Try updating your Optifine to a more recent version then.
AA only has C available as the latest version.
Attempting the mod again with OptiFine Standard D6 shows the same bug.
EDIT: Mobs that are on fire work perfectly fine, but torches and other items don't...
EDIT 2: It actually appears to happen in the non-optifine version as well. Config file:
// Configuration File. Enter custom shiny Items here if you want to.
//
// Specification:
// ItemID:MaximalBrightness:Lightrange:ItemLightTimeLimit:WorksUnderwater
//
//
// note ItemLightTimeLimit and WorksUnderwater are optional. You do not need to specify values. Defaults are -1 (shines so long the item exists) and 1 (works underwater)
// you MUST put the values in the order provided. If you only want to change WorksUnderwater, input -1 for ItemTimeLimit
// Time Limit is in Seconds
//
// Like this: 50:15:31:-1:0
//
//
// for Item IDs consult http://www.minecraftwiki.net/wiki/Data_values. Supports custom IDs. Supports worn armor pieces.
// Brightness ranges from 9 (barely visible) to 15 (sunlit)
//
// oh and you can specify the toggle button
ToggleButton:L
//
//
// default - Torches
50:14:31:-1:0
//
// default - Glowstone
89:12:25
//
// default - Glowstone Dust
348:10:21
//
// default - Lit Pumpkin / Jack o Lantern
91:15:31
//
// default - Bucket of Lava
327:15:31
//
// default - Redstone
331:10:21
//
// default - Redstone Torch
76:10:21
//
// redpower2 - lumar
1256:14:31:-1:1
There isn't a problem at all if there isnt a download link, right?
You can download my individual modifications through right-click, but not the entire Faithful 32x pack.
New texture -- True Bed :biggrin.gif:
EDIT: Another new texture (too close together with the True Bed to deserve a new post) -- Smooth Flint! It's the flint texture with a real gradient for the shading instead of the old rough gradient.
They were based off the ideas of the mod, and Jeb did get to peek at Hippoplatimus's code for a general idea of how some things worked.
I didn't say it wasn't based off the ideas, and I didn't say he couldn't see the mod's code.
I am saying that he didn't just add the mod. And I don't see a reason for choosing 16, 12, 15, or any other number you can think of for a piston limit.
I would have thought if the original 16 block movement could have been kept from the mod it would have. Minecraft loves powers of 2 (1, 2, 4, 8, 16, 32, 64, ...).
I have made a mod that will extend the piston pushing length to 24.
Notch didn't add these features because he didn't want them in the game. He would have added the last two features if he wanted them in.
Its a suggestion. If Notch does accept this idea, I am not expecting him to add the things under the "NEW" area. The only important thing is pushing obsidian. Pushing further away doesn't matter either in my opinion. It would be nice to have, but isn't needed.
I like it, but how would we crush blocks if it will push them all? Will super pistons not be able to push other super pistons? I personally just like the idea of it launching and crushing stuff...
In the original Piston Mod, you crush blocks by having two pistons that face eachother, and when they extend the ends of their arms touch. So if you have a cobblestone blocks in between two pistons like this:
I don't think you're going to be able to push any more blocks at once than the current pistons can; it's a data limitation.
The reason obsidian is not pushed is so that you can use it to stop a piston from pushing blocks past a certain point. There are a few situations where pushing obsidian might come in handy, but not enough to deserve a new piston type.
It is possible (and very easy) to make a mod that makes pistons push further. You only change ONE value in BlockPistonBase.
0
0
AA only has C available as the latest version.
Attempting the mod again with OptiFine Standard D6 shows the same bug.
EDIT: Mobs that are on fire work perfectly fine, but torches and other items don't...
EDIT 2: It actually appears to happen in the non-optifine version as well. Config file:
// Configuration File. Enter custom shiny Items here if you want to.
//
// Specification:
// ItemID:MaximalBrightness:Lightrange:ItemLightTimeLimit:WorksUnderwater
//
//
// note ItemLightTimeLimit and WorksUnderwater are optional. You do not need to specify values. Defaults are -1 (shines so long the item exists) and 1 (works underwater)
// you MUST put the values in the order provided. If you only want to change WorksUnderwater, input -1 for ItemTimeLimit
// Time Limit is in Seconds
//
// Like this: 50:15:31:-1:0
//
//
// for Item IDs consult http://www.minecraftwiki.net/wiki/Data_values. Supports custom IDs. Supports worn armor pieces.
// Brightness ranges from 9 (barely visible) to 15 (sunlit)
//
// oh and you can specify the toggle button
ToggleButton:L
//
//
// default - Torches
50:14:31:-1:0
//
// default - Glowstone
89:12:25
//
// default - Glowstone Dust
348:10:21
//
// default - Lit Pumpkin / Jack o Lantern
91:15:31
//
// default - Bucket of Lava
327:15:31
//
// default - Redstone
331:10:21
//
// default - Redstone Torch
76:10:21
//
// redpower2 - lumar
1256:14:31:-1:1
0
The Non-Optifine version had the light properly, but after trying the Optifine version, the lights look like this instead:
The lights aren't fully displaying, only two bars of light show up.
I have the following mods installed (in order of installation, MCPatcher)
ModLoader
ModLoaderMP
Minecraft Forge 1.3.3.12
SDK's Mods 1.1 v5
mod_macros 0.85 for 1.1
Improved Chat 1.1
NotEnoughItems 1.1.1
NotEnoughItems RedPower2 Plugin 1.1
CJB's Mods 5.3.2
InfinitesLoop ControlPack 4.7
OptiFine 1.1 HD AntiAliasing C
Dynamic Lights MCPatcher (Optifine version)
Mods in mods folder:
ComputerCraft 1.3
WorldEditCUI 1.1a
CJB's Mods 5.3.2
CodeChickenCore 0.4.2
RedPower2 Array 2.0pr4d
RedPower2 Core 2.0pr4d
RedPower2 Lighting 2.0pr4d
RedPower2 Logic 2.0pr4d
RedPower2 Machine 2.0pr4d
RedPower2 Wiring 2.0pr4d
RedPower2 World 2.0pr4d
1
These are members of our community at http://cole2sworld.com/ that didn't register a Minecraft Forums account until now.
You can check their join dates on our forums, you can see them in game. They are real people.
--------------------------------
Joe, thanks for posting this for us. :biggrin.gif:
0
Removed the equipment icons from the GUI alts, and added Enchantment Table, Brewing Stand and Creative Inventory GUIs.
0
You can download my individual modifications through right-click, but not the entire Faithful 32x pack.
New texture -- True Bed :biggrin.gif:
EDIT: Another new texture (too close together with the True Bed to deserve a new post) -- Smooth Flint! It's the flint texture with a real gradient for the shading instead of the old rough gradient.
1
First hand-pixeled texture instead of "taking snippets of Faithful 32x and slapping them together into something different."
0
I didn't say it wasn't based off the ideas, and I didn't say he couldn't see the mod's code.
I am saying that he didn't just add the mod. And I don't see a reason for choosing 16, 12, 15, or any other number you can think of for a piston limit.
Page 2
0
They did not base the vanilla pistons off the original mod, or any mod for that matter. Jeb felt the need to rewrite most of it.
0
I have made a mod that will extend the piston pushing length to 24.
Download Piston Push Distance Extension (1.8.1)
0
Its a suggestion. If Notch does accept this idea, I am not expecting him to add the things under the "NEW" area. The only important thing is pushing obsidian. Pushing further away doesn't matter either in my opinion. It would be nice to have, but isn't needed.
0
This piston is supposed to be expensive and hard to get.
0
In the original Piston Mod, you crush blocks by having two pistons that face eachother, and when they extend the ends of their arms touch. So if you have a cobblestone blocks in between two pistons like this:
= Piston
and the two extend
= cobblestone item
= Piston base
= Piston arm
0
It is possible (and very easy) to make a mod that makes pistons push further. You only change ONE value in BlockPistonBase.
I also added 2 other uses into the OP.
0
I made some Faithful 32x textures for it :smile.gif:
Click here to download all the textures (Put in Faithful32.zip, buffs.png has to go in minecraft.jar)
Textures:
(buffs.png)
(potions/0.png)
(potions/1.png)
(potions/2.png)
(potions/3.png)
(potions/4.png)
(potions/5.png)
(potions/6.png)
(potions/7.png)