WHAT IF.... you could fill that void with water / lava? I know similar suggestions have been made, but I don't think it's been quite like this. Basically what I am looking for is to be purely aesthetic with no function other than to blend in.
I can poke around and see what I can come up with. The only way I can achieve this is to render a water or lava block in conjunction with my block. One issue I've ran into however is the translucency that you expect to see with the water (or ice). I've only managed to get the blocks to render on one pass, meaning everything is opaque, or everything is translucent.
edit - i poked at the textures in the file, I see a new one with desaturated ice? How was that created so I can duplicate the effects in my texture pack?
It's the ice texture stripped of all color. I included it so that dyed ice doesn't mix with the blue color. This way it leaves a nice clean color that has the effect of colored glass.
Random thought - make the hammer have durability (a bunch) and allow it to damage mobs but not as good as a sword. After all, smacking something with a hammer should do a good amount of damage. And maybe it would lose durability for every 25 or so turns of a block, that way you get a nice long use out of it, but still have to repair it like other tools.
I have tried once or twice to make the hammer have limited uses. However, I was having trouble getting the left-click functionality to work. I may be able to fix this by doing it all server-side - I will take another look.
Regarding the light output of side covers: I will make it full light, sheesh!
I have tried once or twice to make the hammer have limited uses. However, I was having trouble getting the left-click functionality to work. I may be able to fix this by doing it all server-side - I will take another look.
I disagree with this idea. Carpenter's Blocks basically exists for the creative perspective. There is barley any functional use that could come out of using these blocks in a survival scenario. You've made that perfectly clear with other scenarios. Considering the fact that the limited usage would be survival only, it doesn't make much sense considering the cost of making X block into an X Carpeneter's ___. The hammer provides manipulation while the block is already created at a high price (in survival at least). Unless you make big changes to the recipe (not in terms of the yield of the Carpenter's ___, but in the actual make-up) to make it reasonable and a simple non-essential resource depleting, it makes sense to keep the one needed aspect to the mod's change and maneuverability limitless.
I disagree with this idea. Carpenter's Blocks basically exists for the creative perspective...
The uses would be relatively high - it's just intended to make the hammer not last forever. I don't play creative and it's something I've wanted to add for a while (it it weren't for the buggy behavior). Besides, in creative the hammer wouldn't get damaged anyways.
I can poke around and see what I can come up with. The only way I can achieve this is to render a water or lava block in conjunction with my block. One issue I've ran into however is the translucency that you expect to see with the water (or ice). I've only managed to get the blocks to render on one pass, meaning everything is opaque, or everything is translucent.
Ah i see. Hmm, I'll have to look around and see if I can find any mods that appear to implement translucency and opacity in the same block. I was just thinking you could throw some water textures on the "air" side but then if you have translucent water, it would look really weird. As for lava though it would work because it's not translucent.
If this is too hard, what about things like glass instead? I've seen blocks have glass inserts and they seemed to work because it was full transparency from the texture. Would be cool to make octagonal windows or skylights. Hmmm, you could use the "cover" code to place a block on the ramp of the slope block and instead of rendering a flat rectangle, have it render another slope in the "air" space.
Regarding the light output of side covers: I will make it full light, sheesh!
Sorry I didn't mean to come off as demanding or anything. Just from a design perspective it wouldn't be very useful. (Yay for "fluorescent" ceiling lights!)
I'll look at that eventually, it just doesn't seem intuitive how it would work. It probably isn't hard to get both passes to render separate blocks, but I just haven't figured out how yet. But.. it's relatively low priority, but it will effect Ice side covers (they're opaque at the moment).
It turns out my redstone propagation fix causes vertical slab collision glitches. Back to the drawing board!
is it possible, that you can make the mod ready for using the Betterworld Blocks from Winetel?
MfG
Kaepsle
Are Betterworld Blocks not working with this mod? If blocks don't work as covers, it's not broken behavior - it just means this mod is rejecting them. I saw in Winetel's thread that he/she is using tile entities - those will not work with this mod. It's a great space-saving design in that mod's case, but it does break compatibility with this mod.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/27/2011
Posts:
63
Member Details
Lovely! Thank you for increasing the quantities. Perhaps it was an oversight, but could the slopes also see an increase?
This should bring the per-block cost of building - in relation to building with wood plank blocks - down from about 5x the amount needed to maybe 2x the regular amount? If you include the "fill" block, of course. I feel even more of an increase in recipe output would not hurt, but am quite pleased with this for now.
Are Betterworld Blocks not working with this mod? If blocks don't work as covers, it's not broken behavior - it just means this mod is rejecting them. I saw in Winetel's thread that he/she is using tile entities - those will not work with this mod. It's a great space-saving design in that mod's case, but it does break compatibility with this mod.
Wow that mod is ridiculous with the amount of blocks it adds. Not bad considering how few id's it uses in comparison.
So i saw the screen shot over there and got to thinking..... Carpenter's Pillar!
Would be cool if it could be smart to detect non carpenter pillar blocks and automatically form a base or top (must be at least 2 blocks tall / long) so you don't need to smack it with the hammer to form it. Though I would not object to having to use the hammer if auto-code is too complicated.
I suppose you could borrow the block detecting code and have it mirror the first block placed in type of pillar.
Rollback Post to RevisionRollBack
Spoiler tags are your friends when posting errors. USE THEM!
Wow that mod is ridiculous with the amount of blocks it adds. Not bad considering how few id's it uses in comparison.
So i saw the screen shot over there and got to thinking..... Carpenter's Pillar!
Would be cool if it could be smart to detect non carpenter pillar blocks and automatically form a base or top (must be at least 2 blocks tall / long) so you don't need to smack it with the hammer to form it. Though I would not object to having to use the hammer if auto-code is too complicated.
I suppose you could borrow the block detecting code and have it mirror the first block placed in type of pillar.
I had a similar idea with a Cracked overlay. However I feared that the engravings had to be color specific and could not be preset as one universal engraver, so a pillar/cracked block must be made individually so the cracks/lines/design would look natural and normal on the block.
No need to ask for the OP to be updated when it was just stated that it would be.
The problem is, single informative posts get lost and buried.
Most people I know don't spend time reading the forums, they just keep track of the OP and look for changes.
I know, for example, that Vech's CTM thread has lots of things that are only given in the thread, as a bonus for regular readers, that are not in that OP. Deliberately.
EDIT: And, looking over the now changed OP, I see that not only is the new recipe shape up, but the output count per recipe is also updated. And that's data that was not there before.
And yes, that does make a big change in the cost.
The OP also now describes the use of side covers, and clarifies that you can't just remove one side.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I found a visual glitch that is just slightly annoying. When I group these blocks up together (they're all vertical slabs), they create a dark patch in their middle area.
I've been trying to track down that lighting bug for a while. In the meantime, there's nothing I can do about it. I have a couple changes in the pipeline and will likely push an update soon. I will look into this before release.
EDIT: There appear to be some other lighting issues. Looking it them.
Well you could if it had not already been suggested 10+ times. It has been stated many times that is not being worked on at this time and MAY be a possible addition down the road but no guarantee at this time.
Dying coal blocks black and you get an entirely black block!
I can poke around and see what I can come up with. The only way I can achieve this is to render a water or lava block in conjunction with my block. One issue I've ran into however is the translucency that you expect to see with the water (or ice). I've only managed to get the blocks to render on one pass, meaning everything is opaque, or everything is translucent.
It's the ice texture stripped of all color. I included it so that dyed ice doesn't mix with the blue color. This way it leaves a nice clean color that has the effect of colored glass.
I have tried once or twice to make the hammer have limited uses. However, I was having trouble getting the left-click functionality to work. I may be able to fix this by doing it all server-side - I will take another look.
Regarding the light output of side covers: I will make it full light, sheesh!
I disagree with this idea. Carpenter's Blocks basically exists for the creative perspective. There is barley any functional use that could come out of using these blocks in a survival scenario. You've made that perfectly clear with other scenarios. Considering the fact that the limited usage would be survival only, it doesn't make much sense considering the cost of making X block into an X Carpeneter's ___. The hammer provides manipulation while the block is already created at a high price (in survival at least). Unless you make big changes to the recipe (not in terms of the yield of the Carpenter's ___, but in the actual make-up) to make it reasonable and a simple non-essential resource depleting, it makes sense to keep the one needed aspect to the mod's change and maneuverability limitless.
The uses would be relatively high - it's just intended to make the hammer not last forever. I don't play creative and it's something I've wanted to add for a while (it it weren't for the buggy behavior). Besides, in creative the hammer wouldn't get damaged anyways.
EDIT: OP has been updated with new changes.
Ah i see. Hmm, I'll have to look around and see if I can find any mods that appear to implement translucency and opacity in the same block. I was just thinking you could throw some water textures on the "air" side but then if you have translucent water, it would look really weird. As for lava though it would work because it's not translucent.
If this is too hard, what about things like glass instead? I've seen blocks have glass inserts and they seemed to work because it was full transparency from the texture. Would be cool to make octagonal windows or skylights. Hmmm, you could use the "cover" code to place a block on the ramp of the slope block and instead of rendering a flat rectangle, have it render another slope in the "air" space.
Sorry I didn't mean to come off as demanding or anything. Just from a design perspective it wouldn't be very useful. (Yay for "fluorescent" ceiling lights!)
It turns out my redstone propagation fix causes vertical slab collision glitches. Back to the drawing board!
EDIT: Fixed.
I just pushed v1.61 which fixes a few important bugs I came across today.
Are Betterworld Blocks not working with this mod? If blocks don't work as covers, it's not broken behavior - it just means this mod is rejecting them. I saw in Winetel's thread that he/she is using tile entities - those will not work with this mod. It's a great space-saving design in that mod's case, but it does break compatibility with this mod.
This should bring the per-block cost of building - in relation to building with wood plank blocks - down from about 5x the amount needed to maybe 2x the regular amount? If you include the "fill" block, of course. I feel even more of an increase in recipe output would not hurt, but am quite pleased with this for now.
Wow that mod is ridiculous with the amount of blocks it adds. Not bad considering how few id's it uses in comparison.
So i saw the screen shot over there and got to thinking..... Carpenter's Pillar!
Would be cool if it could be smart to detect non carpenter pillar blocks and automatically form a base or top (must be at least 2 blocks tall / long) so you don't need to smack it with the hammer to form it. Though I would not object to having to use the hammer if auto-code is too complicated.
I suppose you could borrow the block detecting code and have it mirror the first block placed in type of pillar.
I had a similar idea with a Cracked overlay. However I feared that the engravings had to be color specific and could not be preset as one universal engraver, so a pillar/cracked block must be made individually so the cracks/lines/design would look natural and normal on the block.
The problem is, single informative posts get lost and buried.
Most people I know don't spend time reading the forums, they just keep track of the OP and look for changes.
I know, for example, that Vech's CTM thread has lots of things that are only given in the thread, as a bonus for regular readers, that are not in that OP. Deliberately.
EDIT: And, looking over the now changed OP, I see that not only is the new recipe shape up, but the output count per recipe is also updated. And that's data that was not there before.
And yes, that does make a big change in the cost.
The OP also now describes the use of side covers, and clarifies that you can't just remove one side.
Mmmm... good looks ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
EDIT: There appear to be some other lighting issues. Looking it them.
Recipes altered a bit once more, and recipe quantities can be altered in the config file.
Zedner: Thanks for the spotlight, it's now up on the front page.
EDIT: v1.62 hotfixed at time of this edit to support ore dictionary names in recipes, yay!
Since v1.0. They're pretty much the norm now since its the only way users can fix ID conflicts.
Well you could if it had not already been suggested 10+ times. It has been stated many times that is not being worked on at this time and MAY be a possible addition down the road but no guarantee at this time.
Thanks
What about a cauldron... though I think it'd be more accurate to call it a Barrel considering it'd be made of wood.
Personaly i'd like that because I could match one to the kitchen, have a quartz in the bathroom for a sink, and a rain barrel out by my farm.