I cant get any chisel patterns to show up. I have optifine installed. I tried turning connected textures and natural textures on/off (if that even helps idk). I just cant get any patterns to show up...Am I just a noob or what ?
I cant get any chisel patterns to show up. I have optifine installed. I tried turning connected textures and natural textures on/off (if that even helps idk). I just cant get any patterns to show up...Am I just a noob or what ?
Try enabling the z-fighting fix in the config file. Though they normally wouldn't be completely invisible, they would just flicker a bit.
Could you please add a possibility to build a "doublewide fencegate", that perhaps opens both gates simultaneously, like the normal carpenters doors when they are placed as a double door? That would be awesome
It's not a bad idea, but it would require a lot of work. I get bored writing out the rendering code, and gate's have many types.
there seem to be a problem with the download, I can,t get v1.9.5 for 1.6.4, Google Drive says "sorry error occurs, new try"
Edit: nevermind, you must be connected to your account to use Google Drive download thing...
you should mention it in the download section of OP.
Rollback Post to RevisionRollBack
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
As always, your mod is my go-to for some of the best functions and features in a mod. Great job and keep it up.
Got a few suggestions for you to help keep the mod growing. :]
CARPENTER BUTTONS IDEAS
Give carpenter buttons different shapes that you can change with the hammer.
Diamond Button (Horizontal and Vertical versions) <> and V (but with the top)
Square button (current is more of a rectangle)
Circle button (omigosh! a circle in minecraft? lol)
Triangle button. SHAPES!
Heck you could prob have a bunch of shapes people would like, such as heart shaped and clover shaped.
Also, (if possible) you could have them get different orientations on the block they are attached to. So you could have the button in the top left of the block, or the bottom right, etc. So you can hide your buttons better without them always being smack in the middle for everyone to see.
Another idea for buttons, in addition to changing from regular red-stone to inverted, can you make it so when you toggle through the input outputs of the buttons that you also get shorter and longer redstone delays for the button toggle? Even have one with 0 seconds so it stays toggled until you click it again? Like the lever, but a button.
CARPENTER LADDERS IDEAS
Currently there is only one look to ladders. But there are a few different possible looks you could add.
Current version but with broken rung. (for looks only)
"Rope Ladder" version, where the vertical lines beconme 1 pixel wide and are moved one or two pixels towards the middle so the ladder rungs appear to stick out the sides. The vertical lines would not take the texture so they always look "rope like" as carpenter blocks base texture sort of does.
Also, possible bug or missing feature? The carpenter ladders don't call the ladder sound effect when you are climbing them? Unless Intended?
Carpenter Window Pane
If you've seen the Chisel mod, they have a few variations of window panes, but the problem is that you are stuck using the variations they have and you cant change the color of the window borders themselves, so the oriental window is always red... (not the glass but the wooden frame.) If you can figure out how to add window panes with changeable frame texture and shape designs, you would be the mod maker of the year. :-p
Oh.... and this Sign Kit idea kind of goes with Carpenters blocks idea of customization of vanilla blocks, but would require a GUI.. which I haven't seen you do before.
CARPENTER BUTTONS IDEAS
Give carpenter buttons different shapes that you can change with the hammer.
Diamond Button (Horizontal and Vertical versions) <> and V (but with the top)
Square button (current is more of a rectangle)
Circle button (omigosh! a circle in minecraft? lol)
Triangle button. SHAPES!
Heck you could prob have a bunch of shapes people would like, such as heart shaped and clover shaped.
Also, (if possible) you could have them get different orientations on the block they are attached to. So you could have the button in the top left of the block, or the bottom right, etc. So you can hide your buttons better without them always being smack in the middle for everyone to see.
Another idea for buttons, in addition to changing from regular red-stone to inverted, can you make it so when you toggle through the input outputs of the buttons that you also get shorter and longer redstone delays for the button toggle? Even have one with 0 seconds so it stays toggled until you click it again? Like the lever, but a button.
I usually set aside data for each block to make different types down the road (usually 3 or 4 bits). Making new shapes would be cool but I usually prefer to implement new things or clean-up existing code, first.
CARPENTER LADDERS IDEAS
Currently there is only one look to ladders. But there are a few different possible looks you could add.
Current version but with broken rung. (for looks only)
"Rope Ladder" version, where the vertical lines beconme 1 pixel wide and are moved one or two pixels towards the middle so the ladder rungs appear to stick out the sides. The vertical lines would not take the texture so they always look "rope like" as carpenter blocks base texture sort of does.
Also, possible bug or missing feature? The carpenter ladders don't call the ladder sound effect when you are climbing them? Unless Intended?
Regarding the sound effects: not sure. The ladder implementation was very simple, but I'm not sure how sounds are calculated in the mix.
Different types again would be neat. If I ever run out of ideas for new blocks I may take a look at adding some variety.
Carpenter Window Pane
If you've seen the Chisel mod, they have a few variations of window panes, but the problem is that you are stuck using the variations they have and you cant change the color of the window borders themselves, so the oriental window is always red... (not the glass but the wooden frame.) If you can figure out how to add window panes with changeable frame texture and shape designs, you would be the mod maker of the year. :-p
Oh.... and this Sign Kit idea kind of goes with Carpenters blocks idea of customization of vanilla blocks, but would require a GUI.. which I haven't seen you do before.
I currently have two new blocks in the pipeline that require and/or would greatly benefit from a GUI of some sort. I plan on looking into this. Window panes are another good idea, but.. not super important at the moment.
The past few days I've been refactoring all my rendering code, but I have some homework I really should be working on.
I am having issues with the carpenter block and carpenter pressure plates. Until i updated to 1.6.4 redstone had gone through the carpenter block, but now the redstone is not activating. Great mod by the way!
Hello! I recently came back to these forums after a months-long absence (read: no PC) and I stumbled upon this masterpiece of a mod. I'm blown away at how inventive and versatile this is - and that somewhere, the Slopes mod lives on. Slopes, Coral Reefs and FancyPack were the first mods I ever used and I can't enjoy Minecraft without some variation of them. Your mod alone frees up probably 500 blockIDs compared to all the aesthetic mods I installed on my 1.4.7 server (which was the last time I'd played).
have you thought about adding a blast-resistant carpenter block? maybe have a piece of obsidian surrounded with carpenter blocks make blast resistant carpenter blocks, which you could then use to craft the other carpenter blocks. I know if you use a material that's blast resistant as a cover, the carpenter block becomes blast resistant aswell, but what if you want to use a very fragile block like a glass block but still want to keep it blast resistant? perhaps you could also make it so the best way to take down these blast resistant carpenter blocks would be with the carpenter hammer
sorry for complaining but I and my friends would love for your mod to be compatable with archemedes' ships mod
i get this:
---- Minecraft Crash Report ----
// My bad.
java.lang.IllegalStateException: Already tesselating!
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:343)
at net.minecraft.client.renderer.RenderGlobal.func_72715_a(RenderGlobal.java:1729)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1714)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1258)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1002)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:343)
at net.minecraft.client.renderer.RenderGlobal.func_72715_a(RenderGlobal.java:1729)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1714)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1258)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['willabusta'/64, l='MpServer', x=-1142.43, y=7.00, z=1148.44]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-822,4,658), Chunk: (at 10,0,2 in -52,41; contains blocks -832,0,656 to -817,255,671), Region: (-2,1; contains chunks -64,32 to -33,63, blocks -1024,0,512 to -513,255,1023)
Level time: 399796 game time, 10638 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 20 total; [EntityClientPlayerMP['willabusta'/64, l='MpServer', x=-1142.43, y=7.00, z=1148.44], EntitySlime['Slime'/69999, l='MpServer', x=-1172.78, y=4.39, z=1178.11], EntityItem['item.tile.notGate'/20860, l='MpServer', x=-1135.47, y=4.13, z=1150.19], EntityShip['entity.ArchimedesShipsMod.shipmod.name'/132513, l='MpServer', x=-1145.00, y=5.00, z=1147.50], EntitySlime['Slime'/77792, l='MpServer', x=-1137.58, y=4.00, z=1147.90], EntitySlime['Slime'/72828, l='MpServer', x=-1107.23, y=4.00, z=1162.58], EntityXPOrb['Experience Orb'/86, l='MpServer', x=-1169.53, y=4.25, z=1216.66], EntitySlime['Slime'/72344, l='MpServer', x=-1071.49, y=4.00, z=1188.45], EntityWaypointContainer['unknown'/83, l='MpServer', x=0.00, y=0.00, z=0.00], EntitySlime['Slime'/119768, l='MpServer', x=-1125.96, y=5.01, z=1201.78], EntitySlime['Slime'/110077, l='MpServer', x=-1108.84, y=4.00, z=1223.75], EntitySlime['Slime'/104367, l='MpServer', x=-1204.33, y=4.00, z=1153.05], EntitySlime['Slime'/71477, l='MpServer', x=-1144.51, y=4.00, z=1196.52], EntityItem['item.tile.rail'/87318, l='MpServer', x=-1147.19, y=1.13, z=1147.41], EntityItem['item.tile.notGate'/52121, l='MpServer', x=-1131.72, y=4.13, z=1148.75], EntitySlime['Slime'/123, l='MpServer', x=-1083.38, y=1.00, z=1088.63], EntitySlime['Slime'/110465, l='MpServer', x=-1087.91, y=4.00, z=1135.07], EntitySlime['Slime'/97605, l='MpServer', x=-1142.46, y=2.00, z=1149.03], EntitySlime['Slime'/121, l='MpServer', x=-1082.60, y=1.00, z=1102.69], EntitySlime['Slime'/120, l='MpServer', x=-1087.78, y=1.69, z=1099.78]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:863)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
___________________________________________________________________
the creator of Archimedes' ships already knows but hes waiting for 1.7 and i cant wait that long for forge to update
I can't really fix Archimedes' Ships on my end, though I am aware of some of my blocks rendering invisible (which may contribute to that error). Because none of my blocks will rotate with the ship (and I don't know the difficulty required in correcting this), I really wouldn't recommend using them. I do know of one Forge method that rotates blocks, which I could use to assist other mods in rotating my blocks, but I don't think Arche's mod actually uses it.
Mineshopper, large fan of your mod, which I play with as part of Resonant Rise. I'm reporting an interaction bug with Natura slabs being used as a side cover for a carpenters blocks (in this case stairs), when broken the slab is bugged enough to cause the client to crash. I will provide a crash log if desired, but it's an easily duplicatable bug.
Thank you for your ongoing efforts which make my Minecrafting much more aesthetically pleasing.
Sad part: It's crunch time at school so I don't have a lot of time.
Try enabling the z-fighting fix in the config file. Though they normally wouldn't be completely invisible, they would just flicker a bit.
It's not a bad idea, but it would require a lot of work. I get bored writing out the rendering code, and gate's have many types.
Edit: nevermind, you must be connected to your account to use Google Drive download thing...
you should mention it in the download section of OP.
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
Thanks
Got a few suggestions for you to help keep the mod growing. :]
CARPENTER BUTTONS IDEAS
Give carpenter buttons different shapes that you can change with the hammer.
Another idea for buttons, in addition to changing from regular red-stone to inverted, can you make it so when you toggle through the input outputs of the buttons that you also get shorter and longer redstone delays for the button toggle? Even have one with 0 seconds so it stays toggled until you click it again? Like the lever, but a button.
CARPENTER LADDERS IDEAS
Currently there is only one look to ladders. But there are a few different possible looks you could add.
Carpenter Window Pane
If you've seen the Chisel mod, they have a few variations of window panes, but the problem is that you are stuck using the variations they have and you cant change the color of the window borders themselves, so the oriental window is always red... (not the glass but the wooden frame.) If you can figure out how to add window panes with changeable frame texture and shape designs, you would be the mod maker of the year. :-p
Oh.... and this Sign Kit idea kind of goes with Carpenters blocks idea of customization of vanilla blocks, but would require a GUI.. which I haven't seen you do before.
I usually set aside data for each block to make different types down the road (usually 3 or 4 bits). Making new shapes would be cool but I usually prefer to implement new things or clean-up existing code, first.
Regarding the sound effects: not sure. The ladder implementation was very simple, but I'm not sure how sounds are calculated in the mix.
Different types again would be neat. If I ever run out of ideas for new blocks I may take a look at adding some variety.
I currently have two new blocks in the pipeline that require and/or would greatly benefit from a GUI of some sort. I plan on looking into this. Window panes are another good idea, but.. not super important at the moment.
The past few days I've been refactoring all my rendering code, but I have some homework I really should be working on.
Thank you for this wonderful mod!
i get this:
---- Minecraft Crash Report ----
// My bad.
Time: 11/15/13 3:38 PM
Description: Unexpected error
java.lang.IllegalStateException: Already tesselating!
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:343)
at net.minecraft.client.renderer.RenderGlobal.func_72715_a(RenderGlobal.java:1729)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1714)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1258)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1002)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.renderer.Tessellator.func_78371_b(Tessellator.java:343)
at net.minecraft.client.renderer.RenderGlobal.func_72715_a(RenderGlobal.java:1729)
at net.minecraft.client.renderer.RenderGlobal.func_72731_b(RenderGlobal.java:1714)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1258)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['willabusta'/64, l='MpServer', x=-1142.43, y=7.00, z=1148.44]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-822,4,658), Chunk: (at 10,0,2 in -52,41; contains blocks -832,0,656 to -817,255,671), Region: (-2,1; contains chunks -64,32 to -33,63, blocks -1024,0,512 to -513,255,1023)
Level time: 399796 game time, 10638 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 20 total; [EntityClientPlayerMP['willabusta'/64, l='MpServer', x=-1142.43, y=7.00, z=1148.44], EntitySlime['Slime'/69999, l='MpServer', x=-1172.78, y=4.39, z=1178.11], EntityItem['item.tile.notGate'/20860, l='MpServer', x=-1135.47, y=4.13, z=1150.19], EntityShip['entity.ArchimedesShipsMod.shipmod.name'/132513, l='MpServer', x=-1145.00, y=5.00, z=1147.50], EntitySlime['Slime'/77792, l='MpServer', x=-1137.58, y=4.00, z=1147.90], EntitySlime['Slime'/72828, l='MpServer', x=-1107.23, y=4.00, z=1162.58], EntityXPOrb['Experience Orb'/86, l='MpServer', x=-1169.53, y=4.25, z=1216.66], EntitySlime['Slime'/72344, l='MpServer', x=-1071.49, y=4.00, z=1188.45], EntityWaypointContainer['unknown'/83, l='MpServer', x=0.00, y=0.00, z=0.00], EntitySlime['Slime'/119768, l='MpServer', x=-1125.96, y=5.01, z=1201.78], EntitySlime['Slime'/110077, l='MpServer', x=-1108.84, y=4.00, z=1223.75], EntitySlime['Slime'/104367, l='MpServer', x=-1204.33, y=4.00, z=1153.05], EntitySlime['Slime'/71477, l='MpServer', x=-1144.51, y=4.00, z=1196.52], EntityItem['item.tile.rail'/87318, l='MpServer', x=-1147.19, y=1.13, z=1147.41], EntityItem['item.tile.notGate'/52121, l='MpServer', x=-1131.72, y=4.13, z=1148.75], EntitySlime['Slime'/123, l='MpServer', x=-1083.38, y=1.00, z=1088.63], EntitySlime['Slime'/110465, l='MpServer', x=-1087.91, y=4.00, z=1135.07], EntitySlime['Slime'/97605, l='MpServer', x=-1142.46, y=2.00, z=1149.03], EntitySlime['Slime'/121, l='MpServer', x=-1082.60, y=1.00, z=1102.69], EntitySlime['Slime'/120, l='MpServer', x=-1087.78, y=1.69, z=1099.78]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:863)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
___________________________________________________________________
the creator of Archimedes' ships already knows but hes waiting for 1.7 and i cant wait that long for forge to update
Not really.. but I prefer that the frames only inherit properties of their covers.
Thank you for your ongoing efforts which make my Minecrafting much more aesthetically pleasing.
---
I make modpacks, and am an Esteemed Innovator.