I would like to suggest a link section or for some links to some user submitted texture sheets.
I did have a section on the OP for that originally, but with so many additions and changes to the sprite sheets it got left behind.
As imalsome pointed out, a quick google search (I suggest "seamless tiled textures") should point you in the right direction.
Now that the sprite sheet layout for current blocks is more or less locked in, I have again started work on a set of generic sprite sheets
(16x16, 32x32,64x64 & 128x128) that people can use if they just want to jump straight in.
Until then, I have slapped together a bunch of random textures (128x128) that anyone can use in their packs.
All of the textures have been sourced by or made by me and have no copyright attached to them.
There's textures for rock, metal, wood, even some whitegoods and wallpaper's too!
Also tagged on some item sheets (32x32 I think)
what about add a couple wool blocks i mean we have wood blocks, stone blocks, even metal blocks, its just that i have a couple rug textures that sound like stone when i walk through them XD
can you make it so you can put a top/bottom (shared) texture for the slabs like the stone slab in default minecraft so if we can make slabs with textures like that?
(im currently making a texture pack for this mod for the default texture pack) (then i will make the banner (mabey if i remember))
I will look into it, although I think they would have to be additional blocks (due to metadata)
And i have a idea. Can you make a recipe to fix the slap a litle bit? the double stap = 2 staps?
And i can distroy fences and staps with one hit (the hand). can you fix it ore it this hard coded?
i love this mod so much^^ this my number one mod.
yes. sorry for my bad english^^
Don't worry about your English, I understood what you meant.
I have added a recipe for the slab blocks to craft down to 2 x half slabs (as I can't change what the slab block drops)
Fixed up code on slabs and fences so that they don't break with 1 hit from your hand (now have the same properties as wood)
what about add a couple wool blocks i mean we have wood blocks, stone blocks, even metal blocks, its just that i have a couple rug textures that sound like stone when i walk through them XD
I guess so! Done.
--------------------------------------------------------------------------- 1.4.5_XtraBlocksEE v3.9.3
Busy weekend, so no time for development. I have, however made a few small changes and additions as per recent requests.
To avoid conflicts when disabling certain blocks in the config, I have made the following two changes:
Changed the bouncy slime recipe to the same as a slime block but with gunpowder in the center.
Replaced the hot coal block with standard torches for the fog block recipes.
Added a recipe for the slab blocks to craft down to 2 x half slabs (as I can't change what the slab block drops)
Fixed up code on slabs and fences so that they don't break with 1 hit from your hand (now have the same properties as wood)
Added a set of 16 cloth blocks, they don't burn like wool, yet! They are flammable though!
Added a new sprite (meta_blocks2.png) sheet for the cloth blocks (and future additions)
Added A block with no fall damage to go with the bouncy slime block. Also made the bouncy slime block deal no fall damage.
I will have to update the OP later, but here is the download for now.
requires Forge: use the latest recommended version or above.
Do you perchance have a simple way of changing our custom block textures, to fit the newer profiles. eg I have a carpet block, which was once a generic custom block, but is now somehow a stone block. It would be nice if it went swish when I walked on it, instead of going plunk. Other properties are all wrong too - like flammability. Not that I want to burn it,but you know what I mean.
Still heads and shoulders above any other mod.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I've found this mod very interesting, and I haven't had time to use it until now. Unfortunately when I added it to my mods folder, and adjusted the ID settings accordingly with IDResolver; it crashes.
Here is the error log.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\John\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-10_19.06.01-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 91273227 --------
Full report at:
C:\Users\John\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-10_19.06.01-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.NullPointerException
at vl.(ItemBlock.java:16)
at slopes.mods.XtraSlopes.CraftingBlocks.ItemSlopesCraftingBlocks.(ItemSlopesCraftingBlocks.java:13)
at slopes.mods.XtraSlopes.CraftingBlocks.XtraSlopesCraftingBlocks.load(XtraSlopesCraftingBlocks.java:48)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
at net.minecraft.client.Minecraft.a(Minecraft.java:469)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ac09df62 ----------
Do you perchance have a simple way of changing our custom block textures, to fit the newer profiles. eg I have a carpet block, which was once a generic custom block, but is now somehow a stone block. It would be nice if it went swish when I walked on it, instead of going plunk. Other properties are all wrong too - like flammability. Not that I want to burn it,but you know what I mean.
Still heads and shoulders above any other mod.
Unfortunately not, you will have to do it manually.
You can use the new cloth blocks for your carpets now. They are flammable though, originally I was going to make them burn like wool but now I'm thinking I will make them non flammable. That way, carpets and fireplaces won't result in disaster
All current texture positions are now final.
Meaning that for future updates you will only need to add textures for new blocks to your existing sheet sets.
Here is a breakdown of the changes I made to the layouts. It should help you to reassign your textures to the correct blocks.
I've found this mod very interesting, and I haven't had time to use it until now. Unfortunately when I added it to my mods folder, and adjusted the ID settings accordingly with IDResolver; it crashes.
Here is the error log.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\John\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-10_19.06.01-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 91273227 --------
Full report at:
C:\Users\John\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-10_19.06.01-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.NullPointerException
at vl.(ItemBlock.java:16)
at slopes.mods.XtraSlopes.CraftingBlocks.ItemSlopesCraftingBlocks.(ItemSlopesCraftingBlocks.java:13)
at slopes.mods.XtraSlopes.CraftingBlocks.XtraSlopesCraftingBlocks.load(XtraSlopesCraftingBlocks.java:48)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
at net.minecraft.client.Minecraft.a(Minecraft.java:469)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ac09df62 ----------
Any help is greatly appreciated, thanks!
XtraBlocks and ID resolver don't work well together at the moment(fix coming soon).
Another user "AznaktaX" mentioned the issue and was able to get them working together by using ID Resolvers priority setting
Yeah, it will help him.....and it helped me, as well......the first times!
The thing is you update quite frequently, and with every new update, you add new blocks/items, and you change the config files!
When I apply a new version, I have to give again a lvl1 priority and.... ups, ID Resolver detects another mod with the same priority level(that would be your previous version of your mod, despite the fact I deleted the previous .zip file)!
I have to first delete any files of the previous version of your mod, then run Minecraft again to delete your mod's ids from ID Resolver's configurations!
Then I can apply the new version of your mod, register new ids, and resolve any possible conflicts that might rise up with the other mods I'm running!(103 mods to be exact and I add more mods every now and then)
Then I have to make a new game to make sure every block and item was registered properly, and check which of them I might wanna remove!
Then I have to go to your mod's config and change those blocks/items' ids to -1!
Then I have to run Minecraft again, and remove those ids from ID Resolver!
Only after doing all of these, I can log back in to my main world!
It's so.......freaking.......TEDIOUS!!!!!
To be honest, I stopped installing new updates of your mod about two versions ago or so!
Take a break from adding new blocks and items, to fix this issue!
You don't need to rush it, just make sure that everything runs fine and smoothly!
Some blocks don't have a texture and some don't slope.
xtralopes can't work correctly with specified mods combination somtimes since1.4.5.
I don't know what caused that.
But I thought it's not xtraslopes' fault.
They work fine at 1.4.2 .
I think there may be some changes on forge caused the problem.
Rollback Post to RevisionRollBack
I hate anyone asking questions without trying to find answer by himself. It does not only waste our time,but also waste his.
I love the fact there are more tabs/pages in the inventory. At first it irked me, but now I've screen-captured each one, with all my custom blocks, panel, etc. So I have a handy dandy sheet of paper showing me at a glance where the heck my red-with-gold-fleur-de-lys carpet is.
If anyone else is getting lost in the big inventory, I recommend this method. When you add more blocks, you just replace that tab's image on your cheat sheet. (hoping that made sense)
@CraftyTurtle
That's a really good idea!
I'm actually working on a version for myself with even more tabs than the latest version.
It makes finding things really easy and best of all, I can use the actual blocks for the tab image.
Having to use vanilla blocks for the tab images in the public release sucks! I tried to use blocks that are somewhat indicative of the contents, but still... it's not ideal.
(If anyone wonders why I have to use vanilla blocks for the tab icons. It is due to the fact that if one of the blocks used for the icon is disabled, Minecraft will crash when you open the inventory)
Can I change the textures with the texture packs in texturefolder, without changing the file of the mod? This is need for change textures on the server side with parameter "texture-pack" in server config file. Is it possible?
Can I change the textures with the texture packs in texturefolder, without changing the file of the mod? This is need for change textures on the server side with parameter "texture-pack" in server config file. Is it possible?
Need simple texture pack for experiments. =)
just drop the whole xtrablocktextures folder into your texture pack
Rollback Post to RevisionRollBack
I hate anyone asking questions without trying to find answer by himself. It does not only waste our time,but also waste his.
Thank you for an amazing mod!
I did have a section on the OP for that originally, but with so many additions and changes to the sprite sheets it got left behind.
As imalsome pointed out, a quick google search (I suggest "seamless tiled textures") should point you in the right direction.
Now that the sprite sheet layout for current blocks is more or less locked in, I have again started work on a set of generic sprite sheets
(16x16, 32x32,64x64 & 128x128) that people can use if they just want to jump straight in.
Until then, I have slapped together a bunch of random textures (128x128) that anyone can use in their packs.
All of the textures have been sourced by or made by me and have no copyright attached to them.
There's textures for rock, metal, wood, even some whitegoods and wallpaper's too!
Also tagged on some item sheets (32x32 I think)
--------------------------------------------------
@CraftyTurtle, that's pretty much how I roll too!
I will look into it, although I think they would have to be additional blocks (due to metadata)
Don't worry about your English, I understood what you meant.
I have added a recipe for the slab blocks to craft down to 2 x half slabs (as I can't change what the slab block drops)
Fixed up code on slabs and fences so that they don't break with 1 hit from your hand (now have the same properties as wood)
I guess so! Done.
---------------------------------------------------------------------------
1.4.5_XtraBlocksEE v3.9.3
Busy weekend, so no time for development. I have, however made a few small changes and additions as per recent requests.
To avoid conflicts when disabling certain blocks in the config, I have made the following two changes:
Changed the bouncy slime recipe to the same as a slime block but with gunpowder in the center.
Replaced the hot coal block with standard torches for the fog block recipes.
Added a recipe for the slab blocks to craft down to 2 x half slabs (as I can't change what the slab block drops)
Fixed up code on slabs and fences so that they don't break with 1 hit from your hand (now have the same properties as wood)
Added a set of 16 cloth blocks, they don't burn like wool, yet! They are flammable though!
Added a new sprite (meta_blocks2.png) sheet for the cloth blocks (and future additions)
Added A block with no fall damage to go with the bouncy slime block. Also made the bouncy slime block deal no fall damage.
I will have to update the OP later, but here is the download for now.
requires Forge: use the latest recommended version or above.
1.4.5_XtraBlocksEE v3.9.3 Download
I don't think that there is???
I have just added a block (Fall Block) that deals no fall damage when you land on it, and made the bouncy block the same.
Best I can do for now.
I have made the change to the code but seeing as I have not updated the OP yet, I didn't change the release number.
Download the new version below. (also updated the link in the previous post.)
1.4.5_XtraBlocksEE v3.9.3 Download
Still heads and shoulders above any other mod.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I've found this mod very interesting, and I haven't had time to use it until now. Unfortunately when I added it to my mods folder, and adjusted the ID settings accordingly with IDResolver; it crashes.
Here is the error log.
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\John\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-10_19.06.01-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 91273227 --------
Full report at:
C:\Users\John\AppData\Roaming\.minecraft\crash-reports\crash-2012-12-10_19.06.01-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 12/10/12 7:06 PM
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_30, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 315011120 bytes (300 MB) / 477757440 bytes (455 MB) up to 477757440 bytes (455 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.23 FML v4.5.17.479 Minecraft Forge 6.4.1.435 28 mods loaded, 28 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (TooManyItems2012_11_19_1.4.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_GuiAPI [mod_GuiAPI] (GuiAPI-0.15.1-1.4.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
MindKrafter_XtraBlocks[1.4.5] [XtraBlocks] (1.4.5_XtraBlocks v1.6.zip) Unloaded->Constructed->Pre-initialized->Errored
XtraBlocksEE [XtraBlocksEE] (1.4.5_XtraBlocksEE v3.9.3.zip) Unloaded->Constructed->Pre-initialized->Errored
XtraBlocksXtras [XtraBlocksXtras] (1.4.5_XtraBlocksEE v3.9.3.zip) Unloaded->Constructed->Pre-initialized->Errored
XtraSlopes_Corners [XtraSlopes - Corners] (1.4.5_XtraSlopes v1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
XtraSlopes_SlopesCraftingBlocks [XtraSlopes - SlopesCraftingBlocks] (1.4.5_XtraSlopes v1.7.zip) Unloaded->Constructed->Pre-initialized->Errored
XtraSlopes_IntCorners [XtraSlopes - IntCorners] (1.4.5_XtraSlopes v1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
XtraSlopes_Slopes [XtraSlopes - Slopes] (1.4.5_XtraSlopes v1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
craftguide [CraftGuide] (CraftGuide-1.6.4.9.zip) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG v1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
EE3 [Equivalent Exchange 3] (ee3-universal-pre1d.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization [Factorization] (Factorization-0.7.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.109.113-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyCore [Metallurgy Core] (Metallurgy Core 2.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
PamHCBase [Pam's HarvestCraft Base] (Pam's HarvestCraft Base 1.01 (MC 1.4.5).zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_Timber [Timber!] (Timber! (1.4.4).zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_IDResolver [mod_IDResolver] (IDResolver_1.4.5_COREMOD_Update-0.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6900 Series GL version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.NullPointerException
at vl.(ItemBlock.java:16)
at slopes.mods.XtraSlopes.CraftingBlocks.ItemSlopesCraftingBlocks.(ItemSlopesCraftingBlocks.java:13)
at slopes.mods.XtraSlopes.CraftingBlocks.XtraSlopesCraftingBlocks.load(XtraSlopesCraftingBlocks.java:48)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
at net.minecraft.client.Minecraft.a(Minecraft.java:469)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ac09df62 ----------
Unfortunately not, you will have to do it manually.
You can use the new cloth blocks for your carpets now. They are flammable though, originally I was going to make them burn like wool but now I'm thinking I will make them non flammable. That way, carpets and fireplaces won't result in disaster
All current texture positions are now final.
Meaning that for future updates you will only need to add textures for new blocks to your existing sheet sets.
Here is a breakdown of the changes I made to the layouts. It should help you to reassign your textures to the correct blocks.
XtraBlocks and ID resolver don't work well together at the moment(fix coming soon).
Another user "AznaktaX" mentioned the issue and was able to get them working together by using ID Resolvers priority setting
For the moment, you could try that.
If you still need to change any id's, just use the config file.
Hope that helps.
It works perfectly fine now. I've got to say, that your mods are splendid.
Yeah, it will help him.....and it helped me, as well......the first times!
The thing is you update quite frequently, and with every new update, you add new blocks/items, and you change the config files!
When I apply a new version, I have to give again a lvl1 priority and.... ups, ID Resolver detects another mod with the same priority level(that would be your previous version of your mod, despite the fact I deleted the previous .zip file)!
I have to first delete any files of the previous version of your mod, then run Minecraft again to delete your mod's ids from ID Resolver's configurations!
Then I can apply the new version of your mod, register new ids, and resolve any possible conflicts that might rise up with the other mods I'm running!(103 mods to be exact and I add more mods every now and then)
Then I have to make a new game to make sure every block and item was registered properly, and check which of them I might wanna remove!
Then I have to go to your mod's config and change those blocks/items' ids to -1!
Then I have to run Minecraft again, and remove those ids from ID Resolver!
Only after doing all of these, I can log back in to my main world!
It's so.......freaking.......TEDIOUS!!!!!
To be honest, I stopped installing new updates of your mod about two versions ago or so!
Take a break from adding new blocks and items, to fix this issue!
You don't need to rush it, just make sure that everything runs fine and smoothly!
Wow thanks alot, now i can have a trampoline in my world XD
xtralopes can't work correctly with specified mods combination somtimes since1.4.5.
I don't know what caused that.
But I thought it's not xtraslopes' fault.
They work fine at 1.4.2 .
I think there may be some changes on forge caused the problem.
If anyone else is getting lost in the big inventory, I recommend this method. When you add more blocks, you just replace that tab's image on your cheat sheet. (hoping that made sense)
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
That's a really good idea!
I'm actually working on a version for myself with even more tabs than the latest version.
It makes finding things really easy and best of all, I can use the actual blocks for the tab image.
Having to use vanilla blocks for the tab images in the public release sucks! I tried to use blocks that are somewhat indicative of the contents, but still... it's not ideal.
(If anyone wonders why I have to use vanilla blocks for the tab icons. It is due to the fact that if one of the blocks used for the icon is disabled, Minecraft will crash when you open the inventory)
Need simple texture pack for experiments. =)
just drop the whole xtrablocktextures folder into your texture pack
sliding doors?like the one in 竹mod ?
By the way,you can create the paper wall just by change the texture of glass plate.