Hey Mineshopper, have you thought about adding a block that acts like the Garage Door but the block is placed on a horizontal plane instead of vertical so that you'd have a retractable floor or roof?
It is an interesting idea, though it would require a completely new type of garage door block. I'll think about it.
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Also I came across this after updating to 3.3.1 from 3.3.01:
That should rarely happen. Ideally it should never happen. The move from 3.3.0 to 3.3.1 involved another structural change in how tile entities store data. Did your world have an issue updating, or was this only one or a few blocks that had an issue?
microblocks.cfg in the /config folder is how you add mod blocks that don't have native FMP support. Though many mods don't have out-of-box support for it, the only mod I can think of that has (had?) genuine FMP issues was Chisel and I'm pretty sure a Carpenter's microblock would have the same problems as if you added that block name to the microblock.cfg file. It'd actually bear more fruit (and save Mineshopper's sanity/patience/hairline) if you request from mod devs to add FMP support to their blocks, so there's no need to mess with cfg files or get random crashes/world corruptions if a potential Carpenter's microblock doesn't play nice with what you're painting it with.
I used to use super slopes back when I was running a custom tekkit game, the new modpack, I am working on with a friend, just would not be the same with out this.
From the old super slopes
will post some pics of the new server builds so people can see some more possibilities,
you making hidden levers though out of things like torches and such, just wow, like you mixed secret rooms mod with super slopes, I am in awe!
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never take unfair treatment, if someone is treating you badly, and you can not resolve it, leave, you are better off with out someone in your life that abuses you no matter how they try to invalidate your concerns or feelings. No one has that right, only you get to chose how you feel about something.
So, needed a more gradual slope and the collapsible blocks seemed to work to cut the slope angle in half, as seen below.
The issue was one of non-intuitive placement, and the time it took to actually do that slope for both sides on that big of a roof consequently. Best way to explain the issue was to draw it...
The red lines are the angles the collapsible blocks take on when placed in those positions. In the second example, there is no third block for it to snap its angle to, but instead of angling down to the edge of the block below it, it stops at 4 hits from fully down. Seemed counter-intuitive, and made for a lot of hammering.Also, with how much time is involved, a way to change the blocks appearance without removing it and replacing it...and consequently having to readjust the whole thing, would be a godsend.
p.s. loving the mod, thanks for all the work put into it, just thought id make a small suggestion.
The collapsible has two options when being placed: don't adjust sloping on placement, or; try to match slope to adjacent pieces. The type of functionality you're looking for sounds more like "match slope of adjacent piece." Unfortunately, I don't have this as an option. How often would it really be used if I managed to squeeze in some way of handling this?
The collapsible has two options when being placed: don't adjust sloping on placement, or; try to match slope to adjacent pieces. The type of functionality you're looking for sounds more like "match slope of adjacent piece." Unfortunately, I don't have this as an option. How often would it really be used if I managed to squeeze in some way of handling this?
Enough to deter me from trying to make anymore greek pantheon roofs with it how it is now, lol. Actually now that I think about it, from your end it would probably be infinitely easier to just throw in another slope block, but with half the angle, half block high. That i could see being widely used.
Also, fluid blocks react strangely to all other carpenter blocks. When a flowing water block is placed next to one, the flowing water tries to reach maximum block height for some odd reason.
Its a fancy fluids problem that is defaulted to a less buggy implementation in 3.3.1. I figured it would be slick to mark my blocks as water material during rendering to prevent adjacent fluids from rendering sides next to my blocks, but it also has some unintended consequences.
Also, I think the unintended consequences are far worse than the "liquids render their sides next to carpenter blocks" issue, as I'm coming across more odd-looking fluid-levels when they're placed next to carpenter blocks. Do you want me to submit more pictures?
and so on?
fancy fluid is a mod's feature,that totally not depend of the fact you're playing at fast or fancy...
Then why is it called "fancy fluids"?
Also, I got this error while testing this mod. If you place the carpenter's door block directly (as in, place via the block itself rather than the item) and try to mess around with the hammer, your game will crash. Even though this is more of a "off to the side" issue that people won't encounter often, you should still add some kind of failsafe for this particular instance instead of an outright crash.
On the newest version of forge, 1236, all the carpenter blocks are invisible. There are no errors and they all work fine, just are invisible. I know it's not the right forge build for it, but still.
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I like being unimpressive, I sleep better. | m1zark.com
On the newest version of forge, 1236, all the carpenter blocks are invisible. There are no errors and they all work fine, just are invisible. I know it's not the right forge build for it, but still.
Has someone else experienced the bug when you update carpenter's blocks and re-log, your inventory disappears?
Carpenter's blocks are solid black on the map and minimap with Journeymap. I'm not sure if the problem is with Journeymap or Carpenter's, but I hope this is fixed soon.
Carpenter's blocks are solid black on the map and minimap with Journeymap. I'm not sure if the problem is with Journeymap or Carpenter's, but I hope this is fixed soon.
And they just don't render in Dynmap maps... which is a bit unfortunate.
It is an interesting idea, though it would require a completely new type of garage door block. I'll think about it.
That should rarely happen. Ideally it should never happen. The move from 3.3.0 to 3.3.1 involved another structural change in how tile entities store data. Did your world have an issue updating, or was this only one or a few blocks that had an issue?
I'm guessing all the hammer functions for the garage door is already taken up.
Please Help!!!
PMC: enderkevin13
I used to use super slopes back when I was running a custom tekkit game, the new modpack, I am working on with a friend, just would not be the same with out this.
From the old super slopes
will post some pics of the new server builds so people can see some more possibilities,
you making hidden levers though out of things like torches and such, just wow, like you mixed secret rooms mod with super slopes, I am in awe!
never take unfair treatment, if someone is treating you badly, and you can not resolve it, leave, you are better off with out someone in your life that abuses you no matter how they try to invalidate your concerns or feelings. No one has that right, only you get to chose how you feel about something.
The issue was one of non-intuitive placement, and the time it took to actually do that slope for both sides on that big of a roof consequently. Best way to explain the issue was to draw it...
The red lines are the angles the collapsible blocks take on when placed in those positions. In the second example, there is no third block for it to snap its angle to, but instead of angling down to the edge of the block below it, it stops at 4 hits from fully down. Seemed counter-intuitive, and made for a lot of hammering.Also, with how much time is involved, a way to change the blocks appearance without removing it and replacing it...and consequently having to readjust the whole thing, would be a godsend.
p.s. loving the mod, thanks for all the work put into it, just thought id make a small suggestion.
Enough to deter me from trying to make anymore greek pantheon roofs with it how it is now, lol. Actually now that I think about it, from your end it would probably be infinitely easier to just throw in another slope block, but with half the angle, half block high. That i could see being widely used.
Also, fluid blocks react strangely to all other carpenter blocks. When a flowing water block is placed next to one, the flowing water tries to reach maximum block height for some odd reason.
But I'm playing on "Fast" graphics.
Also, I think the unintended consequences are far worse than the "liquids render their sides next to carpenter blocks" issue, as I'm coming across more odd-looking fluid-levels when they're placed next to carpenter blocks. Do you want me to submit more pictures?
Then why is it called "fancy fluids"?
Also, I got this error while testing this mod. If you place the carpenter's door block directly (as in, place via the block itself rather than the item) and try to mess around with the hammer, your game will crash. Even though this is more of a "off to the side" issue that people won't encounter often, you should still add some kind of failsafe for this particular instance instead of an outright crash.
Umm...because fancy was a word before the graphics setting existed?
Has someone else experienced the bug when you update carpenter's blocks and re-log, your inventory disappears?
So are a lot of other words.
Also, Fancy Fluids does refer to the Fancy graphics setting, so his claim:
...is wrong, unless the description within the configuration was wrong about fancy fluids.
And they just don't render in Dynmap maps... which is a bit unfortunate.
Though a fully collapsed collapsible block can kinda take the place of a carpet, but not as quick or cheap.