@CreeperDaReeper I suppose I wouldn't mind doing at -least- cosmetic changes, but..! I'd probably need skins from an actual pixel artist xD Unless you guys want truly terrible looking mobs, eheh! Also, considering there are so many mob mods lately... perhaps I should try to figure out how to do this without necessarily modifying all the mob classes >.< If that's even possible.
Another option is to wait for the API that Notch has promised us this morning ^^ Perhaps there'll be a way to implement mods without breaking others so easily.
Quote from scamp500 »
Thank you for merging this file, I appreciate it. However it has since been updated and is using only the ou.class file. Could you please merge them again with the new version please? And I was thinking, instead of having the right-click function to pluck the chicken, leave that to Gliding Chicken Mod, then let the part you made remain that when you kill the chicken, left-click, you get 1-2 feathers or the 1 in 20 chance to get an egg - eggs are good when used with egg & cheese mod. Could it be fixed in this manner? If you could please, thank you.
Hrm. When I first looked at this mod, it was already updated to a single class version... So I'm not sure I need to worry about this again -- Besides, the download I made available is only a single class xD
Also, what you described was... exactly what I had done. Right-click = Gliding, and 1/20 chance for eggs upon death, -no- plucking since it kind of clashes with the other mod. In fact, all I had to add was an If statement ._.
I'm not sure anything needs to be fixed -- Have you actually tried using the file I linked? Or did I mess up and post the wrong one again (I admit, I tend to do things like that a lot!)?
Quote from Em0srawk »
Can you please try taking over this mod: viewtopic.php?f=25&t=96133&p=1504878#p1504878 ? I know it isn't your sort of thing but the creator of this mod hasn't updated it and I'm going to be needing it soon :/ I also need a mod that removes names from people in SMP yet again, not your thing but I'd appreciate it.
This can probably be done! I'm not sure what it really involves, but seeing as the download still works, I can grab the source code and see how to update it. Also... the SMP thing. I wonder, if you or someone else could tell me, is that a client-side thing, or a server-side thing? :\ I'd assume client-side, and I hope so...
Quote from Manuelsi »
equivalent exchange would need boat fix.just a tip
Ah! This. Yes. Someone mentioned it earlier, I completely forgot ^^; Simple, just make sure the boat drops enough wooden planks... Yeah, there's ways to make boats indestructible, but I find that annoying, myself. I'd like to be able to get rid of ones I don't want any longer... So, this is a good solution! This will only take me a moment :happy.gif: So I'll update this later today.
Thanks for the ideas guys :ohmy.gif: Updating old, "retired" mods is probably easier for me than brand new things for now, since I have less time on my hands, but I certainly don't mind starting a list for after the holidays :happy.gif:
Two small additions for now, as well as a question for fellow modders that may drop by.
EXChange mod has added dp.class to the list, a long-needed addition for boats. It simply lets boats drop 5 wooden planks, instead of 3 + 2 sticks.
(Note I haven't tested this, but I tried to check closely, and the code compiled fine -- I don't use Pet Mod, but please let me know if something isn't quite right!)
Also, there's a new, optional file included in CMS mod, to merge with Corosus' Pet Mod. The included "Pet Mod" folder includes a new bl.class to use ONLY if you've installed Corosus' Pet Mod. This lets you edit the spawn frequencies and such with his properties file, as per his mod.
For both of these, simply redownload the appropriate files -- they're still listed under 1.2.6, but are certainly updated!
---------------
I've been working on the "Machinicraft" update, and... it's nearly finished. However, I'm having one issue.
When I edit kb.class, the result tends to be some very wonky wide-screen-ish stretch effect. All three keys work as they did in the previous editions, however... this strange effect distorts the graphics too much.
Trying to compile a "clean" kb.java file leaves me with a couple easily fixed local declaration errors, as well as... a conflict between the variables "l" and "n" as well as the class function calls "n.a()" and "l.a()"/"l.b()".
I've tried renaming the variables to "l_long" and "n_float", with no change in the distortion. Similarly, creating new class variables & calling functions like this -- "class_n.a()" -- leaves me with the same distortion. Both methods compile fine, but have no visible change.
I originally thought that an outside class was using the "l" and "n" variables, thus renaming them caused the distortion. This apparently isn't true.
I'm requesting, then, a pastebin copy of a decompiled kb.java. I believe that my decompiler has something to do with this... As I've come up with no solution thus far. Perhaps I've gotten some incorrect data through the process, and it's causing the screen to stretch as such... I do know, at least, my decompiler is more error-prone than some other modders use.
Hey, i appreciate the work you've put into your mods, some of them are must haves for my minecraft experience.
I have a question concerning your treedrops mod; just how does the properties and percentages for drops work?
For instance the default ads up to 102.1%, 50% being nothing. So shouldn't it always ad up to 100% or is it relative or something and it works differently, i'm just wondering the effects of having the total on 150% or something.
Rollback Post to RevisionRollBack
Quote from ianfitz100 »
Why were you getting your hopes up? Set a low bar, and you won't be disappointed.
Quote from jon99977 »
**** THE PEOPLE WHO INVENTED OBFUSCATION. **** THEM WITH KNIVES.
Also, there's a new, optional file included in CMS mod, to merge with Corosus' Pet Mod. The included "Pet Mod" folder includes a new bl.class to use ONLY if you've installed Corosus' Pet Mod. This lets you edit the spawn frequencies and such with his properties file, as per his mod.
For both of these, simply redownload the appropriate files -- they're still listed under 1.2.6, but are certainly updated!
wouldn't slimes have to be in their special chunks and down low enough?
Indeed..! This was something unfortunate that I could not previously overcome. This affected, seemingly, Slimes and Giants... However, I just now realized what part of the code was preventing this.
The spawner asks the game "can this mob spawn here?" before placing mobs nearby. If a Slime spawner isn't where Slimes can normally be found, you won't get any slimes :ohmy.gif: Same goes for animals... they need to spawn on grass! And monsters won't spawn in daylight, accordingly.
I've managed to fix this, however! :happy.gif: I can now get mobs to spawn regardless of where they're located, as long as a spawner is creating them!
Please redownload CMS mod (...again!) for this update. Also, note that the change only applies to -mob spawners-, and not global spawns. Animals will only spawn on grass UNLESS a mob spawner is creating them, in which they can appear anywhere. Monsters can spawn outside during the day, as well, but will quickly catch on fire if vulnerable. This can be a bit of a problem if you don't work carefully!
This means Slime and Giant spawners now work, anytime, anywhere. If other mobs usually don't spawn except in certain locations, spawners should always work.
One important note -- Due to how Slimes normally function, Slime spawners will -still- work on Peaceful mode, so be careful! They can spit out larger ones, too, and they won't disappear until they're killed. Just keep this in mind! :3
Quote from nd4spd »
Hey, i appreciate the work you've put into your mods, some of them are must haves for my minecraft experience.
I have a question concerning your treedrops mod; just how does the properties and percentages for drops work?
For instance the default ads up to 102.1%, 50% being nothing. So shouldn't it always ad up to 100% or is it relative or something and it works differently, i'm just wondering the effects of having the total on 150% or something.
Ah, and this. The properties aren't percentages, necessarily. The default doesn't really "add up to 102.1%". Rather, it sells 1021 tickets to the block/item types, and the more tickets they buy, the better chances of winning!
There's no limit to the number of tickets in this imaginary raffle, so feel free to let it add up however you'd like. I don't know all the technical, mathematical terms to use for this system, but basically each property is the number of chances, out of the whole (each number added together), that it'll be picked.
I also use this system for CMS mod and Prefix Skeletons! In these cases, the number of options is variable, but the overall idea's still the same! Hope that helps :3
Man, the forums ate my last post I think T_T
Also, I wouldn't mind doing a version like Spongebob's, but I feel like I'm already stepping on his toes a little... And that would be almost directly copying his code!
I've been out of the mix for some time. I'll be back on Minecraft mods eventually (when official api is released). As for my mods: hack away. My mods are free for people to do whatever they want with. I wrote them for myself and gave them to the community to enjoy. The improvements you made are awesome. Making Minecraft better is what I think we all want as modders.
Could you remove the console spam from Prefix Skeletons? I hate missing console messages from other mods amidst the the loading and spawn rates of prefix skeletons.
If it helps, I believe most of the Machinicraft code is an altered version of the F1 function thing. I haven't a clue of any of the modding terms so that's the best I can describe it :/
New mod released! Someone recently pointed me towards a discussion about "inverted half steps", and I've come up with a solution of sorts!
There will be people who really like this, and people who won't... because of the way I've done it. The fact is, I don't really feel like taking up a whole new block ID to create inverted half steps. Instead, I've simply replaced the double half steps!
Yes, that means that if you install this mod, all of your double half steps will be replaced. However, I didn't see this as a real problem... I would imagine, if you wanted to use double half steps before, it was simply to continue a stairway upward. This mod won't break those stairways, but it might call for a slight redecoration of how you approach the sides.
The best part yet is this mod won't break anything when the game updates, or if you get tired of it. Any inverted half steps simply turn into double half steps again!
There's a couple versions of this, so the information & instructions can be found on the front page. Please let me know what you think :happy.gif: I might make a ModLoader version that adds these functions with a new block ID as well, that way you can use Double steps again... however, I wasn't really sure this was absolutely needed.
---------------------
Quote from SpongeBob »
I've been out of the mix for some time. I'll be back on Minecraft mods eventually (when official api is released). As for my mods: hack away. My mods are free for people to do whatever they want with. I wrote them for myself and gave them to the community to enjoy. The improvements you made are awesome. Making Minecraft better is what I think we all want as modders.
Rawr! :happy.gif: Glad to hear you'll be back around here again! Hoping the API will be out early next year :3 Thanks for helping me realize that small mods can be greatly appreciated by everyone -- It doesn't always have to be a complete overhaul!
Quote from DE3000 »
Could you remove the console spam from Prefix Skeletons? I hate missing console messages from other mods amidst the the loading and spawn rates of prefix skeletons.
Done! I dunno if it really matters that they're there. 303 had them when he helped me out with this mod, and I never bothered to remove them. Honestly, I didn't know you could actually get console messages from mods at all? :\ Huhm.
Quote from Em0srawk »
If it helps, I believe most of the Machinicraft code is an altered version of the F1 function thing. I haven't a clue of any of the modding terms so that's the best I can describe it :/
Well, I have the code. It's three separate class files, as far as I could tell. One that handles the bounding box highlight, one that handles the GUI overlay, and the one that handles showing the first person view (?) / what you're holding.
The last file is what's tripping me up... I have my decompiled version, and I've only edited as far as necessary, but the screen just gets distorted, like I said earlier. What I'd like is a previously decompiled copy of kb.class, to see if it's my decompiler causing me headaches, or what :\
Oh, that owns. I'm glad you designed it to use the existing block ID, that's so much more useful. I try to avoid putting any blocks or items in my map that would make it require a specific mod to load, so this is great :biggrin.gif:
I was going to ask if you could make this compatible with the halfblock portion of the equivilant exchange mod, but I guess that wouldn't make much sense if there aren't double halfblocks anyway!!
Just tried this out... it certainly makes bridges look a lot sleeker :biggrin.gif:
Do you think it would be possible to make a version that rotates between, normal, inverted, AND double halfblocks? They are still kind of useful in some circumstances, aesthetically, so it would be nice to at least have the option
Oh, that owns. I'm glad you designed it to use the existing block ID, that's so much more useful. I try to avoid putting any blocks or items in my map that would make it require a specific mod to load, so this is great :biggrin.gif:
Yup! Lightweight mods ftw! :happy.gif: I specifically use test worlds now for every mod I want to try out (mine or otherwise!) just to play around with it, before seeing if it's actually worth breaking a world over.
Quote from tombones »
Just tried this out... it certainly makes bridges look a lot sleeker :biggrin.gif:
Do you think it would be possible to make a version that rotates between, normal, inverted, AND double halfblocks? They are still kind of useful in some circumstances, aesthetically, so it would be nice to at least have the option
Hmph. I tried thinking of several ways to do this. However... my current implementation won't allow it. It was one of the first hard lessons I learned about using the function that creates the upper and lower steps.
Essentially, I first tried to leave Double Half Steps alone, and make it so actual half steps were toggle-able. This seemed to make sense, and... even work! Except...
Once you toggled a single half step, every single other half step loaded in the world, including the one in your inventory decided to join in on the fun! :\ Troublesome. Basically, it edited how the game rendered half steps. And unlike items, blocks won't save individually. Something that affects the properties of one block will affect every other block like it.
I don't think you can change that behavior without a major rewrite of the core code. Besides, I'm assuming that takes a major strain off of the processor, only having to remember a single -type- of object data instead of remembering the same data millions of times, only to change a couple of them.
I've spent a while thinking of how I could go about this... And there's only one thing I haven't tried yet, due to my lack of knowledge on the subject. Block "meta data", whatever that exactly is :happy.gif:;;
I'm assuming this meta data is what allows doors and levers and other blocks to change bounding boxes and rendering without bothering every other block of its type. If I could figure out how to utilize this, I could probably get this done right.
However, even looking at the MCP decompiled files, meta data is making my head spin x_x I don't have any clue what's going on with it, where the data actually comes from, or what it means. It also seems to have to deal with bits or bytes, which... I know of, but don't know what it means in programming, or how to apply it. I'm sure I could learn, but I just have no immediate knowledge of it, meaning I can't begin to work through this problem right away :\
If anyone can help direct me in learning about these things, feel free to give me a nudge. It might take me a little while, though, so please be patient! In the meantime, feel free to play with the current version. I don't suggest placing hundreds of blocks with it until I an update it, but the very worst-case scenario is only clicking or replacing those blocks as they'll revert back to doubles later... ^^;
I've wanted something like this for a while so I'm definitely going to download it. Maybe now I can finally have nice, non-chunky ceilings that aren't completely flat either. It'll make arches a bit nicer too :smile.gif:
Mountain Sky Tower!
Another option is to wait for the API that Notch has promised us this morning ^^ Perhaps there'll be a way to implement mods without breaking others so easily.
Hrm. When I first looked at this mod, it was already updated to a single class version... So I'm not sure I need to worry about this again -- Besides, the download I made available is only a single class xD
Also, what you described was... exactly what I had done. Right-click = Gliding, and 1/20 chance for eggs upon death, -no- plucking since it kind of clashes with the other mod. In fact, all I had to add was an If statement ._.
I'm not sure anything needs to be fixed -- Have you actually tried using the file I linked? Or did I mess up and post the wrong one again (I admit, I tend to do things like that a lot!)?
This can probably be done! I'm not sure what it really involves, but seeing as the download still works, I can grab the source code and see how to update it. Also... the SMP thing. I wonder, if you or someone else could tell me, is that a client-side thing, or a server-side thing? :\ I'd assume client-side, and I hope so...
Ah! This. Yes. Someone mentioned it earlier, I completely forgot ^^; Simple, just make sure the boat drops enough wooden planks... Yeah, there's ways to make boats indestructible, but I find that annoying, myself. I'd like to be able to get rid of ones I don't want any longer... So, this is a good solution! This will only take me a moment :happy.gif: So I'll update this later today.
Thanks for the ideas guys :ohmy.gif: Updating old, "retired" mods is probably easier for me than brand new things for now, since I have less time on my hands, but I certainly don't mind starting a list for after the holidays :happy.gif:
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
EXChange mod has added dp.class to the list, a long-needed addition for boats. It simply lets boats drop 5 wooden planks, instead of 3 + 2 sticks.
(Note I haven't tested this, but I tried to check closely, and the code compiled fine -- I don't use Pet Mod, but please let me know if something isn't quite right!)
Also, there's a new, optional file included in CMS mod, to merge with Corosus' Pet Mod. The included "Pet Mod" folder includes a new bl.class to use ONLY if you've installed Corosus' Pet Mod. This lets you edit the spawn frequencies and such with his properties file, as per his mod.
For both of these, simply redownload the appropriate files -- they're still listed under 1.2.6, but are certainly updated!
---------------
I've been working on the "Machinicraft" update, and... it's nearly finished. However, I'm having one issue.
When I edit kb.class, the result tends to be some very wonky wide-screen-ish stretch effect. All three keys work as they did in the previous editions, however... this strange effect distorts the graphics too much.
Trying to compile a "clean" kb.java file leaves me with a couple easily fixed local declaration errors, as well as... a conflict between the variables "l" and "n" as well as the class function calls "n.a()" and "l.a()"/"l.b()".
I've tried renaming the variables to "l_long" and "n_float", with no change in the distortion. Similarly, creating new class variables & calling functions like this -- "class_n.a()" -- leaves me with the same distortion. Both methods compile fine, but have no visible change.
I originally thought that an outside class was using the "l" and "n" variables, thus renaming them caused the distortion. This apparently isn't true.
I'm requesting, then, a pastebin copy of a decompiled kb.java. I believe that my decompiler has something to do with this... As I've come up with no solution thus far. Perhaps I've gotten some incorrect data through the process, and it's causing the screen to stretch as such... I do know, at least, my decompiler is more error-prone than some other modders use.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
wouldn't slimes have to be in their special chunks and down low enough?
maybe instead of just putting "Slime=1" I need to put "SlimeLarge" or "SlimeMedium"...
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
I have a question concerning your treedrops mod; just how does the properties and percentages for drops work?
For instance the default ads up to 102.1%, 50% being nothing. So shouldn't it always ad up to 100% or is it relative or something and it works differently, i'm just wondering the effects of having the total on 150% or something.
thanks! it appears to work fine
also heres an idea: upside down half steps
Indeed..! This was something unfortunate that I could not previously overcome. This affected, seemingly, Slimes and Giants... However, I just now realized what part of the code was preventing this.
The spawner asks the game "can this mob spawn here?" before placing mobs nearby. If a Slime spawner isn't where Slimes can normally be found, you won't get any slimes :ohmy.gif: Same goes for animals... they need to spawn on grass! And monsters won't spawn in daylight, accordingly.
I've managed to fix this, however! :happy.gif: I can now get mobs to spawn regardless of where they're located, as long as a spawner is creating them!
Please redownload CMS mod (...again!) for this update. Also, note that the change only applies to -mob spawners-, and not global spawns. Animals will only spawn on grass UNLESS a mob spawner is creating them, in which they can appear anywhere. Monsters can spawn outside during the day, as well, but will quickly catch on fire if vulnerable. This can be a bit of a problem if you don't work carefully!
This means Slime and Giant spawners now work, anytime, anywhere. If other mobs usually don't spawn except in certain locations, spawners should always work.
One important note -- Due to how Slimes normally function, Slime spawners will -still- work on Peaceful mode, so be careful! They can spit out larger ones, too, and they won't disappear until they're killed. Just keep this in mind! :3
Ah, and this. The properties aren't percentages, necessarily. The default doesn't really "add up to 102.1%". Rather, it sells 1021 tickets to the block/item types, and the more tickets they buy, the better chances of winning!
There's no limit to the number of tickets in this imaginary raffle, so feel free to let it add up however you'd like. I don't know all the technical, mathematical terms to use for this system, but basically each property is the number of chances, out of the whole (each number added together), that it'll be picked.
I also use this system for CMS mod and Prefix Skeletons! In these cases, the number of options is variable, but the overall idea's still the same! Hope that helps :3
Interesting. There might be a way to do this... I'll poke around it a bit.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
I've been out of the mix for some time. I'll be back on Minecraft mods eventually (when official api is released). As for my mods: hack away. My mods are free for people to do whatever they want with. I wrote them for myself and gave them to the community to enjoy. The improvements you made are awesome. Making Minecraft better is what I think we all want as modders.
There will be people who really like this, and people who won't... because of the way I've done it. The fact is, I don't really feel like taking up a whole new block ID to create inverted half steps. Instead, I've simply replaced the double half steps!
Yes, that means that if you install this mod, all of your double half steps will be replaced. However, I didn't see this as a real problem... I would imagine, if you wanted to use double half steps before, it was simply to continue a stairway upward. This mod won't break those stairways, but it might call for a slight redecoration of how you approach the sides.
The best part yet is this mod won't break anything when the game updates, or if you get tired of it. Any inverted half steps simply turn into double half steps again!
There's a couple versions of this, so the information & instructions can be found on the front page. Please let me know what you think :happy.gif: I might make a ModLoader version that adds these functions with a new block ID as well, that way you can use Double steps again... however, I wasn't really sure this was absolutely needed.
---------------------
Rawr! :happy.gif: Glad to hear you'll be back around here again! Hoping the API will be out early next year :3 Thanks for helping me realize that small mods can be greatly appreciated by everyone -- It doesn't always have to be a complete overhaul!
Done! I dunno if it really matters that they're there. 303 had them when he helped me out with this mod, and I never bothered to remove them. Honestly, I didn't know you could actually get console messages from mods at all? :\ Huhm.
Well, I have the code. It's three separate class files, as far as I could tell. One that handles the bounding box highlight, one that handles the GUI overlay, and the one that handles showing the first person view (?) / what you're holding.
The last file is what's tripping me up... I have my decompiled version, and I've only edited as far as necessary, but the screen just gets distorted, like I said earlier. What I'd like is a previously decompiled copy of kb.class, to see if it's my decompiler causing me headaches, or what :\
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
I was going to ask if you could make this compatible with the halfblock portion of the equivilant exchange mod, but I guess that wouldn't make much sense if there aren't double halfblocks anyway!!
Do you think it would be possible to make a version that rotates between, normal, inverted, AND double halfblocks? They are still kind of useful in some circumstances, aesthetically, so it would be nice to at least have the option
Yup! Lightweight mods ftw! :happy.gif: I specifically use test worlds now for every mod I want to try out (mine or otherwise!) just to play around with it, before seeing if it's actually worth breaking a world over.
Hmph. I tried thinking of several ways to do this. However... my current implementation won't allow it. It was one of the first hard lessons I learned about using the function that creates the upper and lower steps.
Essentially, I first tried to leave Double Half Steps alone, and make it so actual half steps were toggle-able. This seemed to make sense, and... even work! Except...
Once you toggled a single half step, every single other half step loaded in the world, including the one in your inventory decided to join in on the fun! :\ Troublesome. Basically, it edited how the game rendered half steps. And unlike items, blocks won't save individually. Something that affects the properties of one block will affect every other block like it.
I don't think you can change that behavior without a major rewrite of the core code. Besides, I'm assuming that takes a major strain off of the processor, only having to remember a single -type- of object data instead of remembering the same data millions of times, only to change a couple of them.
I've spent a while thinking of how I could go about this... And there's only one thing I haven't tried yet, due to my lack of knowledge on the subject. Block "meta data", whatever that exactly is :happy.gif:;;
I'm assuming this meta data is what allows doors and levers and other blocks to change bounding boxes and rendering without bothering every other block of its type. If I could figure out how to utilize this, I could probably get this done right.
However, even looking at the MCP decompiled files, meta data is making my head spin x_x I don't have any clue what's going on with it, where the data actually comes from, or what it means. It also seems to have to deal with bits or bytes, which... I know of, but don't know what it means in programming, or how to apply it. I'm sure I could learn, but I just have no immediate knowledge of it, meaning I can't begin to work through this problem right away :\
If anyone can help direct me in learning about these things, feel free to give me a nudge. It might take me a little while, though, so please be patient! In the meantime, feel free to play with the current version. I don't suggest placing hundreds of blocks with it until I an update it, but the very worst-case scenario is only clicking or replacing those blocks as they'll revert back to doubles later... ^^;
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
I've wanted something like this for a while so I'm definitely going to download it. Maybe now I can finally have nice, non-chunky ceilings that aren't completely flat either. It'll make arches a bit nicer too :smile.gif:
Yay! you made it! :biggrin.gif: