so interesting problem, don't know if anyone else has had this happen but with any carpenters block. mostly noticeable on doors and garage door. but also notice a slow down in speed on stairs and slops sometimes. have been trying to figure it out. finally noticed i get the drowning bubbles. so it would seem that it thinks I'm in water. but not in water. so it's flashing at me. took me a bit to get a shot of it.
For the drowning/bubbles issue: disable Fancy Fluids in the configuration or disable Optifine's Multi-core Chunk Loading. It seems to break Forge's render events, which is unfortunate. I will likely just change it back to the old one in a patch release soon, but I do want to try one more thing.
The strange thing has broken out by the daylight sensor.
Although the tool which touched the daylight sensor operates correctly, the tool which touched the block to which the daylight sensor has adhered does not operate correctly.
If the daylight sensor is beforehand set to ON, it will be correctly set to ON, but when set to ON by time progress, it is still OFF.
Is correcting this possible?
If it's blocky and non-angular, then absolutely make a suggestion and I will try to implement it. Images help, as I'm rarely patient enough to grab mods unless I'm fixing a bug.
EDIT: Why hasn't Mojang fixed the particles behind water bug yet?
Side covers won't pop off the side unless fully obstructed by a solid block. Side covers don't check whether they should render based on adjacent blocks, so they'll z-fight... that's just how it works.
So there is no way of forcing side covers out of the fight? Like moving them out of the way by a tenth of pixel or something?
So there is no way of forcing side covers out of the fight? Like moving them out of the way by a tenth of pixel or something?
It can always be addressed, it would just take a bit of code -- especially for partial side covers like on stairs and slabs. I don't currently have time to do this.
It's possible, but I usually just hook into vanilla assets. The flame particles are already colored, so...
EDIT: A lot more behind-the-scenes refactoring (and potentially tons of bugs). New system makes additional block attributes easy to define, so I've added a couple new safe upgrades:
Something just popped into my head while working on a friend's tree house. Maybe using buckets of water for fireproofing for tree dwellers who want a fireplace.
Also, would be awesome if you could let connected textures connect.
Edit: Another request, and I'm sorry for asking for so much. Maybe carpenter's signs would look good.
It seems the daylight sensor doesn't seem to be working, at least as it did before, with the new update. I had a setup in my house using the sensor to output a signal only at night so lights in my house would turn on automatically. This seems to be broken as the sensor never transmits a signal at night now.
Rollback Post to RevisionRollBack
I like being unimpressive, I sleep better. | m1zark.com
First let me say that of the 122 mods I am currently running on a 1.7.10 jar, Carpenter's Blocks is EASILY in the top five of criticals for my survival build style.... right up there with Backpacks, Extra Enchantments, Chisel, and Underground Biomes. I can not thank you enough for the the ability you have given me to place foreign textures (from chisel and UB etc) onto your slopes... because of YOU, I can build almost anything I can dream of..... 'almost'. And that almost is the point of this post. I have a request.
Before I make it, I would like to invite you to quickly glance at two of my threads on this forum archiving two of my past survival build, 1blk=1ft scale projects. Both of them are in survival and one of them in full vanilla;
The reason for my request is that I am currently about 6 weeks into my next project; Durham Cathedral. It is laid out in the same 1blk=1ft scale that I prefer and I have officially finished all of the survival world pre-construction prep work ie, safehouse / warehouse, work shop, farms / food stores, experience grinders, high end armor, weapons and tools, and site-selection/terraforming. I will begin actual construction in the next few days.
Here is a little ss of the footprint / layout of the Cathedral walls and pillar bases;
Yeah, its huge; about 460L X 200W x 250H, with ~90 200blk+ high pillars in the 12-15 block diameter range.... So here is my request; All those pillars will connect at the top to support a massive ceiling and roof... and they will connect via arches. HELP ME BUILD THOSE ARCHES...PLEASE. I need a 'Carpenter's Collapsible Block' that is inverted. I need 'upside down' slopes, to build these arches and make then look beautiful. Now, its altogether posible that the current Collapsible Block will auto-invert and 'stick to' the bottom of another block just like your stairs and 45 deg slopes do, but if so, Im not smart enough to make them work. And if that is the case, please just say so and Ill slink away with my tail tucked and figure it out for myself. But if they dont as of yet... Please o Please make me a new block? An inverted collapsible block?
Something just popped into my head while working on a friend's tree house. Maybe using buckets of water for fireproofing for tree dwellers who want a fireplace.
Also, would be awesome if you could let connected textures connect.
Edit: Another request, and I'm sorry for asking for so much. Maybe carpenter's signs would look good.
If someone added support for connected textures I would gladly merge it! I don't know how to, and I've only been pointed to existing code in another mod, which isn't the best way for me to learn unfortunately.
Version #: [1.7.10] TerraFirmaCraft-0.79.7.292.jar (worked in 78)
Suggested Name: Carpenters Blocks - Cannot Place Thatch on Slopes
Description: As of the new version of TFC I am unable to place Thatch on to Carpenters Blocks (Slopes). This is rather unfortunate as I build a really pretty house with a beautiful thatch roof
Carpenter's Blocks v3.3.0 - MC 1.7.10.jar
That's unfortunate... try adding it as an exception in the config file to force it to be allowed. The cover restrictions are about as loose as they get, but occasionally a mod comes around that tries to condense blocks in such a way that important details are lost, thus needing special attention.
It seems the daylight sensor doesn't seem to be working, at least as it did before, with the new update. I had a setup in my house using the sensor to output a signal only at night so lights in my house would turn on automatically. This seems to be broken as the sensor never transmits a signal at night now.
Just tested that build.. seems okay. Sensitivity levels alone don't turn it on at night -- you have to invert the redstone output for the sensor to emit a signal at night.
I need a 'Carpenter's Collapsible Block' that is inverted. I need 'upside down' slopes, to build these arches and make then look beautiful. Now, its altogether posible that the current Collapsible Block will auto-invert and 'stick to' the bottom of another block just like your stairs and 45 deg slopes do, but if so, Im not smart enough to make them work. And if that is the case, please just say so and Ill slink away with my tail tucked and figure it out for myself. But if they dont as of yet... Please o Please make me a new block? An inverted collapsible block?
I've shied away from hardcoding sloped blocks. I have a local branch with vectorized rotatable blocks that I've got nearly 50% done, but every step is a new challenge, and I can't guarantee it will ever be completed... but it's certainly the best way to handle cases like this. Your best bet is to just try implementing the arches in any way possible, not including an upside-down collapsible block
Something just popped into my head while working on a friend's tree house. Maybe using buckets of water for fireproofing for tree dwellers who want a fireplace.
Also, would be awesome if you could let connected textures connect.
Edit: Another request, and I'm sorry for asking for so much. Maybe carpenter's signs would look good.
Back in the old days, there were building challenges posted in the forums here; people had a tree dryad challenge.
And, the issue of how to solve accidental fire spread in a treehouse was solved. Every so often, hide a water source block behind one block of wood in the roof, typically in corners so it would "wet down" the walls when it broke. You can make it wood planks (or leaves, if you wanted) hiding the water, as the planks would probably be cleared out faster than wood logs used for the rest of the building.
Equally, this could be hidden on the outside, as a little "bump" -- when the bottom burns out, the bump opens and the water comes down.
How much water to use, and how big to make the "holding/drop zone" is up to you.
(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?
It appears the download link from carpentersblocks.com is broken. Possibly related to that dropbox credential leak, I don't know, but I can't download it.
It appears the download link from carpentersblocks.com is broken. Possibly related to that dropbox credential leak, I don't know, but I can't download it.
Links seem okay. Must have been a hiccup in service.
Fancy fluids are quirky, and the implementation pre-MC 1.7 was effortless. Now, it's a little more difficult to get it just right. I released a new development build earlier today with new configuration settings for this, under "Routable Fluids."
The new dev build also has the new lantern torch style, and some framework changes. These changes may improve chunk update performance, or they may make it worse. They also have a remote possibility of clearing block settings in worlds.. so definitely try it on a trial basis. I'm very eager to make performance improvements where possible, so let me know your results!
One more thing we encountered with 3.3.0 which was not there in 3.2.8. Massive graphical lag at buildings which have a lot of carpenters wedges. Downgrading to 3.2.8 fixes most of the lag, like downgrading to 3.2.8.2 for 1.7.2 .
Did you change anything about the rendering with 3.3.0? Is there an option to make rendering less intensive with loosing some beauty?
Wish I knew what might be causing it. It might be fancy fluids -- try disabling it in the configuration file and letting me know your results. There's two types of lag: chunk update lag (which is a real possiblity with this mod), or general performance lag (not so likely with this mod).
Until someone ports this legendary mod I am leaving the minecraft scene. http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/ArchitectureCraft/#mozTocId598776 I have watched too many legendary mods die and carpenters blocks sudden fallout out of mainstream made me cry. I realize the source is messy but some of the best mods from 1.6.4 and 1.7.10 were.
https://www.dropbox.com/s/cn8m9osgeb592mo/2014-10-07_20.32.36.png?dl=0
Also thanks so much i love this mod, i can't imagine playing minecraft without it.
KingTiger
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Curse PremiumFirst, I am poor at English.
I'm sorry.
Carpenter's Blocks v3.3.0 - MC 1.7.10.
The strange thing has broken out by the daylight sensor.
Although the tool which touched the daylight sensor operates correctly, the tool which touched the block to which the daylight sensor has adhered does not operate correctly.
If the daylight sensor is beforehand set to ON, it will be correctly set to ON, but when set to ON by time progress, it is still OFF.
Is correcting this possible?
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Curse PremiumEDIT: Why hasn't Mojang fixed the particles behind water bug yet?
So there is no way of forcing side covers out of the fight? Like moving them out of the way by a tenth of pixel or something?
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Curse PremiumIt can always be addressed, it would just take a bit of code -- especially for partial side covers like on stairs and slabs. I don't currently have time to do this.
Interesting. I can probably implement something similar.
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Curse PremiumIt's possible, but I usually just hook into vanilla assets. The flame particles are already colored, so...
EDIT: A lot more behind-the-scenes refactoring (and potentially tons of bugs). New system makes additional block attributes easy to define, so I've added a couple new safe upgrades:
Also, would be awesome if you could let connected textures connect.
Edit: Another request, and I'm sorry for asking for so much. Maybe carpenter's signs would look good.
First let me say that of the 122 mods I am currently running on a 1.7.10 jar, Carpenter's Blocks is EASILY in the top five of criticals for my survival build style.... right up there with Backpacks, Extra Enchantments, Chisel, and Underground Biomes. I can not thank you enough for the the ability you have given me to place foreign textures (from chisel and UB etc) onto your slopes... because of YOU, I can build almost anything I can dream of..... 'almost'. And that almost is the point of this post. I have a request.
Before I make it, I would like to invite you to quickly glance at two of my threads on this forum archiving two of my past survival build, 1blk=1ft scale projects. Both of them are in survival and one of them in full vanilla;
Nueschwanstein Castle
http://www.minecraftforum.net/forums/show-your-creation/screenshots/1594893-neuschwanstein-castle-308l-x-128w-x-155h-survival
Regia Anglorum
http://www.minecraftforum.net/forums/show-your-creation/screenshots/1600167-regia-anglorum-the-heptarchy-update-7-3-14?comment=1
The reason for my request is that I am currently about 6 weeks into my next project; Durham Cathedral. It is laid out in the same 1blk=1ft scale that I prefer and I have officially finished all of the survival world pre-construction prep work ie, safehouse / warehouse, work shop, farms / food stores, experience grinders, high end armor, weapons and tools, and site-selection/terraforming. I will begin actual construction in the next few days.
Here is a little ss of the footprint / layout of the Cathedral walls and pillar bases;
Yeah, its huge; about 460L X 200W x 250H, with ~90 200blk+ high pillars in the 12-15 block diameter range.... So here is my request; All those pillars will connect at the top to support a massive ceiling and roof... and they will connect via arches. HELP ME BUILD THOSE ARCHES...PLEASE. I need a 'Carpenter's Collapsible Block' that is inverted. I need 'upside down' slopes, to build these arches and make then look beautiful. Now, its altogether posible that the current Collapsible Block will auto-invert and 'stick to' the bottom of another block just like your stairs and 45 deg slopes do, but if so, Im not smart enough to make them work. And if that is the case, please just say so and Ill slink away with my tail tucked and figure it out for myself. But if they dont as of yet... Please o Please make me a new block? An inverted collapsible block?
Thanks a ton for what you have given us already.
Swervish
Peace.... and I mean it.
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Curse PremiumIf someone added support for connected textures I would gladly merge it! I don't know how to, and I've only been pointed to existing code in another mod, which isn't the best way for me to learn unfortunately.
That's unfortunate... try adding it as an exception in the config file to force it to be allowed. The cover restrictions are about as loose as they get, but occasionally a mod comes around that tries to condense blocks in such a way that important details are lost, thus needing special attention.
Just tested that build.. seems okay. Sensitivity levels alone don't turn it on at night -- you have to invert the redstone output for the sensor to emit a signal at night.
I've shied away from hardcoding sloped blocks. I have a local branch with vectorized rotatable blocks that I've got nearly 50% done, but every step is a new challenge, and I can't guarantee it will ever be completed... but it's certainly the best way to handle cases like this. Your best bet is to just try implementing the arches in any way possible, not including an upside-down collapsible block
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Curse Premium-
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Curse PremiumBack in the old days, there were building challenges posted in the forums here; people had a tree dryad challenge.
And, the issue of how to solve accidental fire spread in a treehouse was solved. Every so often, hide a water source block behind one block of wood in the roof, typically in corners so it would "wet down" the walls when it broke. You can make it wood planks (or leaves, if you wanted) hiding the water, as the planks would probably be cleared out faster than wood logs used for the rest of the building.
Equally, this could be hidden on the outside, as a little "bump" -- when the bottom burns out, the bump opens and the water comes down.
How much water to use, and how big to make the "holding/drop zone" is up to you.
* 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?
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Curse PremiumLinks seem okay. Must have been a hiccup in service.
What name did you add?
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Curse PremiumThe new dev build also has the new lantern torch style, and some framework changes. These changes may improve chunk update performance, or they may make it worse. They also have a remote possibility of clearing block settings in worlds.. so definitely try it on a trial basis. I'm very eager to make performance improvements where possible, so let me know your results!
Wish I knew what might be causing it. It might be fancy fluids -- try disabling it in the configuration file and letting me know your results. There's two types of lag: chunk update lag (which is a real possiblity with this mod), or general performance lag (not so likely with this mod).