- Registered Member
Member for 8 years, 8 months, and 27 days
Last active Mon, Apr, 8 2013 21:26:33
- 0 Followers
- 88 Total Posts
- 0 Thanks
Apr 21, 2012MathewAlden posted a message on [1.6.4]TerraFirmaCraft - Survival mode as it should've been.This mod is amazing. Can't wait 'till it's done.Posted in: Minecraft Mods
Mar 20, 2012Hi.Posted in: Mods Discussion
I'm really new at modding so I apologize if I sound like a noob.
Anyway. My server has a plug-in that allows people to craft block 43:6. (It's a double slab block.)
Here's the thing. It has no name in the inventory... That sorta bugs me.
I opened lang_us.txt to try and add one. However, I learned that the language files don't use block id's to add names, they use block names to add names. Like instead of "tile.19 = Sponge" it's "tile.sponge = Sponge" or something.
So basically, all blocks have a name (like "tile.name") and the lang files use that to add real names. So... my question is, do any of you modders know the name of a double slab block, 43:6 to be precise?
Mar 20, 2012Hi.Posted in: Mods Discussion
Okay. Here's the thing. I might be totally misunderstanding you, but you want your mods to work on your multiplayer server, right?
Unfortunately, that's really hard to do, almost impossible.
Modding multiplayer is a lot harder than modding singleplayer, because you actually have to mod singleplayer along with it and then mod more stuff to make it all work together. DX
Jeb is working on making this easier in the future.
Mar 13, 2012MathewAlden posted a message on [ADV] 1.6: The Adventure Multiplex! Over 80 Adventures in One! 15+ Hours of Gameplay! 75,000+ Downloads!Hi. I was thinking about hosting this on my server, but I want to know how hard it would be to convert to multiplayer. Could someone who's played through it answer a couple things?Posted in: Maps
How many of the rooms have to be reset at the end? (Does most of the redstone reset itself or no? Are there any explosions?)
How many rooms require placing/destroying blocks? (I build-protect my custom maps, and I'd have to make an exception for each room that required building.)
If someone could help me here, it'd be much appreciated. Thanks!
Mar 10, 2012Posted in: Redstone Discussion and MechanismsQuote from bpettis
If this works, my mind will be blown right out my face.
I'd imagine that it has something to do with the way that block data are stored when being moved by a piston. This, combined with the sudden expanding/retracting of the pistons in your setup probably causes this data to be lost.
And if it does work, all I have to say is, "Fix your game, Jeb!"
I don't know if you're still curious, but I'm pretty sure it happens because the data value of the water is transferred to the data value of the block.
But I could be wrong.
Feb 24, 2012Posted in: Resource PacksQuote from Hahaha00000
It's a very good texture pack, I love the simplicity. Please don't stop working on it because I can't find any texture packs similar to this one. :sad.gif:
The OCD pack has a simplistic style...
Not that I'm trying to replace this. It'd be cool if it was supported still.
Jan 13, 2012MathewAlden posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)So... this isn't compatible with the water shader?Also, does this work on multiplayer?Posted in: Minecraft Mods
Jan 13, 2012MathewAlden posted a message on [1.0.0] AETHER - V1.04_01 Launch Bug Fixed - BUG FIXES - Crystal Trees, Enchanted Grass, White Apples!Will this be multiplayer compatible ever?Posted in: Minecraft Mods
Nov 25, 2011MathewAlden posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Hi. Karl.Posted in: Resource Packs
This is a bit of a suggestion.
So... lots of texture packs come with great custom water and lava and things like that. However, plenty of great texture packs DO NOT come with these files. That means that MC reverts to the original water and lava textures. However, MCPatcher assumes that all texture packs come with custom animations, so it automatically removes the default animations coded into the game.
This is what I'm suggesting. Instead of saying "If a texture pack is used, then remove the scripted animations," it thinks "If a texture pack is used AND the texture pack has custom water and lava files in it, then and only then remove the default coded animations.
You know what I mean? This would be great. Please consider it.
- To post a comment, please login or register a new account.