Welcome to the PickItUp Boot camp, recruits! I wll be your drill instructor for the next four weeks! My name is Gunnery Sergeant Pappas! My friends call me Gunny! You maggots can choose between "Gunnery Sergeant", "Sir", and "God"!
Quote from Fast-thinking Recruit »
Sir, yes, sir, God, sir!
I see we've got a quick-thinker, here! You, there, drop and give me ten!
Quote from Fast-thinking Recruit »
Sir, yes, sir!
What are the rest of you maggots smiling about?! That recruit is your new platoon leader! Drop and give him 20!
Quote from The Other Recruits »
(mixed grumbling)
What was that?! When I say something to you, I expect to hear one of two things! "Sir, yes, sir!" or "Sir, no, sir!" Now drop and give me 30! Is that clear, maggots?!
Quote from The Other Recruits »
Sir, yes, sir!
Good! Now that we've got the pleasantries out of the way, let's get down to business! You maggots are here because you want to get some digging and building done for Uncle Notch, right?!
Quote from All of the Recruits »
Sir, yes, sir!
Well, I'm here to make sure you don't go around embarrassing us! By the time these four weeks are up, I will have personally ensured that each and every one of you maggots that's left has been brought into peak physical condition! By the time you leave here, you will be able to do things you didn't think were possible! You, there, you've finished your pushups! I bet you think you're pretty fit, don't you?!
Quote from Recruit »
Sir, yes, sir!
Well, I don't believe it! Do you see those bricks over there, recruit?!
Quote from Recruit »
Sir, yes, sir!
Go pick them up!
Quote from Recruit »
Sir, I don't have a pickaxe, sir!
Did I tell you to break it, maggot?!
Quote from Recruit »
Sir, no, sir! Sir, I don't understand, sir!
Okay, all of you maggots, make sure you're paying attention, because I'm only going to explain this once!
Quote from All of the Recruits »
Sir, yes, sir!
Recruit, approach the block!
Quote from Recruit »
Sir, yes, sir!
Bend your knees, recruit!
Quote from Recruit »
Sir, yes, sir!
Now, look straight at that block, reach out with your right hand, and PickItUp!
Quote from Recruit »
Sir?
Trust your Gunnery Sergeant, recruit! PickItUp!
Quote from Recruit »
Sir, yes sir!
Quote from Recruit »
S-sir, I did it, sir!
Keep that up, recruit, and you may actually convince me that you have potential! Now, go into that building!
Quote from Recruit »
Sir, I can't seem to open the door, sir!
Of course you can't! You can't even stand up straight with that block in your hands! What are the rest of you maggots waiting for?! Your platoon-mate needs help! Platoon leader, open that door!
Quote from Platoon Leader »
Sir, yes, sir!
Now, fix that hole in the wall, recruit! Don't forget to lead with your right hand!
Quote from Recruit »
Sir, yes, sir!
That was not terrible, recruit! Now, do you see the chest to your left?!
Quote from Recruit »
Sir, yes, sir!
Look inside it, recruit!
Quote from Recruit »
Sir, it's full of cobblestone, sir!
Do you still feel strong, recruit?!
Quote from Recruit »
Sir, yes, sir!
Pick! It! Up!
Quote from Recruit »
Sir, yes, sir!
Quote from Recruit »
Sir, it looks weird, sir!
Don't lose your nerve, recruit! Turn around and place it under the sign behind you!
Quote from Recruit »
Sir, yes, sir!
Quote from Recruit »
Sir, why does the sign say it's on the floor, sir?!
Good question, recruit! Platoon, is that sign in the right place?!
Quote from The Other Recruits »
Sir, no, sir!
What should the recruit do?!
Quote from The Other Recruits »
Sir, PickItUp, sir!
You heard them, recruit!
Quote from Recruit »
Sir, yes, sir!
Now put that sign where it belongs, recruit!
Quote from Recruit »
Sir, yes, sir!
Platoon leader, what do you think of this recruit?!
Quote from Recruit »
Sir, he has potential, sir!
Are you ready to pick your second, platoon leader?!
Quote from Recruit »
Sir, I pick that recruit, sir!
Good choice, platoon leader! I approve your request!
Spotlight by TyneCraft
(This came out just before I updated to 1.1.0 and added support for rendering tile entities properly, hence the quartz blocks when they move around signs and chests. Oh, well, it's still fun to watch!)
PickItUp allows you to pick up and transport most blocks, including complex ones like chests and furnaces.
While sneaking, right click with an empty hand will pick up a block. The block will not take up an inventory space, but will instead float in front of you, ready to be placed. Additionally, while you hold the block, you will not be able to stop sneaking.
Right clicking again will place the block. Don't forget that you're sneaking! Open your doors before you Pick It Up!
Should you become stuck with a block in your hand that you can't seem to get rid of, simply press your "throw item" key (default Q) with an empty hand. The block will try very hard to find a nearby spot to be placed at, including ugly positions like inside your head. If it can't find anywhere, it will be destroyed, so use this only as a last resort!
There's also a pair of Kid Gloves, made with two wool and a piece of string in a V shape. They act like an empty hand for purposes of picking up blocks, and can be configured to pick up additional blocks. This generally isn't very useful unless you have a mod like Bibliocraft that wants to react to sneak-clicks with an empty hand.
This mod uses a whitelist to determine what blocks can be picked up. By default, the list contains only vanilla blocks, but is fairly permissive. It tries to prevent skipping major milestones (iron+ pick, silk touch), disallows problematic blocks (lily pads are a pain to put down), and prevents outright cheatiness (i.e. moving bedrock). PickItUp also respects player edit permissions, so it will not allow you to overcome spawn protection or adventurer mode.
Nearly all mod blocks should transport just fine, but will need to be added to the whitelist. As always, take a backup of your world (or be ready to lose it) before testing anything new, just to be safe.
For blocks that want to use shift-click-with-empty-hand for their own purposes (e.g. Bibliocraft), you can put their blocks on the gloveWhitelist but not on the blockWhitelist. This will allow you to pick them up with the Kid Gloves, without disrupting their normal functionality.
Known Issues: Minecrift - Issue varies by PickItUp build. Some have just failed to render the block, others have crashed or produced weird visual artifacts. I'll keep poking at it whenever I've got an idea for how to fix it.
Blocks that can't be moved properly will not be listed here. See FAQ #5 for what to do if you find one.
Mod authors may wish to tweak PickItUp's behaviour for their blocks, e.g. to ensure that they rotate into the proper position when placed. PickItUp provides two interfaces that can be used to customize its behaviour, both in the pickitup.api package:
ISimplePickup
This is the easy version, which only provides a hook for final tweaking after
a block has been moved and exists in its new location. You probably want
this one for simple rotation fixes.
ICanBePickedUp
This is the powerful version, which allows you to customize the entire
pickup/putdown process. No-op versions of all of its methods are available
in the source code, for your convenience.
You can either register directly with pickitup.PickItUp.addHandler(anInstance) or through IMC by sending this message to PickItUp:
Note that if you use IMC, you must define a default (zero-argument) constructor for the handler, so it can be instantiated.
WARNING: Only one handler will be used for each id/meta combination. If you need to override someone else's (including one of the default ones), you can call pickitup.PickItUp.clearHandlers(id, meta) directly or send this IMC message:
"clearHandlers": new ItemStack(id, 0, meta)
If you haven't already, install Minecraft Forge, using the most recent recommended build for 1.5.2. If you don't know how, ask Google. Others have explained it far better than I can.
Download PickItUp-1.1.0-r50-MC1.5.2-universal.jar and place it in your coremods folder. PickItUp must be installed as a coremod for several major features to work!
(optional) After running the game once to build the config file, you can edit the block whitelist in config/PickItUp.cfg to change what blocks are and are not allowed to be picked up. The format is explained in the file.
If you haven't already, install Minecraft Forge, using the most recent recommended build for 1.6.2/1.6.4. If you don't know how, ask Google. Others have explained it far better than I can. (I do, however, strongly recommend the installer.)
(optional) After running the game once to build the config file, you can edit the block whitelist in config/PickItUp.cfg to change what blocks are and are not allowed to be picked up. The format is explained in the file.
1. Why do {chests,signs,various mod blocks} look so weird when I pick them up? This is normal. Blocks that have custom rendering based on their TileEntity are rather difficult to render, so PickItUp uses a quartz block as a standin for them. This will change in the future as soon as I manage to implement (or someone else implements for me!) something that looks better. Update: As of 1.1.0, most of these issues should be fixed. You'll still see the quartz block for anything you weren't around to see picked up (e.g. stuff that's already picked up when you enter the world/dimension), but generally it should look pretty good.
There are still a few issues, especially with multi-block structures like double chests, but I'll be working on those in the future (probably with a new API component).
2. I can't see the block I picked up. What gives?
If you're using 1.5.2, make sure PickItUp is installed in coremods. Otherwise, you probably have another mod installed that's changing rendering, and breaking my rendering hook. OptiFine works perfectly, but Minecrift (the mod that adds support for Oculus Rift) seems to break it. Let me know if you find any other mods that cause problems.
3. Help, I can't put this block down!
Press your "throw item" key with an empty hand. It will get the block out of your hands, even if it has to destroy it to do so.
4. Isn't this the same as what {Portal Gun,Chest Transporter,another mod} does?
More or less, yes. PickItUp is intended to be a simple, balanced, and easy-to-use method for moving blocks. It doesn't require an item of any kind, nor does the block turn into an item (which prevents item-based exploits). It also tries very hard to move every block properly, including reorienting it to the proper position.
5. I've found a block in another mod that {crashes me,corrupts my world,can't be put down,gets duplicated,goes bonkers,doesn't orient properly} when I move it. What do I do?
First, if it's causing a problem, take it off your whitelist. If need be, restore the backup I told you to make before testing a new block. (You did make it, right?)
Second, report the issue to the author of the mod that adds the block. I will not be fixing these issues in PickItUp directly, because the code should be part of their mod, so that it can update when their blocks do. Tell them something like this:
Quote from Your Bug Report »
I wanted to let you know that some of your blocks don't work properly with PickItUp. Specifically:
<details go here>
PickItUp provides an API to fix issues like these. You can find more information on the GitHub page:
github.com/FunnyMan3595/PickItUp
If you run into a problem with the API or want some help using it, please open an issue on that page. PickItUp's author will be happy to help. (He might even write the code for you if you ask nicely!)
Thanks,
<your name>
6. I've found a vanilla block that {crashes me,corrupts my world,can't be put down,gets duplicated,goes bonkers,doesn't orient properly} when I move it. What do I do?
First, if it's causing a problem, take it off your whitelist. If need be, restore the backup I told you to make before testing a new block. (You did make it, right?)
Second, if it's not on the default whitelist, think about whether the block makes sense to move by itself. The extended head of a piston probably won't be supported anytime soon, for instance. (Though I'd be happy to accept a pull request if someone wanted to add support.)
Third, if it's on the default whitelist or should logically be movable when whitelisted, report it! Tell me what block is causing a problem--including its block ID and (if applicable) metadata--and what the problem is.
7. I've found a bug in PickItUp, but it's not related to any specific block. What do I do? Report it! Give me as much information as you possibly can, including the full error log (if applicable).
8. Are you going to make a version of PickItUp for any other Minecraft versions? 1.5.2 - Already released. Will receive updates for now. 1.6.2 - Already released. Will receive updates for now. 1.6.4 - Oh, fiiiiine. Since 1.7 is taking so bloody long and my co-author Narc was feeling industrious, it's out now. And will receive updates, of course. Other pre-1.7 versions - No. Snapshots - No. 1.7+ - Probably. If a new release of Minecraft is out and has a recommended Forge build, tell me! I will respond to GitHub issues much faster than posts in my thread or even private messages.
1.0 - Initial release. 1.0.1 - Added mcmod.info, slight README fix, 1.6.2 build, and Minecraft Forum release. 1.0.2 - Fixed a handful of issues that were preventing PickItUp from working properly on a dedicated server. No client update needed. 1.0.3 - Internal build, some render fixes. 1.0.4 - You can now see the blocks everyone's holding, and rendering should be much less glitchy now. Also prevented block flicker on pickup and upgraded my build system to make adding/modifying/updating hooks far easier. This is a client-only build, no server update is necessary. 1.1.0 - Added Kid Gloves, found a way to make most tile entities render respectably. This build is not compatible with 1.0.x. 1.1.1 - Fixed Kid Gloves texture in 1.6.2. This is a release for the 1.6.2 client only, servers and 1.5.2 users don't need to do anything.
PickItUp is released under the MIT license. Informally, this means you can do basically whatever with it you like, as long as you leave the LICENSE file in its .jar and unaltered. See that file for details.
The source code of PickItUp is available on GitHub and is also automatically bundled inside the .jar file of every build. Pull requests and issue reports are strongly appreciated!
Automatic builds of PickItUp are available for MC1.5.2 and MC1.6.2.
Anyone wishing to build their own copy of PickItUp may wish to use my build system, which is available as two components: mcp_deobfuscate and mcp_interface. See their respective READMEs for more information. Again, pull requests and issue reports are strongly appreciated!
Modpack makers are more than welcome to include PickItUp in any packs, public or private, as long as you follow the license. Directly using any of the releases or automated builds will accomplish this. I request, but absolutely do not require, that you include a link back to this forum post or the GitHub page somewhere in your credits section or mod list.
Thanks, Thunder_Remix. I've been playing around with it for a while, and it's really neat to just be able to move blocks around. It's even a little more fun if you add smooth stone and grass to the whitelist, so there's more stuff you can move. I just didn't want to do that in the default config, because both could be considered slightly exploit-y. (But only slightly.)
for what looks like your second mod? Correct me if I'm wrong?[/size]
Third full release, by my count. I wrote the SeedManager addon for IC2 (which is abandoned, but also open-source), SmoothWater (which was, happily, obsoleted by vanilla), and this. I've also done a few simple CropCards for IC2, and a handful or two of mods that haven't had a public release, but can be found on my GitHub page. And, going back further, some non-trivial plugins for Bukkit and even hMod, which were kept private to their respective servers. So I'm not new to Minecraft coding by any means, just not well-known.
This is very useful for moving chests around without the trouble of having to empty them first then breaking them. I love it just for that aspect. Great job!
This is very useful for moving chests around without the trouble of having to empty them first then breaking them. I love it just for that aspect. Great job!
A friend of mine pointed out a neat use of that earlier: Move a chest onto a hopper to shift its contents into another storage unit (e.g. an already-made golden chest).
8. Are you going to make a version of PickItUp for any other Minecraft versions? 1.5.2 - Already released. Will receive updates for now. 1.6.2 - Already released. Will receive updates for now. Other pre-1.7 versions - No. Snapshots - No. 1.7+ - Probably. If a new release of Minecraft is out and has a recommended Forge build, tell me! I will respond to GitHub issues much faster than posts in my thread or even private messages.
Specifically, I'm not interested in supporting 1.6.4 because it's primarily a transition release to make vanilla worlds upgrade to 1.7 smoothly. Even 1.6.2 is only half-heartedly supported by the modding community, due to the issues caused by the new launcher and the impending release of 1.7. It's just not worth my time to make, test, and support a release for 1.6.4.
There is a chance that the 1.6.2 build will Just Work on 1.6.4, but you're on your own if you want to try that. As always, take a backup of your world or be prepared to lose it.
Do let me know if you hit any issues (besides mod block rendering, which is known to be kinda glitchy at the moment). I've done a lot of testing, but it's been spread out across so many builds that I wouldn't be surprised if I forgot to test something in the release builds.
I'll probably go back and bash my head against rendering some more in a day or two. For the moment, I'm just enjoying the fact that it's fully released.
Great mod! I also have some suggestions. How about while it's floating in front of you, your left arm comes out like it does if you hold a map? This'll be like how Endermen hold blocks, and it'd look nice. Another idea is that you can not pick up just any or most blocks with your hands, but only blocks that can drop by being punched with your fists (i.e. dirt, wood, chests; not stone, iron blocks, bricks, etc.), so you won't pick up things that a normal person couldn't lift. This would add realism and balance things out. Now if you are wondering why I made it so you can't pick up things like stone, but Endermen can, it's because Endermen are much tougher than you with their bare fists.
I'm not sure I like the idea of showing the left arm, because you can hold an item while you have the block in your arms. You'll do half damage and break blocks at half speed, to represent awkwardly reaching around the block to do stuff, but it's possible.
I also don't want to do any more rendering than I have to. That stuff is painful.
As far as changing what things you can pick up, I'm pretty happy with the default whitelist as-is, but you're certainly welcome to adjust your whitelist however you like. You can set it to allow picking up bedrock, to forbid everything but flowers, to make the player act like an enderman, or any other setup you want. All you have to do is run through the block IDs on the data values page and pick out the ones you want! (As always, backup your world or be prepared to lose it. Seriously, you should be doing that every time you add or reconfigure any mod, not just this one. 99% of the time, nothing will go wrong, but that 1% sucks if you don't have a backup.)
Yeah, I'm emphatically not a visual design person, so I'd rather stick with function over form, at least for now. Having every section start collapsed makes it really easy to jump to the one(s) you care about.
I did consider leaving the intro unwrapped, since it contains the only images of the mod in action. It's kinda long, though, and doesn't have the images right at the top. I think I'll leave it wrapped and maybe see about getting/making some form of banner for the top of the post. That way, I could give a visual introduction, introducing the concept of the mod at a glance without pushing the actual content too far down the post.
I see we've got a quick-thinker, here! You, there, drop and give me ten!
What are the rest of you maggots smiling about?! That recruit is your new platoon leader! Drop and give him 20!
What was that?! When I say something to you, I expect to hear one of two things! "Sir, yes, sir!" or "Sir, no, sir!" Now drop and give me 30! Is that clear, maggots?!
Good! Now that we've got the pleasantries out of the way, let's get down to business! You maggots are here because you want to get some digging and building done for Uncle Notch, right?!
Well, I'm here to make sure you don't go around embarrassing us! By the time these four weeks are up, I will have personally ensured that each and every one of you maggots that's left has been brought into peak physical condition! By the time you leave here, you will be able to do things you didn't think were possible! You, there, you've finished your pushups! I bet you think you're pretty fit, don't you?!
Well, I don't believe it! Do you see those bricks over there, recruit?!
Go pick them up!
Did I tell you to break it, maggot?!
Okay, all of you maggots, make sure you're paying attention, because I'm only going to explain this once!
Recruit, approach the block!
Bend your knees, recruit!
Now, look straight at that block, reach out with your right hand, and PickItUp!
Trust your Gunnery Sergeant, recruit! PickItUp!
Keep that up, recruit, and you may actually convince me that you have potential! Now, go into that building!
Of course you can't! You can't even stand up straight with that block in your hands! What are the rest of you maggots waiting for?! Your platoon-mate needs help! Platoon leader, open that door!
Now, fix that hole in the wall, recruit! Don't forget to lead with your right hand!
That was not terrible, recruit! Now, do you see the chest to your left?!
Look inside it, recruit!
Do you still feel strong, recruit?!
Pick! It! Up!
Don't lose your nerve, recruit! Turn around and place it under the sign behind you!
Good question, recruit! Platoon, is that sign in the right place?!
What should the recruit do?!
You heard them, recruit!
Now put that sign where it belongs, recruit!
Platoon leader, what do you think of this recruit?!
Are you ready to pick your second, platoon leader?!
Good choice, platoon leader! I approve your request!
(This came out just before I updated to 1.1.0 and added support for rendering tile entities properly, hence the quartz blocks when they move around signs and chests. Oh, well, it's still fun to watch!)
While sneaking, right click with an empty hand will pick up a block. The block will not take up an inventory space, but will instead float in front of you, ready to be placed. Additionally, while you hold the block, you will not be able to stop sneaking.
Right clicking again will place the block. Don't forget that you're sneaking! Open your doors before you Pick It Up!
Should you become stuck with a block in your hand that you can't seem to get rid of, simply press your "throw item" key (default Q) with an empty hand. The block will try very hard to find a nearby spot to be placed at, including ugly positions like inside your head. If it can't find anywhere, it will be destroyed, so use this only as a last resort!
There's also a pair of Kid Gloves, made with two wool and a piece of string in a V shape. They act like an empty hand for purposes of picking up blocks, and can be configured to pick up additional blocks. This generally isn't very useful unless you have a mod like Bibliocraft that wants to react to sneak-clicks with an empty hand.
Nearly all mod blocks should transport just fine, but will need to be added to the whitelist. As always, take a backup of your world (or be ready to lose it) before testing anything new, just to be safe.
For blocks that want to use shift-click-with-empty-hand for their own purposes (e.g. Bibliocraft), you can put their blocks on the gloveWhitelist but not on the blockWhitelist. This will allow you to pick them up with the Kid Gloves, without disrupting their normal functionality.
Known Issues:
Minecrift - Issue varies by PickItUp build. Some have just failed to render the block, others have crashed or produced weird visual artifacts. I'll keep poking at it whenever I've got an idea for how to fix it.
Blocks that can't be moved properly will not be listed here. See FAQ #5 for what to do if you find one.
ISimplePickup
This is the easy version, which only provides a hook for final tweaking after
a block has been moved and exists in its new location. You probably want
this one for simple rotation fixes.
ICanBePickedUp
This is the powerful version, which allows you to customize the entire
pickup/putdown process. No-op versions of all of its methods are available
in the source code, for your convenience.
You can either register directly with pickitup.PickItUp.addHandler(anInstance) or through IMC by sending this message to PickItUp:
Note that if you use IMC, you must define a default (zero-argument) constructor for the handler, so it can be instantiated.
WARNING: Only one handler will be used for each id/meta combination. If you need to override someone else's (including one of the default ones), you can call pickitup.PickItUp.clearHandlers(id, meta) directly or send this IMC message:
Download PickItUp-1.1.0-r50-MC1.5.2-universal.jar and place it in your coremods folder. PickItUp must be installed as a coremod for several major features to work!
(optional) After running the game once to build the config file, you can edit the block whitelist in config/PickItUp.cfg to change what blocks are and are not allowed to be picked up. The format is explained in the file.
Download PickItUp-1.1.1-r15-MC1.6.2-universal.jar or PickItUp-1.1.1-r17-MC1.6.4-universal.jar (as appropriate) and place it in your mods folder. PickItUp is a coremod, but Forge happily reads both from the same directory now.
(optional) After running the game once to build the config file, you can edit the block whitelist in config/PickItUp.cfg to change what blocks are and are not allowed to be picked up. The format is explained in the file.
This is normal. Blocks that have custom rendering based on their TileEntity are rather difficult to render, so PickItUp uses a quartz block as a standin for them. This will change in the future as soon as I manage to implement (or someone else implements for me!) something that looks better.Update: As of 1.1.0, most of these issues should be fixed. You'll still see the quartz block for anything you weren't around to see picked up (e.g. stuff that's already picked up when you enter the world/dimension), but generally it should look pretty good.
There are still a few issues, especially with multi-block structures like double chests, but I'll be working on those in the future (probably with a new API component).
2. I can't see the block I picked up. What gives?
If you're using 1.5.2, make sure PickItUp is installed in coremods. Otherwise, you probably have another mod installed that's changing rendering, and breaking my rendering hook. OptiFine works perfectly, but Minecrift (the mod that adds support for Oculus Rift) seems to break it. Let me know if you find any other mods that cause problems.
3. Help, I can't put this block down!
Press your "throw item" key with an empty hand. It will get the block out of your hands, even if it has to destroy it to do so.
4. Isn't this the same as what {Portal Gun,Chest Transporter,another mod} does?
More or less, yes. PickItUp is intended to be a simple, balanced, and easy-to-use method for moving blocks. It doesn't require an item of any kind, nor does the block turn into an item (which prevents item-based exploits). It also tries very hard to move every block properly, including reorienting it to the proper position.
5. I've found a block in another mod that {crashes me,corrupts my world,can't be put down,gets duplicated,goes bonkers,doesn't orient properly} when I move it. What do I do?
First, if it's causing a problem, take it off your whitelist. If need be, restore the backup I told you to make before testing a new block. (You did make it, right?)
Second, report the issue to the author of the mod that adds the block. I will not be fixing these issues in PickItUp directly, because the code should be part of their mod, so that it can update when their blocks do. Tell them something like this:
6. I've found a vanilla block that {crashes me,corrupts my world,can't be put down,gets duplicated,goes bonkers,doesn't orient properly} when I move it. What do I do?
First, if it's causing a problem, take it off your whitelist. If need be, restore the backup I told you to make before testing a new block. (You did make it, right?)
Second, if it's not on the default whitelist, think about whether the block makes sense to move by itself. The extended head of a piston probably won't be supported anytime soon, for instance. (Though I'd be happy to accept a pull request if someone wanted to add support.)
Third, if it's on the default whitelist or should logically be movable when whitelisted, report it! Tell me what block is causing a problem--including its block ID and (if applicable) metadata--and what the problem is.
7. I've found a bug in PickItUp, but it's not related to any specific block. What do I do?
Report it! Give me as much information as you possibly can, including the full error log (if applicable).
8. Are you going to make a version of PickItUp for any other Minecraft versions?
1.5.2 - Already released. Will receive updates for now.
1.6.2 - Already released. Will receive updates for now.
1.6.4 - Oh, fiiiiine. Since 1.7 is taking so bloody long and my co-author Narc was feeling industrious, it's out now. And will receive updates, of course.
Other pre-1.7 versions - No.
Snapshots - No.
1.7+ - Probably. If a new release of Minecraft is out and has a recommended Forge build, tell me! I will respond to GitHub issues much faster than posts in my thread or even private messages.
1.0.1 - Added mcmod.info, slight README fix, 1.6.2 build, and Minecraft Forum release.
1.0.2 - Fixed a handful of issues that were preventing PickItUp from working properly on a dedicated server. No client update needed.
1.0.3 - Internal build, some render fixes.
1.0.4 - You can now see the blocks everyone's holding, and rendering should be much less glitchy now. Also prevented block flicker on pickup and upgraded my build system to make adding/modifying/updating hooks far easier. This is a client-only build, no server update is necessary.
1.1.0 - Added Kid Gloves, found a way to make most tile entities render respectably. This build is not compatible with 1.0.x.
1.1.1 - Fixed Kid Gloves texture in 1.6.2. This is a release for the 1.6.2 client only, servers and 1.5.2 users don't need to do anything.
The source code of PickItUp is available on GitHub and is also automatically bundled inside the .jar file of every build. Pull requests and issue reports are strongly appreciated!
Automatic builds of PickItUp are available for MC1.5.2 and MC1.6.2.
Anyone wishing to build their own copy of PickItUp may wish to use my build system, which is available as two components: mcp_deobfuscate and mcp_interface. See their respective READMEs for more information. Again, pull requests and issue reports are strongly appreciated!
Modpack makers are more than welcome to include PickItUp in any packs, public or private, as long as you follow the license. Directly using any of the releases or automated builds will accomplish this. I request, but absolutely do not require, that you include a link back to this forum post or the GitHub page somewhere in your credits section or mod list.
Third full release, by my count. I wrote the SeedManager addon for IC2 (which is abandoned, but also open-source), SmoothWater (which was, happily, obsoleted by vanilla), and this. I've also done a few simple CropCards for IC2, and a handful or two of mods that haven't had a public release, but can be found on my GitHub page. And, going back further, some non-trivial plugins for Bukkit and even hMod, which were kept private to their respective servers. So I'm not new to Minecraft coding by any means, just not well-known.
Glad you liked it! You might also like the SeedManager intro and SmoothWater intro. I try to do something amusing with every major mod release I make.
TheCountChuckula's Mods on CurseForge
Glad you enjoyed it! It was fun to write, too.
A friend of mine pointed out a neat use of that earlier: Move a chest onto a hopper to shift its contents into another storage unit (e.g. an already-made golden chest).
Per the FAQ:
Specifically, I'm not interested in supporting 1.6.4 because it's primarily a transition release to make vanilla worlds upgrade to 1.7 smoothly. Even 1.6.2 is only half-heartedly supported by the modding community, due to the issues caused by the new launcher and the impending release of 1.7. It's just not worth my time to make, test, and support a release for 1.6.4.
There is a chance that the 1.6.2 build will Just Work on 1.6.4, but you're on your own if you want to try that. As always, take a backup of your world or be prepared to lose it.
Do let me know if you hit any issues (besides mod block rendering, which is known to be kinda glitchy at the moment). I've done a lot of testing, but it's been spread out across so many builds that I wouldn't be surprised if I forgot to test something in the release builds.
I'll probably go back and bash my head against rendering some more in a day or two. For the moment, I'm just enjoying the fact that it's fully released.
I'm not sure I like the idea of showing the left arm, because you can hold an item while you have the block in your arms. You'll do half damage and break blocks at half speed, to represent awkwardly reaching around the block to do stuff, but it's possible.
I also don't want to do any more rendering than I have to. That stuff is painful.
As far as changing what things you can pick up, I'm pretty happy with the default whitelist as-is, but you're certainly welcome to adjust your whitelist however you like. You can set it to allow picking up bedrock, to forbid everything but flowers, to make the player act like an enderman, or any other setup you want. All you have to do is run through the block IDs on the data values page and pick out the ones you want! (As always, backup your world or be prepared to lose it. Seriously, you should be doing that every time you add or reconfigure any mod, not just this one. 99% of the time, nothing will go wrong, but that 1% sucks if you don't have a backup.)
I fixed those issues for v1.0.2, which is now available. v1.0.1 clients can connect to v1.0.2 servers, so no client update is required.
I did consider leaving the intro unwrapped, since it contains the only images of the mod in action. It's kinda long, though, and doesn't have the images right at the top. I think I'll leave it wrapped and maybe see about getting/making some form of banner for the top of the post. That way, I could give a visual introduction, introducing the concept of the mod at a glance without pushing the actual content too far down the post.
I was like this the whole time :