New release of C&B is right around the corner, just doing testing and bug fixes, and optimizations while I wait for the new version of MCMP to come out.
So gonna take a second to make a few notes about initial release/testing.
The new release will no longer be called C&B 1.9
I'm changing my scheme to avoid confusion, the next release will be C&B 8.0.
Why 8? I picked it cause 1.8, i'll be making the first build for 1.9 C&B 9.0 to match, I know a lot of people will think its silly, but I've been seeing a lot of confusion with the 1.8 version, and that will only escalate ridiculously with 1.9.. so just gonna try and prevent that as best i can by skipping past those versions into numbers that won't look like MC's versions...
The new version contains a complete re-write of the storage format
This format is more space efficient and faster, but with change comes the possibility of bugs, and we are talking about the backbone of the mod, so I want those that want to alpha test the new version to be fully aware that you should definitely back up, and be aware that if something goes wrong, it might be catastrophic, With that said, I have done a lot of testing, and I think its ready... but I've been wrong before
And before someone asks, yes your existing worlds will convert ( but you can't go backwards ).
With those two things said,
I'm pretty happy with the new features, and the optimizations for C&B 8.0, There is potential for a lot of memory and cpu savings in the new build, and a lot of preforming profiling has gone into it. I can't wait to see what people make with the new fluids, and the other blocks which have been unlocked for use
That final one was actually me referring to the initial request to exporting models, not the sharing patterns, I wish I had that ready to go, but I'm not quite there yet. ( I also clarified in the issue itself. )
That final one was actually me referring to the initial request to exporting models, not the sharing patterns, I wish I had that ready to go, but I'm not quite there yet. ( I also clarified in the issue itself. )
Wow, that scarcely could have been more obvious... my bad. The second quote's been removed.
Well still waiting for that MCMP release, but I had some time to work on some stuff tonight so I thought I'd add one of the features I get asked for all the time, https://gfycat.com/AccurateInfiniteFulmar
Undo + Redo Support - Survival and Creative Support.
Well still waiting for that MCMP release, but I had some time to work on some stuff tonight so I thought I'd add one of the features I get asked for all the time, https://gfycat.com/AccurateInfiniteFulmar
Undo + Redo Support - Survival and Creative Support.
In survival mode, too. Interesting. Is there there a time limit or distance constraint when not in creative mode? And does this apply only to one block, where modifying another block will clear the actions for the last? How about drawn mode; is the removal of bits from many blocks at once counted as one action? Can the removal of all bits be undone, resulting in a one-click survival mode set block or fill command, of sorts? Can a player remove nearly all the bits from a block or collection of blocks, redo the action(s), then undo from a distance as a trap when another player is standing on them? How about removing them, then undoing the removal to suffocate another player?
Also, would your implementation of this feature be approximated with a static client-side map or list of bit accesses, where bit access(es) are sent to the server in packets to perform the undo/redo action? Or are you saving the data for each player's actions on the server?
There is a distance limit for both creative and survival, however creatives is quite larger, survival requires you to be about within 6 blocks, creative range is 32. The creative distance is really to prevent the player from undoing things they were doing on the other side of their base without realizing it, but I think 32 gives them a lot of freedom to move around and affect a larger area without being too limited.
It remembers a list of up to a configurable level of undos, default is 32, they do not have to be the same blocks, undos can span any number of blocks, and moving from one block to another will not clear them out.
The system supports undo groups, which group several block updates as a single action, so things like drawn region will be "one level" of undo, and of course this will be exposed into the API
I'm not sure what you mean by "one-click survival mode set block or fill command, of sorts?" so I can't comment on it.
Modifications that remove blocks, or add blocks are fine, there is no issue or limit with that.
The range limit, tool durability, and other factors apply to the tool, so unless your in creative using it to make traps is pretty unlikely, but I guess it could happen.
The feature lives on the client side, and the client sends the difference maps to the server to preform them.
If the system detects outside interference, such as breaking blocks, or another player messing with the blocks you are, it reports that the block was modified and will refuse to preform the task, however if that block is returned to the state it was prior to the interference it will allow it ( for insistence if the other player undoes his changes first ). I'm doing this not because the system necessarily requires it but because if you have done something like replace a block you where working on.. you probably do't want to start preforming actions inside of it by accident or something.
And another day and no MCMP release... but hey new features for C&B? I'm starting to think this is a reoccurring theme... anyway i think its kinda neat, https://gfycat.com/WhichCrispFallowdeer
Bit Saw, Cut Blocks, and Chiseled Blocks in mirrored halves to make creation of certain things easier.
So the alpha for 8.0 came out the other day.. I seem to have forgotten to announce that on here, but in any case..
From what testing has been done so far, it looks like things go going well. I fixed all the bugs that have been reported so far, and released 8.1. Hopefully If things continue along these lines and v8 will be a nice stable version in no time.
Hello,
I am running minecraft 1.8.0 and i found out there is a mirror blueprint recipe, but since i didn't find it in my game, i assume its for later versions?
I have 2 suggestions, if they are not yet added in later versions that is, as i have not tested them:
I think the durability of the chisels need to be higher, i do not know if its possible, since i used the config file to make it perfectly balanced, but it reaches some minecraft limit. The diamond pickaxe has a durability of 1561 and its made of 3 diamonds, while the chisel is made of 1 diamond. So the chisel should be able to chisel away 1561/3 = 520 blocks. Each block has 16*16*16=4096 little pixels, so the durability of a diamond chisel should be 520*4096 = 2129920. I use stone chisels only, because i find it to be a waste of diamonds/iron otherwise.
The durability of all the chisels has been vastly overhauled and is configurable in the newer versions.
The other suggestion is to make the bags larger(with a slider maybe) and maybe add a filter to them, so only one block type can be stored in a specific bag. This is to make things more organised and so you don't have to carry 25 bags, its rather annoying.
Or you can make chisel bags the ability to contain other chisel bags and have the chisel bags inside work normally(automatically store chisel bits in them or automatically take out chisel bits).
As with the other item above bags can now hold a default of 512 bits per slot instead of 64, and are also now configurable.
I do not request you add these changes to 1.8.0, just the mirror blueprint, but if you do add them to 1.8.0 i wont complain . If you choose to add them at all that is.
---
I ran into a bug, i do not know if its fixed in later versions. I changed my texture pack, from vanilla to something else and it bugged a lot of the textures of the chisel bits that were already placed. I did not try to place new ones. I reverted to the vanilla texture pack and almost all blocks were ok, except for 2-3. And if i were to remove these blocks and place them again, they would still be bugged. They were made of cobble stone, but were in bronze-orange color with a small gradient from dark to light. I made a new pattern block and when i placed that, the blocks were fine. It is possible the texture pack was for a previous version of minecraft, as i didn't make 100% sure, but the site said its for 1.8.0
Most likely your referring to a bug fixed in the newest builds, v8.0, where changing resource packs in game doesn't work properly because C&B doesn't regenerate models. Which should be fixed in the newest builds.
I request that you add it in 1.8.0 and the reason for that is, because the mirror is an essential building tool and it will finish the building kit, i hope you add it in, otherwise i will have to flip blocks by hand, which is quite difficult, if the design is complex. And if i miss a little piece and start copying it, the error will be in all the copies, so even if i find it later, it will be a pain in the ass to fix. Nothing else you have added is really as essential as the mirror blueprint, in my opinion.
If someone else wants to try and backport features from the 1.8.9 build to 1.8.0 I wouldn't be against it, but I really don't have the time to go back and backport to MC1.8.0, MC 1.8.0 has a lot of issues, and huge amounts of the newer changes for the mod don't function on it, moving that one feature probably would work, but if I do one thing.. then I have will end up doing everything its just a slippery slope.
In closing, I would simply recommend trying to move forward to 1.8.9 if at all possible. Otherwise maybe someone can try their hand to back porting some of the changes. On github, if they can I wouldn't be against releasing the a new build for 1.8.
Well i'm not sure if the new version is just unexpected stable, or if no one is reporting any of the bugs.. maybe both! But in the mean time I've moved on to working on my vision for sharing with C&B, i'm still a long way off, but I felt like sharing what I consider the end goal in prototype form.
Many liquids (such as Tinker's molten metals) can't be used due to the way they're set up (special? the bucket names are messed up for me, may be using an old version) and render in monochrome. Thaumcraft's Liquid Death is also greyscale rather than purple, and Purifying Fluid renders as default water.
i chiseled some cobblestone in survival and i got this type of bits that are not same as cobblestone bits but when i place them they work same as cobble.
I saw this mod and downloaded it, and I was completely blown away at how cool this mod is.
I have put in some time on the base of a tree so far.
but I was suprised as the base of the trunk is like idk... maybe thousands of bits, and my fps isn't complaining, and I can't really tell a difference.
Totally cool man, This mod is so amazing.
Thanks for the time you put into this.
the small ones are my favorite
custom models, no need to dig around in jsons or anything. just amazing.
New release of C&B is right around the corner, just doing testing and bug fixes, and optimizations while I wait for the new version of MCMP to come out.
So gonna take a second to make a few notes about initial release/testing.
The new release will no longer be called C&B 1.9
I'm changing my scheme to avoid confusion, the next release will be C&B 8.0.
Why 8? I picked it cause 1.8, i'll be making the first build for 1.9 C&B 9.0 to match, I know a lot of people will think its silly, but I've been seeing a lot of confusion with the 1.8 version, and that will only escalate ridiculously with 1.9.. so just gonna try and prevent that as best i can by skipping past those versions into numbers that won't look like MC's versions...
The new version contains a complete re-write of the storage format
This format is more space efficient and faster, but with change comes the possibility of bugs, and we are talking about the backbone of the mod, so I want those that want to alpha test the new version to be fully aware that you should definitely back up, and be aware that if something goes wrong, it might be catastrophic, With that said, I have done a lot of testing, and I think its ready... but I've been wrong before
And before someone asks, yes your existing worlds will convert ( but you can't go backwards ).
With those two things said,
I'm pretty happy with the new features, and the optimizations for C&B 8.0, There is potential for a lot of memory and cpu savings in the new build, and a lot of preforming profiling has gone into it. I can't wait to see what people make with the new fluids, and the other blocks which have been unlocked for use
Won't be long now, that's all for now.
Hey, is it possible to save designs and use the same ones in multiple worlds?
There will be, somewhere down the line:
<removed second quote, as it was unrelated and incorrectly indicated that this feature will be in C&B 8.0>
That final one was actually me referring to the initial request to exporting models, not the sharing patterns, I wish I had that ready to go, but I'm not quite there yet. ( I also clarified in the issue itself. )
Wow, that scarcely could have been more obvious... my bad. The second quote's been removed.
Well still waiting for that MCMP release, but I had some time to work on some stuff tonight so I thought I'd add one of the features I get asked for all the time, https://gfycat.com/AccurateInfiniteFulmar
Undo + Redo Support - Survival and Creative Support.
Oho, how useful! Glad to see that it even works both ways.
In survival mode, too. Interesting. Is there there a time limit or distance constraint when not in creative mode? And does this apply only to one block, where modifying another block will clear the actions for the last? How about drawn mode; is the removal of bits from many blocks at once counted as one action? Can the removal of all bits be undone, resulting in a one-click survival mode set block or fill command, of sorts? Can a player remove nearly all the bits from a block or collection of blocks, redo the action(s), then undo from a distance as a trap when another player is standing on them? How about removing them, then undoing the removal to suffocate another player?
Also, would your implementation of this feature be approximated with a static client-side map or list of bit accesses, where bit access(es) are sent to the server in packets to perform the undo/redo action? Or are you saving the data for each player's actions on the server?
There is a distance limit for both creative and survival, however creatives is quite larger, survival requires you to be about within 6 blocks, creative range is 32. The creative distance is really to prevent the player from undoing things they were doing on the other side of their base without realizing it, but I think 32 gives them a lot of freedom to move around and affect a larger area without being too limited.
It remembers a list of up to a configurable level of undos, default is 32, they do not have to be the same blocks, undos can span any number of blocks, and moving from one block to another will not clear them out.
The system supports undo groups, which group several block updates as a single action, so things like drawn region will be "one level" of undo, and of course this will be exposed into the API
I'm not sure what you mean by "one-click survival mode set block or fill command, of sorts?" so I can't comment on it.
Modifications that remove blocks, or add blocks are fine, there is no issue or limit with that.
The range limit, tool durability, and other factors apply to the tool, so unless your in creative using it to make traps is pretty unlikely, but I guess it could happen.
The feature lives on the client side, and the client sends the difference maps to the server to preform them.
If the system detects outside interference, such as breaking blocks, or another player messing with the blocks you are, it reports that the block was modified and will refuse to preform the task, however if that block is returned to the state it was prior to the interference it will allow it ( for insistence if the other player undoes his changes first ). I'm doing this not because the system necessarily requires it but because if you have done something like replace a block you where working on.. you probably do't want to start preforming actions inside of it by accident or something.
Sounds amazing. Very nice!
And another day and no MCMP release... but hey new features for C&B? I'm starting to think this is a reoccurring theme... anyway i think its kinda neat, https://gfycat.com/WhichCrispFallowdeer
Bit Saw, Cut Blocks, and Chiseled Blocks in mirrored halves to make creation of certain things easier.
So the alpha for 8.0 came out the other day.. I seem to have forgotten to announce that on here, but in any case..
From what testing has been done so far, it looks like things go going well. I fixed all the bugs that have been reported so far, and released 8.1. Hopefully If things continue along these lines and v8 will be a nice stable version in no time.
Correct, this was added in 1.7.5 I believe.
Thanks, and feel free to share your work.
The durability of all the chisels has been vastly overhauled and is configurable in the newer versions.
As with the other item above bags can now hold a default of 512 bits per slot instead of 64, and are also now configurable.
Most likely your referring to a bug fixed in the newest builds, v8.0, where changing resource packs in game doesn't work properly because C&B doesn't regenerate models. Which should be fixed in the newest builds.
If someone else wants to try and backport features from the 1.8.9 build to 1.8.0 I wouldn't be against it, but I really don't have the time to go back and backport to MC1.8.0, MC 1.8.0 has a lot of issues, and huge amounts of the newer changes for the mod don't function on it, moving that one feature probably would work, but if I do one thing.. then I have will end up doing everything its just a slippery slope.
In closing, I would simply recommend trying to move forward to 1.8.9 if at all possible. Otherwise maybe someone can try their hand to back porting some of the changes. On github, if they can I wouldn't be against releasing the a new build for 1.8.
Well i'm not sure if the new version is just unexpected stable, or if no one is reporting any of the bugs.. maybe both! But in the mean time I've moved on to working on my vision for sharing with C&B, i'm still a long way off, but I felt like sharing what I consider the end goal in prototype form.
http://algorithmx2.github.io/Chisels-and-Bits-Sharing/viewer/
Of course sharing entails sharing with other players in game as well, I think I know what I'm doing...
PS: If your testing the alpha make sure sure you report any bugs! its too quite!
Many liquids (such as Tinker's molten metals) can't be used due to the way they're set up (special? the bucket names are messed up for me, may be using an old version) and render in monochrome. Thaumcraft's Liquid Death is also greyscale rather than purple, and Purifying Fluid renders as default water.
Also, that viewer is super-neato.
Alright, I added it to the issue tracker so I can check it out, https://github.com/AlgorithmX2/Chisels-and-Bits/issues/9
i chiseled some cobblestone in survival and i got this type of bits that are not same as cobblestone bits but when i place them they work same as cobble.
playing in 1.8.9 version 8.2
http://imgur.com/QPOQs8g
Those weird cobble bits turned out to be cobble double slab bits... which will be re-blacklisted in the future since that is not supposed to happen.
Issue at: https://github.com/AlgorithmX2/Chisels-and-Bits/issues/12
I saw this mod and downloaded it, and I was completely blown away at how cool this mod is.
I have put in some time on the base of a tree so far.
but I was suprised as the base of the trunk is like idk... maybe thousands of bits, and my fps isn't complaining, and I can't really tell a difference.
Totally cool man, This mod is so amazing.
Thanks for the time you put into this.
the small ones are my favorite
custom models, no need to dig around in jsons or anything. just amazing.
My hat is tipped to you for making the next forge multipart.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101