Thanks, but I still can't get that to work, unless Unmined is reporting the block numbers incorrectly, because it's saying there are monster spawners all over the place (ID # 52) in the Twilight Forest when those blocks should just be a type of leaves.
I will wait for the editor in the mean time. It would be really nice if it could import the Mapwriter color file directly, that would save an enormous amount of time.
What Minecraft version are you using?
Could you upload your world? Level.dat and one region file from Twilight Forest is enough.
Custom colors for blocks with different data IDs seems to have broken between 0.6.2 and 0.6.4. I've only noticed a problem with wool and carpet so far. The world is used in MC 1.8.1.
In 0.6.2 it worked as expected.
In 0.6.4, the only AppliesTo value that actually results in coloring any wool blocks is minecraft:wool, which colors all wool blocks the same color. If you try to use minecraft:wool:0 or minecraft:wool:12 or whatever, no wool receives that color.
Custom colors for blocks with different data IDs seems to have broken between 0.6.2 and 0.6.4. I've only noticed a problem with wool and carpet so far.
In the lower right is a dark forest, the leaves are being reported as ID 1588, 1536 and 52, which I know is incorrect, as that is a mob spawner. I'm not sure what the actual ID numbers used in game are, I haven't had a chance to check.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
In the lower right is a dark forest, the leaves are being reported as ID 1588, 1536 and 52, which I know is incorrect, as that is a mob spawner. I'm not sure what the actual ID numbers used in game are, I haven't had a chance to check.
Awesome, thank you so very much, that works much better now.
Just curious, is the option to zoom out further than 100% going to come back? That was really useful to get a quick overview of the world to allow scrolling to a certain place and then zoom in.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
The new json style sheets are interesting, but how are they used? [...]
Now you can create metapacks containing block information for each mod, and uNmINeD (0.7.313+) will assign corresponding terrain colors automatically. This is a better solution than defining colors for each block. See Metapacks folder for examples.
Now you can create metapacks containing block information for each mod, and uNmINeD (0.7.313+) will assign corresponding terrain colors automatically. This is a better solution than defining colors for each block. See Metapacks folder for examples.
This looks interesting, once I have more time, I will examine it more closely, thanks.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Hi! I'm having problems using this tool, everytime i execute Unmined.WpfApp.exe the program doesn't start. I'm using W8 and already installed .NET Framework 4.5
Thanks
Next release will have an error log you can send me to solve the problem.
System.ArgumentNullException: Value cannot be null.
Parameter name: instance
at SimpleInjector.Container.RegisterSingle[TService](TService instance)
at Unmined.Core.Instance.UnminedInstance..ctor()
at Unmined.WpfApp.UnminedBootstrapper.OnStartup(Object sender, StartupEventArgs e)
at System.Windows.Application.<.ctor>b__1(Object unused)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
Which works fine, but it colors all the flowers green, and I've noticed that Unmined colors the regular Minecraft flowers green as well. Is there any way to make it color them the color they are in game? Botania flowers are all different colors.
Also, is there a list of terrain type for the "Tags" option? I've been looking at the included files, but it would be nice to have a list of the allowable tags and what they mean.
It would also be a cool feature if you could right-click on a block and have an option to copy it's text id name to allow it to be pasted into a meta file, instead of trying to remember what it is, miss a capital letter, not have it work, etc.
Is there any way to make it color them the color they are in game? Botania flowers are all different colors.
The easiest way is to create a new stylesheet file (ex. "Stylesheets/botania.colored.json"), and define the flower colors there. It works the same way as coloring wool blocks, see post #257 by tony311.
Also, is there a list of terrain type for the "Tags" option? I've been looking at the included files, but it would be nice to have a list of the allowable tags and what they mean.
Tags are not predefined, you can use anything you want. Tags are used in stylesheets (and some unreleased functions) to reference group of blocks from metapacks, they don't mean anything special. It's a good idea to use structured tags and a custom prefix (other than "terrain") to prevent future collisions.
The easiest way is to create a new stylesheet file (ex. "Stylesheets/botania.colored.json"), and define the flower colors there. It works the same way as coloring wool blocks, see post #257 by tony311.
Tags are not predefined, you can use anything you want. Tags are used in stylesheets (and some unreleased functions) to reference group of blocks from metapacks, they don't mean anything special. It's a good idea to use structured tags and a custom prefix (other than "terrain") to prevent future collisions.
Ok, thanks, I see how tony311 formatted his, I will look into that. Too bad Map Writer goes by block ID # and not the block name, it would be pretty simple to convert it's color file to one that could be used in Unmined. Does Unmined support block ID numbers as well? Probably should try it and see I guess.
I did see how tags are defined in the style sheet, but when I tried to create a new one, all I that was displayed was a grass color so I must have done something wrong.
Awesome, I'll fiddle around with it. Are you still planning native Map Writer color file support? Only want to know if I should put a lot of effort into it or not.
OK had some time to fool around with it this morning and had pretty good success once I figured out how to manipulate the Map Writer data in Excel to get a viable format that Unmined could read. Have a bit of a problem with some items though. Here's the full file
Awesome, I'll fiddle around with it. Are you still planning native Map Writer color file support? Only want to know if I should put a lot of effort into it or not.
Yes, unmined will be able to import stylesheets from MapWriter txt format.
{"AppliesTo":["1907:2"],"BaseColorId":"#7f898d"}, But it still appears as bright pink? There are some other items that have the same issue, like some Thermal Foundation ores, Project Red ores, etc.
There are two issues in unmined causing this, I will fix them.
Another question, if I may, how do I change the transparency of a specific item? I've tried this:
and it appears to do nothing, is there another way, or am I dong it wrong?
Terrain renderer does not support transparency (it will). "Satellite" renderer does (see water and leaves here), but it's not included in releases because it's not finished.
Awesome, thanks for the answers, I at least will stop trying on the stuff that won't work.
I did a little surgery on the main files because I didn't like that stone and grass had the same color. In unmined.minecraft.json I added this section:
What Minecraft version are you using?
Could you upload your world? Level.dat and one region file from Twilight Forest is enough.
In 0.6.2 it worked as expected.
In 0.6.4, the only AppliesTo value that actually results in coloring any wool blocks is minecraft:wool, which colors all wool blocks the same color. If you try to use minecraft:wool:0 or minecraft:wool:12 or whatever, no wool receives that color.
Here's the relevant section of my stylesheet:
{"BaseColorId": "#dedede","AppliesTo": ["minecraft:wool:0", "minecraft:carpet:0" ]},
{"BaseColorId": "#d57200","AppliesTo": ["minecraft:wool:1", "minecraft:carpet:1" ]},
{"BaseColorId": "#960071","AppliesTo": ["minecraft:wool:2", "minecraft:carpet:2" ]},
{"BaseColorId": "#3b83d4","AppliesTo": ["minecraft:wool:3", "minecraft:carpet:3" ]},
{"BaseColorId": "#ceb43a","AppliesTo": ["minecraft:wool:4", "minecraft:carpet:4" ]},
{"BaseColorId": "#6c8a33","AppliesTo": ["minecraft:wool:5", "minecraft:carpet:5" ]},
{"BaseColorId": "#d89b9f","AppliesTo": ["minecraft:wool:6", "minecraft:carpet:6" ]},
{"BaseColorId": "#434343","AppliesTo": ["minecraft:wool:7", "minecraft:carpet:7" ]},
{"BaseColorId": "#919191","AppliesTo": ["minecraft:wool:8", "minecraft:carpet:8" ]},
{"BaseColorId": "#6fc6c2","AppliesTo": ["minecraft:wool:9", "minecraft:carpet:9" ]},
{"BaseColorId": "#41005d","AppliesTo": ["minecraft:wool:10", "minecraft:carpet:10"]},
{"BaseColorId": "#003aa2","AppliesTo": ["minecraft:wool:11", "minecraft:carpet:11"]},
{"BaseColorId": "#503305","AppliesTo": ["minecraft:wool:12", "minecraft:carpet:12"]},
{"BaseColorId": "#003c00","AppliesTo": ["minecraft:wool:13", "minecraft:carpet:13"]},
{"BaseColorId": "#800000","AppliesTo": ["minecraft:wool:14", "minecraft:carpet:14"]},
{"BaseColorId": "#000000","AppliesTo": ["minecraft:wool:15", "minecraft:carpet:15"]},
Fixed in 0.6.9, thx
Minecraft 1.7.10 with Forge 1236, Twilight Forest v2.3.2
Here's the main level.dat and a couple region files and level.dat from the DIM7 folder which is Twilight Forest
http://www.mediafire.com/download/ovkts0yx6nb9d45/New_folder.zip
In the lower right is a dark forest, the leaves are being reported as ID 1588, 1536 and 52, which I know is incorrect, as that is a mob spawner. I'm not sure what the actual ID numbers used in game are, I haven't had a chance to check.
D_B
To tell them how to live is to prevent them living.
Fixed.
Thank you for reporting this.
Awesome, thank you so very much, that works much better now.
Just curious, is the option to zoom out further than 100% going to come back? That was really useful to get a quick overview of the world to allow scrolling to a certain place and then zoom in.
D_B
To tell them how to live is to prevent them living.
Now you can create metapacks containing block information for each mod, and uNmINeD (0.7.313+) will assign corresponding terrain colors automatically. This is a better solution than defining colors for each block. See Metapacks folder for examples.
This looks interesting, once I have more time, I will examine it more closely, thanks.
D_B
To tell them how to live is to prevent them living.
Next release will have an error log you can send me to solve the problem.
"
System.ArgumentNullException: Value cannot be null.
Parameter name: instance
at SimpleInjector.Container.RegisterSingle[TService](TService instance)
at Unmined.Core.Instance.UnminedInstance..ctor()
at Unmined.WpfApp.UnminedBootstrapper.OnStartup(Object sender, StartupEventArgs e)
at System.Windows.Application.<.ctor>b__1(Object unused)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
"
Fixed in 0.7.315. Thx for reporting.
"Author": "Dweller_Benthos",
"Blocks": [
{
"BlockType": "NonBlocking",
"DisplayName": "Botania Flower",
"SubBlocks": [],
"Tags": [
"#terrain.vegetation.underbrush.flower"
],
"TextId": "Botania:flower",
"Transparency": 15
}
],
"BlockTags": [],
"Description": "Blocks from Botania",
"DisplayName": "Botania",
"IdMappings": {},
"MetapackVersion": "2015-01-26",
"ModVersion": "",
"Url": "http://unmined.intro.hu"
}
Which works fine, but it colors all the flowers green, and I've noticed that Unmined colors the regular Minecraft flowers green as well. Is there any way to make it color them the color they are in game? Botania flowers are all different colors.
Also, is there a list of terrain type for the "Tags" option? I've been looking at the included files, but it would be nice to have a list of the allowable tags and what they mean.
It would also be a cool feature if you could right-click on a block and have an option to copy it's text id name to allow it to be pasted into a meta file, instead of trying to remember what it is, miss a capital letter, not have it work, etc.
D_B
To tell them how to live is to prevent them living.
The easiest way is to create a new stylesheet file (ex. "Stylesheets/botania.colored.json"), and define the flower colors there. It works the same way as coloring wool blocks, see post #257 by tony311.
Tags are not predefined, you can use anything you want. Tags are used in stylesheets (and some unreleased functions) to reference group of blocks from metapacks, they don't mean anything special. It's a good idea to use structured tags and a custom prefix (other than "terrain") to prevent future collisions.
Ok, thanks, I see how tony311 formatted his, I will look into that. Too bad Map Writer goes by block ID # and not the block name, it would be pretty simple to convert it's color file to one that could be used in Unmined. Does Unmined support block ID numbers as well? Probably should try it and see I guess.
I did see how tags are defined in the style sheet, but when I tried to create a new one, all I that was displayed was a grass color so I must have done something wrong.
D_B
To tell them how to live is to prevent them living.
Awesome, I'll fiddle around with it. Are you still planning native Map Writer color file support? Only want to know if I should put a lot of effort into it or not.
OK had some time to fool around with it this morning and had pretty good success once I figured out how to manipulate the Map Writer data in Excel to get a viable format that Unmined could read. Have a bit of a problem with some items though. Here's the full file
http://pastebin.com/6VpBrEuq
For instance, Ars Magica Vinteum Ore has an ID # of 1907:2 which is defined in the file as
But it still appears as bright pink? There are some other items that have the same issue, like some Thermal Foundation ores, Project Red ores, etc.
Another question, if I may, how do I change the transparency of a specific item? I've tried this:
and it appears to do nothing, is there another way, or am I dong it wrong?
D_B
To tell them how to live is to prevent them living.
Yes, unmined will be able to import stylesheets from MapWriter txt format.
There are two issues in unmined causing this, I will fix them.
Terrain renderer does not support transparency (it will). "Satellite" renderer does (see water and leaves here), but it's not included in releases because it's not finished.
I did a little surgery on the main files because I didn't like that stone and grass had the same color. In unmined.minecraft.json I added this section:
Then in the style sheet unmined.default.json I added these sections
Under colors
Under gradients:
Under items
This makes the stone stand out from the grass and be more gray colored, just something I prefer over the combined stone and grass colors.
D_B
To tell them how to live is to prevent them living.