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    posted a message on Setting a block to have different sides and top textures?
    Thank you; that helped get me on the right path! I'm having trouble getting documentation for CTM at the moment, since with Resource Packs switching things around, it's hard to find guides that are current.
    Posted in: Resource Pack Discussion
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    posted a message on Setting a block to have different sides and top textures?
    Quote from Dack105

    You can use CTM.
    Look in this thread.


    Thanks; any tip where in that thread to look? I was trying to figure it out myself, and I see that .properties files can specify faces to apply to, but can you specify multiple CTM properties for one block?

    For example:

    block4.properties:
    source=cobble_top.png
    method=fixed
    faces=top
    tiles=0
    
    source=cobble_sides.png
    method=fixed
    faces=north south east west bottom
    tiles=0


    That doesn't work for me, since I think there's no method in a .properties file to indicate "now start a new chunk of commands". Can I have more than one .properties file point at a single block?
    Posted in: Resource Pack Discussion
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    posted a message on Setting a block to have different sides and top textures?
    Is it possible, using either the new Resource Packs and their block.mcmeta files, or some other mod (Connected Textures Mod (CTM) and block.properties files?) to take a block that in vanilla Minecraft has the same texture on all six sides (i.e. dirt or cobblestone) and make it have different top or top/bottom faces from the sides?
    Posted in: Resource Pack Discussion
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from ShinyAfro

    Hopefully there will be a way to make infinite lava, considering it is normally a limited resource.

    Volcanite Amulet is available in EE2 for infinite lava. That item may come back again for EE3 along with the rings and whatnot.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Morias_Sairom

    1 Obsidan can be turned back into 2 Wood Logs (and although not a direct reversal iron > 4 obsidian > 8 wood, but thats just in case I misread the following statement). You have the picture for it just didn't change it in the following line in the "Wood Cycle"

    "There is no reversal recipe to turn iron/obsidian back into wood, so that transmutation is one-way."

    Overall though nice job.

    Thanks for the catch! Also, it's a wiki, so you can update it yourself if you're so inclined. I've updated this one but any future edits feel free to just change on your own. :)
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    I know Pahimar said they had a wiki in mind, but for the moment I started on on Shoutwiki to start capturing some of my notes. I've documented most of the known Transmutation recipes from the current pre-release, if anyone needs a reference.
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    Quote from Pahimar

    I will DEFINITELY take you up on this Midnight; was honestly wondering when you would show up :D

    Excellent! :) When I saw my name had fallen off the "Credits" roll, I knew I had been away too long ;)

    I haven't had a chance to try out the pre-release version yet, but hopefully will be able to this week. Since you're hosting on Github, I'm MidnightLightning over there too, so expect some Pull Requests from me under that name! I see you have the original philosopher's stone icon from EE2 in there; are you intending to keep the same look/feel as EE2 (magenta flaming orbs!), or do you picture this rebirth to inert/minium stones a whole new look/feel?
    Posted in: Minecraft Mods
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    posted a message on Equivalent Exchange 3 - 0.1.142
    You know there's a following for a mod when a thread 2 days old is already 85 pages long...! Just checking in since I disappeared from the EqEx community for a while when Xeno started focusing more on Condensing/Collecting than Transmuting. Pahimar, I helped out with the graphics/GUIs for EqEx 2, and I'll extend the same offer to you if you'd like. I'm a professional graphic designer, so if graphics aren't your strong suit I'd be glad to help out and let you focus more on the code rather than the graphics. Thanks for continuing this mod!
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Having an issue getting Forge properly patched with the launcher (on a Mac, if that matters):

    Minecraft.jar 1.1:
    Mods active, in this order:

    ModLoader.zip (1.1)
    ModLoaderMP 1.1 v2.zip
    minecraftforge-client-1.3.2.0.zip

    It shows two errors for the Forge zip:
    Missing class member: public (Lvq;IIIIFI)V a, class: jj, mod: minecraftforge-client-1.3.2.0.zip
    Missing class member: public (Lvq;IIIIFI)V a, class: qt, mod: minecraftforge-client-1.3.2.0.zip


    It appears to still work fine (Minecraft launches), and if I add in Equivalent Exchange (which relies on Forge), that mod appears to run fine. However, if I add in IndustrialCraft2, it crashes out due to IC2 not finding Forge explicitly installed (crash log doesn't list Forge in the list of installed mods):

    Mods loaded: 3
    ModLoader 1.1
    mod_ModLoaderMp 1.0.0
    mod_IC2 v1.64

    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected]
    Please include a description of what you did when the error occured.



    --- BEGIN ERROR REPORT a614ab08 --------
    Generated 1/29/12 4:21 PM

    Minecraft: Minecraft 1.1
    OS: Mac OS X (x86_64) version 10.6.8
    Java: 1.6.0_29, Apple Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: ATI Radeon X1900 OpenGL Engine version 2.0 ATI-1.6.36, ATI Technologies Inc.

    java.lang.RuntimeException: IndustrialCraft 2: MinecraftForge Major Version Mismatch, expecting 1.x.x
    at forge.MinecraftForge.killMinecraft(MinecraftForge.java:332)
    at forge.MinecraftForge.versionDetect(MinecraftForge.java:344)
    at mod_IC2.initialize(mod_IC2.java:85)
    at ic2.platform.Ic2.load(Ic2.java:65)
    at ModLoader.init(ModLoader.java:824)
    at ModLoader.AddAllRenderers(ModLoader.java:189)
    at afq.<init>(afq.java:80)
    at afq.<clinit>(afq.java:9)
    at net.minecraft.client.Minecraft.a(SourceFile:265)
    at net.minecraft.client.Minecraft.run(SourceFile:648)
    at java.lang.Thread.run(Thread.java:680)
    --- END ERROR REPORT b88a4b0d ----------

    Any way around this?


    [EDIT] This is an issue with the latest build of Forge, not this launcher; carry on!
    Posted in: Minecraft Tools
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Quote from FurbzTwin

    When i use this in minecraft, on the stone blocks (not cobblestone) there are little pictures of fire and portal in the upper right corner =\ and the water and fire doesnt have a texture.. is says "Patch noob" on it.. what do i do?

    Read FAQ number zero.
    Posted in: Resource Packs
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Quote from harizmatik1

    WOW... HOW YOU MAKE THAT?

    Answered several times in the thread; it's created with the vector tools in Adobe Photoshop.
    Posted in: Resource Packs
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    posted a message on [Surv] SkyTable (for EquivalentExchange mod) (Go to Zakhep's thread)
    Grass block recipe was missing with the v5 update, though x3n0 re-added it back in with a recent version. Grab the latest and it should be there.
    Posted in: Maps
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    Quote from TheLarmantine

    Dude. I beg you. I hate spamming requests, but please. Do Better than wolves or EE. Atleast one of them. I would sell mah soul to you.

    Any other Equivalent Exchange users? I've been toying with doing an EE addition for this texture pack, but don't know if there's a lot of users who'd want it.
    Posted in: Resource Packs
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    posted a message on Challenge - The Tree Spirit
    Quote from Onuku

    Actually, I'm thinking about making a mod for this. Basically, a mod would need:
    1. A way to hurt you if you leave your log (drowning programming, around a 3x3x5 area around a connected log)
    2. A way to identify your heart tree (tricky one, just somehow make the first tree saplings/wood picked up golden?0
    3. Maybe a few new tree designs if you want to be cool.
    4. More sources of food that are easy to get to? (Fruit that gold trees drop occasionally?)

    So, that's the basics, but I'm not the best modder, so I'll see what I can do, but I would prefer if some experienced modder did this instead. Know anyone who loves the challenge and makes epic mods?


    Quote from Onuku

    Any Ideas for the heart tree so you could identify it, and how to program it? I'm clueless.


    I already created a request for a mod for this challenge over in this thread as a starting point: http://www.minecraftforum.net/topic/592607-tree-spirit-basic-mod

    Xukkorz over there did say they'd try taking a crack at it too. I did do some writeups several pages back (here and here) on how to use existing mods to get some of the management desired for this challenge.
    Posted in: Survival Mode
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