If someone made a More Dyes mod, would there be a way to add hooks so that their dyes work on these blocks?
For example, someone added a Mint Flower that could be turned into Mint Dye.
Could they add a hook so their Mint could dye these blocks?
I have carpenter stairs connected to carpenter slabs... the slabs are top and side and have nothing on them, the stairs have lapis on them... every time I change the texture with a chisel, the server crashes... when i break the slabs, i can "chisel" as long as i want... as soon as there's a slab touching it, it will crash again...
can't do more testing atm since i'm at work... but hopefully this helps.
Regards,
Prodotes.
I patched v1.71 shortly after release to address this crash. Download it again and it should work.
If someone made a More Dyes mod, would there be a way to add hooks so that their dyes work on these blocks?
For example, someone added a Mint Flower that could be turned into Mint Dye.
Could they add a hook so their Mint could dye these blocks?
I just peeked at the dye code and saw it has color values, but I'm not sure what format it is using. I will look into it. If I can accurately color the blocks using this information - and the custom dyes also have it - then it should be possible.
Granted... it would require extending the data to accompany an item ID versus 16 colors, which would be a bit of work.
I wouldn't mind seeing a carpenter's ladder added in that has an extended ladder feature so when ladders are next to each other they will connect. Kind like the old BetterBlocks mod ladders use to do. Doing that could make some very fancy siding as well.
Examply from BetterBlocks:
It's an idea. I don't see any real reason to make ladders coverable, though... which makes me think it wouldn't be worth the time.
Any plans to do an in-depth compat with UgoCraft? (Meaningfully, the mod interacts purely with vanilla elements and doesn't have signs of changing, so it might be something hard).
As for ladders, you can find them in this mod that is going to update quiet soon, so no need to progress further on that: Link
Any plans to do an in-depth compat with UgoCraft? (Meaningfully, the mod interacts purely with vanilla elements and doesn't have signs of changing, so it might be something hard).
I ran a Server with Minecraft 1.2.5 and we built a lot thinks with these blocks. So if they are already included, I could change the IDs from SuperSlopes to your Blocks...
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Hey just an idea i noticed when messing around there are two things i thought might be cool for like adventure style maps. #1 these blocks can not be pushed nor pulled by pistons. I think you should fix that ^^ And two Maybe an option for it to abide gravity or not? New tool to change this possibly? It would be cool to have fake gravity affected stone blocks for adventure maps.
I ran a Server with Minecraft 1.2.5 and we built a lot thinks with these blocks. So if they are already included, I could change the IDs from SuperSlopes to your Blocks...
It's not possible to convert Kaev's IDs to this one. You're going to have to start over.
That's cool but could you please re-enable stone slabs to work? I always thought they worked really well aesthetically as different forms, especially as stairs and as their "top platings".
I didn't necessarily disable them, but I will look at why they may be blocked.
Hey just an idea i noticed when messing around there are two things i thought might be cool for like adventure style maps. #1 these blocks can not be pushed nor pulled by pistons. I think you should fix that ^^ And two Maybe an option for it to abide gravity or not? New tool to change this possibly? It would be cool to have fake gravity affected stone blocks for adventure maps.
No pushy-push. Blocks with tile entities have this limitation. I think it probably also applies to falling blocks because anything turned into an entity must store the tile entity during transit, which would be a custom thing.
No pushy-push. Blocks with tile entities have this limitation. I think it probably also applies to falling blocks because anything turned into an entity must store the tile entity during transit, which would be a custom thing.
If I remember the manipulation of the Forge code correctly, you can apply a tile entities the ability to be pushed by piston or something of the like. I believe it was in Redpower.....
If I remember the manipulation of the Forge code correctly, you can apply a tile entities the ability to be pushed by piston or something of the like. I believe it was in Redpower.....
Redpower didn't use pistons, it coded a whole system called 'frames'.
Hey just an idea i noticed when messing around there are two things i thought might be cool for like adventure style maps. #1 these blocks can not be pushed nor pulled by pistons. I think you should fix that ^^ And two Maybe an option for it to abide gravity or not? New tool to change this possibly? It would be cool to have fake gravity affected stone blocks for adventure maps.
I suggested the carpenters slopes to be able to be pushed by the piston back before we had blocks. Thing is it is not something simple to code in. For this reason it has been pushed to the side (no pun intended). If in fact a simple solution is found where he can easily implement this function I am sure he will try to however it is very low on the importance list currently. If someone can find an easy way let us know.
(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?
Hi Keybounce - indeed, I just released v1.72 with doors and a few matching hatch types.
A couple notes on how doors look and function:
1. Door lighting is not perfect. Vanilla doors render without ambient occlusion, and mine follow suit. The only door and hatch that render with ambient occlusion are the "hidden" variety that lack an exterior handle - this is done to allow them to blend in and not be obvious. Because vanilla MC doesn't do max smooth lighting for the top or bottom faces of blocks, and because lighting gets rather strange with the doors when ambient occlusion is enabled, it's strictly disabled at this time.
2. Left click the door with the hammer to change the hinge point. Right click it to change the type.
3. You can make double doors, but because of inconsistent results, they won't both activate when they receive redstone current. They will only open together when opened by hand or when both pieces receive current simultaneously. I looked at the code a while scratching my head and didn't come up with a solution.
First off this is an excellent mod. Yes there have been mods simular to this but those mods can't do what this mod accomplishes. I have a request and I'm not sure if it could be done or not.Let's say you built a roof on your house,and you want to place a texture on it. In orfer to do this you would have to apply the texture to each in dividual block which is a huge hassle. Would it be possible to have the texture be applied to all conected blocks? How it would work is if I have a structure I have built with your mod that consists of 20 blocks and I only have 10 pieces of the texture I want to apply I would click on only 1 of the blocks I want the texture to be applied to and 10 of the 20 blocks would be covered.Then in order to cover the remaining blocks I would have to get 10 more of the desired texture and click on only 1 of the remaining blocks and all 10 of the remaining blocks would get covered. It would make using your mod easier and less time consuming. I'm not a mod maker so I don't know if it is even possible but would you consider it if it could be done. Thank You.
First off this is an excellent mod. Yes there have been mods simular to this but those mods can't do what this mod accomplishes. I have a request and I'm not sure if it could be done or not.Let's say you built a roof on your house,and you want to place a texture on it. In orfer to do this you would have to apply the texture to each in dividual block which is a huge hassle. Would it be possible to have the texture be applied to all conected blocks? How it would work is if I have a structure I have built with your mod that consists of 20 blocks and I only have 10 pieces of the texture I want to apply I would click on only 1 of the blocks I want the texture to be applied to and 10 of the 20 blocks would be covered.Then in order to cover the remaining blocks I would have to get 10 more of the desired texture and click on only 1 of the remaining blocks and all 10 of the remaining blocks would get covered. It would make using your mod easier and less time consuming. I'm not a mod maker so I don't know if it is even possible but would you consider it if it could be done. Thank You.
If this were on my list of to-do's, it would probably fall under low priority. A better idea might be if you're in creative it would automatically copy characteristics of similar blocks next to it. My one concern would be how to control this behavior if you don't want it.
It's not possible to convert Kaev's IDs to this one. You're going to have to start over.
I used WorldEdit in the past, because I had to change them for another mod. You load your map, select it and then you have to type in "change block X to X" thats it. Are you able to give me an ID-list of your blocks? Otherwise I would have to try out each Block by myself and to write each ID down.
I used WorldEdit in the past, because I had to change them for another mod. You load your map, select it and then you have to type in "change block X to X" thats it. Are you able to give me an ID-list of your blocks? Otherwise I would have to try out each Block by myself and to write each ID down.
Hi Stone,
The problem is my slopes use a single block ID, and their metadata is stored in the 8 most significant bits of an integer in the tile entity. I can't even think of an easy way to accomplish what you need.
For example, someone added a Mint Flower that could be turned into Mint Dye.
Could they add a hook so their Mint could dye these blocks?
I patched v1.71 shortly after release to address this crash. Download it again and it should work.
I just peeked at the dye code and saw it has color values, but I'm not sure what format it is using. I will look into it. If I can accurately color the blocks using this information - and the custom dyes also have it - then it should be possible.
Granted... it would require extending the data to accompany an item ID versus 16 colors, which would be a bit of work.
It's an idea. I don't see any real reason to make ladders coverable, though... which makes me think it wouldn't be worth the time.
As for ladders, you can find them in this mod that is going to update quiet soon, so no need to progress further on that: Link
Not really.
look's absolutely great
https://lh6.googleusercontent.com/_Npgo20GuhHY/TWN2d79LXLI/AAAAAAAAAHA/PWZhOLBDLcI/UpSlopes.png
https://lh5.googleusercontent.com/_Npgo20GuhHY/TXnwTeKSp6I/AAAAAAAAAJg/QK41qW-LGOU/2011-03-11_11.12.48.png
I ran a Server with Minecraft 1.2.5 and we built a lot thinks with these blocks. So if they are already included, I could change the IDs from SuperSlopes to your Blocks...
It's not possible to convert Kaev's IDs to this one. You're going to have to start over.
That's cool but could you please re-enable stone slabs to work? I always thought they worked really well aesthetically as different forms, especially as stairs and as their "top platings".
I didn't necessarily disable them, but I will look at why they may be blocked.
No pushy-push. Blocks with tile entities have this limitation. I think it probably also applies to falling blocks because anything turned into an entity must store the tile entity during transit, which would be a custom thing.
If I remember the manipulation of the Forge code correctly, you can apply a tile entities the ability to be pushed by piston or something of the like. I believe it was in Redpower.....
Redpower didn't use pistons, it coded a whole system called 'frames'.
I suggested the carpenters slopes to be able to be pushed by the piston back before we had blocks. Thing is it is not something simple to code in. For this reason it has been pushed to the side (no pun intended). If in fact a simple solution is found where he can easily implement this function I am sure he will try to however it is very low on the importance list currently. If someone can find an easy way let us know.
* 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.
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(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?
A couple notes on how doors look and function:
1. Door lighting is not perfect. Vanilla doors render without ambient occlusion, and mine follow suit. The only door and hatch that render with ambient occlusion are the "hidden" variety that lack an exterior handle - this is done to allow them to blend in and not be obvious. Because vanilla MC doesn't do max smooth lighting for the top or bottom faces of blocks, and because lighting gets rather strange with the doors when ambient occlusion is enabled, it's strictly disabled at this time.
2. Left click the door with the hammer to change the hinge point. Right click it to change the type.
3. You can make double doors, but because of inconsistent results, they won't both activate when they receive redstone current. They will only open together when opened by hand or when both pieces receive current simultaneously. I looked at the code a while scratching my head and didn't come up with a solution.
4. Enjoy!
If this were on my list of to-do's, it would probably fall under low priority. A better idea might be if you're in creative it would automatically copy characteristics of similar blocks next to it. My one concern would be how to control this behavior if you don't want it.
I'm not talking about that, i'm talking about microblocks. They were all crammed under a few short IDs, yet you could still push them with Pistons
I used WorldEdit in the past, because I had to change them for another mod. You load your map, select it and then you have to type in "change block X to X" thats it. Are you able to give me an ID-list of your blocks? Otherwise I would have to try out each Block by myself and to write each ID down.
Hi Stone,
The problem is my slopes use a single block ID, and their metadata is stored in the 8 most significant bits of an integer in the tile entity. I can't even think of an easy way to accomplish what you need.