Along with that, it may be neat to implement a sort of redstone controlled box that can retract and spit out lengths of chain that are in a sort of buffer inventory.
Like say you have a redstone lantern, and by turning it off, the lantern attached to a chain is pulled up into a block, which activated a circuit
While an interesting concept, I think it's too complicated for the scope of this mod. The redstone behavior I did add is mostly because it was simple to do so.
It'd be really nice. I use carpenters blocks for them, but I don't use any other part of it because presence footsteps doesn't like it too much and crashes. I would get rid of it altogether if I had another small pot mod.
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yeah your not sending proper update packets to the clients for server play a similar issue someone posted as well we already fixed it in a custom version of the mod. let me know if you want us to send it off to you.
yeah your not sending proper update packets to the clients for server play a similar issue someone posted as well we already fixed it in a custom version of the mod. let me know if you want us to send it off to you.
Could you submit a pull request of the change so I can review/include it?
In the next update, if a lantern is emitting a redstone signal (e.g. if you put a redstone torch in it), and that lantern is suspended by a heavy chain, the chain will propagate the signal upwards for up to 8 blocks, emitting a strong signal into whatever block it's attached to.
Might make for more interesting puzzle or trigger opportunities.
(Dunno if they already are, but...)
Maybe you can add redstoneblocks as possible lanterns, so we have multiple sources for redstone signals that travel up for more than 8 blocks?
Also, is it possible to get lava-lanterns? xD
I'd really like to use a bucket of lava to fill these lanterns, and if you add liquid-lanterns, they could be expanded (via config) to include other liquids that glow. I don't think it would make sense to have a lantern filled with "molten/liquid iron", so I'm not sure if it would make sense to just check for a forge-liquid dictionary.
Can you add a tiny amount of variation to the placement of flowers in pots like tall grass is offset in the world, but on a smaller scale so larger ones don't start Z-fighting when their textures overlap?
Z-fighting is when textures physically are in the exact same space, and start flickering because they're both rendering in one area.
Can you add a tiny amount of variation to the placement of flowers in pots like tall grass is offset in the world, but on a smaller scale so larger ones don't start Z-fighting when their textures overlap?
Z-fighting is when textures physically are in the exact same space, and start flickering because they're both rendering in one area.
There is actually variation in the planting arrangement, specifically to avoid Z-fighting. Post a screenshot where Z-fighting is occurring.
I'll have to test it later with roses, but I've done that arrangement with double-tall grasses and not seen an issue. Are you using Optifine or Fastcraft or anything like that? Maybe I just need to further increase the gaps.
Well while looking, I did find a bug causing plants to be rendered up to 4 times (each plot of dirt sharing a plant slot thought itself the owner and rendered it). It's possible this is the cause of your Z-fighting. Otherwise, everything looks well-gapped.
Oakwood post and oakwood plank lattice in horizontal, north-south arrangement produce a graphical glitch: the part of the lattice in the post block has its east and west surfaces glitched and showing what I guess is the stitched texture sheet. Possibly true for other lattice-post combinations too.
Aside from that, your mod is pretty great! May I ask, is ticking disabled for tileentities that don't require it and operate essentially on block updates - like chains, lattices, and wood posts? They're already superior to Forge Multipart in the stored data (and that wood posts can actually properly render horizontally!), but they would be even more so if they didn't even tick. (Reading a few latest pages of the thread, it probably is, if so, sorry for asking!)
Also, if you accept those, a few requests.
Either "Garden Defense", or "Garden Stuff" addition: various things that can slow down or damage foes (or yourself), like spiked, horizontal (or vertical, but horizontal is better imagined) boards, connected by light chain or placed on walls/floor with damage dependent on entity's speed, or morningstar balls hanging off chains, or a block that can fall down on redstone signal and then slowly retract, resetting itself, or entangling creeping-vine.
Mosses and vines in general are underutilized, if you ask me. Why not a moss covering that muffles one's step and slightly dampens fall damage? Or magically muffles not only step, but other sounds entity makes, too? Or sounds made by a TE covered in such moss?
Raked zen sand-gardens, with ability to customizably (through decals) rake them and put rocks of various sizes on them.
Oakwood post and oakwood plank lattice in horizontal, north-south arrangement produce a graphical glitch: the part of the lattice in the post block has its east and west surfaces glitched and showing what I guess is the stitched texture sheet. Possibly true for other lattice-post combinations too.
Could you post a screenshot? All the post/lattice rendering is heavily context-based, and among all the things I have thrown together in my test world, I haven't seen that. Probably related to the recent renderer replacement at any rate.
Aside from that, your mod is pretty great! May I ask, is ticking disabled for tileentities that don't require it and operate essentially on block updates - like chains, lattices, and wood posts? They're already superior to Forge Multipart in the stored data (and that wood posts can actually properly render horizontally!), but they would be even more so if they didn't even tick. (Reading a few latest pages of the thread, it probably is, if so, sorry for asking!)
If any of them are ticking, they shouldn't be. With the exception of wood posts using third party log types, none of them should even write TileEntities to disk. I've tried to optimize them so that you can spam them all over your base without guilt. I feel guilt when I try doing that with FMP or Carpenters Blocks.
o, if you accept those, a few requests.Either "Garden Defense", or "Garden Stuff" addition: various things that can slow down or damage foes (or yourself), like spiked, horizontal (or vertical, but horizontal is better imagined) boards, connected by light chain or placed on walls/floor with damage dependent on entity's speed, or morningstar balls hanging off chains, or a block that can fall down on redstone signal and then slowly retract, resetting itself, or entangling creeping-vine.Mosses and vines in general are underutilized, if you ask me. Why not a moss covering that muffles one's step and slightly dampens fall damage? Or magically muffles not only step, but other sounds entity makes, too? Or sounds made by a TE covered in such moss?Raked zen sand-gardens, with ability to customizably (through decals) rake them and put rocks of various sizes on them.
Most of this looks out of scope of what I'd put in this mod. I do sometimes revisit existing content and see where I can extend, and some ideas like this could work their way in.
Could you post a screenshot? All the post/lattice rendering is heavily context-based, and among all the things I have thrown together in my test world, I haven't seen that. Probably related to the recent renderer replacement at any rate.
Have two. It does that with every lattice and every wood post, it seems - metals and modwood are affected too. North-south horizontal connections between a lattice and a pole.
I'm finding that lattices to wood posts are producing the graphical glitch regardless of direction.
jaquadro, do you know if you'll be adding BiomesOPlenty Celestial Crystal (basically blue glowstone if you're unaware) and Pam's Harvestcraft Candle support to lanterns?
Also, is the 1-block height of the wrought iron fences intentional?
For the record: I am loving these recent changes, especially the addition of lanterns, the tiny glowstone looks so cute!
Edit: I forgot to mention, a suggestion I would like to make, is when chain is placed in the water, or is hit by flowing water, it breaks. That way chain blocks aren't easy air pockets underwater.
I'm having a problem with Pam's Harvestcraft compatibilty though. I'm trying to plant crops on tilled garden soil (I've tried with cotton and soy beans so far) and whenever I place a crop down adjacent to another, the first one disappears.
I'm running GardenStuff-1.7.10-1.6.1.jar and Harvestcraft 1.7.10g.
I've told Pam several times how to fix the issue on her end. It's not an open source mod, so I can't just give her a PR for it. Please report the issue on her side, mention that her IPlantable implementation needs to be updated, and she can contact me if she has any questions.
I've found out that Witchery's Water Artichoke (normally planted in water) uses dirt/grass as its soil in the flowerpots, and not water.
You're adding clay stamps to the Priest villager's selling inventory. Please stop doing that. You diluting the pool in which ender eyes may happen makes players angry.
Looks awesome! Can't wait to see the rest of the textures. Maybe do some of the Superheroes Unlimited textures in June when the mod update releases? Wonder what the Dark Knight's suit would look like in vonDoomCraft's style?
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While an interesting concept, I think it's too complicated for the scope of this mod. The redstone behavior I did add is mostly because it was simple to do so.
I've considered it. It might happen.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
It'd be really nice. I use carpenters blocks for them, but I don't use any other part of it because presence footsteps doesn't like it too much and crashes. I would get rid of it altogether if I had another small pot mod.
yeah your not sending proper update packets to the clients for server play a similar issue someone posted as well we already fixed it in a custom version of the mod. let me know if you want us to send it off to you.
Could you submit a pull request of the change so I can review/include it?
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
(Dunno if they already are, but...)
Maybe you can add redstoneblocks as possible lanterns, so we have multiple sources for redstone signals that travel up for more than 8 blocks?
Also, is it possible to get lava-lanterns? xD
I'd really like to use a bucket of lava to fill these lanterns, and if you add liquid-lanterns, they could be expanded (via config) to include other liquids that glow. I don't think it would make sense to have a lantern filled with "molten/liquid iron", so I'm not sure if it would make sense to just check for a forge-liquid dictionary.
Can you add a tiny amount of variation to the placement of flowers in pots like tall grass is offset in the world, but on a smaller scale so larger ones don't start Z-fighting when their textures overlap?
Z-fighting is when textures physically are in the exact same space, and start flickering because they're both rendering in one area.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
There is actually variation in the planting arrangement, specifically to avoid Z-fighting. Post a screenshot where Z-fighting is occurring.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
There's a lot more Z-fighting there than I screenshotted, because it's very hard to screenshot something that primarily occurs when you move around.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
What slots are you using in the soil?
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
The diagonal ones, e.g.
XOX
OXO
XOX
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
I'll have to test it later with roses, but I've done that arrangement with double-tall grasses and not seen an issue. Are you using Optifine or Fastcraft or anything like that? Maybe I just need to further increase the gaps.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Well while looking, I did find a bug causing plants to be rendered up to 4 times (each plot of dirt sharing a plant slot thought itself the owner and rendered it). It's possible this is the cause of your Z-fighting. Otherwise, everything looks well-gapped.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Oakwood post and oakwood plank lattice in horizontal, north-south arrangement produce a graphical glitch: the part of the lattice in the post block has its east and west surfaces glitched and showing what I guess is the stitched texture sheet. Possibly true for other lattice-post combinations too.
Aside from that, your mod is pretty great! May I ask, is ticking disabled for tileentities that don't require it and operate essentially on block updates - like chains, lattices, and wood posts? They're already superior to Forge Multipart in the stored data (and that wood posts can actually properly render horizontally!), but they would be even more so if they didn't even tick. (Reading a few latest pages of the thread, it probably is, if so, sorry for asking!)
Also, if you accept those, a few requests.
Either "Garden Defense", or "Garden Stuff" addition: various things that can slow down or damage foes (or yourself), like spiked, horizontal (or vertical, but horizontal is better imagined) boards, connected by light chain or placed on walls/floor with damage dependent on entity's speed, or morningstar balls hanging off chains, or a block that can fall down on redstone signal and then slowly retract, resetting itself, or entangling creeping-vine.
Mosses and vines in general are underutilized, if you ask me. Why not a moss covering that muffles one's step and slightly dampens fall damage? Or magically muffles not only step, but other sounds entity makes, too? Or sounds made by a TE covered in such moss?
Raked zen sand-gardens, with ability to customizably (through decals) rake them and put rocks of various sizes on them.
Could you post a screenshot? All the post/lattice rendering is heavily context-based, and among all the things I have thrown together in my test world, I haven't seen that. Probably related to the recent renderer replacement at any rate.
If any of them are ticking, they shouldn't be. With the exception of wood posts using third party log types, none of them should even write TileEntities to disk. I've tried to optimize them so that you can spam them all over your base without guilt. I feel guilt when I try doing that with FMP or Carpenters Blocks. Most of this looks out of scope of what I'd put in this mod. I do sometimes revisit existing content and see where I can extend, and some ideas like this could work their way in.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Have two. It does that with every lattice and every wood post, it seems - metals and modwood are affected too. North-south horizontal connections between a lattice and a pole.
I'm finding that lattices to wood posts are producing the graphical glitch regardless of direction.
jaquadro, do you know if you'll be adding BiomesOPlenty Celestial Crystal (basically blue glowstone if you're unaware) and Pam's Harvestcraft Candle support to lanterns?
Also, is the 1-block height of the wrought iron fences intentional?
For the record: I am loving these recent changes, especially the addition of lanterns, the tiny glowstone looks so cute!
Edit: I forgot to mention, a suggestion I would like to make, is when chain is placed in the water, or is hit by flowing water, it breaks. That way chain blocks aren't easy air pockets underwater.
I've told Pam several times how to fix the issue on her end. It's not an open source mod, so I can't just give her a PR for it. Please report the issue on her side, mention that her IPlantable implementation needs to be updated, and she can contact me if she has any questions.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
I've found out that Witchery's Water Artichoke (normally planted in water) uses dirt/grass as its soil in the flowerpots, and not water.
You're adding clay stamps to the Priest villager's selling inventory. Please stop doing that. You diluting the pool in which ender eyes may happen makes players angry.
I just finished updating Garden Stuff in the vonDoomCraft resource pack style!
Minecraft v1.7.x
vonDoomCraft Get it: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2292431
Garden Stuff v1.6.1 Get it: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2163513
Resolution: 128x, 64x, and 32x
Download 128x: http://www.mediafire.com/download/dhjslwbqkww8gs0/vonDoomCraft_GardenStuff_v1.6.1_128x.zip
Download 64x: http://www.mediafire.com/download/735aniz16tuf00q/vonDoomCraft_GardenStuff_v1.6.1_64x.zip
Download 32x: http://www.mediafire.com/download/ip02cizgc3sihdp/vonDoomCraft_GardenStuff_v1.6.1_32x.zip
Images:
Bloomery Furnace and Extra Mossy Stone Brick
Moss Paste
Looks awesome! Can't wait to see the rest of the textures. Maybe do some of the Superheroes Unlimited textures in June when the mod update releases? Wonder what the Dark Knight's suit would look like in vonDoomCraft's style?
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