The Meaning of Life, the Universe, and Everything.
Join Date:
2/29/2016
Posts:
42
Member Details
Than you for the response and for clearing some stuff up. My Light Blue is now working fine (you may want to change that in your example.zip since that's what I assume most people will use for reference, as I did). Regarding issue #4, I went back and fiddled a bit more with it. And here's what I discovered. Not sure if it's intended this way or not...
So my pack for colored blocks is called "colored_bricks" and an example set is cobblestone_colored with a example filename being "cobblestone_colored_cyan.png". If i do something like "tile.colored_bricks_cobblestone_colored_cyan.name=Cyan Cobblestone, nothing happens. And the brick will be named (as well as every other item in that "set") "tile.colored_bricks_cobblestone_colored.white.name". If I follow that example and try something like, ""tile.colored_bricks_cobblestone_colored.cyan.name=Cyan Cobblestone", I get the same result as before and every item has the "tile.colored_bricks_cobblestone_colored.white.name" title. So I finally tried using "tile.colored_bricks_cobblestone_colored.white.name=Cyan Cobblestone" and all the items in that set are now named "Cyan Cobblestone". So it seems like it only recognizes one color (always white) to be declared. I could do "tile.colored_bricks_cobblestone_colored.white.name=Colored Cobblestone" and ignore the color in the title but this isn't ideal for me and that's what I was trying to explain earlier.
As far as making seperate tabs for packs in Creative, that would be a very welcome addition when you have time. I can see some packs getting big (for example the Road pack I'm creating has over 30 blocks so far) so it would be much more organizing to break it down a bit. But that's not a game breaking issue or anything so if it comes, great. If not, we stillhave an amazing mod. Thanks so much.
Do you have any kind of repository set up for people to send in packs they've created or anything like that? I'm proud of the road pack I'm making and would love to share when it's done. Maybe even share it in this thread if it's not frowned upon? Every road mod I've found either doesn't work with 1.8 or the textures are super low res. I'm making a 128-bit version of roads.
Than you for the response and for clearing some stuff up. My Light Blue is now working fine (you may want to change that in your example.zip since that's what I assume most people will use for reference, as I did). Regarding issue #4, I went back and fiddled a bit more with it. And here's what I discovered. Not sure if it's intended this way or not...
So my pack for colored blocks is called "colored_bricks" and an example set is cobblestone_colored with a example filename being "cobblestone_colored_cyan.png". If i do something like "tile.colored_bricks_cobblestone_colored_cyan.name=Cyan Cobblestone, nothing happens. And the brick will be named (as well as every other item in that "set") "tile.colored_bricks_cobblestone_colored.white.name". If I follow that example and try something like, ""tile.colored_bricks_cobblestone_colored.cyan.name=Cyan Cobblestone", I get the same result as before and every item has the "tile.colored_bricks_cobblestone_colored.white.name" title. So I finally tried using "tile.colored_bricks_cobblestone_colored.white.name=Cyan Cobblestone" and all the items in that set are now named "Cyan Cobblestone". So it seems like it only recognizes one color (always white) to be declared. I could do "tile.colored_bricks_cobblestone_colored.white.name=Colored Cobblestone" and ignore the color in the title but this isn't ideal for me and that's what I was trying to explain earlier.
As far as making seperate tabs for packs in Creative, that would be a very welcome addition when you have time. I can see some packs getting big (for example the Road pack I'm creating has over 30 blocks so far) so it would be much more organizing to break it down a bit. But that's not a game breaking issue or anything so if it comes, great. If not, we stillhave an amazing mod. Thanks so much.
Do you have any kind of repository set up for people to send in packs they've created or anything like that? I'm proud of the road pack I'm making and would love to share when it's done. Maybe even share it in this thread if it's not frowned upon? Every road mod I've found either doesn't work with 1.8 or the textures are super low res. I'm making a 128-bit version of roads.
Anyways... enough of my rambling.
I use this in my current example :
tile.example_wool_colored.lightBlue.name=Light Blue Wool
tile.example_wool_colored.white.name=White Wool
And it works as it should, so if it doesn't work for you, I'm not sure why.
As for packs, I won't host them, but if you give me a link, I'll gladly put it in the OP.
I use this in my current example :
tile.example_wool_colored.lightBlue.name=Light Blue Wool
tile.example_wool_colored.white.name=White Wool
And it works as it should, so if it doesn't work for you, I'm not sure why.
As for packs, I won't host them, but if you give me a link, I'll gladly put it in the OP.
Yeah I'm not really sure what's going on. In fact I created a pack following your same example. On my end, your first line doesn't work and your second line makes all wool_colored items named "White Wool". Very bizarre.
I may just have to do things the long way so I can get back to building our city.
Yeah I'm not really sure what's going on. In fact I created a pack following your same example. On my end, your first line doesn't work and your second line makes all wool_colored items named "White Wool". Very bizarre.
I may just have to do things the long way so I can get back to building our city.
Well, if you want to upload somewhere your pack, I'll take a look to find out what's wrong.
While I'm thinking of it, I have another question. When making something like a block and declaring the textures, can the minecraft textures be pulled in or do the textures have to be in the pack. Like if I wanted to make a diamond block slab could i declare the built in texture or do i have to have a copy of it? Hope I asked that clearly.
tile.colored_bricks_cobblestone_colored.white.name (or variants without "_")
The same issue you described. Therefore I prefer not to use "colored" type (without name problems in GUI). I'm not lazy to describe the 16 blocks instead of one
Meanwhile, I look forward to repair "only single digit metadata" in recipes.
tile.colored_bricks_cobblestone_colored.white.name (or variants without "_")
The same issue you described. Therefore I prefer not to use "colored" type (without name problems in GUI). I'm not lazy to describe the 16 blocks instead of one
Meanwhile, I look forward to repair "only single digit metadata" in recipes.
Yeah I gave up and just declared them all seperately. Oh well.
Regarding the MC textures, I tried using "minecraft:diamond_block" and "minecraft:blocks/diamond_block" and neither worked.
Simply solution is to copy diamond_block.png to your mod. Not as impressive ;-)
These (16) colored blocks "work" rightly in creative mode. In survival there are needed recipes; we must wait for "dye" (two digits metadata) fix.
Good to know. I haven't begun to write recipes yet. Server isn't gonna be publicly launching for awhile anyways.
And yeah I've been copying the textures but I plan on making a lot of blocks.slabs walls and it would be nice to cut down file size for users. i haven't been putting EVERYTHING in one folder because I want to keep the json files easily navigate-able. So I have a pack for slabs and a pack for walls etc etc. Especially with having to declare the colors seperately. thats a lot of code!
Good to know. I haven't begun to write recipes yet. Server isn't gonna be publicly launching for awhile anyways.
And yeah I've been copying the textures but I plan on making a lot of blocks.slabs walls and it would be nice to cut down file size for users. i haven't been putting EVERYTHING in one folder because I want to keep the json files easily navigate-able. So I have a pack for slabs and a pack for walls etc etc. Especially with having to declare the colors seperately. thats a lot of code!
But it's ok. I adore this mod. And I'm patient.
I plan to adda "builderpack" type at some point, that will create all "shape" types of blocks, like slab, stairs, wall, and the ones I didn't reveal yet
But it's not for today
Good to know. I haven't begun to write recipes yet. Server isn't gonna be publicly launching for awhile anyways.
And yeah I've been copying the textures but I plan on making a lot of blocks.slabs walls and it would be nice to cut down file size for users. i haven't been putting EVERYTHING in one folder because I want to keep the json files easily navigate-able. So I have a pack for slabs and a pack for walls etc etc. Especially with having to declare the colors seperately. thats a lot of code!
But it's ok. I adore this mod. And I'm patient.
I plan to add a "builderpack" type at some point, that will create all "shape" types of blocks, like slab, stairs, wall, and the ones I haven't revealed yet
But it's not for today
I'm very happy, that your DYI mod exists! I tried install & run MCreator, but something's wrong, I'm not abble make anything.. many error warnings with Java virtual machine, path... Finally I can do what I want. Great respect to your work.
I don't mind "slave work" with 16 colored blocks, slabs, stairs,... :-D
The 1.7.10 version of this mod is now discontinued, no new feature will be added to that version.
Aw dude, that's a shame. I'm trying to stick with that version because I have other mods that might not be supported for the newer versions. Is there a way I can make a donation to you so that the final lighting fix can be implemented on 1.7.10?
- Added possibility to reference other mods or vanilla textures.
- Fixed recipes using meta with double digit.
- Fixed model size of third person view for Colored Blocks.
- Adjusted rotation and position of walls in hand and in GUI.
- Fixed localization for the the creative tab name.
Aw dude, that's a shame. I'm trying to stick with that version because I have other mods that might not be supported for the newer versions. Is there a way I can make a donation to you so that the final lighting fix can be implemented on 1.7.10?
The problem comes from stupid design by Mojang. Something I didn't realise at the time, is that double slabs HAS TO be a different block than single slab. It was anoying enough to deal with that when I updated to 1.8, I really don't want to do that again.
On another note, I believe it's that kind of requests is what slows down updating process of mods. It's a viscious circle : mods aren't updated yet, so users don't move up to a newer version, so mods don't update.
I really appreciate you're willing to make donation for my work, but I think the purpose is wrong. They should be use to move forward, not holding back. After all 1.9 is around the corner, it's time to move on.
- Added possibility to reference other mods or vanilla textures.
- Fixed recipes using meta with double digit.
- Fixed model size of third person view for Colored Blocks.
- Adjusted rotation and position of walls in hand and in GUI.
- Fixed localization for the the creative tab name.
Ok I updated Core, Doors and DIY to your newest versions. Things have gotten really screwy now. A few of my game saves crash when I try to join. On maps where I can join, my inventory is totally bonkers. First of all none of my blocks added in DIY can be searched. The UI for the inventory glotches out and frames disappear and all sorts of bonker stuff. Not sure where the problem lies? And I'm getting an Open GL stack overflow error. I'm enclosing a link to a screenshot I took. This shows what happens when I click the itemdbb tab in Creative. (Happens on some other tabs too)
Ok I updated Core, Doors and DIY to your newest versions. Things have gotten really screwy now. A few of my game saves crash when I try to join. On maps where I can join, my inventory is totally bonkers. First of all none of my blocks added in DIY can be searched. The UI for the inventory glotches out and frames disappear and all sorts of bonker stuff. Not sure where the problem lies? And I'm getting an Open GL stack overflow error. I'm enclosing a link to a screenshot I took. This shows what happens when I click the itemdbb tab in Creative. (Happens on some other tabs too)
Does it happens with only DDB installed ? Also, please post full log.
Well to do the new DDB i'd have to put the new core in as well right? I can test just the two without doors. But seeing how you were messing around with creative tab stuff with DDB i can't imagine it's the Doors causing it but I'll try.
Also I do not know how to do a full report. I mentioned that when I was asking for help about the block mixer the other day on the Blocks thread. (which i desperately like to get working). So lemme know what exactly you need and how to do it and I shall do so right away!
Than you for the response and for clearing some stuff up. My Light Blue is now working fine (you may want to change that in your example.zip since that's what I assume most people will use for reference, as I did). Regarding issue #4, I went back and fiddled a bit more with it. And here's what I discovered. Not sure if it's intended this way or not...
So my pack for colored blocks is called "colored_bricks" and an example set is cobblestone_colored with a example filename being "cobblestone_colored_cyan.png". If i do something like "tile.colored_bricks_cobblestone_colored_cyan.name=Cyan Cobblestone, nothing happens. And the brick will be named (as well as every other item in that "set") "tile.colored_bricks_cobblestone_colored.white.name". If I follow that example and try something like, ""tile.colored_bricks_cobblestone_colored.cyan.name=Cyan Cobblestone", I get the same result as before and every item has the "tile.colored_bricks_cobblestone_colored.white.name" title. So I finally tried using "tile.colored_bricks_cobblestone_colored.white.name=Cyan Cobblestone" and all the items in that set are now named "Cyan Cobblestone". So it seems like it only recognizes one color (always white) to be declared. I could do "tile.colored_bricks_cobblestone_colored.white.name=Colored Cobblestone" and ignore the color in the title but this isn't ideal for me and that's what I was trying to explain earlier.
As far as making seperate tabs for packs in Creative, that would be a very welcome addition when you have time. I can see some packs getting big (for example the Road pack I'm creating has over 30 blocks so far) so it would be much more organizing to break it down a bit. But that's not a game breaking issue or anything so if it comes, great. If not, we stillhave an amazing mod. Thanks so much.
Do you have any kind of repository set up for people to send in packs they've created or anything like that? I'm proud of the road pack I'm making and would love to share when it's done. Maybe even share it in this thread if it's not frowned upon? Every road mod I've found either doesn't work with 1.8 or the textures are super low res. I'm making a 128-bit version of roads.
Anyways... enough of my rambling.
I use this in my current example :
tile.example_wool_colored.lightBlue.name=Light Blue Wool
tile.example_wool_colored.white.name=White Wool
And it works as it should, so if it doesn't work for you, I'm not sure why.
As for packs, I won't host them, but if you give me a link, I'll gladly put it in the OP.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Yeah I'm not really sure what's going on. In fact I created a pack following your same example. On my end, your first line doesn't work and your second line makes all wool_colored items named "White Wool". Very bizarre.
I may just have to do things the long way so I can get back to building our city.
Well, if you want to upload somewhere your pack, I'll take a look to find out what's wrong.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Ok I zipped it up and put it on my hosting server. Here's a link... http://killerpuppies.net/stuff/colored_bricks.zip
While I'm thinking of it, I have another question. When making something like a block and declaring the textures, can the minecraft textures be pulled in or do the textures have to be in the pack. Like if I wanted to make a diamond block slab could i declare the built in texture or do i have to have a copy of it? Hope I asked that clearly.
Thanks again for your help and patience.
Maybe somethings wrong with "_" in
"tile.colored_bricks_cobblestone_colored.cyan.name=Cyan Cobblestone" (too many "_")
Try rename "colored_bricks" to "coloredbricks" (subdirectory & *json)
For blocks from Minecraft texture pack(s) try use textures directly from those packs. For diamond block use
"minecraft:diamond_block" (names from Minecraft ID list). I'm not abble to test this in MC now.
Ok I can try it but I can say I have other packs with as many underscores and they work just fine. But I'm willing to try anything!
Now I tried it. (with rename directory and all files of course)
tile.colored_bricks_cobblestone_colored.cyan.name=Cyan Cobblestone
tile.coloredbricks_cobblestone_colored.cyan.name=Cyan Cobblestone
tile.coloredbricks_cobblestonecolored.cyan.name=Cyan Cobblestone
tile.coloredbricks_cobblestonecolored_cyan.name=Cyan Cobblestone
In all cases I got in game
tile.colored_bricks_cobblestone_colored.white.name (or variants without "_")
The same issue you described. Therefore I prefer not to use "colored" type (without name problems in GUI). I'm not lazy to describe the 16 blocks instead of one
Meanwhile, I look forward to repair "only single digit metadata" in recipes.
Yeah I gave up and just declared them all seperately. Oh well.
Regarding the MC textures, I tried using "minecraft:diamond_block" and "minecraft:blocks/diamond_block" and neither worked.
Simply solution is to copy diamond_block.png to your mod. Not as impressive ;-)
These (16) colored blocks "work" rightly in creative mode. In survival there are needed recipes; we must wait for "dye" (two digits metadata) fix.
Good to know. I haven't begun to write recipes yet. Server isn't gonna be publicly launching for awhile anyways.
And yeah I've been copying the textures but I plan on making a lot of blocks.slabs walls and it would be nice to cut down file size for users. i haven't been putting EVERYTHING in one folder because I want to keep the json files easily navigate-able. So I have a pack for slabs and a pack for walls etc etc. Especially with having to declare the colors seperately. thats a lot of code!
But it's ok. I adore this mod. And I'm patient.
I plan to adda "builderpack" type at some point, that will create all "shape" types of blocks, like slab, stairs, wall, and the ones I didn't reveal yet
But it's not for today
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
I plan to add a "builderpack" type at some point, that will create all "shape" types of blocks, like slab, stairs, wall, and the ones I haven't revealed yet
But it's not for today
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Can you at least fix "two digit metadata"? ;-)
I'm very happy, that your DYI mod exists! I tried install & run MCreator, but something's wrong, I'm not abble make anything.. many error warnings with Java virtual machine, path... Finally I can do what I want. Great respect to your work.
I don't mind "slave work" with 16 colored blocks, slabs, stairs,... :-D
Aw dude, that's a shame. I'm trying to stick with that version because I have other mods that might not be supported for the newer versions. Is there a way I can make a donation to you so that the final lighting fix can be implemented on 1.7.10?
New version : DIYDecorativeBlocks 1.8.9-3.2.0
Requires MalisisCore 1.8.9-2.0.4
New version : DIYDecorativeBlocks 1.8-2.2.0
Requires MalisisCore 1.8-1.4.4
- Added possibility to reference other mods or vanilla textures.
- Fixed recipes using meta with double digit.
- Fixed model size of third person view for Colored Blocks.
- Adjusted rotation and position of walls in hand and in GUI.
- Fixed localization for the the creative tab name.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
The problem comes from stupid design by Mojang. Something I didn't realise at the time, is that double slabs HAS TO be a different block than single slab. It was anoying enough to deal with that when I updated to 1.8, I really don't want to do that again.
On another note, I believe it's that kind of requests is what slows down updating process of mods. It's a viscious circle : mods aren't updated yet, so users don't move up to a newer version, so mods don't update.
I really appreciate you're willing to make donation for my work, but I think the purpose is wrong. They should be use to move forward, not holding back. After all 1.9 is around the corner, it's time to move on.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Ok I updated Core, Doors and DIY to your newest versions. Things have gotten really screwy now. A few of my game saves crash when I try to join. On maps where I can join, my inventory is totally bonkers. First of all none of my blocks added in DIY can be searched. The UI for the inventory glotches out and frames disappear and all sorts of bonker stuff. Not sure where the problem lies? And I'm getting an Open GL stack overflow error. I'm enclosing a link to a screenshot I took. This shows what happens when I click the itemdbb tab in Creative. (Happens on some other tabs too)
http://killerpuppies.net/stuff/minecraft_errors.png
Does it happens with only DDB installed ? Also, please post full log.
Mods for Minecraft :
MalisisDoors
MalisisBlocks
MalisisAdvert
MalisisSwitches
Do It Yourself Decorative Blocks
Well to do the new DDB i'd have to put the new core in as well right? I can test just the two without doors. But seeing how you were messing around with creative tab stuff with DDB i can't imagine it's the Doors causing it but I'll try.
Also I do not know how to do a full report. I mentioned that when I was asking for help about the block mixer the other day on the Blocks thread. (which i desperately like to get working). So lemme know what exactly you need and how to do it and I shall do so right away!