AddOverRide only inserts icons into the item.png, filling already empty slots.
This means that it only allows for about 50 additional items.
This is dumb, so I've decided to improve the possible number of items by changing the entire item.png.
So far I've increased the possible number of items by hundreds/thousands.
The items which use the recolor feature are now...
Armor&weapons, ingots&nuggets, eggs&balls&lumps[clay]&powders&dyes, minecarts&bowls&buckets...
There are only 2 downsides...
1) Compatability problems with texture packs.
2) Addoverride will not yet know where to put items to be compatible with this mod, maybe fixed soon.
How about if you shift click a chest it will become a large chest, but large chests will be a bit bigger than the vanilla minecraft. Large chests can still be placed next to each other.
How about if you shift click a chest it will become a large chest, but large chests will be a bit bigger than the vanilla minecraft. Large chests can still be placed next to each other.
if some people dont want to have a large chest they can not have it
Except the idea I've been working on is craftable double and single chest.
So that "if some people dont want to have a large chest they can not have it"
[UPDATED]
Mob drops have been changed as well as bonemeals effect on crops [still no change to its other effects]
Item.png icon layout change, this increases the variety of icons by hundreds.
This will however mean this mod will require texture packs to be changed to be compatible.
This also means that the addoverride function will not work properly.
I plan on fixing this asap.
However until then other mods will not add their icons properly, thus over-riding needed images.
3 problems which I hope to fix next update [which I will also be updating to 1.4.5 then]
1) SOME item colors are slightly different when item is on the ground...
2) Creative tabs are discolored : /
3) Magic launcher claims there are 3 errors, however the mod loads fine and I've found none :|
I also still need to get around to making crystal ores drop fragments with gems :|
Sheep drop fabric instead of whole cloth blocks.
Animals drop bones along with meat.
Skeletons drop more bone and have a chance of dropping their skull
Thanks so much for the torch decay! I've always wanted this.
For the single chest mod, is it still possible to make a double chest by holding shift when you place the chest? Or do you have to hold shift to not make a double chest? Or is there no way to make a double chest at all?
I tried to run this on 1.4.5 and it crashed with an error as i expected it would, but directly before the error I got this message and thought I would pass it to you:
2012-12-05 04:40:51 [WARNING] [ForgeModLoader] The mod mod_glowstoneTorch is attempting to register a block whilst it is being constructed. This is bad modding practice - please use a proper mod lifecycle event.
Thanks so much for the torch decay! I've always wanted this.
For the single chest mod, is it still possible to make a double chest by holding shift when you place the chest? Or do you have to hold shift to not make a double chest? Or is there no way to make a double chest at all?
I tried to run this on 1.4.5 and it crashed with an error as i expected it would, but directly before the error I got this message and thought I would pass it to you:
2012-12-05 04:40:51 [WARNING] [ForgeModLoader] The mod mod_glowstoneTorch is attempting to register a block whilst it is being constructed. This is bad modding practice - please use a proper mod lifecycle event.
Waiting anxiously for 1.4.5 update..
This mod is NOT forge compatible.
As for holding shift for double chest... that makes no sense to me.
I honestly think the double chest should be a different block entirely.
As for holding shift for double chest... that makes no sense to me.
I honestly think the double chest should be a different block entirely.
It makes perfect sense, if you still want to have the option to make a single OR a double chest, you can use shift as a modifier key so that chests still auto lock while holding shift. This should at least be a config option.
In the end I am really only interested in the torch decay mod. I can't wait for you to update so i can use it
Well your thread says it uses modloader, which means it IS forge compatible since forge can run any modloader mod.
It makes perfect sense, if you still want to have the option to make a single OR a double chest, you can use shift as a modifier key so that chests still auto lock while holding shift. This should at least be a config option.
In the end I am really only interested in the torch decay mod. I can't wait for you to update so i can use it
This mod uses modloader and is compatible with it, however that doesn't mean that it's purely modloader based.
Forge relies on not modifying base classes, this mod is built around a number of key base classes being modified.
I tried making the mod a forge mod, however if you read through the forum post history, you'll find that there was a problem I could not solve. Unless I can find a solution to the problem, I can't make this mod compatible with forge.
As for the chest thing.
I'm not saying your idea makes no sense. Your idea makes logical sense.
Shift click chest and magically it changes.
However I don't think that's how it should work.
The part that makes no sense is why would you walk up to a chest and bam, it's a double chest.
IMO you should need to craft double chests.
To me, [shift click chest=instant chest change] is just plain silly.
Instead, [craft double chest then place double chest] makes a ton more sense.
This mod uses modloader and is compatible with it, however that doesn't mean that it's purely modloader based.
Forge relies on not modifying base classes, this mod is built around a number of key base classes being modified.
I tried making the mod a forge mod, however if you read through the forum post history, you'll find that there was a problem I could not solve. Unless I can find a solution to the problem, I can't make this mod compatible with forge.
As for the chest thing.
I'm not saying your idea makes no sense. Your idea makes logical sense.
Shift click chest and magically it changes.
However I don't think that's how it should work.
The part that makes no sense is why would you walk up to a chest and bam, it's a double chest.
IMO you should need to craft double chests.
To me, [shift click chest=instant chest change] is just plain silly.
Instead, [craft double chest then place double chest] makes a ton more sense.
I see.. that's unfortunate. You do know that forge allows you to request things you need added to forge to make your mod work?
on the chest: I understand how you want it to work, but you can't craft blocks that take up double space. It does make sense that you have to craft 2 chests to create a chest that is double the size.. which is already in the game, the way it changes to a double chest is by proximity. So you already have the craft the double chest, just not the way your thinking.
Since I cannot use your mod which makes me sad. I was wondering if I could request that you create a forge mod that has _just_ the torch decay. That is the main thing I want and no one else offers it. Pretty please?
I see.. that's unfortunate. You do know that forge allows you to request things you need added to forge to make your mod work?
on the chest: I understand how you want it to work, but you can't craft blocks that take up double space. It does make sense that you have to craft 2 chests to create a chest that is double the size.. which is already in the game, the way it changes to a double chest is by proximity. So you already have the craft the double chest, just not the way your thinking.
Since I cannot use your mod which makes me sad. I was wondering if I could request that you create a forge mod that has _just_ the torch decay. That is the main thing I want and no one else offers it. Pretty please?
Video not working again! Also, what are you doing to the mod right now?
Grimshad
1)The reasons I don't use forge are [Restricts base class modifications]/[a glitch stopped me]
2) You can craft blocks which take up double spaces... think about it... doors, beds, pistons...
3) Do you think I'm dumb? Auto chest locking is fine, however I removed it because it required a gap between chest.
4) As for separate torch decay, it's easy enough, however like I said, Forge is giving me a glitch, so I can't make forge mods.
Look back in the forum record for the glitch I posted, fix/solve the problem and I'll happily work my ass off to make this forge compatible.
TheGreenOne
Hey man, sry about that, I updated and got lazy.
Sadly I haven't worked on the mod in about a week.
I've gotten lazy and taken a break.
I WILL probably work on it tomorrow, with my goal being to update it to 1.4.5
1)The reasons I don't use forge are [Restricts base class modifications]/[a glitch stopped me]
Look back in the forum record for the glitch I posted, fix/solve the problem and I'll happily work my ass off to make this forge compatible.
I think you should try again, maybe the bug has been corrected.
Just to be sure, I recommend you to use the forge version 6.4.1.410, with mcp 7.23 and latest java6jdk.
Procedure to uncompile with forge:
-Make a folder with mcp files in it
-dezip forge source (makes a forge folder in previous folder)
-put clean minecraft/bin and server.jar in jars folder
-run install.cmd in forge folder
-wait
-set eclipse workspace as eclipse folder
-?
-code an awesome mod !
I think you should try again, maybe the bug has been corrected.
Just to be sure, I recommend you to use the forge version 6.4.1.410, with mcp 7.23 and latest java6jdk.
Procedure to uncompile with forge:
-Make a folder with mcp files in it
-dezip forge source (makes a forge folder in previous folder)
-put clean minecraft/bin and server.jar in jars folder
-run install.cmd in forge folder
-wait
-set eclipse workspace as eclipse folder
-?
-code an awesome mod !
I think I will try again some time.
However I'm sick at the moment.
Oh, and I followed the directions quite thoroughly.
Trust me I wanted forge to work quite bad... however an entire day spend working on it gave me nothing.
Once I'm feeling well I'll try the forge install procedure on a newer version, hoping for luck.
I really think you need to get a team of testers to play your builds, test out new features, and refine the mod so that it seems congruent with the vanilla game and it makes sense. Right now it's mostly your judgement going into the mod, and I think it'd be the best if you had other people who played the mod constantly and could give different opinions or ideas that fit to make your mod more well-rounded.
I have a request, if it isnt a big bother, could you make the torch burnout mod standalone and for Forge?
I was looking for a mod like this for 2 weeks now, but all are outdated or requier torch placement I use torches in adventure maps, so only option for me is that they can be re lit with flint and steel.
I have a request, if it isnt a big bother, could you make the torch burnout mod standalone and for Forge?
I was looking for a mod like this for 2 weeks now, but all are outdated or requier torch placement I use torches in adventure maps, so only option for me is that they can be re lit with flint and steel.
I'm a little confused on what "require torch placement" means.
Besides that most mods will likely add a new block, and change a vanilla block.
If not then they probably divert something somewhere down the road to change the vanilla torch into a placeholder.
I really think you need to get a team of testers to play your builds, test out new features, and refine the mod so that it seems congruent with the vanilla game and it makes sense. Right now it's mostly your judgement going into the mod, and I think it'd be the best if you had other people who played the mod constantly and could give different opinions or ideas that fit to make your mod more well-rounded.
Well I'm already sort of doing this.
Releasing a build for public testing takes just about as long as releasing it for play.
I'm taking public opinion and changing accordingly.
"Right now it's mostly your judgement going into the mod"
THIS is the line that bugged me.
I've spent a ton of time working on this mod.
It's easy to come up with ideas, however implementation is not.
I take your ideas happily, however don't come at me with that attitude.
I may open the mod to the public, however that's only once I'm done with it.
Tone can be misconstrued in written form.
I hope you can see what your tone seemed like to me.
Well I'm already sort of doing this.
Releasing a build for public testing takes just about as long as releasing it for play.
I'm taking public opinion and changing accordingly.
"Right now it's mostly your judgement going into the mod"
THIS is the line that bugged me.
I've spent a ton of time working on this mod.
It's easy to come up with ideas, however implementation is not.
I take your ideas happily, however don't come at me with that attitude.
I may open the mod to the public, however that's only once I'm done with it.
Tone can be misconstrued in written form.
I hope you can see what your tone seemed like to me.
Take care
No, I don't care whether or not my ideas get implemented, and even if they did, it's still mostly your judgement that decides the mod. I'm saying that you should have second opinions, I'm not saying anything about ideas and implementation.
AddOverRide only inserts icons into the item.png, filling already empty slots.
This means that it only allows for about 50 additional items.
This is dumb, so I've decided to improve the possible number of items by changing the entire item.png.
So far I've increased the possible number of items by hundreds/thousands.
The items which use the recolor feature are now...
Armor&weapons, ingots&nuggets, eggs&balls&lumps[clay]&powders&dyes, minecarts&bowls&buckets...
There are only 2 downsides...
1) Compatability problems with texture packs.
2) Addoverride will not yet know where to put items to be compatible with this mod, maybe fixed soon.
Shift click?
WHY?
That sounds silly
Except the idea I've been working on is craftable double and single chest.
So that "if some people dont want to have a large chest they can not have it"
[UPDATED]
Mob drops have been changed as well as bonemeals effect on crops [still no change to its other effects]
Item.png icon layout change, this increases the variety of icons by hundreds.
This will however mean this mod will require texture packs to be changed to be compatible.
This also means that the addoverride function will not work properly.
I plan on fixing this asap.
However until then other mods will not add their icons properly, thus over-riding needed images.
3 problems which I hope to fix next update [which I will also be updating to 1.4.5 then]
1) SOME item colors are slightly different when item is on the ground...
2) Creative tabs are discolored : /
3) Magic launcher claims there are 3 errors, however the mod loads fine and I've found none :|
I also still need to get around to making crystal ores drop fragments with gems :|
Sheep drop fabric instead of whole cloth blocks.
Animals drop bones along with meat.
Skeletons drop more bone and have a chance of dropping their skull
[UPDATING TO 1.4.5]
Soon
For the single chest mod, is it still possible to make a double chest by holding shift when you place the chest? Or do you have to hold shift to not make a double chest? Or is there no way to make a double chest at all?
I tried to run this on 1.4.5 and it crashed with an error as i expected it would, but directly before the error I got this message and thought I would pass it to you:
Waiting anxiously for 1.4.5 update..
This mod is NOT forge compatible.
As for holding shift for double chest... that makes no sense to me.
I honestly think the double chest should be a different block entirely.
Well your thread says it uses modloader, which means it IS forge compatible since forge can run any modloader mod.
It makes perfect sense, if you still want to have the option to make a single OR a double chest, you can use shift as a modifier key so that chests still auto lock while holding shift. This should at least be a config option.
In the end I am really only interested in the torch decay mod. I can't wait for you to update so i can use it
This mod uses modloader and is compatible with it, however that doesn't mean that it's purely modloader based.
Forge relies on not modifying base classes, this mod is built around a number of key base classes being modified.
I tried making the mod a forge mod, however if you read through the forum post history, you'll find that there was a problem I could not solve. Unless I can find a solution to the problem, I can't make this mod compatible with forge.
As for the chest thing.
I'm not saying your idea makes no sense. Your idea makes logical sense.
Shift click chest and magically it changes.
However I don't think that's how it should work.
The part that makes no sense is why would you walk up to a chest and bam, it's a double chest.
IMO you should need to craft double chests.
To me, [shift click chest=instant chest change] is just plain silly.
Instead, [craft double chest then place double chest] makes a ton more sense.
I see.. that's unfortunate. You do know that forge allows you to request things you need added to forge to make your mod work?
on the chest: I understand how you want it to work, but you can't craft blocks that take up double space. It does make sense that you have to craft 2 chests to create a chest that is double the size.. which is already in the game, the way it changes to a double chest is by proximity. So you already have the craft the double chest, just not the way your thinking.
Since I cannot use your mod which makes me sad. I was wondering if I could request that you create a forge mod that has _just_ the torch decay. That is the main thing I want and no one else offers it. Pretty please?
Grimshad
1)The reasons I don't use forge are [Restricts base class modifications]/[a glitch stopped me]
2) You can craft blocks which take up double spaces... think about it... doors, beds, pistons...
3) Do you think I'm dumb? Auto chest locking is fine, however I removed it because it required a gap between chest.
4) As for separate torch decay, it's easy enough, however like I said, Forge is giving me a glitch, so I can't make forge mods.
Look back in the forum record for the glitch I posted, fix/solve the problem and I'll happily work my ass off to make this forge compatible.
TheGreenOne
Hey man, sry about that, I updated and got lazy.
Sadly I haven't worked on the mod in about a week.
I've gotten lazy and taken a break.
I WILL probably work on it tomorrow, with my goal being to update it to 1.4.5
I think you should try again, maybe the bug has been corrected.
Just to be sure, I recommend you to use the forge version 6.4.1.410, with mcp 7.23 and latest java6jdk.
-Make a folder with mcp files in it
-dezip forge source (makes a forge folder in previous folder)
-put clean minecraft/bin and server.jar in jars folder
-run install.cmd in forge folder
-wait
-set eclipse workspace as eclipse folder
-?
-code an awesome mod !
I think I will try again some time.
However I'm sick at the moment.
Oh, and I followed the directions quite thoroughly.
Trust me I wanted forge to work quite bad... however an entire day spend working on it gave me nothing.
Once I'm feeling well I'll try the forge install procedure on a newer version, hoping for luck.
I second this
I'm a little confused on what "require torch placement" means.
Besides that most mods will likely add a new block, and change a vanilla block.
If not then they probably divert something somewhere down the road to change the vanilla torch into a placeholder.
Well I'm already sort of doing this.
Releasing a build for public testing takes just about as long as releasing it for play.
I'm taking public opinion and changing accordingly.
"Right now it's mostly your judgement going into the mod"
THIS is the line that bugged me.
I've spent a ton of time working on this mod.
It's easy to come up with ideas, however implementation is not.
I take your ideas happily, however don't come at me with that attitude.
I may open the mod to the public, however that's only once I'm done with it.
Tone can be misconstrued in written form.
I hope you can see what your tone seemed like to me.
Take care
No, I don't care whether or not my ideas get implemented, and even if they did, it's still mostly your judgement that decides the mod. I'm saying that you should have second opinions, I'm not saying anything about ideas and implementation.