I have a similar problem, except that it is the FancyPack bowl subimage is shown in the flat iron faces, not the pumpkin head. I've yet to try a paper lantern.
This is what my friend is getting, apparently.
And, it's not just paper lanterns. It's also the inventory slot image for the other items that's broken when I fix tables.
Hemp316: The problem is most likely better stairs. I spent nearly three anally-retentive hours testing FP with almost 50 mods the other day (even though I only use about ten myself). Both better stairs and the FP core modify bt.class and nq.class. Also, as mentioned, there are likely blockID conflicts (this is what I spent most of my time experimenting with.) Check out the link I posted earlier for SDK's blockIDs, and if they conflict with any in the fancypack property files, change'em. (EDIT Also better fences possibly conflicts as well, I never tested that one. I've written up a list of class conflicts between mods, but it's on my other computer.)
Iron and Gold furniture don't work properly at the moment, this is our fault. Gold and Iron blocks were changed to only use one texture and the old leftover code we're using still has links to the now-nonexistent textures. We'll release a fix for this soon. Sorry for the inconvenience!
As for changing textures, just edit the .png files found in the directory /CORE - You must add these!/fancypack.
Each texture and item icon is stored there for easy editing.
Remember that because of ModLoader's texture replacement feature, if you change texture packs, you will need to restart your game before the textures will display properly!
RE: Conflict with other mods.
Always check to see if the two mods contain the same file. Another farming mod may for instance contain ht.class, just like my expanded farming mod does, and those two mods would then be incompatible. They can't both modify ht.class (which is the hoe tool).
For those getting a black screen with other mods, the problem is almost assuredly blockID overlap. There is a section in the readme on how to avoid this but you will need to know the blockIDs for the blocks introduced by the other mod. One of the easiest things to do is get Shockah's More Block IDs mod, then change the block IDs for FancyPack (or Expanded Farming) to numbers between 128-255, which are guaranteed to be empty.
I'm sorry but beyond that I can't give unique troubleshooting with other mods, especially when you are using like a dozen of them. I simply cannot look into the specific details and changes of every single other mod just to figure out how they might conflict with my own. Those mods are the responsibility of their creators, not of me.
Just a couple questions: Fancy dyes are crippled now, right? Or does the dye portion of the mod replace the vanilla dye system of MC? Just asking. I mean, I love how you practically have to search in every type of biome in the game to find all types of dyes, but I would love it if I could just find them in my backyard.
What's the road block id? Just want to know, so I can edit MC Mapper's dungeon prizes.
hello i downloaded the newest verion of this and the two things i got with the download was the instuctions the core file and the extra gardening one i did the 2 but i cant make the dyes? im on the helper thing that shows the crafting recipes and i did it exactly like he said to do [] []
Iron and Gold furniture don't work properly at the moment, this is our fault. Gold and Iron blocks were changed to only use one texture and the old leftover code we're using still has links to the now-nonexistent textures. We'll release a fix for this soon. Sorry for the inconvenience!
As for changing textures, just edit the .png files found in the directory /CORE - You must add these!/fancypack.
Each texture and item icon is stored there for easy editing.
Remember that because of ModLoader's texture replacement feature, if you change texture packs, you will need to restart your game before the textures will display properly!
RE: Conflict with other mods.
Always check to see if the two mods contain the same file. Another farming mod may for instance contain ht.class, just like my expanded farming mod does, and those two mods would then be incompatible. They can't both modify ht.class (which is the hoe tool).
For those getting a black screen with other mods, the problem is almost assuredly blockID overlap. There is a section in the readme on how to avoid this but you will need to know the blockIDs for the blocks introduced by the other mod. One of the easiest things to do is get Shockah's More Block IDs mod, then change the block IDs for FancyPack (or Expanded Farming) to numbers between 128-255, which are guaranteed to be empty.
I'm sorry but beyond that I can't give unique troubleshooting with other mods, especially when you are using like a dozen of them. I simply cannot look into the specific details and changes of every single other mod just to figure out how they might conflict with my own. Those mods are the responsibility of their creators, not of me.
Thank you for the insight it actually explained A lot.I will most definitely use your advice to hopefully make Fancy Pack work and believe me I have nothing but respect for the Creator/s of this Mod and the Mod itself that's why I so desperately want it to work.
Just a couple questions: Fancy dyes are crippled now, right? Or does the dye portion of the mod replace the vanilla dye system of MC? Just asking. I mean, I love how you practically have to search in every type of biome in the game to find all types of dyes, but I would love it if I could just find them in my backyard.
What's the road block id? Just want to know, so I can edit MC Mapper's dungeon prizes.
My dyes have been removed entirely, yes.
As for road blocks, their ID (along with all other new IDs) can be found in the file fancypack_core.properties, which is located in the same folder as your minecraft.exe (not minecraft.jar). Open it in notepad or any other plaintext editor.
Fancypack it seems dosen't play nice with either WildGrass or BetterLight + BetterGrass. The former turns the grass invisible, and the latter turns the sides of grass blocks to stone, when Fancypack is loaded.
Stained glass worked fine though. Great job on that, I'm loving it so far.
Hello,love the pack although i cant get it working right with better light and grass leaves weird shades around.i tried to patch after as was suggested but still get the weird shades.please make them compatable:)
Has anyone had trouble with/found a solution to the items that use your texture pack's textures being invisible?
Chairs/Tables/Chimneys/Slabs to be specific.
From an earlier post, I read that the class that shapes them is also modified by the class that is modified by the Better Light mod, so this is probably the cause. (bt.class?)
Would I be wasting my time if I decompiled and consolidated the changes, or is the issue elsewhere?
Fancypack it seems dosen't play nice with either WildGrass or BetterLight + BetterGrass. The former turns the grass invisible, and the latter turns the sides of grass blocks to stone, when Fancypack is loaded.
Stained glass worked fine though. Great job on that, I'm loving it so far.
yes those are conflictions in where which textures are used.
This is what my friend is getting, apparently.
And, it's not just paper lanterns. It's also the inventory slot image for the other items that's broken when I fix tables.
Xie's Farming (and others);
Syrup's Fancypack, Expanded Farming and Stained Glass;
Seronis's Mods;
303's Arrows and Prefix Skeletons;
This has been an unpaid, unscripted presentation.
As for changing textures, just edit the .png files found in the directory /CORE - You must add these!/fancypack.
Each texture and item icon is stored there for easy editing.
Remember that because of ModLoader's texture replacement feature, if you change texture packs, you will need to restart your game before the textures will display properly!
RE: Conflict with other mods.
Always check to see if the two mods contain the same file. Another farming mod may for instance contain ht.class, just like my expanded farming mod does, and those two mods would then be incompatible. They can't both modify ht.class (which is the hoe tool).
For those getting a black screen with other mods, the problem is almost assuredly blockID overlap. There is a section in the readme on how to avoid this but you will need to know the blockIDs for the blocks introduced by the other mod. One of the easiest things to do is get Shockah's More Block IDs mod, then change the block IDs for FancyPack (or Expanded Farming) to numbers between 128-255, which are guaranteed to be empty.
I'm sorry but beyond that I can't give unique troubleshooting with other mods, especially when you are using like a dozen of them. I simply cannot look into the specific details and changes of every single other mod just to figure out how they might conflict with my own. Those mods are the responsibility of their creators, not of me.
Just a couple questions: Fancy dyes are crippled now, right? Or does the dye portion of the mod replace the vanilla dye system of MC? Just asking. I mean, I love how you practically have to search in every type of biome in the game to find all types of dyes, but I would love it if I could just find them in my backyard.
What's the road block id? Just want to know, so I can edit MC Mapper's dungeon prizes.
Thanks for your time.
DooM is like crack, but better for you.
and the stick is a bowl - why isnt it working?
Thank you for the insight it actually explained A lot.I will most definitely use your advice to hopefully make Fancy Pack work and believe me I have nothing but respect for the Creator/s of this Mod and the Mod itself that's why I so desperately want it to work.
Green clay dolls everywhere. o.o
My dyes have been removed entirely, yes.
As for road blocks, their ID (along with all other new IDs) can be found in the file fancypack_core.properties, which is located in the same folder as your minecraft.exe (not minecraft.jar). Open it in notepad or any other plaintext editor.
:0<=========3
LOLZ
ZOMG
Also the reason I made this post was because I was wondering If I would be the last person EVER to make a post on this thread
Mod edit: Warned.
Reported.
MineScience - viewtopic.php?f=25&t=166560
Dragonator - viewtopic.php?f=25&t=141803
Sand Skiffs - viewtopic.php?f=25&t=233346
Stained glass worked fine though. Great job on that, I'm loving it so far.
Please make it compatable? Holy ****! Why didn't he think of that earlier! You're a ****ing genius!
Chairs/Tables/Chimneys/Slabs to be specific.
From an earlier post, I read that the class that shapes them is also modified by the class that is modified by the Better Light mod, so this is probably the cause. (bt.class?)
Would I be wasting my time if I decompiled and consolidated the changes, or is the issue elsewhere?
LOL. You can't talk. You think that changing your display name and opening a new account will fool everyone into thinking you are a different person.
that means READ THE RED TEXT AND UNDERSTAND IT
viewtopic.php?f=25&t=84537
yes those are conflictions in where which textures are used.
I what does outmoded mean jebuz!