It works fine with minecraft 1.5.1 and 1.5.2+ optifine
In minecraft 1.5.1 + optifine 1.5.1 HD_U_A8 it works too BUT Carpenter's Slope becomes invisible even then covered using regular block materials.
I cannot play minecraft without optifine and I cannot change minecraft version because I use MCPC server and it did not updated yet. And I cannot change optifine version - because I use GSLS shader mod witch is not updated too.
So I ask you can you please update your 1.1 version for mc 1.5.1 to work with optifine 1.5.1 HD_U_A8. I tried change video setting like random_colors, natural_textures, connected_textures, it did not helped.
you need to use optifine version D 1.5.1 don't use a
you need to use optifine version D 1.5.1 don't use a
I just tried but GSLS shaders says
[INFO] [STDOUT] [Shaders] Required OptiFine version : OptiFine_1.5.1_HD_U_A8
[INFO] [STDOUT] [Shaders] Detected OptiFine version : OptiFine_1.5.1_HD_U_D1
There is no other GSLS build for 1.5.1 as I know
So, if it is not too hard, it would be nice to update this mod 1.1 version for mc 1.5.1 to work with optifine 1.5.1 HD_U_A8. Or you want to say this mod cannot ever work with OptiFine_1.5.1_HD_U_A8?
I just tried but GSLS shaders says
[INFO] [STDOUT] [Shaders] Required OptiFine version : OptiFine_1.5.1_HD_U_A8
[INFO] [STDOUT] [Shaders] Detected OptiFine version : OptiFine_1.5.1_HD_U_D1
There is no other GSLS build for 1.5.1 as I know
So, if it is not too hard, it would be nice to update this mod 1.1 version for mc 1.5.1 to work with optifine 1.5.1 HD_U_A8. Or you want to say this mod cannot ever work with OptiFine_1.5.1_HD_U_A8?
It looks like your GSLS shaders require an older Optifine that probably doesn't work well. Are you at least running Forge build 611 or greater? I know some texture issues existed in the earlier 600 builds.
2. I put a texture onto this slope while im simultaneously press a key (eg: X)
from now on all placed raw-slopes have automaticaly the selectet texture.
3. Press X Key again simultaneously with a right-klick on a slope (raw or textured) switches back to raw
So with bigger constructs we not have to handle eatch block twice.
Just a Idee, THX
And: Realy great thing your Slopes using only 1 ID. THX a lot for this mod.
Ok fair enough. It wasn't something that was very problematic. I just came across it and wondered if it was a bug.
So, next question. When interacting with stairs and a full block next to the stairs, you can click on the block next to the stairs by using the small 1/4 visible part of the block next to it. You cannot, however, do this with the slopes. Would it be possible to do this with the slopes?
Example, when trying to dig out a block next to the slope, i hit the slope instead of the block because the "hitbox?" for the slope is a full block in size.
I dunno how it's done for stairs, but maybe you'd be able to copy it to get a similar effect?
I assume this is due to the fact the hitbox is set for a ONE-FITS-ALL block, and that block can change shape so it has to be completely square to fit all possible rotations/versions.
2. I put a texture onto this slope while im simultaneously press a key (eg: X)
from now on all placed raw-slopes have automaticaly the selectet texture.
3. Press X Key again simultaneously with a right-klick on a slope (raw or textured) switches back to raw
I could put some code in (eventually) to replicate slopes if the player is in creative mode. We'll see.
I came across this problem while using the slopes to build a fort with some straight and some sloped walls. The fort entrance is on a sloped wall. I run into the problem of not being able to make the blocks in the ground continue the slope from the walls (because then it would leave a big triangle hole in the ground). So both sides of the entrance are sloped walls but the floor of the doorway is blocks.
My idea is that there is a special block that acts like 2 slopes glued together, resulting in a box with 2 halves in triangle shapes. This would allow for connecting slopes to walls / floors to give a better transition. You could change the textures just like you do with the normal slopes, just have both sides to be changeable. (i just realized that 2 blocks may not be able to be stored due to current coding, I hope something like this is possible for the future)
Possible config suggestion:
I also noticed that ice does not work with slopes. I imagine this is because ice has a modification to make it slippery. If there is a way to disable this modification to allow application to slopes (maybe in the config file) I'd jump on this in a heartbeat, as I want to make my whole fort out of ice blocks, but I can't because the slopes won't take the texture. Glass works on slopes, so without it being slippery, ice should work too right?
Along these same lines, maybe there could be a way to put in a global config that just outright disables all block properties for any block used on the slope and it is purely texture only. (this could make for some interesting results, hopefully not bad ones)
I came across this problem while using the slopes to build a fort with some straight and some sloped walls. The fort entrance is on a sloped wall. I run into the problem of not being able to make the blocks in the ground continue the slope from the walls (because then it would leave a big triangle hole in the ground). So both sides of the entrance are sloped walls but the floor of the doorway is blocks.
My idea is that there is a special block that acts like 2 slopes glued together, resulting in a box with 2 halves in triangle shapes. This would allow for connecting slopes to walls / floors to give a better transition. You could change the textures just like you do with the normal slopes, just have both sides to be changeable. (i just realized that 2 blocks may not be able to be stored due to current coding, I hope something like this is possible for the future)
Possible config suggestion:
I also noticed that ice does not work with slopes. I imagine this is because ice has a modification to make it slippery. If there is a way to disable this modification to allow application to slopes (maybe in the config file) I'd jump on this in a heartbeat, as I want to make my whole fort out of ice blocks, but I can't because the slopes won't take the texture. Glass works on slopes, so without it being slippery, ice should work too right?
Along these same lines, maybe there could be a way to put in a global config that just outright disables all block properties for any block used on the slope and it is purely texture only. (this could make for some interesting results, hopefully not bad ones)
Hi c_death,
I'm having difficulty visualizing what you're saying regarding the slopes on the ground. I'm close to releasing a new version, and if it does not add what you need, let me know.
I excluded Ice as a cover because I couldn't use the built-in render methods to make it alpha transparent - it was easier to disable it instead. I can make it work, but it's not a big priority at the moment.
Regarding textures - many mods rely on reading the block tile entity to determine what texture to grab (like this mod). If I allowed them to be a cover, the texture could be incorrect, invisible, or possibly crash the game.
Hey Mineshopper, I'm glad to see someone has made a mod similar to Super Slopes. If you'd want to, I could send you Super Slopes 1.4.7 forge code, which you could screw around with.
Hi Boo, I grabbed Malivil's source he posted in Metadark's thread - thanks though. As of tonight there's nothing Kaevator's mod does that mine doesn't, except that mine does more better. An update is imminent.
Works, but left click still don't work for me in Creative Mode (Problem with NEI?). When I use the Hammer it destroy the Block.
Good new Blocks, but now so many that its hard to switch to a specific one. A short Idea would be pressing the sneak key and click with the Hammer you cycle backward through the Sloptypes, without sneak key forward.
I miss Blocks for the top of a roof that have a odd number of Slops. I mean LOCSA_XIII means the same Blocks.
1. I assumed left-clicking in creative mode would override anything I do and simply destroy the block. Does this not happen under other other scenarios?
2. True.. I hoped to skip the shift-clicking for the hammer, but that may be a better option.
3. Pyramids were for a special case.. adding 8 more "half" pyramids to satisfy some roofs instead of just making it one block wider seems overkill.
This is one of a kind, for sure. The idea is so original, and is revolutionary to minecraft. It's definitely a mod for me to try, because I'm sure it'll add not only a completely new building technique to the game, but renewed interest in architecture in miencraft. I'm thoroughly impressed with this mod. A job well done, sir.
Wow you are on Fire Minehopper.
Any chance this will still work with MC1.5.1?
Nope. It wouldn't be hard to port it back, but I predict most mods will quickly make the transition to 1.5.2.
I tried in the time between my question and your answer.
It did blow'd up.
If it isn't too much would could you port this to 1.5.1?
I have a little thing for my group and some of the mods just take WAY too long to port up a version.
Only if it is no trouble.
This really is fantastic.
I am glad I was the first to One UP this beast of a mod.
Thanks again for your work.
I second the request for 1.5.1. Or, alternatively, you could implement Forge's reobfuscation method to make it backward compatible (and hopefully forward compatible in the future.)
I'll probably still be waiting several weeks seeing as Mystcraft, Thaumcraft, ComputerCraft, and Metallurgy are not yet updated.
you need to use optifine version D 1.5.1 don't use a
Yin
I just tried but GSLS shaders says
[INFO] [STDOUT] [Shaders] Required OptiFine version : OptiFine_1.5.1_HD_U_A8
[INFO] [STDOUT] [Shaders] Detected OptiFine version : OptiFine_1.5.1_HD_U_D1
There is no other GSLS build for 1.5.1 as I know
So, if it is not too hard, it would be nice to update this mod 1.1 version for mc 1.5.1 to work with optifine 1.5.1 HD_U_A8. Or you want to say this mod cannot ever work with OptiFine_1.5.1_HD_U_A8?
Not really sure, I have to go through that code before the next release and tweak a couple things anyways - I'll look into it.
It's only for 1.5.1/1.5.2. Sorry.
I just tried but GSLS shaders says
[INFO] [STDOUT] [Shaders] Required OptiFine version : OptiFine_1.5.1_HD_U_A8
[INFO] [STDOUT] [Shaders] Detected OptiFine version : OptiFine_1.5.1_HD_U_D1
There is no other GSLS build for 1.5.1 as I know
So, if it is not too hard, it would be nice to update this mod 1.1 version for mc 1.5.1 to work with optifine 1.5.1 HD_U_A8. Or you want to say this mod cannot ever work with OptiFine_1.5.1_HD_U_A8?
It looks like your GSLS shaders require an older Optifine that probably doesn't work well. Are you at least running Forge build 611 or greater? I know some texture issues existed in the earlier 600 builds.
Couldn't you technically do the same thing with steps???
Also, the slopes don't stop rain from passing through.
1. Yes.. of course.
2. They also don't block light. It's a limitation of the slopes. Changing it would create a new set of problems.
1. i place 1 raw slope somwhere
2. I put a texture onto this slope while im simultaneously press a key (eg: X)
from now on all placed raw-slopes have automaticaly the selectet texture.
3. Press X Key again simultaneously with a right-klick on a slope (raw or textured) switches back to raw
So with bigger constructs we not have to handle eatch block twice.
Just a Idee, THX
And: Realy great thing your Slopes using only 1 ID. THX a lot for this mod.
I assume this is due to the fact the hitbox is set for a ONE-FITS-ALL block, and that block can change shape so it has to be completely square to fit all possible rotations/versions.
There's a few obstacles preventing me from using it correctly.. maybe in time.
I could put some code in (eventually) to replicate slopes if the player is in creative mode. We'll see.
sneak-key + Right, not Left - klick works for me in Creative-Mode.
I came across this problem while using the slopes to build a fort with some straight and some sloped walls. The fort entrance is on a sloped wall. I run into the problem of not being able to make the blocks in the ground continue the slope from the walls (because then it would leave a big triangle hole in the ground). So both sides of the entrance are sloped walls but the floor of the doorway is blocks.
My idea is that there is a special block that acts like 2 slopes glued together, resulting in a box with 2 halves in triangle shapes. This would allow for connecting slopes to walls / floors to give a better transition. You could change the textures just like you do with the normal slopes, just have both sides to be changeable. (i just realized that 2 blocks may not be able to be stored due to current coding, I hope something like this is possible for the future)
Possible config suggestion:
I also noticed that ice does not work with slopes. I imagine this is because ice has a modification to make it slippery. If there is a way to disable this modification to allow application to slopes (maybe in the config file) I'd jump on this in a heartbeat, as I want to make my whole fort out of ice blocks, but I can't because the slopes won't take the texture. Glass works on slopes, so without it being slippery, ice should work too right?
Along these same lines, maybe there could be a way to put in a global config that just outright disables all block properties for any block used on the slope and it is purely texture only. (this could make for some interesting results, hopefully not bad ones)
Hi c_death,
I'm having difficulty visualizing what you're saying regarding the slopes on the ground. I'm close to releasing a new version, and if it does not add what you need, let me know.
I excluded Ice as a cover because I couldn't use the built-in render methods to make it alpha transparent - it was easier to disable it instead. I can make it work, but it's not a big priority at the moment.
Regarding textures - many mods rely on reading the block tile entity to determine what texture to grab (like this mod). If I allowed them to be a cover, the texture could be incorrect, invisible, or possibly crash the game.
Hi Boo, I grabbed Malivil's source he posted in Metadark's thread - thanks though. As of tonight there's nothing Kaevator's mod does that mine doesn't, except that mine does more better. An update is imminent.
.... and please add the Ice Block
The impending update will half-satisfy your slope needs. The Ice block, as mentioned at the beginning of this post, is not a priority.
Enjoy, hopefully there's no bugs!
1. I assumed left-clicking in creative mode would override anything I do and simply destroy the block. Does this not happen under other other scenarios?
2. True.. I hoped to skip the shift-clicking for the hammer, but that may be a better option.
3. Pyramids were for a special case.. adding 8 more "half" pyramids to satisfy some roofs instead of just making it one block wider seems overkill.
Nope. It wouldn't be hard to port it back, but I predict most mods will quickly make the transition to 1.5.2.
Never used modloader and probably never will.
I second the request for 1.5.1. Or, alternatively, you could implement Forge's reobfuscation method to make it backward compatible (and hopefully forward compatible in the future.)
I'll probably still be waiting several weeks seeing as Mystcraft, Thaumcraft, ComputerCraft, and Metallurgy are not yet updated.