I don't know where the problem may be.
Under "vanilla" glass blocks (picture 3, right) is no shadow. Under DIY glass blocks (picture 3, left) is there shadow, darkness. It's unnatural.
You have any idea what the problem may be in migration from 1.8 to 1.9 with lost/changed vanilla(!) blocks, when DIY blocks were in 1.8 world?
From PM, maybe I'm not alone with this issue...
This prevents me from upgrading my world to 1.9 etc:
One problem I have in DIY 1.9. When I "upgrade" my 1.8 world to MC
1.9 (with >200 DIY blocks there) and I go to End find "far islands",
new structures (buildings, ships) are built from DIY block instead
"vanilla" ender brickrs etc. Maybe something wrong with block ID - in MC
1.9 there are more block as in 1.8.
Idea? Move on "initial values/ID" of DIY block from "500" (example, I don't know this exactly) to "1000"?
Maybe the old 1.8 DIY blocks are "stored" in 1.8 savegame and when updated to 1.9, there is "ID conflict"?
Any chance to "remove" information about DIY block from 1.8 save?
When I delete all ddbpacks from
c:\Users\**\AppData\Roaming\.minecraft\ddbpacks and open in MC1.8 my 1.8
world, DIY blocks are of course lost. Then I save game (with lost
blocks) and open in 1.9. All new blocks (end bricks) in End are lost
too, there is "nothing", air. Game "remembers" previously DIY blocks
& blocks ID.
I tested MC 1.10.2 (with Forge & LIteloader & OptiFine) with DIY mod (1.9.4-5.0.0) and it seems all is OK :-)
I loaded my 1.8 world (older DIY blocks were lost, bud for this testing never mind), added many DIY blocks - and there is now no problems with 1.9 & 1.10 MC new blocks (magma block, ender bricks, etc), as I describes above. I added some blocks (made by me in MCreator) too.
Idea (nothing important): can you add "destroy stage" texture to DIY mod, when player breaks the block?
I need a way to put block sets on the same block, using metadata. It seems like you have something like that working for colored wool. I don't want to use a billion block ids. Is there any way to do this currently?
Also I would like to avoid this (blocks of different types being out of order):
I would suggest giving us the option to define "block groups".
The Meaning of Life, the Universe, and Everything.
Join Date:
3/22/2014
Posts:
166
Member Details
I've been using this mod in 1.10.2 and really enjoying it, but I was wondering if you would consider adding a pillar type of block that could also be placed on its side? I'm looking for a block that can have a front and back texture that can be separate from the sides as well as the top and bottom. I don't know if that's possible. Basically a directional block with top/bottom, front/back and left/right pairs.
this looks great, I'll be trying it out. Are the new blocks only available in creative, or are there recipes? How does one acquire them in-game during survival?
Quote from Ordinastie»
Right now, they're only available in creative
mode as I didn't find a good way to provide them in survival. Best idea I
have so far is a machine to convert from one vanilla block to the one
you want.
Love that idea! Clever.[/b]
Thank you for the mod, and your hard work; much appreciated!
Looks great! The only glaring omissions I can see are true directional blocks like logs and hay, in addition to the facing blocks like crafting tables, furnaces, and jack-o-lanterns that you have now; and possibly carpet blocks.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/29/2016
Posts:
42
Member Details
Just wondering if there was a way to call on ddb textures from other mods yet? For instance, using a mod like Simple COvers, it would be nice to use DDB textures but no declarations seem to work. Is this something that can be done or is there a certain way to call them that I am missing?
Also is there currently a way to "skin" a ddb pack. What I mean is, it would be handy to declare the DIY blocks using 16x16 textures to load in faster and then use a 128x128 texture pack to skin the ddb pack. Then the user would have the option to use the hgher res or not while not alienating people with a low end computer from being able to play on the server when most of want the 128 bit version. Is something like this possible?
Just wondering if there was a way to call on ddb textures from other mods yet? For instance, using a mod like Simple COvers, it would be nice to use DDB textures but no declarations seem to work. Is this something that can be done or is there a certain way to call them that I am missing?
Also is there currently a way to "skin" a ddb pack. What I mean is, it would be handy to declare the DIY blocks using 16x16 textures to load in faster and then use a 128x128 texture pack to skin the ddb pack. Then the user would have the option to use the hgher res or not while not alienating people with a low end computer from being able to play on the server when most of want the 128 bit version. Is something like this possible?
I don't know how Simple Covers handles the textures, but the ones from DDB are registered with packname_texturename.
As for using resource packs, it's not possible because DDB textures have a custom loading process (from outside assets/ folder). It may be possible to recode it to use the resource packs system, but it really not high on my priority list.
I don't know how Simple Covers handles the textures, but the ones from DDB are registered with packname_texturename.
As for using resource packs, it's not possible because DDB textures have a custom loading process (from outside assets/ folder). It may be possible to recode it to use the resource packs system, but it really not high on my priority list.
Well from what it looks like, it handles them normally. Like a block from mekanism would be called with mekanism:BasicBlock so i tried ddb:colored_stone_orange_brick (which is pack name and file name) and it just showed me a purple and black checkered texture. I know using ddb:etc works when i do fills and stuff in game just thought maybe i was missing something when declaring them in other mods.
And thats understandable on the resource packs. Figured it was worth asking. Hopefully you implement it at some point. I think it's a feature many would find handy. There's really no other mod out there that let's you add new blocks THIS easily so it might be worth your while to make it as accommodating as possible for folks. I for one, adore this mod.
Back to my post, http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2222071-do-it-yourself-decorative-blocks-1-9-4-1-0-09-07?page=9#c163
Picture No 1:
"skloblok00" :
{
"hardness" : 0.8,
"soundType" : "glass",
"material" : "glass",
"translucent" : true,
"opaque" : false,
"textureName" : "glass_black",
"recipes" :
[{
"items" : [ ["glass", "minecraft:dye@0", "glass"],
["glass", "glass", "glass"],
["glass", "glass", "glass"] ],
"amount" : 8
}]
}
Picture No 2:
"skloblok00" :
{
"hardness" : 0.8,
"soundType" : "glass",
"translucent" : true,
"opaque" : false,
"textureName" : "glass_black",
"recipes" :
[{
"items" : [ ["glass", "minecraft:dye@0", "glass"],
["glass", "glass", "glass"],
["glass", "glass", "glass"] ],
"amount" : 8
}]
}
without "material" : "glass",
So I think I can say problem solved
After repair "connected type" it will be even more better ;-)
New version : DIYDecorativeBlocks 1.9-4.0.1
Requires MalisisCore 1.9-3.1.1
- Fixed connected textures.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Thanks very much!
I don't know where the problem may be.
Under "vanilla" glass blocks (picture 3, right) is no shadow. Under DIY glass blocks (picture 3, left) is there shadow, darkness. It's unnatural.
How do I remove it?
My *json:
"myglass" :
{
"hardness" : 0.8,
"soundType" : "glass",
"translucent" : true,
"opaque" : false,
"textureName" : "glass_black",
"recipes" :
[{
"items" : [ ["glass", "minecraft:dye@0", "glass"],
["glass", "glass", "glass"],
["glass", "glass", "glass"] ],
"amount" : 8
}]
}
Adding row "material" : "glass" has no effect.
------
There is no problem with DIY glass slabs lying on the ground:
"myglassslab" :
{
"type" : "slab",
"hardness" : 0.8,
"soundType" : "glass",
"translucent" : true,
"opaque" : false,
"textures" :
{
"top" : "glasstop",
"bottom" : "glasstop",
"sides" : "glassbok"
},
"recipes" :
[{
"items" : [ ["glass", "glass", "glass"] ],
"amount" : 6
}]
}
New version : DIYDecorativeBlocks 1.9.4-5.0.0
Requires MalisisCore 1.9.4-4.1.1
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
There isn't file DIY 1.9.4-5.0.0 on CurseForge and/or GitHub now.
Something new in this release?
Damn, did I just forgot to actually upload them? :x
Anyway, they're uploaded now, they should pop up now.
And there is no new features yet, but I have plans for some more.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Thanks
You have any idea what the problem may be in migration from 1.8 to 1.9 with lost/changed vanilla(!) blocks, when DIY blocks were in 1.8 world?
From PM, maybe I'm not alone with this issue...
This prevents me from upgrading my world to 1.9 etc:
Later.
I tested MC 1.10.2 (with Forge & LIteloader & OptiFine) with DIY mod (1.9.4-5.0.0) and it seems all is OK :-)
I loaded my 1.8 world (older DIY blocks were lost, bud for this testing never mind), added many DIY blocks - and there is now no problems with 1.9 & 1.10 MC new blocks (magma block, ender bricks, etc), as I describes above. I added some blocks (made by me in MCreator) too.
Idea (nothing important): can you add "destroy stage" texture to DIY mod, when player breaks the block?
I need a way to put block sets on the same block, using metadata. It seems like you have something like that working for colored wool. I don't want to use a billion block ids. Is there any way to do this currently?
Also I would like to avoid this (blocks of different types being out of order):
I would suggest giving us the option to define "block groups".
So instead of this:https://gist.github.com/bbd5864a9690ac4b6956572e8064efe3
I would have something like this: https://gist.github.com/68e589c779790c45ed06cac6a44758a2
Also, one last thing. If you were interested in adding mod compat, it would be *really* nice if I had the ability to register blocks as chisel groups.
https://github.com/Chisel-Team/Chisel
I believe they have an API for that.
Hi there,
What is the correct license for this project?
On CurseForge it is MIT: https://minecraft.curseforge.com/projects/do-it-yourself-decorative-block/license
However on github it is GNU LGPL V3: https://github.com/Ordinastie/DIYDecorativeBlocks/blob/master/LICENSE
@Ordinastie:
Do you prepare some news or update? ;-)
Look, please, to the shadows beneath the glass blocks, as I described here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2222071-do-it-yourself-decorative-blocks-1-9-4-5-0-0-05-08?page=10#c190
I've been using this mod in 1.10.2 and really enjoying it, but I was wondering if you would consider adding a pillar type of block that could also be placed on its side? I'm looking for a block that can have a front and back texture that can be separate from the sides as well as the top and bottom. I don't know if that's possible. Basically a directional block with top/bottom, front/back and left/right pairs.
Try "directional" type of block.
But it will be needed more recipes for one pillar: "normal" pillar, pillar on side (maybe two variants - west-east, north-south).
Looking forward to trying this.
Books.
Seriously.
Love that idea! Clever.[/b]
Thank you for the mod, and your hard work; much appreciated!
Books.
Seriously.
Looks great! The only glaring omissions I can see are true directional blocks like logs and hay, in addition to the facing blocks like crafting tables, furnaces, and jack-o-lanterns that you have now; and possibly carpet blocks.
Just wondering if there was a way to call on ddb textures from other mods yet? For instance, using a mod like Simple COvers, it would be nice to use DDB textures but no declarations seem to work. Is this something that can be done or is there a certain way to call them that I am missing?
Also is there currently a way to "skin" a ddb pack. What I mean is, it would be handy to declare the DIY blocks using 16x16 textures to load in faster and then use a 128x128 texture pack to skin the ddb pack. Then the user would have the option to use the hgher res or not while not alienating people with a low end computer from being able to play on the server when most of want the 128 bit version. Is something like this possible?
I don't know how Simple Covers handles the textures, but the ones from DDB are registered with packname_texturename.
As for using resource packs, it's not possible because DDB textures have a custom loading process (from outside assets/ folder). It may be possible to recode it to use the resource packs system, but it really not high on my priority list.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Well from what it looks like, it handles them normally. Like a block from mekanism would be called with mekanism:BasicBlock so i tried ddb:colored_stone_orange_brick (which is pack name and file name) and it just showed me a purple and black checkered texture. I know using ddb:etc works when i do fills and stuff in game just thought maybe i was missing something when declaring them in other mods.
And thats understandable on the resource packs. Figured it was worth asking. Hopefully you implement it at some point. I think it's a feature many would find handy. There's really no other mod out there that let's you add new blocks THIS easily so it might be worth your while to make it as accommodating as possible for folks. I for one, adore this mod.
Thanks for the response!