I've been happily using FCB (on its own and in conjunction with C&B) for the last few days since it was added to our pack, but now that I'm ramping up to a very large project, I found an issue I hadn't noticed before.
When crafting a color that requires two dyes, it also takes two cobblestone, but only gives one output FCB. I'm guessing that this is a bug and the two cobblestone is to make up for using two dyes and should be outputting two FCBs.
I'd also like to make a suggestion: allow the creation tool to be placed in a crafting table with dye(s), the cobble/glass/glowstone, and a previously-crafted target FCB. The output would be one more FCB that normal (due to the input FCB) and the tool wouldn't be consumed, of course. This would allow for auto-crafting of the FCBs in a simple and mod-compatible way.
I couldn't tell you how much I'd like being able to auto-craft these—it took six manually-crafted inventories full just to do the ceiling of this build.
I'm not where I can check, but I'm curious if the dye cost is configurable? I'm using insane amounts of dyes! (Luckily, I'm non-sane, so making insane amounts of things comes naturally.).
I've been happily using FCB (on its own and in conjunction with C&B) for the last few days since it was added to our pack, but now that I'm ramping up to a very large project, I found an issue I hadn't noticed before.
When crafting a color that requires two dyes, it also takes two cobblestone, but only gives one output FCB. I'm guessing that this is a bug and the two cobblestone is to make up for using two dyes and should be outputting two FCBs.
I'd also like to make a suggestion: allow the creation tool to be placed in a crafting table with dye(s), the cobble/glass/glowstone, and a previously-crafted target FCB. The output would be one more FCB that normal (due to the input FCB) and the tool wouldn't be consumed, of course. This would allow for auto-crafting of the FCBs in a simple and mod-compatible way.
I couldn't tell you how much I'd like being able to auto-craft these—it took six manually-crafted inventories full just to do the ceiling of this build.
I'm not where I can check, but I'm curious if the dye cost is configurable? I'm using insane amounts of dyes! (Luckily, I'm non-sane, so making insane amounts of things comes naturally.).
Thanks for the bug report, I'll havea fixed build out soon-ish.
You can configure the mod to output more blocks per unit, by default its 1 set of dye + 1 block = 1 FCB, you can adjust this to be 1 set of dye + 1 block = 1-64 FCB using the config.
There are different settings per type, so you can make glowing the default, but normal and glass less expensive, if you like.
not sure if this has been suggested before or not, but what about being able to make different shaped bits? Like being able to make sphere shaped bits or even corner shaped, round ones like the lego pieces?
not sure if this has been suggested before or not, but what about being able to make different shaped bits? Like being able to make sphere shaped bits or even corner shaped, round ones like the lego pieces?
Not feasible, 16x16x16 detail per block is already excessive for what is possible, making 4096 spheres per block will destroy any computer with little effort, plus it ruins C&B ability to combine surfaces to reduce overhead.
Also, Is there a way bits could be featured as a FallingSand and/or falling_block entity?
That would be incredibly useful and awesome for me. Like moving bit pieces... Sliding doors and moving columns. Fold out walls, self building houses....
o, ok, thought I'd ask at least... Thanks for replying..
Edit: Oh, ya what about adding a bag for the dyes so we don't have to carry all the dyes in inventory? Or is there something already for that?
I'm not sure there is much a reason for this, a normal bag from another mod would probably work pretty well in any case. I can't really think of any cases where a specific implementation would be much better.
Also, Is there a way bits could be featured as a FallingSand and/or falling_block entity?
That would be incredibly useful and awesome for me. Like moving bit pieces... Sliding doors and moving columns. Fold out walls, self building houses....
I could keep going.
I don't know, I've never tested structure blocks with them, however if they work with things like "chest contents" i'd imagine they would work, I've never really messed with them at all. i guess give it a shot and see.
I don't think falling block entities really work well with NBT data, plus they are not really designed to move, they are complicated and require a good amount of effort to do all the calculations for, having to constantly re-calculate the lighting and connections as they shift about is generally bad, I'd imagine even if you did manage to get one to fall as an entity it would probably just been invisible until it landed ( when it gains access to its TileEntity once more. )
I don't know, I've never tested structure blocks with them, however if they work with things like "chest contents" i'd imagine they would work, I've never really messed with them at all. i guess give it a shot and see.
I don't think falling block entities really work well with NBT data, plus they are not really designed to move, they are complicated and require a good amount of effort to do all the calculations for, having to constantly re-calculate the lighting and connections as they shift about is generally bad, I'd imagine even if you did manage to get one to fall as an entity it would probably just been invisible until it landed ( when it gains access to its TileEntity once more. )
I made a mod that has those "complicated" calculations locked in and pre set as summonable entities that move north east south west up. (There cannot exist a down til the unfalling and sticky blocks come).
The lighting updates really only effects when you go to cover large areas horizontally with a large empty space underneath. I've made a bridge that is 2x3 blocks that slides in and out and is around 120 blocks long over a lava pit. (smooth as butter)
It is a rather complex method I agree.... but I use it quite often. I find that using this method is more efficient than setblock or fill and is less resource heavy because it requires less commands to use in trigger chain reaction events. To erase a column 4 high that would ether leave you to fill the area or erase one layer at a time if you would like to animate a downwards motion to it. Using different commands at that.
With these you can just execute the same commands you used to "summon" the pillar to rise up from the ground to then make it lower again, even the same command blocks for that matter.
using fill air in-between states in the blocks this occurs.
The only reason I know of why this is not in the game is because if you execute opposing directions at the same time on the same entity it resolves in a crash. (which is not a bug, and I'm thankful it happens)
To me this is the only way that you can reasonably move large amounts of blocks in a mechanical motion to create block animations with.
Vanilla really doesn't support the idea... it creates too much lag.
If they were invisible til they landed that could look cool, and possibly be smoother when folding out. It kinda gives like this "pop-up book mechanic" to blocks.
If not visible til it landed, it would look like I was using the setblock command to place them, instead of the pop-up book look.
The idea would require some way of memorizing bits in a one block area to a block id for a falling block.
That's the "complicated" part, I do believe. Idk... this whole idea could be theoretically impossible, now that I'm typing it out...
Because how would you re-access that block if you lost the clipboard paper. Or what if, if that clipboard paper existed in a chest somewhere in the loaded chunk area it would work... or something >.<?
Maybe there's some other way to do it... Idk I'm not the bit master, I do projectiles.
It was just an idea that come to me, (I haven't checked to see if clone or structure blocks work on bits ether to be honest, I've been cautious about doing so)
I can make it butter if you give me the bread though,
Forget I mentioned the falling blocks. It needs to be something with block nbt to where you can change what block it is, like falling block. But it needs to land on all 6 sides for that to work right.... With gravity but without gravity or something like that.
However I did get around to checking out the structure block, and I can work with this instead for now.
edit:
I would realllllllllly rather execute that though.This is going to require hundreds of command blocks... instead of like 20.
You might try a ComputerCraft Command computer or something, There is also a /setbit command you can access if you enable it in the C&B config.
dude..... You can port whole entire structures of bits with structure blocks and load them elsewhere, not just one block areas O.o.
I can build a forrest of bit trees, this is astonishing.
I'm going to stop bothering you now... I'll use summon Item with chain commands to trigger the load blocks, and that should be pretty smooth.
There is a way to do this. I should have checked that out first...
Have anyone else made a good looking bridge out of Iron Bits? If so then im right after that person.
I am really having fun with Chisels and Bits Mod, however i also wish that these bits actually could have a functionality, like opening a chest inside it or opening a GUI like the Crafting table or a Furnace, and even spawn particles from a Torch for example, then that would extend this mod alot.
EDIT: @ebennett365 Doesnt matter what version you use as long as its the latest
Hello. I was just wondering if you could tell me how the X nbt tag works because I want to make a Blender plugin that will convert models into chisel and bits schematics for mcedit. I tried look through the code, but I couldn't figuer out anything.
Hello. I was just wondering if you could tell me how the X nbt tag works because I want to make a Blender plugin that will convert models into chisel and bits schematics for mcedit. I tried look through the code, but I couldn't figuer out anything.
Thanks,
jgrimes900
The only way your going to understand it is to look at the code, its very complicated, compressed and low level.
I would instead recommend you use the API to import your data into bits, that way you have a nice simply "set bit x,y,z -> this" instead of having to deal with the complicated NBT and storage formats.
Can this please be made for 1.7.10? Me and my friend need hamster cages.
There are several mods mentioned in this thread that can provide similar functions on 1.7.10, however I have no plans to port C&B to 1.7.10 as mentioned numerous times in this thread and in the FAQ's.
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.
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.
What happens when you break other blocks with a pickaxe in creative mode? Do they drop anything?
I've been happily using FCB (on its own and in conjunction with C&B) for the last few days since it was added to our pack, but now that I'm ramping up to a very large project, I found an issue I hadn't noticed before.
When crafting a color that requires two dyes, it also takes two cobblestone, but only gives one output FCB. I'm guessing that this is a bug and the two cobblestone is to make up for using two dyes and should be outputting two FCBs.
I'd also like to make a suggestion: allow the creation tool to be placed in a crafting table with dye(s), the cobble/glass/glowstone, and a previously-crafted target FCB. The output would be one more FCB that normal (due to the input FCB) and the tool wouldn't be consumed, of course. This would allow for auto-crafting of the FCBs in a simple and mod-compatible way.
I couldn't tell you how much I'd like being able to auto-craft these—it took six manually-crafted inventories full just to do the ceiling of this build.
I'm not where I can check, but I'm curious if the dye cost is configurable? I'm using insane amounts of dyes! (Luckily, I'm non-sane, so making insane amounts of things comes naturally.).
Thanks for the bug report, I'll havea fixed build out soon-ish.
I've added the crafting suggestion here, https://github.com/AlgorithmX2/FlatColoredBlocks/issues/21
You can configure the mod to output more blocks per unit, by default its 1 set of dye + 1 block = 1 FCB, you can adjust this to be 1 set of dye + 1 block = 1-64 FCB using the config.
There are different settings per type, so you can make glowing the default, but normal and glass less expensive, if you like.
not sure if this has been suggested before or not, but what about being able to make different shaped bits? Like being able to make sphere shaped bits or even corner shaped, round ones like the lego pieces?
Not feasible, 16x16x16 detail per block is already excessive for what is possible, making 4096 spheres per block will destroy any computer with little effort, plus it ruins C&B ability to combine surfaces to reduce overhead.
o, ok, thought I'd ask at least... Thanks for replying..
Edit: Oh, ya what about adding a bag for the dyes so we don't have to carry all the dyes in inventory? Or is there something already for that?
Can I use structure blocks on bits?
If not, is there a reason why.
Can I use the clone command on bits?
If not, is there a reason why.
Also, Is there a way bits could be featured as a FallingSand and/or falling_block entity?
That would be incredibly useful and awesome for me. Like moving bit pieces... Sliding doors and moving columns. Fold out walls, self building houses....
I could keep going.
I'm not sure there is much a reason for this, a normal bag from another mod would probably work pretty well in any case. I can't really think of any cases where a specific implementation would be much better.
I don't know, I've never tested structure blocks with them, however if they work with things like "chest contents" i'd imagine they would work, I've never really messed with them at all. i guess give it a shot and see.
I don't think falling block entities really work well with NBT data, plus they are not really designed to move, they are complicated and require a good amount of effort to do all the calculations for, having to constantly re-calculate the lighting and connections as they shift about is generally bad, I'd imagine even if you did manage to get one to fall as an entity it would probably just been invisible until it landed ( when it gains access to its TileEntity once more. )
I made a mod that has those "complicated" calculations locked in and pre set as summonable entities that move north east south west up. (There cannot exist a down til the unfalling and sticky blocks come).
The lighting updates really only effects when you go to cover large areas horizontally with a large empty space underneath. I've made a bridge that is 2x3 blocks that slides in and out and is around 120 blocks long over a lava pit. (smooth as butter)
It is a rather complex method I agree.... but I use it quite often. I find that using this method is more efficient than setblock or fill and is less resource heavy because it requires less commands to use in trigger chain reaction events. To erase a column 4 high that would ether leave you to fill the area or erase one layer at a time if you would like to animate a downwards motion to it. Using different commands at that.
With these you can just execute the same commands you used to "summon" the pillar to rise up from the ground to then make it lower again, even the same command blocks for that matter.
using fill air in-between states in the blocks this occurs.
The only reason I know of why this is not in the game is because if you execute opposing directions at the same time on the same entity it resolves in a crash. (which is not a bug, and I'm thankful it happens)
To me this is the only way that you can reasonably move large amounts of blocks in a mechanical motion to create block animations with.
Vanilla really doesn't support the idea... it creates too much lag.
If they were invisible til they landed that could look cool, and possibly be smoother when folding out. It kinda gives like this "pop-up book mechanic" to blocks.
If not visible til it landed, it would look like I was using the setblock command to place them, instead of the pop-up book look.
The idea would require some way of memorizing bits in a one block area to a block id for a falling block.
That's the "complicated" part, I do believe. Idk... this whole idea could be theoretically impossible, now that I'm typing it out...
Because how would you re-access that block if you lost the clipboard paper. Or what if, if that clipboard paper existed in a chest somewhere in the loaded chunk area it would work... or something >.<?
Maybe there's some other way to do it... Idk I'm not the bit master, I do projectiles.
It was just an idea that come to me, (I haven't checked to see if clone or structure blocks work on bits ether to be honest, I've been cautious about doing so)
I can make it butter if you give me the bread though,
(I'm going to go check out structure blocks now)
Forget I mentioned the falling blocks. It needs to be something with block nbt to where you can change what block it is, like falling block. But it needs to land on all 6 sides for that to work right.... With gravity but without gravity or something like that.
However I did get around to checking out the structure block, and I can work with this instead for now.
edit:
I would realllllllllly rather execute that though.This is going to require hundreds of command blocks... instead of like 20.
You might try a ComputerCraft Command computer or something, There is also a /setbit command you can access if you enable it in the C&B config.
dude..... You can port whole entire structures of bits with structure blocks and load them elsewhere, not just one block areas O.o.
I can build a forrest of bit trees, this is astonishing.
I'm going to stop bothering you now... I'll use summon Item with chain commands to trigger the load blocks, and that should be pretty smooth.
There is a way to do this. I should have checked that out first...
Have anyone else made a good looking bridge out of Iron Bits? If so then im right after that person.
I am really having fun with Chisels and Bits Mod, however i also wish that these bits actually could have a functionality, like opening a chest inside it or opening a GUI like the Crafting table or a Furnace, and even spawn particles from a Torch for example, then that would extend this mod alot.
EDIT: @ebennett365 Doesnt matter what version you use as long as its the latest
Depends on what version of the mod your using, The newest build for 1.10.2 requires Forge 12.18.1.2017 or later.
Hello. I was just wondering if you could tell me how the X nbt tag works because I want to make a Blender plugin that will convert models into chisel and bits schematics for mcedit. I tried look through the code, but I couldn't figuer out anything.
Thanks,
jgrimes900
The only way your going to understand it is to look at the code, its very complicated, compressed and low level.
I would instead recommend you use the API to import your data into bits, that way you have a nice simply "set bit x,y,z -> this" instead of having to deal with the complicated NBT and storage formats.
Can this please be made for 1.7.10? Me and my friend need hamster cages.
There are several mods mentioned in this thread that can provide similar functions on 1.7.10, however I have no plans to port C&B to 1.7.10 as mentioned numerous times in this thread and in the FAQ's.
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.
What happens when you break other blocks with a pickaxe in creative mode? Do they drop anything?