 01:14 AM

What about Corners?! When an East West slope and a North West slope want to meet....

#60

  • Location: Black Sail Valley

Posted 03 February 2011 - 02:19 AM

op- fantastic mod! looks great.

Cyprezz said:

Nicely done and integrated. I wonder if they could be added to the terrain generation algorithm to automatically slope hills.

the thing is I think this might throw up a few issues? there would have to be more types of slopes, with just 45 degree slopes this would mean all the hills ,valleys and cliffs would possibly have a sort of ribbed shape?
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