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
The glow pack has the full set: blocks, slabs, stairs, pillars, poles, multi-blocks and dice.
The PA blocks not connecting to panes is more of a consequence than a bug.
Quite a while back (after a few requests) I added transparency support to the PA blocks. This has the unfortunate result of adding glass (render) properties to the blocks. Despite them having the physical properties of stone.
Minecraft's vanilla panes use a special code to allow them to connect to glass blocks. This piece of code can't be overridden from my file and would require me to edit base classes.
What I can do, is make half of the PA blocks regular and the other half supporting transparency.
The brushes have actually been removed. I changed the recipes. (just forgot to remove the textures for them in the mod pack version)
Edit: Oh, and mention that fact too!
All kind of rushed, due to the removal of the mediafire account.
The glow pack has the full set: blocks, slabs, stairs, pillars, poles, multi-blocks and dice.
The PA blocks not connecting to panes is more of a consequence than a bug.
Quite a while back (after a few requests) I added transparency support to the PA blocks. This has the unfortunate result of adding glass (render) properties to the blocks. Despite them having the physical properties of stone.
Minecraft's vanilla panes use a special code to allow them to connect to glass blocks. This piece of code can't be overridden from my file and would require me to edit base classes.
What I can do, is make half of the PA blocks regular and the other half supporting transparency.
The brushes have actually been removed. I changed the recipes. (just forgot to remove the textures for them in the mod pack version)
Edit: Oh, and mention that fact too!
All kind of rushed, due to the removal of the mediafire account.
O wow i didnt knew that they support transparency, that its really nice, about changing them to half and half, it is not necessary, i can use glass block instead.
EDIT: i changed my mind, please give us some normal PA blocks, i just saw that if you have a PA block next to a water source it turns invisible and you can see everything in the outside and doesnt look nice or if there is a way to change that without remove the transparency its fine by me. sorry to bother
Really awesome to hear all the glow pack comming
And is it possible to add the same transparency property to the glass blocks that are in the glass pack? i notice that the only ones that has it are the stained glass, is there any reason to that?
O wow i didnt knew that they support transparency, that its really nice, about changing them to half and half, it is not necessary, i can use glass block instead.
EDIT: i changed my mind, please give us some normal PA blocks, i just saw that if you have a PA block next to a water source it turns invisible and you can see everything in the outside and doesnt look nice or if there is a way to change that without remove the transparency its fine by me. sorry to bother
Really awesome to hear all the glow pack comming
And is it possible to add the same transparency property to the glass blocks that are in the glass pack? i notice that the only ones that has it are the stained glass, is there any reason to that?
The first 8 sets of PA blocks are now regular blocks, whilst the second 8 sets support transparency,
The full glowblock set was already in the last release.
No, the regular type of glass uses a different render type to the stained glass. To allow transparency like the stained glass, the render from the vanilla ice block needs to be used. This is also why the transparency supported blocks turn water invisible.
But you are already forgiven because of the speed you work at and for getting updates out so quickly.
Anywho, it's with the newly added single glow slabs. When clicking the mouse wheel to select the block it picks up a vanilla counterpart. i.e. the first single glow slab will pick up a stone slab, not itself, and so on.
I haven't tried the dice or multiblocks yet but all the pillars, poles, stairs, blocks and double slabs are correctly selected it's just appears to be the single slabs.
Not a major one as I can work around it until the official release so don't rush at getting it fixed unless you want me to test it out.
I also noticed that the texture alignment was slightly off on the pillars and poles. I don't know if this applies to all the packs or all texture resolutions (mine is 64x). It's not quite picking up the vertical edge and is more noticable on the poles. I can post a pic if you need it. I can also work around it if there's nothing you can do about it, but I thought it better to mention it now rather than later.
EDIT: Having thought about it I think my texture resolution is play a big part in the latter issue.
All of the slabs should work with the middle mouse button now.
I double checked the texture sheets just in case, but they are all correct.
Now on to the next release!
Doing real well at "definitely" not adding any more content, oh well
Fixed PA recipes (removed dye's from all but the first set)
Fixed cloth and metal stair textures.
Added cloth pillars/poles, multiblocks and dice, to complete the set.
Fixed picking up slabs with middle mouse button.
Moved all of the flammable blocks into the decorations mod and gave them crafting recipes.
Added 16 wood walls
Added 16 more xblocks and 16 more xbases.
Added 16 colored particle torches. Colors are the same as the dye used to craft. (the two grey torches are not the correct color yet)
Added 16 x glass slabs and 16 x stained glass slabs + 16 x glass pillars/poles and 16 x stained glass pillars/poles.
And with all that added content came another mass id overhaul (I know, right! I lied about that too )
Better to get it done now though, they were becoming spread out again due to moving blocks around and adding content.
New id's in spoiler.
BLOCKS
------
WOOD = 1000 - 1037 /
STONE = 1038 - 1075 /
METAL = 1076 - 1113 /
GLASS = 1114 - 1161 /
GLOW = 1162 - 1208 /
Cloth = 1209 - 1246 /
PANELS = 1247 - 1314 /
FENCING = 1315 - 1538 /
*POWERED = 1539 - 1600 /
*DECORATIONS = 1601 - 1641 /
*ADMIN = 1642 - 1663 /
*LIQUIDS = 1664 = 1673 /
*FOOD = 1674 - 1675 /
*XTRAS = 1676 - 1721 /
Storage = 1722 - 1727 /
ITEMS
-----
*POWERED = 6000 - 6015 /
*DECORATIONS = 6016 - 6019 /
*ADMIN = 6020 - 6041 /
*LIQUIDS = 6042 - 6046 /
FOOD = 6047 - 6078 /
*XTRAS = 6079 - 6080 /
DISCS = 6081 - 6112 /
WEAPONS = 6113 - 6148 /
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
Fixed PA recipes (removed dye's from all but the first set)
Fixed cloth and metal stair textures.
Added cloth pillars/poles, multiblocks and dice, to complete the set.
Fixed picking up slabs with middle mouse button.
Moved all of the flammable blocks into the decorations mod and gave them crafting recipes.
Added 16 wood walls
Added 16 more xblocks and 16 more xbases.
Added 16 colored particle torches. Colors are the same as the dye used to craft. (the two grey torches are not the correct color yet)
Added 16 x glass slabs and 16 x stained glass slabs + 16 x glass pillars/poles and 16 x stained glass pillars/poles.
And with all that added content came another mass id overhaul (I know, right! I lied about that too )
Better to get it done now though, they were becoming spread out again due to moving blocks around and adding content.
New id's in spoiler.
BLOCKS
------
WOOD = 1000 - 1037 /
STONE = 1038 - 1075 /
METAL = 1076 - 1113 /
GLASS = 1114 - 1161 /
GLOW = 1162 - 1208 /
Cloth = 1209 - 1246 /
PANELS = 1247 - 1314 /
FENCING = 1315 - 1538 /
*POWERED = 1539 - 1600 /
*DECORATIONS = 1601 - 1641 /
*ADMIN = 1642 - 1663 /
*LIQUIDS = 1664 = 1673 /
*FOOD = 1674 - 1675 /
*XTRAS = 1676 - 1721 /
Storage = 1722 - 1727 /
ITEMS
-----
*POWERED = 6000 - 6015 /
*DECORATIONS = 6016 - 6019 /
*ADMIN = 6020 - 6041 /
*LIQUIDS = 6042 - 6046 /
FOOD = 6047 - 6078 /
*XTRAS = 6079 - 6080 /
DISCS = 6081 - 6112 /
WEAPONS = 6113 - 6148 /
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
I have a dedicated ID bracket for my XBEE stuff, I start at 2500 onwards, but as more content is added, as in, nearly 700+, I'm gonna move 'em to 2000-ish!
I find it easier when I start a new world (or doing mass mod updates) to run only Forge and XtraBlocks, let it propagate default IDs and move other mods around it. No other mods come to mind with that amount of used IDs.
Thanks for the quick fix for the slabs, I will test it out myself tomorrow (it's really late here) when my head is clearer. The extra glass stuff sounds cool as well, I'm sure I can find a use for them.
I will post a pic to show what I mean by the texture alignment on the pillars and poles. I do think it is because I am using HD textures and that is why it isn't showing up on standard resolution. But I'll show you and you can see if you can do anything, if you can't then no biggie as I can alter the texture to work around it as it's only those few blocks that are affected.
I don't see why not. It would take some planning and preparation, and it would mean that the newly added stuff might be out of place in the order of things. They would need new ID's in any gaps or at the end of your current ID's.
I'm considering this option myself, but I only have a test world to destroy so it my not be worth the hassle to me.
It's certainly possible to keep the ID's the same, especially if you use a spreadsheet of some kind to compare the current and new ID's.
Yeah i already update the ID's that im using and everything its working good.
About the pillar texture i think i know what you mean, and i think it is indeed because of the HD textures, i'm using a 256 texture pack and to make them fit properly i have to reduce the size a little bit more than the default texture shows (about 5 pixels) and then it shows properly, it happens with the wall light texture too, not a big problem for me either, its just resize them.
I have also uploaded a zip file with full sets of XBEEModulated texture sheets for:
32x32, 64x64, 128x128 and 256x256 texture packs.
Just open the folder that corresponds with the texture pack that you're using and drag the folders within, into your texture pack .zip.
I'd always been changing the ID's of this mod until the test versions started, then I decided to go to default iD's and move everything else out of the way (SuperSlopes, BetterWorldSlopes and XtraSlopes all ran from 1000 onwards just because I installed them first). It was definitely worth it and makes things so much easier. This latest test update didn't actually require me to move anything - but it was real close. The blocks still have plenty of room left but the last item finished at 6148 and the next mod started at 6150. Phew!! Thankfully that mod and the following ones are only small so they won't be difficult to shift.
I'm going to do some more testing myself, but so far, so good. I've just got hold of the new Mystcraft and that's nagging at me to try it out. Priorities, priorities - which one to pick first?
i understand, i have the same mods and a bit more XD, but i did change all the ids , but i put them far away from each other so i'm still not having problems just waste a little time updating all the new ids XD
I have also uploaded a zip file with full sets of XBEEModulated texture sheets for:
32x32, 64x64, 128x128 and 256x256 texture packs.
Just open the folder that corresponds with the texture pack that you're using and drag the folders within, into your texture pack .zip.
All of the slabs should work with the middle mouse button now.
Fantastic! When I'm building using a "basic" set of 20+ blocks, I can't keep them all at hand, and therefore need to middle click to change blocks. Going back into 35 tabs of inventory can be a pain.
Doing real well at "definitely" not adding any more content, oh well
We don't mind. Really.
Added cloth pillars/poles, multiblocks and dice, to complete the set.
"Flaming Dice" - just what sort of board games do you play?
Fixed picking up slabs with middle mouse button.
As above - YAY!!!
Added 16 wood walls
??? Wood walls? Does it mean blocks?
Added 16 more xblocks and 16 more xbases.
The more the merrier. Thank-you
Added 16 x glass slabs and 16 x stained glass slabs + 16 x glass pillars/poles and 16 x stained glass pillars/poles.
Glass pillars and poles. Excuse me, I need to go hyperventilate. This means I need to renovate. Niiice.
I also love how the slopes are in their own tab now. Although I would still prefer to see a whole "set" of 12 shapes with one colour, all next to each other. (or 3x4 in the grid so it looks neat and each set is the same)
Also good to have to have one texture sheet for the whole set. ie not have corners, intcorners and slopes as separate entities.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Wow, lots of changes. Looks like for the better. One question has any of the block or item IDs changed from 3.9.7c?
i guess it is not only the ids that changed after that version, i guess after that was all the name changing that broke all the world, not sure when that happened was but be carefull. you can read a couple of post back made by mindcrafter and see when that major change was made
Damn, you beat me to confirming it. First place to you good sir.
Yeah, I have a 'little bit more' than just those mods installed as well. Technically not all are mods, strictly speaking, but Forge lists them so I'm counting them.
It allows me so much variety in designing various themes and styles that I can barely look at vanilla Minecraft. It's just so....meh.
Hey there 'wife'.
You can do it by spacing each ID in a config by 3. For example, Normally it would look something like this:
01Slopes=3000
02Slopes=3001
03Slopes=3002
04Slopes=3003 and so on.
01Corners=3031
02Corners=3032
03Corners=3033
04Corners=3034 and so on.
01IntCorners=3062
02IntCorners=3063
03IntCorners=3064
04IntCorners=3065 and so on.
You want it to look like this:
01Slopes=3000
02Slopes=3003
03Slopes=3006
04Slopes=3009 and so on.
01Corners=3001
02Corners=3004
03Corners=3007
04Corners=3010 and so on.
01IntCorners=3002
02IntCorners=3005
03IntCorners=3008
04IntCorners=3011 and so on.
The easiest way I know to achieve this is with Notepad++. Pick the end of the first ID line, TAB out a place or two and go to Edit, then Column Editor. Pick 'Number to Insert' and type your first ID in followed by a 3 for 'Increase by', then OK. All that's needed is to tidy up the excess TABS and get rid of the old ID's so that the config looks right and you are done. No need to manually type every ID.
There may be an easier way than this but I'm not that familiar with Notepad++ yet.
Yeah i just wanted be sure that everything was fine before update all the pillars size again XD.
Hey there 'wife'.
You can do it by spacing each ID in a config by 3. For example, Normally it would look something like this:
01Slopes=3000
02Slopes=3001
03Slopes=3002
04Slopes=3003 and so on.
01Corners=3031
02Corners=3032
03Corners=3033
04Corners=3034 and so on.
01IntCorners=3062
02IntCorners=3063
03IntCorners=3064
04IntCorners=3065 and so on.
You want it to look like this:
01Slopes=3000
02Slopes=3003
03Slopes=3006
04Slopes=3009 and so on.
01Corners=3001
02Corners=3004
03Corners=3007
04Corners=3010 and so on.
01IntCorners=3002
02IntCorners=3005
03IntCorners=3008
04IntCorners=3011 and so on.
Hey "hubby"
Hey that id swapping thing worked! They go from 2164 to 2199 then 3000 to 3011. Now I know why that row of SCB blocks is in middle of my slopes. They are at 2458. I swapped it to 3012 so they are at the end. Oh it is so neat now. Thanks!
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
i dont know if its a bug but im telling it anyway, i am testing the card key readers and i realized that the side textures are the active block texture is that the way you wanted those?
EDIT i found another bug, the stained glass poles still have the texture resize problem.
I also love how the slopes are in their own tab now. Although I would still prefer to see a whole "set" of 12 shapes with one colour, all next to each other. (or 3x4 in the grid so it looks neat and each set is the same)
Also good to have to have one texture sheet for the whole set. ie not have corners, intcorners and slopes as separate entities.
Agreed!
I have done a total overhaul of the slopes mod.
All of the slopes are now in laid out in complete sets
I have also changed the wool slopes.
They are now textured like the other slopes and named 17 - 32 (no longer disabled by default)
I have added a second set of crafting blocks and recipes for them also.
Just to round things off, I have condensed all of the textures to just one texture sheet.
i dont know if its a bug but im telling it anyway, i am testing the card key readers and i realized that the side textures are the active block texture is that the way you wanted those?
EDIT i found another bug, the stained glass poles still have the texture resize problem.
No, it's not a bug. That is not how I want them to work either!
In a perfect world, I would have just the front and back texture change upon activation (I would even settle for just the front).
Unfortunately, no matter what method I use to set the texture, when the block is activated the side texture overrides whatever texture I assign.
This is a pet peeve of mine, so rest assured if I can find a work around they will be changed.
If I use them in a situation where one side is exposed, I just use a panel to cover that side.
" stained glass poles "
So they are! Or should I say were!
Fixed texture size for stained glass pillars/poles
Added the stained glass stairs that I forgot to add in the last release
(this was a big screw up on my part, as I had to adjust all the id's accordingly)
Added colored and transparent colored textures as default for PixelArtist. The blank numbered textures are included in a folder named alternative texture.
I have done a total overhaul of the slopes mod.
All of the slopes are now in laid out in complete sets
I have also changed the wool slopes.
They are now textured like the other slopes and named 17 - 32 (no longer disabled by default)
I have added a second set of crafting blocks and recipes for them also.
Just to round things off, I have condensed all of the textures to just one texture sheet.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
No, it's not a bug. That is not how I want them to work either!
In a perfect world, I would have just the front and back texture change upon activation (I would even settle for just the front).
Unfortunately, no matter what method I use to set the texture, when the block is activated the side texture overrides whatever texture I assign.
This is a pet peeve of mine, so rest assured if I can find a work around they will be changed.
If I use them in a situation where one side is exposed, I just use a panel to cover that side.
Good tip, i will use that one if i need it on a side
Fixed texture size for stained glass pillars/poles
Added the stained glass stairs that I forgot to add in the last release
(this was a big screw up on my part, as I had to adjust all the id's accordingly)
Added colored and transparent colored textures as default for PixelArtist. The blank numbered textures are included in a folder named alternative texture.
I have done a total overhaul of the slopes mod.
All of the slopes are now in laid out in complete sets
I have also changed the wool slopes.
They are now textured like the other slopes and named 17 - 32 (no longer disabled by default)
I have added a second set of crafting blocks and recipes for them also.
Just to round things off, I have condensed all of the textures to just one texture sheet.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
The glow pack has the full set: blocks, slabs, stairs, pillars, poles, multi-blocks and dice.
The PA blocks not connecting to panes is more of a consequence than a bug.
Quite a while back (after a few requests) I added transparency support to the PA blocks. This has the unfortunate result of adding glass (render) properties to the blocks. Despite them having the physical properties of stone.
Minecraft's vanilla panes use a special code to allow them to connect to glass blocks. This piece of code can't be overridden from my file and would require me to edit base classes.
What I can do, is make half of the PA blocks regular and the other half supporting transparency.
The brushes have actually been removed. I changed the recipes. (just forgot to remove the textures for them in the mod pack version)
Edit: Oh, and mention that fact too!
All kind of rushed, due to the removal of the mediafire account.
O wow i didnt knew that they support transparency, that its really nice, about changing them to half and half, it is not necessary, i can use glass block instead.
EDIT: i changed my mind, please give us some normal PA blocks, i just saw that if you have a PA block next to a water source it turns invisible and you can see everything in the outside and doesnt look nice or if there is a way to change that without remove the transparency its fine by me. sorry to bother
Really awesome to hear all the glow pack comming
And is it possible to add the same transparency property to the glass blocks that are in the glass pack? i notice that the only ones that has it are the stained glass, is there any reason to that?
The Cloth Stairs 1~3 are repeated on Cloth Stairs 9~11.
The first 8 sets of PA blocks are now regular blocks, whilst the second 8 sets support transparency,
The full glowblock set was already in the last release.
No, the regular type of glass uses a different render type to the stained glass. To allow transparency like the stained glass, the render from the vanilla ice block needs to be used. This is also why the transparency supported blocks turn water invisible.
Oh! Why not? Fleshy goodness coming your way.
All of the slabs should work with the middle mouse button now.
I double checked the texture sheets just in case, but they are all correct.
Now on to the next release!
Doing real well at "definitely" not adding any more content, oh well
1.4.7_XBEEModulated_Test_v2.0b_withSlopes&PixelArtist
Fixed PA recipes (removed dye's from all but the first set)
Fixed cloth and metal stair textures.
Added cloth pillars/poles, multiblocks and dice, to complete the set.
Fixed picking up slabs with middle mouse button.
Moved all of the flammable blocks into the decorations mod and gave them crafting recipes.
Added 16 wood walls
Added 16 more xblocks and 16 more xbases.
Added 16 colored particle torches. Colors are the same as the dye used to craft. (the two grey torches are not the correct color yet)
Added 16 x glass slabs and 16 x stained glass slabs + 16 x glass pillars/poles and 16 x stained glass pillars/poles.
And with all that added content came another mass id overhaul (I know, right! I lied about that too )
Better to get it done now though, they were becoming spread out again due to moving blocks around and adding content.
New id's in spoiler.
BLOCKS
------
WOOD = 1000 - 1037 /
STONE = 1038 - 1075 /
METAL = 1076 - 1113 /
GLASS = 1114 - 1161 /
GLOW = 1162 - 1208 /
Cloth = 1209 - 1246 /
PANELS = 1247 - 1314 /
FENCING = 1315 - 1538 /
*POWERED = 1539 - 1600 /
*DECORATIONS = 1601 - 1641 /
*ADMIN = 1642 - 1663 /
*LIQUIDS = 1664 = 1673 /
*FOOD = 1674 - 1675 /
*XTRAS = 1676 - 1721 /
Storage = 1722 - 1727 /
ITEMS
-----
*POWERED = 6000 - 6015 /
*DECORATIONS = 6016 - 6019 /
*ADMIN = 6020 - 6041 /
*LIQUIDS = 6042 - 6046 /
FOOD = 6047 - 6078 /
*XTRAS = 6079 - 6080 /
DISCS = 6081 - 6112 /
WEAPONS = 6113 - 6148 /
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
1.4.7_XBEEModulated_Test_v2.0b_withSlopes&PixelArtist Download
XBEE set can hog nearly 1000 IDs now. Now I kinda wish for a VoxelBox-like server that utilizes XBEE to its maximum!
Can we change the IDS back to what we used to have? or it will be world breaking anyway?
Yeah i already update the ID's that im using and everything its working good.
About the pillar texture i think i know what you mean, and i think it is indeed because of the HD textures, i'm using a 256 texture pack and to make them fit properly i have to reduce the size a little bit more than the default texture shows (about 5 pixels) and then it shows properly, it happens with the wall light texture too, not a big problem for me either, its just resize them.
Turns out that I had left out a decimal place, when setting the block bounds.
I have added the fixed up code to the v2.0b download.
Just download that version again and you shouldn't need to go through the rigmarole of changing the texture sizes.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
1.4.7_XBEEModulated_Test_v2.0b_withSlopes&PixelArtist Download
I have also uploaded a zip file with full sets of XBEEModulated texture sheets for:
32x32, 64x64, 128x128 and 256x256 texture packs.
Just open the folder that corresponds with the texture pack that you're using and drag the folders within, into your texture pack .zip.
XtraBlocks HD Texture Sheets Download
i understand, i have the same mods and a bit more XD, but i did change all the ids , but i put them far away from each other so i'm still not having problems just waste a little time updating all the new ids XD
Great, thanks alot for the fix, i wasnt really expecting it but its awesome that now we will no need to resize anything
EDIT: I confirm that now works great with 256 textures thanks alot
Fantastic! When I'm building using a "basic" set of 20+ blocks, I can't keep them all at hand, and therefore need to middle click to change blocks. Going back into 35 tabs of inventory can be a pain.
We don't mind. Really.
"Flaming Dice" - just what sort of board games do you play?
As above - YAY!!!
??? Wood walls? Does it mean blocks?
The more the merrier. Thank-you
Glass pillars and poles. Excuse me, I need to go hyperventilate. This means I need to renovate. Niiice.
I also love how the slopes are in their own tab now. Although I would still prefer to see a whole "set" of 12 shapes with one colour, all next to each other. (or 3x4 in the grid so it looks neat and each set is the same)
Also good to have to have one texture sheet for the whole set. ie not have corners, intcorners and slopes as separate entities.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
i guess it is not only the ids that changed after that version, i guess after that was all the name changing that broke all the world, not sure when that happened was but be carefull. you can read a couple of post back made by mindcrafter and see when that major change was made
Yeah i just wanted be sure that everything was fine before update all the pillars size again XD.
BTW i will try the slope tip you gave XD thanks
Hey "hubby"
Hey that id swapping thing worked! They go from 2164 to 2199 then 3000 to 3011. Now I know why that row of SCB blocks is in middle of my slopes. They are at 2458. I swapped it to 3012 so they are at the end. Oh it is so neat now. Thanks!
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
EDIT i found another bug, the stained glass poles still have the texture resize problem.
Agreed!
I have done a total overhaul of the slopes mod.
All of the slopes are now in laid out in complete sets
They are now textured like the other slopes and named 17 - 32 (no longer disabled by default)
I have added a second set of crafting blocks and recipes for them also.
Just to round things off, I have condensed all of the textures to just one texture sheet.
No, it's not a bug. That is not how I want them to work either!
In a perfect world, I would have just the front and back texture change upon activation (I would even settle for just the front).
Unfortunately, no matter what method I use to set the texture, when the block is activated the side texture overrides whatever texture I assign.
This is a pet peeve of mine, so rest assured if I can find a work around they will be changed.
If I use them in a situation where one side is exposed, I just use a panel to cover that side.
" stained glass poles "
So they are! Or should I say were!
---------------------------------------------------------------------------------------------------------------
1.4.7_XBEEModulated_Test_v2.0c_with_Slopes_v2.0_&_PixelArtist_v1.6
Fixed texture size for stained glass pillars/poles
Added the stained glass stairs that I forgot to add in the last release
(this was a big screw up on my part, as I had to adjust all the id's accordingly)
Added colored and transparent colored textures as default for PixelArtist. The blank numbered textures are included in a folder named alternative texture.
I have done a total overhaul of the slopes mod.
All of the slopes are now in laid out in complete sets
They are now textured like the other slopes and named 17 - 32 (no longer disabled by default)
I have added a second set of crafting blocks and recipes for them also.
Just to round things off, I have condensed all of the textures to just one texture sheet.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.1.527").
1.4.7_XBEEModulated_Test_v2.0c_with_Slopes_v2.0_&_PixelArtist_v1.6 Download
Good tip, i will use that one if i need it on a side
thanks for fixing the poles, and also for the new slopes update.