Apparently my redstone lamps broke when I wasn't looking. The weird part is they work in my inventory and in my hand, but turn pink and black once they're placed.
That's not actually very weird. Items are defined separately in the item folder. Many simply point to the block model, but they don't have to.
A couple public service announcements-- useful things you might not know you could do.
1) Random Mobs work for mods-- at least in 1.9. There's nothing tricky about it, you simply make an MCPatcher folder within the mods folder and do everything else as normal
2) You can easily use a single texture file for multiple mods. For instance a copper ingot-- that's going to show up a bunch of times, right?
Make a folder among the other mods. I called my "lithos_mod". It has the normal textures, blocks, items subfolders.
This release is mostly about mod support, i've added several new mods, and transfered several old mods that were in previous versions of Lithos. I've also redone a ton of the commonly used mod textures (ingots, ores, storage blocks, etc) to help make each material more easily distinguishable.
This release is also part of a push to make the pack more friendly to the colorblind-- each vanilla ore now has a unique shape -- no recolors of the same old ore texture.
1) That "window" through adjacent blocks has nothing to do with the hitbox-- it is about cullfacing.
2) Technically you can change it by editing all the blockmodels, but there's a huge hit to performance-- not recommended. Otherwise, no that's simply how minecraft works.
3) You solution is to use a re-texture block that doesn't fill the whole cubic space, or is transparent, like glass, fencepost, cactus etc.
You can't make a block transparent that isn't transpartent or at least has air in it's space in the default version. So pick something like fence posts or cactii.
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That's not actually very weird. Items are defined separately in the item folder. Many simply point to the block model, but they don't have to.
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The new snapshot is out!
https://www.reddit.com/r/Minecraft/comments/4jwkep/minecraft_snapshot_16w20a_110/
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A couple public service announcements-- useful things you might not know you could do.
1) Random Mobs work for mods-- at least in 1.9. There's nothing tricky about it, you simply make an MCPatcher folder within the mods folder and do everything else as normal
2) You can easily use a single texture file for multiple mods. For instance a copper ingot-- that's going to show up a bunch of times, right?
Make a folder among the other mods. I called my "lithos_mod". It has the normal textures, blocks, items subfolders.
Then I edit the mod's model file. Instead of
I point it to my folder
It is actually quicker than moving and renaming files, for me, especially if you have a bunch of .JSON files and do a batch copy/paste.
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Lithos:Core 1.05 for 1.9x is released!
This release is mostly about mod support, i've added several new mods, and transfered several old mods that were in previous versions of Lithos. I've also redone a ton of the commonly used mod textures (ingots, ores, storage blocks, etc) to help make each material more easily distinguishable.
This release is also part of a push to make the pack more friendly to the colorblind-- each vanilla ore now has a unique shape -- no recolors of the same old ore texture.
Current Mod Support for 1.9x
Complete Support: (or Virtually Complete)
Major Support:
Partial Support:
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The butterflies seemed popular, so I added 6 more using random mobs. (i think only 5 showed up in that screenshot)
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1) That "window" through adjacent blocks has nothing to do with the hitbox-- it is about cullfacing.
2) Technically you can change it by editing all the blockmodels, but there's a huge hit to performance-- not recommended. Otherwise, no that's simply how minecraft works.
3) You solution is to use a re-texture block that doesn't fill the whole cubic space, or is transparent, like glass, fencepost, cactus etc.
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Unless you are distributing it, there's no reason to zip your resource pack. it works fine as a folder.
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I tried adding some random mobs to Biomes O Plenty for 1.9. It works as expected. No duplicate textures required.
I simply added the new textures to assets/biomesoplenty/mcpatcher/mob/
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The short-term answer it to turn "Mipmap levels" Off, under Optifine's quality settings. That removes the glitchyness.
In the long-term, i'll try to phase that out. I can make smarter use of block-models to accomplish the desired effect.
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There's a discussion on reddit with a guy from PMC and Curse on what they should do about adfly. Ban, not ban, something inbetween.
https://www.reddit.com/r/Minecraft/comments/4j4h9o/planetminecraft_asking_for_public_opinion_about/
Some of you may want to take part...
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Also, anybody getting any value from patreon as a resource pack creator? Anybody aware of someone doing it well?
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Some previews: BoP and Tinker's Construct:
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Lazydaysies: That's odd, I have no idea.
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You can't make a block transparent that isn't transpartent or at least has air in it's space in the default version. So pick something like fence posts or cactii.
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BoP snail
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It's a Slime -- a Tinker's Construct slime.