I have id conflicts, which i could fix, but everyone knows that isn't fun at all
#Blocks
2413: blockArcaneDoor from Thaumcraft - blockCarpentersLadder from CarpentersBlocks
2414: blockWoodenDevice from Thaumcraft - blockCarpentersCollapsibleBlock from CarpentersBlocks
2415: blockLifter from Thaumcraft - blockCarpentersTorch from CarpentersBlocks
2416: blockAiry from Thaumcraft - blockCarpentersSafe from CarpentersBlocks
Suggested Ranges: 3505-3897 (393 IDs), 2830-3119 (290 IDs), 1556-1752 (197 IDs)
I may be misunderstanding you, but you have all of the information to fix the ID conflicts, and it takes as much time to post this here as to fix them on your end. It seems odd to request a "fix" from the mod authors for something that you can do quite easily. If you are having problems changing them, there are many tutorials online and I would be glad to help you as well. (By the way, I am not associated with Carpenter's Blocks. I just check this thread WAY to often.)
Alright folks, newest language files and a fix for overlay coloring pushed to latest downloads.
EDIT: By the way, I think 1.5+ version has some issues with block sounds, but at this point it's probably not worth trying to fix. Most changes are backported to 1.5 now and may or may not work correctly.
Hey Mineshopper thanks for doing this! Donations are coming soon from guys on my server they love this.
However we do have a crash log of the Carpenters Stairs and chisel marble error. I used the chiseled marble columns to skin the stairs in our spawn. When ever you get close to that chunk this error happens. P.S it's near the bottom.
I'm not 100% sure whats wrong but I tried a few things on our end to fix it and couldn't (other than take out carpenters).
Hi Sky,
I suggest trying one of the more recent versions to see if the problems still exists. That error is somewhat common, and I think it has to do with empty icons (of which I'm not certain of the cause).
If it still happens with the latest version, it might help narrow it down just a little more.
Small bug found when making hammers. Using the 1.9.6 version. I had a damaged hammer in my inventory, when I made 2 new ones they stacked with the damaged one. Now I have 3 damaged hammers. lol.
Used lots of hammers on lots of slopes. Awesome mod.
Small bug found when making hammers. Using the 1.9.6 version. I had a damaged hammer in my inventory, when I made 2 new ones they stacked with the damaged one. Now I have 3 damaged hammers. lol.
Used lots of hammers on lots of slopes. Awesome mod.
Will take a look. Maybe I should just make them not stackable.
I feel the same way about Forestry's mail system - it was always very difficult for me to use. Though it would be cool, I'd have to learn a few things in order to fully implement something like it... and I'm a little lazy.
Quick question, have you considered adding an arch block? Nice arched doorways that work in exactly the same way as slopes
edit - Im reading through this entire thread, In june someone asked if it was possible to add kaveator style framing, you said yes but its a lot of work - Did you ever get anywhere with that? That would be quite something thats been missing from the game for a while
1. The reverted collapsible block will fulfill this purpose whenever I get around to adding it in. It's one that collapses upwards rather than downwards.
2. I take requests into consideration, but I only add things that I feel are worthwhile. Sometimes my thoughts about a feature change later on. Sadly, the frames just wouldn't fit in. They're entities - not blocks, and all the features of this mod handle rendering on the block-level.
Small bug found when making hammers. Using the 1.9.6 version. I had a damaged hammer in my inventory, when I made 2 new ones they stacked with the damaged one. Now I have 3 damaged hammers. lol.
Used lots of hammers on lots of slopes. Awesome mod.
How did you make the "chain" that pulls the drawbridge up?
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
is there a way to rotate the carpenter's collapsible blocks? reason i asks is because depending on what corner you hammer down the shape outcome is different and without being able to rotate them i cannot create the same shape on the opposite side . i can provide a screenshot of what im talking about if you do not understand but to replicate hammer opposing corners down and you will get a V shape on one and do the opposite corners and you get the inverted form
I will consider making the hammer rotate them as well. The mismatched slope shapes are to be expected right now. I will get around to improving them eventually.
not sure if this is easily fixable, but mobs/animals do weird things regarding pathfinding around carpenter's fences (that is to say, they ignore them completely, walking up to them and trying to jump over forever)
e: actually i'm really not sure if vanilla fence/wall blocks behave the same way? i barely ever use em in a way that i'd be standing behind them with zombies around so i can't remember
not sure if this is easily fixable, but mobs/animals do weird things regarding pathfinding around carpenter's fences (that is to say, they ignore them completely, walking up to them and trying to jump over forever)
I wouldn't be surprised if they're coded to path around vanilla fences by ID or class instance. But as always many of my objects are built from scratch, resulting in unusual mob behavior. If vanilla or Forge offered some better ways to identify block types it would be a piece of cake. Perhaps when the official API comes out it will have some of these options available.
I may be misunderstanding you, but you have all of the information to fix the ID conflicts, and it takes as much time to post this here as to fix them on your end. It seems odd to request a "fix" from the mod authors for something that you can do quite easily. If you are having problems changing them, there are many tutorials online and I would be glad to help you as well. (By the way, I am not associated with Carpenter's Blocks. I just check this thread WAY to often.)
Now I have another thing - grey Vines :|.
Oh that.. it's.. um.. a feature! Except I'll make them green in a hotfix because that probably makes more sense.
These rendering bugs aren't common I just split up all my rendering code a couple updates ago to make the code more manageable.
EDIT: By the way, I think 1.5+ version has some issues with block sounds, but at this point it's probably not worth trying to fix. Most changes are backported to 1.5 now and may or may not work correctly.
However we do have a crash log of the Carpenters Stairs and chisel marble error. I used the chiseled marble columns to skin the stairs in our spawn. When ever you get close to that chunk this error happens. P.S it's near the bottom.
http://paste.atlauncher.com/view/01a5dbac
I'm not 100% sure whats wrong but I tried a few things on our end to fix it and couldn't (other than take out carpenters).
Let me know if you need more information.
Hi Sky,
I suggest trying one of the more recent versions to see if the problems still exists. That error is somewhat common, and I think it has to do with empty icons (of which I'm not certain of the cause).
If it still happens with the latest version, it might help narrow it down just a little more.
Used lots of hammers on lots of slopes. Awesome mod.
Will take a look. Maybe I should just make them not stackable.
No worries. We can all be a little lazy at times.
1. The reverted collapsible block will fulfill this purpose whenever I get around to adding it in. It's one that collapses upwards rather than downwards.
2. I take requests into consideration, but I only add things that I feel are worthwhile. Sometimes my thoughts about a feature change later on. Sadly, the frames just wouldn't fit in. They're entities - not blocks, and all the features of this mod handle rendering on the block-level.
How did you make the "chain" that pulls the drawbridge up?
Tall Doors mod
Also ran into a compatibility issue with this mod and Treecapitator. I am posting the crash log to both threads
Fixed on Treecapitators end.
e: actually i'm really not sure if vanilla fence/wall blocks behave the same way? i barely ever use em in a way that i'd be standing behind them with zombies around so i can't remember
Indeed they have. I have been working on slopes for about a week now improving them. We'll just have to see if slab slopes make the cut or not.
I wouldn't be surprised if they're coded to path around vanilla fences by ID or class instance. But as always many of my objects are built from scratch, resulting in unusual mob behavior. If vanilla or Forge offered some better ways to identify block types it would be a piece of cake. Perhaps when the official API comes out it will have some of these options available.
also it crash the game if the lord of the rings mod is installed.