I've made a change to v2.6beta1 to copy decorations (torches, trapdoors, other things that can fall off) after the blocks as you suggest. This seems to be working correctly. When v2.6 is posted I'll update here, but if you want a beta copy then PM me.
Hello, I've run into a problem with this mod and loading blueprints. Blueprints created with the wand tool eventually expire and I get a "build failed" error message when I attempt to load any of them. According to the log, there was no valid definition in block directive, and the step that failed was [# BLOCK undefined. Any ideas for a fix or way of avoiding this problem?
This error message can appear if your blueprint defines a block from a separate mod which is subsequently removed. The blueprints should never expire (as they are just a description language) but it is possible that they have syntax errors.
If you get a failed build, check the Minecraft log file which should give more specific error messages about which line of the blueprint could not be parsed, or which statement could not be executed in the build.
Question for you on the '/wand copy' command. From my brief testing with it, it seems to copy the entire chunk above the object I'm copying (if there's anything but air above it). Is there a way for it only to copy the structure itself? I'm clicking on the front/right/bottom corner and the back/left/top corner of the 7x7x18 structure I have if that helps. (and its underground, hence the problem)
This is the way that the wand copy works; you specify the x,z corners with your clicks; the lower y is the lowest of the click points; and the upper y is calculated as the highest block in that area. So, it doesn't work underground as the roof will also be copied. The reason for this is that, usually, the copy will want to copy a structure outside and the upper corner of the volume will be air (and so unclickable).
Instead, if you know the coordinates of the opposite corners of the volume you want to copy, use the /bp copy command. This does not have the convenience of clicking on the blocks, but will have an identical effect.
This fixes a number of rotation issues in Command blocks, armour stands, minecarts, paintings and adds a number of new directives ( IFY, IFFACING, BREAK, multi options to IFBLOCK, etc - see changes log)
Fortuitously and coincidentally, I am planning to make just that, as a YouTube video.
However, these things have turned out to be far more work than I'd anticipated, so it may be a bit of time. In the meantime, there is a brief written tutorial on using the want and commands in the Curse page: http://minecraft.curseforge.com/projects/builders-helper (see in the comment section below the mod description)
If anyone out there wants to make a mod showcase/demo/tutorial then I'd be more than happy to assist in whatever way I can.
For a tutorial in writing blueprints, there is a syntax guide in the readme.cfg blueprint and many examples. From a coding perspective, it is very similar to Logo syntax... You can also import existing structures and use schematics and templates from other online libraries (which will be converted to Blueprint format on startup)
Currently, I think not (assuming you mean what I think you mean, but please test...). However, the /blueprint command runs wholly on the server, and so this should be useable by command blocks to generate structures, plus of course the worldgen hook works on the server. The wand relies on rightclick trapping clientside.
I have plans at the moment to make a completely server-side Bukkit module port of this, which would use a configurable item as the Wand (since it would not be able to have a custom item, being wholly server-side), but this is in very early stages.
Blueprints are just files on the disk, so you can delete them using your normal file manager. However there is no in-game command to delete blueprints (eg, /bp delete or similar)
Thanks. And I have an issue. I made a blueprint of a simple house, copied it and right-clicked on the ground. The chat showed up "Created succsessfully" (or something similar) but the structure did not appear, even after reloading the world.