Would love to use this in my private modpack. Since there is nothing in your main post is it fine if I use it, with pointing to this thread, and crediting you as the author?
It is weird to have desks but no chair, but I have no idea what the chair would be useful for other then finishing the look of the desks.
Rollback Post to RevisionRollBack
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
But I had to retexture the furnitures to match the tech/space theme. Wouldn't it be possible to implement iron-made furnitures like those? I think we tech and modern builders would love.
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12/5/2012
Posts:
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Member Details
I keep getting this error whenever I place the mod in my mods folder . If I place it in the coremods folder, the game doesn't recognize it. Other mods work fine, Bibliocraft won't work, even if it's the only mod installed.
---- Minecraft Crash Report ----
// Oops.
Time: 7/22/13 11:41 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.VerifyError: (class: jds/bibliocraft/rendering/TileEntityArmorStandRenderer, method: func_76894_a signature: (Lnet/minecraft/tileentity/TileEntity;DDDF)V) Incompatible argument to function
at cpw.mods.fml.common.LoadController.transition(LoadController.java:148)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:698)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:222)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.VerifyError: (class: jds/bibliocraft/rendering/TileEntityArmorStandRenderer, method: func_76894_a signature: (Lnet/minecraft/tileentity/TileEntity;DDDF)V) Incompatible argument to function
at jds.bibliocraft.ClientProxy.initTileEntities(ClientProxy.java:87)
at jds.bibliocraft.BiblioCraft.load(BiblioCraft.java:82)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:104)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_13, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 250991392 bytes (239 MB) / 450363392 bytes (429 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.3.3} [BiblioCraft] (BiblioCraft[v1.3.3].zip) Unloaded->Constructed->Pre-initialized->Errored
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Taking requests - PM me if you want me to spotlight your mod.
Loving the 1.6.2! I'm using it with the Lord of the Rings mod. But could you make it where you could place plants on the table and desk.?And also when you place a skull and bottles it's 3D like when you put a regular block on the table? But I do like that I can place an Ender Dragon egg, beacon and even fire on the table
Using the current version of Bibliocraft and Bibliowoods for Biomes O'Plenty (under MC 1.5.2), creating and setting up Potion Shelves and stocking them with potions causes MASSIVE framerate loss. My FPS drops by 75% until I take the potions off them and take them all down.
Problem appears to persist even if the shelves are not stocked initially.
Loving the 1.6.2! I'm using it with the Lord of the Rings mod. But could you make it where you could place plants on the table and desk.?And also when you place a skull and bottles it's 3D like when you put a regular block on the table? But I do like that I can place an Ender Dragon egg, beacon and even fire on the table
Also, could you make it that on bookshelves when you right click on it, it places and removes books but when shift + right then it opens the GUI?
Hey would it be possible to add a "stand blacklist"? I know you guys had an armor stand issue with better storage or something awhile ago that you worked out, and now we're having a weapon rack issue with Tinkers Construct. I trust that you'll fix the issue, but having an item blacklist so players can't add crashing items to stands/racks while these fixes are getting rolled out (or future issues are getting fixed) would be helpful.
I wish I could put my tongs and tanning knife in the tool wrack (my hammers go in nicely); but no biggie, or now I'll just use a shelf.
open the config and you can add certan keywords to the tool rack to let is accept more items. in this case add "knife" and "tongs" and you should be good to go.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
does the johnsmith textures work for 1.6.2? i can't seem to get them to work. in which case, how do you install them? (with the new resource packs it doesn't seem to recognize the texture pack in the link)
I imagine it doesn't unless they have been keeping up to date with my changes. The resource pack thing will force texture artists to make some changes so I imagine it may just take a bit of time before they get around to updating. Just speculating here. I pretty much stick with vanilla textures so I'm not real up to date on what is happening in the texture pack scene.
Would love to use this in my private modpack. Since there is nothing in your main post is it fine if I use it, with pointing to this thread, and crediting you as the author?
As long as you give me credit and link back to my forum thread you can use my mod(s) (same requirement for bibliowood packages) in your pack.
Is there a way to lock items into the item they are stored in. Like, can you lock an item into a display case? or Make it so players cannot remove items from shelves (like in a store in an adventure map)?
Currently, no there isn't a built in way to do this. This is something I would like to do eventually though. I'll probably add a key/tool to lock items with then I will save the name of the player who locked the block so only that player can unlock the block and probably make it so the block cannot be destroyed when it is locked, unless, perhaps, the player has op. That might be good.
It is weird to have desks but no chair, but I have no idea what the chair would be useful for other then finishing the look of the desks.
Yeah, that is the main reason I hesitate to add a chair. It would be cool in a way, but not real useful. I might add one someday though just for kicks. I haven't ruled out the idea yet either.
But I had to retexture the furnitures to match the tech/space theme. Wouldn't it be possible to implement iron-made furnitures like those? I think we tech and modern builders would love.
Very cool base! Galactic craft is one of those cool mods I've been meaning to play but still haven't gotten around to it yet. There had been some other interest in having some iron based stuff as well. I do agree, the colors look good in your moon base. I might just do something like this eventually. I think it would only cost me 1 block ID (for the display cases) otherwise I have room on the meta data to add another version of the blocks.
I keep getting this error whenever I place the mod in my mods folder . If I place it in the coremods folder, the game doesn't recognize it. Other mods work fine, Bibliocraft won't work, even if it's the only mod installed.
Hmm, this is interesting. Looks like its crashing when I try to get the light value on the display case from the redstone machine block from tconstruct. I'll investigate this further and see about a fix in my next release.
Loving the 1.6.2! I'm using it with the Lord of the Rings mod. But could you make it where you could place plants on the table and desk.?And also when you place a skull and bottles it's 3D like when you put a regular block on the table? But I do like that I can place an Ender Dragon egg, beacon and even fire on the table
Yeah, I do plan to fix this. It was pretty recent someone else had mentioned this. I already have a fix in my dev environment, so you will see this fixed in my next release.
My search skills are failing me. Has anyone tried making Painterly Pack compatible textures for this mod? =)
I can tell you there has been no mentioned of the Painterly pack on my thread, so I don't think that anyone has attempted to make a set of those yet. I definitely like to encourage people to make texture sets, so if anyone has seen anything, maybe they will speak up.
Using the current version of Bibliocraft and Bibliowoods for Biomes O'Plenty (under MC 1.5.2), creating and setting up Potion Shelves and stocking them with potions causes MASSIVE framerate loss. My FPS drops by 75% until I take the potions off them and take them all down.
Problem appears to persist even if the shelves are not stocked initially.
I would expect to see a framerate drop with very many potions. They are quite intensive with the enchantment effect and everything. That is quite odd though that the framerate is low even with empty potion shelves. Potion shelves are one of those thing that the player will have to kind of limit how much they put on based on the performance of their computer. The other option is to run fast graphics. It doesn't look as good but is much easier on your computer. One day I wouldn't mind adding options for each block to change between fast/fancy graphics on a per-block basis, but I haven't figured out a way to force a graphic mod on a certain block.
Also, could you make it that on bookshelves when you right click on it, it places and removes books but when shift + right then it opens the GUI?
This would be something better suit to an advanced options thing I think. I might eventually figure out how to add an in-game customization menu for client-side options. Personally, I like the bookshelf mechanic the way it is, so I wouldn't want to change default behavior, but I imagine if I had that in-game menu, it wouldn't be all that difficult to make it an option.
Hey would it be possible to add a "stand blacklist"? I know you guys had an armor stand issue with better storage or something awhile ago that you worked out, and now we're having a weapon rack issue with Tinkers Construct. I trust that you'll fix the issue, but having an item blacklist so players can't add crashing items to stands/racks while these fixes are getting rolled out (or future issues are getting fixed) would be helpful.
Hmmm, I might could do add something like that. I see where it could be a good idea to have for situations like that. I'll do some investigating with tinkers construct and see what is happening there. If you could post an error log, that would be quite helpful so I could see what it is doing for you so I can try to reproduce the same crash.
I love this mod for displaying things - there's so many great options! And the printing press, ooh, I want to do things with that when Bookz updates to 1.6.2.
Just a thought. I love the textures on your tables, but I don't think the tables look properly Minecraft-y, if that makes sense? Maybe include an alternate recipe for a more square table.
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
This is perfect for a FUNCTIONING library. I'm planning on starting a game with weekly (by minecraft time) journals. Shove those on a book shelf along with enchanted books? It's going to fill up fast.
Thanks for all the great comments everyone! Incoming long post, going to try to get caught up here.
I imagine it doesn't unless they have been keeping up to date with my changes. The resource pack thing will force texture artists to make some changes so I imagine it may just take a bit of time before they get around to updating. Just speculating here. I pretty much stick with vanilla textures so I'm not real up to date on what is happening in the texture pack scene.
As long as you give me credit and link back to my forum thread you can use my mod(s) (same requirement for bibliowood packages) in your pack.
Yes it is. Simple apply a redstone signal to the top or bottom of the armor stand and sneak right click with an empty hand to swap the entire set.
You need to update your copy of BiblioCraft. v1.6.2 required BiblioCraft v1.3.4 to work.
Currently, no there isn't a built in way to do this. This is something I would like to do eventually though. I'll probably add a key/tool to lock items with then I will save the name of the player who locked the block so only that player can unlock the block and probably make it so the block cannot be destroyed when it is locked, unless, perhaps, the player has op. That might be good.
Yeah, that is the main reason I hesitate to add a chair. It would be cool in a way, but not real useful. I might add one someday though just for kicks. I haven't ruled out the idea yet either.
Very cool base! Galactic craft is one of those cool mods I've been meaning to play but still haven't gotten around to it yet. There had been some other interest in having some iron based stuff as well. I do agree, the colors look good in your moon base. I might just do something like this eventually. I think it would only cost me 1 block ID (for the display cases) otherwise I have room on the meta data to add another version of the blocks.
Looks like you also need to update your BiblioCraft. MineCraft 1.6.2 required BiblioCraft v1.3.4.
Hmm, this is interesting. Looks like its crashing when I try to get the light value on the display case from the redstone machine block from tconstruct. I'll investigate this further and see about a fix in my next release.
Yeah, I do plan to fix this. It was pretty recent someone else had mentioned this. I already have a fix in my dev environment, so you will see this fixed in my next release.
I can tell you there has been no mentioned of the Painterly pack on my thread, so I don't think that anyone has attempted to make a set of those yet. I definitely like to encourage people to make texture sets, so if anyone has seen anything, maybe they will speak up.
I would expect to see a framerate drop with very many potions. They are quite intensive with the enchantment effect and everything. That is quite odd though that the framerate is low even with empty potion shelves. Potion shelves are one of those thing that the player will have to kind of limit how much they put on based on the performance of their computer. The other option is to run fast graphics. It doesn't look as good but is much easier on your computer. One day I wouldn't mind adding options for each block to change between fast/fancy graphics on a per-block basis, but I haven't figured out a way to force a graphic mod on a certain block.
This would be something better suit to an advanced options thing I think. I might eventually figure out how to add an in-game customization menu for client-side options. Personally, I like the bookshelf mechanic the way it is, so I wouldn't want to change default behavior, but I imagine if I had that in-game menu, it wouldn't be all that difficult to make it an option.
Hmmm, I might could do add something like that. I see where it could be a good idea to have for situations like that. I'll do some investigating with tinkers construct and see what is happening there. If you could post an error log, that would be quite helpful so I could see what it is doing for you so I can try to reproduce the same crash.
Okay that's cool. It's just that with tables and bookshelves, I get confused on where you should do the shift + right click or where you can just right click and it does what it's supposed to. But I'm pretty sure I'll get used to it anyways. I'm using this mod along with Lord of the Rings and I love that I can place the items in the mod into your stuff. And I like the new lighting items. Would it be possible to hold the lamp and it will light up a few blocks in front of you? If not, that's cool, it's not like torches do the same anyways. I actually wish they could make the torches light up the ground a bit
It is weird to have desks but no chair, but I have no idea what the chair would be useful for other then finishing the look of the desks.
I used Bibliocraft in a Moon base that I built in my Galacticraft world.
Complete album: http://imgur.com/a/pVax4#0
But I had to retexture the furnitures to match the tech/space theme. Wouldn't it be possible to implement iron-made furnitures like those? I think we tech and modern builders would love.
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// Oops.
Time: 7/22/13 11:41 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.VerifyError: (class: jds/bibliocraft/rendering/TileEntityArmorStandRenderer, method: func_76894_a signature: (Lnet/minecraft/tileentity/TileEntity;DDDF)V) Incompatible argument to function
at cpw.mods.fml.common.LoadController.transition(LoadController.java:148)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:698)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:222)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.VerifyError: (class: jds/bibliocraft/rendering/TileEntityArmorStandRenderer, method: func_76894_a signature: (Lnet/minecraft/tileentity/TileEntity;DDDF)V) Incompatible argument to function
at jds.bibliocraft.ClientProxy.initTileEntities(ClientProxy.java:87)
at jds.bibliocraft.BiblioCraft.load(BiblioCraft.java:82)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:193)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
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:104)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_13, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 250991392 bytes (239 MB) / 450363392 bytes (429 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 4 mods loaded, 4 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.3.3} [BiblioCraft] (BiblioCraft[v1.3.3].zip) Unloaded->Constructed->Pre-initialized->Errored
Not a bug. That's normal Minecraft behavior, and has nothing to do with Bibliocraft.
http://privatepaste.com/c5fe968ecf
Taking requests - PM me if you want me to spotlight your mod.
Problem appears to persist even if the shelves are not stocked initially.
open the config and you can add certan keywords to the tool rack to let is accept more items. in this case add "knife" and "tongs" and you should be good to go.
That's like 1 for you sir!
I imagine it doesn't unless they have been keeping up to date with my changes. The resource pack thing will force texture artists to make some changes so I imagine it may just take a bit of time before they get around to updating. Just speculating here. I pretty much stick with vanilla textures so I'm not real up to date on what is happening in the texture pack scene.
As long as you give me credit and link back to my forum thread you can use my mod(s) (same requirement for bibliowood packages) in your pack.
Yes it is. Simple apply a redstone signal to the top or bottom of the armor stand and sneak right click with an empty hand to swap the entire set.
You need to update your copy of BiblioCraft. v1.6.2 required BiblioCraft v1.3.4 to work.
Currently, no there isn't a built in way to do this. This is something I would like to do eventually though. I'll probably add a key/tool to lock items with then I will save the name of the player who locked the block so only that player can unlock the block and probably make it so the block cannot be destroyed when it is locked, unless, perhaps, the player has op. That might be good.
Yeah, that is the main reason I hesitate to add a chair. It would be cool in a way, but not real useful. I might add one someday though just for kicks. I haven't ruled out the idea yet either.
Very cool base! Galactic craft is one of those cool mods I've been meaning to play but still haven't gotten around to it yet. There had been some other interest in having some iron based stuff as well. I do agree, the colors look good in your moon base. I might just do something like this eventually. I think it would only cost me 1 block ID (for the display cases) otherwise I have room on the meta data to add another version of the blocks.
Looks like you also need to update your BiblioCraft. MineCraft 1.6.2 required BiblioCraft v1.3.4.
Hmm, this is interesting. Looks like its crashing when I try to get the light value on the display case from the redstone machine block from tconstruct. I'll investigate this further and see about a fix in my next release.
Yeah, I do plan to fix this. It was pretty recent someone else had mentioned this. I already have a fix in my dev environment, so you will see this fixed in my next release.
I can tell you there has been no mentioned of the Painterly pack on my thread, so I don't think that anyone has attempted to make a set of those yet. I definitely like to encourage people to make texture sets, so if anyone has seen anything, maybe they will speak up.
I would expect to see a framerate drop with very many potions. They are quite intensive with the enchantment effect and everything. That is quite odd though that the framerate is low even with empty potion shelves. Potion shelves are one of those thing that the player will have to kind of limit how much they put on based on the performance of their computer. The other option is to run fast graphics. It doesn't look as good but is much easier on your computer. One day I wouldn't mind adding options for each block to change between fast/fancy graphics on a per-block basis, but I haven't figured out a way to force a graphic mod on a certain block.
This would be something better suit to an advanced options thing I think. I might eventually figure out how to add an in-game customization menu for client-side options. Personally, I like the bookshelf mechanic the way it is, so I wouldn't want to change default behavior, but I imagine if I had that in-game menu, it wouldn't be all that difficult to make it an option.
Hmmm, I might could do add something like that. I see where it could be a good idea to have for situations like that. I'll do some investigating with tinkers construct and see what is happening there. If you could post an error log, that would be quite helpful so I could see what it is doing for you so I can try to reproduce the same crash.
Just a thought. I love the textures on your tables, but I don't think the tables look properly Minecraft-y, if that makes sense? Maybe include an alternate recipe for a more square table.
Please make it translatable Its realy easy and fast with new forge
thx
takes a lot time to byte patching it every time