That looks really great and it's an excellent way of doing it. I started a snooker table some time ago but it was one large model. This is so much better. Are you planning on adding a wooden panel around the base part so that if you were looking under the table you would see wood, not wool?
That can easily be done with panels. (as shown by MK)
I wanted something that is flexible and simple. Simple enough that you can put down a lime wool block and add the pool table pieces. Of course you might want to use a lime wool slab in the top half, and legs underneath. A full-on beautiful pool table is possible, using XtraBlocks. I just feel the need to add the pockets and such.
Also I have moved the arms of your angel statue to make it a Weeping Angel (face covered). Are you okay if I post it here when I post some other models of mine?
Absolutely! Yes please!
Also, in Techne, have you worked out how to rotate multiple parts in a linked state? i.e. rotate the lower arm at the elbow and the hand moves with it at the correct angle. I can't seem to figure it out, if it's possible. I haven't done any research yet but I thought you might know.
The point of origin (hereafter called "blue dot") of both pieces needs to be in the same spot. Look at the angel's wings in my model, go round to the back and select each of the "feathers" and you will see the blue dot is positioned with the same xyz coordinates. Offsets are different, which is why they appear to be in different places. When two or more of these are rotated, that rotate about the blue dot, so they stay together. Actually, I think the forearm/hand have the same blue dot too.
I find tweaking blue dot position and offset very useful when trying to precisely fit pieces together. You'll see a few of my pieces do not have the blue dot within the piece itself, but offset a bit.
And lastly, a personal request. Yes I still want more.
I'm entering a contest ran by the Little Blocks guys and I plan on using your mod for it. But as I only need a few standard blocks, linking to the whole mod is a bit OTT and would require ID config changes. I want to keep it as simple for them to set up as possible so I've stripped your mod down to just the Pixel Artist module.
Would you be okay if I post this module with my world save and custom textures?
It would make things a lot easier and it would only be going to those guys for this contest, nowhere else.
Let me know when you get chance. Cheers.
I want to enter my spiral staircase in that. It uses only two vanilla blocks. Elegance in its simplicity of construction, its design, and its function. Oh I'm sure I'll be blown out of the water with some whiz-bang construction, but I am aiming for simplicity and usefulness.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Hello! It's been a while since I've come & visit this thread. Wow MindKrafter, nice work on keeping this behemoth updated. And you added more liquids too! They're lovely, especially the teal syrup. Makes for some really nice beach vistas with coral reefs. I've barely scratched the surface of what all's been added, so I'll have my hands full when my new PC comes next week (I've not had a proper once since March, hence the absence). Hardest part's going to be retexturing all these blocks. There's some pretty awesome synergy between this mod and Carpenter's Blocks too - makes the lack of a dedicated slopes mod bearable. I had a question too - an old one - were your fluids ever made so they can flow through pipes/fluiducts? I remember you were a bit stumped on that one back in.. wow.. 1.4.7. It's been a while
Question re Techne....
How do I make a wall to be the clickable spot to place the item? Do I do that, or is it done later by MK?
Also, I want to make a lamp that sits on a slab-height table. How do I make a slab-height to be clickable?
At the moment I am madly making stuff in Techne. I really should be making some masterpieces in LittleBlocks.
Pretty much what wideload said.
For Clickable wall spots (if you mean something like wideload has stated). You would need a before and after model, that I can switch out with code.
As for a lamp that places on a slab high table (again, wideload was correct). You would have to set the lamp below the base block by 8 units.
I have already taken the liberty of creating a (crude) Basic table lamp. Well, two of them actually. There is a low set one (for slabs) and a normal one for regular blocks. Oh, plus a slab height table.
You just need to right click the lamps to switch them on/off. I have added them in for 1.6.4_v1.0.5 and also 1.5.2_v1.0.7b (just download the current version of 1.5.2 as usual).
Naturally, if you have a better looking model for them. Feel free to send me a link and I will swap them (mine really is pretty basic )
4) Sound player block. Very simlar to records/discs and the jukebox but without the disc and it is redstone activated. When activated the block plays a sound (ogg or mp3 if you can do it, I don't mind either) which is loaded from a folder containing all the sounds. Each block placed should be able to play a different sound and a gui would be required to state which sound to play.
As an example, imagine walking into a cave, you trip a hidden motion sensor and spooky noises start to play. Or (the one I really want to do) you enter a dark room, the motion sensor activates, several small blue lights appear around you at eye level and then you hear the familiar sound of Daleks screaming 'Exterminate'. Cue soiled trousers.
So, I've had limited success toying around with this idea.
No fancy blocks with gui's or anything, but I have made a hidden pressure plat that will play a sound when stepped on. The sound is limited to 5 seconds (I think) and plays directly from the mods "asset" folder.
I have also come up with a block that will play a record when powered. As with the records from the DIYDiscs module, the records need to be placed in your .minecraft folder @ assets/records (still trying to find a way to make the records play from the mods assets folder).
The only drawback with this block, is that when you activate the block, the jukebox "Now Playing" message displays.
Anyway, I have made a separate download with one of each for you to try out.
I have included a record with a track on it. One that I made myself for inclusion in the old Boombox mod.
(Avoids any copyright infringements ).
Also a random scream effect for the pressure plate.
Hello! It's been a while since I've come & visit this thread. Wow MindKrafter, nice work on keeping this behemoth updated. And you added more liquids too! They're lovely, especially the teal syrup. Makes for some really nice beach vistas with coral reefs. I've barely scratched the surface of what all's been added, so I'll have my hands full when my new PC comes next week (I've not had a proper once since March, hence the absence). Hardest part's going to be retexturing all these blocks. There's some pretty awesome synergy between this mod and Carpenter's Blocks too - makes the lack of a dedicated slopes mod bearable. I had a question too - an old one - were your fluids ever made so they can flow through pipes/fluiducts? I remember you were a bit stumped on that one back in.. wow.. 1.4.7. It's been a while
Hey xeronut, nice to hear from you again.
I actually thought of you when I was adding the new liquids. As I switched them over to the newer Forge code, I was hoping to be able to get them working in pipes. But alas, I have still not found any documentation on how to do it. As always, I will be keeping an eye out for any hints and will implement it as soon as I can.
Added back the storage and furnace capable blocks to the Buidings module.
Added back the bows and arrows for the DIYWeapons module
I was able to get around the firing issue with a a piece of code posted in the help section by coolAlias. So a big thanks to him for sharing.
I still need to play around with that code, but for now, it works pretty well.
Fixed sounds for the two sonic screwdrivers. Each will now play at random, one of three different sounds when used.
(the sounds play directly from the mod file, so there is no need to move files around)
Added a low table, low table lamp and regular lamp to the Buildings module. Right click the lamps to switch them on/off.
Added 5 coloured chests to the DIYStorage module. These chests look and act like regular chests and can be linked to form large chests. (I have removed the original custom chest from Buidings)
Fixed a few other things, here and there. Tidied up some code, fixed some textures etc.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
I actually thought of you when I was adding the new liquids. As I switched them over to the newer Forge code, I was hoping to be able to get them working in pipes. But alas, I have still not found any documentation on how to do it. As always, I will be keeping an eye out for any hints and will implement it as soon as I can.
Hmm.. well, Tinker's Construct adds a buttload of liquids that are nice and all, but don't have the same look as yours (you have proper water-based liquids, whereas those are all basically lava recolors). I see there is a link to his source code in his thread - would looking at that help you out at all? I'm no coder so that's about all I can do. >< Tis not really a priority right now either as I'm only just now getting back into the game; I was only wondering.
Oh frickety frack. In trying to upgrade from 1.5.2 to 1.6.4, I find installing forge *exactly* by the instructions, it appears to do nothing. No "mods" button. No nothing.
Sigh. If only I could download a pre-packaged windows MC 1.6.4 with Forge installed, as well as TMI (or equivalent), LittleBlocks, and SPC, all of which are difficult to install, and makes me grrrrrrr.
XtraBlocks is easy to install. I have no problems here. Ever. It's the rest of those nasty installers giving me grief.
So for now I shall create wonders in Techne, and Minecraft shall remain barren of any mods. >
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Oh frickety frack. In trying to upgrade from 1.5.2 to 1.6.4, I find installing forge *exactly* by the instructions, it appears to do nothing. No "mods" button. No nothing.
Sigh. If only I could download a pre-packaged windows MC 1.6.4 with Forge installed, as well as TMI (or equivalent), LittleBlocks, and SPC, all of which are difficult to install, and makes me grrrrrrr.
XtraBlocks is easy to install. I have no problems here. Ever. It's the rest of those nasty installers giving me grief.
So for now I shall create wonders in Techne, and Minecraft shall remain barren of any mods. >
Yes, it can seem quite tricky at first. Give this way a try.
First back up your current .minecraft folder somewhere and then delete everything.
Now place the latest minecraft launcher.exe into the .minecraft folder and run it.
Once that is completed, download the Forge installer for Forge_9.11.1.953 and run that.
You should now have a folder for Forge in your versions folder(.minecraft/versions)
Next step is to run minecraft and then select the Forge profile (bottom left corner of the launcher), click run and make sure that Forge is there.
Now you can add mods to the mod folder as usual.
For SPC, you will need to create a folder called "bin" inside your .minecraft folder.
Add the SPC.zip into the mods folder and then open it up and drag the worldedit file into the newley created bin folder. Then, be sure to delete the worldedit file from the SPC.zip and you should be good to go.
You will get an id conflict if using littleblocks and xbee, I would suggest changing the little blocks config.
You can just copy/paste my littleblocks config if you like.
I have now added the bridge and tiki lamp to the main 1.6.4 download, along with a slight update for the two sonic screwdrivers. They can now open regular iron doors.
For anyone else reading this post, the tiki lamp can be lit with the zippo and extinguished with the snuffer.
To edit the names, you will need to open the XtraBlocks mod.zip and then go into the assets folder.
Open the folder for the module you want to edit and then go into the "lang" folder.
Just double click the en_US.language file in the zip, edit it, then save it and allow it to update the zip.
Note: If the file does not open up in your text editor of choice, just drag the language file to your desktop (or somwhere of your choosing) and change the default program that opens it.
(Right click on the file and select open with, then select the default program, i.e. Notepad++ or a similar program.)
To edit the language file, you need to change only the part after "name=" at the end of each string. e.g.
tile.MultiStone01.name=MultiStone 01
would be changed to.
tile.MultiStone01.name=The name of your choice
I should have the rest of the modules finished within a day or two, at which point I will do an official release.
Even more advances. You're really rocking it recently.
You must have switched to a diet of spinach, right? No wait, that's for strength. You turned to zombie and ate some brains? Your twin head has grown from your neck and is more intelligent? You're possessed by the spirit of <insert name of famous dead programmer>?
That's excellent news as it's a great and useful feature. I'll think I'll wait till you get them all done before giving it a go. I still haven't got around to trying the sound block and pad you did. Oops...sorry. Far too many distractions at the minute and I also have some models that I need to finish up for you as well. I think I'll set some time aside on Friday to do them.
Oh BTW, if you didn't know, you will be able to edit and save the language file directly from inside the zip using Notepad++ (or other). You don't need to drag it out to another location and then put it back when your done. Just double click the file in the zip, edit it, save it and allow it to update the zip. Job done. Some folks might find it easier that way.
You can certainly do this with Notepad++ and WinRAR.
How did you know about that strange new growth protruding from my neck? We think you are spying on us!
Yeah! Things are really coming together at the moment, must be the fish oil and multivitamins that my dad got me taking.
Ah Ha! So you can. Language files were set to open in Eclipse by default for me. I moved one to the desktop and changed the default program to Notepad++ and now I can access from the zip. Makes things much easier!
I can't believe I didn't think to do that before. (I blame the second head )
I'll amend my previous post and save people some grief.
Added language files for all modules.
Now you can rename any of the blocks/items whatever you like.
To use the language files, follow the simple instructions in the spoiler below
To edit the names, you will need to open the XtraBlocks mod.zip and then go into the assets folder.
Open the folder for the module you want to edit and then go into the "lang" folder.
Just double click the en_US.language file in the zip, to open it with you text editing program.
Change the name/names (as shown below) then save it and allow it to update the zip.
Note: If the file does not open up in your text editor of choice, just drag the language file to your desktop (or somwhere of your choosing) and change the default program that opens it.
(Right click on the file and select open with, then select the default program, i.e. Notepad++ or a similar program.) Now that the file has been associated, all language files should open directly from the .zip.
To edit the language file, you need to change only the part after "name=" at the end of each string. e.g.
tile.MultiStone01.name=MultiStone 01
would be changed to.
tile.MultiStone01.name=The name of your choice
Added a few new blocks:
XtraBlocksBuildings = 2 x bridge blocks and 4 x bridge rails
DIYXtras = 1 x tiki lamp. Can be placed onto a fence pole and can be ignited with the zippo or extinguished with the snuffer.
Fixed a long standing bug with panels. you should not slip through blocks when moving backwards any more.
Fixed a few other minor things, including some incorrectly named glass slabs.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
That can easily be done with panels. (as shown by MK)
I wanted something that is flexible and simple. Simple enough that you can put down a lime wool block and add the pool table pieces. Of course you might want to use a lime wool slab in the top half, and legs underneath. A full-on beautiful pool table is possible, using XtraBlocks. I just feel the need to add the pockets and such.
Absolutely! Yes please!
The point of origin (hereafter called "blue dot") of both pieces needs to be in the same spot. Look at the angel's wings in my model, go round to the back and select each of the "feathers" and you will see the blue dot is positioned with the same xyz coordinates. Offsets are different, which is why they appear to be in different places. When two or more of these are rotated, that rotate about the blue dot, so they stay together. Actually, I think the forearm/hand have the same blue dot too.
I find tweaking blue dot position and offset very useful when trying to precisely fit pieces together. You'll see a few of my pieces do not have the blue dot within the piece itself, but offset a bit.
I want to enter my spiral staircase in that. It uses only two vanilla blocks. Elegance in its simplicity of construction, its design, and its function. Oh I'm sure I'll be blown out of the water with some whiz-bang construction, but I am aiming for simplicity and usefulness.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
How do I make a wall to be the clickable spot to place the item? Do I do that, or is it done later by MK?
Also, I want to make a lamp that sits on a slab-height table. How do I make a slab-height to be clickable?
At the moment I am madly making stuff in Techne. I really should be making some masterpieces in LittleBlocks.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Pretty much what wideload said.
For Clickable wall spots (if you mean something like wideload has stated). You would need a before and after model, that I can switch out with code.
As for a lamp that places on a slab high table (again, wideload was correct). You would have to set the lamp below the base block by 8 units.
I have already taken the liberty of creating a (crude) Basic table lamp. Well, two of them actually. There is a low set one (for slabs) and a normal one for regular blocks. Oh, plus a slab height table.
You just need to right click the lamps to switch them on/off. I have added them in for 1.6.4_v1.0.5 and also 1.5.2_v1.0.7b (just download the current version of 1.5.2 as usual).
Naturally, if you have a better looking model for them. Feel free to send me a link and I will swap them (mine really is pretty basic )
So, I've had limited success toying around with this idea.
No fancy blocks with gui's or anything, but I have made a hidden pressure plat that will play a sound when stepped on. The sound is limited to 5 seconds (I think) and plays directly from the mods "asset" folder.
I have also come up with a block that will play a record when powered. As with the records from the DIYDiscs module, the records need to be placed in your .minecraft folder @ assets/records (still trying to find a way to make the records play from the mods assets folder).
The only drawback with this block, is that when you activate the block, the jukebox "Now Playing" message displays.
Anyway, I have made a separate download with one of each for you to try out.
I have included a record with a track on it. One that I made myself for inclusion in the old Boombox mod.
(Avoids any copyright infringements ).
Also a random scream effect for the pressure plate.
1.6.4_DIYSoundBlocks_v1.0 Download
Hey xeronut, nice to hear from you again.
I actually thought of you when I was adding the new liquids. As I switched them over to the newer Forge code, I was hoping to be able to get them working in pipes. But alas, I have still not found any documentation on how to do it. As always, I will be keeping an eye out for any hints and will implement it as soon as I can.
Added back the storage and furnace capable blocks to the Buidings module.
Added back the bows and arrows for the DIYWeapons module
I was able to get around the firing issue with a a piece of code posted in the help section by coolAlias. So a big thanks to him for sharing.
I still need to play around with that code, but for now, it works pretty well.
Fixed sounds for the two sonic screwdrivers. Each will now play at random, one of three different sounds when used.
(the sounds play directly from the mod file, so there is no need to move files around)
Added a low table, low table lamp and regular lamp to the Buildings module. Right click the lamps to switch them on/off.
Added 5 coloured chests to the DIYStorage module. These chests look and act like regular chests and can be linked to form large chests. (I have removed the original custom chest from Buidings)
Fixed a few other things, here and there. Tidied up some code, fixed some textures etc.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.0.5 Download
Hmm.. well, Tinker's Construct adds a buttload of liquids that are nice and all, but don't have the same look as yours (you have proper water-based liquids, whereas those are all basically lava recolors). I see there is a link to his source code in his thread - would looking at that help you out at all? I'm no coder so that's about all I can do. >< Tis not really a priority right now either as I'm only just now getting back into the game; I was only wondering.
-edit- What tutorials out there are outdated.. figures. About the only thing I found. Man, Forge documentation is horrible in some places!
Sigh. If only I could download a pre-packaged windows MC 1.6.4 with Forge installed, as well as TMI (or equivalent), LittleBlocks, and SPC, all of which are difficult to install, and makes me grrrrrrr.
XtraBlocks is easy to install. I have no problems here. Ever. It's the rest of those nasty installers giving me grief.
So for now I shall create wonders in Techne, and Minecraft shall remain barren of any mods. >
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Yes, it can seem quite tricky at first. Give this way a try.
First back up your current .minecraft folder somewhere and then delete everything.
Now place the latest minecraft launcher.exe into the .minecraft folder and run it.
Once that is completed, download the Forge installer for Forge_9.11.1.953 and run that.
You should now have a folder for Forge in your versions folder(.minecraft/versions)
Next step is to run minecraft and then select the Forge profile (bottom left corner of the launcher), click run and make sure that Forge is there.
Now you can add mods to the mod folder as usual.
For SPC, you will need to create a folder called "bin" inside your .minecraft folder.
Add the SPC.zip into the mods folder and then open it up and drag the worldedit file into the newley created bin folder. Then, be sure to delete the worldedit file from the SPC.zip and you should be good to go.
You will get an id conflict if using littleblocks and xbee, I would suggest changing the little blocks config.
You can just copy/paste my littleblocks config if you like.
# Configuration file
####################
# block
####################
block {
S:disallowedBlockIDs=
I:littleChunkID=4000
}
####################
# general
####################
general {
I:"Dragons n Sky Castles-littleServerDimension[-1]"=3
I:"Dragons n Sky Castles-littleServerDimension[0]"=4
I:"Dragons n Sky Castles-littleServerDimension[1]"=2
I:"New World-littleServerDimension[-1]"=3
I:"New World-littleServerDimension[0]"=4
I:"New World-littleServerDimension[1]"=2
I:"New-littleServerDimension[-1]"=3
I:"New-littleServerDimension[0]"=4
I:"New-littleServerDimension[1]"=2
I:"Sky Castlevania-littleServerDimension[-1]"=3
I:"Sky Castlevania-littleServerDimension[0]"=4
I:"Sky Castlevania-littleServerDimension[1]"=2
I:disallowedLittleDimensionIds <
7
20
>
B:littleBlocksClip=true
I:littleBlocksCollectionID=3
B:littleBlocksForceUpdate=false
S:loggerLevel=INFO
I:renderingMethod=0
I:"zane-littleServerDimension[-1]"=3
I:"zane-littleServerDimension[0]"=4
I:"zane-littleServerDimension[1]"=2
}
####################
# item
####################
item {
S:disallowedItemIDs=
I:littleBlocksWandID=29999
}
Hope that helps.
no coremods, installer not universal. .... yegads! Why do they keep messing with minecraft?
I have some time this weekend, so I will print out both of your instructions, and try again. Thanks guys - as always. Where would I be without you?
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Hey CT, I have sent you a PM with a detailed run through for an easy setup.
I hope all goes well.
Wow, minecraft has changed how it installs - confusing us non-techies. Hmph!! I appreciate you guys for helping me out.
Anyhoo - I am up and running on 1.6.4, with the latest XtraBlocks. Yay!!!!! Thank-you, tha.... oh, I did that bit already. I'm just excited. Hehehe.
I like the new bridge (sneak preview - oooh! special! ) Here is my interpretation...
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
That's fine with me.
I'm glad to hear that you got it all working.
Your pic of the bridge and tiki, looks awesome. Very pleasing to the eye!
-------------------------------------------------------------------------------------------
I have now added the bridge and tiki lamp to the main 1.6.4 download, along with a slight update for the two sonic screwdrivers. They can now open regular iron doors.
For anyone else reading this post, the tiki lamp can be lit with the zippo and extinguished with the snuffer.
Changing the names of blocks/items via a language file is underway! Yay!
Here is a list of the completed modules that have been added to the latest version: 1.6.4_XBEEModulated_v1.0.5
DIYCloth
DIYGlow
DIYMetal
DIYStone
DIYWood
MiscModels
To edit the names, you will need to open the XtraBlocks mod.zip and then go into the assets folder.
Open the folder for the module you want to edit and then go into the "lang" folder.
Just double click the en_US.language file in the zip, edit it, then save it and allow it to update the zip.
Note: If the file does not open up in your text editor of choice, just drag the language file to your desktop (or somwhere of your choosing) and change the default program that opens it.
(Right click on the file and select open with, then select the default program, i.e. Notepad++ or a similar program.)
To edit the language file, you need to change only the part after "name=" at the end of each string. e.g.
would be changed to.
I should have the rest of the modules finished within a day or two, at which point I will do an official release.
How did you know about that strange new growth protruding from my neck? We think you are spying on us!
Yeah! Things are really coming together at the moment, must be the fish oil and multivitamins that my dad got me taking.
Ah Ha! So you can. Language files were set to open in Eclipse by default for me. I moved one to the desktop and changed the default program to Notepad++ and now I can access from the zip. Makes things much easier!
I can't believe I didn't think to do that before. (I blame the second head )
I'll amend my previous post and save people some grief.
Added language files for all modules.
Now you can rename any of the blocks/items whatever you like.
To use the language files, follow the simple instructions in the spoiler below
To edit the names, you will need to open the XtraBlocks mod.zip and then go into the assets folder.
Open the folder for the module you want to edit and then go into the "lang" folder.
Just double click the en_US.language file in the zip, to open it with you text editing program.
Change the name/names (as shown below) then save it and allow it to update the zip.
Note: If the file does not open up in your text editor of choice, just drag the language file to your desktop (or somwhere of your choosing) and change the default program that opens it.
(Right click on the file and select open with, then select the default program, i.e. Notepad++ or a similar program.) Now that the file has been associated, all language files should open directly from the .zip.
To edit the language file, you need to change only the part after "name=" at the end of each string. e.g.
would be changed to.
Added a few new blocks:
XtraBlocksBuildings = 2 x bridge blocks and 4 x bridge rails
DIYXtras = 1 x tiki lamp. Can be placed onto a fence pole and can be ignited with the zippo or extinguished with the snuffer.
Fixed a long standing bug with panels. you should not slip through blocks when moving backwards any more.
Fixed a few other minor things, including some incorrectly named glass slabs.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.0.6 Download
Hey Angelo, nice to hear from you again.
I had been adding a few of the changes to earlier versions (mainly the models), but now I am only working on the 1.6.4 version.