Ooooh, hot here too. The grass is already brown and it's only December. Over 30° today. Supposed to be 39 next Saturday. I've started my whining already. I do not like stinking hot weather. Gimme some snow!
They say it's going to be a bad year for bushfires - but they say that every year. I've stopped listening. ...Bushfires - we're all gonna die! Ebola - we're all gonna die! AIDS - we're all gonna die! Nuclear weapons - we're all gonna die! Spanish Flu - we're all gonna die! Bubonic plague - we're all gonna die!
Actually, Bubonic plague is the least likely death for us - Scientist recently discovered that many of the 14th century plague survivors had an immunity - a genetic marker. We are descended from the survivors. WE have that immunity.
I'm waffling now. Say, let's talk about Minecraft. I accidentally deleted half of my beautiful ballroom with the arched windows. Sigh. Rebuild. Back up.
- MindKrafter
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Member for 12 years, 9 months, and 18 days
Last active Sun, Sep, 12 2021 06:23:41
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1
CraftyTurtle posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Posted in: Minecraft Mods -
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xeronut posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Merry Christmas! Hope you good folks are doing well!Posted in: Minecraft Mods
I thought the leaves in MindKrafter's gif were green beans at first! -
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CraftyTurtle posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Another discovery: Non-symmetrical windows:Posted in: Minecraft Mods
I want arched windows, 4 blocks high and 2 blocks wide. The arch goes over 2 block widths, so a non-symmetrical block is needed.
My first thought was panels, but z-fighting means you can't have non symmetrical.
Second effort was doors, which support non-symmetry, however they must be placed upon a solid block (ie not glass). I found it possible to use a temporary block (eg lapis) to place the doors upon, then //replace 22 0 and the doors stay in place. BUT I cant then place another window (cover or panel) underneath because the doors are destroyed.
THE SOLUTION:
Glow Dice (personally, I like windows in glow material)
The glitch - once I use microblocks' diamond chisel to chop the dice block into a cover-sized piece, the sides of the dice "flip", ie a left-facing arch becomes a right-facing arch. After a bit of testing, I found the north ("1")and east ("2") sides flip, but the south ("3") and west ("4") sides do not flip.
The workaround: make the texture of sides 1 and 2 the opposite of what I really want.
Result: See pics. Interior also shows the re-textured bannisters. -
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CraftyTurtle posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Yup, I'm still around. (In case anyone was wondering)Posted in: Minecraft Mods
Still using 1.6.4 too.
Anyoo, just wanted to say I use the bannisters EVERYWHERE!!!!! and I just discovered I can re-texture the entire "left" set, to an "indoor" look, and the "right" set becomes my outdoor set.
It is possible to use the left sloping banister on the right side - I place it on the adjacent block to the stair. Yeah, one side is in a "slightly" different spot, but by making the balusters (upright sticks) shorter by just not texturing those, then you'd never realise unless you already knew.
Basically this means I can have a classy set - gold handrail with twisted black metal uprights, and a simpler set with timber uprights and white painted handrail. WOOHOO!!!!!
Hey MindKrafter....
Now, a question re Techne models - If I were to make a HUGE model, can you scale it down to 10% or 1 in 8 or something? I figure this is the only way I can get a triangle cover. ie a slope, but 1/8 the width. ie make the "unslopable" corners so small it makes little difference.
YEah I know I said ages ago I'd give you some "shape" models, but health problems took over, I left my job, etc. poo-poo happens.
Oooh - and I'm going to be in Perth in March. Can I buy you a drink? -
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xeronut posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016To place things like crash logs in spoilers, type [_spoiler] before the text you want to hide and [_/spoiler] after it (without the underscores). I'll place the rest of this post in spoilers, because tl;dr.Posted in: Minecraft Mods
To find errors I use a binary approach - divide and conquer. Take your list of mods and chop it in half (making sure any core mods the half you keep first may require are loaded as well). Put the half you cut from the list in a separate place. Load the game.. if it still errors, cut it in half again and keep the discarded half separate. Keep doing that until it no longer errors. Then one by one add in the mods from that very last batch you discarded and kept separate until you get a crash again. Try running the whole modpack without that mod. Usually that works.
I'll be honest though - I keep cutting edge release versions in my 1.7.10 pack (not bleeding though - no beta or dev stuff allowed) so I rarely run into these problems unless it requires a version of Forge I'm not using (or it's ColoredLightsCore, hehe). I tried to do the same with 1.6.4, and I used XtraBlocks extensively.. but I completely avoided Mo' Creatures due to the increased server traffic and iffy spawning mechanics. I also never got HexWool to work properly in SMP, only SSP. I noticed in your modlist you're running some outdatedversions of mods. Off the top of my head, Carpenter's Blocks, Damage Indicators, Better Dungeons (Chocolate Quest), OpenBlocks/OpenModsLib and Twilight Forest all are out of date. Mo' Creatures also looks like it could use an update (older versions can be found in that thread's OP). I'd make sure your mod versions are the latest offered for 1.6.4 and see if that fixes the issue - then try to sort through them to figure out your crash.
As to how to use the DIY items in the mod, make a backup of the XtraBlocks zip package, and open it up. Inside the archive you'll find the \assets folder, and inside there will be folders that correlate to each of the different modular parts of the mod. They in turn each have a \textures folder, wherein you'll see picture files for each of the blocks in the game. To customize the textures, either create a new .png or extract the one you want to customize and edit it in your preferred image editor (I prefer GIMP). Make sure it's named the exact same thing as what's in the mod directory itself. You can either a) replace the file itself in the mod package by overwriting the old one (should be safe, since 1.6.4 likely isn't getting more updates), or add it to your texture pack of choice (keeping the file directory structure intact). Remember that Minecraft textures start at 16x and increase by powers of 2 from there (16, 32, 64 etc) so your edited texture should be the same.
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Wreckage posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Its great to here from you. Get well soon.Posted in: Minecraft Mods
Thanks for the Soundblocks, I'll start adding more sounds to the map.
Also the map and mods folder for Plynth have been updated. Sorry, I'm brain dead. -
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Wreckage posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Did I mention how much I love the SoundBlocks and all the others. Thanks MindKrafter.Posted in: Minecraft Mods
Found in the new map. Plynth
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xeronut posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Posted in: Minecraft Mods
First thing: I gave FastCraft a go and it works beautifully, especially in the players surrounding area at start up. What an excellent little mod. It also confirms to me that Crafty's problems with NEI lag aren't coming from NEI (unless she has another mod interfering with it). The lag and fps drop I was having are clearly solved by FastCraft and/or Optifine. BTW, as you weren't sure - it works wit OF A4 Ultra.
You would wager correctly. I do like to do my research.
Yes, SEUS is definitely a hungry mother. There are times that I think another shader will do, but I just love the overall look of SEUS. Other's seem to get one or two effects spot on (for me) but fall short on other effects, whereas SEUS seems to get everything right (except no god rays but I think you can turn them on), but you can pay the price with an fps hit.
Here's a quick run down, based purely on my opinion. All were set in the same location, with the ChromaHill x128 resource pack, and I only count what comes as standard in the pack, using a combo of qualities. No config settings have been altered:
Mr Meep's: Decent fps, big god rays but they are rough looking, crappy surface water, nice underwater with wobbly effect, colours are average, banding around the sun, dodgy/flickering shadows at sunset.
Sildur's Vibrant: Colours are nice and bright, water surface is okay but boring and 'linear', underwater is too clear, excellent god rays, distance blur looks bad and is way too harsh, fps is average, night time is nice and dark but ight sky is a blurry mess.
SEUS: Excellent lighting, bright but realistic colours, dark nights (especially in forests), excellent surface water, excellent underwater but no effects, optimised for Nvidia (yeah) but fps still takes a decent hit.
Super Shaders: Bright and colourful, nice god rays, nice surface water, underwater is too clear but there is a wobbly effect, average fps, dark nights.
Choco's: Excellent god rays, bright colours, average surface water, excellent underwater, night is okay but maybe a little too bright, average to decent fps.
Ziipzaaps: Terrible fps, surface water is average, underwater is excellent, excellent god rays, night is too bright it's almost like a dull day.
I should also add that I find Choco's, and it's variants, to be a bit too orange with torch/lamp lighting, but then I do go for a more modern look. SEUS has this 'problem' as well but it's not as bad. But that's mainly down to what I want, not the shader.
I have done a bit of .fsh/.vsh tweaking in the past, mainly to change the light colour and enable/disable features. I got most of that from the shaders thread. Beyond that I tend to leave it alone and go with the standard setup.
But if you decide to go with SEUS, I do have a link to a page that shows you how do things like parallax textures (excellent but very intensive - not for me), proper bump/specular for when it rains (recommended but you really need Chroma Hills x128 for this), visible rain and some other stuff. Tells you exactly what to change and where.
One quick tip I can give is that I always go for a view distance of 16/far with Optifine. I found that just lowering down to 14 gave me an fps jump of 10 fps, but without really affecting the view much. Might be useful for you too.
Hope this helps you.
I almost completely agree with this entire post. I find it off that I can't run SEUS with my modpack at anything more than 30FPS (at average, often it dips) and it's supposed to be optimized for nVidia (running a GTX780 here). I know there are settings I need to tweak somewhere.
I actually run on Normal (8) view distance to keep a solid 40FPS with Choco's shaders. Then again, right now I'm running 190 mods so that's going to eat into things quite a bit. I plan on trimming 40 or so off that list however, as many of them are new and untested (and most likely redundant/broken/unneeded). I went really tech-heavy this time around (usually I stick to magic and creative mods, but too much good stuff came out this version for me to completely ignore).
I think tonight when I wake up I'll finally give tweaking SEUS a try as well as work at trimming the modpack.. those shaders are too sexy to not use and in essence I'm just being a whiner by not fixing this.
Thanks for all the info wideload. Gentleman and scholar, you are.
-edit- I know which tutorial you're talking about that walks you through editing the SEUS shaders - they helped a little bit, but I think I really just need to hunker down and pore through the SEUS thread for more specific tweaks. I have no idea where to start to decrease the bloom on lava or lighting colors (still too red/orange) etc. -
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Wreckage posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016That fixed the mob issues, Thanks. The camp fire is sweet, I will use that for sure.Posted in: Minecraft Mods
I believe it to be a conflict with the Better Signs Mod.
I did find another prob with the DIYsigns though, sorry
Description: Rendering Tile Entity
java.lang.NoSuchFieldError: field_78165_b
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.renderTileEntityDIYSign04At(TileEntityDIYSign04Renderer.java:34)
at xtrablocks.DIYDecorations.TileEntityDIYSign04Renderer.func_76894_a(TileEntityDIYSign04Renderer.java:98)
-- Tile Entity Details --
Details:
Name: tileEntityDIYSign04 // xtrablocks.DIYDecorations.TileEntityDIYSign04
Block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Block data value: 12 / 0xC / 0b1100
Block location: World: (-61,67,258), Chunk: (at 3,4,2 in -4,16; contains blocks -64,0,256 to -49,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #2200 (tile.DIYSign04 // xtrablocks.DIYDecorations.DIYSign04)
Actual block data value: 12 / 0xC / 0b1100
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:106)
at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:98)
at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:536)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1160)
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Cultboy_Craft posted a message on XtraBlocks Extreme Edition *Updated 19 March 2016Just uploaded new video, Minecraft - Samuel-Novarro House. Please check it out.Posted in: Minecraft Mods
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2
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).
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).
There will be one soon, maybe in the next week.
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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!
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
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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.
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.
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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.
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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
to
Or
to
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.
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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.
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No, it's not your imagination
you firebugCraftyTurtle.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.
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.
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.
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Should work as you want it to now.
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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
Block
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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
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