In the FAQ, first error report, you state an exception will occur if a mod uses a slot you have used. Instead of doing this, use ModLoader and add an override:
The mod does use that method. It overrides the terrain.png, placing them in empty slots. There's only so many open slots.
What do you mean by slots? Block IDs?
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“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
No. The terrain.png, in your minecraft.jar. It has 'purple blocks'. These are places where Mojang - when they make more blocks for the game, will put their textures. Using the override method pretty much places my textures in those slots, without editing the actual terrain.png file, allowing multiple mods to have textures.
No. The terrain.png, in your minecraft.jar. It has 'purple blocks'. These are places where Mojang - when they make more blocks for the game, will put their textures. Using the override method pretty much places my textures in those slots, without editing the actual terrain.png file, allowing multiple mods to have textures.
Also, thanks, everybody for the feedback
Oh, okay.
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“Most good programmers do programming not because they expect to get paid or get adulation by the public, but because it is fun to program.”
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
also, i believe modloader lets you have infinite textures (at least, i remember it doing that), and you could also probably set up the mod to actually have 2 blocks with different damages for the different types, vastly reducing the blocks used.
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Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
also, i believe modloader lets you have infinite textures (at least, i remember it doing that), and you could also probably set up the mod to actually have 2 blocks with different damages for the different types, vastly reducing the blocks used.
I think you're thinking of Forge. ModLoader simply overrides the default terrain.png's purple (empty) slots with your custom textures. If you run out of purple slots, it gives you an error. Also, I might try using the damage values a little while later.
Thanks! Also if you ever make another mod or a map or anything just ask me and I'll make a mod showcase or a playthrough of the map with my friend! (Or by myself)
Thanks! Also if you ever make another mod or a map or anything just ask me and I'll make a mod showcase or a playthrough of the map with my friend! (Or by myself)
The mod does use that method. It overrides the terrain.png, placing them in empty slots. There's only so many open slots.
A proud Indev Veteran
What do you mean by slots? Block IDs?
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
Beautiful Tile
No. The terrain.png, in your minecraft.jar. It has 'purple blocks'. These are places where Mojang - when they make more blocks for the game, will put their textures. Using the override method pretty much places my textures in those slots, without editing the actual terrain.png file, allowing multiple mods to have textures.
Also, thanks, everybody for the feedback
A proud Indev Veteran
Oh, okay.
- Linus Torvalds (Finnish American, software engineer and hacker, principal force behind the development of the Linux kernel)
Thanks so much! I'll embed it in the topic.
A proud Indev Veteran
A proud Indev Veteran
A proud Indev Veteran
A proud Indev Veteran
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
Thanks! I put it up in the topic. Yes, I am currently working on all of the combinations.
I think you're thinking of Forge. ModLoader simply overrides the default terrain.png's purple (empty) slots with your custom textures. If you run out of purple slots, it gives you an error. Also, I might try using the damage values a little while later.
A proud Indev Veteran
Will do.
A proud Indev Veteran