I say similar to little blocks.... except giant blocks could be basically the reverse of little blocks... would be rather inception like if you had a big block house with a regular size house in it, with a little block house in that house.
It's not something I can fix without editing base classes AFAIK. The material the grasses have (Vine), is supposed to be what handles that (They have a "replaceable" setting), but it doesn't work.
That's fine all the same.... I sort of forgot water can wash the grass away.... A couple of water source blocks makes a easy way to clear a spot out to build things in those areas.
On the subject of grasses..... will the custom grasses in the game have the same replaceability with blocks that vanilla grass has? By this I mean you can place a block down in the place vanilla tall grass was, and the block would be placed in that spot. While with the custom tall grass the mod adds blocks anything from being placed in that spot, and have to be destroyed before you can place anything there.
The feather could be right clickable when regular size.... then used to shoo away smaller sized entities (some small amount of knockback). Kind of like using a broom to shoo out the critters that may or may not get into your home.
When you place a piece of block that is say a oak wood block piece, is the piece supposed to take on the texture of the supported vanilla block you place it on?
I've noticed that when I use this mod along with the Twilight Forest mod, the Twilight forest biomes generate in the overworld. Is there a fix for this?
You have to go into either the configs for the Twilight Forest or Biomes o' Plenty, and find out which of the biome's ids are conflicting so you can change them.
I have to say it looks rather neat.... Would this work on any mod related blocks, or just vanilla ones? Also can any of the little bits and pieces stack on top of each other?
I would say the feathers could be used to add some faint flying action (tapping the space button to slowly gain height)... with faster drop speed than the paper... Sort of like they are flapping their nonexistent wings, but using the feather(s) instead.
Added over 150 new foods and even more recipes (brings up the food count to over 250 unique items) to the HarvestCraft Base mod. These foods come from all the new crops, trees, and bushes I've added without recipes plus a lot more. Enjoy!
That sound fantastic... now I'm hoping the ids for the new foods don't conflict with any of the other mods I have.
how come fruits respawn when i break them? please help!
The fruits are regrowable and when you break them, they drop a fruit item, and revert back to the initial growth stage. Not sure if they can be turned non-regrowable in one of the config files.
Is their anyway to get the mod to show caves/players when playing in a open LAN world when you are not the host? Also is there a way to get waypoints for a person to stay in a open LAN world when they are not host?
I sort of wonder with the mircroblocks, is there anyway to have it so they are more... stackable? By that, I mean that could a panel/corner/slab block made by using the saw be placeable directly on the tops/sides of other microblocks (instead of having the microblocks only being able to placed certain ways on the blocks)?
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It does work with forge. You just put the zip file into your mods folder.
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