Manic Digger

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 Post subject: Re: some new textures
PostPosted: Sun Sep 20, 2015 11:06 pm 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
Just in case you wanted some swamp water, here is some. available with or without plants.


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swampwaterplants.png
swampwaterplants.png [ 4.13 KiB | Viewed 250 times ]
swampwater.png
swampwater.png [ 4.13 KiB | Viewed 250 times ]
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 Post subject: Re: some new textures
PostPosted: Sun Sep 27, 2015 8:45 pm 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
This one is a majic machine of some kind. maybe a teleport, maybe a GPS reciever.


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majicmachine.png
majicmachine.png [ 4.15 KiB | Viewed 243 times ]
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 Post subject: Re: some new textures
PostPosted: Fri Oct 02, 2015 12:59 am 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
You guys like boxes of bones, right? Good, because that's what I have for you. This is meant to be a toggle light up block. both lit and unlit textures are shown.

Edit: I made a few improvements to the lit version.


Attachments:
skullcagelit.png
skullcagelit.png [ 2.88 KiB | Viewed 231 times ]
skullcage.png
skullcage.png [ 4.15 KiB | Viewed 237 times ]
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 Post subject: Re: some new textures
PostPosted: Sat Oct 03, 2015 2:16 am 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
This is a wizard bookcase.


Attachments:
wizardbookcase1.png
wizardbookcase1.png [ 4.15 KiB | Viewed 230 times ]
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 Post subject: Re: some new textures
PostPosted: Sat Oct 03, 2015 3:13 am 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
delicious pies. the zip has apple, pumpkin, and a texture for the sides


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My Pies.zip [4.67 KiB]
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applepie.png
applepie.png [ 4.15 KiB | Viewed 228 times ]
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 Post subject: Re: some new textures
PostPosted: Sat Oct 10, 2015 2:43 am 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
Here is a mod. a strange error causes the user to teleport to the top of a block when the block is used. I can't turn it off.


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JWG258extrablocks.zip [24.6 KiB]
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 Post subject: Re: some new textures
PostPosted: Sat Oct 10, 2015 4:32 am 
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Joined: Fri Sep 06, 2013 2:49 am
Posts: 24
You were using the same block ids that were used for railblocks. You cannot have two different blocks with the same id. I changed the ids for you and cleaned up the code a bit. Also (not sure if it would work on singlepleyer) but i made a mod that adds a text file ".../UserData/BlockIDs.txt" that contains an list of used and unused blockids that updates every time you restart the server (again not sure if it works on singleplayer)


Attachments:
BlockIdList.cs [2.07 KiB]
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extraBlocks.cs [6.03 KiB]
Downloaded 5 times

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My mods are about to become 20% cooler.
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 Post subject: Re: some new textures
PostPosted: Mon Nov 23, 2015 6:40 pm 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
This one is meant to be an alternate texture for the sign element. Now if somebody would just fix the signs.


Attachments:
corkboard.png
corkboard.png [ 4.15 KiB | Viewed 183 times ]
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 Post subject: Re: some new textures
PostPosted: Sun Nov 29, 2015 6:24 pm 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
Here is a quartz block. be sure to set the blocktype to Transparent.


Attachments:
quartzwindow.png
quartzwindow.png [ 458 Bytes | Viewed 174 times ]
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 Post subject: Re: some new textures
PostPosted: Mon Nov 30, 2015 9:23 pm 
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Joined: Tue Jul 08, 2014 11:51 pm
Posts: 46
Foxfire. These are phosphorescent fungi. I set the light to 12, but 11 would also be appropriate.


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foxfireBrownMushroom.png
foxfireBrownMushroom.png [ 4.15 KiB | Viewed 171 times ]
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