Not to make more work for you but not sure if your interested in providing combined class files for mods that also use the same class file, I myself don't use any but just noticed that MagicChest uses the same one. Either way i'd just choose your mod over just about any other.
The only class file I change is optional. If you don't install it, or use another mods, you will lose variable explosion resistances only. I've always intended to keep it that way. I think I'll add a compatibility section to the OP explaining that.
I've confirmed the problem with Minecraft Extended, and am looking into it now.
Hi Kalin_Magus, I love your mod - it is definately on my list of top 10 needed ones. I just want to say that I am successfully using both BetterBlocks 3.4 and MinecraftExtended 0.7_01 together (at the moment anyway, but haven't done complete comprehensive testing). However, I am NOT using the following:
BetterAxes/BetterPickaxes - they had issues back in 1.5_01 with MCE at first, so never got used to them. BridgeBlock - it sounds good, but I don't have a lot of need for it yet. BetterExplosion improvements - benefit to me is not really worth updating a base class. MoreBlockID's portion of MCE - too many oddities with other mods' items when the ID's shift and I don't really need more blocks at the moment.
I just thought I would provide this in case in can help you in determining which portions of BetterBlocks is having issues with MinecraftExtended.
Hi Kalin_Magus, I love your mod - it is definately on my list of top 10 needed ones. I just want to say that I am successfully using both BetterBlocks 3.4 and MinecraftExtended 0.7_01 together (at the moment anyway, but haven't done complete comprehensive testing). However, I am NOT using the following:
BetterAxes/BetterPickaxes - they had issues back in 1.5_01 with MCE at first, so never got used to them. BridgeBlock - it sounds good, but I don't have a lot of need for it yet. BetterExplosion improvements - benefit to me is not really worth updating a base class. MoreBlockID's portion of MCE - too many oddities with other mods' items when the ID's shift and I don't really need more blocks at the moment.
I just thought I would provide this in case in can help you in determining which portions of BetterBlocks is having issues with MinecraftExtended.
Thank You. The problem is with the new blocks (specifically naming them). The BetterAxes and BetterPickaxes should work with it now though.
I have a conflict when i try to install kaevator mod with your mod.
You need to look at the .minecraft\ModLoader.txt. If it's a Block ID problem it will tell you which ID you need to change in a line looking like this
java.lang.IllegalArgumentException: Slot ### is already occupied by ??? when adding ???
The ### is the ID you need to change in either BetterBlocks or the Kaevator's slope mod. You can do this by editing my .minecraft/mods/BetterBlocks.props and changing the Block ID of the problem block. However after fixing it you may get a different conflict and need to change another one.
You could also try editing the props file of Kaevator's mod, but generally you want to only change the Block IDs of the most recently installed mod, because if you change the ID of a block you've already placed in a world it will disappear (or change into something else) when you next load your world.
This is common problem with all mods. You need to get used to fixing Block ID conflicts when you install multiple mods.
If it's something else please post the entire contents of the ModLoader.txt.
Is there a way to make BetterBlocks and Minecraft Extended work together? I've tried different orders of installing them, but as soon as I install BetterBlocks, Minecraft begins with a black screen and just crashes.
If you want i can post a pitcure of the "bug", but it's only affecte the Kaevator mod. ( the game not crash )
i already try to redownload Minecraft, but it's affect my savegame and i can't fixe it...
Sorry, when people say conflict they usually mean crashing. You can post the picture, but if it only affects Kaevator's mod then you should probably seek help in his thread.
Is there a way to make BetterBlocks and Minecraft Extended work together? I've tried different orders of installing them, but as soon as I install BetterBlocks, Minecraft begins with a black screen and just crashes.
I'm working on it now, but in the mean time you should probably chose one or the other. If you really want both see the OP section Incompatibilities that I just added for instructions, it's near the bottom above downloads. You will lose some functionality of BetterBlocks though.
this mod is awesome
however i have found a pretty major bug in it. as the latest minecraft update has made grass render on all exposed sides after i installed this mod i just got the grey image that is used for biome compatibility. im not sure if its just me or its others as well.
this mod is awesome
however i have found a pretty major bug in it. as the latest minecraft update has made grass render on all exposed sides after i installed this mod i just got the grey image that is used for biome compatibility. im not sure if its just me or its others as well.
That's not caused by me. The grass on all sides is MCPatcher's (for HQ textures) BetterGrass component. It causes this problem with some mods, but mine is not one of them. I in no way shape or form touch the Grass blocks at all, yet.
To prevent the adding of all new blocks you can set addNewBlocks to false in the configuration file.
FYI, this does not work. I set addNewBlocks to false, and modloader still reported conflicts with BridgeBlock and several others. I had to individually disable BridgeBlock, and change ID's on all of the others to prevent conflicts with "Millenaire" and "Plants and More." It wasn't difficult, and all three seem to coexist now, but it there does seem to be a bug in your addNewBlocks check.
FYI, this does not work. I set addNewBlocks to false, and modloader still reported conflicts with BridgeBlock and several others. I had to individually disable BridgeBlock, and change ID's on all of the others to prevent conflicts with "Millenaire" and "Plants and More." It wasn't difficult, and all three seem to coexist now, but it there does seem to be a bug in your addNewBlocks check.
You couldn't have told me 20 minutes ago? :angry.gif: Kidding.
I'm probably going to remove addNewBlocks in version 4.0. It was only there because it used to be false by default. If a major bug (or several minor) crop up to require a version 3.6, I'll correct it then.
Yes, I've found out that the mobs attacking though them is not possible. I was using my attempt of shrinking the collision box of fences as a reason. However the example didn't apply here.
I'm going to modify the base blocks (e.g. , , etc...) to add sideways slabs, sideways stairs, better texture rotation, inverted stairs, and inverted slabs. This will make inverted stairs and slab no longer based on their surroundings, but instead on their placement. And require no new block IDs.
ive got an idea for something you can implement. make it so that doors and gates transport the redstone power like how the power rails do. so that you can one switch which can power two doors without having to make complicated redstone circuits.
ive got an idea for something you can implement. make it so that doors and gates transport the redstone power like how the power rails do. so that you can one switch which can power two doors without having to make complicated redstone circuits.
That is the eventual plan, but not until after my redstone rewrite (Version 4.5). In the mean-time you can use Multiuse Doors, just disable useBetterDoors in the BetterBlocks.props file. My doors will eventually be similar, but more featureful than Multiuse Doors'.
Yes, I've found out that the mobs attacking though them is not possible. I was using my attempt of shrinking the collision box of fences as a reason. However the example didn't apply here.
I'm going to modify the base blocks (e.g. , , etc...) to add sideways slabs, sideways stairs, better texture rotation, inverted stairs, and inverted slabs. This will make inverted stairs and slab no longer based on their surroundings, but instead on their placement. And require no new block IDs.
Just Plain Awesome, I'm glad someone with a logical mind like yours has taken on this project, i could see this mod taking up 10x the footprint of this one and still not being done nearly as well.
[edited to remove answer to another post] I miss the warning that someone has posted before you in the old forums.
Of course, I updated all mod to newest version (including ModLoader)
on MC 1.6.6.
You can see Millénaire mod conflicted with BetterBlocks
if you read the error report.
mod_Millenaire Millénaire 0.7.2
Minecraft has crashed!
----------------------
...
...
...
Caused by: java.lang.NullPointerException
at BetterItemSubType.a(Unknown Source)
at iw.l(SourceFile:226)
at ModLoader.AddName(Unknown Source)
at BetterBlockSlab.Init(Unknown Source)
at mod_BetterBlocks.<init>(Unknown Source)
Is there anything else to check?
It still crashes neither I set 'addNewBlocks' option on nor off.
Of course, I updated all mod to newest version (including ModLoader)
on MC 1.6.6.
You can see Millénaire mod conflicted with BetterBlocks
if you read the error report.
mod_Millenaire Millénaire 0.7.2
Minecraft has crashed!
----------------------
...
...
...
Caused by: java.lang.NullPointerException
at BetterItemSubType.a(Unknown Source)
at iw.l(SourceFile:226)
at ModLoader.AddName(Unknown Source)
at BetterBlockSlab.Init(Unknown Source)
at mod_BetterBlocks.<init>(Unknown Source)
Is there anything else to check?
It still crashes neither I set 'addNewBlocks' option on nor off.
Did you try from a fresh JAR? BetterBlocks 3.5 or 3.4? Are you sure it's Millénaire causing the conflict or could it be another mod?
The only class file I change is optional. If you don't install it, or use another mods, you will lose variable explosion resistances only. I've always intended to keep it that way. I think I'll add a compatibility section to the OP explaining that.
Hi Kalin_Magus, I love your mod - it is definately on my list of top 10 needed ones. I just want to say that I am successfully using both BetterBlocks 3.4 and MinecraftExtended 0.7_01 together (at the moment anyway, but haven't done complete comprehensive testing). However, I am NOT using the following:
BetterAxes/BetterPickaxes - they had issues back in 1.5_01 with MCE at first, so never got used to them.
BridgeBlock - it sounds good, but I don't have a lot of need for it yet.
BetterExplosion improvements - benefit to me is not really worth updating a base class.
MoreBlockID's portion of MCE - too many oddities with other mods' items when the ID's shift and I don't really need more blocks at the moment.
I just thought I would provide this in case in can help you in determining which portions of BetterBlocks is having issues with MinecraftExtended.
Thank You. The problem is with the new blocks (specifically naming them). The BetterAxes and BetterPickaxes should work with it now though.
Yes. You still have to worry about Block ID conflicts though.
You need to look at the .minecraft\ModLoader.txt. If it's a Block ID problem it will tell you which ID you need to change in a line looking like this
The ### is the ID you need to change in either BetterBlocks or the Kaevator's slope mod. You can do this by editing my .minecraft/mods/BetterBlocks.props and changing the Block ID of the problem block. However after fixing it you may get a different conflict and need to change another one.
You could also try editing the props file of Kaevator's mod, but generally you want to only change the Block IDs of the most recently installed mod, because if you change the ID of a block you've already placed in a world it will disappear (or change into something else) when you next load your world.
This is common problem with all mods. You need to get used to fixing Block ID conflicts when you install multiple mods.
If it's something else please post the entire contents of the ModLoader.txt.
Everything looks fine. Try deleting your bin folder, redownload Minecraft, and reinstall the mods (do not delete your saves or stats folder).
If it still doesn't work then follow the instructions here and give me a detailed crash report.
Sorry, when people say conflict they usually mean crashing. You can post the picture, but if it only affects Kaevator's mod then you should probably seek help in his thread.
I'm working on it now, but in the mean time you should probably chose one or the other. If you really want both see the OP section Incompatibilities that I just added for instructions, it's near the bottom above downloads. You will lose some functionality of BetterBlocks though.
however i have found a pretty major bug in it. as the latest minecraft update has made grass render on all exposed sides after i installed this mod i just got the grey image that is used for biome compatibility. im not sure if its just me or its others as well.
http://www.terminationgaming.com/
That's not caused by me. The grass on all sides is MCPatcher's (for HQ textures) BetterGrass component. It causes this problem with some mods, but mine is not one of them. I in no way shape or form touch the Grass blocks at all, yet.
FYI, this does not work. I set addNewBlocks to false, and modloader still reported conflicts with BridgeBlock and several others. I had to individually disable BridgeBlock, and change ID's on all of the others to prevent conflicts with "Millenaire" and "Plants and More." It wasn't difficult, and all three seem to coexist now, but it there does seem to be a bug in your addNewBlocks check.
Take it you found a way for this to work?
You couldn't have told me 20 minutes ago? :angry.gif: Kidding.
I'm probably going to remove addNewBlocks in version 4.0. It was only there because it used to be false by default. If a major bug (or several minor) crop up to require a version 3.6, I'll correct it then.
EDIT: You people are posting to fast for me!!
Yes, I've found out that the mobs attacking though them is not possible. I was using my attempt of shrinking the collision box of fences as a reason. However the example didn't apply here.
I'm going to modify the base blocks (e.g. , , etc...) to add sideways slabs, sideways stairs, better texture rotation, inverted stairs, and inverted slabs. This will make inverted stairs and slab no longer based on their surroundings, but instead on their placement. And require no new block IDs.
u deserve some diamonds for your efforts
http://www.terminationgaming.com/
http://www.terminationgaming.com/
That is the eventual plan, but not until after my redstone rewrite (Version 4.5). In the mean-time you can use Multiuse Doors, just disable useBetterDoors in the BetterBlocks.props file. My doors will eventually be similar, but more featureful than Multiuse Doors'.
Just Plain Awesome, I'm glad someone with a logical mind like yours has taken on this project, i could see this mod taking up 10x the footprint of this one and still not being done nearly as well.
[edited to remove answer to another post] I miss the warning that someone has posted before you in the old forums.
Of course, I updated all mod to newest version (including ModLoader)
on MC 1.6.6.
You can see Millénaire mod conflicted with BetterBlocks
if you read the error report.
Is there anything else to check?
It still crashes neither I set 'addNewBlocks' option on nor off.
Did you try from a fresh JAR? BetterBlocks 3.5 or 3.4? Are you sure it's Millénaire causing the conflict or could it be another mod?