Sadly, I may discontinue work on the XtraSlopes mod.
I have fixed a lot of the errors for 1.5.2+, but there is some code that I just can't get to work.
As always, never say never, but it doesn't look good for an update.
<hyperventilating> But I need prettiness in my world!
Actually, I am in the middle of an anxiety attack anyway, cos they just "upgraded" all our computers at work. Right now I can't do *anything* that I could before.
I'm sure I'll get over it though. I am able to install Minecraft. ...priorities!
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Well, if we can get Crafty to take up Carpenter's mod then there won't be much need for it. So, don't feel too bad about it.
But I did notice, when working through my texture pack upgrade, that the PixelArtist module is missing for 1.5.2 (or I'm blind).
Did you leave this out deliberately or have you not got around to adding it back in yet? Could you please consider adding it when you get chance, or let me know if it's discarded.
Yeah!!!
Excellent stuff. Thanks for figuring this out. Time to boot up Minecraft, put on my Tom Baker scarf (I have an accurate, full length recreation) and then get really hot because it's a gorgeous day here.
Pixel Artist isn't discarded, just haven't got to it yet. I will be adding it soon.
Tom Baker scarf FTW! Don't forget the jelly babies.
Oh boy Oh boy, am I doing the happy dance or what? Allons y !!!!!
Carpenters Frames will work for me - I can use the hammer to get a different block than the one it gave me. No probs. They can be made into any of the vanilla blocks. (A restriction I can actually live with, I think) And it has a pointy-top shape. WOO fantastically HOO! I can dye them, (hence being able to live with the restriction) and I can alter the pattern. I see a lot of texture-tweaking in the near future.
Kaevator's frames and wallpaper are now working - that 11051 tip did the trick = thank-you.
SPC is also now working - I downloaded the automatic installation, and this did the trick.
Well, I must admit, I was fussing and going all hoo-ha about nothing. Sometimes, I am such a silly old woman!
Now all that's left is to install a sub-block mod (immibis, little blocks, pr, etc) I think for tonight anyway I will play with what I have.
signed: silly old woman
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
It appears carpenters blocks do not //copy and //paste. Major Grrrrrr. I'm doing arches and vaulted ceilings, and I want to create one, then copy it many times. Anything slower than that feels like mowing a lawn with nail clippers. I'm still preferring the kaevator method, I'm afraid.
Another thing I found is that TMI does not individualise the different textured covers, panels, panels, strips, corners, etc.
What is the alternative? NEI? I looked at chicken-thingy page, but I couldn't figure out what is what. There seems to be a heckuva lot there.
I have played with different resolutions - Hooray! Finally I can have a flagstone floor that actually looks like a flagstone floor. So it's not all grump-worthy, eh?
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
At least you gave it a go. I'd still recommend keeping the mod installed, as you may find other uses for it.
Can you build all your arches/vaulted ceilings first and then apply the cover after? I thought once a shape was selected that was the one that was placed until you changed it. Also, if the arches/vaulted ceilings are repeated you could always copy/paste them with SPC or MCEdit. Not ideal, but it might work for you.
IMO, NEI is far superior to TMI. Assuming your referring to Immibis' Microblocks then NEI is the better option. There is a config option to show all the panels etc for NEI in his mod. Just be aware that it will slow down your world loading time if you turn it on. MK and I have a slightly differing opinion on how well that feature works. I found it crashed my game but MK didn't. Then again I believe he was just adding vanilla and XBEE in microblocks form, whereas I was adding those two and BetterWorld (nearly doubling the amount of microblocks). At least you have an advanced warning but you may be perfectly okay if you aren't adding too many to the list.
As for which downloads to get then I agree, ChichenBones page isn't the easiest to navigate. Are you on 1.5.2 now? I guess you are as you used Carpenter's mod. For 1.5.2 I get 'CodeChichenCore 0.8.7.3' and 'NotEnoughItems 1.5.2.28'. They both work fine for me. Put both zips in the coremods folder. You'll need to click the 'C' in the top left of your inventory to switch between survival, vanilla creative and NEI creative.
Follow this link (it may have ChickenBones's adfly at the front), clik 1.5.1 and you should see the two files I listed above.
Just for curiousity, it seems from several of your comments that you really don't like crafting anything, even easy stuff. Is that right?
I don't mind having to craft some things, as long as they are easy (like microblocks) and they give me an infinite amount. Your text seems to indicate that you want everything there, straight away, with the minimal effort inolved.
I take every bit of educated/experienced advice I can get. Thanks. I'm now downloading chickenbones et al, and Imma gonna build it on the work computer (work download speed is waaaaay superior to home download speed) and if it all works well, I just port it to my laptop.
Yeah - I don't really like to craft. I'm a bit lazy like that. I'd prefer to buy a salad than to buy ingredients and make my own salad.
However, once crafted, I can put things in chests, in stacks of 64 (for neatness) but this still feels like another method of keeping inventory. plus the chests have to be somewhere physically. I'm sure I'll get over it.
Copy/paste - yes I am using SPC. It renders every textured shaped carpenters block as a plain corner (carpenter default) and they all face the same way. If only there was a way to "freeze" them. Hmmm. might have to look at MCEdit again - I had previously dismissed it cos SPC did what I wanted in-game.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Question for MK: Can I make some doors? Actually I want to make high gates. Nice scary iron gates to a graveyard full of tombstones and effigies and such. They will need to open of course - you have done doors, so I could do these gates, yes?
I'm gonna give you the graveyard/crypt things as I make them (some are done bar the textures) but I will set myself a goal of all crypt stuff to be release the week before Halloween. Yes it's months away, but I need firm goalposts, and Halloween seems appropriate.
Oh, and everyone else still think of stuff to build in Techne which fits the theme of cathedral crypt and graveyard.
Another question: are you able to make more signs? ...so we can have multiple backgrounds for signs. Having the same texture is boring.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
For the textures, it's probably not a bug if it is picking up the default texture. Does it show the default texture in-game?
Are you editing/changing the existing texture or are you just adding a new one in it's place?
Check that your new texture .png is laid out in exactly the same way as the default with everything in the same place. Obviously make sure that the .png name is the same and that it is in the correct folder.
If you still have trouble, post a couple of your new textures (with the name of the lamp/torch they belong to) and we can take a look to see if anything's wrong.
I added a new one in its place at 256x256 , yes everything should be correct besides that. just gives the missing default texture. black and grey or something. then it causes the game to not load less I reinstall or turn off the xtrablocks mod even when I change it back to what it was. the only reason I know it gives the default texture is I can load with normal launcher with forge and forge mods but then rei minimap and optifine doesn't work
Question for MK: Can I make some doors? Actually I want to make high gates. Nice scary iron gates to a graveyard full of tombstones and effigies and such. They will need to open of course - you have done doors, so I could do these gates, yes?
I'm gonna give you the graveyard/crypt things as I make them (some are done bar the textures) but I will set myself a goal of all crypt stuff to be release the week before Halloween. Yes it's months away, but I need firm goalposts, and Halloween seems appropriate.
Oh, and everyone else still think of stuff to build in Techne which fits the theme of cathedral crypt and graveyard.
Another question: are you able to make more signs? ...so we can have multiple backgrounds for signs. Having the same texture is boring.
I haven't really tried doors with a cutom model, I did have a quick attempt at making a custom gate for the picket fence (it didn't work though). I will look into it, as it would be cool.
Yeah, post them as they are finished and I will start to implement them. Sounds like a good idea for a halloween pack. I usually do a creepy build for me and the young fella to play on at halloween, so that would work out well.
Signs, are something I am trying to get working. I accidentally left a prototype in the initial 1.5.2 release, but as yet they are still not working.
bug report for 1.6.2_XBEE_Beta_Test_v1.0.1
------------------------------------------------------------
1. the multimetal texture face only points north
2. changing the lamp textures seems to cause problems and also gives the default blank object
Edited: most if not all of the lamps and torches causes problems when changing textures
Thanks for the report.
I took the code for the multimetal blocks straight from my first 1.6.2 build. I forgot that one word had changed in the more recent Forge build and that's what was causing them to face north. All fixed now. Just download the same version again (1.6.2_XBEE_Beta_Test_v1.0.1) as I have added the fix dierectly to that release.
As for the issue with the torches/lamps, youv'e got me stumped. I just resized and textured them at 256 x 256 and they worked fine.
Are you making the changes directly in the mod.zip or via a resource pack?
I haven't actually used a resouce pack yet, so I can't comment on that method. But making changes directly to the mod.zip seems to work fine.
Are you making sure that the texure files still have the exact same name after retexturing them? It is very important that the names of the textures don't change.
I took the code for the multimetal blocks straight from my first 1.6.2 build. I forgot that one word had changed in the more recent Forge build and that's what was causing them to face north. All fixed now. Just download the same version again (1.6.2_XBEE_Beta_Test_v1.0.1) as I have added the fix dierectly to that release.
As for the issue with the torches/lamps, youv'e got me stumped. I just resized and textured them at 256 x 256 and they worked fine.
Are you making the changes directly in the mod.zip or via a resource pack?
I haven't actually used a resouce pack yet, so I can't comment on that method. But making changes directly to the mod.zip seems to work fine.
Are you making sure that the texure files still have the exact same name after retexturing them? It is very important that the names of the textures don't change.
yeah resized and textured it to 256x256. made changes to mod.zip and yeah same name. ill look more into though, maybe I did something wrong. thanks for updating so quick
edited: ok tried again this time I put one in the xblock and one on all the types of torches and lamps. xblock works fine besides I seen my error in art, hehe but the lamps and torches did the same thing again. I did no changes to the texture seeing everthing looked fine. that's after reinstalling
yeah resized and textured it to 256x256. made changes to mod.zip and yeah same name. ill look more into though, maybe I did something wrong. thanks for updating so quick
edited: ok tried again this time I put one in the xblock and one on all the types of torches and lamps. xblock works fine besides I seen my error in art, hehe but the lamps and torches did the same thing again. I did no changes to the texture seeing everthing looked fine. that's after reinstalling
Hmmm, not sure why the lamps are giving you problems.
I have edited 3 of the torches/lamps with 256 textures (they were rush jobs, so they are not pretty)
Try downloading the texture folder and let me know if they work for you or not.
Hey Mindkrafter. Not sure if this has cropped up with anyone else, but whenever I add XBEE 1.0.1 for 1.6.2 to my mods, my NEI screen disappears when I press the 'E' Key (just shows the normal inventory screen). No crashes or errors, and game seems to run fine. But if I remove XBEE, all NEI functionality returns. I'm running MC1.6.2 with Forge 804, CodeChickenCore 0.9.0.3 and NEI1.6.0.7. Thanks for any help.
I'm not on 1.6.2 at the moment but I don't recall anyone mentioning this. After pressing 'E' have you clicked the 'C' icon in the top left corner (near the day/night options). Maybe it just thinks you are in the wrong mode.
That's just it.... there is no 'C' button, or any of the other buttons on the left, and there is nothing on the right where the pages of blocks/items would be. Absolutely nothing but the standard inventory GUI.
Hey Mindkrafter. Not sure if this has cropped up with anyone else, but whenever I add XBEE 1.0.1 for 1.6.2 to my mods, my NEI screen disappears when I press the 'E' Key (just shows the normal inventory screen). No crashes or errors, and game seems to run fine. But if I remove XBEE, all NEI functionality returns. I'm running MC1.6.2 with Forge 804, CodeChickenCore 0.9.0.3 and NEI1.6.0.7. Thanks for any help.
Cheers
Works fine for me with the same setup (Forge 804, CodeChickenCore 0.9.0.3 and NEI1.6.0.7) so I don't know why it's doing that to you?
The only thing I can think to suggest, is to check the ingame NEI settings.
Is the non-working texture a .png?
This is probably a really obvious thing to say, but I think it's worth saying as you can get MindKrafter's textures to work. I think that's the only format that works with Minecraft.
I don't think there are any full x256 packs for this mod. I don't believe there are any sized packs for this mod. It's a lot of textures and a lot of work to create that many. Your best bet would be to download all the x256 texture packs you might like from this forum and then 'borrow' the ones you wish to use. That's what I did for my x64 pack.
yes its a .png pity thiers no x256 packs for this mod but their will be one soon about 50% done
bug report maybe: 1.6.2_XBEE_Beta_Test_v1.0.1
The panels are flickering. In my passed experience with modding and swg housing , when two objects are to close they tend to flicker not sure if that's the case here but try pulling them out alittle if you think thats what it is.
@Mindkrafter and wideload, thanks for the suggestions, only playing single mode but didn't see anything wrong in the configs. Think I've narrowed it down a bit tho. I created a new instance of Minecraft, and only added Forge, CodeChickencore/NEI and XBEE. When I ran it, NEI worked just as it should. I shut down, then went into the XBEE mod zip znd removed the modules that I don't use (basically I only left admin, xtras, wood, metal and stone) then restarted minecraft. The same issue with NEI occured, except instead of the survival inventory it was the creative (not creative+) inventory, and all the buttons on the left and blocks/items on the right were missing. When I clicked on the creative tabs, minecraft crashed out. Am I disabling the modules in the mod incorrectly (ie removing them from the XBEE zip)?
@Mindkrafter and wideload, thanks for the suggestions, only playing single mode but didn't see anything wrong in the configs. Think I've narrowed it down a bit tho. I created a new instance of Minecraft, and only added Forge, CodeChickencore/NEI and XBEE. When I ran it, NEI worked just as it should. I shut down, then went into the XBEE mod zip znd removed the modules that I don't use (basically I only left admin, xtras, wood, metal and stone) then restarted minecraft. The same issue with NEI occured, except instead of the survival inventory it was the creative (not creative+) inventory, and all the buttons on the left and blocks/items on the right were missing. When I clicked on the creative tabs, minecraft crashed out. Am I disabling the modules in the mod incorrectly (ie removing them from the XBEE zip)?
Cheers for the xtra info, I can confirm that you are not going crazy.
I removed some modules so that I had the same setup as you and encountered the same problem.
For 1.6.2, I added some code that would keep the creative tabs locked into position, it seems that with this code, removing modules will cause the problem.
For now, I will have to change back to the old code (where crative tabs change positions randomly each time you play)
I will change the code and upload a fix when I get home this afternoon.
<hyperventilating> But I need prettiness in my world!
Actually, I am in the middle of an anxiety attack anyway, cos they just "upgraded" all our computers at work. Right now I can't do *anything* that I could before.
I'm sure I'll get over it though. I am able to install Minecraft. ...priorities!
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Pixel Artist isn't discarded, just haven't got to it yet. I will be adding it soon.
Tom Baker scarf FTW! Don't forget the jelly babies.
Carpenters Frames will work for me - I can use the hammer to get a different block than the one it gave me. No probs. They can be made into any of the vanilla blocks. (A restriction I can actually live with, I think) And it has a pointy-top shape. WOO fantastically HOO! I can dye them, (hence being able to live with the restriction) and I can alter the pattern. I see a lot of texture-tweaking in the near future.
Kaevator's frames and wallpaper are now working - that 11051 tip did the trick = thank-you.
SPC is also now working - I downloaded the automatic installation, and this did the trick.
Well, I must admit, I was fussing and going all hoo-ha about nothing. Sometimes, I am such a silly old woman!
Now all that's left is to install a sub-block mod (immibis, little blocks, pr, etc) I think for tonight anyway I will play with what I have.
signed: silly old woman
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
It appears carpenters blocks do not //copy and //paste. Major Grrrrrr. I'm doing arches and vaulted ceilings, and I want to create one, then copy it many times. Anything slower than that feels like mowing a lawn with nail clippers. I'm still preferring the kaevator method, I'm afraid.
Another thing I found is that TMI does not individualise the different textured covers, panels, panels, strips, corners, etc.
What is the alternative? NEI? I looked at chicken-thingy page, but I couldn't figure out what is what. There seems to be a heckuva lot there.
I have played with different resolutions - Hooray! Finally I can have a flagstone floor that actually looks like a flagstone floor. So it's not all grump-worthy, eh?
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I take every bit of educated/experienced advice I can get. Thanks. I'm now downloading chickenbones et al, and Imma gonna build it on the work computer (work download speed is waaaaay superior to home download speed) and if it all works well, I just port it to my laptop.
Yeah - I don't really like to craft. I'm a bit lazy like that. I'd prefer to buy a salad than to buy ingredients and make my own salad.
However, once crafted, I can put things in chests, in stacks of 64 (for neatness) but this still feels like another method of keeping inventory. plus the chests have to be somewhere physically. I'm sure I'll get over it.
Copy/paste - yes I am using SPC. It renders every textured shaped carpenters block as a plain corner (carpenter default) and they all face the same way. If only there was a way to "freeze" them. Hmmm. might have to look at MCEdit again - I had previously dismissed it cos SPC did what I wanted in-game.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I'm gonna give you the graveyard/crypt things as I make them (some are done bar the textures) but I will set myself a goal of all crypt stuff to be release the week before Halloween. Yes it's months away, but I need firm goalposts, and Halloween seems appropriate.
Oh, and everyone else still think of stuff to build in Techne which fits the theme of cathedral crypt and graveyard.
Another question: are you able to make more signs? ...so we can have multiple backgrounds for signs. Having the same texture is boring.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
bug report for 1.6.2_XBEE_Beta_Test_v1.0.1
------------------------------------------------------------
1. the multimetal texture face only points north
2. changing the lamp textures seems to cause problems and also gives the default blank object
Edited: most if not all of the lamps and torches causes problems when changing textures
I added a new one in its place at 256x256 , yes everything should be correct besides that. just gives the missing default texture. black and grey or something. then it causes the game to not load less I reinstall or turn off the xtrablocks mod even when I change it back to what it was. the only reason I know it gives the default texture is I can load with normal launcher with forge and forge mods but then rei minimap and optifine doesn't work
I haven't really tried doors with a cutom model, I did have a quick attempt at making a custom gate for the picket fence (it didn't work though). I will look into it, as it would be cool.
Yeah, post them as they are finished and I will start to implement them. Sounds like a good idea for a halloween pack. I usually do a creepy build for me and the young fella to play on at halloween, so that would work out well.
Signs, are something I am trying to get working. I accidentally left a prototype in the initial 1.5.2 release, but as yet they are still not working.
Thanks for the report.
I took the code for the multimetal blocks straight from my first 1.6.2 build. I forgot that one word had changed in the more recent Forge build and that's what was causing them to face north. All fixed now. Just download the same version again (1.6.2_XBEE_Beta_Test_v1.0.1) as I have added the fix dierectly to that release.
As for the issue with the torches/lamps, youv'e got me stumped. I just resized and textured them at 256 x 256 and they worked fine.
Are you making the changes directly in the mod.zip or via a resource pack?
I haven't actually used a resouce pack yet, so I can't comment on that method. But making changes directly to the mod.zip seems to work fine.
Are you making sure that the texure files still have the exact same name after retexturing them? It is very important that the names of the textures don't change.
yeah resized and textured it to 256x256. made changes to mod.zip and yeah same name. ill look more into though, maybe I did something wrong. thanks for updating so quick
edited: ok tried again this time I put one in the xblock and one on all the types of torches and lamps. xblock works fine besides I seen my error in art, hehe but the lamps and torches did the same thing again. I did no changes to the texture seeing everthing looked fine. that's after reinstalling
Hmmm, not sure why the lamps are giving you problems.
I have edited 3 of the torches/lamps with 256 textures (they were rush jobs, so they are not pretty)
Try downloading the texture folder and let me know if they work for you or not.
xtrablocksdiyfencing
They should look like this.
Cheers
That's just it.... there is no 'C' button, or any of the other buttons on the left, and there is nothing on the right where the pages of blocks/items would be. Absolutely nothing but the standard inventory GUI.
Works fine for me with the same setup (Forge 804, CodeChickenCore 0.9.0.3 and NEI1.6.0.7) so I don't know why it's doing that to you?
The only thing I can think to suggest, is to check the ingame NEI settings.
yes its a .png pity thiers no x256 packs for this mod but their will be one soon about 50% done
bug report maybe: 1.6.2_XBEE_Beta_Test_v1.0.1
The panels are flickering. In my passed experience with modding and swg housing , when two objects are to close they tend to flicker not sure if that's the case here but try pulling them out alittle if you think thats what it is.
Cheers for the xtra info, I can confirm that you are not going crazy.
I removed some modules so that I had the same setup as you and encountered the same problem.
For 1.6.2, I added some code that would keep the creative tabs locked into position, it seems that with this code, removing modules will cause the problem.
For now, I will have to change back to the old code (where crative tabs change positions randomly each time you play)
I will change the code and upload a fix when I get home this afternoon.
Cheers
Should be fixed now, but creative tabs will be back to changing positions randomly each time you play.
Requires Forge: Built for " minecraftforge-installer-1.6.2-9.10.0.804".
1.6.2_XBEE_Beta_Test_v1.0.1b Download