• 2

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from Cheeyev»

    It wouldn't make sense for those doors to have handles that can't be used. The iron door doesn't have handles and requires redstone to use, so i was thinking of that.


    To be honest, I hadn't even given that a thought.
    I have made the changes, they will be in the next release (some time this weekend).



    Quote from Wreckage »I have finally updated to the 1.7 version and have noticed that the swords all have +4 attack damage. Or am I looking at something wrong?

    Yep, that is my fault. I had made a tool material for each sword, but for some reason I had all of them set to wood01. The code has been fixed and will be in the next release (some time this weekend).

    Quote from Darthrafael»
    Is there a way to download a recipe-less version of the latest update? There used to be one (I think, and I'd like to have the latest update recipe-less)

    There will be one soon, maybe in the next week.
    Posted in: Minecraft Mods
  • 2

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Hey everyone, figured I better make a post and let you all know I'm still alive (just).

    Some of you may recall that last year I had a bit of a health scare. Well it turns out that I should have taken it a bit more seriously.
    Five weeks ago, I suffered a heart attack. It really took me by surprise, as I am only 39 and in relatively good shape. Turns out that I have an hereditary condition known as Familial hypercholesterolemia, which wasn't helped by the fact that I was a 30 a day smoker and not as active as I used to be because of my back injury.

    Anyway, I have had a stent inserted into the blockage and am well on the way to recovery. I have taken the experience as a positive one and have since given up smoking and now attend the hospital gym several times a week, as well as cycling and walking.
    As you can imagine, working on this mod, or playing any computer games has taken a rather low priority for me right now. That being said, I have no intentions of abandoning the mod or the community, just taking a chill pill for a while.

    I would also like to offer a special thanks to Wideload and Xeronut, for fielding all of the questions in my absence, it is much appreciated. :)

    Aaand, now it's time for a double post because I just couldn't help myself! :)
    Quote from Wreckage »
    Thanks, I used all of the sound blocks, there are only 16. :( Yes that is a map I have been working on for awhile. Plynth

    The mod for moving blocks around is Pistronics - Modular Pistons.

    That's a really cool map, both my son and myself have just installed it to check it out!
    I did notice that the sounds for the sound blocks seem to be missing though. I just get the default beep that I assigned to them?

    Oh, I got the hint about there not being enough of them too! :)
    I'm hoping that 32 of them will be a tad better.

    1.6.4_DIYSoundBlocks_x32
    Posted in: Minecraft Mods
  • 1

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from Wreckage »Best mod out there :D

    1 tiny little question: :unsure:

    How goes the battle with the particle blocks or the smaller containers? Hope all is well. Thanks

    Also would it be possible to make the Xblocks or some of them breakable with an axe or something while in Adventure Mode?

    I have been taking a break from coding, so I haven't done much work on them.

    I still couldn't find a way to view the particles from more than 16 blocks away, but other than that, powered particle blocks are relatively easy to add.
    Not too sure about the small container. I can make the inventory bigger, but getting it smaller is another story. Once I get the urge to start coding again, I will take another look at them.

    Not sure at all how to make blocks break in adventure mode, I will have to investigate.
    I think you can just use tags to make certain blocks break within adventure mode. I have never tried it though.



    Quote from Hikachan »
    Some of the recipes show up and some don't. Like for instance some of the lights don't show up nor do the bridge parts and alot of other recipes don't show up for me either. I am using 1.7.10-1.1.3 of you're mod.

    OK then, I guess if a block doesn't show a recipe, it's because I haven't given it one.

    I think there are six modules that don't have any recipes.

    Buildings = This module definitely needs recipes, I will add them to the next update.

    DIYAdmin = No recipes as they are intended for admin use only on servers.

    DIYDiscs = I will add to the next update.

    Furniture = Lower on my list of priorities, but i guess I should add some.

    MiscModels = Lower on my list of priorities, but i guess I should add some.

    Tombs = Lower on my list of priorities, but i guess I should add some.
    Posted in: Minecraft Mods
  • 1

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from Hikachan»
    Is there a place for recipes? The blocks show up in NEI but not recipes and blocks nor recipes show up in craftguide. Thanks for any help.

    Which version are you using Hikachan?

    I have tested the 1.7.10 version and the recipes still show in NEI (at least they do for me).
    I did make a couple of special versions for 1.6.4 that have all recipes removed, so I am wondering if you have accidentally grabbed one of those.
    Posted in: Minecraft Mods
  • 2

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Liquids

    Alright, here is what I have found with regards to my liquids and Buildcraft pipes.

    The original liquids (with hardcoded colors) will pump through the pipes, but show as regular water.
    The newer DIYLiquids pump through the pipes and retain their color, but lose their texture when inside a tank.



    I will play around some more and try to sort out the texture problem in the tanks. If successful, I may need to change the original liquids to have a texture file too.


    Colored names

    For anyone interested in how to change name colors (for blocks/items/tabs) via the language file, here's how to do it.

    Open the language file in a text editor and use a section sign (§) followed by a hex digit to preface the blocks name. eg:

    Change
    itemGroup.tabCloth=Cloth

    to
    itemGroup.tabCloth=§aCloth

    Or
    tile.DIYCloth01_.DIYCloth01.name=DIYCloth_01

    to
    tile.DIYCloth01_.DIYCloth01.name=§aDIYCloth_01


    To use a section sign "§", you need to type Alt+21 (must use the Number Pad).
    A full list of the color codes can be found here. Minecraft Wiki, Formatting codes


    Now onto an update.

    XtraBlocks-1.7.10-1.1.3

    . Fixed an old bug where disabling blocks with an item renderer for models (render the model as a 3D block when in hand/inventory) would cause a crash on the server. As a result, I have reimplemented the item renderer for all of the different dice blocks as well as for all of the models in DIYXtras.

    . Added some new particle effects to the Brazier and Campfire (DIYXtras).


    Requires Forge: Built for "forge-1.7.10-10.13.0.1200-installer".
    (If used with Forge builds earlier than "forge-1.7.10-10.13.0.1187-installer", you will likely be unable to connect to the sever)

    XtraBlocks-1.7.10-1.1.3 Download


    EDIT : After editing the OP with the new update, all of the formatting broke severely. I was able to roll back the post to the 2nd of August update, which fixed the formatting, but for now the latest update will only be available on this page.
    Posted in: Minecraft Mods
  • 1

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from xeronut

    Dude.. I think I just filled the cup.

    Oh my face. This is amazing. Do want! Glow paint wouldn't happened to be on that list of good stuff would it? Or the custom liquids? (By the way, how did progress making all the goo pump properly through pipes turn out? Is it fixed for 1.7?)

    Yep, glowpaint and liquids are in the mix too.
    Not sure about the whole pipe thing yet. Got the latest version of Buildcraft to do some testing, but haven't started yet.
    I have taken a look at the Buildcraft source for the liquids, and there doesn't seem to be any real difference in code. I need to do some more searching to see it it all happens somewhere else. I should know more by the weekend. :)



    Chris:
    Hey Chris, I have added two Beacon style lights for you. Enjoy!

    Here's the link to the update I told you about too.
    Posted in: Minecraft Mods
  • 3

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from CraftyTurtle

    Is it my imagination, or is green fire more burny than regular fire.

    I'm building a narrow pathway/staircase up my mountain, and I'm burning trees down as I go (burning is much more therapeutic than just removing) and I am using the green flint and steel, to differentiate between my tree-burning fire and the many campfires/fireplaces.

    And I reckon the green fire is faster and more complete in its destruction - it does not leave rogue leaf blocks like normal fire does.

    Maybe its cos green is my favourite colour, and I like to play with it more. Then again, should bushfire logistics personnel be so delighted with burning trees? BWAAHAAHAAA!!!!!

    No, it's not your imagination you firebug CraftyTurtle. :P
    All of the DIYFires should be more efficient. More of a happy accident than something I set out to achieve, but I liked it so didn't try to fix it. ;)

    Quote from wideload »I'd go with blue for different flame colour, especially if they ever get coloured light working.

    Something like this?





    A bug with the API makes certain blocks render blue at night.




    I have been playing around with the Colored Light API.
    It's still a bit buggy right now but pretty cool.
    There are some lighting update issues and when it's dark, some blocks seem to render blue.
    I have noticed this on levers, torches (the flame), slabs, stairs and lava.

    Once those bugs get sorted out, I will definitely be incorporating it into XBEE.

    Quote from Wreckage »
    Particles 'n' stuff.

    So, I got the powered particle blocks working last weekend. As I suspected, that was the easy part.

    I still haven't been able to make them display from more than 16 blocks away and they display too bright in the dark.
    I can counter the brightness issue but then the color of the particle becomes very dark.
    I have tried all week to find a solution to those two issues, but as of yet, I have not figured it out.
    Still, from what I have learned, I have been able to add a few nice touches to some other blocks.

    Bright particles in the dark.


    Added cinders to the camp fire and cinders with puffy smoke to the brazier.

    Posted in: Minecraft Mods
  • 2

    posted a message on Change Block texture When a redstone Signal is Emitted to the Block
    I have just amended the code in my last post, as I realized I forgot to add in the code to switch textures.
    Should work as you want it to now.
    Posted in: Modification Development
  • 2

    posted a message on Change Block texture When a redstone Signal is Emitted to the Block
    You only need to make one class for the block, it will handle both states.
    The code that you removed (field_150171_a) lets the block know if it is powered or not. You can then use an if statement to allow the block to do stuff when it's powered. For example, below I have made the block light up when powered and also switch the textures.

    In the mod file, you need to set the idle block to false and the active block to true. It's also a good idea to set the creative tab from the idle block, so that it's the only one you will see in the tab.

    Mod
            public static Block AirCompressor = new AirCompressor(0, false).setCreativeTab(MoreTech.tabCTMoretech);
            GameRegistry.registerBlock(AirCompressor, "AirCompressor");
            
            public static Block AirCompressorOn = new AirCompressorOn(0, true);
            GameRegistry.registerBlock(AirCompressorOn, "AirCompressorOn");


    Block
    public class AirCompressor extends Block
    {
        @SideOnly(Side.CLIENT)
        private IIcon top;
        @SideOnly(Side.CLIENT)
        private IIcon bot;
        private final boolean powered;
    
        public AirCompressor(int par1, boolean par2)
        {
            super(Material.ground);
            this.setBlockName("AirCompressor");
            this.setStepSound(soundTypeMetal);
            this.setHardness(5F);
            this.setResistance(10F);
            this.powered = par2;
    
            if (par2)
            {
                this.setLightLevel(1.0F);
            }
        }
    
        @SideOnly(Side.CLIENT)
        public IIcon getIcon (int side, int metadata) {
            return side == 1 ? this.top : side == 0 ? this.bot : this.blockIcon;
        }
    
        @SideOnly(Side.CLIENT)
        public void registerBlockIcons(IIconRegister par1IconRegister)
        {
            if (this.powered)
            {
                this.blockIcon = par1IconRegister.registerIcon(References.MODID + ":" + "air_compressor_side");
                this.top = par1IconRegister.registerIcon(References.MODID + ":" + "air_compressor_top");
                this.bot = par1IconRegister.registerIcon(References.MODID + ":" + "air_compressor_bot");
            }
            else
            {
                this.blockIcon = par1IconRegister.registerIcon(References.MODID + ":" + "air_compressor_side");
                this.top = par1IconRegister.registerIcon(References.MODID + ":" + "air_compressor_top_on");
                this.bot = par1IconRegister.registerIcon(References.MODID + ":" + "air_compressor_bot");
            }
        }
    
        public void onBlockAdded(World par1World, int par2, int par3, int par4)
        {
            if (!par1World.isRemote)
            {
                if (this.powered && !par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
                {
                    par1World.scheduleBlockUpdate(par2, par3, par4, this, 4);
                }
                else if (!this.powered && par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
                {
                    par1World.setBlock(par2, par3, par4, MoreTech.AirCompressorOn, 0, 2);}
            }
        }
    
        public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, Block par5)
        {
            if (!par1World.isRemote)
            {
                if (this.powered && !par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
                {
                    par1World.scheduleBlockUpdate(par2, par3, par4, this, 4);
                }
                else if (!this.powered && par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
                {
                    par1World.setBlock(par2, par3, par4, MoreTech.AirCompressorOn, 0, 2);}
            }
        }
    
        public void updateTick(World par1World, int par2, int par3, int par4, Random par5)
        {
            if (!par1World.isRemote && this.powered && !par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
            {
                par1World.setBlock(par2, par3, par4, MoreTech.AirCompressor, 0, 2);}
        }
    
        public Item getItemDropped(int par1, Random par2Random, int par3)
        {
            return Item.getItemFromBlock(MoreTech.AirCompressor);
        }
    
        @SideOnly(Side.CLIENT)
        public Item getItem(World par1World, int par2, int par3, int par4)
        {
            return Item.getItemFromBlock(MoreTech.AirCompressor);
        }
    
    }
    Posted in: Modification Development
  • 1

    posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016
    Quote from Rayv3n

    Is there going to be a 1.7.2 version? Most of the mods I have on my server are still 1.7.2 so can't update yet.

    Here you go. It was actually a pretty simple process to back date the 1.7.10 version, only had to change 4 files. :)

    Requires Forge: Built for "forge-1.7.2-10.12.2.1147-installer".

    XtraBlocks-1.7.2-1.1.2 Download



    Quote from MindKrafter »
    Will release an update with the new blocks later tonight. The update will also contain a few bug-fixes that I have come across, most of which I sneaked into the original upload a few days ago.


    So, I held off on the release until today as I thought I had found a bug with the discs and music blocks. After a bit of messing around, I discovered that there is a weird bug where Optifine stops custom records from playing. I have no idea why? For now, if you need to use the records/music blocks (doesn't affect the sound blocks), you won't be able to use Optifine. :(



    Now for some better news, here's the update.

    XtraBlocks-1.7.10-1.1.2


    * Fixed wrong sound for Cloth Pavers.
    * Fixed no lightning bolt when attacking with DiamondSword09.
    * Changed GlowGrass back to a full block.
    * Added DIYCoral blocks to DIYDecorations. 8 x regular, 8 x glow.
    * Added CandleHolder, Candelabra, Chandelier and Brazier to DIYXtras. Brazier works the same as the Campfire and the candle blocks can be activated with the zippo/torchsnuffer.






    Requires Forge: Built for "forge-1.7.10-10.13.0.1190-installer".

    XtraBlocks-1.7.10-1.1.2 Download
    Posted in: Minecraft Mods
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