Good news: the config file is getting moved to the config folder!!! :DDD
Yay that will be nice !! Hey man here is what the guy told me that codes the weather mod that causes your mod to crash "@crunkazcanbe hmm weird, maybe using the tropics bucket of water instead wont crash it? I didn't code any of that so I can't really debug the problem easily..... for other issue: In 99.9% of cases, ignore the mention of EntityRendererProxyWeather2Mini in a stacktrace, its just passing through my innocent override the stops mc from rendering the vanilla rainfall, the issue you are having most likely resides entirely in the asphalt mod."
Soo i don't know what to do i guess the two mods are incompatible completely . I removed the weather mod for now until one of the mods are coded to work together. Most likely it is the coder of the weather mod that changed some of minecrafts base code/classes which in turn makes the weather mod incompatible with a lot of mods . I don't know why people do this considering a lot of if not most of all things can be done through forge without even touching any of minecrafts base code.
Hmmm... well the problem is it's sending me info that it's trying to render a block with metadata of 20 which doesn't exist at all. As I told you try removing the entity with the weird metadata from the chunk. (Use some kind of world editor)
Hmmm... well the problem is it's sending me info that it's trying to render a block with metadata of 20 which doesn't exist at all. As I told you try removing the entity with the weird metadata from the chunk. (Use some kind of world editor)
How would i go about doing that in mcedit as i am no pro at using it. The last time i tried to use it was to save a schematic from a build that used moded items and it does not work so good with moded blocks and just crashes.
I got it to work man i changed all the ids and it has not crashed yet . I don't know how that has anything to do with it , but hey it worked so i am not complaining.
Is there anyway man that you could add in next update or so Actually working traffic lights unlike a lot of mods that add traffic light that are for just looks , and maybe add in computercraft integration with the lights.
Here is another suggestion since this has like oh my god the best road blocks i have ever seen in any minecraft mod that tries to compete add road signs from all countries to please all folks from all countries but all I really want is UK,USA,Japan,China . :-) I am loving the HD update .
I wish i could help you out man but i am not the best at Java but have many ideas and wish i had someone that could teach me Java better. So i could help you implement some ideas i have. I wouldn't even want credit for helping . Just the shear thrill of helping on this mod would make me happy. :-)
The working traffic light won't be a pain to make, but to make a model for them will be. After I release this update, I'm going to try to update this mod for 1.7.10, and then start working on other stuff, but no new features will be added right now.
And for the signs, they'll work like minecraft signs (GUI opening after the block is placed, rendering those letters, etc.), but again not until I update the mod for 1.7.10.
I'm currently decompiling the code from 1.2.0, since I lost the source code, and I get many unnamed methods and other stuff which makes everything harder. A release candidate is going to be released this week, and the full update is going to be released on July 13th (one year after the mod has been released).
God i am loving this the roads look so good in HD around the city. Oh and with the signs when you add them in the reason i was expressing computercraft support is so we could have like big signs that you can put over roads like they do here in the usa before you enter a big city it tells you stuff like the temp and traffic conditions and lots of other stuff. :-)
A release candidate is up: Traffic Stuff Mod - RC1
Changes since Asphalt Mod[1.2.1]: pre4:
- block names are now loaded from a .lang file, instead of being hardcoded
- reduced the file size by 3MB (I don't know how I did that)
- major changes to the code
- corrected the name and the version of the mod
- renamed the mod to Traffic Stuff Mod
- blocks for bus stops and for diagonal lines that were previously complicated to place now place normal like a block that doesn0t have diagonal types
- tweaked asphalt blocks with a corner middle line (removed the diagonal duplicate)
-- as a result 15 new blocks have appeared in the creative tab
There may be some bugs in this version with the blocks' textures, blocks' placement, with the drops and the pick-block feature.
A release candidate is up: Traffic Stuff Mod - RC1
Changes since Asphalt Mod[1.2.1]: pre4:
- block names are now loaded from a .lang file, instead of being hardcoded
- reduced the file size by 3MB (I don't know how I did that)
- major changes to the code
- corrected the name and the version of the mod
- renamed the mod to Traffic Stuff Mod
- blocks for bus stops and for diagonal lines that were previously complicated to place now place normal like a block that doesn0t have diagonal types
- tweaked asphalt blocks with a corner middle line (removed the diagonal duplicate)
-- as a result 15 new blocks have appeared in the creative tab
There may be some bugs in this version with the blocks' textures, blocks' placement, with the drops and the pick-block feature.
Nice man !!! Can not wait to test this one out . :-) :-) Those HD blocks . DROOL :-)
Nah, I use Paint.NET. It's way easier to use than Photoshop. Photoshop has way too much options and it makes everything complicated, though Paint.NET lacks some features, like rotating a picture by 'z' degrees. But since I don't use complicated shapes, Paint.NET is good.
The trollguy I could update your mod to 1.7.10 no snap if you want me to but if not I can show you how to correctly run 1.7.10 for ge without errors and I will tell you what code has changed and all that stuff
Thanks man. But I want to make it all myself. If I need any help, I accept your help. Thanks man
Thanx man i am loving these updates . Do you have plans to move the config to the config folder ?
BTW Man can i please use this in a mod pack i have made and have worked on for over 6 months getting all id conflicts fixed . 289 mods i still need permission from you and 15 more.
Traffic Stuff Mod [1.2.1]: The Fancy Update has been officially released!!!
Changes:
- HD textures
-- minor tweaks to some of them
- tweaks to the config file:
-- moved to the config folder
-- changed names:
- asphaltBlocks_@@ converted to Set of asphalt blocks # @@
(same for all other blocks)
- changes to names
-- names are now loaded from a .lang file
-- "with" has been changed to "w/", just to make names smaller
- renamed the mod to Traffic Stuff Mod
- blocks for bus stops and other blocks that were complicated to be placed are now placed as if they were normal blocks with no diagonal variants
-- as a result 15 new blocks have appeared in the creative tabs
- bux fixes
Yay that will be nice !! Hey man here is what the guy told me that codes the weather mod that causes your mod to crash "@crunkazcanbe hmm weird, maybe using the tropics bucket of water instead wont crash it? I didn't code any of that so I can't really debug the problem easily..... for other issue: In 99.9% of cases, ignore the mention of EntityRendererProxyWeather2Mini in a stacktrace, its just passing through my innocent override the stops mc from rendering the vanilla rainfall, the issue you are having most likely resides entirely in the asphalt mod."
Soo i don't know what to do i guess the two mods are incompatible completely . I removed the weather mod for now until one of the mods are coded to work together. Most likely it is the coder of the weather mod that changed some of minecrafts base code/classes which in turn makes the weather mod incompatible with a lot of mods . I don't know why people do this considering a lot of if not most of all things can be done through forge without even touching any of minecrafts base code.
How would i go about doing that in mcedit as i am no pro at using it. The last time i tried to use it was to save a schematic from a build that used moded items and it does not work so good with moded blocks and just crashes.
Is there anyway man that you could add in next update or so Actually working traffic lights unlike a lot of mods that add traffic light that are for just looks , and maybe add in computercraft integration with the lights.
Here is another suggestion since this has like oh my god the best road blocks i have ever seen in any minecraft mod that tries to compete add road signs from all countries to please all folks from all countries but all I really want is UK,USA,Japan,China . :-) I am loving the HD update .
I wish i could help you out man but i am not the best at Java but have many ideas and wish i had someone that could teach me Java better. So i could help you implement some ideas i have. I wouldn't even want credit for helping . Just the shear thrill of helping on this mod would make me happy. :-)
The working traffic light won't be a pain to make, but to make a model for them will be. After I release this update, I'm going to try to update this mod for 1.7.10, and then start working on other stuff, but no new features will be added right now.
And for the signs, they'll work like minecraft signs (GUI opening after the block is placed, rendering those letters, etc.), but again not until I update the mod for 1.7.10.
I'm currently decompiling the code from 1.2.0, since I lost the source code, and I get many unnamed methods and other stuff which makes everything harder. A release candidate is going to be released this week, and the full update is going to be released on July 13th (one year after the mod has been released).
Changes since Asphalt Mod[1.2.1]: pre4:
- block names are now loaded from a .lang file, instead of being hardcoded
- reduced the file size by 3MB (I don't know how I did that)
- major changes to the code
- corrected the name and the version of the mod
- renamed the mod to Traffic Stuff Mod
- blocks for bus stops and for diagonal lines that were previously complicated to place now place normal like a block that doesn0t have diagonal types
- tweaked asphalt blocks with a corner middle line (removed the diagonal duplicate)
-- as a result 15 new blocks have appeared in the creative tab
There may be some bugs in this version with the blocks' textures, blocks' placement, with the drops and the pick-block feature.
Nice man !!! Can not wait to test this one out . :-) :-) Those HD blocks . DROOL :-)
Thanks man. But I want to make it all myself. If I need any help, I accept your help. Thanks man
http://www.mediafire.com/download/8dbvy6jekcqn2k3/Traffic_Stuff_Mod_-_RC2.zip
Thanx man i am loving these updates . Do you have plans to move the config to the config folder ?
Changes:
- HD textures
-- minor tweaks to some of them
- tweaks to the config file:
-- moved to the config folder
-- changed names:
- asphaltBlocks_@@ converted to Set of asphalt blocks # @@
(same for all other blocks)
- changes to names
-- names are now loaded from a .lang file
-- "with" has been changed to "w/", just to make names smaller
- renamed the mod to Traffic Stuff Mod
- blocks for bus stops and other blocks that were complicated to be placed are now placed as if they were normal blocks with no diagonal variants
-- as a result 15 new blocks have appeared in the creative tabs
- bux fixes
DOWNLOAD LINK:
http://www.mediafire.com/download/qfh1e53h2b9nnwh/Asphalt_Mod_[1.2.1]_-_pre4.zip