when using it in creative mode. when i hit a chiseled block with a pickaxe, the entire block is destroyed completely, without the chiseled block being dropped as a loot.
The key lies in the PlayerInteractionManager. Its tryHarvestBlock method looks a little something like this:
public boolean tryHarvestBlock(BlockPos pos)
{
if (something)
{
return false;
}
else
{
if (somethingElse)
{
doSomething();
return false;
}
else
{
if (yetSomethingElse)
return false;
blaBlaBla();
boolean flag1 = false;
if (isCreative())
{
flag1 = removeBlock();
sendPacket();
}
else
{
flag = canHarvestBlock();
if (yetSomethingElseStill)
{
doMoreStuff();
}
flag1 = removeBlock();
if (flag1 && flag)
{
harvestBlock();
}
}
if (!isCreative() && otherThings)
{
dropXpOnBlockBreak();
}
return flag1;
}
}
}
Basically: if creative, break block; else break and harvest block. So, it's a vanilla thing.
Hi. i've only started using this mod, but i can imagine its potential.
However, i am having a problem when using it in creative mode. when i hit a chiseled block with a pickaxe, the entire block is destroyed completely, without the chiseled block being dropped as a loot. i've checked my inventory and nothing is there.
Please help. Thank you.
If your in creative mode and want to get a copy of a chiseled block you have created, use the pick block key-bind ( defaults to middle mouse ) it "picks up" the pointed at block.
You can also use a positive design as well to similar affect, with other options.
When pressing the radial menu key, the radial menu shows up.
Actual behavior:
When pressing the radial menu key, the radial menu does not appear.
Steps to reproduce:
Press the radial menu key.
Additional information:
I use the numpad 3 key for the radial menu key (using 2 for undo and 1 for redo). I also set it as the delete key, neither worked.
Also, deleting the config and restarting the world did not reset the options stored in the "Controls..." settings. Such as I changed the radial menu key from LMENU (whatever that is) to the delete key. Then after closing the game I deleted the config for chisels & bits. I re-open the game, then go to the "Controls..." settings again, and the delete key is still set as the key for the radial menu. Deleting the config is not resetting the config in game after reloading the client (I'm not certain if its supposed to do that...)
Forge version:
1.10.2 - 12.18.1.2095
Got me checkin' out my keyboard now, seeing if my 3 key works... xD
When pressing the radial menu key, the radial menu shows up.
Actual behavior:
When pressing the radial menu key, the radial menu does not appear.
Steps to reproduce:
Press the radial menu key.
Additional information:
I use the numpad 3 key for the radial menu key (using 2 for undo and 1 for redo). I also set it as the delete key, neither worked.
Also, deleting the config and restarting the world did not reset the options stored in the "Controls..." settings. Such as I changed the radial menu key from LMENU (whatever that is) to the delete key. Then after closing the game I deleted the config for chisels & bits. I re-open the game, then go to the "Controls..." settings again, and the delete key is still set as the key for the radial menu. Deleting the config is not resetting the config in game after reloading the client (I'm not certain if its supposed to do that...)
Forge version:
1.10.2 - 12.18.1.2095
Have you changed anything else recently? None else has complained, and my radial menu was working fine when I tested the build.
Controls are stored with Minecrafts configuration, and the controls screen isn't related to C&B either.
C&B just asks for a vanilla keybind and checks it to see if your pressing the keys or what not.
Did you update forge or something? Maybe install another mod?
Have you changed anything else recently? None else has complained, and my radial menu was working fine when I tested the build.
Controls are stored with Minecrafts configuration, and the controls screen isn't related to C&B either.
C&B just asks for a vanilla keybind and checks it to see if your pressing the keys or what not.
Did you update forge or something? Maybe install another mod?
Dude... my bad, I didn't have a bit wielded in my players hand... that's what's going on with the radial menu. Radial menu only pops up when you have a bit selected. I got to laugh at myself this morning.
I was going to suggest that there be a 8 bit piece design that could be auto placed to easily find the center of an air space to build off of... Like an outline or something, then you right click it to be there... whole reason I came here. Then I went to radial menu... I need more coffee. >.<
Just takes a lot of time for me to find the center... that's all.
Dude... my bad, I didn't have a bit wielded in my players hand... that's what's going on with the radial menu. Radial menu only pops up when you have a bit selected. I got to laugh at myself this morning.
I was going to suggest that there be a 8 bit piece design that could be auto placed to easily find the center of an air space to build off of... Like an outline or something, then you right click it to be there... whole reason I came here. Then I went to radial menu... I need more coffee. >.<
Just takes a lot of time for me to find the center... that's all.
I'm glad I got that worked out. lol
Heh, glad it turned out to be something simple, was a little worried there.
Not really sure what your after as far as "8 bit piece design" maybe just make a pattern for it? then make some copies and reuse it? Not sure it really merits some kind of addition code wise.
Like the center of a cube space would be 8 bits. If I could just place 8 bits in the center of a cube space of air on top of a block or something, instead of having to trace out vertically and horizontally the exact center of the block space with bits to find the center.
Like the center of a cube space would be 8 bits. If I could just place 8 bits in the center of a cube space of air on top of a block or something, instead of having to trace out vertically and horizontally the exact center of the block space with bits to find the center.
I think your probobly best served just making a "center" pattern, and making some copies to and sing them as the center, other wise maybe use the tape measure.
Like I said, not sure that that warrants some new feature, more like a few seconds to make a pattern, so you can reuse it when you need it.
The issue seems to be with the flat colored blocks mod, but I'm not sure what's causing it, can anyone help?
(occurs when loading game)
Someone else said that this is related to an update with Extra Utilities 2, or maybe Optifine, I honestly don't know, its a crash in vanilla code, that normally works fine with FCB. I haven't had any time to really look into it.
Ok! I've got one for ya! How bout an end_gateway bit!?
YEahhhhh, galactic bits for everyone hoooraaayyy!!!
I still say there should be a nether portal bit...
I notice both of them are portal type blocks neither in c&b.
I figure its a portal block thing... I'd love if it was implemented though.
I get the whole nether portal bit thing....
But the end_gateway by default doesn't teleport you anywhere or anything.... just looks cool.
Why do the cool blocks have to be "special" :\?
Like what is stopping this from happening? Its driving me nuts....
Portals are more a-kin to fluids ( you can walk though them. ) and they have special characteristics, mostly you can get teleport-ed by them.
Special blocks with such behaviors are black listed because C&B cannot replicate them without special casing their behaviors, also its possible that for some of them trying to use their block method could crash the game.
I don't plan on making portals chisleable, They won't actually function, and removing a single bit from a nether portal or end portal would either break the portal, or worse. If you want blocks that look like them, I would suggest looking for a mod that adds atheistic blocks that resemble them.
they have special characteristics, mostly you can get teleport-ed by them.
without special casing their behaviors
I don't plan on making portals chisleable, They won't actually function, and removing a single bit from a nether portal or end portal would either break the portal, or worse.
I had hoped the end_gateway would be different because it was a *block that didn't teleport by default :\
too high'a hopes...
edit:
without special casing their behaviors
I'd like to ask what you are hinting at here... but its cool. I'm going to go jump into my vat of lava bits...
I'd like to ask what you are hinting at here... but its cool. I'm going to go jump into my vat of lava bits...
Basically The idea is to try and reproduce the blocks as bits, this can't be done with portals, for fluids I just had to admit that "fluids are water" to make them viable, other then that they their properties are something that C&B defines, for solids, the bits try to respect the source block in a number of ways, like hardness and sound.
Its not perfect, but I tried. Plus Fluids are created completely differently then solid bits, so "portal bits" would have to be something else again... its just really not worth it in the long run, specially for the end portal... the end portal's render is black magic, and there is no way I'm putting that into the C&B renderer.
Hey i use the chisels & bits mod in single player and i use world edit with it but i cant rotate blocks made out of bits or they go all messed up and i was wondering if you could fix that? or would i have to go to the creators of w/e for this?
I'm not sure how World Edit does rotations, I did remember a while back someone asked me to add support for the native rotation and mirror functionality in MC, its used for structure blocks.
So I found some time to get that in, so MC Structure blocks now work, if World-edit uses those methods it too will work. Other wise I'd suggest talking the the W/E Folks to see if they could use those functions, or add support.
Hello, first of all I'd like to say thank you so much for creating these two wonderful mods for Minecraft Secondly, I've just started a new project and was wondering if there's an image out there comparing the different texture options for FCB (Stone, Hardened clay, Flawless, ect.) in a color or two? Its just a bit tedious going back and forth, changing it in the config, restarting minecraft, changing it again...
This suggestion could also be a separate add-on to C&B.
Concept: Pocket Bit Shredder
Use Case: Shift-right-click the Shredder in the air to put up to a stack of a single block type inside it. It has a second slot that can only hold one of that block type. As you need bits, the Shredder systematically removes them from that single "working" block. When it is used up, it moves a new block from the stack into the working slot. Likewise, when you break down blocks into bits of that type, the Shredder re-attaches them (layer by layer, row by row) to the working block until its full, then (when more bits of that type are collected) it shifts the block back into the stack and starts a new block in the working slot. Multiple Shredders could be held, each with a single block type inside. The first available empty Shredder will adopt the next bit picked up that has nowhere to go and lock itself to that type until empty. The Shredder can be used like a bit for placement and removal.
Appearance: A mixture of the block icon and some sort of overlay like a box with teeth. When empty, just the box with teeth. The GUI would have just the two slots and whatever surrounding decoration is desired—perhaps themed as an industrial shredder.
Admittedly, the "shredder" analogy doesn't really fit the bit-collecting function, but I couldn't think of any real-world device that both shreds and automatically reassembles parts like that.
This suggestion could also be a separate add-on to C&B.
Concept: Pocket Bit Shredder
Use Case: Shift-right-click the Shredder in the air to put up to a stack of a single block type inside it. It has a second slot that can only hold one of that block type. As you need bits, the Shredder systematically removes them from that single "working" block. When it is used up, it moves a new block from the stack into the working slot. Likewise, when you break down blocks into bits of that type, the Shredder re-attaches them (layer by layer, row by row) to the working block until its full, then (when more bits of that type are collected) it shifts the block back into the stack and starts a new block in the working slot. Multiple Shredders could be held, each with a single block type inside. The first available empty Shredder will adopt the next bit picked up that has nowhere to go and lock itself to that type until empty. The Shredder can be used like a bit for placement and removal.
Back when I was working on a mod (completely privately, btw) with the same basic concept as C&B (before I even knew anyone else had a similar idea -- yes, as I later found out, Algo had the idea long before me), I had implemented the addition/removal of bits (I called them voxels) to/from the world in a way similar to what you are describing. I did not even give bits there own items. Instead removal/addition worked like this (if you're interested):
Removal: when removing bits from the world, the player's inventory would be searched for chiseled blocks (again, I'll just use C&B terminology, here) that had the world 'partial' in their display name (Ex: "Partial Chiseled Block") and contained only the bit type to give the player. If one was found, bits would be added to it; if none were found, one would be created. Once one of these "partial" blocks was full of bits, it would automatically convert back into the item form of the block those bits were of, and the new block would be merged back into the player's inventory, or tossed on the ground if there was no room.
Addition: when adding bits to the world, the player's inventory would again be searched partial chiseled blocks of the bits to add. If found, bits would be removed; if not found, the players inventory would be searched for the item form of the block, and if one was found, it would be deleted, replaced with a partial chiseled block full of bits, and the required bits would be taken from that.
Anyway, that's how I did it; but as for your specific idea being implemented for C&B via C&B's API, as far as I know, C&B just looks for bits and bit bags (rather than any item with an item handler capability that implements IBitBag, like ChiselAndBitsAPI.getBitBag checks for) in the player's main inventory, so even if this 'shredder' had an inventory that implemented IBitBag and was full of bits (with a count equivalent to the stored block or blocks times 16^3), I don't think C&B would be aware of it (I'm sure Algo will correct me if any of that's not true). Also, I'm quite certain that the API does not have anything like a bit request event that would allow addons to fill quotas of bits to be given/taken to/from the player themselves (it has EventBlockBitModification, but that has no bit quota that can be partially or completely filled), so that is out of the question. Barring those two ideas, I don't know how one would allow vanilla chisels to use the shredder's bits via the API and without direct reference to C&B code, like extending BitBag (but if there is a way, Algo would know). As for using the shredder itself like a bit for placement/removal, the API definitely does not have any means of imparting chiseling capabilities, like bits and like chisels have, to an addon's item.
This suggestion could also be a separate add-on to C&B.
Concept: Pocket Bit Shredder
I personally am fond of the current means by which the system functions. So i'm not sure that this belongs in the base mod, Its more or less a means of removing a step in the process. And if it was part of C&B it would also require consuming chisel durability.. not sure how that would work exactly.
Anyway, that's how I did it; but as for your specific idea being implemented for C&B via C&B's API, as far as I know, C&B just looks for bits and bit bags (rather than any item with an item handler capability that implements IBitBag, like ChiselAndBitsAPI.getBitBag checks for) in the player's main inventory, so even if this 'shredder' had an inventory that implemented IBitBag and was full of bits (with a count equivalent to the stored block or blocks times 16^3), I don't think C&B would be aware of it (I'm sure Algo will correct me if any of that's not true). Also, I'm quite certain that the API does not have anything like a bit request event that would allow addons to fill quotas of bits to be given/taken to/from the player themselves (it has EventBlockBitModification, but that has no bit quota that can be partially or completely filled), so that is out of the question. Barring those two ideas, I don't know how one would allow vanilla chisels to use the shredder's bits via the API and without direct reference to C&B code, like extending BitBag (but if there is a way, Algo would know). As for using the shredder itself like a bit for placement/removal, the API definitely does not have any means of imparting chiseling capabilities, like bits and like chisels have, to an addon's item.
For the most part such function is not available for the moment, if however someone were interested in it It could quite possibly be added. In some form or another. There is a lot of area for potential expansion that I don't either have time for, or really think be longs in C&B it self.
Unrelated to the above ( for some reason it just appended this post to the previous one )
New version of Flat Colored Blocks
added a new feature that lets you use the crafting table to make more of a block type you have already made, might be useful for auto-crafting, or just an easier way to make more of something you made earlier.
If its not obvious it doesn't consume the crafter or the colored block, just the materials.
The key lies in the PlayerInteractionManager. Its tryHarvestBlock method looks a little something like this:
Basically: if creative, break block; else break and harvest block. So, it's a vanilla thing.
If your in creative mode and want to get a copy of a chiseled block you have created, use the pick block key-bind ( defaults to middle mouse ) it "picks up" the pointed at block.
You can also use a positive design as well to similar affect, with other options.
Here to provide the following information,
Regarding Chisels & Bits version 12.4:
Intended behavior:
When pressing the radial menu key, the radial menu shows up.
Actual behavior:
When pressing the radial menu key, the radial menu does not appear.
Steps to reproduce:
Press the radial menu key.
Additional information:
I use the numpad 3 key for the radial menu key (using 2 for undo and 1 for redo). I also set it as the delete key, neither worked.
Also, deleting the config and restarting the world did not reset the options stored in the "Controls..." settings. Such as I changed the radial menu key from LMENU (whatever that is) to the delete key. Then after closing the game I deleted the config for chisels & bits. I re-open the game, then go to the "Controls..." settings again, and the delete key is still set as the key for the radial menu. Deleting the config is not resetting the config in game after reloading the client (I'm not certain if its supposed to do that...)
Forge version:
1.10.2 - 12.18.1.2095
Got me checkin' out my keyboard now, seeing if my 3 key works... xD
Have you changed anything else recently? None else has complained, and my radial menu was working fine when I tested the build.
Controls are stored with Minecrafts configuration, and the controls screen isn't related to C&B either.
C&B just asks for a vanilla keybind and checks it to see if your pressing the keys or what not.
Did you update forge or something? Maybe install another mod?
Dude... my bad, I didn't have a bit wielded in my players hand... that's what's going on with the radial menu. Radial menu only pops up when you have a bit selected. I got to laugh at myself this morning.
I was going to suggest that there be a 8 bit piece design that could be auto placed to easily find the center of an air space to build off of... Like an outline or something, then you right click it to be there... whole reason I came here. Then I went to radial menu... I need more coffee. >.<
Just takes a lot of time for me to find the center... that's all.
I'm glad I got that worked out. lol
Heh, glad it turned out to be something simple, was a little worried there.
Not really sure what your after as far as "8 bit piece design" maybe just make a pattern for it? then make some copies and reuse it? Not sure it really merits some kind of addition code wise.
Like the center of a cube space would be 8 bits. If I could just place 8 bits in the center of a cube space of air on top of a block or something, instead of having to trace out vertically and horizontally the exact center of the block space with bits to find the center.
I think your probobly best served just making a "center" pattern, and making some copies to and sing them as the center, other wise maybe use the tape measure.
Like I said, not sure that that warrants some new feature, more like a few seconds to make a pattern, so you can reuse it when you need it.
Crash Report: http://pastebin.com/5GZCeRvq
The issue seems to be with the flat colored blocks mod, but I'm not sure what's causing it, can anyone help?
(occurs when loading game)
Someone else said that this is related to an update with Extra Utilities 2, or maybe Optifine, I honestly don't know, its a crash in vanilla code, that normally works fine with FCB. I haven't had any time to really look into it.
Here is the ticket from github, https://github.com/AlgorithmX2/FlatColoredBlocks/issues/24
Ok! I've got one for ya! How bout an end_gateway bit!?
YEahhhhh, galactic bits for everyone hoooraaayyy!!!
I still say there should be a nether portal bit...
I notice both of them are portal type blocks neither in c&b.
I figure its a portal block thing... I'd love if it was implemented though.
I get the whole nether portal bit thing....
But the end_gateway by default doesn't teleport you anywhere or anything.... just looks cool.
Why do the cool blocks have to be "special" :\?
Like what is stopping this from happening? Its driving me nuts....
Portals are more a-kin to fluids ( you can walk though them. ) and they have special characteristics, mostly you can get teleport-ed by them.
Special blocks with such behaviors are black listed because C&B cannot replicate them without special casing their behaviors, also its possible that for some of them trying to use their block method could crash the game.
I don't plan on making portals chisleable, They won't actually function, and removing a single bit from a nether portal or end portal would either break the portal, or worse. If you want blocks that look like them, I would suggest looking for a mod that adds atheistic blocks that resemble them.
I had hoped the end_gateway would be different because it was a *block that didn't teleport by default :\
too high'a hopes...
edit:
without special casing their behaviors
I'd like to ask what you are hinting at here... but its cool. I'm going to go jump into my vat of lava bits...
Basically The idea is to try and reproduce the blocks as bits, this can't be done with portals, for fluids I just had to admit that "fluids are water" to make them viable, other then that they their properties are something that C&B defines, for solids, the bits try to respect the source block in a number of ways, like hardness and sound.
Its not perfect, but I tried. Plus Fluids are created completely differently then solid bits, so "portal bits" would have to be something else again... its just really not worth it in the long run, specially for the end portal... the end portal's render is black magic, and there is no way I'm putting that into the C&B renderer.
I'm not sure how World Edit does rotations, I did remember a while back someone asked me to add support for the native rotation and mirror functionality in MC, its used for structure blocks.
So I found some time to get that in, so MC Structure blocks now work, if World-edit uses those methods it too will work. Other wise I'd suggest talking the the W/E Folks to see if they could use those functions, or add support.
Structure blocks support is in C&B Version 12.6
Hello, first of all I'd like to say thank you so much for creating these two wonderful mods for Minecraft Secondly, I've just started a new project and was wondering if there's an image out there comparing the different texture options for FCB (Stone, Hardened clay, Flawless, ect.) in a color or two? Its just a bit tedious going back and forth, changing it in the config, restarting minecraft, changing it again...
This suggestion could also be a separate add-on to C&B.
Concept: Pocket Bit Shredder
Use Case: Shift-right-click the Shredder in the air to put up to a stack of a single block type inside it. It has a second slot that can only hold one of that block type. As you need bits, the Shredder systematically removes them from that single "working" block. When it is used up, it moves a new block from the stack into the working slot. Likewise, when you break down blocks into bits of that type, the Shredder re-attaches them (layer by layer, row by row) to the working block until its full, then (when more bits of that type are collected) it shifts the block back into the stack and starts a new block in the working slot. Multiple Shredders could be held, each with a single block type inside. The first available empty Shredder will adopt the next bit picked up that has nowhere to go and lock itself to that type until empty. The Shredder can be used like a bit for placement and removal.
Appearance: A mixture of the block icon and some sort of overlay like a box with teeth. When empty, just the box with teeth. The GUI would have just the two slots and whatever surrounding decoration is desired—perhaps themed as an industrial shredder.
Admittedly, the "shredder" analogy doesn't really fit the bit-collecting function, but I couldn't think of any real-world device that both shreds and automatically reassembles parts like that.
Back when I was working on a mod (completely privately, btw) with the same basic concept as C&B (before I even knew anyone else had a similar idea -- yes, as I later found out, Algo had the idea long before me), I had implemented the addition/removal of bits (I called them voxels) to/from the world in a way similar to what you are describing. I did not even give bits there own items. Instead removal/addition worked like this (if you're interested):
Removal: when removing bits from the world, the player's inventory would be searched for chiseled blocks (again, I'll just use C&B terminology, here) that had the world 'partial' in their display name (Ex: "Partial Chiseled Block") and contained only the bit type to give the player. If one was found, bits would be added to it; if none were found, one would be created. Once one of these "partial" blocks was full of bits, it would automatically convert back into the item form of the block those bits were of, and the new block would be merged back into the player's inventory, or tossed on the ground if there was no room.
Addition: when adding bits to the world, the player's inventory would again be searched partial chiseled blocks of the bits to add. If found, bits would be removed; if not found, the players inventory would be searched for the item form of the block, and if one was found, it would be deleted, replaced with a partial chiseled block full of bits, and the required bits would be taken from that.
Anyway, that's how I did it; but as for your specific idea being implemented for C&B via C&B's API, as far as I know, C&B just looks for bits and bit bags (rather than any item with an item handler capability that implements IBitBag, like ChiselAndBitsAPI.getBitBag checks for) in the player's main inventory, so even if this 'shredder' had an inventory that implemented IBitBag and was full of bits (with a count equivalent to the stored block or blocks times 16^3), I don't think C&B would be aware of it (I'm sure Algo will correct me if any of that's not true). Also, I'm quite certain that the API does not have anything like a bit request event that would allow addons to fill quotas of bits to be given/taken to/from the player themselves (it has EventBlockBitModification, but that has no bit quota that can be partially or completely filled), so that is out of the question. Barring those two ideas, I don't know how one would allow vanilla chisels to use the shredder's bits via the API and without direct reference to C&B code, like extending BitBag (but if there is a way, Algo would know). As for using the shredder itself like a bit for placement/removal, the API definitely does not have any means of imparting chiseling capabilities, like bits and like chisels have, to an addon's item.
I personally am fond of the current means by which the system functions. So i'm not sure that this belongs in the base mod, Its more or less a means of removing a step in the process. And if it was part of C&B it would also require consuming chisel durability.. not sure how that would work exactly.
For the most part such function is not available for the moment, if however someone were interested in it It could quite possibly be added. In some form or another. There is a lot of area for potential expansion that I don't either have time for, or really think be longs in C&B it self.
Unrelated to the above ( for some reason it just appended this post to the previous one )
New version of Flat Colored Blocks
added a new feature that lets you use the crafting table to make more of a block type you have already made, might be useful for auto-crafting, or just an easier way to make more of something you made earlier.
If its not obvious it doesn't consume the crafter or the colored block, just the materials.