There are only so many building materials that come with minecraft and after a while, seeing the same thing can get a little boring. This mod adds 23 new blocks not included in larger mods, that are specifically meant for building structures and enhancing the look of the game in general. New materials include siding, masonry, tile, and more! All are craftable and I will have the recipes posted soon! Please enjoy the mod and let me know what blocks you'd like me to add in future versions. I am always looking to improve!
Features Include:
Wooden Siding
Iron Siding
Sandstone Bricks
White Stone Bricks
Light Grey Stone Bricks
Red Stone Bricks
Blue Stone Bricks
Green Stone Bricks
White Bricks
Tan Bricks
Black and White Tiles
Pink and White Tiles
Blue and White Tiles
Red and Orange Tiles
Tan Tiles
6 Kinds of Tudor Siding
Wooden Lattice
Stucco
Screenshots:
All blocks and items added in the mod excluding the new lattice, stucco, and Tudor siding
Red, Blue, Green, Light Grey and Sandstone Bricks to liven up buildings
Tired of using black and white wool for your kitchen floors? Try checkered black and white tiles!
Looking to give your house more of a Mediterranean feel? This red and orange tile works perfectly!
White and grey brick patterns can create a cold feeling in any room.
Give your bathroom or kitchen a retro look with these cool tiles!
Getting bored of the same old wood texture on your house? Wooden siding keeps the rugged feel while allowing you a slight change of scenery.
Iron siding is the perfect fit for sleek, modern style homes.
Change-log:
v1.4.0
- Added config file for blocks
v1.2.0
- Added Tudor siding
- Added stucco
- Brought back wooden lattice
- Fixed bug where the client did not render the faces of the blocks placed adjacent to wooden lattice.
- Added recipes for Tudor siding
- Smelting a clay block now gets you stucco
- Brought back wooden lattice recipe
v1.1.0
- Initial release
Installation:
Download and install minecraft forge if you haven't already. You can get it here.
Drop the file into the "mods" folder in your .minecraft folder.
Do the same for SMP only with your server mods folder
Just updated to version 1.2.0. The new version brings back wooden lattice from the alpha stage and adds stucco and 6 types of Tudor siding to the mod. Crafting recipes have also been added for the new blocks. Enjoy and remember to submit your ideas for new materials in future updates!
What are the crafting recipes? Also, I think marble would look sexy
I will try to get the crafting recipes up soon. But in the mean time, smelting a brick will get you a white tile which can be dyed different colors. All tiles use 2 of each color ex. black and white tile block uses 2 white tiles and 2 black tiles in any arrangement. Siding uses either 3 iron ingots or wooden slabs in a vertical pattern in the second column of the crafting table. All bricks use dyes as well for the moment. Lattice is crafted by filling all 9 slots with sticks and stucco is produced by smelting a clay block. Lastly, the basic plain Tudor siding is obtained by surrounding 2 paper with 8 sticks. This can then be used to craft the other types by placing it with sticks in a predictable pattern. Also, I was debating on marble but I know redpower 2 does incorporate it as well as basalt. It's up to you guys if I should add it to this mod, but for now I will only be adding granite to my list. I'm also considering looking into some new flooring ideas such as real carpet. Thanks for your input thought!
I am getting this crash when this mod is installed.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 9/16/12 12:12 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ExtraBuildingMaterials.common.ExtraBuildingMaterials
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:459)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:144)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ExtraBuildingMaterials.common.ExtraBuildingMaterials
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:341)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:167)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 30 more
I am getting this crash when this mod is installed.
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 9/16/12 12:12 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ExtraBuildingMaterials.common.ExtraBuildingMaterials
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:459)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:144)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ExtraBuildingMaterials.common.ExtraBuildingMaterials
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:341)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:167)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 30 more
This is because some of the blocks from this mod have the same ID as other blocks. To fix this, you need to go to your .minecraft, and delete every single .config and .prop file. Then open minecraft and it will recreate them with a different ID. Hope this helped.
This is because some of the blocks from this mod have the same ID as other blocks. To fix this, you need to go to your .minecraft, and delete every single .config and .prop file. Then open minecraft and it will recreate them with a different ID. Hope this helped.
It is definitely not a block ID error. I think its a class file missing or miss named.
It is definitely not a block ID error. I think its a class file missing or miss named.
I am currently running the mod just fine on my minecraft. I'm beginning to wonder if it has something to do with the version of forge though. Another mod I was interested in refused to work with versions of forge above 230. Just to be sure I will make sure the download is the correct file for my mod.It seems to have worked for other people. If that doesn't fix the problem then I'm not sure what to do to be honest. How exactly did you go about installing the mod and what version of Forge are you using?
This is because some of the blocks from this mod have the same ID as other blocks. To fix this, you need to go to your .minecraft, and delete every single .config and .prop file. Then open minecraft and it will recreate them with a different ID. Hope this helped.
If it was related to conflicting block IDs the crash log would have said something about the slot for a specific ID occupied by another block. Looking over it again, the problem seems to be pointing to a missing class file, yet in the mod folder, all necessary classes are present.
Ok well I will definitely have to look in to this asap! I will recompile the mod again and see if that fixes the problem. That way I can be sure that it doesn't have anything to do with the stuff on my end. Thank you all for your patience. I've been sick all weekend and therefore not able to get on the computer very much.
Ok, so apparently the problem was that I accidentally uploaded the wrong file for the download. *facepalms* Anyways the link should be fixed now. I tested it on multiple computers so I am 99% sure that it will work this time. Thanks for being patient everyone!
I had to move a few ID's around but it looks like it is working fine. Thanks for looking into it.
I like the tiles idea and was wondering if you could use them to create recipies to build blank blocks that could be reskinned by the player. I know there are other mods out there that do something similar but you can never have to many blocks in Minecraft. And with your tiles being in the recipies they would never conflict with any other recipie.
I had to move a few ID's around but it looks like it is working fine. Thanks for looking into it.
I like the tiles idea and was wondering if you could use them to create recipies to build blank blocks that could be reskinned by the player. I know there are other mods out there that do something similar but you can never have to many blocks in Minecraft. And with your tiles being in the recipies they would never conflict with any other recipie.
Currently I do not have a config. That is definitely on my list of things to do because I am a devout supporter of the idea that all mods should be compatible. However, I figured you guys would rather be able to play around with the mod first so I released it as it was. I'm going to guess that you are using some smaller mods that use higher block IDs. When I set the original IDs I wanted to make sure that this would work with IC2, buildcraft, railcraft, etc. so the mod should be compatible with most if not all popular mods. Also, the custom textured blocks are a good idea. I might be able to incorporate something like that but the blocks would have to have generic recipes and names like "Custom Block 1". If I decide not to do it, you can still re-texture any existing blocks by editing the sprite sheet just like you would for making a texture pack.
A great mod, adds a nice variety for buildings, works perfectly with forge .251, buildcraft 3.2.0 & Ic2 1.106 cant wait to see what else you come up with... good work
Currently I do not have a config. That is definitely on my list of things to do because I am a devout supporter of the idea that all mods should be compatible. However, I figured you guys would rather be able to play around with the mod first so I released it as it was. I'm going to guess that you are using some smaller mods that use higher block IDs. When I set the original IDs I wanted to make sure that this would work with IC2, buildcraft, railcraft, etc. so the mod should be compatible with most if not all popular mods. Also, the custom textured blocks are a good idea. I might be able to incorporate something like that but the blocks would have to have generic recipes and names like "Custom Block 1". If I decide not to do it, you can still re-texture any existing blocks by editing the sprite sheet just like you would for making a texture pack.
Glad you released it because I like to play with mods like this, yet looking forward to the config. Yes, it was a mod called toolrack a great little mod. I had to destroy all the racks I had in my map when I changed the IDs ( no biggie). I would love to see the custom block come to fruition and I am already in the process of retexturing your blocks, since I use 128x textures. Great job and looking forward to the updates.
Features Include:
Change-log:
v1.4.0
- Added config file for blocks
v1.2.0
- Added Tudor siding
- Added stucco
- Brought back wooden lattice
- Fixed bug where the client did not render the faces of the blocks placed adjacent to wooden lattice.
- Added recipes for Tudor siding
- Smelting a clay block now gets you stucco
- Brought back wooden lattice recipe
v1.1.0
- Initial release
Installation:
Download and install minecraft forge if you haven't already. You can get it here.
Drop the file into the "mods" folder in your .minecraft folder.
Do the same for SMP only with your server mods folder
Download:
Universal Download: Extra Building Materials v1.4.0 Universal
Sr my english bad
I will try to get the crafting recipes up soon. But in the mean time, smelting a brick will get you a white tile which can be dyed different colors. All tiles use 2 of each color ex. black and white tile block uses 2 white tiles and 2 black tiles in any arrangement. Siding uses either 3 iron ingots or wooden slabs in a vertical pattern in the second column of the crafting table. All bricks use dyes as well for the moment. Lattice is crafted by filling all 9 slots with sticks and stucco is produced by smelting a clay block. Lastly, the basic plain Tudor siding is obtained by surrounding 2 paper with 8 sticks. This can then be used to craft the other types by placing it with sticks in a predictable pattern. Also, I was debating on marble but I know redpower 2 does incorporate it as well as basalt. It's up to you guys if I should add it to this mod, but for now I will only be adding granite to my list. I'm also considering looking into some new flooring ideas such as real carpet. Thanks for your input thought!
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 9/16/12 12:12 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ExtraBuildingMaterials.common.ExtraBuildingMaterials
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:459)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:144)
at net.minecraft.client.Minecraft.a(Minecraft.java:405)
at net.minecraft.client.Minecraft.run(Minecraft.java:737)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ExtraBuildingMaterials.common.ExtraBuildingMaterials
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:341)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:458)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:167)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 30 more
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 360155552 bytes (343 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.0.196.366 Minecraft Forge 4.1.1.251 Optifine OptiFine_1.3.2_HD_U_B3 50 mods loaded, 50 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
Familiars_API [Familiars API] (Familiars_API_1.3.2.zip) Unloaded->Constructed
Maximumtech/Max Bruce [Reverse Crafting] (minecraft.jar) Unloaded->Constructed
Frames [Frames] (1.3.2 Frames-3.0) Unloaded->Constructed
Wallpaper [Wallpaper] (1.3.2 Wallpaper-3.1) Unloaded->Constructed
mod_ToolRack [Tool Rack] ([1.3.2] ToolRack.zip) Unloaded->Constructed
IronPP [Iron Pressure Plate] ([Universal]IronPP[1.3.2][3.0.2].zip) Unloaded->Constructed
vazcore_Vaz [Vazcore] (a_VazCore [1.0.2] mc.1.3.2.zip) Unloaded->Constructed
UpdateManager-Vazkii [Mod Update Manager] (a_VazCore [1.0.2] mc.1.3.2.zip) Unloaded->Constructed
mod_AdvancedHud [mod_AdvancedHud] (Advanced Hud 4.7.4.zip) Unloaded->Constructed
CraftGuide_forge [CraftGuide] (CraftGuide-test-build-2.zip) Unloaded->Constructed
It is definitely not a block ID error. I think its a class file missing or miss named.
I am currently running the mod just fine on my minecraft. I'm beginning to wonder if it has something to do with the version of forge though. Another mod I was interested in refused to work with versions of forge above 230. Just to be sure I will make sure the download is the correct file for my mod.It seems to have worked for other people. If that doesn't fix the problem then I'm not sure what to do to be honest. How exactly did you go about installing the mod and what version of Forge are you using?
If it was related to conflicting block IDs the crash log would have said something about the slot for a specific ID occupied by another block. Looking over it again, the problem seems to be pointing to a missing class file, yet in the mod folder, all necessary classes are present.
I get the same crash with forge .230 also.
Ok well I will definitely have to look in to this asap! I will recompile the mod again and see if that fixes the problem. That way I can be sure that it doesn't have anything to do with the stuff on my end. Thank you all for your patience. I've been sick all weekend and therefore not able to get on the computer very much.
I like the tiles idea and was wondering if you could use them to create recipies to build blank blocks that could be reskinned by the player. I know there are other mods out there that do something similar but you can never have to many blocks in Minecraft. And with your tiles being in the recipies they would never conflict with any other recipie.
Currently I do not have a config. That is definitely on my list of things to do because I am a devout supporter of the idea that all mods should be compatible. However, I figured you guys would rather be able to play around with the mod first so I released it as it was. I'm going to guess that you are using some smaller mods that use higher block IDs. When I set the original IDs I wanted to make sure that this would work with IC2, buildcraft, railcraft, etc. so the mod should be compatible with most if not all popular mods. Also, the custom textured blocks are a good idea. I might be able to incorporate something like that but the blocks would have to have generic recipes and names like "Custom Block 1". If I decide not to do it, you can still re-texture any existing blocks by editing the sprite sheet just like you would for making a texture pack.
Glad to hear you like it!
Glad you released it because I like to play with mods like this, yet looking forward to the config. Yes, it was a mod called toolrack a great little mod. I had to destroy all the racks I had in my map when I changed the IDs ( no biggie). I would love to see the custom block come to fruition and I am already in the process of retexturing your blocks, since I use 128x textures.
Great job and looking forward to the updates.
Problem in the basic textures: Corruption and replace of other textures.
Corruption of the basic skins of arms and corruption of other mods.
Sorry for my bad english.
Woah woah!