It seems like a neat and helpful mod, although you may want more screenshots, a download to the actual mod, and a video explaining on it.
The source is not out yet (hence why it's in WIP). There is no mod for users, it will be a drop-in Java package for mod developers to use, rather than a standalone mod.
More screenshots will be available when it is further along; currently I'm focused on improving it for use within MineColonies itself.
There will not be a video, at least not by me - I don't do videos. Also, while it is a GUI library, it is a library rather than a mod. Not something that lends itself to video presentation.
BlockOut is a data-driven GUI library MineCraft, utilizing XML (or code) to define a GUI layout, offering a hierarchical structure of containers and elements and alignment.
As part of my work on another mod (the 1.7/SMP rewrite of the MineColonies), I am writing a GUI toolkit / library that allows us to write much more complex GUIs with minimal code.
MineColonies is open source, and BlockOut is a standalone package within MineColonies, though as of this writing the BlockOut package is not pushed to the public repo, as I am doing some last minute additions and tuning. When it is pushed up, BlockOut will be available under GPL, and eventually released separately with a more liberal license (likely BSD).
BlockOut is designed to be easy to add in, and easy to extend with additional custom controls, or even alternative styles of existing controls.
Features
Data driven GUI layout engine utilizing XML for layout definition
Hierarchical GUI elements
Inheritance of Layouts - layouts can base off other layouts
Absolute (pixel) and relative (percentage) positioning and size of elements
Colors can be specified by name, integer, hex, rgb(), rgba()
Easy access to panes via optional name ID
User-extensible with custom elements; new elements or add additional styles of existing elements
Localization support - automatic LanguageRegistry text replacement
GUI elements currently implemented:
Box
Button
Image
Item icon (stack)
Text label
Text input field
Scrolling list - Buttons and other GUI elements work inside scrolling list elements, including scrolling lists inside scrolling lists
Scrolling view (non-list predefined)
Switchable View (easy toggling/cycling through child views)
Design
BlockOut's design is heavily influenced by an old GUI framework called PowerPlant.
The root of BlockOut is the Pane class. A Pane defines the fundamental interfaces for rendering and user interaction, but by itself it doesn't do much.
View is a Pane subclass which can contain other Panes.
Window is a View subclass, and is the visual root of the UI that is displayed. Windows create a GuiScreen proxy for display.
In general practice, you will create a subclass of Window, and pass a resource location of your XML definition to the super constructor. If you have special additional setup you wish to perform (set custom strings, add a list DataProvider, etc) you can do so by overriding onOpened(). If you have clickable buttons, you can implement Button.Handler and override onButtonClicked().
Example
The above image depicts a test window, showing text labels, item icons, scrolling list (with scrolling lists in children), buttons, and an image (as a backdrop).
These are the 4 files for the Window shown above (the forum post editor doesn't like pasting XML):
The download includes instructions, and a Python script to parse the Forge server log to generate IDs (as the extra prefix bug in Public Beta 17 prevents Dynmap from auto-detecting the block IDs).
I provide no technical support for using Dynmap, or the configs.
We've seen a similar issue on our private server. My wife didn't lose any levels, but all her unspent skill points disappeared, and her unlocked arts were forgotten. She was able to /respec and get her points back, however. There was nothing out of the ordinary in the server logs.
Looks like it's a client death-update issue, with MCPC+ (both B235 and latest version B235).
When a player dies, if they use the Occulus, they will appear to be reset to 3/0/0 and nothing learned. However, if they disconnect then reconnect to the server, all of their learned arts show up again. This happens with both keepInventory true or false.
Tested with a pure Forge server, and there are no problems.
Be careful leaving the end, sometimes the data is lost in the process. I'm working to fix it.
We've seen a similar issue on our private server. My wife didn't lose any levels, but all her unspent skill points disappeared, and her unlocked arts were forgotten. She was able to /respec and get her points back, however. There was nothing out of the ordinary in the server logs.
She has only visited the Nether.
EDIT - Dying resets skill points to default values (3/0/0, no skills) but leaves level intact. /respec restores skill points from levels. Verified by simply using /kill.
Seems like a pretty basic bug if that's the case, so possibly an interaction with another mod.
We're running Ars Magica 2, Archimedes Ships, ExtrabiomesXL, Minecraft Comes Alive, RottenFleshToLeather, backpacks, Twilight Forest.
I have confirmed that the setting worldGenCreatureSpawning prevents Buildcraft oil generation when set to true. This is with Mo Creatures 5.23 and CustomMobSpawner 2.2.2
Changing this setting to false allows Buildcraft oil gen, and creatures are still spawning. I'm guessing they just won't spawn during initial chunk creation, but they do shortly after. Does anyone know if there are other consequences for this option?
If you still have the old 2.0.3 config that you were using before, open it up and check that the biomes are on the same IDs and that the same biomes are enabled in both. Also check other settings like more oceans, island rarity, etc to make sure they are the same. The render files are cool, actually the stairs were split as you said (exact same names too) in 2.1.1.
I can confirm this is an interaction between Highlands and Buildcraft, and only affects when worldgen picks a default biome. The shape of the biomes and the Highlands biomes remain unchanged when generating the world using the same seed between the two different versions.
Looking at the logs, 2.0.3 registered biomes much earlier than 2.1.0. Thus the HL biomes were in the list before the Buildcraft biomes. With 2.1.0 the opposite is true - the Buildcraft biomes are registered first. This apparently affect the way the game chooses default biomes.
It appears (according to JD-GUI) that in 2.0.3 you did most biome registration in the pre-init, and in 2.1.0 it does this in the load.
Well, at this point there is no real 'fix' for 2.0.3 users - it just means 2.0.3 users can't upgrade without introducing worldgen issues at the current world borders. Although if you could find the time to make a "2.1.0b" build for us 2.0.3 users that would like to benefit from 2.1.0's features, with the only change being earlier biome registration, it would be much appreciated!
If you still have the old 2.0.3 config that you were using before, open it up and check that the biomes are on the same IDs and that the same biomes are enabled in both. Also check other settings like more oceans, island rarity, etc to make sure they are the same. The render files are cool, actually the stairs were split as you said (exact same names too) in 2.1.1.
I suspected it might be an id issue, but all the settings are identical. I'll run another test later just to be certain.
PM me an email address and I'll send you the files (or is it in the docs in the jar? I'll look when I switch back to my MacBook), you can submit them to Dynmap for automatic inclusion in their distribution - they do this for most major mods. I'll also give you the address to our private server's map so you can see what a Highlands world looks like in isometric map, it's very nice to look at. Our world has our own little 'ring of fire' with a series of volcano islands off the coast.
I've encountered an issue upgrading from 2.0.3 to 2.1.0 - it appears the worldgen math changed, which means existing chunks don't match up to newly generated chunks. I had hoped to benefit from the sapling fixes 2.1.0. Could this be caused by user error, i.e. is there a config setting that needs to be done when upgrading, or is this a lost cause for my little server?
Additionally, I've created Dynmap renderdata files and a texture. However, to work properly it requires Highlands 2.1.0 or higher (or manually creating a 2.1.0-like config file), and since Highlands doesn't split out the IDs for the 4 stair types, "Highlands Planks Stairs ID" needs to be split into 4 unique named IDs:
I'm running OS X 10.6.5; I also know Terminal pretty well. I've got what appears to be at least the /warp plugin in the "src" file inside the hMod folder but the extensions are .java, not .jar (I don't know if those extensions are the same thing).
To actually use hMod, you don't need the src folder or the .java files, or anything except what is in the 'bin' directory. Additionally, those commands you mention not working are part of hMod itself, not plugins. It sounds like hMod isn't actually being used.
To use hMod, you should go into the 'bin' folder and take the files:
Minecraft_Mod.jar
server_nogui.sh
and copy them to live alongside your minecraft_server.jar file. Next, if the directory 'plugins' does not exist in the same directory as your minecraft_server.jar, create it. Any plugin .jar files you get go there.
I'm and using the most recent hMod on my server. I have 2 questions really. First am i right in assuming that portals to the "hell" world are not working? Secondly, is there anyways i can warp/ goto/ move between multiple worlds from in game?
It has to be turned on in server.properties (look for 'hellworld=false') but be warned that it may be horribly glitchy, apparently turning it on can cause the Nether to bleed through into the regular world, causing spontaneous fires and all sorts of other badness.
Make sure you update Hey0's Server Mod to latest as well as well, as Hey0 overrides classes in the minecraft server, replacing them with the older modified versions.
0
The source is not out yet (hence why it's in WIP). There is no mod for users, it will be a drop-in Java package for mod developers to use, rather than a standalone mod.
More screenshots will be available when it is further along; currently I'm focused on improving it for use within MineColonies itself.
There will not be a video, at least not by me - I don't do videos. Also, while it is a GUI library, it is a library rather than a mod. Not something that lends itself to video presentation.
0
BlockOut GUI Library
BlockOut is a data-driven GUI library MineCraft, utilizing XML (or code) to define a GUI layout, offering a hierarchical structure of containers and elements and alignment.As part of my work on another mod (the 1.7/SMP rewrite of the MineColonies), I am writing a GUI toolkit / library that allows us to write much more complex GUIs with minimal code.
MineColonies is open source, and BlockOut is a standalone package within MineColonies, though as of this writing the BlockOut package is not pushed to the public repo, as I am doing some last minute additions and tuning. When it is pushed up, BlockOut will be available under GPL, and eventually released separately with a more liberal license (likely BSD).
BlockOut is designed to be easy to add in, and easy to extend with additional custom controls, or even alternative styles of existing controls.
Features
Design
BlockOut's design is heavily influenced by an old GUI framework called PowerPlant.The root of BlockOut is the Pane class. A Pane defines the fundamental interfaces for rendering and user interaction, but by itself it doesn't do much.
View is a Pane subclass which can contain other Panes.
Window is a View subclass, and is the visual root of the UI that is displayed. Windows create a GuiScreen proxy for display.
In general practice, you will create a subclass of Window, and pass a resource location of your XML definition to the super constructor. If you have special additional setup you wish to perform (set custom strings, add a list DataProvider, etc) you can do so by overriding onOpened(). If you have clickable buttons, you can implement Button.Handler and override onButtonClicked().
Example
The above image depicts a test window, showing text labels, item icons, scrolling list (with scrolling lists in children), buttons, and an image (as a backdrop).
These are the 4 files for the Window shown above (the forum post editor doesn't like pasting XML):
gui/windowBase.xml: http://pastebin.com/2xbuZepA
gui/windowWorkerBuilding.xml: http://pastebin.com/RVMJZ3fp
gui/windowGuiTest.xml: http://pastebin.com/VTCSKJQQ
windowTestGui.java: http://pastebin.com/vHxnbu9k
Please note that due to the use of ScrollingList.DataProviders and lists-within-lists, it appears more complex than it is.
0
0
http://www.mediafire.com/download/sh91s6u14lm7j7w/DynmapLOTR.zip
The download includes instructions, and a Python script to parse the Forge server log to generate IDs (as the extra prefix bug in Public Beta 17 prevents Dynmap from auto-detecting the block IDs).
I provide no technical support for using Dynmap, or the configs.
0
Looks like it's a client death-update issue, with MCPC+ (both B235 and latest version B235).
When a player dies, if they use the Occulus, they will appear to be reset to 3/0/0 and nothing learned. However, if they disconnect then reconnect to the server, all of their learned arts show up again. This happens with both keepInventory true or false.
Tested with a pure Forge server, and there are no problems.
0
We've seen a similar issue on our private server. My wife didn't lose any levels, but all her unspent skill points disappeared, and her unlocked arts were forgotten. She was able to /respec and get her points back, however. There was nothing out of the ordinary in the server logs.
She has only visited the Nether.
EDIT - Dying resets skill points to default values (3/0/0, no skills) but leaves level intact. /respec restores skill points from levels. Verified by simply using /kill.
Seems like a pretty basic bug if that's the case, so possibly an interaction with another mod.
We're running Ars Magica 2, Archimedes Ships, ExtrabiomesXL, Minecraft Comes Alive, RottenFleshToLeather, backpacks, Twilight Forest.
I'll do some experimenting later.
0
1
Changing this setting to false allows Buildcraft oil gen, and creatures are still spawning. I'm guessing they just won't spawn during initial chunk creation, but they do shortly after. Does anyone know if there are other consequences for this option?
0
I can confirm this is an interaction between Highlands and Buildcraft, and only affects when worldgen picks a default biome. The shape of the biomes and the Highlands biomes remain unchanged when generating the world using the same seed between the two different versions.
Looking at the logs, 2.0.3 registered biomes much earlier than 2.1.0. Thus the HL biomes were in the list before the Buildcraft biomes. With 2.1.0 the opposite is true - the Buildcraft biomes are registered first. This apparently affect the way the game chooses default biomes.
It appears (according to JD-GUI) that in 2.0.3 you did most biome registration in the pre-init, and in 2.1.0 it does this in the load.
Well, at this point there is no real 'fix' for 2.0.3 users - it just means 2.0.3 users can't upgrade without introducing worldgen issues at the current world borders. Although if you could find the time to make a "2.1.0b" build for us 2.0.3 users that would like to benefit from 2.1.0's features, with the only change being earlier biome registration, it would be much appreciated!
0
I suspected it might be an id issue, but all the settings are identical. I'll run another test later just to be certain.
PM me an email address and I'll send you the files (or is it in the docs in the jar? I'll look when I switch back to my MacBook), you can submit them to Dynmap for automatic inclusion in their distribution - they do this for most major mods. I'll also give you the address to our private server's map so you can see what a Highlands world looks like in isometric map, it's very nice to look at. Our world has our own little 'ring of fire' with a series of volcano islands off the coast.
0
Additionally, I've created Dynmap renderdata files and a texture. However, to work properly it requires Highlands 2.1.0 or higher (or manually creating a 2.1.0-like config file), and since Highlands doesn't split out the IDs for the 4 stair types, "Highlands Planks Stairs ID" needs to be split into 4 unique named IDs:
I:"Highlands Planks Stairs ID"=760
becomes:
I:"Highlands Planks Stairs ID"=760
I:"Yellow Wood Stairs ID"=760
I:"White Wood Stairs ID"=761
I:"Red Wood Stairs ID"=762
I:"Grey Wood Stairs ID"=763
(adjust numbers as appropriate)
sdj64 - If you are interested in these files, please PM me.
0
To actually use hMod, you don't need the src folder or the .java files, or anything except what is in the 'bin' directory. Additionally, those commands you mention not working are part of hMod itself, not plugins. It sounds like hMod isn't actually being used.
To use hMod, you should go into the 'bin' folder and take the files:
Minecraft_Mod.jar
server_nogui.sh
and copy them to live alongside your minecraft_server.jar file. Next, if the directory 'plugins' does not exist in the same directory as your minecraft_server.jar, create it. Any plugin .jar files you get go there.
Finally, you run the server using server_nogui.sh
That should get you up and running.
0
It has to be turned on in server.properties (look for 'hellworld=false') but be warned that it may be horribly glitchy, apparently turning it on can cause the Nether to bleed through into the regular world, causing spontaneous fires and all sorts of other badness.
0
Could be a bug in the new server, though.
0