Hey, can you make a way to organize Flat Colored Blocks by color into palettes? The palettes shouldn't care about what texture you've selected, just the base color. Also, if Chisel (Not C&B, the decorative versions of blocks Chisel. Nothing against your mod, but it's nice to have some premade textures, and to cut down on complex blocks, which can be kind of laggy in my experience.) is installed, could there be a way to enable chiseling some color sets/palettes? I know it adds a lot of IDs, but they don't have to be enabled for all of them. I believe Chisel has an API for doing things like this. You could also use damage values to cut down on the extra IDs. It would also be nice to have optionally, a way to get more fine grained control over how the blocks are spread out over the available item number ids, damage values, and flattened text ids. I'm not quite sure how numbered item ids work after the Flattening though, so some of this may not make sense anymore.
I'm not exactly sure what your asking for with the palettes. The mod provides a way to make colored blocks with dyes and stuff and it tends to group the blocks by hue and such.
I sort of get the vibe that your asking if I can make colored versions of chisel's blocks, which I don't think is going to happen. You suggest that damage values would help, but blocks don't have damage values, they have metadata ( 16 per block id ) which FCB and chisel already use. making colored variations would quite literally suck the remaining ids out of the game, you could use tile entities, but that is another story.
Blocks that can't be chiseled so you can create a safe area to deconstruct blocks and build objects. Maybe with a grid pattern and darkened edges for placement guides.
I've ran into minor problems where I end up cutting into a block that I didn't mean to, and it would be nice to have something I can't break when I'm constructing something.
.. Of course then there would also be people wanting a decorative version that they can chop up for use...
Your last line is why this particular thing doesn't exist, I've considered it before. But that doesn't mean that there's no other options to help with such things.
First, blocks have tile entities ( Furnaces, machines, and such ) cannot, and will not be chiselable. So you could just put some furnaces down and use them as a surface for working on. Bedrock, like wise cannot be chiseled.
You can also adjust the black list if there is some block you don't think you would ever use to make some specific block to not be chiseable.
Or, you can just make use of the "Undo" hotkey to roll back that last mistake.
So not sure if this was suggested to you before but could it be possible to have redstone capabilities with the bits? Say for example you're building a house and you have a redstone line going up the wall and to a light, that can be turned on and off with a switch that's connected to that line, and the wall is like 5 pixels thick. Also for more advanced redstone users (I'd undestand if this would be a bit much), having the use of redstone tools like comparators and repeaters, just setting the block and then breaking it down into the bits, and each bit retains that value so one could make much tighter redstone circuits and redstone logic without requiring a large space.
I don't think this fits well with the mod in general, especially since things like block updates can slow down rendering. Other mods with things like covered wires make much more sense.If they support MCMP, since you could then use them together.
Its just a case of, C&B is for decoration and building, not for logic and automation. I've gone on further about why it could be bad, and other things, but this was my decision in the end.
I will certainly port to 1.13, however Forge must be released prior to this. I might wait until 1.13 is recommended this time as well, as issues were encountered with beta builds early in 1.12 that caused some confusion and difficulty.
However once 1.13 has a recommended build of forge, I would expect my mods to follow soon behind.
What I'm looking for is more like a builder's wand. A machine or something to make the same changes to many blocks from non-bit inputs would be good too. More than a couple hundred blocks makes things silly with the amount of clicking needed using a chisel pattern.
I'm not really sure how a block could add a veneer to several hundred blocks...And I really have on idea what you mean by non-bit inputs. I thought I understand what you were talking about, but I suppose I really have no idea.
Have you tried using the various modes available when placing bits, and using the chisel? For instance "Connected Plane" would help if you want to add a layer to one that is already present, mean while using "Same Material" Allows you to chisel an entire block with one click.
I am trying to do something that may or may not be possible, so any help would be appreciated.
What I want to do is use crafttweaker to make faux-multiparts (for lack of a better word). E.g. chopping a log would give me 4 chiseled blocks of that wood of 16x16x4.
I chiseled some wood to that size and used /ct hand to get the nbt data, this gives me:
I suspect that the b: 28963 is a reference to the original block-id from which it was chiseled; is this correct?
If so, does this retain across instances? (i.e. if I use this in a crafttweaker script will it always make this block out of the correct 'material')?
Lastly, is there some way to retrieve a list of ID's that are used? (so I won't have to chisel every block to get them).
B: is a reference to the state id that makes up the majority of the block, X: is the actual contents of the block.
As for if this data is retained across instances, its world specific, you might get the same state ids from the same instance, just because how they are generated, however I wouldn't bet on them being infallible, removing or adding a mod could completely change them.
just changing B: wouldn't be productive as the real data ( X: ) isn't being changed, it would be like saying "This block made of oak is mostly made out of marble." which would just confuse it a little. ( Mostly be displaying a different name, but it would still be made of oak. )
I don't think there any real way to do what your wanting with craft tweaker, plus in general I think that it makes more sense to use C&B with a chisel and less with pre-made parts, I think it just works better that way.
Edit: I have a question myself though. Is there documentation somewhere on how the FCB config works, it is a bit confuzzeling
The main configurations are the min / max for each category, and the number of "shades" for that category, as well as an exponent to control the curve.
FCB uses HSV color model ( you can look that up if your curious ) and it allows to control each of the H, S, and V ranges and number of divisions.
By default there is a minimum saturation of 0.2, max of 1.0, and there is a exponent of 0.9, this means that for there will be less "almost grey colors" and more "colors" its quite mathematical since that's how it works, but the simplest way to configure things is to adjust the shades. If you want more or less color options you could for instance change the hue shades from 32 to 40, or to 20.
If you have a specific question that make more sense to ask rather then a vague, "how it works" since I'm not sure what your understanding of the underlying mathematics and such are.
Aside from color choices there is also options for swapping out the textures used for each block type, that should be easy to configuration using the in game GUI as it has all the options ready for you to cycle though.
you didn't understand. Look this video (it's in portuguese, but just look) it's about a texture pack and all block create inside game have this texture.
However, it's turn the game very hard to computer and happen a lot of lag. There is a form to make the same think with Chisel and Bit mod?
Any complicated models will cause similar lag. You can use C&B to export MC Models for use with resource packs, but you'll need to create the resource pack with said models yourself, Its not what C&B was designed for.
I'm very new to this mod but after reading all the tips and watching some youtubes I'm a little confused. This mod is very impressive but the bit by bit chiseling is a bit too much detail for me, but the saw looks perfect because all I want to do is make some half and quarter slabs. I haven't played minecraft for over a year or two but I remember there used to be a mod that had a saw that functioned just like this one. My problem though is that the placement of these sawed slabs doesn't work how I was used to, they seem to always snap to the bottom space of a block rather than snapping to the face/corner based on where I'm aiming.
So for instance I cut a bunch of half slabs in order to mimic vanilla minecraft stairs, but I can only place the half slabs on the bottom half of space, not the top, and they don't seem to rotate around based on my context/aim.
What am I missing?
Your best bet if your only interested in slabs and stairs and the like is to use a chisel in "Grid Snapped 1/2 Cube" Use the menu key ( Defaults to Alt ) with the chisel in hand to select this. You should carry a bag with you as well.
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!
I don't know if your misunderstanding anything, C&B is more expansive then a "multipart" mod, and most tools allow you to create "blocks" you can use, rather then partial blocks like slabs, if you want top slabs for instance, you can make a top slab, then use a pattern to produce them on demand in placement mode.
Or use 1/4 snapped cube mode to create them with 4 clicks.
I assume you are using the saw to create slabs, which is understandable, which I guess might be a bit confusing.
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.
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Sorry to do this, but I'm officially retiring.
Read my full message https://github.com/AlgorithmX2/Chisels-and-Bits/issues/474.
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I'm not exactly sure what your asking for with the palettes. The mod provides a way to make colored blocks with dyes and stuff and it tends to group the blocks by hue and such.
I sort of get the vibe that your asking if I can make colored versions of chisel's blocks, which I don't think is going to happen. You suggest that damage values would help, but blocks don't have damage values, they have metadata ( 16 per block id ) which FCB and chisel already use. making colored variations would quite literally suck the remaining ids out of the game, you could use tile entities, but that is another story.
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Your last line is why this particular thing doesn't exist, I've considered it before. But that doesn't mean that there's no other options to help with such things.
First, blocks have tile entities ( Furnaces, machines, and such ) cannot, and will not be chiselable. So you could just put some furnaces down and use them as a surface for working on. Bedrock, like wise cannot be chiseled.
You can also adjust the black list if there is some block you don't think you would ever use to make some specific block to not be chiseable.
Or, you can just make use of the "Undo" hotkey to roll back that last mistake.
0
I don't think this fits well with the mod in general, especially since things like block updates can slow down rendering. Other mods with things like covered wires make much more sense.If they support MCMP, since you could then use them together.
Its just a case of, C&B is for decoration and building, not for logic and automation. I've gone on further about why it could be bad, and other things, but this was my decision in the end.
0
I will certainly port to 1.13, however Forge must be released prior to this. I might wait until 1.13 is recommended this time as well, as issues were encountered with beta builds early in 1.12 that caused some confusion and difficulty.
However once 1.13 has a recommended build of forge, I would expect my mods to follow soon behind.
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I'm not really sure how a block could add a veneer to several hundred blocks...And I really have on idea what you mean by non-bit inputs. I thought I understand what you were talking about, but I suppose I really have no idea.
0
Have you tried using the various modes available when placing bits, and using the chisel? For instance "Connected Plane" would help if you want to add a layer to one that is already present, mean while using "Same Material" Allows you to chisel an entire block with one click.
0
B: is a reference to the state id that makes up the majority of the block, X: is the actual contents of the block.
As for if this data is retained across instances, its world specific, you might get the same state ids from the same instance, just because how they are generated, however I wouldn't bet on them being infallible, removing or adding a mod could completely change them.
just changing B: wouldn't be productive as the real data ( X: ) isn't being changed, it would be like saying "This block made of oak is mostly made out of marble." which would just confuse it a little. ( Mostly be displaying a different name, but it would still be made of oak. )
I don't think there any real way to do what your wanting with craft tweaker, plus in general I think that it makes more sense to use C&B with a chisel and less with pre-made parts, I think it just works better that way.
0
The main configurations are the min / max for each category, and the number of "shades" for that category, as well as an exponent to control the curve.
FCB uses HSV color model ( you can look that up if your curious ) and it allows to control each of the H, S, and V ranges and number of divisions.
By default there is a minimum saturation of 0.2, max of 1.0, and there is a exponent of 0.9, this means that for there will be less "almost grey colors" and more "colors" its quite mathematical since that's how it works, but the simplest way to configure things is to adjust the shades. If you want more or less color options you could for instance change the hue shades from 32 to 40, or to 20.
If you have a specific question that make more sense to ask rather then a vague, "how it works" since I'm not sure what your understanding of the underlying mathematics and such are.
Aside from color choices there is also options for swapping out the textures used for each block type, that should be easy to configuration using the in game GUI as it has all the options ready for you to cycle though.
0
Any complicated models will cause similar lag. You can use C&B to export MC Models for use with resource packs, but you'll need to create the resource pack with said models yourself, Its not what C&B was designed for.
See https://algorithmx2.github.io/Chisels-and-Bits/frequently-asked-questions/ "Can I export my models to JSON?" describes the command you can use to get the MC Json models.
For how to use those you'll need to look into creating resource packs with MC, since I don't cover that part.
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No, this is intentional, as C&B Is primarily a decorative mode I felt that its more fun to not hurt you for using lava decoratively.
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Your best bet if your only interested in slabs and stairs and the like is to use a chisel in "Grid Snapped 1/2 Cube" Use the menu key ( Defaults to Alt ) with the chisel in hand to select this. You should carry a bag with you as well.
0
Your probably looking for "Same Material" option in the bit placement mode, while using "Replace" mode for placement.
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I don't know if your misunderstanding anything, C&B is more expansive then a "multipart" mod, and most tools allow you to create "blocks" you can use, rather then partial blocks like slabs, if you want top slabs for instance, you can make a top slab, then use a pattern to produce them on demand in placement mode.
Or use 1/4 snapped cube mode to create them with 4 clicks.
I assume you are using the saw to create slabs, which is understandable, which I guess might be a bit confusing.
0
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.