i tested again with 0 it crashed as i said
i hope i am right about what i said last post
and now new question how to make smelting recipes with meta ids
when "smelt": "4058:1" i get error in xielog
[recipe.4052:1:6] Job unresolved - Failed to identify smeltable 4058:1
without the meta it will smelt it i guess but it will smelt 14 other items that arent supposed to
Heads up! Xie's Mod Feb13 released with a few fixes (now MOSTLY compatible with Cylan's content, there are a few recipes that don't work, but aside from that it's good to go!) and Cylan's new default content included! Check out XieCraft.net for more details!
and now new question how to make smelting recipes with meta ids
when "smelt": "4058:1" i get error in xielog
[recipe.4052:1:6] Job unresolved - Failed to identify smeltable 4058:1
without the meta it will smelt it i guess but it will smelt 14 other items that arent supposed to
Hmm.... you know I don't think you can... When I first introduced smelting recipe, smelting wasn't metadata sensitive (yeah, that was awhile ago). I'll get that fixed up in the next version for you, don't let me forget!
nice, hopefully the new update means we can finally add your stuff back xie, it was missed
i'll try to post back after i give it a shot, if i don't assume everything went fine.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
it's not a crashlog yet, however, unless i knock out a campfire instead of letting it finish.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
all the unresolved jobs showing up in there as well for one.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
as far as 521 yeah, the ID conflicts i haven't tried to fix as they're all mostly with RP2 and even opening the config causes it to explode for that one and i'm not sure how to fix them from xie's, i looked in the Xie folder and there wasn't anything in there for the most part, just another sub-folder.
as far as the one with soul shards, yeah i think that one is fine and will be fixed when he updates from what i've heard, not positive though.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
yeah that's what i was looking for but didn't find them, or do you have to edit them inside the .zip now?
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Just darthvader45 checking in again, how goessssss the fix for Cylan content compatibility?
Cylan's content is 99% compatible with my mod now! There are about 6 recipes that still fail, which is my bad for not including chocolate syrup in my default content Other than that it should work fine, again let me know if you discover otherwise
I'm thinking of making my own content pack which adds new cacti, like pear, saguaro, etc. Should add a little more variety to deserts than just the blocky vanilla cactus. They can be crafted into cactus juice with a glass bottle and the player can drink it just like potions/milk.
IIRC regular bonemeal don't work with created trees (don't remember why) instead use Fertilizer which you get by putting bonemeal and pot ash in the crafting bench/work bench. Fertilizer works on all trees.
this is the hardness, I mean the resistance against explosions because I want to make a block that is easy to break as stone but it resists the creepers explosions because if I use the value 1.5 also is destroyed by an explosion of creeper .
and , how do I specify that a fertilizer affects some sapling?
Is it possible to make custom stairs with xie mod?
treecapitator doesn't detect Xie-generated trees, even though they are using vanilla tree materials... Is there a way to incorporate them to the Treecapitator?
The new update seems to be working for me, except for the fact that when using Cylan's new default and CTcore, nothing except trees seem to be spawning, anyone else having this problem?
How I can adjust the blast resistance of a block that I have created?
Can't yet I'm afraid, it's been on the todo list for ages. It's embarrassing because it would only take 5 minutes to add. Bugger it I'll do it now... Done! It'll be included in the next release, you'll just need to add it to your block declaration. Though for some reason the unit is 1/3rd that specified in the Minecraft wiki. For example if you want a block to have the same blast resistance as Stone Brick (30) you would want to use "resistance": 10.
I'm thinking of making my own content pack which adds new cacti, like pear, saguaro, etc. Should add a little more variety to deserts than just the blocky vanilla cactus. They can be crafted into cactus juice with a glass bottle and the player can drink it just like potions/milk.
treecapitator doesn't detect Xie-generated trees, even though they are using vanilla tree materials... Is there a way to incorporate them to the Treecapitator?
Yeah, sorry. My mod isn't compatible with Treecapitator. I'll need to take a look at that mod to find out what I need to do to make it recognise my trees as trees. It's on the todo list
The new update seems to be working for me, except for the fact that when using Cylan's new default and CTcore, nothing except trees seem to be spawning, anyone else having this problem?
Hmmm... could still be some bugs in the spawning algorithm. I think there are some artefacts with co-ordinates, similar to the old school slime spawning bugs... Overhauling the spawn algorithm is on the todo list, hopefully it'll fall out if/when I do that.
Can't yet I'm afraid, it's been on the todo list for ages. It's embarrassing because it would only take 5 minutes to add. Bugger it I'll do it now... Done! It'll be included in the next release, you'll just need to add it to your block declaration. Though for some reason the unit is 1/3rd that specified in the Minecraft wiki. For example if you want a block to have the same blast resistance as Stone Brick (30) you would want to use "resistance": 10.
... should work by default... Have you set the block's type as "sapling"?
Sounds awesome!
Yeah, sorry. My mod isn't compatible with Treecapitator. I'll need to take a look at that mod to find out what I need to do to make it recognise my trees as trees. It's on the todo list
Hmmm... could still be some bugs in the spawning algorithm. I think there are some artefacts with co-ordinates, similar to the old school slime spawning bugs... Overhauling the spawn algorithm is on the todo list, hopefully it'll fall out if/when I do that.
Thanks Xie
I have another question , Is it possible to make custom stairs with the mod?
my code is it, but for some reason don't work the bonemeal with the sapling
xie your mod is compatible with tree cappitator
he just needs to add the leaves ids to the vanila logs in the config
example: (not sure if our IDs are the same) the way to do it is explained in the config
my code is it, but for some reason don't work the bonemeal with the sapling
Hmm... yeah that looks right. I'm not sure why that's being a problem. Try adding "fertilizable": true to the sapling. Should be true by default, though, so that probably won't work
i hope i am right about what i said last post
and now new question how to make smelting recipes with meta ids
when "smelt": "4058:1" i get error in xielog
[recipe.4052:1:6] Job unresolved - Failed to identify smeltable 4058:1
without the meta it will smelt it i guess but it will smelt 14 other items that arent supposed to
Hmm.... you know I don't think you can... When I first introduced smelting recipe, smelting wasn't metadata sensitive (yeah, that was awhile ago). I'll get that fixed up in the next version for you, don't let me forget!
i'll try to post back after i give it a shot, if i don't assume everything went fine.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
http://pastebin.com/NtJU8PhW
it's not a crashlog yet, however, unless i knock out a campfire instead of letting it finish.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
all the unresolved jobs showing up in there as well for one.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
as far as the one with soul shards, yeah i think that one is fine and will be fixed when he updates from what i've heard, not positive though.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
IDs over 256 should be good now! Let me know if they still cause problems.
Cylan's content is 99% compatible with my mod now! There are about 6 recipes that still fail, which is my bad for not including chocolate syrup in my default content Other than that it should work fine, again let me know if you discover otherwise
and
why not grow a tree that I created when I use bone meal?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
this is the hardness, I mean the resistance against explosions because I want to make a block that is easy to break as stone but it resists the creepers explosions because if I use the value 1.5 also is destroyed by an explosion of creeper .
and , how do I specify that a fertilizer affects some sapling?
Is it possible to make custom stairs with xie mod?
Can't yet I'm afraid, it's been on the todo list for ages. It's embarrassing because it would only take 5 minutes to add. Bugger it I'll do it now... Done! It'll be included in the next release, you'll just need to add it to your block declaration. Though for some reason the unit is 1/3rd that specified in the Minecraft wiki. For example if you want a block to have the same blast resistance as Stone Brick (30) you would want to use "resistance": 10.
... should work by default... Have you set the block's type as "sapling"?
Sounds awesome!
Yeah, sorry. My mod isn't compatible with Treecapitator. I'll need to take a look at that mod to find out what I need to do to make it recognise my trees as trees. It's on the todo list
Hmmm... could still be some bugs in the spawning algorithm. I think there are some artefacts with co-ordinates, similar to the old school slime spawning bugs... Overhauling the spawn algorithm is on the todo list, hopefully it'll fall out if/when I do that.
Thanks Xie
I have another question , Is it possible to make custom stairs with the mod?
my code is it, but for some reason don't work the bonemeal with the sapling
here my code:
"blocks": {
"colorLeaves": {
"name": "Color Leaves",
"type": "tree",
"growsOn": "dirt,grass",
"shedSaturation": 6,
"drops": {
"ColorSapling": {"chance": {"0": 5, "1+":0}},
"blueColor": {"chance": {"0": 10, "1+":0}},
"yellowColor": {"chance": {"0": 10, "1+":0}},
"redColor": {"chance": {"0": 10, "1+":0}},
"whiteColor": {"chance": {"0": 5, "1+":0}},
"blackColor": {"chance": {"0": 5, "1+":0}}
},
"tex": "tree/leaves.png"
},
"ColorSapling": {
"name": "Color Tree Sapling",
"type": "sapling",
"growsInto": "colorLeaves",
"inheritMeta": true,
"tex": "tree/sapling.png",
"fuel": {
"0-4": 100
}
}
},
thanks in advance
he just needs to add the leaves ids to the vanila logs in the config
example: (not sure if our IDs are the same) the way to do it is explained in the config
the logs are already inside the config look for birchs, spruces, oaks, jungle_trees
the code must not contain # like this
hope i helped
No, not as yet
Hmm... yeah that looks right. I'm not sure why that's being a problem. Try adding "fertilizable": true to the sapling. Should be true by default, though, so that probably won't work
Awesome! Thanks for that