My search skills fail me a bit but I had an issue with placing a redstone block in a carpenters door. Using double doors with the redstone blocks caused the doors to remain open when using a carpenters pressure plate to open them. I did not try with a regular pressure plate and the plates just had wool blocks in them to match the floor.
Not a major issue by no means but it meant I had to go with the uglier option of red wool to make the doors work properly.
I can look into it, but ironing out redstone problems with so many redstone-emitting blocks might get tricky.
Just thinking about that; perhaps instead of specific tile names, what about a method that looks within block classes of other mods to see which ones do emit redstone signals (a common piece of code used for this function)? I don't know much about Java and how it works, but it's just a thought.
Redstone state changes are tricky because it doesn't say where the change originated from, and multiple pieces of double-doors will pick up the change at the same time.
Regarding the crash, it's fixed, I've just been really busy. Will try to get the update out today.
EDIT: Oh, and I don't have a clue how to properly implement connected texture support, which is why I haven't done it.
I added this mod last night and it was working fine, but I've added a couple more mods since then and everything is working correctly except the tile textures. Last night I could cycle through them fine but now its seems like its cycling through the images of other mods instead of its own texture folder. Is there a way to fix it?
I added this mod last night and it was working fine, but I've added a couple more mods since then and everything is working correctly except the tile textures. Last night I could cycle through them fine but now its seems like its cycling through the images of other mods instead of its own texture folder. Is there a way to fix it?
I like this mod too bad autoswitch is incompatible. how do i customize the carpenters torch?
Rollback Post to RevisionRollBack
97% of teenagers would cry if they saw Justin Bieber on top of a tower about to jump. If you're the 3% who is sitting there with popcorn screaming "DO A BACKFLIP", copy and paste this as your signature.
...have you thought about asking another developer to do it as an addon? (I have already put this suggestion on Addon Central, yet I haven't seen any activity there for at least a week.)
Haven't looked into it at all, and I've never seen code to understand how it works. With that in mind, I can't say how difficult implementing it would be
basically it places down as a square, and you right click it with a tool to set the grade (it could also be smart and be the same grade as neighbor) and basically the grade on the user side is = to the radius of the circle, on the mod side its a formula witch would set the distance of the furthest most edge of the circle carpenter block in that block to the radius set by the user. assuming blocks are in meters, to make a full circle in 1 block you set the radius to bewteen 0 and .5 meter, to make a 2x2x2 circle, you set the radius between .5 and 1., so on and so forth
When i make suggestions I always try to ad a way to implement the suggestion. If you don't understand my implementation method I can explain it further, if you have a better way to implement such a feature, also feel free to post about it
I understand why there is no circle mod in minecraft, its to cut down on the amount of polygrams in 1 block. To save memory your circles could show a simple model when a player isn't looking at them and only show an advnce model (hexi vs octi gram)when a player is looking at them, and using large hexigram tesselation.
What about looking into mods like Chisel (with the permission of asiekierka/pokefenn)? They use connected textures by detecting similar blocks. It would have to be tweaked for blocks such as slopes and would have to incorporate vanilla-style blocks as well as Carpenter's Blocks blocks.
Looked into it, and it's really confusing. Would prefer to have an API with good documentation, but I can't find anything.
Regarding cylindrical/other weird shaped blocks: not really interested. I don't use models so drawing complex shapes isn't in my deck of cards right now.
What I'm leaning towards right now: refactoring slopes, again. The result would be amazing, though.
There is a mod called "rotateableblocks" that lets you change block surfaces after using a wrench on them.
It's because it gives all vanilla blocks tile entities. This mod doesn't allow blocks with tile entities to be used as covers. The mod author has contacted me though, so we'll see what happens.
I have a 209 for 164 downloaded back in april; the version on the OP has a dropbox "age" of 41 hours, and you mentioned promoting the latest test to release.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have a 209 for 164 downloaded back in april; the version on the OP has a dropbox "age" of 41 hours, and you mentioned promoting the latest test to release.
I provided the link in a post many pages ago, but never posted it in the OP. I just moved it over while doing some housecleaning. It's the exact same version if the numbers match.
|>BUG<|
I also have Food Plus installed, and when I try to craft a Carpenter's Door, I get a raw pizza!
And I also can't find Carpenter's Door in Not Enough Items!
I don't have any ID conflicts, and if I had, I would have been told when I try to launch Minecraft.
Please help.
I was wondering if I could beg you to backport the fix for tile entity blocks (Thaumcraft in particular) being used on Carpenter's Blocks to the 1.6.4 version.. I've got a private modpack for my private server and absolutely adore this mod, but I can't upgrade to 1.7.X yet because not all of the major mods we use are ready for it. It would be quite nice if I could use Greatwood Planks on the Carpenter's Doors, etc..
|>BUG<|
I also have Food Plus installed, and when I try to craft a Carpenter's Door, I get a raw pizza!
And I also can't find Carpenter's Door in Not Enough Items!
I don't have any ID conflicts, and if I had, I would have been told when I try to launch Minecraft.
Please help.
You wouldn't always be told. There are some configs that use "ranges" of IDs in a hacky way. They let you assign a "base" ID, and then use, for example, 50 IDs in a row starting at that one. ID conflict detection doesn't comprehend this and has no way to know how many IDs the mod uses even if it did comprehend this, because it isn't an official part of the config file "standard" that most mods use. This means that you need to manually check configs when you hit conflicts and no tools alert you - what you're seeing is WITHOUT QUESTION an ID conflict.
I was wondering if I could beg you to backport the fix for tile entity blocks (Thaumcraft in particular) being used on Carpenter's Blocks to the 1.6.4 version..
I put together v2.1.0 for MC 1.6.4 [Forge build 964] and posted it in OP. It has a config option to disable tile entity restrictions, if you're adventurous.
However.. I tested with Thaumcraft, and that is not the reason the planks aren't working. They likely are returning false for renderAsNormalBlock(), which results in them not being allowed as covers. Usually if you're rendering a 1x1x1 block you leave that set to true, so I'm not sure why it's set to false for the planks.
As soon as I saw this mod I downloaded it, and it is awesome. I love the slopes, but the stairs and door are the best things ever. I haaaate the vanilla door options.
However.. I tested with Thaumcraft, and that is not the reason the planks aren't working. They likely are returning false for renderAsNormalBlock(), which results in them not being allowed as covers. Usually if you're rendering a 1x1x1 block you leave that set to true, so I'm not sure why it's set to false for the planks.
I don't suppose it's reasonable to include a special case option for Thaumcraft that bypasses this check? They've moved quite far beyond their 1.6.4 pack, but if you'd rather I pursue them fixing it I'll give that a go.
I dunno how the current modding APIs work (been a while), but logically something along the lines of (and forgive me, I'm a coder but not a Java coder so this is C# syntax):
if (block.renderAsNormal() || block.mod == "Thaumcraft")
{
//Do Stuff
}
Alternatively - and this would actually be a good feature for your mod I'd think - perhaps you could add a block ID whitelist? This way any mod that has blocks that you want to be usable could be overridden and made usable, and it'd be up to the user to sort things out.
if (block.renderAsNormal() || whitelist.contains(block.ID))
{
//Do Stuff
}
You could include a blacklist, too, if you felt like it (I would have no foreseeable use for this, but it'd be a nice thing to have and easy to do once already implementing a whitelist).
That'd make the mod a fair bit more customizable and avoid cases like mine being an issue at all.
Oh and one person on my server was sad to find out he couldn't dye a Carpenter's Bed mattress blue using lapis lazuli - figured I'd pass that on, lol.. Personally I don't care about this but maybe you're supposed to be able to, dunno - I know you can use black.
I can look into it, but ironing out redstone problems with so many redstone-emitting blocks might get tricky.
Redstone state changes are tricky because it doesn't say where the change originated from, and multiple pieces of double-doors will pick up the change at the same time.
Regarding the crash, it's fixed, I've just been really busy. Will try to get the update out today.
EDIT: Oh, and I don't have a clue how to properly implement connected texture support, which is why I haven't done it.
Strange. Let me know which mods cause this.
No new content on my plate at the moment, though I've tested out a few ideas that were unsuccessful.
Haven't looked into it at all, and I've never seen code to understand how it works. With that in mind, I can't say how difficult implementing it would be
basically it places down as a square, and you right click it with a tool to set the grade (it could also be smart and be the same grade as neighbor) and basically the grade on the user side is = to the radius of the circle, on the mod side its a formula witch would set the distance of the furthest most edge of the circle carpenter block in that block to the radius set by the user. assuming blocks are in meters, to make a full circle in 1 block you set the radius to bewteen 0 and .5 meter, to make a 2x2x2 circle, you set the radius between .5 and 1., so on and so forth
When i make suggestions I always try to ad a way to implement the suggestion. If you don't understand my implementation method I can explain it further, if you have a better way to implement such a feature, also feel free to post about it
I understand why there is no circle mod in minecraft, its to cut down on the amount of polygrams in 1 block. To save memory your circles could show a simple model when a player isn't looking at them and only show an advnce model (hexi vs octi gram)when a player is looking at them, and using large hexigram tesselation.
Looked into it, and it's really confusing. Would prefer to have an API with good documentation, but I can't find anything.
Regarding cylindrical/other weird shaped blocks: not really interested. I don't use models so drawing complex shapes isn't in my deck of cards right now.
What I'm leaning towards right now: refactoring slopes, again. The result would be amazing, though.
Small mistake. Made the latest test version into official release (fixed MoC crashes).
It's because it gives all vanilla blocks tile entities. This mod doesn't allow blocks with tile entities to be used as covers. The mod author has contacted me though, so we'll see what happens.
It's been answered several times. Use search.
Doesn't mention any mod in the crash report.
I have a 209 for 164 downloaded back in april; the version on the OP has a dropbox "age" of 41 hours, and you mentioned promoting the latest test to release.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I provided the link in a post many pages ago, but never posted it in the OP. I just moved it over while doing some housecleaning. It's the exact same version if the numbers match.
The patterns will return to their normal look when the code base is stabilized.
I also have Food Plus installed, and when I try to craft a Carpenter's Door, I get a raw pizza!
And I also can't find Carpenter's Door in Not Enough Items!
I don't have any ID conflicts, and if I had, I would have been told when I try to launch Minecraft.
Please help.
Plox? :3
You wouldn't always be told. There are some configs that use "ranges" of IDs in a hacky way. They let you assign a "base" ID, and then use, for example, 50 IDs in a row starting at that one. ID conflict detection doesn't comprehend this and has no way to know how many IDs the mod uses even if it did comprehend this, because it isn't an official part of the config file "standard" that most mods use. This means that you need to manually check configs when you hit conflicts and no tools alert you - what you're seeing is WITHOUT QUESTION an ID conflict.
I put together v2.1.0 for MC 1.6.4 [Forge build 964] and posted it in OP. It has a config option to disable tile entity restrictions, if you're adventurous.
However.. I tested with Thaumcraft, and that is not the reason the planks aren't working. They likely are returning false for renderAsNormalBlock(), which results in them not being allowed as covers. Usually if you're rendering a 1x1x1 block you leave that set to true, so I'm not sure why it's set to false for the planks.
Any chance of a carpenter's slab?
Hit a carpenter's block with a hammer.
I don't suppose it's reasonable to include a special case option for Thaumcraft that bypasses this check? They've moved quite far beyond their 1.6.4 pack, but if you'd rather I pursue them fixing it I'll give that a go.
I dunno how the current modding APIs work (been a while), but logically something along the lines of (and forgive me, I'm a coder but not a Java coder so this is C# syntax):
if (block.renderAsNormal() || block.mod == "Thaumcraft")
{
//Do Stuff
}
Alternatively - and this would actually be a good feature for your mod I'd think - perhaps you could add a block ID whitelist? This way any mod that has blocks that you want to be usable could be overridden and made usable, and it'd be up to the user to sort things out.
if (block.renderAsNormal() || whitelist.contains(block.ID))
{
//Do Stuff
}
You could include a blacklist, too, if you felt like it (I would have no foreseeable use for this, but it'd be a nice thing to have and easy to do once already implementing a whitelist).
That'd make the mod a fair bit more customizable and avoid cases like mine being an issue at all.
Oh and one person on my server was sad to find out he couldn't dye a Carpenter's Bed mattress blue using lapis lazuli - figured I'd pass that on, lol.. Personally I don't care about this but maybe you're supposed to be able to, dunno - I know you can use black.
Yay! Thank you.