If I try to install something, all the mods that come with the patcher are greyed out. I dint install anything by hand and deleted everything twice. wath to do? I can`t just read this theard with 481 sides. Do I do somethin wrong?
You didn't tell us what version of Minecraft and which version of MCPatcher you're running for starters. We can't help you fix your problem if we don't know the details of your setup.
Make sure you have the latest version of MCPatcher if you're using 1.7.2, or the appropriate version if you're using an older Minecraft version.
I patched to the newest version of MCPatcher and was very pleasantly surprised to see that you'd added support for crops and stems. Thanks kindly, man! That really made my day, and I'm sure it'll do the same for plenty others.
Keep up the wonderful work! I'll be keeping an eye on the commits from now on for new features.
Good day!
Rollback Post to RevisionRollBack
I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
Glad to see MCPatcher 4.3.0 is out, even though it still needs some work I am glad it is getting updated. I don't know if anybody else is seeing what I see but the mods still don't work (I use Sphax PureBD) and none of MCPatcher mods are working. I can select them but they don't work. Hope it's not just me ....
...things I've noticed lol.
1, The north and east faces of CTM glass blocks have their left and right borders swapped.
...
I've noticed this on any repeated connected textures, as well.
The texture on each block is mirrored on the North and East facing sides.
Using the latest MCPatcher.
I've noticed this on any repeated connected textures, as well.
The texture on each block is mirrored on the North and East facing sides.
Using the latest MCPatcher.
It's not MCPatcher. It's Minecraft itself. It broke when they updated from 1,7,1 to 1,7,2.
I've noticed this on any repeated connected textures, as well.
The texture on each block is mirrored on the North and East facing sides.
Using the latest MCPatcher.
I had a thought about my issue, perhaps it's because of the use of normally solid blocks and making them translucent?
(if you didn't see it, you probably could see in my resource pack when you take some glass block behind obsidian.)
I've also done this with the wood door because I could XD, and well because the only thing I have to worry about is colored glass, I'm cool with changing that to rP=1 and having other colored glass effect it. So I'm probably gonna take my obsidian .properties out as a quick fix for that until something is found out.
If you need to know, I'm running on an ATI Radeon 2400 on an AMD Athlon dual core... and yes I'm surprised the thing still works XD.
Some of my CTM for stone brick is behaving differently for in the latest MCPatcher. Now it is applying itself to quartz slabs, but only for a single quartz slab in the upper position. I'm at a loss trying to figure out what's going on-- everything else seems to work as expected, and as it did in 1.6.x. My experimental cobble CTM also applies itself to the same quartz slabs.
File: block44side.properties
# Stonebrick Slab
metadata=5 13
method=fixed
faces=east west north south
tiles=sb_slabside
Some of my CTM for stone brick is behaving differently for in the latest MCPatcher. Now it is applying itself to quartz slabs, but only for a single quartz slab in the upper position. I'm at a loss trying to figure out what's going on-- everything else seems to work as expected, and as it did in 1.6.x. My experimental cobble CTM also applies itself to the same quartz slabs.
File: block44side.properties
# Stonebrick Slab
metadata=5 13
method=fixed
faces=east west north south
tiles=sb_slabside
Yeaah, the fix is kind of ugly. Good for still water, yeah, but flowing water looks buggy with just the top part rendering. I liked how it was in 1.6.4 since the water flowing water texture helps give it the look that you're behind water and it's cascading around you. With 1.7.2 and the "fixed" version, it really doesn't look right at all. I guess it ~might~ look better if some sort of falloff was applied to the surface when the water's flowing, but I don't know if that'd be possible.
So is anyone else not happy with Mojang's "fix" for not being able to see the water surface from underwater? (See MC-34751)
Looks like quality work from our professional bandaiders over at Nojang.
Of course, I'm sure you know better than most people here just how messy the code is. I'm a java programmer myself, and even though I haven't actually looked at MC's source it's pretty obvious to me, just judging by the filenames they pick for the textures, they have no professional education on java programming. They seem to operate more like advanced amateurs. They seem to just do "eh whatever!" with no regard what so ever to any kind of organizational pattern, industry standard or their own.
I noticed in some old posts you stated that jukebox CTM does not work after 1.2.5. Does the server send NBT data about the music playing to the client? Perhaps using the way comparators detect it would work.
Of course, I'm sure you know better than most people here just how messy the code is. I'm a java programmer myself, and even though I haven't actually looked at MC's source it's pretty obvious to me, just judging by the filenames they pick for the textures, they have no professional education on java programming. They seem to operate more like advanced amateurs. They seem to just do "eh whatever!" with no regard what so ever to any kind of organizational pattern, industry standard or their own.
The code's messy in places for sure, but not horrible. I think you touched on a deeper problem though. It's a cycle. They sit down to fix bugs or do other grunt work, get distracted by some "cool" new feature -- this streaming thing being the latest example -- and the community fawns over it. The boring work of fixing/balancing the old stuff gets pushed to the background, piling onto the debt. No one at Mojang seems to be willing to crack the whip, so the backlog gets bigger and even easier to get distracted from next time.
What also bothers me is a little graphical glitch on my creative inventory tabs:
Strange. MCPatcher doesn't even modify the GUI classes, so it must be a side effect of something else. Do you happen to know which MCPatcher feature in particular causes it? I'll check myself later, but it will help me narrow the problem down.
I noticed in some old posts you stated that jukebox CTM does not work after 1.2.5. Does the server send NBT data about the music playing to the client? Perhaps using the way comparators detect it would work.
I haven't actually looked if anything changed, but the fact that comparators can detect it doesn't mean anything. Like all game logic, that's likely done on the server.
PSN:
Can't you read? I said I only play PC Minecraft
Member Details
Um, I really need some help. I'm trying to make a resource pack that uses the CIT feature, but the help page doesn't give me the information I need. I don't need all of that help, I need a format, or an example on how you type it.
Basically, I need a pre-made CIT file for renamed items. It doesn't matter what the item is, I just need a pre-made CIT file.
Um, I really need some help. I'm trying to make a resource pack that uses the CIT feature, but the help page doesn't give me the information I need. I don't need all of that help, I need a format, or an example on how you type it.
Basically, I need a pre-made CIT file for renamed items. It doesn't matter what the item is, I just need a pre-made CIT file.
CIT is super easy, actually.
1. make a \assets\minecraft\mcpatcher\cit folder in your pack. (you can add subfolders as well)
2. Whatever texture you want to use CIT on, put the CIT-version in the folder.
3. Make a same-name .properties file (IE: damaged_diamond_pickaxe.png and .properties)
4. Inside, the only line *required* is:
items=ItemID
But, most people won't be using CIT for just that.. if they were, why would they even bother?
Here's an example .properties file for a bat spawn egg in my pack, where the damage property stores the type of mob that spawns
items=383
damage=65
..and one from Misa's pack, thats an example of tool desegregation, any durability level between 626-1249 on item 279 (an axe) would use the texture misaaxd1.png
Make sure you have the latest version of MCPatcher if you're using 1.7.2, or the appropriate version if you're using an older Minecraft version.
Keep up the wonderful work! I'll be keeping an eye on the commits from now on for new features.
Good day!
Just mcpatcher and Zans standalone http://pastebin.com/Yxk390ki
Modloader version and mcpatcher http://pastebin.com/3hwQkRDq
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I've noticed this on any repeated connected textures, as well.
The texture on each block is mirrored on the North and East facing sides.
Using the latest MCPatcher.
It's not MCPatcher. It's Minecraft itself. It broke when they updated from 1,7,1 to 1,7,2.
That's https://mojang.atlassian.net/browse/MC-37106 , will be fixed in the upcoming Minecraft 1.7.3
(if you didn't see it, you probably could see in my resource pack when you take some glass block behind obsidian.)
I've also done this with the wood door because I could XD, and well because the only thing I have to worry about is colored glass, I'm cool with changing that to rP=1 and having other colored glass effect it. So I'm probably gonna take my obsidian .properties out as a quick fix for that until something is found out.
If you need to know, I'm running on an ATI Radeon 2400 on an AMD Athlon dual core... and yes I'm surprised the thing still works XD.
File: block44side.properties
File: block44top.properties
You can also see the glitch in action in my pack (click my sig). Does this make sense to anybody?
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It's a bug in mcpatcher with metadata of 15. Apparently its fixed in the next release, along with the custom biome colors bug.
Putting the CENDENT back in transcendent!
Thanks, that's good to know.
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The setup:
1.6.4:
1.7.2:
13w47c:
This is surprisingly complicated to fix, but I may have something that will work.
Looks like quality work from our professional bandaiders over at Nojang.
Of course, I'm sure you know better than most people here just how messy the code is. I'm a java programmer myself, and even though I haven't actually looked at MC's source it's pretty obvious to me, just judging by the filenames they pick for the textures, they have no professional education on java programming. They seem to operate more like advanced amateurs. They seem to just do "eh whatever!" with no regard what so ever to any kind of organizational pattern, industry standard or their own.
/rantoff
Is there any way to add support nbt.display.Name for blocks?
The code's messy in places for sure, but not horrible. I think you touched on a deeper problem though. It's a cycle. They sit down to fix bugs or do other grunt work, get distracted by some "cool" new feature -- this streaming thing being the latest example -- and the community fawns over it. The boring work of fixing/balancing the old stuff gets pushed to the background, piling onto the debt. No one at Mojang seems to be willing to crack the whip, so the backlog gets bigger and even easier to get distracted from next time.
I added my two cents as well. Everyone please upvote this one if you want to see it fixed.
Strange. MCPatcher doesn't even modify the GUI classes, so it must be a side effect of something else. Do you happen to know which MCPatcher feature in particular causes it? I'll check myself later, but it will help me narrow the problem down.
I haven't actually looked if anything changed, but the fact that comparators can detect it doesn't mean anything. Like all game logic, that's likely done on the server.
Basically, I need a pre-made CIT file for renamed items. It doesn't matter what the item is, I just need a pre-made CIT file.
CIT is super easy, actually.
1. make a \assets\minecraft\mcpatcher\cit folder in your pack. (you can add subfolders as well)
2. Whatever texture you want to use CIT on, put the CIT-version in the folder.
3. Make a same-name .properties file (IE: damaged_diamond_pickaxe.png and .properties)
4. Inside, the only line *required* is:
But, most people won't be using CIT for just that.. if they were, why would they even bother?
Here's an example .properties file for a bat spawn egg in my pack, where the damage property stores the type of mob that spawns
..and one from Misa's pack, thats an example of tool desegregation, any durability level between 626-1249 on item 279 (an axe) would use the texture misaaxd1.png
misaaxd1.properties:
As for settings and tweaks, this should help get you going in the right direction:
https://bitbucket.org/prupe/mcpatcher/src/cd62a7644b4ed60849cc5ff0dc970b7e58f4149d/doc/cit.properties?at=3.x
(EDIT: Note that matchItems and Items are the same thing basically)