Hello, first of all, i want to thank you for this absolutely great mod and all the work you put into it. I definitely appreciate it.
My server is spitting out the following warnings about your mod and i thought i'd just pass them along. The mod is indeed working and the server is booting with no crashes but i thought i might as well pass it along anyway.
The server is MCPC+ for minecraft 1.6.4 and the build is the newest dev one (build 176).
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.tileentities.TileEntityArmorStand with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEToolRack with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TESeat with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEPotionShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TELabel with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEBookcase with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEToolRack with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TESeat with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEPotionShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TELabel with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEBookcase with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
Hello, first of all, i want to thank you for this absolutely great mod and all the work you put into it. I definitely appreciate it.
My server is spitting out the following warnings about your mod and i thought i'd just pass them along. The mod is indeed working and the server is booting with no crashes but i thought i might as well pass it along anyway.
The server is MCPC+ for minecraft 1.6.4 and the build is the newest dev one (build 176).
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.tileentities.TileEntityArmorStand with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEToolRack with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TESeat with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEPotionShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TELabel with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.naturawood.blocks.TEBookcase with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEToolRack with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TESeat with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEPotionShelf with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TELabel with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
15.12 10:28:08 [Server] INFO Detected TE jds.bibliocraft.bopwood.blocks.TEBookcase with canUpdate set to true and no updateEntity override!. This is NOT good, please report to mod author as this can hurt performance.
He's already on top of it. It is an easy fix from what was posted on github.
Thanks everyone!
I've been working on a whole bunch of bug fixes, optimizations, and compatibility additions for this next release. So stay tuned to www.bibliocraftmod.com for an update I hope to release real soon.
Seeing as how you can remove books from the config file to reset the typesetting table, is it possible to add books as well? that would be a good way to get books from others into a singleplayer world.
Yes, you can add books from outside the game by adding books into the books folder in the config folder (for SSP, its in the world folder/books in a SMP server world). If you open one of the books saved in your config/books folder (for SSP) you can get an idea of the format that is used to determine and actually even write books outside the game if you would like and they will show up on the typesetting table.
Not Optifine... at least, I don't think so. This happens when your graphics settings are on "Fast" and not "Fancy".
Believe me, I've had this issue too. I would like to request a fix for this, as many people (including me) HAVE to play on "Fast" graphics in order to actually play modded Minecraft. I saw that Azanor was able to fix his "floating-items-on-pedestals-don't-display-at-certain-angles" graphics bug; so it should be able to happen here, right?
(now for Translocator's crafting grid...)
Yeah, this is a fast graphics issue. One I have been trying to figure out for quite awhile now. I hadn't realized that saplings acted different vs other items though. It seems it is because saplings are a block and not an item, but it renders like an item. That makes it kind of a difficult case to pick up on.
However, just this last week I have worked out two different methods to fixing this. The next version of BiblioCraft (coming soon!) will feature fixed fast graphics. Weapons and such on the tool racks will no longer rotate, they will remain stationary, like I've always wanted them to be. More different items and blocks will be facing the correct direction on the shelves and facing forward. Lots of little fixes. I will explain in the changelog when it is time. So watch for that coming soon @ www.bibliocraftmod.com.
I made a mod spotlight! But I'm afraid it's in Norwegian, since I'm a Norwegian youtuber.
Just wanted you to know and everything is linked.
Awesome! Thanks!
I'll see if I can find a place for it on my video page on my website. I sure there are some Norwegian folks who would appreciate that.
BiblioCraft v1.5.4 has been released! I got a good bit of fixes into this one. No major feature additions at this point, but a lot of optimizations and back end stuff has been updated along size the tweaks, crash fixes and compatibility additions. Here is the changelog that explain a lot of what I did. (minus some of the back end stuff in preparation for starting the MC1.7 update when forge is ready)
Enjoy!
V1.5.4- *Added Feature to Armor Stand: Pumpkins can now be placed on armor stands in the head position. *Improved head support on Armor Stands: Now pretty much any custom head should work on the armor stand, including modded heads and unique player heads. *3D armors on the armor stand should no longer cause crashes. I found a fix to hopefully permanently fix the common null pointer crash that would happen with certain 3D armors. *Version checking captive portal issue should be fixed. This caused some config file related crashes when the version checker couldn’t connect to my website and would get an error page in return which messed up the config file. Please post on the forum or respond to a post on my front page if this is still an issue, I don’t have the conditions to test so I can only work from theory. *Huge Fast Graphics fix across all Bibliocraft blocks. Fast graphics should finally work properly and items should not follow the player and rotate the wrong directions. *Enchantment cost has been adjusted. There is now a sliding scale for multiple enchantments. For single enchants, the cost is the same. But for example, a book with 4 top level enchantments only costs 76 levels to copy vs previously that would have cost 160 levels. *Enchantment cost can now be adjusted in the config file. There is a multiplier value in the config which by default is set to 10 and that gives the default rate. This allows the multiplier to be set as low as 1 to reduce the cost to 1/10th the default cost. Any whole number integer can be entered. Even 0 can be entered and it will be free to copy books on the typesetting table. *Thaumcraft compatibility fix: Essence jars with labels now face the correct direction on the different shelves and the cases. *Witchery compatibility added: A whole bunch of items have been added to the appropriate blocks in BiblioCraft.
*Huge Fast Graphics fix across all Bibliocraft blocks. Fast graphics should finally work properly and items should not follow the player and rotate the wrong directions.
YES! Thank you! Just what I (and others) needed! This was one of my most-hoped-for updates. Thanks again for fixing this!
Minor issue, probably quite small: i noticed you put in a fix for Thaumcraft Essentia jars; will there be (or was there previously) one for wands and the Thaumometer? These "special" tools render quite oddly on shelfs and tool racks... I'll try and provide an image later on.
Could someone please explain to me how block orientation works in Bibliocraft. I know in vanilla stairs and logs and pretty much everything else rely on metadata, however Bibliocraft blocks seem to only have their texture influenced by metadata. Also when I try to use the give command with the desk for example, if I ask for a metadata above 3 it crashes.
Im trying to make Bibliocraft work with the Archimedes Ship mod which is a mod that lets you build a structure, compile it and turn it into an entity, move it around and turn it, then decompile it at a different location as if it were built there from the start. My problem is that if I compile my structure facing north for example, turn it so it is facing east, then decompile it all bibliocraft blocks are still facing north. The author of Archimedes ships has a system for approaching this and has made it so all vanilla blocks do readjust their orientation. He also included a file where you can add compatibility for other mods, all you do is add the item ID and the new meta data of the block in each new direction going clockwise. for example, a ladder would be this:
65; 0x7; 3, 4, 2, 5;
however a desk which I believe is this:
2248; 0x3; 0, 1, 2, 3;
does not adjust orientation, instead all it does is change the texture. I realize this is because each desk shares the same ID and changes wood type based on its metadata, but I would like to know if there is away to change orientation of the block using metadata so I can make bibliocraft compatible with this ship mod. The only other thing I don't completely understand is the "0x7" I've tried all different combinations of metadata and everything from 0x0 to 0xf and they all seem to either change texture or do nothing at all.
Hello Nuchaz, just had a feature request. Horse armor stands please
Rollback Post to RevisionRollBack
Check out my Mod Spotlights and Let's Play series! - https://www.youtube....?feature=vmdshb
Taking requests - PM me if you want me to spotlight your mod.
Thanks everyone, glad everyone is enjoying the tweaks in the last update. I've been wanting to figure some of that stuff out for quite some time, like fast graphics stuff, and I'm glad I finally got a handle on it.
Seems like the hard working folks at MCP and forge keep pushing forward, getting closer and closer on the update. Exciting times for us mod dev's coming up.
YES! Thank you! Just what I (and others) needed! This was one of my most-hoped-for updates. Thanks again for fixing this!
Minor issue, probably quite small: i noticed you put in a fix for Thaumcraft Essentia jars; will there be (or was there previously) one for wands and the Thaumometer? These "special" tools render quite oddly on shelfs and tool racks... I'll try and provide an image later on.
The essentia jar's just kind of worked automatically after some of the other fixes I put in place. The thaumometer and wands render the way they do because of how they are done in thaumcraft. I notice they look a little funny on the vanilla item frames as well. I've basically setup my shelves now to render things in the same way item frames do, so if it looks good in an item frame is should look good on my stuff. I kind of understand why azanor choose to make them render the way they do, because they kind of look best (esp the thaumometer) like that when thrown on the ground. I might go back sometime and set some special cases for these items. Thanks to the ability to rotate stuff on my tables though, they can be kind of tweaked to look alright on the tables.
Could someone please explain to me how block orientation works in Bibliocraft. I know in vanilla stairs and logs and pretty much everything else rely on metadata, however Bibliocraft blocks seem to only have their texture influenced by metadata. Also when I try to use the give command with the desk for example, if I ask for a metadata above 3 it crashes.
Im trying to make Bibliocraft work with the Archimedes Ship mod which is a mod that lets you build a structure, compile it and turn it into an entity, move it around and turn it, then decompile it at a different location as if it were built there from the start. My problem is that if I compile my structure facing north for example, turn it so it is facing east, then decompile it all bibliocraft blocks are still facing north. The author of Archimedes ships has a system for approaching this and has made it so all vanilla blocks do readjust their orientation. He also included a file where you can add compatibility for other mods, all you do is add the item ID and the new meta data of the block in each new direction going clockwise. for example, a ladder would be this:
65; 0x7; 3, 4, 2, 5;
however a desk which I believe is this:
2248; 0x3; 0, 1, 2, 3;
does not adjust orientation, instead all it does is change the texture. I realize this is because each desk shares the same ID and changes wood type based on its metadata, but I would like to know if there is away to change orientation of the block using metadata so I can make bibliocraft compatible with this ship mod. The only other thing I don't completely understand is the "0x7" I've tried all different combinations of metadata and everything from 0x0 to 0xf and they all seem to either change texture or do nothing at all.
Any help would be greatly appreciated.
Fancy mod! I hadn't seen that one before. I like what he is doing. The deal with my stuff is I used NBT tags to determine angles. I can't change that to use metadata now (it would break everyones stuff ) and its used to determine the texture used, which works quite nice. I would have used NBT to do texture data too but I've read of issues with doing recipies from NBT data like that, its just way easier to make a recipe from a block only using the block ID + metadata, so that is why I must have my textures on metadata. A couple blocks do use meta for angles. Specifically, the Armor Stand, the printing press, and the typesetting table. They all used 0-3 for the angles except the armor stand. The armor stand is basically 2 blocks with the same ID. The bottom block is meta 0-3 and the top is meta 4-7.
Everything else uses an angle tag in the NBT. You could get the specific tags by using the in-game NBT edit mod. Then they just use an int from 0-3 like you would expect for metadata to indicate the angle. The author of the ships mod could possible implement a method like he has for metadata, but make it change an NBT tag. (He would just grab the NBTTagCompound, then use getInteger and setInteger with the tag name grabbed from the config) I'm sure a lot of mods use NBT to determine angle's so that might be a good thing to have.
Anyway, that would be the way to do it for my stuff. Maybe you, or somone can pass along the info and suggest that he add NBTTagCompound support for rotating blocks.
Thanks for the updated russian translations! I'll see about getting those to github.
The cookie jars are working as intended. The idea is you can put anything you want in them and it looks like cookies. Then you can use the redstone to catch people trying to steal your stuff. Only because I thought the whole idea was hilarious.
Hey thanks for what is rapidly becoming my favourite mod!
One small query, when I originally installed bibliocraft it appeared to use my texture pack for the tables etc I had lovely HD mahogany tables all over the place, with recent patches the low def wood seems to overide it? So now I have odd out of place tables in my world - Is there any way of using the old method - I dont understand how it works as you can prob tell from my post!
Thanks!
Well, tables haven't ever actually automatically used regular plank textures in any form, so perhaps you have a texture pack before that has support for BiblioCraft stuff and someone actually made the HD textures specifically for the tables. That would be about the only way.
Eventually, I do want all my blocks to automatically support texture packs, but it will be a big job and I haven't had the time to invest in that project yet. Definitely on my todo list. I wouldn't expect to see that until after I get updated to 1.7 though for sure.
Hello Nuchaz, just had a feature request. Horse armor stands please
On my todo list. I would like to have these too. Likely I'll do a thing where you just use the screw gun to attach 2 regular armor stands or something. Horse armor is quite big in the world, so it will take a double wide block I expect. This will probably be a feature I work on after the 1.7 update as well.
The cookie jars are working as intended. The idea is you can put anything you want in them and it looks like cookies. Then you can use the redstone to catch people trying to steal your stuff. Only because I thought the whole idea was hilarious.
The cookie jars are working as intended. The idea is you can put anything you want in them and it looks like cookies. Then you can use the redstone to catch people trying to steal your stuff. Only because I thought the whole idea was hilarious.
I want to I can put in cookie jar ONLY cookies.
Perhaps I could add a config option in a future version that will make it so cookie jars only allow cookies. Should be a simple task and I'm sure there are other folks who may like that as well.
Well I cant honestly say I remember that happening, it was around 1.4 minecraft time and I cant find the pack at all now! Does anyone know of any 64x or better texture packs for bibliocraft no matter how old they are I can update them myself if need be!
Thank you.
Let me explain some technical details.
Currently the Archimedes' Ships mod can indeed only rotate metadata values. This is because all vanilla blocks are using metadata for rotations. (Which seems to me to be a more efficient, but surely a less convenient solution.)
There are a lot of mods that use static TileEntities in combination with NBT data for rotations and storage of a lot of different data. But since every mod is probably using a different tag to access the rotation data, there wouldn't be one all-encompassing solution. I am afraid some sort of API is needed.
But wait, it looks like such an API already exists! I recently found out, thanks to the Mineshopper (author of the Carpenters' Blocks mod), that Forge adds two methods to the Block class, namely getValidRotations() and rotateBlock(). If all modders would use these methods, which surely is a time-consuming task, I know, I could do the same and everything should work perfectly together.
One side note is that Forge itself does not include a very clear and unambiguous description of how the methods should be used, which requires some agreements between modders.
Conclusion: this is not a simple task. I wrote the mod so that it works perfectly with all vanilla features (which is not completely the case because of quite some bugs), and I could add some support for that Forge extension, but I'm afraid it's most I can do.
Fair enough. I figured with the NBT rotation implementation you would have to allow the players to enter the string name of the NBT tag to be changed, which would be a pain for the users I'm sure. Things could definitely get a bit messy with all that.
That aside, the getValidRoattions() and rotateBlock() methods in the block class look like the ticket. I was unaware of these methods until you just mentioned them. They seem to accept all the necessary info I would need to implement them using my current rotation methods. I'm definitely interested in implementing these methods now. That might be quite handy for other modders to take advantage of as well.
I see what you mean about the description of these methods. I assume, on the rotateBlock method, that the ForgeDirection axis just determines which way to rotate the block, then its up to me to change whatever to rotate in whatever direction. So in my case, I would use the UP and DOWN axis. That seems to be the way it was implemented for vanilla blocks. I guess I would just have to experiment to figure out if UP is clockwise or counter-clockwise and visa versa for DOWN. I could see that someone from your position could just pass a NORTH, SOUTH, EAST, or WEST and I could just make them face that direction. I could actually implement it both ways and be fine, so if you pass an UP or DOWN is just rotates around that axis, but if you pass a NORTH, SOUTH, EAST, or WEST it just turns to face that direction. That might be a safe approach on my end. Though I can still see how that could get confused.
I guess the only challenge seems to be coming to an agreement on what the ForgeDirection axis should mean. It kind of seems like using the directions as an actual axis would be the easiest, because then you wouldn't have to be bothered to figure out if your facing NORTH, SOUTH, EAST, or WEST, but rather only which direction you are turning. UP for right, DOWN for left, or something to that effect. Maybe it would be easier to think of like a bolt, screwing it in, turning to the right, would be DOWN and left would be UP.
Oh method description, if only you were more specific on your intention of axis.
Anyway, if we can figure out what the ForgeDirection axis should mean, I can implement these methods across all my blocks with about an hour or two of coding. Maybe less. If you would like to support these methods, I am definitely down to support them on my end too.
Perhaps I could add a config option in a future version that will make it so cookie jars only allow cookies. Should be a simple task and I'm sure there are other folks who may like that as well.
Fair enough. I figured with the NBT rotation implementation you would have to allow the players to enter the string name of the NBT tag to be changed, which would be a pain for the users I'm sure. Things could definitely get a bit messy with all that.
That aside, the getValidRoattions() and rotateBlock() methods in the block class look like the ticket. I was unaware of these methods until you just mentioned them. They seem to accept all the necessary info I would need to implement them using my current rotation methods. I'm definitely interested in implementing these methods now. That might be quite handy for other modders to take advantage of as well.
I see what you mean about the description of these methods. I assume, on the rotateBlock method, that the ForgeDirection axis just determines which way to rotate the block, then its up to me to change whatever to rotate in whatever direction. So in my case, I would use the UP and DOWN axis. That seems to be the way it was implemented for vanilla blocks. I guess I would just have to experiment to figure out if UP is clockwise or counter-clockwise and visa versa for DOWN. I could see that someone from your position could just pass a NORTH, SOUTH, EAST, or WEST and I could just make them face that direction. I could actually implement it both ways and be fine, so if you pass an UP or DOWN is just rotates around that axis, but if you pass a NORTH, SOUTH, EAST, or WEST it just turns to face that direction. That might be a safe approach on my end. Though I can still see how that could get confused.
I guess the only challenge seems to be coming to an agreement on what the ForgeDirection axis should mean. It kind of seems like using the directions as an actual axis would be the easiest, because then you wouldn't have to be bothered to figure out if your facing NORTH, SOUTH, EAST, or WEST, but rather only which direction you are turning. UP for right, DOWN for left, or something to that effect. Maybe it would be easier to think of like a bolt, screwing it in, turning to the right, would be DOWN and left would be UP.
Oh method description, if only you were more specific on your intention of axis.
Anyway, if we can figure out what the ForgeDirection axis should mean, I can implement these methods across all my blocks with about an hour or two of coding. Maybe less. If you would like to support these methods, I am definitely down to support them on my end too.
It's always nice to see two important mod authors getting along. I hope that in the future this problem can be fixed, but for now I think people can live with it.
i love this mod!!! my only question is......will there be colored lamps? i know that only gold has nuggets so its sort of hard to make an equivilent without installing another mod that adds so many other ores and things that i will never use except to make colored lamps.
i love this mod!!! my only question is......will there be colored lamps? i know that only gold has nuggets so its sort of hard to make an equivilent without installing another mod that adds so many other ores and things that i will never use except to make colored lamps.
Are you serious, there are coloured fancy lamps and coloured candle lamps. I believe you use dyes, please look in the item lost before you ask silly questions.
My server is spitting out the following warnings about your mod and i thought i'd just pass them along. The mod is indeed working and the server is booting with no crashes but i thought i might as well pass it along anyway.
The server is MCPC+ for minecraft 1.6.4 and the build is the newest dev one (build 176).
He's already on top of it. It is an easy fix from what was posted on github.
https://github.com/Nuchaz/BiblioCraft/issues/59
I've been working on a whole bunch of bug fixes, optimizations, and compatibility additions for this next release. So stay tuned to www.bibliocraftmod.com for an update I hope to release real soon.
Yes, you can add books from outside the game by adding books into the books folder in the config folder (for SSP, its in the world folder/books in a SMP server world). If you open one of the books saved in your config/books folder (for SSP) you can get an idea of the format that is used to determine and actually even write books outside the game if you would like and they will show up on the typesetting table.
Yeah, this is a fast graphics issue. One I have been trying to figure out for quite awhile now. I hadn't realized that saplings acted different vs other items though. It seems it is because saplings are a block and not an item, but it renders like an item. That makes it kind of a difficult case to pick up on.
However, just this last week I have worked out two different methods to fixing this. The next version of BiblioCraft (coming soon!) will feature fixed fast graphics. Weapons and such on the tool racks will no longer rotate, they will remain stationary, like I've always wanted them to be. More different items and blocks will be facing the correct direction on the shelves and facing forward. Lots of little fixes. I will explain in the changelog when it is time. So watch for that coming soon @ www.bibliocraftmod.com.
Sure, as long as you link back to my website, www.bibliocraftmod.com, as per my requested agreement found here: http://www.bibliocraftmod.com/?page_id=57#modpacks
Awesome! Thanks!
I'll see if I can find a place for it on my video page on my website. I sure there are some Norwegian folks who would appreciate that.
Enjoy!
V1.5.4-
*Added Feature to Armor Stand: Pumpkins can now be placed on armor stands in the head position.
*Improved head support on Armor Stands: Now pretty much any custom head should work on the armor stand, including modded heads and unique player heads.
*3D armors on the armor stand should no longer cause crashes. I found a fix to hopefully permanently fix the common null pointer crash that would happen with certain 3D armors.
*Version checking captive portal issue should be fixed. This caused some config file related crashes when the version checker couldn’t connect to my website and would get an error page in return which messed up the config file. Please post on the forum or respond to a post on my front page if this is still an issue, I don’t have the conditions to test so I can only work from theory.
*Huge Fast Graphics fix across all Bibliocraft blocks. Fast graphics should finally work properly and items should not follow the player and rotate the wrong directions.
*Enchantment cost has been adjusted. There is now a sliding scale for multiple enchantments. For single enchants, the cost is the same. But for example, a book with 4 top level enchantments only costs 76 levels to copy vs previously that would have cost 160 levels.
*Enchantment cost can now be adjusted in the config file. There is a multiplier value in the config which by default is set to 10 and that gives the default rate. This allows the multiplier to be set as low as 1 to reduce the cost to 1/10th the default cost. Any whole number integer can be entered. Even 0 can be entered and it will be free to copy books on the typesetting table.
*Thaumcraft compatibility fix: Essence jars with labels now face the correct direction on the different shelves and the cases.
*Witchery compatibility added: A whole bunch of items have been added to the appropriate blocks in BiblioCraft.
Minor issue, probably quite small: i noticed you put in a fix for Thaumcraft Essentia jars; will there be (or was there previously) one for wands and the Thaumometer? These "special" tools render quite oddly on shelfs and tool racks... I'll try and provide an image later on.
Im trying to make Bibliocraft work with the Archimedes Ship mod which is a mod that lets you build a structure, compile it and turn it into an entity, move it around and turn it, then decompile it at a different location as if it were built there from the start. My problem is that if I compile my structure facing north for example, turn it so it is facing east, then decompile it all bibliocraft blocks are still facing north. The author of Archimedes ships has a system for approaching this and has made it so all vanilla blocks do readjust their orientation. He also included a file where you can add compatibility for other mods, all you do is add the item ID and the new meta data of the block in each new direction going clockwise. for example, a ladder would be this:
65; 0x7; 3, 4, 2, 5;
however a desk which I believe is this:
2248; 0x3; 0, 1, 2, 3;
does not adjust orientation, instead all it does is change the texture. I realize this is because each desk shares the same ID and changes wood type based on its metadata, but I would like to know if there is away to change orientation of the block using metadata so I can make bibliocraft compatible with this ship mod. The only other thing I don't completely understand is the "0x7" I've tried all different combinations of metadata and everything from 0x0 to 0xf and they all seem to either change texture or do nothing at all.
Any help would be greatly appreciated.
Mods: I use a Twilight mod pack with all mods!
And I updated russian translate of this mod. Download here: http://yadi.sk/d/Y9ZEm0MeEQc73
And for BiblioWoods (BOP): http://yadi.sk/d/rCwcVupmEQuor
If you see not English language, open this spoiler!
Not a bug. Take a good look at the cookies. They are 3d models rather then the items themselves. This is after all a block called the cookie jar.
Taking requests - PM me if you want me to spotlight your mod.
I know, why I'm there I can put other items?
Seems like the hard working folks at MCP and forge keep pushing forward, getting closer and closer on the update. Exciting times for us mod dev's coming up.
The essentia jar's just kind of worked automatically after some of the other fixes I put in place. The thaumometer and wands render the way they do because of how they are done in thaumcraft. I notice they look a little funny on the vanilla item frames as well. I've basically setup my shelves now to render things in the same way item frames do, so if it looks good in an item frame is should look good on my stuff. I kind of understand why azanor choose to make them render the way they do, because they kind of look best (esp the thaumometer) like that when thrown on the ground. I might go back sometime and set some special cases for these items. Thanks to the ability to rotate stuff on my tables though, they can be kind of tweaked to look alright on the tables.
Fancy mod! I hadn't seen that one before. I like what he is doing. The deal with my stuff is I used NBT tags to determine angles. I can't change that to use metadata now (it would break everyones stuff ) and its used to determine the texture used, which works quite nice. I would have used NBT to do texture data too but I've read of issues with doing recipies from NBT data like that, its just way easier to make a recipe from a block only using the block ID + metadata, so that is why I must have my textures on metadata. A couple blocks do use meta for angles. Specifically, the Armor Stand, the printing press, and the typesetting table. They all used 0-3 for the angles except the armor stand. The armor stand is basically 2 blocks with the same ID. The bottom block is meta 0-3 and the top is meta 4-7.
Everything else uses an angle tag in the NBT. You could get the specific tags by using the in-game NBT edit mod. Then they just use an int from 0-3 like you would expect for metadata to indicate the angle. The author of the ships mod could possible implement a method like he has for metadata, but make it change an NBT tag. (He would just grab the NBTTagCompound, then use getInteger and setInteger with the tag name grabbed from the config) I'm sure a lot of mods use NBT to determine angle's so that might be a good thing to have.
Anyway, that would be the way to do it for my stuff. Maybe you, or somone can pass along the info and suggest that he add NBTTagCompound support for rotating blocks.
Thanks for the updated russian translations! I'll see about getting those to github.
The cookie jars are working as intended. The idea is you can put anything you want in them and it looks like cookies. Then you can use the redstone to catch people trying to steal your stuff. Only because I thought the whole idea was hilarious.
Well, tables haven't ever actually automatically used regular plank textures in any form, so perhaps you have a texture pack before that has support for BiblioCraft stuff and someone actually made the HD textures specifically for the tables. That would be about the only way.
Eventually, I do want all my blocks to automatically support texture packs, but it will be a big job and I haven't had the time to invest in that project yet. Definitely on my todo list. I wouldn't expect to see that until after I get updated to 1.7 though for sure.
On my todo list. I would like to have these too. Likely I'll do a thing where you just use the screw gun to attach 2 regular armor stands or something. Horse armor is quite big in the world, so it will take a double wide block I expect. This will probably be a feature I work on after the 1.7 update as well.
I want to I can put in cookie jar ONLY cookies.
Perhaps I could add a config option in a future version that will make it so cookie jars only allow cookies. Should be a simple task and I'm sure there are other folks who may like that as well.
There is the vonDoom texture pack that adds I think 64px or higher textures to most all my blocks. I got a link on my website on this page: http://www.minecraftforum.net/topic/1680480-162164forgesmp-bibliocraft-v154-bookcases-armor-stands-shelves-printing-presses-seats-map-frames-and-more-updated-12152013/page__st__2180
That might be worth checking out.
Fair enough. I figured with the NBT rotation implementation you would have to allow the players to enter the string name of the NBT tag to be changed, which would be a pain for the users I'm sure. Things could definitely get a bit messy with all that.
That aside, the getValidRoattions() and rotateBlock() methods in the block class look like the ticket. I was unaware of these methods until you just mentioned them. They seem to accept all the necessary info I would need to implement them using my current rotation methods. I'm definitely interested in implementing these methods now. That might be quite handy for other modders to take advantage of as well.
I see what you mean about the description of these methods. I assume, on the rotateBlock method, that the ForgeDirection axis just determines which way to rotate the block, then its up to me to change whatever to rotate in whatever direction. So in my case, I would use the UP and DOWN axis. That seems to be the way it was implemented for vanilla blocks. I guess I would just have to experiment to figure out if UP is clockwise or counter-clockwise and visa versa for DOWN. I could see that someone from your position could just pass a NORTH, SOUTH, EAST, or WEST and I could just make them face that direction. I could actually implement it both ways and be fine, so if you pass an UP or DOWN is just rotates around that axis, but if you pass a NORTH, SOUTH, EAST, or WEST it just turns to face that direction. That might be a safe approach on my end. Though I can still see how that could get confused.
I guess the only challenge seems to be coming to an agreement on what the ForgeDirection axis should mean. It kind of seems like using the directions as an actual axis would be the easiest, because then you wouldn't have to be bothered to figure out if your facing NORTH, SOUTH, EAST, or WEST, but rather only which direction you are turning. UP for right, DOWN for left, or something to that effect. Maybe it would be easier to think of like a bolt, screwing it in, turning to the right, would be DOWN and left would be UP.
Oh method description, if only you were more specific on your intention of axis.
Anyway, if we can figure out what the ForgeDirection axis should mean, I can implement these methods across all my blocks with about an hour or two of coding. Maybe less. If you would like to support these methods, I am definitely down to support them on my end too.
It's always nice to see two important mod authors getting along. I hope that in the future this problem can be fixed, but for now I think people can live with it.
Are you serious, there are coloured fancy lamps and coloured candle lamps. I believe you use dyes, please look in the item lost before you ask silly questions.