Thank you! Perhaps you might want to write it down on your start post /download page on curse that some functions of the mod wont work with optifine?
Maybe... I figured that was sort of obvious tho given the nature of optifine, using optifine always tends to cause some issues, some more benign than others. Before I disabled that feature the mod was basically unusable with optifine installed.
i´m trying to run chisels and bits on my bukkit server, but a keep getting the error message shown in the photo.
i have no experience with mod creation or anything like that and i´m setting up the server based on a tutorial.
from what i read on the internet, it seems there´s a "plugin.yml" file missing from the chisel and bits jar package,
and i have no clue how to get it/fix this problem.
if anyone had any idea, pls help, it will be much appreciated.
thx
Chisels and Bits isn't a bukkit plugin, its a forge mod. it should go in the mods folder, I don't know much about craft bukkit, but that's assuming it loads forge mods...
Flat colored blocks is so good but it would be so much more useful for building actual structures if there were slabs and stairs. Is there any chance of the mod eventually getting a +slabs and stairs extension?
Flat colored blocks is so good but it would be so much more useful for building actual structures if there were slabs and stairs. Is there any chance of the mod eventually getting a +slabs and stairs extension?
I just recommend using C&B with Flat Colored Blocks, you can use it to make slabs, stairs, and giant walruses out of them. If your not hyped about the detail you can just switch the chisel to 1/2 snapped cube mode, which makes stairs and slabs a snap to make.
Is there any chance of a Chisels and Bits Doors, Trapdoor, Switch, Torch type block type thing?
I would love to see Chiseled moveables and Chiseled Torches could be very interesting as well.
At this point I wouldn't expect it any time soon, tho you can make torches with glow-stone if you want. You just need to have 4 stacks of glowstone bits its inside the block, flat colored blocks glowing blocks also count. ( if you change your configs you can reduce the number as well )
I personally like the idea of doors and switches and such, but I don't have a lot of time to work on things at the moment.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/18/2013
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Member Details
I've recently started to use Chisels & Bits, and it has quickly become my favorite mod! I've created a mod spotlight which carefully explains the various features Chisels & Bits, and a Let's Play series which follows the progress our server where I've been using it heavily. Just to tempt your curiosity... my main building is built around 64m diameter circle for a floor plan with a large central courtyard. Lots of glass arches and spiral staircases abound. Here's a picture gallery of what we've been building on the server (which you're quite welcome to use however you'd like).
If you could rewrite Minecraft and optimize it in every way possible, what amount of detail do you think you could achieve with chisel and bits? Meaning if Minecraft was optimized from the ground up for chisel and bits ,how many more bits could you have in an area without causing to much lag? When I say optimize I mean everything you can think of. Nothing specific. I'm very interested in how much of a difference a better optimized minecraft would make.
If you could rewrite Minecraft and optimize it in every way possible, what amount of detail do you think you could achieve with chisel and bits? Meaning if Minecraft was optimized from the ground up for chisel and bits ,how many more bits could you have in an area without causing to much lag? When I say optimize I mean everything you can think of. Nothing specific. I'm very interested in how much of a difference a better optimized minecraft would make.
At least you can try it now with LittleTiles, just put 4096 or even 65k in settings, create sphere, a-and prepare your fire extingusher.
If you could rewrite Minecraft and optimize it in every way possible, what amount of detail do you think you could achieve with chisel and bits? Meaning if Minecraft was optimized from the ground up for chisel and bits ,how many more bits could you have in an area without causing to much lag? When I say optimize I mean everything you can think of. Nothing specific. I'm very interested in how much of a difference a better optimized minecraft would make.
Personally I think that 1/16 for the entire world is probably too detailed for modern computers. ( the scale of C&B )
I've written a test voxel render for that scale ( one far more efferent then MCs that did a lot of the optimizations that C&B does at the block level at the chunk level ), and even representing the data in memory proves to be a challenge, let alone getting a complicated lighting algorithm to work.
That isn't to say there aren't break thoughs or improved algorithms that could help with it. But in general voxel data is extremely demanding. And anyone that works on any sort of sandbox game knows that players are the most unpredictable element to any such system. Its one of the reasons I would never say that C&B will never have issues, it could and probably will depending on what a player does with it.
16x works fine for limited use, player bases and such, but if you for instance implemented C&B world gen, it would easily cripple most machines.
Main point to be made is that voxels require a lot of horse power, especially considering that each increase in scale is exponential in the amount of data to process. 16x is 4,096 voxels, 32x is 32,768 voxels.
I picked 16x because I felt that it worked "well enough" vs say 32x which would be cumbersome to work with, and much more demanding on hardware. Or vs 8x where I felt that detail was lacking.
Hopefully that offers some insight and answers your question to some degree.
If it were possible to slope the bits similar to Carpenters Blocks, would this reduce lag as there would technically be less sides to render? See image below. Left is chisel and bits, middle is vanilla minecraft stairs, right is carpenter's blocks.
If it were possible to slope the bits similar to Carpenters Blocks, would this reduce lag as there would technically be less sides to render? See image below. Left is chisel and bits, middle is vanilla minecraft stairs, right is carpenter's blocks.
Less polygons could always be faster to render ( not necessary calculate ), however sloped sides are not a small change to the system, and it would need to be done in a way that it was optional. ( it was at one point on my radar, however do to lack of time my radar is mostly just maintenance )
Besides there are already mods that achieve triangular blocks, so if you want those you can always use them.
These are only a handful of possible objects you can build with C&B, and not the primary focus, and are a very small subset of possible uses, and generally speaking I believe that the block-y look is more "mincraft-y"
Last questions. If someone did add slopes and other shapes to chisel & bits and increased the bit count from 16 to say 2048 and rewrote Minecraft from the ground up, would it be possible to match or exceed games like Fallout, Battlefield, ect in terms of detail of shape and achieve a similair and stable framerate? Let's also assume that ram was not an issue as I'm sure it would be insanely high. I'm more interested in how much this would strain the cpu and/or gpu. Also what if the voxels were no longer destructible? Would that take a high amount of strain off the cpu?
Last questions. If someone did add slopes and other shapes to chisel & bits and increased the bit count from 16 to say 2048 and rewrote Minecraft from the ground up, would it be possible to match or exceed games like Fallout, Battlefield, ect in terms of detail of shape and achieve a similair and stable framerate? Let's also assume that ram was not an issue as I'm sure it would be insanely high. I'm more interested in how much this would strain the cpu and/or gpu. Also what if the voxels were no longer destructible? Would that take a high amount of strain off the cpu?
If voxels are not destructible (which I assume makes them uneditable) it becomes nothing more then a model that can be pre-calculated ahead of time, which means that all cost can be calculated before the game is shipped, which is one of the reasons other games get better framerates, lack of dynamically generated content.
Of course its hardly minecraft anymore, its just another 3d engine.
One last thing to add on. What if voxels were only editable when something was interacting with them? Otherwise they would be uneditable. Basically what i'm trying to say is that what if objects could be switched from dynamic to static depending on what could be interacted with by the player at that time? .I'm sure it would be insanely difficult to program something like that but if someone did manage this, would that not reduce lag significantly while allowing the world to still be destructible? Or is something like that impossible, or wouldn't make as much of a difference as i think?
Also thank you for answering my questions. It means a lot to me and was very helpful in my research about voxels.
One last thing to add on. What if voxels were only editable when something was interacting with them? Otherwise they would be uneditable. Basically what i'm trying to say is that what if objects could be switched from dynamic to static depending on what could be interacted with by the player at that time? .I'm sure it would be insanely difficult to program something like that but if someone did manage this, would that not reduce lag significantly while allowing the world to still be destructible? Or is something like that impossible, or wouldn't make as much of a difference as i think?
Also thank you for answering my questions. It means a lot to me and was very helpful in my research about voxels.
Your solution is quite vague, and doesn't really translate very well at least from where I'm sitting, most pre-processing that game engines run on maps and model data take a lot of time, minutes or possibly hours for a decent size of data, it also depends on what needs to be calculated.
In the end the way that MC does it isn't a bad idea, breaking the world up into reasonably sized chunks, and then batching them, and rebuilding each chunk on change. is it the best solution? There's probably better ways of working with voxels, but any given solution comes with its own challenges, for instance one storage method might make face generation faster and make collision trivial, but cause issues for things like lightning or other system simulations.
Software tends to be complicated, and games and rendering are certainly no exception.
Hi, love the mod, but I'm having difficulties placing simple blocks the way I intend.
I cut some glass blocks in half and am trying to place them as "top slabs". However the preview and placement is always on the bottom of the block.
I've searched the hell out of this thread and it seems the function I'm looking for is "Shift + Mousewheel". When I do this, the block does change its state, as noted by the "in-hand" model lowering and raising again, but it doesn't change where it wants to be placed, and the sprite looks exactly the same, even though it doesn't stack with its "unrotated" siblings.
I tried using the rotate CW/CCW keybinds but they just do the same thing. Also, I can use the "ignore grid" placement method, but that's much more cumbersome than what I was expecting.
Can you tell me what I'm doing wrong or what I'm misunderstanding?
Maybe... I figured that was sort of obvious tho given the nature of optifine, using optifine always tends to cause some issues, some more benign than others. Before I disabled that feature the mod was basically unusable with optifine installed.
Chisels and Bits isn't a bukkit plugin, its a forge mod. it should go in the mods folder, I don't know much about craft bukkit, but that's assuming it loads forge mods...
Flat colored blocks is so good but it would be so much more useful for building actual structures if there were slabs and stairs. Is there any chance of the mod eventually getting a +slabs and stairs extension?
I just recommend using C&B with Flat Colored Blocks, you can use it to make slabs, stairs, and giant walruses out of them. If your not hyped about the detail you can just switch the chisel to 1/2 snapped cube mode, which makes stairs and slabs a snap to make.
Is there any chance of a Chisels and Bits Doors, Trapdoor, Switch, Torch type block type thing?
I would love to see Chiseled moveables and Chiseled Torches could be very interesting as well.
At this point I wouldn't expect it any time soon, tho you can make torches with glow-stone if you want. You just need to have 4 stacks of glowstone bits its inside the block, flat colored blocks glowing blocks also count. ( if you change your configs you can reduce the number as well )
I personally like the idea of doors and switches and such, but I don't have a lot of time to work on things at the moment.
I understand, time is such a precious commodity. I knew about the glowstone bits, just was not sure how much was needed for a effective light source.
When you get more time for stuff, just keep the doors and switches in in mind.
If I was any good at coding I would look into it myself. Have only just begun my coding journey though.
remove it
remove it
I've recently started to use Chisels & Bits, and it has quickly become my favorite mod! I've created a mod spotlight which carefully explains the various features Chisels & Bits, and a Let's Play series which follows the progress our server where I've been using it heavily. Just to tempt your curiosity... my main building is built around 64m diameter circle for a floor plan with a large central courtyard. Lots of glass arches and spiral staircases abound. Here's a picture gallery of what we've been building on the server (which you're quite welcome to use however you'd like).
Mod Spotlight:
If you could rewrite Minecraft and optimize it in every way possible, what amount of detail do you think you could achieve with chisel and bits? Meaning if Minecraft was optimized from the ground up for chisel and bits ,how many more bits could you have in an area without causing to much lag? When I say optimize I mean everything you can think of. Nothing specific. I'm very interested in how much of a difference a better optimized minecraft would make.
At least you can try it now with LittleTiles, just put 4096 or even 65k in settings, create sphere, a-and prepare your fire extingusher.
Personally I think that 1/16 for the entire world is probably too detailed for modern computers. ( the scale of C&B )
I've written a test voxel render for that scale ( one far more efferent then MCs that did a lot of the optimizations that C&B does at the block level at the chunk level ), and even representing the data in memory proves to be a challenge, let alone getting a complicated lighting algorithm to work.
That isn't to say there aren't break thoughs or improved algorithms that could help with it. But in general voxel data is extremely demanding. And anyone that works on any sort of sandbox game knows that players are the most unpredictable element to any such system. Its one of the reasons I would never say that C&B will never have issues, it could and probably will depending on what a player does with it.
16x works fine for limited use, player bases and such, but if you for instance implemented C&B world gen, it would easily cripple most machines.
Main point to be made is that voxels require a lot of horse power, especially considering that each increase in scale is exponential in the amount of data to process. 16x is 4,096 voxels, 32x is 32,768 voxels.
I picked 16x because I felt that it worked "well enough" vs say 32x which would be cumbersome to work with, and much more demanding on hardware. Or vs 8x where I felt that detail was lacking.
Hopefully that offers some insight and answers your question to some degree.
If it were possible to slope the bits similar to Carpenters Blocks, would this reduce lag as there would technically be less sides to render? See image below. Left is chisel and bits, middle is vanilla minecraft stairs, right is carpenter's blocks.
Less polygons could always be faster to render ( not necessary calculate ), however sloped sides are not a small change to the system, and it would need to be done in a way that it was optional. ( it was at one point on my radar, however do to lack of time my radar is mostly just maintenance )
Besides there are already mods that achieve triangular blocks, so if you want those you can always use them.
These are only a handful of possible objects you can build with C&B, and not the primary focus, and are a very small subset of possible uses, and generally speaking I believe that the block-y look is more "mincraft-y"
Last questions. If someone did add slopes and other shapes to chisel & bits and increased the bit count from 16 to say 2048 and rewrote Minecraft from the ground up, would it be possible to match or exceed games like Fallout, Battlefield, ect in terms of detail of shape and achieve a similair and stable framerate? Let's also assume that ram was not an issue as I'm sure it would be insanely high. I'm more interested in how much this would strain the cpu and/or gpu. Also what if the voxels were no longer destructible? Would that take a high amount of strain off the cpu?
If voxels are not destructible (which I assume makes them uneditable) it becomes nothing more then a model that can be pre-calculated ahead of time, which means that all cost can be calculated before the game is shipped, which is one of the reasons other games get better framerates, lack of dynamically generated content.
Of course its hardly minecraft anymore, its just another 3d engine.
One last thing to add on. What if voxels were only editable when something was interacting with them? Otherwise they would be uneditable. Basically what i'm trying to say is that what if objects could be switched from dynamic to static depending on what could be interacted with by the player at that time? .I'm sure it would be insanely difficult to program something like that but if someone did manage this, would that not reduce lag significantly while allowing the world to still be destructible? Or is something like that impossible, or wouldn't make as much of a difference as i think?
Also thank you for answering my questions. It means a lot to me and was very helpful in my research about voxels.
Your solution is quite vague, and doesn't really translate very well at least from where I'm sitting, most pre-processing that game engines run on maps and model data take a lot of time, minutes or possibly hours for a decent size of data, it also depends on what needs to be calculated.
In the end the way that MC does it isn't a bad idea, breaking the world up into reasonably sized chunks, and then batching them, and rebuilding each chunk on change. is it the best solution? There's probably better ways of working with voxels, but any given solution comes with its own challenges, for instance one storage method might make face generation faster and make collision trivial, but cause issues for things like lightning or other system simulations.
Software tends to be complicated, and games and rendering are certainly no exception.
Hi, love the mod, but I'm having difficulties placing simple blocks the way I intend.
I cut some glass blocks in half and am trying to place them as "top slabs". However the preview and placement is always on the bottom of the block.
I've searched the hell out of this thread and it seems the function I'm looking for is "Shift + Mousewheel". When I do this, the block does change its state, as noted by the "in-hand" model lowering and raising again, but it doesn't change where it wants to be placed, and the sprite looks exactly the same, even though it doesn't stack with its "unrotated" siblings.
I tried using the rotate CW/CCW keybinds but they just do the same thing. Also, I can use the "ignore grid" placement method, but that's much more cumbersome than what I was expecting.
Can you tell me what I'm doing wrong or what I'm misunderstanding?
Thanks!