Wholesale default ID changes means, at worst, we'll be shuffling IDs in the config files a bit. I hadn't read anything about him *removing* blocks from his list, so if you want to keep your own worlds most likely you're going to be playing with Notepad++ for a bit. Barring something catastrophic your worlds *should* be portable to the new modular system. A backup would be wise, as is always the case with a mod update. Is this accurate, MK? If so, it might be a good idea for you or someone to make a cross-reference chart for old and new blockIDs so we know what to change our new configs to.
And yay, Forge Liquid API support - I'm stoked. Though that'd mean the issue with buckets picking up custom liquids properly and not converting them to standard water/lava would need fixed too (as I'm not sure if RP2's fluid system supports anything outside water, lava & BC oil, otherwise the bucket thing wouldn't be as important). It'd suck getting the liquids converted over, and then finding out all that goop in your BC tank can't be retrieved as-is. What a waste of purple drank. If I can't fill my buddy's house with the goop proper, and then can't at least fill it with BC tanks full of goop, I might have to install ICBM and be done with it. I don't want to do that, dude.
I wish I had as many ideas for this mod as CarbonLord does. Most of the things I think of would either require using an existing API (BC, IC2, Thaumcraft, soon Mystcraft, etc) or involves the Nether or the End (which if I remember right, you do not dig). This means you have done an awesome job with your mod!
Exactly the same as all the other mods. Drop in the mods folder and retexture the blocks (brushes are used for recipes)
If it's just that you're having problems because of IDResolver, then you will need to set the priority for it. (the fix for IDResolver will come after XBEE is finished)
More glass panes, more glass panes, more glass panes.
Now that that's out of the way, I like what your doing with the modular packs. I am confused about something thought you could clear it up.
With the changes you are making with the block ID's:
"Wholesale default ID changes... AAARRRGGGHHH!!! I do apologize, but it had to be done! Grin and bear it "
What does this mean for our current builds using your wonderful mod? Do we need to start over? What exactly does the IDResolver do? Any clues would be great, I did not find a clear answer in the replies.
Basically just wanted to know if I should stop building until your finished with the mod updates.
Thank you.
Good news first. There are now 16 glass panes.
Now for the bad news!
Brace yourselves everyone (waits for the fire and brimstone wrath of disgruntled users )
The transition to the modular packs heralds the end of an era for XBEE and will be entirely world breaking.
Not only have I made all of the ID changes (ID's are in sequential order for each mod), I have also had to make quite a few name and recipe changes.
The mods will all work with IDResolver now and though the changes to the mod are not due to this, it sure makes it tidier (my ID's and names etc had become very disjointed and was becoming increasingly hard for me to scour through)
I once again sincerely apologize to all the people who will be affected by this. I realize that many of you will have worlds that rely upon the mod as it was, but I had to make this hard decision now in order for the mod to progress.
Wholesale default ID changes means, at worst, we'll be shuffling IDs in the config files a bit. I hadn't read anything about him *removing* blocks from his list, so if you want to keep your own worlds most likely you're going to be playing with Notepad++ for a bit. Barring something catastrophic your worlds *should* be portable to the new modular system. A backup would be wise, as is always the case with a mod update. Is this accurate, MK? If so, it might be a good idea for you or someone to make a cross-reference chart for old and new blockIDs so we know what to change our new configs to.
And yay, Forge Liquid API support - I'm stoked. Though that'd mean the issue with buckets picking up custom liquids properly and not converting them to standard water/lava would need fixed too (as I'm not sure if RP2's fluid system supports anything outside water, lava & BC oil, otherwise the bucket thing wouldn't be as important). It'd suck getting the liquids converted over, and then finding out all that goop in your BC tank can't be retrieved as-is. What a waste of purple drank. If I can't fill my buddy's house with the goop proper, and then can't at least fill it with BC tanks full of goop, I might have to install ICBM and be done with it. I don't want to do that, dude.
I wish I had as many ideas for this mod as CarbonLord does. Most of the things I think of would either require using an existing API (BC, IC2, Thaumcraft, soon Mystcraft, etc) or involves the Nether or the End (which if I remember right, you do not dig). This means you have done an awesome job with your mod!
Catastrophe strikes!
There is a bright side though, at least you wont have to flog Notepad++. Not much of a bright side though, huh
Oh stop it! It's not about the number of ideas, its about how good they are.
And here, I got an idea, that could replace pills and medicine I posted previously.
How about doing different colors of porkchop (Combine porkchop and dye) to make each porkchop giving different Potion effect?
Here is a quick overview:
White Porkchop - Speed boost I.
Dark Grey Porkchop - Slowness I
Yellow Porkchop - Haste I
Lime Porkchop - Mining Fatigue I
Red Porkchop - Strength I
Light Gray Porkchop - Jump Boost I
Green Porkchop - Nausea I
Pink Porkchop - Regeneration I
Magenta Porkchop - Resistance I
Orange Porkchop - Fire Resistance I
Blue Porkchop - Water Breathing I
Purple Porkchop - Inivisibility I
Brown Porkchop - Blindness I
Light Blue Porkchop - Night Vision I
Cyan Porkchop - Weakness I
Black Porkchop - Wither I
Lets say each of this will occur for 10 seconds, I think its enough.
And I really think this is one of better ideas so far. Map Creator can always use anvil to change name of porkchop to anything (different antibiotics in my case), and texture in texture files. This could be really helpfull for all map makers, couldn't it?
Just say a word, and I will do item icons for all of this porkchops, I have full version of photoshop, and I know how to use it, it will take a moment and it will be done. All I need is to know that I will actually do something that will actually get implemented.
I like the idea, but now you have got me thinking.... What about a craftable mortar and pestle, you place it in the crafting bench with a bone and a dye and get a pill that has your suggested effects?
----------------------------------------------------------------------------------------------------------------------------------------------
Below is a download of my progress so far.
The pack includes:
DIYAdminBlocks = 32 x Bedrock Blocks, 5 x Keylock Doors, 5 x Card Readers & 32 x Items
DIYChiselled = 16 x slabs, 16 x Pillars & 16 x Poles
DIYDiscs = 32 x music discs
DIYGlass = 32 x DIYGlass, 32 x Stained Glass and 16 x Glass stairs
DIYGlow = 64 x Glow Blocks & 16 x Glow Stairs
DIYMetal = 64x Metal Blocks & 16 x Metal Stairs
DIYStone = 64 x Stone Blocks & 16 x Stone Stairs
DIYWeapons = 64 x Swords
DIYWood = 64 x Wood Blocks & 16 x Wood Stairs
DIYXBlocks = 48 x XBlocks & 16 x XBase Blocks
In each mod, the first set of blocks/block or item is hardcoded (can't be disabled via the config)
This set or individual block is used for the creative tab icon and also for recipes. all of the other blocks/items can be disabled.
DIYXBlocks requires DIYStoneBlocks (due to crafting recipes)
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.0.511").
(all in one pack)
1.4.7_XBEE_Modulated_WIP Download
K, so this actually *kinda* works out for me personally - Forestry 2.0, new XtraBees, new Thaumcraft, TE making Teleport Pipes obsolete, GregTech humping everythings' faces, and now a new modular XtraBlocks. Might be time to test a new world anyhow. I might also finally do a texture pack. |> <|
Yay! Modular XBEE! (May I now call this as XtrAdventureMaker [extrad-venture maker] Pack?)
The use of XBEE-Wool-like blocks for now will be as RedPower2's alternative, like making checkered floors that is. Other than that, if we are creative enough, use it as flesh blocks?
Most of the things I think of involves the Nether or the End (which if I remember right, you do not dig). This means you have done an awesome job with your mod!
Nether say never, right
Yeah, I don't visit there very much but that's not to say I won't do a nether pack. I have added a lot of stuff that I don't personally use.
Well... your idea is a little bit complicated (the one about mortar and pestle). If you can handle it, then of course, do it, but wouldn't colored porkchops be easier to do and implement?
Also, I don't really understand the whole End of XBEE concept. We still do get the same things, just in modular packs... right?
Yep, scratch that idea! I rolled with your porkchop suggestion.
If you want to make better textures, feel free. I will add them to the mod and credit you!
Yes you do get the same stuff and more. Just wont be able to use your old builds.
I know that's a very big "JUST", but it was unavoidable. All of my builds are now incompatible too!
I pressed the big red launch button and fired a tactical multi-warhead nuke (from the ICBM mod) in your direction. Halfway there I realised that I didn't have a world to break and quickly smashed my hand into the panic/self destruct button.
Seriously, it's got to be for the best, as the two main config files where getting very time consuming to update everytime there was even a small addition. Also, if folks really want to keep their current ID's they could ferret through the new configs and match the old with the new. Some stuff may have changed name, but it's not everything, it could be worked out if they were willing to put the effort in. Of course this would make a bit of a mess of the in-game order (in NEI or TMI) but that's up to each user if they want to pay that price.
Going modular is going to be great for the future. But I would suggest not making too many modules. Even if they have different features I would suggest keeping similar blocks to the same module download. You can still have seperate configs and textures. I'm thinking primarily of the total amount of modules that need to be downloaded. Too many could get cumbersome, expecially when some have updates and some don't.
Something to think about but you probably already have.
Phew! Nearly had to duck for cover.
It really was quite a struggle, deciding how to break the mod up.
It is now in 17 parts, OMG , but I have include a download that has all the individual mods in one pack (refer below)
The biggest bonus to the method I have used to split them up is that if I make an update to 1 mod, you can just replace that one.
Has anyone ever suggested Xtra Signs? I know it would be nice to have different textured signs for different types of buildings.
...if your looking for suggestions.
Yes, signs have been suggested and will be implemented in the future.
I have the same problem with signs that I do with falling blocks and chests. My blocks work fine but have vanilla textures. If I try to override the textures, then I get invisible blocks.
OK, pretty much have everything set out for the modulated packs now.
I will first up confirm and again apologize, that this update will be world breaking (for pre-existing XBEE creations) .
Changing id's will not work for quite a few of the blocks, due to necessary name changes. The majority of the blocks that are affected, are the DIY range of blocks.
There are a range of new blocks and items like weapons and food, as well as more of the good old stuff like more doors, stairs and glass panes.
Some packs do require having the DIYStone mod installed (due to crafting recipes)
This is subject to change, as I review (and welcome suggestions for) the crafting recipes.
Also worth mentioning is , that the fences, walls, lamp and torches have been packaged together. This is because the code that allows for the torches to be placed on fences and walls can cause crashes when using fences with torches disabled (this is and old issue, just mentioning it for those who don't know)
Note: Some recipes have already changed, some have been removed (temporarily), some may be conflicting (I might have missed a couple, new doors spring to mind)
The new foods tab has 16 pork chops, that are crafted with each of the dye's. Each pork chop has a different potion effect when consumed. (more food will come, suggest away)
The potion effect for each porch chop is as requested by CarbonLord Thanks for the suggestion
How about doing different colors of porkchop (Combine porkchop and dye) to make each porkchop giving different Potion effect?
Here is a quick overview:
White Porkchop - Speed boost I.
Dark Grey Porkchop - Slowness I
Yellow Porkchop - Haste I
Lime Porkchop - Mining Fatigue I
Red Porkchop - Strength I
Light Gray Porkchop - Jump Boost I
Green Porkchop - Nausea I
Pink Porkchop - Regeneration I
Magenta Porkchop - Resistance I
Orange Porkchop - Fire Resistance I
Blue Porkchop - Water Breathing I
Purple Porkchop - Inivisibility I
Brown Porkchop - Blindness I
Light Blue Porkchop - Night Vision I
Cyan Porkchop - Weakness I
Black Porkchop - Wither I
Lets say each of this will occur for 10 seconds, I think its enough.
There is much more, but I'm pretty much spent right now.
I will post more details later.
So, please do give them a download and let me know what you think (and I don't mean "your an @$$ for busting our builds" )
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.0.518").
Warning for previous XBEE users, back up your world and don't use with a pre-existing XBEE build! Your world will be ruined!
Music discs.
To make use of the music discs, audio must be in .ogg format and be placed at "resources/mod/streaming".
Name each .ogg file sequentially DIYDisc01 - DIYDisc32
For now I have left them with no crafting recipes, for OP use.
There are four ways to download the mods:
1.4.7_XB_ExtremeEdition_Test_v1.1
Everything, packed into 1 mod. Just pop it in your mods folder.
99.9% IDResolver freindly. Liquids will crash the game if their id's are changed by IDResolver.
You can still load all the other mods using IDResolver, if you keep an eye out for the liquids and raise their priority, it will work fine.
If you Don't use IDResolver, then you don't need to worry about it.
Should you have an id conflict, just use the XtraBlocks configs. If you want to disable a block, then change it's id to -1 in the XtraBlocks configs.
has been deleted any of the blocks that used to be xbee? i guess its a good point to update since i dont have many buildings with this mod, still spending alot time in a realistic textures for the old one's (almost finished) and now i will have more blocks to texturize if needed, thanks alot.
Testing it right now i see that there are only slabs for the stone bloks would be nice see more slabs for the 16 wood blocks and 16 metal just like stairs.
and i see that the cloth blocks doesnt have any recipe
EDIT i saw that the cloth blocks are in the admin pack thats why dont have recipe
Ok, so i just realize that the pilars and poles texture now are the same that the stone ones, is there any way to make them with different textures? i dont want the exact same stone textures in all the poles and pilars, i want some wood poles and some artistic ones. make that would ruin 32 stone blocks
EDIT: Found a little bug, the texture for the xblock 7 is the same that the xblock 4.
has been deleted any of the blocks that used to be xbee? i guess its a good point to update since i dont have many buildings with this mod, still spending alot time in a realistic textures for the old one's (almost finished) and now i will have more blocks to texturize if needed, thanks alot.
Testing it right now i see that there are only slabs for the stone bloks would be nice see more slabs for the 16 wood blocks and 16 metal just like stairs.
and i see that the cloth blocks doesnt have any recipe
EDIT i saw that the cloth blocks are in the admin pack thats why dont have recipe
Ok, so i just realize that the pilars and poles texture now are the same that the stone ones, is there any way to make them with different textures? i dont want the exact same stone textures in all the poles and pilars, i want some wood poles and some artistic ones. make that would ruin 32 stone blocks
EDIT: Found a little bug, the texture for the xblock 7 is the same that the xblock 4.
Thanks for the bug reports, AngeloGaRo. I will get them fixed.
I think that the only block that I left out was the glow ore.
I wasn't sure where to put the wool blocks, so that is a temporary home for them. I might actually move them to the decorations pack, those four little plant pots are lonely at the moment. The crafting recipe will return along with any other missing recipes.
I will indeed be adding slabs for the wood and metal blocks. I originally had the slabs and pillars separate, but decided to add slabs for the other packs. I have just moved them all to the stone pack as is, in preparation. This is also the reason for the incorrect textures on the pillars and poles. I totally forgot to reassign the texture id's (tends to happen at 3am after 3 days of coding )
I will probably move the pillars and poles to the decorations mod as well. XBlock texture is fixed.
Great work i will keep testing that version with the poles ,pilars and slabs as soon as you release it.
i was checking the decorations texture sheet and i see some saplings and mushroom but i cant find them in the mod, are they the texture for the plant pots or for an older version?
EDIT, nevermind i test with the plant pot theory and that is it.
EDIT: Found that the wall light is not in the mod anymore, will it be added again or is there any reason to remove it?
EDIT:in the fencing sheet there are 3 rows of torches , i see that the first one are the Torches 1-16, the second one are the Xtorches 1 - 16, but i dont know what the 3 row where the green cauldron is. are there 16 xtorches missed?. I was adding the texture to those and when testing i saw that there was nothing there :S
Important question I'm sure everyone is asking.....
If I download the latest version ( 1.4.7_XB_ExtremeEdition_Test_v1.1) then build a world (house, cathedral, castle, fortress, village, playground, etc) and I retexture the appropriate blocks (stone, cloth, wood, glass, torches, etc) .....
will my world break in the future?
I am looking forward to Minecraft 1.5, but I am not going to wait for possibly weeks till all my favourite mods are 1.5 compatible. I want to build now.
Can I use MC1.4.7 and this latest XtraGoodies to build my masterpiece, and know said masterpiece will survive?
PS. LOve the new organisation of blocks. My fabrics will now be cloth, and I'll be able to find what I did with them. I won't need a "cheat sheet" for this. ....maybe.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Wall of text makes me feel like I headbutted a knife.
I want you to know.. your reorganization of this mod was the last little push I needed to convince myself to start a fresh new world. Also, you require Forge 518, so that helps (so do Forestry & Railcraft, absolute musts in my world). I'm really interested in your Forge Liquid API implementation, mostly because (all joking aside) I want to create a custom biome in a new world I plan on playing for a while, and I'd love to have odd-colored waters or the green lava put to use somewhere, and frankly I don't want to place that shiz by hand. Pumping it with RP2 machines would be boss, and would help ensure I'd complete it before 2034. I've always loved terraforming and landscaping as much as I have building wizard towers and underwater lavadomes.
As for recipe suggestions.. you have some of your blocks require another set of blocks for their recipes. I've always like the cobble/smooth stone dynamic - stick one tier into a furnace, heat it, get another tier. Maybe instead of crafting, just smelt them? Also, I didn't see a Core module in there anywhere (maybe I missed it?) but you could add in something like an Omnitool to the mod you use furnace recipes for - combine this new smelted item with the tool to get the previous tier, or break the new block placed in the world to receive the old one. It could be like a paxel as well, or some paper-thin excuse to only use one tool for any material you use (stone, wood etc). There's always the option to support other mods' APIs in regards to macerators, pulverizers, rolling machines etc. You may want to make that a separate module, maybe call it 'Our Kids Should Play In The Sandpit Together Sometime Pack' or somesuch, I 'unno. Lastly, all of your XtraWeapons should be enchantable, and you definitely need a slingshot. With exploding pellets. Trust me - I had one when I was a teenager, and it was awesome. (K, that'd grief a server in no time flat.. but a slingshot would be b0ss).
.. and what better timing than now to release a texture pack for this mod! Though mostly I just want one so I can stop feeling bad for cannibalizing 30 dead mods from b1.7-1.2.4 for their textures.
Great work i will keep testing that version with the poles ,pilars and slabs as soon as you release it.
i was checking the decorations texture sheet and i see some saplings and mushroom but i cant find them in the mod, are they the texture for the plant pots or for an older version?
EDIT, nevermind i test with the plant pot theory and that is it.
EDIT: Found that the wall light is not in the mod anymore, will it be added again or is there any reason to remove it?
EDIT:in the fencing sheet there are 3 rows of torches , i see that the first one are the Torches 1-16, the second one are the Xtorches 1 - 16, but i dont know what the 3 row where the green cauldron is. are there 16 xtorches missed?. I was adding the texture to those and when testing i saw that there was nothing there :S
BTW could you add some more walls
Yep, the plant textures are there as they are needed to make the flowers show up in the custom plant pots.
I just missed the wall light in the transition. It is back in there now.
Those extra torch textures are for torches with colored particles. I was toying with the idea, but decided to wait (got enough to do already) I will add them later.
MORE! You want more!
Next you'll be saying, hey we have 16 slabs and stairs for the the metal, stone and wood blocks. How's about 16 walls for each too!
This brings up something I was going to mention before, but you may already be planning it for the modular version.
For wood, stone and metal blocks I like to have a stair and a slab carrying the same texture as the block, sort of like a set. I'm sure others must do this as well. Would it make sense to have it set up like that, so that when you added a texture to a block, a stair and a slab would also get textured. Or, in your opinion, would it add too many stair ID's because they already use up their metadata.
I know that some of stairs are already attached to blocks but it might be worth considering adding slabs to them as well, rather than requiring a seperate texture index.
Ideally I'd like every wood, stone and metal block to have a set but it's just something I thought I'd share, and as always - it's up to you.
It's already done. Blocks 1-16 of from each of the stone, metal and wood mods, will provide the texture for their respective slabs and stairs.
Important question I'm sure everyone is asking.....
If I download the latest version ( 1.4.7_XB_ExtremeEdition_Test_v1.1) then build a world (house, cathedral, castle, fortress, village, playground, etc) and I retexture the appropriate blocks (stone, cloth, wood, glass, torches, etc) .....
will my world break in the future?
I am looking forward to Minecraft 1.5, but I am not going to wait for possibly weeks till all my favourite mods are 1.5 compatible. I want to build now.
Can I use MC1.4.7 and this latest XtraGoodies to build my masterpiece, and know said masterpiece will survive?
PS. LOve the new organisation of blocks. My fabrics will now be cloth, and I'll be able to find what I did with them. I won't need a "cheat sheet" for this. ....maybe.
I'm 99.9% sure that you can start using the mod worry free. There will be no more game breaking name changes or the like.
At the very worst, maybe a texture or two moved.
I want you to know.. your reorganization of this mod was the last little push I needed to convince myself to start a fresh new world. Also, you require Forge 518, so that helps (so do Forestry & Railcraft, absolute musts in my world). I'm really interested in your Forge Liquid API implementation, mostly because (all joking aside) I want to create a custom biome in a new world I plan on playing for a while, and I'd love to have odd-colored waters or the green lava put to use somewhere, and frankly I don't want to place that shiz by hand. Pumping it with RP2 machines would be boss, and would help ensure I'd complete it before 2034. I've always loved terraforming and landscaping as much as I have building wizard towers and underwater lavadomes.
As for recipe suggestions.. you have some of your blocks require another set of blocks for their recipes. I've always like the cobble/smooth stone dynamic - stick one tier into a furnace, heat it, get another tier. Maybe instead of crafting, just smelt them? Also, I didn't see a Core module in there anywhere (maybe I missed it?) but you could add in something like an Omnitool to the mod you use furnace recipes for - combine this new smelted item with the tool to get the previous tier, or break the new block placed in the world to receive the old one. It could be like a paxel as well, or some paper-thin excuse to only use one tool for any material you use (stone, wood etc). There's always the option to support other mods' APIs in regards to macerators, pulverizers, rolling machines etc. You may want to make that a separate module, maybe call it 'Our Kids Should Play In The Sandpit Together Sometime Pack' or somesuch, I 'unno. Lastly, all of your XtraWeapons should be enchantable, and you definitely need a slingshot. With exploding pellets. Trust me - I had one when I was a teenager, and it was awesome. (K, that'd grief a server in no time flat.. but a slingshot would be b0ss).
.. and what better timing than now to release a texture pack for this mod! Though mostly I just want one so I can stop feeling bad for cannibalizing 30 dead mods from b1.7-1.2.4 for their textures.
I think you overestimate my capabilities!
I'm hoping that some form of information on how to actually use the liquid API comes out soon.
At the moment it seems to be: check the Buildcraft mod and see how they did it (not helpful!)
I do think that something like your smelting idea could be the way to go. In fact I have set the recipes for the wool blocks to work in a similar way. Two wool blocks will give you 5 DIYWool 01 blocks, place one of the DIY 01 blocks in the crafting bench and you will get 5 DIYWool 02 blocks etc.
The swords should be enchantable already
Yeah, sorry about those textures. I did say I would try and put a pack out on the weekend, but with all the coding I haven't even looked at that pack.
Fixed some broken textures.
Added the wall light back in.
Pillars, poles and slabs for stone, metal and wood blocks
textures for stairs and pillars are now taken from blocks 1-16 in their respective mods
Moved wool blocks to DIYDecorations and gave them new recipes.
A few other tweeks
I'm just going to add the Full pack this time
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.0.518").
Next you'll be saying, hey we have 16 slabs and stairs for the the metal, stone and wood blocks. How's about 16 walls for each too!
What do you think about that idea?
Well i dont know if i can handle so many walls XD.
checking the last version i see that the wool blocks are in the decorative sheet but also in the admin sheet guess you forgot to delete them..
Those extra torch textures are for torches with colored particles. I was toying with the idea, but decided to wait (got enough to do already) I will add them later.
I saw that colored particles in the torch 1 and 2 in the test 1.1 only on those 2. guess you fix it because i cant see that in the new version. anyway would be nice see them added
And another little detail with the sheets, the wall light is back but the texture is just all white, and also the meat melon is in the xfood and in the xtras sheet but only the xtras one is correct i guess.
I'm 99.9% sure that you can start using the mod worry free. There will be no more game breaking name changes or the like.
At the very worst, maybe a texture or two moved.
This makes me very very happy. ......and now, it's off to build a HUGE castle
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Well i dont know if i can handle so many walls XD.
checking the last version i see that the wool blocks are in the decorative sheet but also in the admin sheet guess you forgot to delete them..
I saw that colored particles in the torch 1 and 2 in the test 1.1 only on those 2. guess you fix it because i cant see that in the new version.
And another little detail with the sheets, the wall light is back but the texture has not been added yet.
Yep, I forgot to update the admin sheet.
You are correct, particles are removed from torch 1 & 2.
The texture for the wall light is actually there, it seems I forgot to reassign the texture id though.
I have already fixed it in the code. If you want to use it before I do another update, the texture is between the meat melon and the hot coals (texture id 88) just move it down 1 row (texture id 104)
And yay, Forge Liquid API support - I'm stoked. Though that'd mean the issue with buckets picking up custom liquids properly and not converting them to standard water/lava would need fixed too (as I'm not sure if RP2's fluid system supports anything outside water, lava & BC oil, otherwise the bucket thing wouldn't be as important). It'd suck getting the liquids converted over, and then finding out all that goop in your BC tank can't be retrieved as-is. What a waste of purple drank. If I can't fill my buddy's house with the goop proper, and then can't at least fill it with BC tanks full of goop, I might have to install ICBM and be done with it. I don't want to do that, dude.
I wish I had as many ideas for this mod as CarbonLord does. Most of the things I think of would either require using an existing API (BC, IC2, Thaumcraft, soon Mystcraft, etc) or involves the Nether or the End (which if I remember right, you do not dig). This means you have done an awesome job with your mod!
Exactly the same as all the other mods. Drop in the mods folder and retexture the blocks (brushes are used for recipes)
If it's just that you're having problems because of IDResolver, then you will need to set the priority for it. (the fix for IDResolver will come after XBEE is finished)
Good news first. There are now 16 glass panes.
Now for the bad news!
Brace yourselves everyone (waits for the fire and brimstone wrath of disgruntled users )
The transition to the modular packs heralds the end of an era for XBEE and will be entirely world breaking.
Not only have I made all of the ID changes (ID's are in sequential order for each mod), I have also had to make quite a few name and recipe changes.
The mods will all work with IDResolver now and though the changes to the mod are not due to this, it sure makes it tidier (my ID's and names etc had become very disjointed and was becoming increasingly hard for me to scour through)
I once again sincerely apologize to all the people who will be affected by this. I realize that many of you will have worlds that rely upon the mod as it was, but I had to make this hard decision now in order for the mod to progress.
Catastrophe strikes!
There is a bright side though, at least you wont have to flog Notepad++. Not much of a bright side though, huh
I like the idea, but now you have got me thinking.... What about a craftable mortar and pestle, you place it in the crafting bench with a bone and a dye and get a pill that has your suggested effects?
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Below is a download of my progress so far.
The pack includes:
DIYAdminBlocks = 32 x Bedrock Blocks, 5 x Keylock Doors, 5 x Card Readers & 32 x Items
DIYChiselled = 16 x slabs, 16 x Pillars & 16 x Poles
DIYDiscs = 32 x music discs
DIYGlass = 32 x DIYGlass, 32 x Stained Glass and 16 x Glass stairs
DIYGlow = 64 x Glow Blocks & 16 x Glow Stairs
DIYMetal = 64x Metal Blocks & 16 x Metal Stairs
DIYStone = 64 x Stone Blocks & 16 x Stone Stairs
DIYWeapons = 64 x Swords
DIYWood = 64 x Wood Blocks & 16 x Wood Stairs
DIYXBlocks = 48 x XBlocks & 16 x XBase Blocks
In each mod, the first set of blocks/block or item is hardcoded (can't be disabled via the config)
This set or individual block is used for the creative tab icon and also for recipes. all of the other blocks/items can be disabled.
DIYXBlocks requires DIYStoneBlocks (due to crafting recipes)
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.0.511").
(all in one pack)
1.4.7_XBEE_Modulated_WIP Download
(seperated)
1.4.7_DIYAdminBlocks_IDResolverFix_Test Download
1.4.7_DIYChiselled_IDResolverFix_Test Download
1.4.7_DIYDiscs_IDResolverFix_Test Download
1.4.7_DIYGlass_IDResolverFix_Test Download
1.4.7_DIYGlow_IDResolverFix_Test Download
1.4.7_DIYMetal_IDResolverFix_Test Download
1.4.7_DIYStone_IDResolverFix_Test Download
1.4.7_DIYWeapons_IDResolverFix_Test Download
1.4.7_DIYWood_IDResolverFix_Test Download
1.4.7_XBlocks_IDResolverFix_Test Download
OW! MY BALLS!
K, so this actually *kinda* works out for me personally - Forestry 2.0, new XtraBees, new Thaumcraft, TE making Teleport Pipes obsolete, GregTech humping everythings' faces, and now a new modular XtraBlocks. Might be time to test a new world anyhow. I might also finally do a texture pack. |> <|
The use of XBEE-Wool-like blocks for now will be as RedPower2's alternative, like making checkered floors that is. Other than that, if we are creative enough, use it as flesh blocks?
Say, where are the Powered ones?
...if your looking for suggestions.
Gasp! More signs! Brilliant idea. I am in favour and say "Aye".
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2244263-the-sawmill
Nether say never, right
Yeah, I don't visit there very much but that's not to say I won't do a nether pack. I have added a lot of stuff that I don't personally use.
Yep, scratch that idea! I rolled with your porkchop suggestion.
If you want to make better textures, feel free. I will add them to the mod and credit you!
Yes you do get the same stuff and more. Just wont be able to use your old builds.
I know that's a very big "JUST", but it was unavoidable. All of my builds are now incompatible too!
Phew! Nearly had to duck for cover.
It really was quite a struggle, deciding how to break the mod up.
It is now in 17 parts, OMG , but I have include a download that has all the individual mods in one pack (refer below)
The biggest bonus to the method I have used to split them up is that if I make an update to 1 mod, you can just replace that one.
Yes, signs have been suggested and will be implemented in the future.
I have the same problem with signs that I do with falling blocks and chests. My blocks work fine but have vanilla textures. If I try to override the textures, then I get invisible blocks.
Sadly yes
Yes, it does now! Be sure to read the information about the liquids though. The liquids won't play nice with id resolver, yet!
I think there is!
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OK, pretty much have everything set out for the modulated packs now.
I will first up confirm and again apologize, that this update will be world breaking (for pre-existing XBEE creations) .
Changing id's will not work for quite a few of the blocks, due to necessary name changes. The majority of the blocks that are affected, are the DIY range of blocks.
There are a range of new blocks and items like weapons and food, as well as more of the good old stuff like more doors, stairs and glass panes.
Some packs do require having the DIYStone mod installed (due to crafting recipes)
This is subject to change, as I review (and welcome suggestions for) the crafting recipes.
Also worth mentioning is , that the fences, walls, lamp and torches have been packaged together. This is because the code that allows for the torches to be placed on fences and walls can cause crashes when using fences with torches disabled (this is and old issue, just mentioning it for those who don't know)
Note: Some recipes have already changed, some have been removed (temporarily), some may be conflicting (I might have missed a couple, new doors spring to mind)
The new foods tab has 16 pork chops, that are crafted with each of the dye's. Each pork chop has a different potion effect when consumed. (more food will come, suggest away)
The potion effect for each porch chop is as requested by CarbonLord Thanks for the suggestion
How about doing different colors of porkchop (Combine porkchop and dye) to make each porkchop giving different Potion effect?
Here is a quick overview:
White Porkchop - Speed boost I.
Dark Grey Porkchop - Slowness I
Yellow Porkchop - Haste I
Lime Porkchop - Mining Fatigue I
Red Porkchop - Strength I
Light Gray Porkchop - Jump Boost I
Green Porkchop - Nausea I
Pink Porkchop - Regeneration I
Magenta Porkchop - Resistance I
Orange Porkchop - Fire Resistance I
Blue Porkchop - Water Breathing I
Purple Porkchop - Inivisibility I
Brown Porkchop - Blindness I
Light Blue Porkchop - Night Vision I
Cyan Porkchop - Weakness I
Black Porkchop - Wither I
Lets say each of this will occur for 10 seconds, I think its enough.
There is much more, but I'm pretty much spent right now.
I will post more details later.
So, please do give them a download and let me know what you think (and I don't mean "your an @$$ for busting our builds" )
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.0.518").
Warning for previous XBEE users, back up your world and don't use with a pre-existing XBEE build!
Your world will be ruined!
Music discs.
To make use of the music discs, audio must be in .ogg format and be placed at "resources/mod/streaming".
Name each .ogg file sequentially DIYDisc01 - DIYDisc32
For now I have left them with no crafting recipes, for OP use.
There are four ways to download the mods:
1.4.7_XB_ExtremeEdition_Test_v1.1
Everything, packed into 1 mod. Just pop it in your mods folder.
99.9% IDResolver freindly. Liquids will crash the game if their id's are changed by IDResolver.
You can still load all the other mods using IDResolver, if you keep an eye out for the liquids and raise their priority, it will work fine.
If you Don't use IDResolver, then you don't need to worry about it.
Should you have an id conflict, just use the XtraBlocks configs. If you want to disable a block, then change it's id to -1 in the XtraBlocks configs.
1.4.7_XB_ExtremeEdition_Test_v1.1 Download
1.4.7_XB_ExtremeNoLiquid_Test_v1.1
100% IDResolver freindly
Everything, packed into 1 mod except for the liquids. Just pop it in your mods folder.
You can always add the liquids separately if required.
1.4.7_XB_ExtremeNoLiquid_Test_v1.1 Download
1.4.7_XB_DIY_Modulated_Pack_Test_v1.1
All of the individual mods, packed into 1 zip file for easy download.
Juast open the .zip file and drag the mods that you want, directly into your mods folder.
1.4.7_XB_DIY_Modulated_Pack_Test_v1.1 Download
1.4.7_XB_DIY_Test, Individual Mods
1.4.7_XB_DIYAdminBlocks_Test_v1.1 Download
1.4.7_XB_DIYDecorations_Test_v1.1 Download
1.4.7_XB_DIYDiscs_Test_v1.1 Download
1.4.7_XB_DIYFencing_Test_v1.1 Download
1.4.7_XB_DIYFood_Test_v1.1 Download
1.4.7_XB_DIYGlass_Test_v1.1 Download
1.4.7_XB_DIYGlow_Test_v1.1 Download
1.4.7_XB_DIYLiquids_Test_v1.1 Download
1.4.7_XB_DIYMetal_Test_v1.1 Download
1.4.7_XB_DIYMulti_Test_v1.1 Download
1.4.7_XB_DIYPanels_Test_v1.1 Download
1.4.7_XB_DIYPowered_Test_v1.1 Download
1.4.7_XB_DIYStone_Test_v1.1 Download
1.4.7_XB_DIYWeapons_Test_v1.1 Download
wood sword 9 will shoot fireball on right click
diamond sword 9 will strike entities with lightning, when hit.
1.4.7_XB_DIYWood_Test_v1.1 Download
1.4.7_XB_DIYXBlocks_Test_v1.1 Download
1.4.7_XB_DIYXtras_Test_v1.1 Download
The buckets have been moved to liquids
Testing it right now i see that there are only slabs for the stone bloks would be nice see more slabs for the 16 wood blocks and 16 metal just like stairs.
and i see that the cloth blocks doesnt have any recipe
EDIT i saw that the cloth blocks are in the admin pack thats why dont have recipe
Ok, so i just realize that the pilars and poles texture now are the same that the stone ones, is there any way to make them with different textures? i dont want the exact same stone textures in all the poles and pilars, i want some wood poles and some artistic ones. make that would ruin 32 stone blocks
EDIT: Found a little bug, the texture for the xblock 7 is the same that the xblock 4.
Thanks for the bug reports, AngeloGaRo. I will get them fixed.
I think that the only block that I left out was the glow ore.
I wasn't sure where to put the wool blocks, so that is a temporary home for them. I might actually move them to the decorations pack, those four little plant pots are lonely at the moment. The crafting recipe will return along with any other missing recipes.
I will indeed be adding slabs for the wood and metal blocks. I originally had the slabs and pillars separate, but decided to add slabs for the other packs. I have just moved them all to the stone pack as is, in preparation. This is also the reason for the incorrect textures on the pillars and poles. I totally forgot to reassign the texture id's (tends to happen at 3am after 3 days of coding )
I will probably move the pillars and poles to the decorations mod as well. XBlock texture is fixed.
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I should also point out that I will edit the post above, as I neglected to add the word "Test" in the mod titles.
It is my intention to to finalize all block locations, recipes, bug fix and overhaul the OP (with more details), before making an official release.
EDIT: Figured what the hey! Stone, Wood and Metal now have, 16 x Slabs,16 x Pillars & 16 x Poles
i was checking the decorations texture sheet and i see some saplings and mushroom but i cant find them in the mod, are they the texture for the plant pots or for an older version?
EDIT, nevermind i test with the plant pot theory and that is it.
EDIT: Found that the wall light is not in the mod anymore, will it be added again or is there any reason to remove it?
EDIT:in the fencing sheet there are 3 rows of torches , i see that the first one are the Torches 1-16, the second one are the Xtorches 1 - 16, but i dont know what the 3 row where the green cauldron is. are there 16 xtorches missed?. I was adding the texture to those and when testing i saw that there was nothing there :S
BTW could you add some more walls
If I download the latest version ( 1.4.7_XB_ExtremeEdition_Test_v1.1) then build a world (house, cathedral, castle, fortress, village, playground, etc) and I retexture the appropriate blocks (stone, cloth, wood, glass, torches, etc) .....
will my world break in the future?
I am looking forward to Minecraft 1.5, but I am not going to wait for possibly weeks till all my favourite mods are 1.5 compatible. I want to build now.
Can I use MC1.4.7 and this latest XtraGoodies to build my masterpiece, and know said masterpiece will survive?
PS. LOve the new organisation of blocks. My fabrics will now be cloth, and I'll be able to find what I did with them. I won't need a "cheat sheet" for this. ....maybe.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I want you to know.. your reorganization of this mod was the last little push I needed to convince myself to start a fresh new world. Also, you require Forge 518, so that helps (so do Forestry & Railcraft, absolute musts in my world). I'm really interested in your Forge Liquid API implementation, mostly because (all joking aside) I want to create a custom biome in a new world I plan on playing for a while, and I'd love to have odd-colored waters or the green lava put to use somewhere, and frankly I don't want to place that shiz by hand. Pumping it with RP2 machines would be boss, and would help ensure I'd complete it before 2034. I've always loved terraforming and landscaping as much as I have building wizard towers and underwater lavadomes.
As for recipe suggestions.. you have some of your blocks require another set of blocks for their recipes. I've always like the cobble/smooth stone dynamic - stick one tier into a furnace, heat it, get another tier. Maybe instead of crafting, just smelt them? Also, I didn't see a Core module in there anywhere (maybe I missed it?) but you could add in something like an Omnitool to the mod you use furnace recipes for - combine this new smelted item with the tool to get the previous tier, or break the new block placed in the world to receive the old one. It could be like a paxel as well, or some paper-thin excuse to only use one tool for any material you use (stone, wood etc). There's always the option to support other mods' APIs in regards to macerators, pulverizers, rolling machines etc. You may want to make that a separate module, maybe call it 'Our Kids Should Play In The Sandpit Together Sometime Pack' or somesuch, I 'unno. Lastly, all of your XtraWeapons should be enchantable, and you definitely need a slingshot. With exploding pellets. Trust me - I had one when I was a teenager, and it was awesome. (K, that'd grief a server in no time flat.. but a slingshot would be b0ss).
.. and what better timing than now to release a texture pack for this mod! Though mostly I just want one so I can stop feeling bad for cannibalizing 30 dead mods from b1.7-1.2.4 for their textures.
Yep, the plant textures are there as they are needed to make the flowers show up in the custom plant pots.
I just missed the wall light in the transition. It is back in there now.
Those extra torch textures are for torches with colored particles. I was toying with the idea, but decided to wait (got enough to do already) I will add them later.
MORE! You want more!
Next you'll be saying, hey we have 16 slabs and stairs for the the metal, stone and wood blocks. How's about 16 walls for each too!
What do you think about that idea?
It's already done. Blocks 1-16 of from each of the stone, metal and wood mods, will provide the texture for their respective slabs and stairs.
I'm 99.9% sure that you can start using the mod worry free. There will be no more game breaking name changes or the like.
At the very worst, maybe a texture or two moved.
I think you overestimate my capabilities!
I'm hoping that some form of information on how to actually use the liquid API comes out soon.
At the moment it seems to be: check the Buildcraft mod and see how they did it (not helpful!)
I do think that something like your smelting idea could be the way to go. In fact I have set the recipes for the wool blocks to work in a similar way. Two wool blocks will give you 5 DIYWool 01 blocks, place one of the DIY 01 blocks in the crafting bench and you will get 5 DIYWool 02 blocks etc.
The swords should be enchantable already
Yeah, sorry about those textures. I did say I would try and put a pack out on the weekend, but with all the coding I haven't even looked at that pack.
One day!
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Fixed some broken textures.
Added the wall light back in.
Pillars, poles and slabs for stone, metal and wood blocks
textures for stairs and pillars are now taken from blocks 1-16 in their respective mods
Moved wool blocks to DIYDecorations and gave them new recipes.
A few other tweeks
I'm just going to add the Full pack this time
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.0.518").
1.4.7_XB_ExtremeEdition_Test_v1.2 Download
Well i dont know if i can handle so many walls XD.
checking the last version i see that the wool blocks are in the decorative sheet but also in the admin sheet guess you forgot to delete them..
I saw that colored particles in the torch 1 and 2 in the test 1.1 only on those 2. guess you fix it because i cant see that in the new version. anyway would be nice see them added
And another little detail with the sheets, the wall light is back but the texture is just all white, and also the meat melon is in the xfood and in the xtras sheet but only the xtras one is correct i guess.
This makes me very very happy. ......and now, it's off to build a HUGE castle
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Yep, I forgot to update the admin sheet.
You are correct, particles are removed from torch 1 & 2.
The texture for the wall light is actually there, it seems I forgot to reassign the texture id though.
I have already fixed it in the code. If you want to use it before I do another update, the texture is between the meat melon and the hot coals (texture id 88) just move it down 1 row (texture id 104)