By default, you shouldn't have to add anything to the config since it's in blacklist mode. In whitelist mode, you'd have to just put minecraft:lit_pumpkin.
However, the mod doesn't actually change some of the vanilla piston/block mechanics so unfortunately things like jack o lanterns will just pop off like in vanilla. I've thought about trying to add that kind of functionality but it wasn't a very high priority.
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Jul 29, 2014Cheeseum posted a message on Piston (Almost) Everything v1.0.4 MC1.7.X - Push Chests and Stuff with Pistons!Posted in: Minecraft Mods
Jul 26, 2014Cheeseum posted a message on Piston (Almost) Everything v1.0.4 MC1.7.X - Push Chests and Stuff with Pistons!Good news, the mod has been updated to 1.7! Even better news, it worked on 1.7.10 without any hassle! The only big change is that the config uses the string ids for blocks now.Posted in: Minecraft Mods
On another note, the post formatting went a little nuts with the forum update, but it's ... readable.
May 8, 2014Cheeseum posted a message on Piston (Almost) Everything v1.0.4 MC1.7.X - Push Chests and Stuff with Pistons!Updated to v1.0.3, worked things out so blocks will try to actually render properly now instead of as obsidian. Things will still fall back to that if something completely fails but it works for the most part. This is probably the last release for 1.6, next I'll start trying to get it working on 1.7. Hopefully that goes smoothlyPosted in: Minecraft Mods
Apr 26, 2014Posted in: Minecraft Mods
Piston Everything (Almost) - rip post formatting edition
This mod adds in a long desired functionality to vanilla pistons and sticky pistons: the ability to move tile entities like chests and dispensers.It tries to be relatively small and non-invasive, as such, pistons behave exactly as they do in vanilla minecraft when pushing ordinary blocks. That means no moving bedrock or more than 12 blocks at a time.It adds no new blocks or items and should be compatible with nearly every Forge mod.
Important "just in case" Disclaimer
Some blocks (especially from other mods) or piston device configurations may have a very small chance to behave funky, crash clients, or otherwise damage areas of your world, keep backups and test out things in a creative world if you're worried. This should only really apply to tile entity blocks and happen very rarely.
ConfigurationThe config file generated when you run this mod has a black/whitelist filter option. By default, it is empty and functions as a blacklist.
You can add blocks to the filter, one per line as described in the config. Using it as a whitelist just requires making the whitelist option true.
For example, to blacklist vanilla chests, you would just put a line between the brackets with "minecraft:chest" for 1.7 or "54" for 1.6 (no quotes).
If you wanted to blacklist only chests facing South for some reason, you would put a line "minecraft:chest:3" for 1.7 or "54:3" for 1.6 (no quotes).
Mediavideo because a screenshot aint much use
- In general, any weirdness or ill behaivor with blocks is completely expected and should NOT be reported as a bug to other mod authors or myself. Lots of tile entities just never expect to be picked up and moved like this.
- Blocks fall back to rendering as obsidian blocks if normal renders fail.
- This mod is actually a "coremod" and does runtime patching of some minecraft classes. This isn't too important but I figure I should point it out somewhere.
- Chests can make goofy quadruple chests if you push them together the right way.
Downloads and InstallationSource code, changes, and downloads for all versions of the mod are available here on github
The mod is also on curseforge (it says 1.7.10 but it works on any 1.7 version):
Piston Everything 1.0.4 for Minecraft 1.7.X
Piston Everything 1.0.3 for Minecraft 1.6.X
Piston Everything 1.0.2 for Minecraft 1.6.X
Piston Everything 1.0.1 for Minecraft 1.6.X
To install the mod, first install a decently recent version of Minecraft Forge, then place the mod jar into the mods folder. ez pz
Permissions/LicensingPiston Everything is copyright © Cheeseum 2014 and licensed under the GNU Lesser General Public License version 3.
You're free to include it in any modpacks without asking for permission (if you ask I probably won't respond).
Please see the varying license documents in the source code or the jar file for other details.
Jul 20, 2011Posted in: Minecraft ModsQuote from Fablean
-cool idea about multiple durabilities and such-
I quite like this idea, the "quality" of the staff affecting toss strength and hold time would certainly make it feel more like part of the regular gameplay and less of a random add-on. My reasoning for the redstone was the magic aspect of it with the diamond as an amplifier to magically lift the mob. I'll definitely think about this whole thing though.
Quote from TheTrain2000
not only 1.7.3 but mcp-ized too (hopefully this makes working with it easier and less headachey)
Jun 27, 2011This mod _requires_ modloader to work.Posted in: Minecraft Mods
Just checked with a from scratch install - seemed to work fine - so it could very well be a conflict with one of the other mods installed somehow, programming-wise.
Also I didn't bother saying this since there were like no posts but I'm probably going to wait on working more on this until mod "api".
Apr 21, 2011Posted in: Minecraft ModsQuote from Alkio97 »Will skeletons still shoot at you? And why do pigs have saddles on them when they are being raped (levitated)?
skellies won't shoot and the saddles are some strange bug from the glsl shaders I had on
Quote from kero »you canty pick up tamed wolves ive tried they just sit. ...
a wierd glitch if your holding a mob and then throw the wand using Q you will drop the mob but if you dont switch in your invetory slot when you pick it up the mob will warp to you and be picked up again.... also dont ry to pick up a mob in a minecart lol
thanks for pointing out those bugs, the q drop bug will be fixed in 0.9, wolves and saddlepigs I still need to figure out
as for mob in a minecart, lol indeed
Quote from limitless285 »
I made this for you! Hope you like it!
Link- http://i733.photobucket.com/albums/ww33 ... fEdit1.jpg
Quote from kero »awesme mod!
p.s. it works fine with slimes
Apr 18, 2011Gravity StaffPosted in: Minecraft Mods
Current Version: 1.0
Works With: 1.0.0
== IMPORTANT ==
This mod will ONLY work with Minecraft version 1.0.0, using it with any other version will probably not work or crash your game.
This is also a work in progress and there may be unforseen bugs.
I'm also not responsible for any destruction of saves or otherwise from failure to backup your files.
If the mod doesn't work you likely did something wrong.
Download is at the bottom.
This mod allows you to pick up any entity derived from EntityLiving (aka all current mobs*, hostile or not)
(* see bugs)
The staff is crafted as such:
With the mushroom being Redstone.
I might [still] change the recipe though.
1. install Risugami's ModLoader if you haven't already (found here: viewtopic.php?t=80246)
2. copy mod_gravityStaff.class, gravityStaff.class and gravityStaff.png into your minecraft.jar using winrar, oracle's jar utility, or one of the various other methods
After crafting simply right click on a mob to pick it up, hit it or right click again to release it.
Mobs can be carried through portals and still drown in water and burn in lava.
Straying too far from the mob (for example if it got stuck on a wall) will automatically drop it.
Hostile mobs such as creepers will not harm you while held (but that's not to say they won't be really mad when you put them down)
Bugs and Quirks:
1. mobs are a little spazzy when being taken for a "walk"
2. squids and other flying mobs aren't thrown when hit
3. mobs need to be actually hit to be tossed away, this is a big problem in chickens since their hitbox is so small
4. Pigs with Saddles and Tamed Wolves don't get picked up (have to change right click handling, why.jpg)
5. mobs in minecarts won't "leave" the minecart when picked up and end up teleporting back and forth
6. sometimes mobs wouldn't make it into the nether or back while being carried and ended up getting "lost" somewhere while I was testing for 1.8.1
To be Implemented:
1. tossing physics
2. server side (likely not)
1.0.0: Mod Source
Feb 12, 2011Cheeseum posted a message on HD texture fix [Feb22: 1.3 support, fixed compass]Posted in: Resource PacksQuote from ANARKY »Quote from ANARKY »Um the Lapiz ore block isnt showing up in caves its transparent and yes my texture pack has an ore texture for it in the right place...let me search the thread to see if this is just normal and will be patched later.
Anyone? Its the only block thats glitched. I'm using MCRegion and Optimine.
Edit:Nevermind I redid it this time with custom animated water turned on and it seemed to fix it....I didnt turn it on b.c I was afraid of performance drop since I'm on laptop but I didnt loose a single frame! Man I love mods lol.
I did some testing and it seems lapis ore blocks only appear as long as Animated Water, Animated Lava, AND Animated Fire are all checked
Jan 23, 2011Cheeseum posted a message on HD texture fix [Feb22: 1.3 support, fixed compass]When applying the patch, lapis lazuli ore blocks seem to take on an animated fire texture in 16x16, in 32x32 they're just entirely transparent. They appear perfectly fine before patching (in either resolution).Posted in: Resource Packs
only custom water/lava is checked, only other mod is betterlight. I invedited some here:
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