And what about stairs that use a different mechanism to track orientation?
(Underground Biomes Construct has something like 24 new types of stairs, and I don't think it uses 24 new blocks for it). http://www.minecraft...0#entry29807950 :
Because of the way metadata works in Minecraft, it would take too many blocks to do the stairs as individual blocks. So the stairs are saved with Tile Entities.
In the future, with Mojang eliminating block meta-data and just going to states with what will hopefully be a well-defined set of common state changes, this won't be as big of an issue.
Being able to rotate lillypads would be nice; that's not a full opaque cube.
Being able to rotate planks, and wood? Nice.
Being able to rotate bricks? Nice.
Being able to rotate wool? Nice.
Getting a smiling jack-o-lantern upside down to make a frown? Mwa-ha-hah.
A nice decorative touch; simple and easy. That it does not (if I understood correctly) destroy the block if the mod is not loaded, only the rotation information gets lost, is even better -- it protects the world against updating once the mod stops being updated.
(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?
And what about stairs that use a different mechanism to track orientation?
(Underground Biomes Construct has something like 24 new types of stairs, and I don't think it uses 24 new blocks for it).
Stairs in general, already use a customer renderer, so they don't normally count, plus most stairs have tons of rotation options as it is.
Being able to rotate lillypads would be nice; that's not a full opaque cube.
or other vanilla things that don't fit the 'solid full size opaque cube' requirement.
I don't have a ton of time to invest with lots of of extra support for these things as, some of them might be rather time consuming or even require re-doing a full render, however, the mod is open source if another developer wants to help contribute to support of things like this it certainly wouldn't hurt.
That it does not (if I understood correctly) destroy the block if the mod is not loaded, only the rotation information gets lost, is even better -- it protects the world against updating once the mod stops being updated.
Correct, this mod at the present adds no blocks or items, so just tweaks the under lying block code to enable it and adds a special alternate renderer for the new data.
Posting a minor update to the mod, added an API for mod devs who might want to add support if they feel inclined.
Also might be a minor performance boost, as I'm now caching the "is supported" check.
Also, if you also happen to be using AE2, before the next build of AE2, you'll want to update since I used it to enable support on a few of AE2's normally un-rotatable blocks.
I have only tested it with 1.6.4 I have no idea if it will work with any other versions. It is however compiled vs latest forge, so it probably won't start on any other versions.
GUI blocks aren't rotatable though
Only vanilla GUI blocks.
Mariculture adds a block that looks like a bookshelf.
Except it has a GUI to store things.
I was hoping I could change the rotation so it would look a lot better next to my enchantment table.
However, it has a GUI.
GUI blocks aren't rotatable though
Only vanilla GUI blocks.
Mariculture adds a block that looks like a bookshelf.
Except it has a GUI to store things.
I was hoping I could change the rotation so it would look a lot better next to my enchantment table.
However, it has a GUI.
The so called GUI blocks are actually called TileEntities, you cannot rotate them unless the mod itself supports that. The vast majority don't, those that do are likely to interact with a wrench directly.
(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?
For ages binnies Extra Trees/Bees mod has suffered from a bug where you could only place down his blocks in one orientation. And of course binnie has been absent for a long time, so it never got fixed.
New bug.
When generating Mystcraft ages, another mod called "Emasher's Core" and "Gascraft" Both throw out a bunch of errors when trying to generate their ore blocks.
When I remove this, V3, Problem is solved.
Ill see if I cant find something for you to look at.
New bug.
When generating Mystcraft ages, another mod called "Emasher's Core" and "Gascraft" Both throw out a bunch of errors when trying to generate their ore blocks.
When I remove this, V3, Problem is solved.
Ill see if I cant find something for you to look at.
Seems that that some mode ( not sure what ) is causing a conflict of sorts with RBlocks, we've not yet isolated what it is, but its causes the "already decorating" error which i'm assuming is the one you speak of, sadly the crash logs them selves include every mod under the sun, and are not helpful, if you are able to isolate which mod pairs with RBlocks to cause the issue please let me know I can see about blacklisting it or solving whatever the issue is.
Can you add a config option that will enable rotation without a wrench? The config could give you an option on whether you want blocks to be rotated depending on the direction you face (like pistons), or depending on what side of another block you place it on (like logs).
(Underground Biomes Construct has something like 24 new types of stairs, and I don't think it uses 24 new blocks for it).
http://www.minecraft...0#entry29807950 :
In the future, with Mojang eliminating block meta-data and just going to states with what will hopefully be a well-defined set of common state changes, this won't be as big of an issue.
Being able to rotate lillypads would be nice; that's not a full opaque cube.
Being able to rotate planks, and wood? Nice.
Being able to rotate bricks? Nice.
Being able to rotate wool? Nice.
Getting a smiling jack-o-lantern upside down to make a frown? Mwa-ha-hah.
A nice decorative touch; simple and easy. That it does not (if I understood correctly) destroy the block if the mod is not loaded, only the rotation information gets lost, is even better -- it protects the world against updating once the mod stops being updated.
* 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?
Stairs in general, already use a customer renderer, so they don't normally count, plus most stairs have tons of rotation options as it is.
or other vanilla things that don't fit the 'solid full size opaque cube' requirement.
I don't have a ton of time to invest with lots of of extra support for these things as, some of them might be rather time consuming or even require re-doing a full render, however, the mod is open source if another developer wants to help contribute to support of things like this it certainly wouldn't hurt.
Correct, this mod at the present adds no blocks or items, so just tweaks the under lying block code to enable it and adds a special alternate renderer for the new data.
Also might be a minor performance boost, as I'm now caching the "is supported" check.
Also, if you also happen to be using AE2, before the next build of AE2, you'll want to update since I used it to enable support on a few of AE2's normally un-rotatable blocks.
Quick question: can the mod work with 1.6.X?
I have only tested it with 1.6.4 I have no idea if it will work with any other versions. It is however compiled vs latest forge, so it probably won't start on any other versions.
GUI blocks aren't rotatable though
Only vanilla GUI blocks.
Mariculture adds a block that looks like a bookshelf.
Except it has a GUI to store things.
I was hoping I could change the rotation so it would look a lot better next to my enchantment table.
However, it has a GUI.
The so called GUI blocks are actually called TileEntities, you cannot rotate them unless the mod itself supports that. The vast majority don't, those that do are likely to interact with a wrench directly.
... What's the cheapest wrench mod ...
* 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?
(Yes, I tried silk touch wrench :P)
Yes it does, the MC renderer doesn't much care for me to try and rotate the grass, looked really weird so I just convert it to dirt.
This mod finally fixed it.
--Just so the mod isn't dependant on another mod with a wrench
I'll probably get it it soon.
I didnt check vanilla tools, though.
Ah well
Fixed.
When generating Mystcraft ages, another mod called "Emasher's Core" and "Gascraft" Both throw out a bunch of errors when trying to generate their ore blocks.
When I remove this, V3, Problem is solved.
Ill see if I cant find something for you to look at.
Seems that that some mode ( not sure what ) is causing a conflict of sorts with RBlocks, we've not yet isolated what it is, but its causes the "already decorating" error which i'm assuming is the one you speak of, sadly the crash logs them selves include every mod under the sun, and are not helpful, if you are able to isolate which mod pairs with RBlocks to cause the issue please let me know I can see about blacklisting it or solving whatever the issue is.
Its on my list, i'll get to it eventually.