Sanity is very overrated. Why would anyone want to be sane??
I wonder what it would be like to have sanity. I lost mine decades ago.
I love almost anything movie/TV related, so this fits perfectly into that category. Wilson is one of the greatest 'not alive' characters ever created. He is also extremely fitting with MC's theme of survival. Surprised no one has thought of him before. I wonder if there's any other characters that fit in with this? Time for a think.
Thanks.
I'm still thinking I'm going to to be voted off the island at tribal council. ....my teammates will probably complain that I keep blowing away by castle (shelter) to build a better one. Sorry guys, in Minecraft creative, there is no such thing as "finished".
But if Bear Grylls wants us to drink our own pee, or I have to amputate my own arm...... I'm voting myself off.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I love that they are models, because it means all 6 sides are in the same texture file. (I have found the single-file textures a bit annoying for multi-blocks.)
I can also see other applications for these blocks too. ...
Freestanding bookshelves with wooden backs and/or sides.
Building blocks with sandstone on one side and white quartz on the other - for outside/inside texture without having to do two blocks thick.
Furniture not already in any of my mods.
...but half of them will be stone decoration blocks.
Thank-you thank-you thank-you!
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I love that they are models, because it means all 6 sides are in the same texture file. (I have found the single-file textures a bit annoying for multi-blocks.)
I can also see other applications for these blocks too. ...
Freestanding bookshelves with wooden backs and/or sides.
Building blocks with sandstone on one side and white quartz on the other - for outside/inside texture without having to do two blocks thick.
Furniture not already in any of my mods.
...but half of them will be stone decoration blocks.
Thank-you thank-you thank-you!
I'm glad you like them.
Now I'm just unsure of one thing?
Should I keep them as a separate module, or replace all of the existing dice blocks with them and make 8 of each, rather than 4?
I'm leaning towards the latter, as it was the original intention for the dice blocks to rotate. The only drawback would be that I will need to change the id's of the dice blocks (to keep the blocks together in the inventory).
This might affect a few peoples builds (only for placed dice blocks), but I think it would be worth it.
And now for something completely different!
Everything works fine, except for the custom GUI.
For now, when you place the sign, the default sign GUI pops up. Once you have entered your text and hit done, the custom sign is placed.
I think we could all live with that for now (I will keep working on the GUI), so i might just add some more and upload an update.
I was thinking of putting them in DIYDecorations and adding either 8 or 16.
Anyone have any Feedback on that?
Oh, one more thing.
I have finally made a separate version with all recipes removed (for those who want to inject their own recipes).
I will upload that too.
DIYDecorations sounds right to me. 8 would probably be enough but then you'd just find yourself running out, so 16 would more than cover that. I'd go for 16 as it saves you adding more later.
Personally, I would hang on releasing the signs until you get the GUI sorted. We've waited this long I'm sure we can wait a bit longer. But it's up to you.
Question about the pic - Is that an actual re-texture or just a recolour/overlay of the wood texture?
I have added the signs as is for now, might be another week before I even get to look at the GUI again. I went with 8 for starters, as there are eight of everything else. I have left another 8 id's blank, to allow me to add more if needed.
As for the picture, I just adjusted the color balance of the default wood texture
Yayyy, Python reference.
Nobody seems to make them anymore (except me). It's a dying art.
Haha, Yeah! Gotta love the Python.
Now, let me just grab my coconut halves and clip clop over to the next matter at hand.
'Nudge, nudge, wink, wink. Know what I mean?"
Oooohh, I really should stop now! I've taken it too far!
Let me get back on topic.
1.6.4_XBEEModulated_v1.1.0
Added 8 DIYSigns (DIYDecorations) There are currently no custom GUI's for them, so you will see the default sign background whilst entering text. Once you hit the done button though, the custom textured sign will be there. (I will try to add the GUI's asap)
Increased all of the Dice blocks from 4 per module to 8 (Cloth, Glow, Metal, Stone, Wood)
The flaming dice (DIYDecorations) were left as four blocks.
The dice blocks now use a model and will face the player when placed. One of the other benefits of this method, is that there is only 1 texture instead of 6 separate textures.
I also made id changes to all of the existing dice blocks, so if you have any in your previous builds, please back up your world or change the id's in the config file.
Added the DIYSoundBlocks module that I released as a standalone mod a while back.
These blocks have a record associated with them and will play when powered. Handy if you want to play a song in a certain area, or maybe add some atmosphere or a voice over.
You can edit the records the same as with DIYDiscs. Audio must be in .ogg format.
Note: The discs are not available in game, They can only be played via their specific block.
Tidied up some more stuff here and there. Fixed a few simple errors, removed some unused imports etc.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
But wait, there's more.
In the past, I have received request to add a function to remove recipes, so that people can inject their own.
I felt that doing so would just be too much work for me, given the amount of recipes in this mod.
However, I have decided to release a version that has all of the recipes removed as an alternative.
1.6.4_XBEEModulated_v1.1.0(No Recipes Version)
The same as v1.1.0, but with all recipes removed.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
The sound blocks are sweet. But I have run into an issue. I am trying to make a large door make sound when opening and closing. When using 1 soundblock to make the opening sound it works fine. When I add the second soundblock for the closing sound it stops both of them. Like they are competing or something even though one shuts off before the other turns on.
Also is there a way of disabling the "now playing..." pop up?
You know Bruce, this got me thinking. Minecraft involves a lot of tree chopping. So does that make us virtual lumberjacks? Because I always wanted to be a lumberjack, leaping from tree to tree....
Favourite Python sketch for me has always been The Four Yorkshiremen, but there are so many excellent ones.
Have you seen Python at The Hollywood Bowl? Funniest thing ever. The live audience is either ed or stoned, and the Python's know it, so they take advantage of it in some great ad-libbing. Give it a look if you haven't already seen it.
Cheers for the new additions, (I'm on topic).
Nigel.
Yeah, I've seen pretty much all their stuff. Even used to sit around listening to their records as a kid.
Very funny stuff!
After you mentioned The Four Yorkshiremen, it reminded me of the original sketch with Tim Brooke-Taylor, John Cleese, Graham Chapman and Marty Feldman. (At Last the 1948 Show) Which in turn got me on a nostalgia trip for The Goodies. I spent a few hours watching episodes on YouTube.
The sound blocks are sweet. But I have run into an issue. I am trying to make a large door make sound when opening and closing. When using 1 soundblock to make the opening sound it works fine. When I add the second soundblock for the closing sound it stops both of them. Like they are competing or something even though one shuts off before the other turns on.
Also is there a way of disabling the "now playing..." pop up?
I hadn't actually noticed that problem, but you are correct.
When one block is playing, you can activate a second block (which will override the first block), but if the first block is then turned off it will stop both blocks. A had a play around, but could not overcome the issue.
The "now playing" message is tied to the records in some obscure way. I have tried to turn it off but nothing seems to work.
There is another option, which should be perfect for your door.
Instead of the block playing a record, I can make it use a sound file. This method works well for shorter sounds and the blocks are unaffected by each other.
There are some drawbacks to this method though.
1. If the sound file is too big (like a 3 minute song), it may cause the game to freeze for a few seconds.
I have tested from 1 to 15 seconds with no noticeable pause, you may even be able to make it a bit longer.
2. The sound will not stop when unpowered, it must play the entire sound file.
Neither of these issues should be a problem for what you are trying to do.
I have altered the code for SoundBlock01 & SoundBlock02, so that you can test it out and let me know if that's what you need. If so, I will add a full set of these blocks and update the module.
I have included a squeaky opening door sound to SoundBlock01 and a closing door sound to SoundBlock02.
You can do a straight swap of the files as no id's or names have been changed for this test.
Just added a new folder in the assets folder called "sound", from where the .ogg files are read.
Sound effects, monty python... I could maim a knight and run away.... and he'd call after me "Oi! Come back and fight like a man! It's only a flesh wound!"
But since I play MC while watching TV, I mute all sound on my computer. Aww, no fun?
Okay, confession time.... who has accidentally lost half their build, and how?
My worst was the mis-click on the Area Digger wand. (I SHOULD have noticed the color of the jewel in the centre) but I did end up with a gorgeous cut-away picture of a 5-storey tower.
...Dear Self,
Back up. Backup. BACKUP BACKUP BACKUP!!!!
regards,
Your Hindsight.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I think this is essentially what we were discussing a while ago. Having a powered block play a sound. Congrats on getting it done as I consider it much better than just playing a record through a powered block (although that's handy for music). And I'm sure there is already a mod that will play records when powered, but I can't think what it is now. So I clearly prefer the sound blocks to the record blocks. The length doesn't bother me and I may even try to work out what the exact cut-off point is for a sound.
Looks like I might have to finally boot up MC again and give this a go.
Indeed it was. I was part way there with the soundpads, but the sound would get all screwy. I was playing around with that old code today and found a better line of code for the job. I was able to use that same piece of code directly with the sound blocks, which I couldn't do with the other method.
I have updated the mod with the new blocks.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
Tried updating the server to 1.1 and got this. I will see if the 1.09 will work with the new sound blocks..
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelChest
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:142)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelChest
at xtrablocks.DIYWood.ItemWoodDice01Renderer.<init>(ItemWoodDice01Renderer.java:14)
at xtrablocks.DIYWood.XtraBlocksDIYWood.load(XtraBlocksDIYWood.java:926)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.model.ModelChest
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 33 more
Tried updating the server to 1.1 and got this. I will see if the 1.09 will work with the new sound blocks..
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelChest
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:142)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelChest
at xtrablocks.DIYWood.ItemWoodDice01Renderer.<init>(ItemWoodDice01Renderer.java:14)
at xtrablocks.DIYWood.XtraBlocksDIYWood.load(XtraBlocksDIYWood.java:926)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.model.ModelChest
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 33 more
Woops, that's caused by the new dice blocks. Seems my workaround for the item renderer doesn't like the server.
I was a bit complacent there and didn't test them on the sever.
What's it that they say? "Assumption is the mother of all F*@k ups".
I have fixed the coding side of things and all is well on the sever again. It will take me a while to do the icon textures for all of the dice blocks, but I should have fixed up version out this afternoon.
As always, thanks for bringing this to my attention.
I had to remove the Item render code for all of the "Dice" blocks.
This means the dice blocks will show as a 2D item in hand (as opposed to the actual block).
I have retextured all of the icons, so that at least they still look like a cube in the inventory.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
Pretty please with sugar on top, could you make some rotatable blocks in both upright slab and upright cover?
example: internal walls which need different texture on each side, and the edge (doorway) needs to be something different.
I am loving these blocks. My creative juices are flowing again.
Stand by for when I ask for half-slabs (pillars?) and half-covers set (ie an upright slab/cover that is half-block height. One for the upper and one for the lower half of the block.
Can I just Techne a few desirable shapes and leave it to you to add them to the rotating block mod?
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Pretty please with sugar on top, could you make some rotatable blocks in both upright slab and upright cover?
example: internal walls which need different texture on each side, and the edge (doorway) needs to be something different.
I am loving these blocks. My creative juices are flowing again.
Stand by for when I ask for half-slabs (pillars?) and half-covers set (ie an upright slab/cover that is half-block height. One for the upper and one for the lower half of the block.
Can I just Techne a few desirable shapes and leave it to you to add them to the rotating block mod?
For sure! Send me the shapes that you want and I'll see what I can do.
hello guys, long time without a post lol, im having a problem mindkrafter, im trying to disable some blocks in the tomb and in the miscmodels config files but when i run minecraft it crashes. i test it and adding the id works fine just adding the -1 cause it
hello guys, long time without a post lol, im having a problem mindkrafter, im trying to disable some blocks in the tomb and in the miscmodels config files but when i run minecraft it crashes. i test it and adding the id works fine just adding the -1 cause it
Hey AngeloGaRo, nice to hear from you again.
Sorry about that crash, it seems like I forgot to add changes to 3 modules (Furniture, MiscModels & Tombs).
I have fixed up the out of place code, so you should be able to disable the blocks now.
(You may need to delete the config files for those 3 and let them regenerate, you will definitely need to do it for MiscModels.)
I also fixed an issue, where the Music Discs (DIYSoundBlocks) were showing in the "Misc" tab.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
nice awesome mod, finally decided to update to 1.6.4 since most of the mods i use are there now. alot new stuff since last time i was around. also i noticed that i cant place torches or tripwire or stuff in the Pixelartis blocks, i assume they are all transparent now, is there still a version with the half normal half transparent?
nice awesome mod, finally decided to update to 1.6.4 since most of the mods i use are there now. alot new stuff since last time i was around. also i noticed that i cant place torches or tripwire or stuff in the Pixelartis blocks, i assume they are all transparent now, is there still a version with the half normal half transparent?
A while back, I made a standalone version of the PixelArt mod that was all glass. It seems that when I packaged up v1.1.0+
I accidentally dropped that version of PABlocks into the mod. I checked and all of the older versions still have the regular PixelArt mod.
I have amended the latest version with the correct package, but you can also just grab this version of PixelArtist and switch it with the one in the 1.6.4_XBEEModulated_v1.1.0d.zip.
I wonder what it would be like to have sanity. I lost mine decades ago.
I'm still thinking I'm going to to be voted off the island at tribal council. ....my teammates will probably complain that I keep blowing away by castle (shelter) to build a better one. Sorry guys, in Minecraft creative, there is no such thing as "finished".
But if Bear Grylls wants us to drink our own pee, or I have to amputate my own arm...... I'm voting myself off.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I LOVE THEM!!!!!!!
I love that they are models, because it means all 6 sides are in the same texture file. (I have found the single-file textures a bit annoying for multi-blocks.)
I can also see other applications for these blocks too. ...
Freestanding bookshelves with wooden backs and/or sides.
Building blocks with sandstone on one side and white quartz on the other - for outside/inside texture without having to do two blocks thick.
Furniture not already in any of my mods.
...but half of them will be stone decoration blocks.
Thank-you thank-you thank-you!
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I'm glad you like them.
Now I'm just unsure of one thing?
Should I keep them as a separate module, or replace all of the existing dice blocks with them and make 8 of each, rather than 4?
I'm leaning towards the latter, as it was the original intention for the dice blocks to rotate. The only drawback would be that I will need to change the id's of the dice blocks (to keep the blocks together in the inventory).
This might affect a few peoples builds (only for placed dice blocks), but I think it would be worth it.
And now for something completely different!
Everything works fine, except for the custom GUI.
For now, when you place the sign, the default sign GUI pops up. Once you have entered your text and hit done, the custom sign is placed.
I think we could all live with that for now (I will keep working on the GUI), so i might just add some more and upload an update.
I was thinking of putting them in DIYDecorations and adding either 8 or 16.
Anyone have any Feedback on that?
Oh, one more thing.
I have finally made a separate version with all recipes removed (for those who want to inject their own recipes).
I will upload that too.
Now if only I could get Kaevator's slopes and frames back.......
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I have added the signs as is for now, might be another week before I even get to look at the GUI again. I went with 8 for starters, as there are eight of everything else. I have left another 8 id's blank, to allow me to add more if needed.
As for the picture, I just adjusted the color balance of the default wood texture
Haha, Yeah! Gotta love the Python.
Now, let me just grab my coconut halves and clip clop over to the next matter at hand.
'Nudge, nudge, wink, wink. Know what I mean?"
Oooohh, I really should stop now! I've taken it too far!
Let me get back on topic.
1.6.4_XBEEModulated_v1.1.0
Added 8 DIYSigns (DIYDecorations) There are currently no custom GUI's for them, so you will see the default sign background whilst entering text. Once you hit the done button though, the custom textured sign will be there. (I will try to add the GUI's asap)
Increased all of the Dice blocks from 4 per module to 8 (Cloth, Glow, Metal, Stone, Wood)
The flaming dice (DIYDecorations) were left as four blocks.
The dice blocks now use a model and will face the player when placed. One of the other benefits of this method, is that there is only 1 texture instead of 6 separate textures.
I also made id changes to all of the existing dice blocks, so if you have any in your previous builds, please back up your world or change the id's in the config file.
Added the DIYSoundBlocks module that I released as a standalone mod a while back.
These blocks have a record associated with them and will play when powered. Handy if you want to play a song in a certain area, or maybe add some atmosphere or a voice over.
You can edit the records the same as with DIYDiscs. Audio must be in .ogg format.
Note: The discs are not available in game, They can only be played via their specific block.
Tidied up some more stuff here and there. Fixed a few simple errors, removed some unused imports etc.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0 Download
But wait, there's more.
In the past, I have received request to add a function to remove recipes, so that people can inject their own.
I felt that doing so would just be too much work for me, given the amount of recipes in this mod.
However, I have decided to release a version that has all of the recipes removed as an alternative.
1.6.4_XBEEModulated_v1.1.0(No Recipes Version)
The same as v1.1.0, but with all recipes removed.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0(No Recipes Version) Download
Also is there a way of disabling the "now playing..." pop up?
Yeah, I've seen pretty much all their stuff. Even used to sit around listening to their records as a kid.
Very funny stuff!
After you mentioned The Four Yorkshiremen, it reminded me of the original sketch with Tim Brooke-Taylor, John Cleese, Graham Chapman and Marty Feldman. (At Last the 1948 Show) Which in turn got me on a nostalgia trip for The Goodies. I spent a few hours watching episodes on YouTube.
Now my son keeps chopping me, saying "Ecky Thump"
I hadn't actually noticed that problem, but you are correct.
When one block is playing, you can activate a second block (which will override the first block), but if the first block is then turned off it will stop both blocks. A had a play around, but could not overcome the issue.
The "now playing" message is tied to the records in some obscure way. I have tried to turn it off but nothing seems to work.
There is another option, which should be perfect for your door.
Instead of the block playing a record, I can make it use a sound file. This method works well for shorter sounds and the blocks are unaffected by each other.
There are some drawbacks to this method though.
1. If the sound file is too big (like a 3 minute song), it may cause the game to freeze for a few seconds.
I have tested from 1 to 15 seconds with no noticeable pause, you may even be able to make it a bit longer.
2. The sound will not stop when unpowered, it must play the entire sound file.
Neither of these issues should be a problem for what you are trying to do.
I have altered the code for SoundBlock01 & SoundBlock02, so that you can test it out and let me know if that's what you need. If so, I will add a full set of these blocks and update the module.
I have included a squeaky opening door sound to SoundBlock01 and a closing door sound to SoundBlock02.
You can do a straight swap of the files as no id's or names have been changed for this test.
Just added a new folder in the assets folder called "sound", from where the .ogg files are read.
SoundBlockTest
I could use these all over the map.
Will these be in addition to the record blocks?
But since I play MC while watching TV, I mute all sound on my computer. Aww, no fun?
Okay, confession time.... who has accidentally lost half their build, and how?
My worst was the mis-click on the Area Digger wand. (I SHOULD have noticed the color of the jewel in the centre) but I did end up with a gorgeous cut-away picture of a 5-storey tower.
...Dear Self,
Back up. Backup. BACKUP BACKUP BACKUP!!!!
regards,
Your Hindsight.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Yep!
The original sound blocks have been renamed music blocks (same id's) and added 16 new sound blocks.
Indeed it was. I was part way there with the soundpads, but the sound would get all screwy. I was playing around with that old code today and found a better line of code for the job. I was able to use that same piece of code directly with the sound blocks, which I couldn't do with the other method.
I have updated the mod with the new blocks.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0b Download
Alternatively, you can just download the DIYSoundBlocks module and add it to v1.1.0
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelChest
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:700)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:142)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/model/ModelChest
at xtrablocks.DIYWood.ItemWoodDice01Renderer.<init>(ItemWoodDice01Renderer.java:14)
at xtrablocks.DIYWood.XtraBlocksDIYWood.load(XtraBlocksDIYWood.java:926)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.model.ModelChest
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 33 more
Woops, that's caused by the new dice blocks. Seems my workaround for the item renderer doesn't like the server.
I was a bit complacent there and didn't test them on the sever.
What's it that they say? "Assumption is the mother of all F*@k ups".
I have fixed the coding side of things and all is well on the sever again. It will take me a while to do the icon textures for all of the dice blocks, but I should have fixed up version out this afternoon.
As always, thanks for bringing this to my attention.
I had to remove the Item render code for all of the "Dice" blocks.
This means the dice blocks will show as a 2D item in hand (as opposed to the actual block).
I have retextured all of the icons, so that at least they still look like a cube in the inventory.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0c Download
Pretty please with sugar on top, could you make some rotatable blocks in both upright slab and upright cover?
example: internal walls which need different texture on each side, and the edge (doorway) needs to be something different.
I am loving these blocks. My creative juices are flowing again.
Stand by for when I ask for half-slabs (pillars?) and half-covers set (ie an upright slab/cover that is half-block height. One for the upper and one for the lower half of the block.
Can I just Techne a few desirable shapes and leave it to you to add them to the rotating block mod?
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
For sure! Send me the shapes that you want and I'll see what I can do.
Sweeeeet. Thanks.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Hey AngeloGaRo, nice to hear from you again.
Sorry about that crash, it seems like I forgot to add changes to 3 modules (Furniture, MiscModels & Tombs).
I have fixed up the out of place code, so you should be able to disable the blocks now.
(You may need to delete the config files for those 3 and let them regenerate, you will definitely need to do it for MiscModels.)
I also fixed an issue, where the Music Discs (DIYSoundBlocks) were showing in the "Misc" tab.
Requires Forge: Built for "minecraftforge-installer-1.6.4-9.11.1.953".
1.6.4_XBEEModulated_v1.1.0d Download
A while back, I made a standalone version of the PixelArt mod that was all glass. It seems that when I packaged up v1.1.0+
I accidentally dropped that version of PABlocks into the mod. I checked and all of the older versions still have the regular PixelArt mod.
I have amended the latest version with the correct package, but you can also just grab this version of PixelArtist and switch it with the one in the 1.6.4_XBEEModulated_v1.1.0d.zip.