OK, first of I am in NO way a modder, but I do kinda have an idea on how to resolve the bulk ID issue
would it be possible to have the corners, slops, steps, etc to take on the appearance of the blocks they are adjacent to?
What I mean is, most of us use these to round off existing blocks, so, if you had something like this:
then a block of this mod placed at  merely takes on the appearance of the around it.
this could be done by a percentage system, where as whichever block around it has the highest percentage, it adopts; so if its surrounded by 1 :stone:, 2 :grass:, and the rest is air, it would adopt the :grass:.
As a catchall, perhaps have it default to one block encase the percents are all even.
and to allow for customization, make it so it could be clicked in sneak or right clicked with a feather (whatever works here) and give a menu much like the Risugami's Floodgate (viewtopic.php?f=1032&t=80246) where it gives a spot to put a block to have the appearance adopted by the modded block. Then perhaps any block connected to that block would take on the same appearance
Side Note, I cant wait for you to come out with the Bukkit plugin version, we are very much looking forward to that
Not so fond of the takes-on-what-the-blocks-around-it-are idea. What if you don't want it to be that majority one? Besides, didn't someone mention earlier something about using the code from trees to cut down block ids? I don't understand the mechanics, but that could work a lot better. If the ramp absolutely must be something to do with what surrounds it, have it take on the appearance of whatever block you place it against.
I see your point, which is exactly why I said you could add the ability to set it like in Risugami's Floodgate, to allow it to be whatever you wish it to be, and then if you place more next to that one it takes on the same appearance.
the reasoning for it not taking on the block its placed on is many times the angle you need to place it at to get it to turn the way you want can negate that very idea.
this appears to be the post you were refering to, though I'm not exactly sure on how the Tree Durability code would work out either.
Quote from snowyomen »
Moggle, your mod uses, like ALL the block IDs!
Your mod isn't compatible with anything! Use the durability code for the three tree textures and apply it to the many textures for each block-type, which would be... 5?
100 ids down to 5. Do it.
This was just my thoughts on how it would work, I too agree its too many IDs, and he is doing a great mod that we all love. Only hoping that the offered input assist in some way.
I have no problem to combine this mod with tomanyitems and btw i made this with it
Sorry if this was addressed before. But what is the best way to make sure this works with a texture pack? would I have to install that first then apply this one? Or vice versa? I don't mind editing the texture pack if I have to copy some new block id's over etc. I just would like to know the best way to proceed. Thanks
got it to work with my texture pack ^^. So happy :biggrin.gif:
First I installed this mod and made sure it worked. Then I installed 'more paintings'. Then I installed my texture pack with some personal modifications and it's smooth sailing now ^.~ I was afraid I would have to start a new world -which at this point isn't something I'm too worried about- But after some testing all was well ^^. Thanks for the great mod :biggrin.gif:
i notice this mod uses up almost all of the extended block ids, this may be the cause of the compatability problems...
you may be able to fix this by making each of the pieces into damage values of the base shape (the way the new slabs work) each damage value would have a different recipe, texture, and light index, but is otherwise identical. if wool is anything to go by, the game can handle up to 16 variants of one block. you've got 21, so that means two each.
that way you can fit all this in 12 block ids: step, slope, ramp, corner, ramp corner, slope corner.
for that mater, you could easily expand your list.i would but i haven't learned enough java yet... give me a few more months and you'll have competition.
step, ramp, molding, slope, inner corners, outer corners, without the limitation of the block ids the options skyrocket.
(the below image is how i would have expanded if it were my mod, it's only a suggestion)
the last two are rushed placeholders for a door, and a column meant to take up 1/4 of a block like a corner.
and now that think of it my suggestions have probably already been submitted by someone else...
This is pretty cool, I've got to say. I always wondered why something like this wasn't already out :biggrin.gif:
If you get some space to add more blocks though it would be cool to see some octagonal blocks, horizontal and vertical (real looking log cabin ftw, not to mention skinny columns).
Vertical half blocks for thin walls would be nice also, as well as the ability to mix two blocks for more precise placement of windows and features. For instance you put a stone and a glass block beside each other in the crafting window and you get two blocks that are half stone and half glass, and you can do slit windows or simply have a better selection of width and placement.
Also neat (though probably a lot harder to code) would be two block slopes. I suppose however you did it though (the bed's two blocks so I'd think it's at least possible to do it visually) you would have to ascend on one block or the other and it would look pretty weird, but it would be neat to dress up the mountain your castle was on in gradual and steep slopes and sweeping cliffs.