OpenBlocks

OpenBlocks

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Painting Mod Blocks

patriklee opened this issue ยท 1 comments

commented

I also posted on the Minecraft Forums about this but I'm hoping getting an answer here will be faster. Anyway as the title suggests, how would I go about adding another mod's block to be paintable? Feed the beast wiki said it's possible through the Modlibs PaintingUtils file,and true enough I was able to add on more vanilla type blocks to be paintable by just adding to the list of allowed blocks.

But what confuses me is the coding structure for adding a mod's block. I'm looking at the given examples (TC, ExtraU, BoP) in the files and it seems you register the mod ID first in the Mod's list, and then add them to the PaintingUtils list accordingly? Do you use the item ID name or its ingame game or the mod's ModID alongside the name? Is there a structure I should follow in adding a block from a mod?

I'm trying to get started on making my own (cuboid ) blocks and would love to have Open Mod's ability to "paint" on them, without the need to making 1000000 colorful shades for a single block. Heck maybe even add another open source's mod's blocks to be paint-able. Any help would be nice.

commented

Ehh, nevermind about that. I figured it out after many hours of tinkering, what name to use when inputting a custom mod's block. So you do have to register it as a recognizable mod name in the Mod's list, and then add the blocks through the painting Utils. I used the actual block ID name and was testing around with the Chisel's mod, since that is open source as well and works amazingly well with this mod if its config is set to override vanilla blocks. At least, I hope I did it correctly but so far... it works! YAY! Anyway, thanks for this AWESOME MOD (that also works well alongside Archimedes ships)!