No, I only plan to add the storage blocks. The chest in v1.7 was just the early stage of a storage block. I had to start out with a chest and then strip away and add my own code. There may be different shaped storage blocks though.
The card readers can be used for anything redstone. They don't work with the key doors, as the key doors can't be activated by power.
They are a good substitute for levers, especially when used with an iron type door in an adventure map. Find the card, open the door.
I mostly use them to activate piston doors.
The Glow grass has always behaved like that. For some reason, when the code for colorization is applied with the code for light value the dirt also becomes colorized. I could never find a solution. However, if you use glow paint on a grass block you will get glowing grass with regular looking dirt sides.
The difference in the config names for those two files, is due to the implementation of the storage blocks. The reason being that each mod has to have a "mod id" and an "instance". The name used in the mod id is also assigned to the config.
Wow great idea, and really nice piston door.
i use the glow paint instead of the glow grass, sand bookshelfs... its just that i saw that detail and i didnt knew if it was a bug
Also what about my last question about the new log blocks?
Another thing, how the textures for the logs are supposed to work? i mean there are 3 textures for each one, i thought it was top, sides and bottom, but when i tested ,the third texture just show up when you place the log in only one especific position (i really dont know how to explain which one XD).
Also i added a pic with the question since maybe my explanation is not the best XD
i added numbers from right to left and as you may see the third texture is only showed when is placed in that position.
I ask because i was going to use those log as a kind of multitexture block instead of a log block
i use the glow paint instead of the glow grass, sand bookshelfs... its just that i saw that detail and i didnt knew if it was a bug
Also what about my last question about the new log blocks?
Also i added a pic with the question since maybe my explanation is not the best XD
i added numbers from right to left and as you may see the third texture is only showed when is placed in that position.
I ask because i was going to use those log as a kind of multitexture block instead of a log block
Sorry, I was supposed to address that in my previous post!
I actually thought the textures were laid out as bottom, side then top myself. I guess not!
I am going to look at the code now, should be relatively easy to fix.
@MindKrafter
By 'awkward layout' do you mean that all the ID's are messy and on one line? If it is then that appears to be a problem only caused by Notepad (and only with that file). I used to have that issue when I used Notepad. Eventually I was persuaded to move over to Notepad++ (free) and I've never looked back. It's so much easier.
And I'm glad you found some use for the info I sent you. Of course it means more work for you to do. Oops.
I do use notepad++ myself, but for some reason (some may call it laziness) I still have most files set to open with notepad as default.
The thought never even crossed my mind (I rarely use config files)
While it's fresh in my mind, I will change the default to notepad++.
MindKrafter.. because of your piston door pic, I loaded up an old version of Skulltag from archive and am playing some of my old WADs. No Minecraft for me this morning. This is totally a conflict of interests as a Minecraft modder, you know - you're weeding out your own following. <shakes head and gives you the disappointed parent look>
Sorry, I was supposed to address that in my previous post!
I actually thought the textures were laid out as bottom, side then top myself. I guess not!
I am going to look at the code now, should be relatively easy to fix.
No problem, i will wait for the next release to texture those XD
To those who have RedPower2, I have my RP2 IDs set to 750 onwards, and the items are in 9000's range. My XBEEs on the other hand start at 2500, and the items are at 6000s still
The monastery turned out to be hiding something below their abode.
(No really, should I make a Content Pack thread, or a Modded Mapping thread, or have them both?)
XBEE: Hmmm... The pavers should also have their stone, wood, metal, and fleshy variants when stepped on. There might be people like me who would like to make catwalks out of pavers.
Yes, you really should. I think it's a really good idea!
I'm enjoying all of your pictures, they're great! I might have to use some of them for the new OP.
MindKrafter.. because of your piston door pic, I loaded up an old version of Skulltag from archive and am playing some of my old WADs. No Minecraft for me this morning. This is totally a conflict of interests as a Minecraft modder, you know - you're weeding out your own following. <shakes head and gives you the disappointed parent look>
I did the same thing to myself a few weeks back!
Went searching for some more sci-fi textures and wasn't finding what I wanted. That's when I had the brainwave of trying to extract some textures from old WAD's.
Results weren't great! In the process of trying to find a better extractor I came across an awesome pack, chock full of flats, lightmaps & textures.
I set to work on a doom themed texture pack and before I knew it I found myself compelled to play. Even went out and got the Doom 3 BFG Edition.
OK, I'm off to the naughty corner now <skulks away in shame
No problem, i will wait for the next release to texture those XD
Might have to wait a bit longer on that.
I was sure that I overcame that issue a while back, but I must have been tripping.
The algorithm used to move the textures around doesn't allow both ends to have a separate texture.
I will have to try and write another one, but those things do my head in.
Oh, and in regards to your Redpower question. There should be no id conflicts between the two mods (both with default id's)
Redpower does have a config file. There should be a redpower folder, containing the config file inside the minecraft config folder.
It does have an awkward layout though.
There was nothing in the config/redpower folder. I got a few conflicts with "amq" or something like that. The only thing newly installed was redpower, so I assumed it was that.
Nevermind. It is done now.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I was sure that I overcame that issue a while back, but I must have been tripping.
The algorithm used to move the textures around doesn't allow both ends to have a separate texture.
I will have to try and write another one, but those things do my head in.
No problem i can wait XD, thanks for the last release
Bug: The XtraBlocksEE XItems (extra items) do not appear in Creative, and in NEI. I'd like to use those actually, but why are not they appearing in my lists?
There are now storage units that look just like a block. Latest update. I am going to make a chest of drawers. I would make a screen capture and show you, but what sort of girl would you think I am if I showed you my drawers!
Ba-dump-ching! Seriously though, epic, I shall have to check it out!
EDIT: So, which sheet/location are the container blocks?
There are already 16 additional wool blocks and storage blocks (not like chests) are in the latest release too!
-snip-
Yes, however there's room for more, because: http://empireminecra...wool-mod.20765/
among other mods, but I don't know how legit that site is. Regardless, before that was made I have 38 wool colors for variety/pixel art and I think there's lots of room to improve Minecraft's wool palette.
EDIT:
New suggestion/request: flammable blocks with multi-sided textures. I'd like to be able to recreate the woodpile from Terrafirma Craft but use it for fireplaces instead of netherack.
Fleshy/Wool Stairs anyone? Well, kinda dedicated to those who will create corrupted castles, space stations, and stuff. Also, we can turn some vines into strong nerves, or anything we can find in a flesh-corrupted world
Bug: The XtraBlocksEE XItems (extra items) do not appear in Creative, and in NEI. I'd like to use those actually, but why are not they appearing in my lists?
Fixed. I had accidentally deleted two lines of code, preventing them from showing up.
Yes, however there's room for more, because: http://empireminecra...wool-mod.20765/
among other mods, but I don't know how legit that site is. Regardless, before that was made I have 38 wool colors for variety/pixel art and I think there's lots of room to improve Minecraft's wool palette.
EDIT:
New suggestion/request: flammable blocks with multi-sided textures. I'd like to be able to recreate the woodpile from Terrafirma Craft but use it for fireplaces instead of netherack.
Alright, There is now a separate DIYCloth mod.
It has 64 DIYWool blocks That are set up like the wood, stone and metal packs.
Meaning that Wool blocks 1 - 16 also texture 16 x Wool stairs and 16 x Wool slabs.
Not really sure which type of multi texture blocks you wanted to be flammable, but I have added 4 x Flaming Dice blocks to the Admin pack.
Fleshy/Wool Stairs anyone? Well, kinda dedicated to those who will create corrupted castles, space stations, and stuff. Also, we can turn some vines into strong nerves, or anything we can find in a flesh-corrupted world
OK! So previously I said that no more was to be added to the test release, short of getting container blocks working.
Well as you know, the container blocks were added plus a few other goodies. I have also added some more stuff that was requested overnight, but v2.0 will be the last test release. Obviously if someone reports a bug, I will do a fix
I would like to thank everyone for their support and idea's during this transition period.
I hope to update the OP and add the official release within the week. There will definitely be no further additions until 1.5
1.4.7_XBEEModulated_Test_v2.0
Fixed the missing items.
Added DIYCloth mod.
It has 64 DIYWool blocks That are set up like the wood, stone and metal packs.
Meaning that Wool blocks 1 - 16 also texture 16 x Wool stairs and 16 x Wool slabs.
Added 4 x Flaming Dice to the Admin pack
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.524").
It has 64 DIYWool blocks That are set up like the wood, stone and metal packs.
Meaning that Wool blocks 1 - 16 also texture 16 x Wool stairs and 16 x Wool slabs.
Added 4 x Flaming Dice to the Admin pack
-snip-
Wow you're fantastic, like some kind of request machine or wishin' genie. Can you get me a few million dollars and a cute redhead too?
It has 64 DIYWool blocks That are set up like the wood, stone and metal packs.
Meaning that Wool blocks 1 - 16 also texture 16 x Wool stairs and 16 x Wool slabs.
Added 4 x Flaming Dice to the Admin pack
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.524").
Wow great. thanks alot,, what about re add the torches with the particle effect?, and would be too much add some more xblocks, i use them alot for decor. XD
The only bugs I've encountered with the testing update are that your fences will freely link to each other, but not to vanilla fences. Same with walls. Oh and if you use a semi-transparent texture for walls (like a cross-hatch with gaps) the texture on the 'inside' of the wall is invisible from the other side.
I did the same thing to myself a few weeks back!
Went searching for some more sci-fi textures and wasn't finding what I wanted. That's when I had the brainwave of trying to extract some textures from old WAD's.
Results weren't great! In the process of trying to find a better extractor I came across an awesome pack, chock full of flats, lightmaps & textures.
I set to work on a doom themed texture pack and before I knew it I found myself compelled to play. Even went out and got the Doom 3 BFG Edition.
OK, I'm off to the naughty corner now <skulks away in shame
I played BFG's face off - it was a fairly nice if completely unnecessary update (unless you got it for consoles, in which case it was a damn fine package). If they'd have brokered some kind of deal for proper co-op mode I'd have nothing to complain about.. but that's a gripe for another day. Also - good lord dude, in the most complementary method I can present this, you're adding so much stuff to these mods I'm actually a bit more intimidated to start even compiling a ripoff texture pack (let alone an original one) than I am jumping into one of the half-dozen tech mods I've got installed but never use. This is awesome, and a touch depressing, on many levels. Life needs an ESC key, for real - pause this mother, so I can catch up. Or, maybe I could just not sleep or something. I'll think on it.
.. fleshy-sounding pavers for some reason bring to mind stepping in dogcrap barefoot. I apologize.
-edit- I tried to download all this pretty goodness and MediaFail says your account has been suspended. Dude, I was kidding about the 'pause' thing - please can we have it back?
I played BFG's face off - it was a fairly nice if completely unnecessary update (unless you got it for consoles, in which case it was a damn fine package). If they'd have brokered some kind of deal for proper co-op mode I'd have nothing to complain about.. but that's a gripe for another day. Also - good lord dude, in the most complementary method I can present this, you're adding so much stuff to these mods I'm actually a bit more intimidated to start even compiling a ripoff texture pack (let alone an original one) than I am jumping into one of the half-dozen tech mods I've got installed but never use. This is awesome, and a touch depressing, on many levels. Life needs an ESC key, for real - pause this mother, so I can catch up. Or, maybe I could just not sleep or something. I'll think on it.
.. fleshy-sounding pavers for some reason bring to mind stepping in dogcrap barefoot. I apologize.
-edit- I tried to download all this pretty goodness and MediaFail says your account has been suspended. Dude, I was kidding about the 'pause' thing - please can we have it back?
Yep! For the past two weeks, some Tw@t has been reporting older versions of XtraBlocks.
As a result, my account has been taken down.
I'll be damned if I'm going to re-upload all of the previous versions and fix all the links for them
I will add the latest versions of XtraBlocks and the modulated test release to my dropbox account now.
In other more positive news!
I have updated Slopes and PixelArtist, along with some small changes. (Allowing them to be included in the full pack)
Slopes also have their own tab now.
After taking a break from adding new blocks, I realized that I would have to move the XBlocks into the Fences mod. (Shared code with torches)
@ Angelo, I will add the particle torches and more X Blocks in the official release (Not your week for requests, is it? )
The only reason being, that for every new torch or XBlock that I add I also have to add code for that torch/Xblock to every other torch, fence and wall's class file. So adding just 16 torches and 16 Xblocks would require a further 2304 line of code to make them compatible
@widelode you were a bit more fortunate. I was originally going to make the Glow mod with the same structure as the other DIY packs.
I figured what the heck and dropped the code in, seeing as I now have to do a new upload. (Glow pillars and Poles are in there also.)
Alright, I had better pacakge up the test release and fix up some links.
I have updated Slopes and PixelArtist, along with some small changes. (Allowing them to be included in the full pack)
Slopes also have their own tab now.
After taking a break from adding new blocks, I realized that I would have to move the XBlocks into the Fences mod. (Shared code with torches)
@ Angelo, I will add the particle torches and more X Blocks in the official release (Not your week for requests, is it? )
The only reason being, that for every new torch or XBlock that I add I also have to add code for that torch/Xblock to every other torch, fence and wall's class file. So adding just 16 torches and 16 Xblocks would require a further 2304 line of code to make them compatible
@widelode you were a bit more fortunate. I was originally going to make the Glow mod with the same structure as the other DIY packs.
I figured what the heck and dropped the code in, seeing as I now have to do a new upload. (Glow pillars and Poles are in there also.)
Well if you add all these things to the glow pack, would be nice see a couple of dice and multitexture blocks there too XD.
BTW now that you mention your other mods i found a bug in the Pixel artist, when you add a glass pane between 2 PA blocks in does not connect properly to them and remains as an X block. or with an space between it and the block
EDIT: guess i found another bug in the 1.6 version that you posted, there in no way to change the id for the brushes in that version because it is not added to de cfg file
Wow great idea, and really nice piston door.
i use the glow paint instead of the glow grass, sand bookshelfs... its just that i saw that detail and i didnt knew if it was a bug
Also what about my last question about the new log blocks?
Also i added a pic with the question since maybe my explanation is not the best XD
i added numbers from right to left and as you may see the third texture is only showed when is placed in that position.
I ask because i was going to use those log as a kind of multitexture block instead of a log block
Sorry, I was supposed to address that in my previous post!
I actually thought the textures were laid out as bottom, side then top myself. I guess not!
I am going to look at the code now, should be relatively easy to fix.
I do use notepad++ myself, but for some reason (some may call it laziness) I still have most files set to open with notepad as default.
The thought never even crossed my mind (I rarely use config files)
While it's fresh in my mind, I will change the default to notepad++.
No problem, i will wait for the next release to texture those XD
Yes, you really should. I think it's a really good idea!
I'm enjoying all of your pictures, they're great! I might have to use some of them for the new OP.
I did the same thing to myself a few weeks back!
Went searching for some more sci-fi textures and wasn't finding what I wanted. That's when I had the brainwave of trying to extract some textures from old WAD's.
Results weren't great! In the process of trying to find a better extractor I came across an awesome pack, chock full of flats, lightmaps & textures.
I set to work on a doom themed texture pack and before I knew it I found myself compelled to play. Even went out and got the Doom 3 BFG Edition.
OK, I'm off to the naughty corner now <skulks away in shame
Might have to wait a bit longer on that.
I was sure that I overcame that issue a while back, but I must have been tripping.
The algorithm used to move the textures around doesn't allow both ends to have a separate texture.
I will have to try and write another one, but those things do my head in.
--------------------------------------------------------------------------------------------------------
1.4.7_XBEEModulated_Test_v1.9
Finished adding storage blocks. (All storage blocks have a larger inventory)
5 x key locked safes. Each can only be accessed by their respective colored forged key.
6 x regular storage blocks
Vine 1 & 2 added into Xtras. (these are the vines that colorize with biome)
Added some more Pavers for HatsyaSouji. Now: 16 x Wood, 16 x Stone, 16 x Metal & 16 x Fleshy
Fixed the bug where a conflict with liquid id's is reported.
Finished fixing all the recipes (this time I'm pretty confident of it)
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.524").
1.4.7_XBEEModulated_Test_v1.9 Download
There was nothing in the config/redpower folder. I got a few conflicts with "amq" or something like that. The only thing newly installed was redpower, so I assumed it was that.
Nevermind. It is done now.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
No problem i can wait XD, thanks for the last release
Ba-dump-ching! Seriously though, epic, I shall have to check it out!
EDIT: So, which sheet/location are the container blocks?
[/url]
Yes, however there's room for more, because: http://empireminecra...wool-mod.20765/
among other mods, but I don't know how legit that site is. Regardless, before that was made I have 38 wool colors for variety/pixel art and I think there's lots of room to improve Minecraft's wool palette.
EDIT:
New suggestion/request: flammable blocks with multi-sided textures. I'd like to be able to recreate the woodpile from Terrafirma Craft but use it for fireplaces instead of netherack.
[/url]
Fixed. I had accidentally deleted two lines of code, preventing them from showing up.
Key lock safes are in the DIYAdmin sheet and Storage blocks are in the Storage sheet.
Alright, There is now a separate DIYCloth mod.
It has 64 DIYWool blocks That are set up like the wood, stone and metal packs.
Meaning that Wool blocks 1 - 16 also texture 16 x Wool stairs and 16 x Wool slabs.
Not really sure which type of multi texture blocks you wanted to be flammable, but I have added 4 x Flaming Dice blocks to the Admin pack.
Done!
------------------------------------------------------------------------------------------------------------------------
OK! So previously I said that no more was to be added to the test release, short of getting container blocks working.
Well as you know, the container blocks were added plus a few other goodies. I have also added some more stuff that was requested overnight, but v2.0 will be the last test release. Obviously if someone reports a bug, I will do a fix
I would like to thank everyone for their support and idea's during this transition period.
I hope to update the OP and add the official release within the week. There will definitely be no further additions until 1.5
1.4.7_XBEEModulated_Test_v2.0
Fixed the missing items.
Added DIYCloth mod.
It has 64 DIYWool blocks That are set up like the wood, stone and metal packs.
Meaning that Wool blocks 1 - 16 also texture 16 x Wool stairs and 16 x Wool slabs.
Added 4 x Flaming Dice to the Admin pack
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.524").
1.4.7_XBEEModulated_Test_v2.0 Download
Wow you're fantastic, like some kind of request machine or wishin' genie. Can you get me a few million dollars and a cute redhead too?
[/url]
Wow great. thanks alot,, what about re add the torches with the particle effect?, and would be too much add some more xblocks, i use them alot for decor. XD
[/url]
I played BFG's face off - it was a fairly nice if completely unnecessary update (unless you got it for consoles, in which case it was a damn fine package). If they'd have brokered some kind of deal for proper co-op mode I'd have nothing to complain about.. but that's a gripe for another day. Also - good lord dude, in the most complementary method I can present this, you're adding so much stuff to these mods I'm actually a bit more intimidated to start even compiling a ripoff texture pack (let alone an original one) than I am jumping into one of the half-dozen tech mods I've got installed but never use. This is awesome, and a touch depressing, on many levels. Life needs an ESC key, for real - pause this mother, so I can catch up. Or, maybe I could just not sleep or something. I'll think on it.
.. fleshy-sounding pavers for some reason bring to mind stepping in dogcrap barefoot. I apologize.
-edit- I tried to download all this pretty goodness and MediaFail says your account has been suspended. Dude, I was kidding about the 'pause' thing - please can we have it back?
Yep! For the past two weeks, some Tw@t has been reporting older versions of XtraBlocks.
As a result, my account has been taken down.
I'll be damned if I'm going to re-upload all of the previous versions and fix all the links for them
I will add the latest versions of XtraBlocks and the modulated test release to my dropbox account now.
In other more positive news!
I have updated Slopes and PixelArtist, along with some small changes. (Allowing them to be included in the full pack)
Slopes also have their own tab now.
After taking a break from adding new blocks, I realized that I would have to move the XBlocks into the Fences mod. (Shared code with torches)
@ Angelo, I will add the particle torches and more X Blocks in the official release (Not your week for requests, is it? )
The only reason being, that for every new torch or XBlock that I add I also have to add code for that torch/Xblock to every other torch, fence and wall's class file. So adding just 16 torches and 16 Xblocks would require a further 2304 line of code to make them compatible
@widelode you were a bit more fortunate. I was originally going to make the Glow mod with the same structure as the other DIY packs.
I figured what the heck and dropped the code in, seeing as I now have to do a new upload. (Glow pillars and Poles are in there also.)
Alright, I had better pacakge up the test release and fix up some links.
Will post back soon.
I have uploaded the latest versions of all the mods to my dropbox account.
Links below.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.0.499").
1.4.7_XtraBlocksEE v3.9.7c Download
1.4.7 XtraBlocksEE v3.9.7c_withGelignite Download
-------------------------------------------------------------------------------------
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
1.4.7_PixelArtist_v1.6 Download
1.4.7_XtraSlopes_v1.9 Download
1.4.7_XBEEModulated_Test_v2.0a Download
1.4.7_XBEEModulated_Test_v2.0a_withSlopes&PixelArtist Download
Well if you add all these things to the glow pack, would be nice see a couple of dice and multitexture blocks there too XD.
BTW now that you mention your other mods i found a bug in the Pixel artist, when you add a glass pane between 2 PA blocks in does not connect properly to them and remains as an X block. or with an space between it and the block
EDIT: guess i found another bug in the 1.6 version that you posted, there in no way to change the id for the brushes in that version because it is not added to de cfg file