• 1

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from KEGARR

    Amazing mod so far, quite happy with how it is balanced.

    One question though.
    1. how do i craft the infusion mold? (Hopefully im not missing it but i dont see it in the OP)

    also shift clicking out of the infuser gives you a saving chunks crash.


    Wow, I can't believe I missed the mold recipes. Thanks for pointing that out - I will add them ASAP. Thanks for pointing out the bug as well. It should be squashed in the next release.

    Quote from yoyox

    love the mod so far but i have to ask will there be smp support


    It isn't on my immediate to-do list, but it is something I might add in the future.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from filthificate

    Great job on this. Is it just something I munged up, or are there some missing textures? The Thaumic Conduit, Thaumic Block, Thaumic All seem to be missing textures, and when I place the node, it places as an invisible block. Block ID problems maybe?


    Are you using the HD texture addon I included?

    Those blocks use transparent textures, which might not be displaying right on your system. So is the node completely invisible, or do you see the smaller gold cubes that are located in its corners? (They don't use a transparent texture)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Spuza_35

    Hey have you made any other mods?


    Nope, this would be my first one.
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Spuza_35

    I tried to make a cool spotlight, so I hope you like it! :biggrin.gif:


    Awesome :smile.gif:

    The obelisks have definite uses, you just need to play around with them a bit.
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from MainFrame

    It just shows this



    and goes on trying to start minecraft.


    1) Do you have the newest version of Modloader, ModloaderMP and Forge?
    2) Do you have Minecraft 1.0.0?
    3) Did you copy my zip file into the mods folder?
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from Gortess

    looks cool, would i have your consent to do a video review of this mod?


    Go ahead :smile.gif:
    Posted in: Minecraft Mods
  • 4

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from MainFrame

    I installed this mod on a clean minecraft.jar that I patched with mcpatcher before ( hd textures, fonts and randomobs) , installed modloader ,modloadermp and Forge but it won't run.

    Upon loging into my account I get a black screen, not even a crash, just a completely black screen.


    If you use the "Test Minecraft" option in mcpatcher, do you get any errors in the log?
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Quote from HunterOHatfield

    I...I think I love you. :'D
    This looks amazing! Although, I do have mo creatures installed and I am feeling a bit too lazy to edit the values. :tongue.gif:
    This mod will still work fine without doing that, right?


    Yup, you just won't be able to smelt the items from MoCreatures in the crucible.
    Quote from linkinpark1

    java.lang.NoClassDefFoundError: forge/ITextureProvider


    I think you may not have Forge installed.
    Posted in: Minecraft Mods
  • 29

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    reserved for future use
    Posted in: Minecraft Mods
  • 372

    posted a message on [1.2.5] ThaumCraft 2.1.6d (OUTDATED)
    Thaumcraft 3 has been released.




    "Thaumaturgy... which giveth certain order to make strange works, of the sense to be perceived and of men greatly to be wondered at." - Mathematicall Praeface to Euclid's Elements (1570), John Dee

    Thaumaturgy is the capability of a magician to work miracles. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker.

    This is what this mod is all about - drawing magic from physical objects in the form of "Vis" and reshaping it to perform miracles.

    At its core this mod allows you to turn raw matter in vis, which can then be used to power magical symbols, enchant items or even turn back into different, slightly tastier kinds of matter.

    For more information visit the Wiki here: http://thaumcraft2.wikispaces.com/

    You also might want to check out Thaumcraft for Noobs


    Those wanting to use Thaumcraft 2 in a mod pack can go right ahead. :)
    This permission does not extend to AC/TC3 however when/if it is released, but I might revisit my stance on mod packs at that stage. For now however TC2 is fair game. Enjoy.





    I'm sad to say that this will more than likely be the final version of Thaumcraft 2 unless some kind of major bug pops up. Don't fret however, Thaumcraft will return, though possibly under a different name. Go check out the Arcanacraft thread for some hints as to what might be coming.

    For Minecraft 1.2.5
    Adf.ly Download (with Buildcraft 3.x API)

    Thaumcraft 2 API 0.3 Alpha
    Adf.ly Download
    The API is still an alpha release so please report any problems or bugs.

    Also check out this NEI plugin for Thaumcraft by mistaqur
    NEI_ThaumcraftPlugin 1.1.0.18.zip - for NEI 1.3

    shadydeath created an IRC channel at irc.esper.net:#thaumcraft
    I check it regularly so pop in if you want to chat.

    WARNING
    There is a very tiny chance that updates may break your save. Backup just in case.

    Older versions

    v2.0.2 for MC 1.2.3
    v1.2.6 for MC 1.1

    Change Log

    v2.1.6d (current)
    - Added compatibility for FML (Forge Mod Loader). This means the normal Modloader is no longer required
    - The portable hole is now able to dig a hole through tile entities. Use caution when using this ability though - while it should work fine 99% of the time, some mods might not like having their Tile Entities go AWOL for a few seconds.
    - Some minor bugfixes and optimizations.
    - Also: A secret suprise...

    v2.1.6c
    - Blocks like arcane seals, void chests and void interfaces should now be a lot happier about being moved by RP Frames or similar mod items.
    - The Wand of Equal Trade now only exchanges visible blocks (blocks with at least one side adjacent to open air or a non-opaque block.
    - Fixed some crashes with Mystcraft
    - Using Arcane Tinkering Tools on blocks that force chunks to be loaded (teleport seals, void interfaces and chunkloading seals) will outline the loaded chunks with a particle effect. The effect remains for 2 minutes or until you use the tools again. Only the chunks loaded via TC chunkloaders will be displayed.


    v2.1.6b
    - Updated Forestry API usage
    - Updated to newer Extrabiomes XL API
    - Fixed issues with Void Interfaces and session changes where items would get lost/duplicated (Thanks to JRoush for the solution to this one).
    - Fixed crashes with certain items in the TC enchanters.
    - Fixed Soul Charm occasionally counting xp-orbs multiple times.
    - Fixed the way custom sounds are loaded/extracted which should improve compatibility with MCPatcher and solve some other issues people were experiencing with my custom sounds (once again thanks to JRoush).

    v2.1.6
    - Added the ability to enchant tools like the wands, thaumium hoes, tinkering tools, etc. Also added a new enchant to go with these changes. This only works with the TC enchanters.
    - Goggles of Revealing can now be enchanted, but are now damagable.
    - Magic boosting seals now no longer causes taint charge to skyrocket. They are also slightly more effective.
    - Removed both the Herp and the Derp from the API. It no longer references classes that might not be present. It was actually pretty much unusable in its previous state.
    - Added Secret Sauce.
    - Added the Forestry API. TC items should pop into the correct forestry backpacks.
    - Wand of Water is a lot more squirty now and causes minimal damage to most mobs and not so mininal damage to others. It can also put out fires.

    v2.1.5b
    - Added support of Extra Biomes
    - Fixed some bugs with the chunkloading seals
    - Fixed some bugs with the void bracelet and teleport seals in general
    - Natural tainted areas can now be larger than just a single chunk

    v2.1.5a
    - Rebalanced the costs of the Occultic Enchanter
    - Fixed a bug where some of the higher level enchantments weren't showing up in the Occultic Enchanter
    - Added the ability to scroll through all the available enchantments if more can be placed on an item than can be displayed on a single screen.

    v2.1.5
    - Added a few odds and ends
    - The Hoe of the Mystic now only tills a limited amount of blocks before stopping
    - The Axe of the Stream and Elemental Cutter now won't destroy themselves when multi-harvesting - they will stop once they only have 1 durability remaining.
    - The behaviour of shift-harvesting for the elemental tools can now be changed in the config file
    - Animated textures should now work properly in higher rez texture packs
    - Arcane Furnace receives greater boosts in speed and multismelt-chance from bellows than it used to
    - Nitor can now be placed in the world as a light source.
    - Numerous minor tweaks and bug-fixes

    v2.1.4
    - Loads of minor bugfixes and balance tweaks
    - Unnerfed natural taint areas a bit
    - Vastly improved the handling of the Flying Carpet
    - Added some custom enchants
    - The main ability of the Pickaxe of the Core has been toned down. Instead of breaking multiple blocks it instead automatically smelts any items you mine.
    - Portal seals and void interfaces keep the chunk they are placed in loaded at all times. In addition two new seals have been added: Magic+Earth and Magic+Earth+Earth. These seals keeps a 3x3 and 5x5 area of chunks loaded around where they are placed.
    - Boots speed boosts should work now... finally. All the boots also now allow you to step up 1 block without having to jump.
    - Loads of new stuff as well ;)

    v2.1.3b
    - HOTFIX: Carpet isn't as homocidal in survival mode anymore and it's duration bar doesn't overlap the health/food bars.
    - Numerous bug fixes
    - Added a couple of new items and seal combinations
    - Fixed (hopefully) the problem with the aura being shared between various dimensions. Please report if you find any further issues with this.
    - Tweaked the way taint spreads and how taint charge effects the aura to make it a lot less aggressive
    - Tweaked world gen (its a bit more generous now).
    - Condensers now produce depleted crystals instead of tainted crystals. Using an upgraded condenser with tainted crystals will also produce depleted crystals.
    - Crystalizers can now be used on crystals that are not depleted to change their type.
    - Void bracelets do not require a vis crystal to functions anymore... of course, nothing in life is free. Like normal portals they cause damage to the local aura in both the source and destination chunk

    v2.1.2
    - Pickaxe of the Core can once again point you towards crystals
    - Naturally spawned crystals can once again spawn with more than one crystal
    - Ore crystals can now grow even if the aura isn't charged, but the chance is much lower.
    - Increased the success chance of the wand of reversal
    - Opening a monolith created in a 1.2.3 world should no longer flood the surrounding chunks with taint.

    v2.1.1
    - Hotfixed condenser not working after running out of crystals
    - Natural spawning tainted areas are now much rarer, but you can configure their rarity in the config file
    - Taint spores only make an appearance when taint levels rise above 66%
    - Dark infuser should behave itself now.
    - Vis Purifiers also generate taint suction now
    - Fixed Concentrated vis recipe
    - Traveling trunks now remember how many slots they have
    - A few other minor bugfixes

    v2.1
    - Go read the wiki ;)
    - Aura growth from crystals only occurs when the aura or taint dips very low (below 10% of max). However harvesting crystals now damages the aura. This was changed since eventually auras would max out in "unused" chunks.
    - High or low auras doesn't create grasslands or deserts anymore. It was causing too many problems. It will eventually return however in some other form in a future update.
    - Pre-tainted chunks can now spawn in the world
    - Crystals spawns are now determined by biome, with certain biomes spawning more crystals of a certain type: e.g. deserts will have more fiery crystals.
    - Conduits and vis flow has been redone completely. It is now a suction based system with blocks that require vis causing negative pressure in the conduits and this pulling vis towards themselves.
    - The elemental tools (pick of the core, etc.) have been nerfed a bit. Each block mined by the axe and pick now damages durability and the sword is much slower when you use it to fly. A fourth tool (shovel) has been added. The axe right-click has been moved to the shovel and has gained a new ability in its place.
    - Portal seals within the same network doesn't automatically cycle between destinations anymore - you can right click to cycle now.
    - Totems of Dusk/Dawn have bigger effects on the aura and actively grow or decrease the spread of taint
    - Loads of bugfixes, rebalancing and ease of use improvements
    - Most blocks and seals can now be turned off if a redstone signal is applied
    - Enchanter has been completely redone. It now shows the item levels and it is much cheaper to enchant items.
    - Couple of new seals (water+magic for instance is a healing seal) and Crystal ball now holds a record of all your discovered seal combos.
    - Added Thaumonomicon which holds a record of all your research discoveries.
    - Research has been rebalanced:
    - Artifacts give bigger bonuses
    - Base failure/loss chances are a bit lower
    - Base success chances are a bit higher
    - Bookcases and brains give larges bonuses
    - You can't research items if you haven't completed the research for a precursor item. For example you won't get a theory for Meteor boots till you have discovered Seven League boots.
    - A lot more items can result in specific theories instead of just fragments.
    - Arcane furnace is more expensive to craft, but gains a bigger bonus from bellows.
    - Tanks don't like being full of taint anymore. They really don't.
    - Monoliths now only spawn their "extra bits" once unlocked and the blocks spawned are the destructable kind. Only the monolith itself remains indestructable.
    - Air+dark+dark seal now place items in all containers and looks for containers up to two blocks away.
    - The replanting seal looks for wheat seeds from any container within 2 blocks and plants them.

    v2.0.2
    - The Aura and Taint cap in zones have been halved by default. Existing worlds will be converted to match the new numbers. This means taint is more of a threat and vis is easier to deplete. A new setting has been added to the .cfg so you can tweak the numbers of you don't like this change.
    - A few new items have been added to help you manage Aura and Taint. Researchable of course.
    - Taint spread code has been optimized a bit.
    - Tallgrass won't replace grass blocks in high vis areas
    - Wand of fire isn't infinite anymore
    - Nor are Cinderpearls
    - Fixed goofiness with Portals and Void interfaces
    - The dupe bug with void interfaces is also fixed (hopefully). Please report if you it rears its ugly head again.
    - Totems of dawn and silverwood trees are much better at preventing the spread of Taint now.
    - Vis crystal spawning is now weighted by biome instead of world height.
    - Several other minor bugfixes

    v2.0.1
    - Crystals should no longer appear above Steve's head
    - When you completed all the research in a category you will receive your fragment of knowledge back if the research cycle is successful with a chance of gaining a second random fragment.
    - Totem of Dawn and Totem of Dusk have new recipes and are both in the tainted research category now
    - Fixed flatland crashes
    - Tank vis dupe bug fixed
    - Sword of Four Winds and Pick of the Core no longer have the same item id.
    - Arcane Bore and Duplicator don't have the same recipe anymore.
    - Numbering on discovery gui is fixed
    - All types of wood logs can now be enchanted
    - Wand of Reversal now has a higher chance of success.

    v2.0
    - Too much to list - go read the Wiki!



    Installation

    (1) Install Forge (Modloader is NOT required - my mod uses the Forge modloader)
    (2) Download this mod and place the zip into your Mods Directory.

    Config File Settings
    - If you wish to use the lower quality effects in my mod without using Minecrafts Fast Graphics mode, open the Thaumcraft2.cfg file in your .minecraft/config folder and change graphics.low=false to true.
    - You can switch off the portal see-through effect by setting portal.seethrough=true to false
    - You can tweak the aura / taint cap by changing aura.max.
    - You can change the rarity of natural taint areas with aura.taintspawn.
    - You can swith off the conduit drip effect with graphics.pipedrips.

    Compatibility with other mods

    My mod works fine with other Modloader and Forge mods I have tested so far and you should be able to burn items in the crucible as long as they are crafted from purely MC Vanilla items.
    It also uses items from the Forge Ore Dictionary so many items from IC2 or RP2 will not needed to be added.

    To add support for new items (like ores and such) you will need to modify the Thaumcraft2.cfg file located in your minecraft config folder.

    Find the entry marked smelting.other.mods. There are some examples in there already, but to add something do this (using an example item from MoCreatures, the BigCat Claw):
    smelting.other.mods=BigCat_Claw:9;


    Simply add the text after the equals sign followed by the name of the item. Any spaces in the name needs to be replaced by underscores ("_"). The number after the : is the value of the item. A quick and dirty way to calculate this value is to assign the item a rarity from 1 to 10 (with 1 being dirt, diamonds 8 and music discs 10) and then multiply that number by itself. In this case I gave the BigCat Claw a rarity value of 3 and thus the smelting value equals 9.
    NOTE: You do not need to add values for all items in the mod you wish to support. Simple add the most basic items that can only be attained by mining, mob drops, smelted items, etc. I automatically calculate the value of things crafted on the crafting table as long as I have a value for these basic ingredients.

    You can also modify the block, entity and item id's in the config file to ensure compatibility with other mods.

    Buildcraft and other mods that use pipes.
    For those of you using Buildcraft or other mods that use Forge note that the Infuser and Duplicator can accept pipes for input and output. Output is drawn from the sides of both blocks. The Infuser fills the top input slot from the top and the template slot from the bottom. The Duplicator fills its input slot from either the bottom or the top.

    Compatibility with Too Many Items (TMI)
    Not all the items from this mod will show up in TMI. This is partly intended, but mostly due to technical issues. I'm using some very arcane code to save block id's and that does not play well with TMI. Honestly, it is a minor inconvenience at best and like BTW this mod is supposed to be played legit. For that reason any fixes to TMI is very low priority for me. Very, very low. SO STOP ASKING.

    Peaceful Pack
    You can find a Peaceful Pack addon for TC2 here

    Metallurgy
    Here is the code you can add to the .cfg to smelt Metallurgy items (still the old TC1 table, but you will get the drift):

    SMELTING.Copper_Bar=2
    SMELTING.Tin_Bar=3
    SMELTING.Bronze_Bar=4
    SMELTING.Iron_Bar=5
    SMELTING.Manganese_Bar=6
    SMELTING.Steel_Bar=7
    SMELTING.Mithril_Bar=8
    SMELTING.Orichalcum_Bar=9
    SMELTING.Adamantine_Bar=10
    SMELTING.Zinc_Bar=4
    SMELTING.Brass_Bar=5
    SMELTING.Silver_Bar=8
    SMELTING.Gold_Bar=9
    SMELTING.Platinum_Bar=10
    SMELTING.Copper_Dust=2
    SMELTING.Tin_Dust=3
    SMELTING.Bronze_Dust=4
    SMELTING.Iron_Dust=5
    SMELTING.Manganese_Dust=6
    SMELTING.Steel_Dust=7
    SMELTING.Mithril_Dust=8
    SMELTING.Orichalcum_Dust=9
    SMELTING.Adamantine_Dust=10
    SMELTING.Zinc_Dust=4
    SMELTING.Brass_Dust=5
    SMELTING.Silver_Dust=8
    SMELTING.Gold_Dust=9
    SMELTING.Platinum_Dust=10

    Texture Packs

    Faithful 32
    by Maximo_Artorio

    Videos
    by Direwolf20

    basic tutorials by flamytygwa

    TC2 LP series by msa545

    Videos of older versions

    A LP series by msa545 can be found here.

    by Notforgrins

    by Direwolf20

    by Dmz96


    by Spuza_35

    by msa545

    by ipodmail



    Banner



















    [center][url="http://www.minecraftforum.net/topic/838839-100-thaumcraft/"][IMG]http://i.imgur.com/47MdL.png[/IMG][/url][/center]


    [center][url="http://www.minecraftforum.net/topic/838839-100-thaumcraft/"][IMG]http://i.imgur.com/kmbwO.png[/IMG][/url][/center]


    Also go check out http://www.minecraft...ip-arcanacraft/. This is where discussion is happening regarding a possible successor to TC2.

    Special thanks to...
    Dan Scott (http://www.danscottart.com) for all the help he gave me with some of the sprites.

    Lorc, creator of the icons I use for enchanting and other things
    bonemouse, creator of the Isabella Texture Pack for letting me use his chest textures and skin as well as ScottKillen for making the Thaumium armor graphics based on the Isabella pack.
    chicken_bones for letting me base my lightning effect code on his L-Systems code from WRCBE
    Eloraam for allowing me to add Redpower and Blutricity integration





    ThaumCraft by Azanor is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License
    Only Minecraftforum.net is able to host any of my material without my consent.
    It may not be placed on any web site or otherwise distributed publicly without advance permission.
    This mod isn't open source.
    Posted in: Minecraft Mods
  • 2

    posted a message on [FORGE] Help with IMultipassRender
    I'm at a bit of a loss and i'm hoping you Forge gurus can help.

    I'm trying to create a block that consists of a transparent outer block that contains a solid slightly smaller inner block. It is easy to do with material like glass that has no alpha values (just fully opaque or fully transparent), but for see-through materials (similar to ice or water) it is a bit tougher. The code below works, but causes lots of graphical glitches. If I remove the IMultipassRender bits then only the outer cube is rendered, but there aren't any glitches.

    Doing it in two render passes is the obvious answer, but I just can't seem to figure out how to use IMultipassRender. How do I tell the renderer to put the "solid" block in the first pass and the transparent cube in the second?

    package net.minecraft.src.thaumcraft; 
     
    import java.util.Random; 
     
    import org.lwjgl.opengl.GL11; 
     
    import net.minecraft.src.Block; 
    import net.minecraft.src.BlockContainer; 
    import net.minecraft.src.IBlockAccess; 
    import net.minecraft.src.Material; 
    import net.minecraft.src.RenderBlocks; 
    import net.minecraft.src.TileEntity; 
    import net.minecraft.src.World; 
    import net.minecraft.src.mod_ThaumCraft; 
    import net.minecraft.src.forge.IMultipassRender; 
     
    public class BlockThaumCube extends BlockContainer implements IMultipassRender 
    { 
     
       public BlockThaumCube(int i) 
        { 
            super(i, Material.rock); 
             
            this.setHardness(2.0F); 
            this.setLightValue(-0.5f); 
            this.setResistance(10.0F); 
            this.setStepSound(Block.soundGlassFootstep); 
            this.setBlockName("thaumcube"); 
            this.setRequiresSelfNotify(); 
            setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0f);              
        } 
             
            public boolean renderMyBlock(World w, Block block, int i, int j, int k, RenderBlocks renderblocks) {  
                      
                //The solid cube in the centre 
                renderblocks.overrideBlockTexture = stone.blockIndexInTexture;  
                block.setBlockBounds(0.1F, 0.1F, 0.1F, 0.9F, 0.9F, 0.9f);  
                renderblocks.renderStandardBlock(block, i, j, k);  
                 
                //The transparent cube 
                renderblocks.overrideBlockTexture = mod_ThaumCraft.thaumCubeSide;  
                block.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0f); 
                renderblocks.renderStandardBlock(block, i, j, k); 
                 
                renderblocks.overrideBlockTexture = -1;  
                block.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0f);  
                return true;  
            } 
             
            public int getRenderType(){  
                 return mod_ThaumCraft.thaumCubeID;  
            } 
             
            public int getBlockTexture(IBlockAccess iblockaccess, int i, int j, int k, int l) 
        { 
                     
            return mod_ThaumCraft.thaumCubeSide; 
        } 
             
            public int getBlockTextureFromSide(int side) 
        { 
                    return mod_ThaumCraft.thaumCubeSide; 
        } 
     
        public TileEntity getBlockEntity() 
        { 
            return new TileEntityThaumCube(); 
        } 
     
        public int idDropped(int i, Random random) 
        { 
            return this.blockID; 
        } 
     
        public int quantityDropped(Random random) 
        { 
            return 1; 
        } 
          
        @Override  
        public boolean renderAsNormalBlock()  
        {  
            return false;  
        } 
         
        public int getRenderBlockPass() 
        { 
            return 1; 
        } 
     
        public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l) 
        { 
            return super.shouldSideBeRendered(iblockaccess, i, j, k, 1 - l); 
        } 
         
        public boolean isOpaqueCube() 
        { 
                return false; 
        } 
     
        @Override 
            public boolean canRenderInPass(int n) { 
                    return false; 
            } 
     
    }
    Posted in: Modification Development
  • 0

    posted a message on [API] Minecraft Forge
    I'm at a bit of a loss and i'm hoping you forge gurus can help.

    I'm trying to create a block that consists of a transparent outer block that contains a solid slightly smaller inner block. It is easy to do with material like glass that has no alpha values (just fully opaque or fully transparent), but for see-through materials (similar to ice or water) it is a bit tougher. The code below works, but causes lots of glitches. If I remove the IMultipassRender bits then only the outer cube is rendered, but there aren't any glitches.

    Doing it in two render passes is the obvious answer, but I just can't seem to figure out how to use IMultipassRender. How do I tell the renderer to put the "solid" block in the first pass and the transparent pass in the second?

    package net.minecraft.src.thaumcraft;
    
    import java.util.Random;
    
    import org.lwjgl.opengl.GL11;
    
    import net.minecraft.src.Block;
    import net.minecraft.src.BlockContainer;
    import net.minecraft.src.IBlockAccess;
    import net.minecraft.src.Material;
    import net.minecraft.src.RenderBlocks;
    import net.minecraft.src.TileEntity;
    import net.minecraft.src.World;
    import net.minecraft.src.mod_ThaumCraft;
    import net.minecraft.src.forge.IMultipassRender;
    
    public class BlockThaumCube extends BlockContainer implements IMultipassRender
    {
    
       public BlockThaumCube(int i)
        {
            super(i, Material.rock);
            
            this.setHardness(2.0F);
            this.setLightValue(-0.5f);
    	this.setResistance(10.0F);
    	this.setStepSound(Block.soundGlassFootstep);
    	this.setBlockName("thaumcube");
    	this.setRequiresSelfNotify();
    	setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0f); 		
        }
    	
    	public boolean renderMyBlock(World w, Block block, int i, int j, int k, RenderBlocks renderblocks) { 
    		 
    	    //The solid cube in the centre
    	    renderblocks.overrideBlockTexture = stone.blockIndexInTexture; 
    	    block.setBlockBounds(0.1F, 0.1F, 0.1F, 0.9F, 0.9F, 0.9f); 
    	    renderblocks.renderStandardBlock(block, i, j, k); 
    	    
    	    //The transparent cube
    	    renderblocks.overrideBlockTexture = mod_ThaumCraft.thaumCubeSide; 
    	    block.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0f);
    	    renderblocks.renderStandardBlock(block, i, j, k);
    	    
    	    renderblocks.overrideBlockTexture = -1; 
    	    block.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0f); 
    	    return true; 
    	}
    	
    	public int getRenderType(){ 
    	     return mod_ThaumCraft.thaumCubeID; 
    	}
    	
    	public int getBlockTexture(IBlockAccess iblockaccess, int i, int j, int k, int l)
        {
        	        
            return mod_ThaumCraft.thaumCubeSide;
        }
    	
    	public int getBlockTextureFromSide(int side)
        {
    		return mod_ThaumCraft.thaumCubeSide;
        }
    
        public TileEntity getBlockEntity()
        {
            return new TileEntityThaumCube();
        }
    
        public int idDropped(int i, Random random)
        {
            return this.blockID;
        }
    
        public int quantityDropped(Random random)
        {
            return 1;
        }
         
        @Override 
        public boolean renderAsNormalBlock() 
        { 
            return false; 
        }
        
        public int getRenderBlockPass()
        {
            return 1;
        }
    
        public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l)
        {
            return super.shouldSideBeRendered(iblockaccess, i, j, k, 1 - l);
        }
        
        public boolean isOpaqueCube()
        {
                return false;
        }
    
        @Override
    	public boolean canRenderInPass(int n) {
    		return false;
    	}
    
    }
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    It's a Minecraft vanilla bug, you can make it happen with redstone repeaters, especially in areas that are only 2 blocks high. If you give yourself another block of head clearance, it'll usually prevent the problem. Usually.


    That is exactly the problem - the entire space is only 2 blocks high. Thanks :smile.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I have found an annoying bug in RP1 - it might be fixed in RP2, but I haven't yet been able to test it out. :wink.gif:

    In the second story of a building I created I have a large amount of wiring, logic circuits and strip block that I use to control an elevator. The floor is only 1 block thick and I CONSTANTLY fall through the floor to the level below when walking over the wiring - I simply clip right through the wiring and block below it. It happens at random and it isn't the same block each time, but it is a regular occurance - i'd say I have about a 5% chance of clipping through everytime I walk over them.

    I'm playing in survival mode and its a single player game.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Awesome mod! :cool.gif: I've been playing around with it since the beta release yesterday and it now shares my favourite mod of all time spot with Buildcraft.

    Just 2 minor issues:
    1) Copper and marble seems way too common. I'm seeing more copper than coal in most of my worldgens.
    2) Volcanoes everywhere! I hope this is a bug and that they are supposed to be rare. :tongue.gif:
    Posted in: Minecraft Mods
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