Alright folks, small update v2.0.6 pushed to address the remaining slope issues.
At this point my lighting system is pretty solid, so hopefully I won't feel compelled to tweak it any further. This will give me a chance to actually work on... new stuff!
As for progress on the 1.7.2 port: Nada. Alpha rendering in Forge, to my knowledge, is still buggy. Given that patterns rely on this makes me want to wait until the issue is sorted (and no, I don't know how to fix it).
OP, you mod is just awesome!
Cince I've launched my humble server, everyone loved it.
We're all waiting for 1.7.2 version come out, and wish you no bugs :3
With regards to the wanting to wait for the alpha rendering to be fixed would it be possible to release an alpha version without the patterns? At least me and my kids could start our builds then and when the rendering is fixed all we would have to do is add the patterns.
I'll work for a release with opaque rendering only. Patterns will look funny, but ideally I want to move everything to the alpha render pass when it becomes available.
Mineshopper, might you be able to expand your API a tad bit. For example to allow more items to work like grass does. (in that you can use seeds on the top of the block to get grass texture).
Or a method for changing the blocks inside the carpenters block with a click of an item., instead of another block.
Currently reflection is required for both of this operations to exist.
As always, keep up the great work on this great mod!
Mineshopper, might you be able to expand your API a tad bit. For example to allow more items to work like grass does. (in that you can use seeds on the top of the block to get grass texture).
Or a method for changing the blocks inside the carpenters block with a click of an item., instead of another block.
I may consider offloading arrays of unlocalized names into the config so that you have complete freedom over what does what. But.. that's a little ways off - gotta make it work for 1.7.2 first!
And I'm not sure what you mean about the item changing a block inside the block.
I may consider offloading arrays of unlocalized names into the config so that you have complete freedom over what does what. But.. that's a little ways off - gotta make it work for 1.7.2 first!
And I'm not sure what you mean about the item changing a block inside the block.
I've sent you a private message (entitled "Compatibility"), please do consider reading it. It discusses some mod interactions that are a bit wonky. Specifically between the two mods I mentioned there. I'm asking if you can make your mod more freely hooking into with your API, but as to how that's done that's not in my ballpark so I've invited another person (author of the offending mod) to the party that may be able to more freely explain to you what I meant by my previous post. I hope you do respond
As always keep up the great work on this great mod
I read a suggestion a while back about being able to "lock" carpenter's blocks. Sounds like a really good idea. Would such a feature be in the pipeline?
Agreed. I'm using Thaumcraft's warding focus to safeguard a lot of the stuff I make. Minigames and such that I don't want people breaking blocks in/cheating. To my annoyance, for whatever reason I can't ward carpenter's blocks ;_;
Agreed. I'm using Thaumcraft's warding focus to safeguard a lot of the stuff I make. Minigames and such that I don't want people breaking blocks in/cheating. To my annoyance, for whatever reason I can't ward carpenter's blocks ;_;
So this would be a very cool feature.
Warding would be nice, being they make your base blast proof, thaumcrafts warding system makes all blocks very usefull for nuclear bomb shelters, would be nice if he could use the thaumcraft api to extend that feature
If he can't a way to lock blocks would be nice, it would simply be another item crafted that would be very easy to get a lot of, then you right click the blocks, while your holding that item your shown which are locked, and which are not (similar to barrier blocks).
As always keep up the great work on this great mod
Oh ps, the pm i sent you got a reply.
If you guys are referring to locking the blocks attributes from further changes - it's on my list. If not, the blocks already prevent others from changing attributes apart from destroying them (which you should use a plugin to handle).
Preventing things like doors from unintentionally taking a grass overlay when opening them, for instance, is tricky. I could do something simple, like require the user to sneak to place overlays, dyes or side covers.
Well.. people destroying blocks is part of the game! The only block intended to prevent this is the Safe. Or, use a block that is unbreakable as a cover.
Carpenter's Blocks themselves are not meant to have any special properties that could make the game unbalanced. It's all about the cover!
Well.. people destroying blocks is part of the game! The only block intended to prevent this is the Safe. Or, use a block that is unbreakable as a cover.
Carpenter's Blocks themselves are not meant to have any special properties that could make the game unbalanced. It's all about the cover!
True enough. It kinda doesn't fit the theme of Carpenter's Blocks.
I suppose I can try MFFS Calclavia ver. to prevent destruction of them. Still wonder why ThaumCraft wards wont work, though. But oh well, I have a feeling it would cause lighting issues if they did anyway lol.
That having been said, I'm pretty impressed by the compatibility your mod DOES have. So far I've found few enough blocks from other mods that can't be used as covers. And I have a few mods that allow you to change a blocks color, but a dyed Carpenter's Block tends to do a much better job. XD
So far I've found few enough blocks from other mods that can't be used as covers. And I have a few mods that allow you to change a blocks color, but a dyed Carpenter's Block tends to do a much better job. XD
Both of which will be improved in 1.7.2. The new version already accepts OreDictionary dyes, and I plan to lift the cover restriction, but I haven't had a chance to test it yet (but it should work).
That and..
I've pretty much finished the flower pot changes I had planned. Biome-colored plants can be made "greener" in a way that makes much more sense than editing the config file.
I have the strangest bug...
Some pressure plates get stuck in an on position (Stuck down) breaking them and replacing them resets them, but stand on them again and they get stuck again.
Pressure pads right next to the ones getting stuck work fine, there are no real logs that I can give as nothing is showing up... http://imgur.com/2lUbYxr
This is the best i can supply. the 3 around the one all pop down and come back up.... that one will come back up (After a long time)
At this point my lighting system is pretty solid, so hopefully I won't feel compelled to tweak it any further. This will give me a chance to actually work on... new stuff!
As for progress on the 1.7.2 port: Nada. Alpha rendering in Forge, to my knowledge, is still buggy. Given that patterns rely on this makes me want to wait until the issue is sorted (and no, I don't know how to fix it).
You should be able to by overriding the normal handling method on the tool itself I would think, though I have not tried myself.
Cince I've launched my humble server, everyone loved it.
We're all waiting for 1.7.2 version come out, and wish you no bugs :3
You're right. I went ahead and patched the download with a fix - it seems to work now.
I'll work for a release with opaque rendering only. Patterns will look funny, but ideally I want to move everything to the alpha render pass when it becomes available.
Or a method for changing the blocks inside the carpenters block with a click of an item., instead of another block.
Currently reflection is required for both of this operations to exist.
As always, keep up the great work on this great mod!
I may consider offloading arrays of unlocalized names into the config so that you have complete freedom over what does what. But.. that's a little ways off - gotta make it work for 1.7.2 first!
And I'm not sure what you mean about the item changing a block inside the block.
I've sent you a private message (entitled "Compatibility"), please do consider reading it. It discusses some mod interactions that are a bit wonky. Specifically between the two mods I mentioned there. I'm asking if you can make your mod more freely hooking into with your API, but as to how that's done that's not in my ballpark so I've invited another person (author of the offending mod) to the party that may be able to more freely explain to you what I meant by my previous post. I hope you do respond
As always keep up the great work on this great mod
I changed the IDs but that didn't work either.
What do I do?
Agreed. I'm using Thaumcraft's warding focus to safeguard a lot of the stuff I make. Minigames and such that I don't want people breaking blocks in/cheating. To my annoyance, for whatever reason I can't ward carpenter's blocks ;_;
So this would be a very cool feature.
Warding would be nice, being they make your base blast proof, thaumcrafts warding system makes all blocks very usefull for nuclear bomb shelters, would be nice if he could use the thaumcraft api to extend that feature
If he can't a way to lock blocks would be nice, it would simply be another item crafted that would be very easy to get a lot of, then you right click the blocks, while your holding that item your shown which are locked, and which are not (similar to barrier blocks).
As always keep up the great work on this great mod
Oh ps, the pm i sent you got a reply.
Preventing things like doors from unintentionally taking a grass overlay when opening them, for instance, is tricky. I could do something simple, like require the user to sneak to place overlays, dyes or side covers.
Carpenter's Blocks themselves are not meant to have any special properties that could make the game unbalanced. It's all about the cover!
True enough. It kinda doesn't fit the theme of Carpenter's Blocks.
I suppose I can try MFFS Calclavia ver. to prevent destruction of them. Still wonder why ThaumCraft wards wont work, though. But oh well, I have a feeling it would cause lighting issues if they did anyway lol.
That having been said, I'm pretty impressed by the compatibility your mod DOES have. So far I've found few enough blocks from other mods that can't be used as covers. And I have a few mods that allow you to change a blocks color, but a dyed Carpenter's Block tends to do a much better job. XD
Both of which will be improved in 1.7.2. The new version already accepts OreDictionary dyes, and I plan to lift the cover restriction, but I haven't had a chance to test it yet (but it should work).
That and..
I've pretty much finished the flower pot changes I had planned. Biome-colored plants can be made "greener" in a way that makes much more sense than editing the config file.
I was wondering if you have seen this mod- http://www.minecraftforum.net/topic/2450118-172forge-paneintheglass-10/
I was wondering if it would be possible to make something that works like this with your triangle blocks? It would be so awesome!
i am on version 4.1.0g of thaumcraft
carpenters block version 2.0.3
thaumcraft also registers some tile entitys in my setup under the same id but different damage values.
I am a noob with this mod and have no idea how you check for okay blocks but i just thought i would put that out there
Some pressure plates get stuck in an on position (Stuck down) breaking them and replacing them resets them, but stand on them again and they get stuck again.
Pressure pads right next to the ones getting stuck work fine, there are no real logs that I can give as nothing is showing up...
http://imgur.com/2lUbYxr
This is the best i can supply. the 3 around the one all pop down and come back up.... that one will come back up (After a long time)