I try to use metadata for grass block to have different pattern.
I used CTM method for this block.
My plan is making the grass blocks metadata=1 have it own border with the grass blocks metadata=0 around (it will looks much better to have a border for transition between two blocks),
but seems like that the connection doesn't support the difference between metadata (I know that connect=block or tile or material)
I just wonder if there is any way to have the metadata detectable connection?
BTW, I also feel confused about the color render.
I try to assign this grass texture to another block so that there will no connection with the grass blocks.
The problem is that the colors of border showed in game are different from the grass block which is need .
Is it the problem of colormap here? If so, how can I assgin the same colormap to a specific block from a mod?
Here is the appearance I want.
See that the light green color grass with the deeper green color grass in the pic.
It has transition between these two types of grass
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I used CTM method for this block.
My plan is making the grass blocks metadata=1 have it own border with the grass blocks metadata=0 around (it will looks much better to have a border for transition between two blocks),
but seems like that the connection doesn't support the difference between metadata (I know that connect=block or tile or material)
I just wonder if there is any way to have the metadata detectable connection?
BTW, I also feel confused about the color render.
I try to assign this grass texture to another block so that there will no connection with the grass blocks.
The problem is that the colors of border showed in game are different from the grass block which is need .
Is it the problem of colormap here? If so, how can I assgin the same colormap to a specific block from a mod?
Here is the appearance I want.
See that the light green color grass with the deeper green color grass in the pic.
It has transition between these two types of grass
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I have hard time to add the "blockSunFlower" into blockmap.
The blockSunFlower is a block like long grass so I want to add the "brush" to it.
I have already known the domain is "mod_ecru_MapleTree".
The trouble is the remaining stuff.
I think it should be something like "mod_ecru_MapleTree>blockSunFlower = brush"
However it doesn't work.
The interesting thing is that I check this block with "/itemdb" in server and it gave me
MOD_ECRU_MAPLETREE_ECRU_BLOCKSUNFLOWER which has an extra "ECRU" inside.
Or maybe I have some misunderstanding for adding "brush" type blocks?(As these blocks cannot be actually stepped on)
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I'm seeking a tutorial for this mod.
I want to add a trigger to carpenter mod.
Is this alright? "carpentersblocks>blockcarpentersblock = wood"
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I just wonder if i put the steve in mcpatcher\mob or \entity.
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I think it's an esay problem. I remember some resource packs have this function.
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I think lots of people really need this kind of mod!
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Waiting for the new feature!
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It's Hungry Animals and you might have interests to look it over.
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I wonder if this mod can be used with herdmod which also tweak the behavior of the animals.
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itemGroup.storageDrawers=抽屉
item.upgrade.iron.name=抽屉改装(II)
item.upgrade.gold.name=抽屉改装 (III)
item.upgrade.obsidian.name=抽屉改装 (IV)
item.upgrade.diamond.name=抽屉改装 (V)
item.upgrade.emerald.name=抽屉改装 (VI)
tile.fullDrawers2.oak.name=橡木抽屉 1x2
tile.fullDrawers2.spruce.name=云杉木抽屉 1x2
tile.fullDrawers2.birch.name=白桦木抽屉 1x2
tile.fullDrawers2.jungle.name=丛林木抽屉 1x2
tile.fullDrawers2.acacia.name=金合欢木抽屉 1x2
tile.fullDrawers2.big_oak.name=深色橡木抽屉 1x2
tile.fullDrawers4.oak.name=橡木抽屉 2x2
tile.fullDrawers4.spruce.name=云杉木抽屉 2x2
tile.fullDrawers4.birch.name=白桦木抽屉 2x2
tile.fullDrawers4.jungle.name=丛林木抽屉 2x2
tile.fullDrawers4.acacia.name=金合欢木抽屉 2x2
tile.fullDrawers4.big_oak.name=深色橡木抽屉 2x2
tile.halfDrawers2.oak.name=小型橡木抽屉 1x2
tile.halfDrawers2.spruce.name=小型云杉木抽屉 1x2
tile.halfDrawers2.birch.name=小型白桦木抽屉 1x2
tile.halfDrawers2.jungle.name=小型丛林木抽屉 1x2
tile.halfDrawers2.acacia.name=小型金合欢木抽屉 1x2
tile.halfDrawers2.big_oak.name=小型深色橡木抽屉 1x2
tile.halfDrawers4.oak.name=小型橡木 抽屉 2x2
tile.halfDrawers4.spruce.name=小型云杉木抽屉 2x2
tile.halfDrawers4.birch.name=小型白桦木抽屉 2x2
tile.halfDrawers4.jungle.name=小型丛林木抽屉 2x2
tile.halfDrawers4.acacia.name=小型金合欢木抽屉 2x2
tile.halfDrawers4.big_oak.name=小型深色橡木抽屉 2x2
storageDrawers.drawers.description=每个抽屉储存 %d 组
storageDrawers.upgrade.description=增加 %d 倍的储容量
storageDrawers.waila.empty=空的
storageDrawers.waila.level=等级: %s
storageDrawers.waila.drawer=抽屉 #%s: %s
0
Also the songs in default list cannot play.
It tells me that "Error, could not read file"
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Thank you for making this idea into a mod!
Also the mod inspires me.
Maybe you can make this mod more complicated and modular.
For instance, you can make totem have a container or slot to place specific item which may attract different animal.
Like, wheat will attract cow and sheep, carrot can attract the pig or maybe diamond can attract all the animal and other effect?
It's depended by your intelligence.:P
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But should we compile this mod by ourselves?
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I have known the target system and permission system changed but I don't know how to save these books.
By clicking done or sign?(Sorry, I don't understant what "craft itself" means)
Each ways I have tried but the contents don't change.