Sorry to bother you. I'm Just looking for any updates on this mod. I'm currently trying to use Architecturecraft and I'm nigh done with it. It's incredibly glitchy and causes crashes when it interacts with other mods. Like for example: I made stairs out of compress cobble stone from Extra Utilities using architecturecraft. Well apparently the game doesn't like that so... crash. God forbid you make the mistake of putting an architecturecraft block into a tiCon crafting station because OMG, crash.
I have never had any problems with carpenter's blocks. Never had any issues with lag. They always just worked. And if I needed to make a decorative block out of something like compressed cobble or something that didn't have a "stair" recipe, well it was as easy as put the carpenter's stairs down and click on it with the block you want it to look like.
Like I said, I'm sorry. I know you are working hard and trying to get this mod out as soon as possible. For some of us, it can't come soon enough.
I just wanted you to know how much we are missing (and needing this mod) because the alternatives are glitchy pale shadows at best.
I appreciate your support Anthony! I've been taking a break from this for a bit (mainly lack of time), but may start working on it again soon. I was eager to support the new JSON system for the simpler block shapes, but that didn't happen, for many reasons. I may wind up using my own JSON structure.
As soon as I make progress on the mod I will update the thread like usual.
Sorry to bother you. I'm Just looking for any updates on this mod. I'm currently trying to use Architecturecraft and I'm nigh done with it. It's incredibly glitchy and causes crashes when it interacts with other mods. Like for example: I made stairs out of compress cobble stone from Extra Utilities using architecturecraft. Well apparently the game doesn't like that so... crash. God forbid you make the mistake of putting an architecturecraft block into a tiCon crafting station because OMG, crash.
I have never had any problems with carpenter's blocks. Never had any issues with lag. They always just worked. And if I needed to make a decorative block out of something like compressed cobble or something that didn't have a "stair" recipe, well it was as easy as put the carpenter's stairs down and click on it with the block you want it to look like.
Like I said, I'm sorry. I know you are working hard and trying to get this mod out as soon as possible. For some of us, it can't come soon enough.
I just wanted you to know how much we are missing (and needing this mod) because the alternatives are glitchy pale shadows at best.
Thanks, Anthony.
I'm using Architecturecraft myself, and there are a few things it does which no other mod does. True round columns, for example. Or real detailed railings and banisters. Its roofing blocks are very good and very detailed ... as long as you wanted a 45° slope to your roof. But it can be laggy, and there's so many things Carpenter's Blocks does that Architecturecraft doesn't. (For instance, as I'm fond of pointing out, Carpenter's garage doors plus glass panes = real opening windows.) And I still chuckle about the time I completely blew several other planers' minds by constructing a smooth, featureless black pyramid oriented at 45° to the world. ("How the ******** did you do that?!?")
As soon as there is a Carpenter's Blocks for 1.10.2, it's going back into my CaerCraft mod pack. I'll even gladly test betas, even alphas. It's one of my "must have" mods.
(Mineshopper, do you have a Patreon set up? I don't see a link...)
And I'm sorry about my rant. I was streaming, the game crashed, and it just caused me unnecessary stress. One of my big complaints about 1.10.2 is how nothing you "expect" to work right (because it did in 1.7.10 for <insert reason(s) here>) works in 1.10.2.
-Railcraft: half the stuff is missing, and "slowly being implemented"
-Buildcraft: Nope... going straight to 1.11.2
-Support for all metals (or most metals/alloys) in Tinker's construct: Nope. Invar doesn't smelt in the smeltery. Neither does Platinum (which YOU have to code into the config file for it to work) Signalum: try again.
-Chisel: Missing a lot of their old blocks, and some of the "newer textures" don't look half as good.
And I could go on. Granted 1.10.2 does have a bunch of new "toys", but it feels like everything is disjointed. And to accomplish the same simple tasks in 1.10.2 takes 3 more steps because cross mod compatibility is minimal at best, and most of the time you have to config everything.
1.7.10 was just the opposite. Everything seemed so refined and fleshed out.
So this was just the latest in a string of disappointments. And I just needed to vent. But thanks for the info. Its appreciated. Looking forward to seeing you mod back in action.
1.7.10 was just the opposite. Everything seemed so refined and fleshed out.
What, do you think that all mods for 1.7.10 just worked right off the bat? The transition from 1.6 was a huge mess and it took several months for 1.7 forge to even get created. Every major Minecraft version is going to cause a big change, especially moving forward from 1.7.10 because they basically rewrote the entire game for 1.8+ with the new model files, tile entity capabilities, and a whole lot of other things that don't come to mind at the moment. Everything that you mentioned is the fault of the mod author, not Forge or Minecraft in general.
I finally made it to update my server to 1.7.10. It was a lot of work, because I had to port all blocks to a new map. It is running fine and all blocks are at their place, but my server crashes at a specific location. I hope someone has an idea how I can fix it. Down below is the error log:
Your crash report says that it's the name of a mod you have installed.
And since the problem here is a "chain" of Carpenter's Blocks blocks updating their lighting in an eternal loop, something I have not experienced myself, that mod sounds the most likely culprit.
So far the server is not crashing. I deactivated Optifine on client side. I don't know why a client is crashing the server..
The reason for the eternal loop could be the merging and porting process. I updated the map from 1.6.4 to 1.7.10, then I changed all block id's to match a new map's block ID's and so when the process was done, I copied all my blocks to the new map. The reason for all of this is, that the old map was damaged and so not usable.
Update: I'm making good progress on a custom state loader. I think tomorrow I should have it rendering using the new states. Collision boxes are already being generated using them. The new system will make it a bit easier to customize the look of blocks and define new styles.
Update: I'm making good progress on a custom state loader. I think tomorrow I should have it rendering using the new states. Collision boxes are already being generated using them. The new system will make it a bit easier to customize the look of blocks and define new styles.
That sounds nice! I know that it is a bit just too early, but will it be possible to move blocks of 1.7.10 to the new system?
That sounds nice! I know that it is a bit just too early, but will it be possible to move blocks of 1.7.10 to the new system?
The only thing I have done so far that would impact migrating your worlds is I changed the tile entity structure to tidy it up. I can convert existing data for this, so it should be fine.
The only thing I have done so far that would impact migrating your worlds is I changed the tile entity structure to tidy it up. I can convert existing data for this, so it should be fine.
Can you make the prism Slopes able to be rotated IE capable of being placed on a side or upside down not just right side up in 1.7.10?
Can you make the prism Slopes able to be rotated IE capable of being placed on a side or upside down not just right side up in 1.7.10?
With the new rendering system I'm using, yes! But, I don't have rotation code yet because I have to track facings during rotations and it makes my head spin just thinking about it. If I do a simpler rotation system the connective code for slopes would have to be more robust, and I'm not sure I am ready to tackle that quite yet.
IN OTHER NEWS: The pressure plate is fully functional now, but still need to tweak new render stuff and add rotation since it supports any direction.
With the new rendering system I'm using, yes! But, I don't have rotation code yet because I have to track facings during rotations and it makes my head spin just thinking about it. If I do a simpler rotation system the connective code for slopes would have to be more robust, and I'm not sure I am ready to tackle that quite yet.
IN OTHER NEWS: The pressure plate is fully functional now, but still need to tweak new render stuff and add rotation since it supports any direction.
I'm just so stupidly giddy to see any post of progress on updating. Thank you for all your hard work!
Sorry to bother you. I'm Just looking for any updates on this mod. I'm currently trying to use Architecturecraft and I'm nigh done with it. It's incredibly glitchy and causes crashes when it interacts with other mods. Like for example: I made stairs out of compress cobble stone from Extra Utilities using architecturecraft. Well apparently the game doesn't like that so... crash. God forbid you make the mistake of putting an architecturecraft block into a tiCon crafting station because OMG, crash.
I have never had any problems with carpenter's blocks. Never had any issues with lag. They always just worked. And if I needed to make a decorative block out of something like compressed cobble or something that didn't have a "stair" recipe, well it was as easy as put the carpenter's stairs down and click on it with the block you want it to look like.
Like I said, I'm sorry. I know you are working hard and trying to get this mod out as soon as possible. For some of us, it can't come soon enough.
I just wanted you to know how much we are missing (and needing this mod) because the alternatives are glitchy pale shadows at best.
Thanks, Anthony.
I appreciate your support Anthony! I've been taking a break from this for a bit (mainly lack of time), but may start working on it again soon. I was eager to support the new JSON system for the simpler block shapes, but that didn't happen, for many reasons. I may wind up using my own JSON structure.
As soon as I make progress on the mod I will update the thread like usual.
I'm using Architecturecraft myself, and there are a few things it does which no other mod does. True round columns, for example. Or real detailed railings and banisters. Its roofing blocks are very good and very detailed ... as long as you wanted a 45° slope to your roof. But it can be laggy, and there's so many things Carpenter's Blocks does that Architecturecraft doesn't. (For instance, as I'm fond of pointing out, Carpenter's garage doors plus glass panes = real opening windows.) And I still chuckle about the time I completely blew several other planers' minds by constructing a smooth, featureless black pyramid oriented at 45° to the world. ("How the ******** did you do that?!?")
As soon as there is a Carpenter's Blocks for 1.10.2, it's going back into my CaerCraft mod pack. I'll even gladly test betas, even alphas. It's one of my "must have" mods.
(Mineshopper, do you have a Patreon set up? I don't see a link...)
Link?
Thanks Mineshopper,
And I'm sorry about my rant. I was streaming, the game crashed, and it just caused me unnecessary stress. One of my big complaints about 1.10.2 is how nothing you "expect" to work right (because it did in 1.7.10 for <insert reason(s) here>) works in 1.10.2.
-Railcraft: half the stuff is missing, and "slowly being implemented"
-Buildcraft: Nope... going straight to 1.11.2
-Support for all metals (or most metals/alloys) in Tinker's construct: Nope. Invar doesn't smelt in the smeltery. Neither does Platinum (which YOU have to code into the config file for it to work) Signalum: try again.
-Chisel: Missing a lot of their old blocks, and some of the "newer textures" don't look half as good.
And I could go on. Granted 1.10.2 does have a bunch of new "toys", but it feels like everything is disjointed. And to accomplish the same simple tasks in 1.10.2 takes 3 more steps because cross mod compatibility is minimal at best, and most of the time you have to config everything.
1.7.10 was just the opposite. Everything seemed so refined and fleshed out.
So this was just the latest in a string of disappointments. And I just needed to vent. But thanks for the info. Its appreciated. Looking forward to seeing you mod back in action.
Now you know how mod creators feel when it is easier for them to implement their mod from scratch rather than update existing code.
What, do you think that all mods for 1.7.10 just worked right off the bat? The transition from 1.6 was a huge mess and it took several months for 1.7 forge to even get created. Every major Minecraft version is going to cause a big change, especially moving forward from 1.7.10 because they basically rewrote the entire game for 1.8+ with the new model files, tile entity capabilities, and a whole lot of other things that don't come to mind at the moment. Everything that you mentioned is the fault of the mod author, not Forge or Minecraft in general.
Hi guys,
I finally made it to update my server to 1.7.10. It was a lot of work, because I had to port all blocks to a new map. It is running fine and all blocks are at their place, but my server crashes at a specific location. I hope someone has an idea how I can fix it. Down below is the error log:
LINK
Where should I turn it off. I wasn't even aware of such a feature.
So far the server is not crashing. I deactivated Optifine on client side. I don't know why a client is crashing the server..
The reason for the eternal loop could be the merging and porting process. I updated the map from 1.6.4 to 1.7.10, then I changed all block id's to match a new map's block ID's and so when the process was done, I copied all my blocks to the new map. The reason for all of this is, that the old map was damaged and so not usable.
Will the lighting update loop end in the future?
Update: I'm making good progress on a custom state loader. I think tomorrow I should have it rendering using the new states. Collision boxes are already being generated using them. The new system will make it a bit easier to customize the look of blocks and define new styles.
That sounds nice! I know that it is a bit just too early, but will it be possible to move blocks of 1.7.10 to the new system?
I simply adore this mod! But the only problem is finding a 1.8.9 version for my roleplay. Will you ever make it?
Director/Voice Actor/Writer/Social Media Guru/Body Actor/Filmer of the Coming Soon Minecraft Roleplay:
Not happening from what I know. The 1.10 conversion is hard enough as is.
The only thing I have done so far that would impact migrating your worlds is I changed the tile entity structure to tidy it up. I can convert existing data for this, so it should be fine.
Can you make the prism Slopes able to be rotated IE capable of being placed on a side or upside down not just right side up in 1.7.10?
With the new rendering system I'm using, yes! But, I don't have rotation code yet because I have to track facings during rotations and it makes my head spin just thinking about it. If I do a simpler rotation system the connective code for slopes would have to be more robust, and I'm not sure I am ready to tackle that quite yet.
IN OTHER NEWS: The pressure plate is fully functional now, but still need to tweak new render stuff and add rotation since it supports any direction.
I am developing a role play and want to use carpenters blocks for 1.10.2 for the build. When will it be available?
I'm just so stupidly giddy to see any post of progress on updating. Thank you for all your hard work!
I have the pressure plate rotating and functional. Still some minor bugs to fix.