I just wanted to ask, the texture pack support picture that you posted, do you have the patch at all for Sphax? It's not on their forums and I there doesn't seem to be any trace of a link or anything online proving where it's at? If you could tell me where I may find said patch, I'd love it!
Thanks!
There is no specific patch. All texture packs are supported because he uses the existing textures for his models. Thus, the Sphax textures are used when you install the standard Sphax texture pack.
how do i use the water tap? i right clicked it and nothing. does it need a nearby water or what? i have it next to a water but still nothing. i once used it before but something went wrong i dunno what
how do i use the water tap? i right clicked it and nothing. does it need a nearby water or what? i have it next to a water but still nothing. i once used it before but something went wrong i dunno what
Put a 3x3 area of water under the block you put the tap on.
Great mod, furniture is something I always felt lacked in Minecraft... tables made out of a fence and pressure plate just don't cut it.
However, modern fridges and ovens or faucets don't mix well with medieval-ish swords. Is there any way I can disable objects that are from the 19th or 20th century, or could you make the mod modular/configurable to allow it?
Great mod, furniture is something I always felt lacked in Minecraft... tables made out of a fence and pressure plate just don't cut it.
However, modern fridges and ovens or faucets don't mix well with medieval-ish swords. Is there any way I can disable objects that are from the 19th or 20th century, or could you make the mod modular/configurable to allow it?
I actually just released a lite version without them in it. It's in the downloads section!
You don't know how look the crash screen when ids are colliding?
The error of colliding ids is "java.lang.IllegalArgumentException: Slot [ID HERE] is already occupied by [SOMETHING]", not "Duplicate id".
Its a TileEntity registering conflict which I will have to change. It will be fixed in 1.6 and I might possibly do one for 1.5.1
Hello All,
I recently re-found this mod. While I've never used it, I should have. Only now I've run into a bizzare situation.
I downloaded the latest Forge and Optifine for !.5.2, clean install and cleared my config files. The problem I'm having is the ID's in CFM are being reassigned to numbers given to Flan's mod.
ex. cfm lists ID's 23000 - 23035 but the numbers are reassigned to 23256 -23291. While I had Flan's installed the cfm recipe for curtains produced Flan's triwing part. The only other real ID conflict I ever had was when Flan's and Jammy's didn't play nice with Pam's mods. But in that case I adjusted the ID's of Flan's and Jammy's with no issue.
So, I'm totally confused why cfm ID's are being overwritten when they don't have too. By default there are should be no issues.
Any ideas?
edit: After a few restarts and moving files back and forth everything works. But still somewhat confused. I changed the CFM ID #'s up by a 1000 each. however after doing an ID map dump.... The number were still adjusted.
ex. Before like 23000 was converted to 23256. Now 24000 gets readjusted to 24256. weird.
Hello All,
I recently re-found this mod. While I've never used it, I should have. Only now I've run into a bizzare situation.
I downloaded the latest Forge and Optifine for !.5.2, clean install and cleared my config files. The problem I'm having is the ID's in CFM are being reassigned to numbers given to Flan's mod.
ex. cfm lists ID's 23000 - 23035 but the numbers are reassigned to 23256 -23291. While I had Flan's installed the cfm recipe for curtains produced Flan's triwing part. The only other real ID conflict I ever had was when Flan's and Jammy's didn't play nice with Pam's mods. But in that case I adjusted the ID's of Flan's and Jammy's with no issue.
So, I'm totally confused why cfm ID's are being overwritten when they don't have too. By default there are should be no issues.
Any ideas?
edit: After a few restarts and moving files back and forth everything works. But still somewhat confused. I changed the CFM ID #'s up by a 1000 each. however after doing an ID map dump.... The number were still adjusted.
ex. Before like 23000 was converted to 23256. Now 24000 gets readjusted to 24256. weird.
Forge automatically add 256 to any id. I can fix it in the next update by change the value to assignedValue - 256 then it won't bump it.
good mod, pity i had a little problem with it, since there is no config to disable some recipes, ended having two recipes with the same craft itens . (for info, the blinds use the same recipe as carpenters block, and could only make the blinds)
There is no specific patch. All texture packs are supported because he uses the existing textures for his models. Thus, the Sphax textures are used when you install the standard Sphax texture pack.
The config file is unfortunately not named very well. You're looking for cfm.cfg.
It will be coming out for 1.6.
cfm.cfg
Put a 3x3 area of water under the block you put the tap on.
However, modern fridges and ovens or faucets don't mix well with medieval-ish swords. Is there any way I can disable objects that are from the 19th or 20th century, or could you make the mod modular/configurable to allow it?
I actually just released a lite version without them in it. It's in the downloads section!
Its a TileEntity registering conflict which I will have to change. It will be fixed in 1.6 and I might possibly do one for 1.5.1
I recently re-found this mod. While I've never used it, I should have. Only now I've run into a bizzare situation.
I downloaded the latest Forge and Optifine for !.5.2, clean install and cleared my config files. The problem I'm having is the ID's in CFM are being reassigned to numbers given to Flan's mod.
ex. cfm lists ID's 23000 - 23035 but the numbers are reassigned to 23256 -23291. While I had Flan's installed the cfm recipe for curtains produced Flan's triwing part. The only other real ID conflict I ever had was when Flan's and Jammy's didn't play nice with Pam's mods. But in that case I adjusted the ID's of Flan's and Jammy's with no issue.
So, I'm totally confused why cfm ID's are being overwritten when they don't have too. By default there are should be no issues.
Any ideas?
edit: After a few restarts and moving files back and forth everything works. But still somewhat confused. I changed the CFM ID #'s up by a 1000 each. however after doing an ID map dump.... The number were still adjusted.
ex. Before like 23000 was converted to 23256. Now 24000 gets readjusted to 24256. weird.
Forge automatically add 256 to any id. I can fix it in the next update by change the value to assignedValue - 256 then it won't bump it.
Check some of my work on YT.
Hmmmm would that not destroy allready generatet/old worlds (and i'm think that is not forge, it's vanilla to add 256 to items (not to blocks))
Yeah my bad. It only does it to items.
Crayfish is working on the update right this moment, just be patient