Get a shield or battlesign in your offhand. That's how you block in 1.10.
The whole reason I wanted a sword that could block is because shields and battlesigns take up too much of the screen. And I don't want to keep them in my hotbar all the time so I can switch it into my offhand at a moments notice.
Besides, there are certain materials in the game that have abilities related to blocking such as steel and magma slime. These materials no longer have a special ability.
Is the block mechanic going to be added back to the broadsword in the 1.10 version? I just realized the broadsword has no right-click ability right now. Kinda makes me wish I had made a longsword.
Is there an easy way to work on two different mods for two different MC versions? I have a 1.8 mod I'm developing, and I want to work on a 1.7 mod as well. So I made a new forge folder and downloaded the recommended forge src for 1.7, installed it, and it caused tons of errors in my 1.8 mod files. I thought the two would be separate, but I guess not.
I redid the forge setup for 1.8 in my previous forge folder and it fixed all the 1.8 mod issues, but now the 1.7 mod is full of errors. So obviously this method simply won't work. Are there any tutorials out there for this? Is the solution rather easy and just something I'm not seeing right now?
I tried to place a kitchen counter but it didn't work
WHY?
I assume you're using the 1.8 version, in which case you should have received a chat message when trying to place the kitchen counter saying that it has not been added yet. I think that the message is self-explanatory: You'll have to wait until the mod is fully updated to 1.8.
Love the texture pack syclone but I'm having this problem with the grass blocks they look as if the top is not grass like in this picture. does anybody know whats causing this?
You don't happen to be using any mods do you? Optifine?
First off, this is a very good texture pack and I love the random textures of grass etc.
A few problems, though. Some of the GUIs are brilliant (Inventory, Enchanting Table), others, however, are not. For one thing, the furnace GUI makes it really hard for me to see anything in my inventory. Another, you have some default GUI textures in the folder that make it hard for me to override with a sub-texture pack (Anvil, Brewing stand...). If you're not going to retexture them, don't include the in the download so I can easily use another pack to retexture them. Another GUI problem I found is that you leave off some parts, for example status effects off the inventory.png. This is a shame because I loved the inventory GUI, but I'm using a different one now because yours makes status effects invisible. There are also missing textures in widgets.png.
Another point about usability is the fact that although you have not edited the textures for prismarine shards and crystals, you have included them in the download so again I cannot override them with a sub-texture pack until I go into the files and delete them.
So those are my (small) gripes that I hope get changed, but other than that I'm loving the pack.
Edit: Oh, another thing I forgot. You have the texture for an empty bottle all there, but the texture "potion_bottle_empty.png" is missing from the download. I had to create the file myself.
This drops XP correctly when a mob is hit by this sword, but the player cannot pick it up. Instead, the XP orbs circle the player indefinitely until the world is quit and reloaded. What am I doing wrong?
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It looks like this mod...
Bit the dust.
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The whole reason I wanted a sword that could block is because shields and battlesigns take up too much of the screen. And I don't want to keep them in my hotbar all the time so I can switch it into my offhand at a moments notice.
Besides, there are certain materials in the game that have abilities related to blocking such as steel and magma slime. These materials no longer have a special ability.
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Is the block mechanic going to be added back to the broadsword in the 1.10 version? I just realized the broadsword has no right-click ability right now. Kinda makes me wish I had made a longsword.
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One of the comments on that video is:
I'm using 1.7.10, so I have the same question.
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Is there an easy way to work on two different mods for two different MC versions? I have a 1.8 mod I'm developing, and I want to work on a 1.7 mod as well. So I made a new forge folder and downloaded the recommended forge src for 1.7, installed it, and it caused tons of errors in my 1.8 mod files. I thought the two would be separate, but I guess not.
I redid the forge setup for 1.8 in my previous forge folder and it fixed all the 1.8 mod issues, but now the 1.7 mod is full of errors. So obviously this method simply won't work. Are there any tutorials out there for this? Is the solution rather easy and just something I'm not seeing right now?
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Not sure if it's just me but I can't get the washing machine to work. Dishwasher works just fine but washing machine doesn't seem to like soapy water.
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I assume you're using the 1.8 version, in which case you should have received a chat message when trying to place the kitchen counter saying that it has not been added yet. I think that the message is self-explanatory: You'll have to wait until the mod is fully updated to 1.8.
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That axe is looking great.
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You don't happen to be using any mods do you? Optifine?
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A few problems, though. Some of the GUIs are brilliant (Inventory, Enchanting Table), others, however, are not. For one thing, the furnace GUI makes it really hard for me to see anything in my inventory. Another, you have some default GUI textures in the folder that make it hard for me to override with a sub-texture pack (Anvil, Brewing stand...). If you're not going to retexture them, don't include the in the download so I can easily use another pack to retexture them. Another GUI problem I found is that you leave off some parts, for example status effects off the inventory.png. This is a shame because I loved the inventory GUI, but I'm using a different one now because yours makes status effects invisible. There are also missing textures in widgets.png.
Another point about usability is the fact that although you have not edited the textures for prismarine shards and crystals, you have included them in the download so again I cannot override them with a sub-texture pack until I go into the files and delete them.
So those are my (small) gripes that I hope get changed, but other than that I'm loving the pack.
Edit: Oh, another thing I forgot. You have the texture for an empty bottle all there, but the texture "potion_bottle_empty.png" is missing from the download. I had to create the file myself.
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Having the same problem. I do not believe there is a fix at this time.
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Thanks, that cleared it right up!
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This drops XP correctly when a mob is hit by this sword, but the player cannot pick it up. Instead, the XP orbs circle the player indefinitely until the world is quit and reloaded. What am I doing wrong?
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