I love the mod and use it all the time in my builds. I only recently found the flower pots and started using them, but then discovered that I couldn't get forestry's bees to recognize the flowers in them like they do regular flower pots. Is that something you're able to implement on your end, or is that something that would need to be changed in forestry? Thanks for your time.
That's iffy. The flower pot is pretty much for decoration only.
I love the mod and use it all the time in my builds. I only recently found the flower pots and started using them, but then discovered that I couldn't get forestry's bees to recognize the flowers in them like they do regular flower pots. Is that something you're able to implement on your end, or is that something that would need to be changed in forestry? Thanks for your time.
Its on forestry's end, although he could fix it. Forestry implements specific code to allow vanilla flowerpots to be recognized as flowers. Not any other flower pots. Mineshoper could fix it by simply implement a part of the forestry API in his mod to let forestry know there flowers.
but forestry is so robust you could just add it to forestry yourself, this option is in forestry's agriculture config
# add additional flower blocks for apiaries here in the format id:meta. separate blocks using ';'. will be treated like vanilla flowers. not recommended for flowers implemented as tile entities.
beekeeping.flowers.custom=
I don't know if that would actually work, but maybe.
Its on forestry's end, although he could fix it. Forestry implements specific code to allow vanilla flowerpots to be recognized as flowers. Not any other flower pots. Mineshoper could fix it by simply implement a part of the forestry API in his mod to let forestry know there flowers.
but forestry is so robust you could just add it to forestry yourself, this option is in forestry's agriculture config
# add additional flower blocks for apiaries here in the format id:meta. separate blocks using ';'. will be treated like vanilla flowers. not recommended for flowers implemented as tile entities.
beekeeping.flowers.custom=
I don't know if that would actually work, but maybe.
Interesting, thanks for the tip. I'll have to play with it and see if I can get it to work. I wonder whether I need to worry about the tile entity warning.
Pushed v2.0.5 for MC 1.6+ with several fixes for issues that have been reported lately. Let me know if anything misbehaves. I'm very short on time and can't test thoroughly.
I have a huge issue that I hope you'd be willing to look into.
I've had to start using Optifine to keep my games FPS at a playable speed. It just chugs to much otherwise, more so with modpacks like the FTB ones.
However with optifine added in.
Every block from your mod that allows custom textures turns invisible. The bedcover is the only thing that don't poof. Part of the bed, the door, and other blocks have just gone poof!
I'm using OptiFine_1.6.4_L_C6 as it's the last one that works with 1.6.4
I have a huge issue that I hope you'd be willing to look into.
I'll check it out.. been testing vanilla only with a few mods added in for bug-fixing.
EDIT: It appears everything is in order. Keep in mind that Optifine Light is not written with Forge compatibility and will likely cause issues. Use the Ultra version to get the most benefit.
Read up on resolving block ID's - it's modding 101.
I'll check it out.. been testing vanilla only with a few mods added in for bug-fixing.
EDIT: It appears everything is in order. Keep in mind that Optifine Light is not written with Forge compatibility and will likely cause issues. Use the Ultra version to get the most benefit.
Someone posted a addon to optifine to allow it to work, thats what I'm using. The ultra version don't work at all. game crashes.
I have a huge issue that I hope you'd be willing to look into.
I've had to start using Optifine to keep my games FPS at a playable speed. It just chugs to much otherwise, more so with modpacks like the FTB ones.
However with optifine added in.
Every block from your mod that allows custom textures turns invisible. The bedcover is the only thing that don't poof. Part of the bed, the door, and other blocks have just gone poof!
I'm using OptiFine_1.6.4_L_C6 as it's the last one that works with 1.6.4
Please be willing to look into this.
I use D1 for 1.6.4 from the \mods folder (once the filename is renamed with a prefix of '0000_' to ensure it loads first), downloadable from the official site. I've no rendering problems with Carpenter's Blocks at all. Perhaps you should delete the optionsof.txt file and check to see if your graphics drivers are up to date, readjust your graphics settings and see where that gets you. Both the Standard and Ultra versions work for me. Hope you get your issue sorted!
I use D1 for 1.6.4 from the \mods folder (once the filename is renamed with a prefix of '0000_' to ensure it loads first), downloadable from the official site. I've no rendering problems with Carpenter's Blocks at all. Perhaps you should delete the optionsof.txt file and check to see if your graphics drivers are up to date, readjust your graphics settings and see where that gets you. Both the Standard and Ultra versions work for me. Hope you get your issue sorted!
More lightning issues, rolling back to 2.0.2. Here are commented screenshots:
Indeed you keep catching all the lighting issues I need to take care of. This last bug I believe is from non-smoothed corner brightness. I have an idea for that. Will keep you posted.
And it don't fix all the issues...
and I still see carpinter blocks as inviz.
You're using it with FTB? Yikes.. not even I could get that working without messing things up. The problem is that invisible textures are almost always a problem with non-stable Optifine versions and really not the fault of individual mods.
Icons have a "safe" render method when icons don't exist to render the purple and black checkered pattern, but it appears Optifine is preventing rendering.. period! It's likely because it overwrote some important rendering code and broke compatibility. The only calls to Optifine this mod makes is for coloring which will never result in invisible textures.
I've tried your older links as well, but no success.
Really hope I can use your mod, looks awesome!
That is an ID conflict. The first line tells you.
java.lang.IllegalArgumentException: Slot 3505 is already occupied by carpentersblocks.block.BlockCarpentersSlope@14f15db when adding monnef.jaffas.trees.block.BlockFruitLeaves@12412e0
So that means item ID 3505 is currently being used by the Jaffa's mod tree leaves block, carpenters block is trying to use the same ID, but cant. So you need to go into the config for carpenter blocks, do a search for ID 3505, and change it. Tada easy fix.
This something I broke recently? I should probably stop messing with core code.
Unsure, I just found out about this fascinating mod. However my server runs in adventure mode so people require the right tools for everything (with a mod that fixes the vanilla things that did not have assigned tools). And found out the chisel/hammer left-click do nothing when it looks like they should remove the coverings and so forth, so we have to break the block instead, which is not hard, but not being able to go backwards in the designs is a little time consuming.
That's iffy. The flower pot is pretty much for decoration only.
Its on forestry's end, although he could fix it. Forestry implements specific code to allow vanilla flowerpots to be recognized as flowers. Not any other flower pots. Mineshoper could fix it by simply implement a part of the forestry API in his mod to let forestry know there flowers.
but forestry is so robust you could just add it to forestry yourself, this option is in forestry's agriculture config
I don't know if that would actually work, but maybe.
Amazing work, by the way. Keep it up.
Thanks. I'll throw in some protection there to prevent this.
http://pastebin.com/raw.php?i=hiw8SV4W
I've tried your older links as well, but no success.
Really hope I can use your mod, looks awesome!
I've had to start using Optifine to keep my games FPS at a playable speed. It just chugs to much otherwise, more so with modpacks like the FTB ones.
However with optifine added in.
Every block from your mod that allows custom textures turns invisible. The bedcover is the only thing that don't poof. Part of the bed, the door, and other blocks have just gone poof!
I'm using OptiFine_1.6.4_L_C6 as it's the last one that works with 1.6.4
Please be willing to look into this.
Read up on resolving block ID's - it's modding 101.
I'll check it out.. been testing vanilla only with a few mods added in for bug-fixing.
EDIT: It appears everything is in order. Keep in mind that Optifine Light is not written with Forge compatibility and will likely cause issues. Use the Ultra version to get the most benefit.
Someone posted a addon to optifine to allow it to work, thats what I'm using. The ultra version don't work at all. game crashes.
I use D1 for 1.6.4 from the \mods folder (once the filename is renamed with a prefix of '0000_' to ensure it loads first), downloadable from the official site. I've no rendering problems with Carpenter's Blocks at all. Perhaps you should delete the optionsof.txt file and check to see if your graphics drivers are up to date, readjust your graphics settings and see where that gets you. Both the Standard and Ultra versions work for me. Hope you get your issue sorted!
http://forum.feed-the-beast.com/threads/optifine-now-for-ftb.42695/
And it don't fix all the issues...
and I still see carpinter blocks as inviz.
Indeed you keep catching all the lighting issues I need to take care of. This last bug I believe is from non-smoothed corner brightness. I have an idea for that. Will keep you posted.
You're using it with FTB? Yikes.. not even I could get that working without messing things up. The problem is that invisible textures are almost always a problem with non-stable Optifine versions and really not the fault of individual mods.
Icons have a "safe" render method when icons don't exist to render the purple and black checkered pattern, but it appears Optifine is preventing rendering.. period! It's likely because it overwrote some important rendering code and broke compatibility. The only calls to Optifine this mod makes is for coloring which will never result in invisible textures.
That seems to be an ID conflict. You can fix it by changing the ID numbers in the config located in .minecraft/config.
That is an ID conflict. The first line tells you.
java.lang.IllegalArgumentException: Slot 3505 is already occupied by carpentersblocks.block.BlockCarpentersSlope@14f15db when adding monnef.jaffas.trees.block.BlockFruitLeaves@12412e0
So that means item ID 3505 is currently being used by the Jaffa's mod tree leaves block, carpenters block is trying to use the same ID, but cant. So you need to go into the config for carpenter blocks, do a search for ID 3505, and change it. Tada easy fix.
This something I broke recently? I should probably stop messing with core code.
Unsure, I just found out about this fascinating mod. However my server runs in adventure mode so people require the right tools for everything (with a mod that fixes the vanilla things that did not have assigned tools). And found out the chisel/hammer left-click do nothing when it looks like they should remove the coverings and so forth, so we have to break the block instead, which is not hard, but not being able to go backwards in the designs is a little time consuming.