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    posted a message on Smart Moving
    Sorry if I'm the 10th person to say this, but compatiblity with ropes+ is currently broken. More specifically, you can't climb hanging ropes or grappling hook ropes.

    I've tried changing the compatibility options
    # Whether to replace the rope climbing of mod pack 'Ropes+'
    move.mod.rope.replace.climb.rope:false

    but it doesn't seem to have any effect. I also tried using different ladder climbing modes (free, simple, etc.), but that also had no effect.

    Taking a quick look at your code it looks like you're manually checking only ladders and vines for climbing. Ideally, you should probably scan for any block where Block.isLadder returns true. I also took a look at the code for Ropes+ ropes, and they simply return true for Block.isLadder. I suspect that this will fix ladder compatibility for a few other mods that add climbable blocks.

    Anyways, thanks for making such a sweet mod. For now, I guess I'll just be hitting F9 whenever I climb ropes >_<
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Well, right now it's the models that are really bugging me, so those are the textures that I'm working on right now. Like I said, it'd be easier if they were done in a more Minecraft-y style. But after that, I might give the particles a try. I'll post here if I do.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Yup. Height/width = frames.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Thanks for the reply! In the current version, the spell books are already multi-part colored textures. So are the journals. I did multi-part textures for those. Did you mean the affinity tomes? Or the spell scrolls? Anyways, I've got all my textures saved as vector art, and most are divided into layers, so any changes like that shouldn't be a big deal. Although I have to admit, I was a little disappointed when you changed the Inscription Table from a block to a model, but I'm also looking forward to making a new texture.

    As for animation .txt files, it's pretty simple. You can look at the ones in my texture pack if you need an example. Basically, you save the .png as a single collumn of square sprites. Minecraft divides the sheet into squares, and numbers them, starting with 0. In the text file, you list the frames in the order that you want them to animate in, with the the number of times the frame should be displayed.

    For example, I have an affinity tome with a square that spins around in the center. Here's the spritesheet:

    Minecraft will cut the texture up into 8 frames. I want it to display the first frame for 24 ticks, and then cycle through the other frames. So I'll make a file called "affinity_tome_general.txt", and it will look like this:
    0*24,1,2,3,4,5,6,7

    And in-game, the texture should look like this:


    Anyways, I made a quick model and texture with Techne for the magic mirror here. Techne can export to .java files, so if you like it, feel free to put it in the mod. Like I said before, it doesn't need to be the default, it could be an optional toggle in the config file. I might just make models for the other ones that bug me. Oh, and if you need help with art stuff, feel free to ask me for help.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Decalyn

    Through creative texturing you can actually make them look fairly decent, it's just not as cut-and-paste as with other blocks. I've made a Magic Mirror texture as an example that, despite the round edges on the model, blends fairly well with the world.


    Yeah, it's not impossible, and it's not like the current models look horrible, but there's a lot of room for improvement. There just aren't any round blocks in Minecraft, and a round model will always look somewhat out-of-place.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Hey Mithion, I'm working on a texture pack for your mod, in the style of Sphax's BDcraft. You can find my textures here. If like them, I'd love if you could link to the texture pack in your OP.

    Anyways, I have a few requests for simple changes that would make texturing easier.
    • First, would you consider changing the particle spritesheets over to the Minecraft's format for animated textures? This would make it much easier to create custom textures, and would allow texture pack creators to create animations with longer or shorter lengths.
    • Second, would you consider changing the models of certain custom blocks, or creating alternate models for them? Specifically, the odd ones with lots of rounded edges. Specifically: the Arcane Reconstructor, the Crystal Stand (and Pure Vinteum Crystal), and the Magic Mirror. Their hi-polygon roundness doesn't seem to fit with Minecraft's style, nor do they fit in with the other models, like the Seer Stone, Magic Fabricator, Arcane generator, Calefactor, or Essence Conduit. Not to mention the unusual UV maps, especially for the Crystal Stand. I'd much prefer some more square and blocky models. Like I said, there could be an option to revert to the old ones if people really want to keep them around.

    Thanks for reading. I love the mod, and I'm eagerly awaiting 1.5.2!
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Quote from Steelflame

    There is a config exactly for the problems you are stating. Use the thing and change Ars Magica's IDs around so they don't overlap.


    Yup, I used the config to fix it, but I was just posting here so perhaps the default values could be changed to avoid conflicts for future users.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Quote from KingLemmingCoFH

    This will happen if you added Ars Magica after Thermal Expansion. This is a Forge-level condition. Basically Ars Magica does not see the item ids as taken, although they already have been by prior config files.

    Basically, there isn't anything I can do - this isn't a bug or an error on anyone's part - just a quirk of how Forge item IDs get assigned. You'll need to manually reassign the IDs in Ars Magica.


    Ok, I changed the config to fix it. I was just posting here to make sure that it wasn't some other issue. Thanks for the reply!
    Posted in: Minecraft Mods
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    posted a message on [1.5.1] Thermal Expansion - 2.3.0.b7! Updates and refactors ahoy!
    Hey, I've been playing your mod(as part of the Feed The Beast Magic World pack), and I noticed that your mod has some conflicting item IDs with the mod Ars Magica. The first one I noticed was that Arcane Ash (from Ars) was overwritten by Pulverized Iron Ore (from Thermal). Here's a link to his mod if ya need it, and here's a paste of the FTB launcher log, which hopefully helps.

    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20002 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@29c7d97 while adding thermalexpansion.core.item.ItemWrench@6ff945d7
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20006 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@56585faf while adding thermalexpansion.core.item.ItemTE@43f20672
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20001 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@46854937 while adding thermalexpansion.core.item.ItemTE@5889de0c
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20005 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@4351133d while adding thermalexpansion.core.item.ItemTE@7fc62c51
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Hey, I've been playing your mod in combination with the Feed The Beast Magic World pack, and I noticed that your mod has some conflicting item IDs with Thermal Expansion (one of the mods in the pack). The first one I noticed was Arcane Ash was overwritten by Pulverized Iron Ore. Here's a link to his mod if ya need it, and here's a paste of the FTB launcher log, which hopefully helps.

    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20002 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@29c7d97 while adding thermalexpansion.core.item.ItemWrench@6ff945d7
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20006 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@56585faf while adding thermalexpansion.core.item.ItemTE@43f20672
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20001 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@46854937 while adding thermalexpansion.core.item.ItemTE@5889de0c
    2012-12-20 00:26:38 [INFO] [STDOUT] CONFLICT @ 20005 item slot already occupied by mithion.arsmagica.items.ArsMagicaItem@4351133d while adding thermalexpansion.core.item.ItemTE@7fc62c51
    Posted in: Minecraft Mods
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    posted a message on L> Organized/Scheduled build server
    So, basically I'm looking for a server with organized/structured building. I envision it something like this:
    • Every week (or month or day or whatever) everybody gets together to organize and build a project.
    • Each project is a self-contained thing. It's not like you decide to start a city and then random people build houses over 6 months. You plan, decide on architectural styles and themes, get people together, start a map, and build. Projects either have their own map, or a large exclusive section of an existing map.
    • Projects are well-organized and planned. It's not just "hey guys, lets build a castle on this mountain", there's drawings, and people are given specific tasks.
    • Projects have a good number of committed people. It's not just 3 people who work on it in their spare time. There's an organized team of people who commit to something and follow through.

    Of course, I'm somewhat flexible on those things. Those aren't my exact requirements, just guidelines of the type of thing that I'd like to see.

    Other things that I'd like in a server:
    • Medium to large size community. A server where there's at least 20-30 people online at a time during "prime" hours, and at least 5-10 people online during "off" hours. Larger than that is fine, but if it's smaller (like, there's 0-3 people online during "off" hours, and the usual number is 10-15) I'm less interested, and less flexible with my guidelines.
    • Mature players (usually determined by a fairly difficult application and/or age requirement). I don't want to play where the community is 90% 12 year old kids who only make houses out of one type of block. My ideal community would be mostly mature people 16+, friendly, and decent builders.
    • Voice chat. There should be a vent, teamspeak, mumble, etc. server. Even if not everybody has a mic, most people should be in voice chat.
    If the community is large enough and has multiple servers, then I'm more flexible. Like, if there's usually 100 people logged on, but there's separate groups so that maybe 30 people are playing survival, 30 playing free build, 20 playing pvp, and 20 people doing organized/group builds like I described, that's fine.

    As for what the builds are, the larger/more organized, the better. I'm thinking things like, everybody works together for a week or two and builds an epic city. There would be a few leaders who design the layout, some large projects like stadiums and bridges for groups of 5-10 players, and some individual projects like buildings and parks for groups of 2-5 players.
    Other sorts of projects could be giant space ships, adventures, puzzles, ancient ruins, any sort of massive mega project.

    And now, I shall leave you with some examples (I would be on the servers that built these but most are either private, disbanded, or gave no info D:).

    Posted in: Starting Up / Looking For Server
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    posted a message on 300 Ways To Kill Endormen
    16. Give him $20 so he becomes Splendorman!
    Posted in: Discussion
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    posted a message on WP7 App?
    Well, there's a few Minecraft clones out there already written in XNA, which is also Windows/Xbox/WP7, but faster and more game-focused, so I'd assume that Mojang would go for C# + XNA, which makes it easy to port between Microsoft platforms. However, I think it's more likely that the Minecraft console/portable version will be something like C or C++, since that's more easily portable to iPhone, PS3, 3ds, and Wii, as well as Microsoft's platforms.
    Posted in: Discussion
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    posted a message on Bigger world
    Lol @ all of these posts. Some people really shouldn't be on the Minecraft Classic forums :iapprove:

    Oh, and sorry OP, not really sure what to do. Your best bet is to use some sort of world editing tool and copy-paste the contents of the full world into a new, larger one.
    Posted in: Classic - Creative Mode
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    posted a message on BTWM Map Pass Around
    Wrong forum, put it the maps section. But I do like how this idea is catching on. And as far as I know, I started it :3 original thread
    Posted in: Maps
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