I found 2 rather strange bugs with the Dynamic Elevator mod:
1. Firstly, getting an elevator to have its settings and floor names customised isn't working - each time I click either "close" or "reset", it results in all the floors being reset to B1, B2, B3, .... all the time.
2. Secondly, if I am on level B2 in a B1-B3 setup, the elevator won't show a floor console whenever I right-click it, sending me instead to B3 at once. Thus if I want to get from B2 to B1, I must first go down to B3, then right-click and tell the elevator to go to B1.
Lastly,
It'd be great if we could customise the appearance and texture of the elevator. While diamond blocks seem posh to some, I think it can clash with some, creating a fairly jarring appearance (for instance, my base is set in a cave system in a desert island, so diamond blocks look out of place). I suggest the following:
Elevator block + wooden slab = Elevator block (with laminated floor)
Elevator block + wool = Elevator block (with rug-based floor, based on the coloured wool texture that was used)
You can customize the elevator block textures, look in the config folder for the mod_Elevator.cfg file, there are two lines in the file relating to the block textures:
Elevator_SideAndBottom_Texture=
Elevator_Top_Texture=
You change any number on those lines to a new number that relates to the Minecraft terrain.png file, the texture IDs start on the top left at zero and go left to right with the next number starting one line down, for example I use ID 109 for my elevator bottom/sides (the piston bottom) and 107 for my elevator top (normal piston top), just look at that texture sheet and find the two you like for the elevator and get their numbers.
I found 2 rather strange bugs with the Dynamic Elevator mod:
1. Firstly, getting an elevator to have its settings and floor names customised isn't working - each time I click either "close" or "reset", it results in all the floors being reset to B1, B2, B3, .... all the time.
2. Secondly, if I am on level B2 in a B1-B3 setup, the elevator won't show a floor console whenever I right-click it, sending me instead to B3 at once. Thus if I want to get from B2 to B1, I must first go down to B3, then right-click and tell the elevator to go to B1.
Lastly,
It'd be great if we could customise the appearance and texture of the elevator. While diamond blocks seem posh to some, I think it can clash with some, creating a fairly jarring appearance (for instance, my base is set in a cave system in a desert island, so diamond blocks look out of place). I suggest the following:
Elevator block + wooden slab = Elevator block (with laminated floor)
Elevator block + wool = Elevator block (with rug-based floor, based on the coloured wool texture that was used)
It sounds like you're still using 1.5.1. Try 1.6 and let me know if those bugs still show up (or if you were already using 1.6).
Custom texture editing is coming in the next version (no promises on when it'll be done though - sorry!)
is it possible to change the speed of the elevator? I want to, move slowly
Not at the moment. My work on Dynamic Elevators is still delayed, but I'm planning on making a slower version of the elevator relatively soon.
My priority right now is getting the multiplayer version to work, but it still has a couple of extremely stubborn bugs that I haven't yet figured out how to solve.
Rollback Post to RevisionRollBack
Powerstone Mod!
(Previously known as the Bluestone Dust Mod)
Not at the moment. My work on Dynamic Elevators is still delayed, but I'm planning on making a slower version of the elevator relatively soon.
My priority right now is getting the multiplayer version to work, but it still has a couple of extremely stubborn bugs that I haven't yet figured out how to solve.
Xanadu's could be changed in the config file. Not trying to add to your load but how difficult would that be?
PS I'm happy with the current speed.
Not at the moment. My work on Dynamic Elevators is still delayed, but I'm planning on making a slower version of the elevator relatively soon.
My priority right now is getting the multiplayer version to work, but it still has a couple of extremely stubborn bugs that I haven't yet figured out how to solve.
I have to have an idea
in each elevator, its speed. player can change the speed setting for each elevator
Xanadu's could be changed in the config file. Not trying to add to your load but how difficult would that be?
PS I'm happy with the current speed.
That would actually be pretty easy to do, but the config file already has quite a few settings. I think some users also want to be able to determine the speed on an elevator by elevator basis, so that wouldn't help them much.
It is pretty cool people are asking for the addition a small feature like that though - it means the mod is proving useful! =D
in each elevator, its speed. player can change the speed setting for each elevator
Not a bad idea. To be honest, the main challenge there is to fit that setting into the current GUI as (probably) another slider. I'll see if I can make that happen.
Not a bad idea. To be honest, the main challenge there is to fit that setting into the current GUI as (probably) another slider. I'll see if I can make that happen.
If you add the ability to customize the mod, change the speed of the elevator, the mod will be very good, I really need this option
java.lang.IllegalArgumentException: Malformed \uxxxx encoding.
at java.util.Properties.loadConvert(Properties.java:552)
at java.util.Properties.load0(Properties.java:374)
at java.util.Properties.load(Properties.java:325)
at ModLoader.setupProperties(ModLoader.java:1758)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1210)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at magic.launcher.Launcher.a(Unknown Source)
at magic.launcher.j.a(Unknown Source)
at magic.launcher.p.println(Unknown Source)
at ModLoader.init(ModLoader.java:883)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5f7f93b6 ----------
java.lang.IllegalArgumentException: Malformed \uxxxx encoding.
at java.util.Properties.loadConvert(Properties.java:552)
at java.util.Properties.load0(Properties.java:374)
at java.util.Properties.load(Properties.java:325)
at ModLoader.setupProperties(ModLoader.java:1758)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1210)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at magic.launcher.Launcher.a(Unknown Source)
at magic.launcher.j.a(Unknown Source)
at magic.launcher.p.println(Unknown Source)
at ModLoader.init(ModLoader.java:883)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5f7f93b6 ----------
I've never seen that error before but if I had to take a guess, I'd say check your config file for backslashes and remove them if they're in there. It's definitely something to do with a config file since it's occurring when ModLoader is loading properties. (my mods don't use this class though, so the error is still being caused by some other mod either way)
I'm almost done converting all of my mods to Forge. I'll be doing bug testing tomorrow, made much easier by those of you that've been submitting bug reports! Hopefully those will all be ready by tomorrow night.
One thing that I noticed when updating was that Forge has changed significantly since the last version of Compressed Earth was released, so that's why some of you have been getting errors with that mod. Those should be fixed with the next release which, again, should be up tomorrow.
Dynamic Elevators SMP is still delayed...
Rollback Post to RevisionRollBack
Powerstone Mod!
(Previously known as the Bluestone Dust Mod)
Any chance of TallDoors Server using FML instead of ModLoaderMP anytime soon? I'm working on a small server for friends and would like this mod in, but it's the only one so far that requires it.
[Snip]
Should've read the post two posts above yours It should be ready today.
There's a problem with updating riders correctly where they either get stuck glitching at the top of the elevator or they fall through the elevator somewhere along the way. And that's not to mention all of the glitchiness the player experiences before one of those two things happens.
Rollback Post to RevisionRollBack
Powerstone Mod!
(Previously known as the Bluestone Dust Mod)
Alright, everything's been updated for the current version of Forge and it's all ready for download. Powerstone has also been updated for Minecraft 1.2.5 (finally).
As always, let me know if there are any bugs or problems with the download links!
Thanks for your patience everyone!
Rollback Post to RevisionRollBack
Powerstone Mod!
(Previously known as the Bluestone Dust Mod)
I found 2 rather strange bugs with the Dynamic Elevator mod:
1. Firstly, getting an elevator to have its settings and floor names customised isn't working - each time I click either "close" or "reset", it results in all the floors being reset to B1, B2, B3, .... all the time.
2. Secondly, if I am on level B2 in a B1-B3 setup, the elevator won't show a floor console whenever I right-click it, sending me instead to B3 at once. Thus if I want to get from B2 to B1, I must first go down to B3, then right-click and tell the elevator to go to B1.
Lastly,
It'd be great if we could customise the appearance and texture of the elevator. While diamond blocks seem posh to some, I think it can clash with some, creating a fairly jarring appearance (for instance, my base is set in a cave system in a desert island, so diamond blocks look out of place). I suggest the following:
Elevator block + wooden slab = Elevator block (with laminated floor)
Elevator block + wool = Elevator block (with rug-based floor, based on the coloured wool texture that was used)
Elevator_SideAndBottom_Texture=
Elevator_Top_Texture=
You change any number on those lines to a new number that relates to the Minecraft terrain.png file, the texture IDs start on the top left at zero and go left to right with the next number starting one line down, for example I use ID 109 for my elevator bottom/sides (the piston bottom) and 107 for my elevator top (normal piston top), just look at that texture sheet and find the two you like for the elevator and get their numbers.
It sounds like you're still using 1.5.1. Try 1.6 and let me know if those bugs still show up (or if you were already using 1.6).
Custom texture editing is coming in the next version (no promises on when it'll be done though - sorry!)
(Previously known as the Bluestone Dust Mod)
Not at the moment. My work on Dynamic Elevators is still delayed, but I'm planning on making a slower version of the elevator relatively soon.
My priority right now is getting the multiplayer version to work, but it still has a couple of extremely stubborn bugs that I haven't yet figured out how to solve.
(Previously known as the Bluestone Dust Mod)
Xanadu's could be changed in the config file. Not trying to add to your load but how difficult would that be?
PS I'm happy with the current speed.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
I have to have an idea
in each elevator, its speed. player can change the speed setting for each elevator
That would actually be pretty easy to do, but the config file already has quite a few settings. I think some users also want to be able to determine the speed on an elevator by elevator basis, so that wouldn't help them much.
It is pretty cool people are asking for the addition a small feature like that though - it means the mod is proving useful! =D
Not a bad idea. To be honest, the main challenge there is to fit that setting into the current GUI as (probably) another slider. I'll see if I can make that happen.
Unfortunately no, not yet. I'm going to try to work on some of them today though.
(Previously known as the Bluestone Dust Mod)
If you add the ability to customize the mod, change the speed of the elevator, the mod will be very good, I really need this option
java.lang.IllegalArgumentException: Malformed \uxxxx encoding.
at java.util.Properties.loadConvert(Properties.java:552)
at java.util.Properties.load0(Properties.java:374)
at java.util.Properties.load(Properties.java:325)
at ModLoader.setupProperties(ModLoader.java:1758)
at ModLoader.addMod(ModLoader.java:293)
at ModLoader.readFromClassPath(ModLoader.java:1210)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at magic.launcher.Launcher.a(Unknown Source)
at magic.launcher.j.a(Unknown Source)
at magic.launcher.p.println(Unknown Source)
at ModLoader.init(ModLoader.java:883)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 5f7f93b6 ----------
I've never seen that error before but if I had to take a guess, I'd say check your config file for backslashes and remove them if they're in there. It's definitely something to do with a config file since it's occurring when ModLoader is loading properties. (my mods don't use this class though, so the error is still being caused by some other mod either way)
I'm almost done converting all of my mods to Forge. I'll be doing bug testing tomorrow, made much easier by those of you that've been submitting bug reports! Hopefully those will all be ready by tomorrow night.
One thing that I noticed when updating was that Forge has changed significantly since the last version of Compressed Earth was released, so that's why some of you have been getting errors with that mod. Those should be fixed with the next release which, again, should be up tomorrow.
Dynamic Elevators SMP is still delayed...
(Previously known as the Bluestone Dust Mod)
So, what are the problems/bugs?
Should've read the post two posts above yours It should be ready today.
There's a problem with updating riders correctly where they either get stuck glitching at the top of the elevator or they fall through the elevator somewhere along the way. And that's not to mention all of the glitchiness the player experiences before one of those two things happens.
(Previously known as the Bluestone Dust Mod)
As always, let me know if there are any bugs or problems with the download links!
Thanks for your patience everyone!
(Previously known as the Bluestone Dust Mod)