Looks like Mojang will be adding coloured glass to Minecraft in 1.7. They changed a lot of transparency issues, so I don't know if you'll find it easy to update to 1.7 when the time comes, not to mention whether they will add coloured light of their own(most likely not).
Will you make this work by default with 1.7 stained glass im assuming?
For my glass mod, my actions will change depending on how MCPatcher updates to 1.7, I'll either release a mod to create a better looking pane renderer, or I'll create a texture pack that supports CTM textures using MCPatcher.
If Mojang didn't release all types of colored sand, I'll be sure to release the other colors.
Then, yes. I will be able to focus on getting my colored Light API finished, and then I'll get back into the colored glass scene, working on having my Mod use the API to tint the light level as it travels through glass!
I want to get here, but I need to finish lots of work on the Colored Light API first.
java.lang.ClassCastException: yamhaven.easycoloredlights.blocks.WhiteColoredLightBlock cannot be cast to cpw.mods.fml.common.registry.BlockProxy
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:235)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:196)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:172)
at yamhaven.easycoloredlights.blocks.Blocks.init(Blocks.java:27)
at yamhaven.easycoloredlights.EasyColoredLights.postInit(EasyColoredLights.java:34)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:701)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:235)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:196)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:172)
at yamhaven.easycoloredlights.blocks.Blocks.init(Blocks.java:27)
at yamhaven.easycoloredlights.EasyColoredLights.postInit(EasyColoredLights.java:34)
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:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:701)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
For my glass mod, my actions will change depending on how MCPatcher updates to 1.7, I'll either release a mod to create a better looking pane renderer, or I'll create a texture pack that supports CTM textures using MCPatcher.
If Mojang didn't release all types of colored sand, I'll be sure to release the other colors.
Then, yes. I will be able to focus on getting my colored Light API finished, and then I'll get back into the colored glass scene, working on having my Mod use the API to tint the light level as it travels through glass!
I want to get here, but I need to finish lots of work on the Colored Light API first.
Did that answer your question?
I don't think Mojang's new red sand block has anything to do with stained glass
yes, but red sand isn't related with the new stained glass in the dev snapshot.
We anticipate that Mojang will release more colors for sand, as well as possibly change the current recipe for colored glass...
Remember, you're looking at a snapshot, it's bound to change.
We anticipate that Mojang will release more colors for sand, as well as possibly change the current recipe for colored glass...
Remember, you're looking at a snapshot, it's bound to change.
This is off topic.
Off topic:
Even though I think it will be nice to have falling colored blocks, I don't think that it's likely. It took a long time to fix transparency bug (which was the only thing holding stained glass back), so I can't think of a reason to show it incomplete. How long will it take to add that sand? Half an hour? And red sand is not really red, it is orange, so it would by kind of weird to get either red or orange glass from it.
Even though I think it will be nice to have falling colored blocks, I don't think that it's likely. It took a long time to fix transparency bug (which was the only thing holding stained glass back), so I can't think of a reason to show it incomplete. How long will it take to add that sand? Half an hour? And red sand is not really red, it is orange, so it would by kind of weird to get either red or orange glass from it.
I'm bored, where is beta? ;P
We've ran into a few issues with ASM conflicting with some classes. Beta will come when it's fixed.
Even though I think it will be nice to have falling colored blocks, I don't think that it's likely. It took a long time to fix transparency bug (which was the only thing holding stained glass back), so I can't think of a reason to show it incomplete. How long will it take to add that sand? Half an hour? And red sand is not really red, it is orange, so it would by kind of weird to get either red or orange glass from it.
I'm bored, where is beta? ;P
Mostly in pieces...
We can apparently load the core mod, but the core mod seems to break any other mod that you install after the fact.
Any mod that loads a block causes this error:
java.lang.ClassCastException: yamhaven.easycoloredlights.blocks.WhiteColoredLightBlock cannot be cast to cpw.mods.fml.common.registry.BlockProxy
For my glass mod, my actions will change depending on how MCPatcher updates to 1.7, I'll either release a mod to create a better looking pane renderer, or I'll create a texture pack that supports CTM textures using MCPatcher.
If Mojang didn't release all types of colored sand, I'll be sure to release the other colors.
Then, yes. I will be able to focus on getting my colored Light API finished, and then I'll get back into the colored glass scene, working on having my Mod use the API to tint the light level as it travels through glass!
I want to get here, but I need to finish lots of work on the Colored Light API first.
Did that answer your question?
That's good then
So... is it a good news? At least crash log is not that long... But why is there google? O_o
I don't think Mojang's new red sand block has anything to do with stained glass
There is colored / stained glass in the next update. It is in the snapshot.
In addition, I may have found a cause and / or fix for the issue with crashing.
And it really have nothing to do with red sand, at least at the current stage it's crafted from regular glass.
Does it mean beta is coming?
We hope so!
We've both been trying to patch the dang thing for quite some time. And we get errors everywhere.
Good to hear
yes, but red sand isn't related with the new stained glass in the dev snapshot.
And what exactly is good in hours of frustration on an empty place just to pack your work in .jar?
We anticipate that Mojang will release more colors for sand, as well as possibly change the current recipe for colored glass...
Remember, you're looking at a snapshot, it's bound to change.
This is off topic.
Off topic:
Even though I think it will be nice to have falling colored blocks, I don't think that it's likely. It took a long time to fix transparency bug (which was the only thing holding stained glass back), so I can't think of a reason to show it incomplete. How long will it take to add that sand? Half an hour? And red sand is not really red, it is orange, so it would by kind of weird to get either red or orange glass from it.
I'm bored, where is beta? ;P
We've ran into a few issues with ASM conflicting with some classes. Beta will come when it's fixed.
Mostly in pieces...
We can apparently load the core mod, but the core mod seems to break any other mod that you install after the fact.
Any mod that loads a block causes this error: