####################
# general
####################
general {
# Changes pane rendering algorithm a bit.
B:"Add panes"=true
# Use alternative crafting recipe for the chisel
B:"Alternative recipe"=false
# Amount of limestone to generate in the world; use 0 for none
I:"Worldgen limestone amount"=4
# Amount of marble to generate in the world; use 0 for none
I:"Worldgen marble amount"=8
# Traversing concrete roads, players will acceleration to this velocity. For reference, normal running speed is about 0.28. Set to 0 to disable acceleration.
D:"concrete velocity"=0.45
# Some blocks, like bookshelves and ice will not get overridden using "override vanilla blocks" setting. Set this to true to disable all overriding.
B:"disable overriding blocks"=false
# Reworks ice blocks to drop Ice shards when destroyed
B:"ice drops ice shards"=true
# Use old pillar textures
B:"old pillar graphics"=false
# If true, will override vanilla blocks with their chisel variations. If false, will create one new chiseled block for each vanilla block that can be chiseled.
B:"override vanilla blocks"=false
# Particle tick rate. Greater value = less particles.
I:"particle tickrate"=1
# Make variations of blocks have the same name, and use the description in tooltip to distinguish them.
B:"use block descriptions in tooltips"=true
# Add a new tab in creative mode and put all blocks that work with chisel there.
B:"use custom creative tab"=true
}
tweaks {
# Unlocalized name of the block that, when burned, will produce concrete (examples: lightgem, stone)
S:"concrete recipe block"=gravel
}
[/spoiler]
You have:
# Some blocks, like bookshelves and ice will not get overridden using "override vanilla blocks" setting. Set this to true to disable all overriding.
B:"disable overriding blocks"=false
# If true, will override vanilla blocks with their chisel variations. If false, will create one new chiseled block for each vanilla block that can be chiseled.
B:"override vanilla blocks"=false
You want:
# Some blocks, like bookshelves and ice will not get overridden using "override vanilla blocks" setting. Set this to true to disable all overriding.
B:"disable overriding blocks"=true
# If true, will override vanilla blocks with their chisel variations. If false, will create one new chiseled block for each vanilla block that can be chiseled.
B:"override vanilla blocks"=false
One disables some overriding, the other disable them all, you have to make sure that there set to their right functions.
As a texture artist and graphic designer I need to lay down some lines here... I love the mod but as pointed out some things a bit.. off... this is a bit of a read but please I'd like you to sit down and think this over a bit... This is in no way bashing your mod as I do love it... but there are a few 'nono's in it that are making adding texture support for it a real nightmare, but can be easily be fixed, or tweaked...
One thing I really would recommend when it comes to the CTM you are using... is really... stick to how CTM is done by default. CTM has been around for a -very- long time, sense early beta with the start of the 'connective glass' mod and hasn't really changed a whole lot sense that starting format.
We know how it's done, we have methoods to do it. To then take that and create your 'own' not only makes it harder for us but also confusing. Making the CTM use parts from the same blocks is also very VERY limiting to us and as I'm finding often means the textures wont be seemless. I am having to waste a lot of time designing a texture that in normal CTM would be easy and look nice.. only to see in this more 'minimal' ctm it not be seemless and look rather... bad. Instead of just making each 'block' work together, I have to be sure each small 'section' of one block works with other 'sections' of said block... It also don't seem to work half the time, making a T shape often ends up with an L shaped ctm with a single block to the side 'attached'.
You could stick to three files per 'full' ctm, almost like what you have with dirt at the moment,
just like dirt.... or... maybe not.. as you have the smaller one as well and I really don't know what is being used anymore... you seem to mix and match ctm methoods on a per block bases, some use 4 blocks to sample from, others like dirt use five.. or a three part full ctm...
Personally... stick to one methood, and I'd HIGHLY recommend the big three file full ctm methood for... full ctm.... as that is the standard and is easy to understand plus there are a LOT of turorials and even templates like what I'm showing that have that already... It gives far more control over how we want thing's to look, and sense your mod is all about adding in design aspects, that is a must.
I can say, if I did my ctm glass how yours does it (and I've tried) it looks BAD and screwed up... I can't tell your mod what 'bits' to sample for say, the corners of the blocks.. so stuff is cut off and horridly aligned. Designs and patterns cant be used.
So please please PLEASE stick to the normal means of CTM.
By the way... recommend having vertical, and horizontal ctm.. don't just make vertical ctm turn sideways... yes some of us can turn the 'single' block variant of a vertical ctm isto a nice horizontal pattern that then fits seemlessly into the vertical versions... to have that texture suddenly switch to it's side destroys that and makes it VERY frustrating.
In game... my standstone that uses standard CTM... your marble pillar that.... don't.
The left one is how normal CTM works. Vertical ctm will only ctm if vertical, else keeps using the single block varient.
Yours turns the vertical ctm onto it's side to make a horizontal ctm.... so we cant use the single block varient in any designs less we.... keep it as a single block.
Then I find some of your blocks don't seem to use ctm at all, and have the blocks for the top, middle and bottom and 'whole' that can be placed individually.
This is really confusing using so many methoods, like some of these extras like CTM was added in after thought while leaving the remains of other methoods in tact. Like, why is all your sandstone each their own block, then marble has ctm.. and dirt seems to be the closest to standard ctm we get... and a few other select blocks then others don't and need each part crafted and placed...
But also yes, you have a -lot- of ununed textures, psd files that are boasting the file size and I'm unsure what is what and if I should be taking the time to be texturing for some of these things or not.
Thus far I got dirt... that what I thought was following the normal methood of CTM with it's three peices ends up not doing so... so I couldn't just copy-paste my ctm over it... (this is why making your own is bad) and wood... that I would love to have some ctm for... but... there isn't any...
In the end.. I love the mod, not so much the painterly textures that come with it but I can change all that... but changing some of that has some confusing aspects and methoods that seem to change from one bock to the other.
This needs a lot more then just re-orgonizing, the CTM part being the biggest one.
Most pack makers know how to do CTM or have some CTM in our packs, it's almost become standard now... I highly recommend sticking to the format we know, it removes the guess work and allows us to truly make the most out of your mod.
I mean, just the fact your vertical ctm flipped to its side when placed side by side instead of sticking to using the single block form means I had to fully redo a plan for a build using blocks not from your mod as it just ended up looking.... bad.
Please consider these words it would help out a lot, not just for the people using your mod to create things, but also us texture makers whom like Alv, and myself... who want to add support and know the standard CTM yet we are just.... confused.
I'm working with Alv. to demystify how the connected textures work but a few things. One, the MCPatcher method can be forced by taking the portion of the filename before -ctm.png, and have the three texture sheets be that portion plus -ctm1.png, ctm2.png and ctm3.png.
Two the reason for the other full method is a result of the original mod author realizing,based on what they were working with, that the 47 needed textures of the MCPatcher method were just twenty smaller tiles in different arrangements and the arranging could be done in code. The connection issue you ran into was a bug.
Finally I'm not a big fan of how the vertical connected textures behave right now as well and will put an option in the config file for now to turn in off.
I agree, standard CTM system would be better, or this system which would do it with code. However I have to be honest when I say its not hard to call blocks by their unlocalized name, and force standard CTM on them.
Here is a basic guide which gets into the very nitty gritty of standard CTM, explaining how to do this. Very simple to circumvent this mods system. - If you don't have the list of unlocalized names you can use a NEI dump to them.
[the guide says you can name your block config anything, but you need to put in the correct matchblock, which would be the tile name, as it says in the post]
Installation
Remove any older versions from the mods folder.
Place this mod in the mods folder.
Place the latest version of Code Chicken Core in the mods folder if its not already.
Place the Autoutil mod in the mods folder if not already installed.
If upgrading from an earlier version then there will be warnings about conflicting blocks, ignore them. They are the result of changes in getting localization working.
FMP support requires FMP version 1.0.0.245 or greater installed.
Changelog
1.6.0
-New Config options
-Hardmode had the chisel item takes damage through use and cannot easly destroy chisel blocks.
-Options to turn of Connected Textures on a per texture basis.
-An option to add the variations to the ore dictionary
-An option to turn of vertical connected textures from rotating when placed in a line along the ground.
-An option to flip the recipie of the chisel for mod compatiblity
-Beavior changes to the chisel Item.
-Left click will attempt to harvest the block.
-Sneak+right click will bring up the Chisel GUI.
-Right Clicking on a block that has variations will change the block,
based on what was left in the input slot of the chisel gui.
If nothing was left in then a varition will be chosen at random.
If a block was left in the input slot then it will change to the input slot
-Native support for Forge MultiPart, with connected textures working with microblocks.
Things are not perfect but it does work.
-New Block: The auto chisel. Place a chisel block in a pattern slot,it will, if a matching block exists in
the input slot it will be placed in the output slot changed. It fully supports ISidedInventory and has an
internal buffer for input and output. All sides are valid input sides and output sides.
-New Variation Type- A Grass Variation based on the dirt textures. It only spreads to dirt blocks with the
same variation ID for now. It should fully support biome coloring as well.
-Localization support.
-Things I likely forgot about.
-A large number of bug fixes.
-Like new bugs.
I tried updating my modpacks chisel mod with this new version, but got a crash. So I started up a clean instance with only the chisel and the required libraries, still got same crash.
java.lang.RuntimeException: No valid textures found for chisel block variation 'Grassy Dirt bricks in disarray' (Grass/bricks)
I have updated my server to the 1.6.0.1 version
My server crash on startup saying : cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: info/jbcs/minecraft/chisel/render/RenderBlocksCTM
any idea ?
"FMP support requires FMP version 1.0.0.245 or greater installed."
FMP is located in your 1.6.4 folder, which itself is located in your mods folder.
Thanks for your response, but I have ForgeMultipart-universal-1.6.4-1.0.0.250.jar in the 1.6.4 folder and the error still occurs
Backup your save, load with just autountils, chisel, codechickencore, and forge - select yes when you load the world - make sure your world is backed up, and tell me if it still crashes, post that crash. - else its not the fault of the chisel mod
Then repeat this but this time with FMP installed as well.
Another thing to check might be the microblocks config file, You might be double registering blocks.
The other fork I was unaware of but both currently sever different purposes. The other crash on startup is due to a lack of testing on my part this should fix it.
I hope this mod stays around and stays up to date. Easily one of my favorite mods ever. Especially, explosively versatile when combined with carpenter's blocks.
Would be nice though if there was an expansion for this with Biomes O Plenty. If the same versatility for the different wood types can be expanded to the BoP woods that would be pretty fun to play with.
Edit:
To add, so many tech mods add metals such as copper and tin that forge is already required to somewhat merge them so we're not swimming in up to half a dozen different coppers. Its a pretty safe bet that unless one is playing a specific fantasy only (and even then, there are mods like Tinker's Construct) modpack they will likely have many various metals available. Copper, tin, aluminum, and likely silver and steel as well. Nickels and leads may be less common but they still show up alot.
I am a huge fan of what Chisel has done for the metal resource blocks, it would be nice if there was some option to include additional metals as well. Too bad its not as simple as simply adding their ID's to a list like the forge microblocks (I think that's how it works at least.)
Hello I am having problems with this mods. Every clients trying to use the chisel tool with the left mouse button on any block will crash (the client, not the server)
If you need more info I can supply more i'm hosting this server.
Thanks!
Here is the log :
---- Minecraft Crash Report ----
// My bad.
Time: 3/19/14 5:45 PM
Description: Exception in world tick
java.lang.NullPointerException
at info.jbcs.minecraft.chisel.GeneralChiselClient.spawnChiselEffect(GeneralChiselClient.java:197)
at info.jbcs.minecraft.chisel.Packets$1.onData(Packets.java:50)
at info.jbcs.minecraft.utilities.packets.PacketHandler.onPacketData(PacketHandler.java:109)
at info.jbcs.minecraft.autoutils.Autoutils.onPacketData(Autoutils.java:53)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at info.jbcs.minecraft.chisel.GeneralChiselClient.spawnChiselEffect(GeneralChiselClient.java:197)
at info.jbcs.minecraft.chisel.Packets$1.onData(Packets.java:50)
at info.jbcs.minecraft.utilities.packets.PacketHandler.onPacketData(PacketHandler.java:109)
at info.jbcs.minecraft.autoutils.Autoutils.onPacketData(Autoutils.java:53)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (497,77,-621), Chunk: (at 1,4,3 in 31,-39; contains blocks 496,0,-624 to 511,255,-609), Region: (0,-2; contains chunks 0,-64 to 31,-33, blocks 0,0,-1024 to 511,255,-513)
Level time: 125250815 game time, 127943406 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 7 total; [EntityBat['Bat'/658570, l='MpServer', x=-476.06, y=42.15, z=165.81], EntityMinecartChest['entity.MinecartChest.name'/1525, l='MpServer', x=-508.50, y=32.50, z=177.50], EntityWaypointContainer['unknown'/191, l='MpServer', x=0.00, y=0.00, z=0.00], EntityCreeper['Creeper'/658665, l='MpServer', x=-439.50, y=34.00, z=171.50], EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96], EntityCreeper['Creeper'/658177, l='MpServer', x=-447.31, y=78.00, z=239.31], EntityCreeper['Creeper'/658178, l='MpServer', x=-445.50, y=78.00, z=232.50]]
Retry entities: 0 total; []
Server brand: mcpc,craftbukkit,fml,forge
Server type: Non-integrated multiplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1943)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (497,77,-621), Chunk: (at 1,4,3 in 31,-39; contains blocks 496,0,-624 to 511,255,-609), Region: (0,-2; contains chunks 0,-64 to 31,-33, blocks 0,0,-1024 to 511,255,-513)
Level time: 125250815 game time, 127943406 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 7 total; [EntityBat['Bat'/658570, l='MpServer', x=-476.06, y=42.15, z=165.81], EntityMinecartChest['entity.MinecartChest.name'/1525, l='MpServer', x=-508.50, y=32.50, z=177.50], EntityWaypointContainer['unknown'/191, l='MpServer', x=0.00, y=0.00, z=0.00], EntityCreeper['Creeper'/658665, l='MpServer', x=-439.50, y=34.00, z=171.50], EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96], EntityCreeper['Creeper'/658177, l='MpServer', x=-447.31, y=78.00, z=239.31], EntityCreeper['Creeper'/658178, l='MpServer', x=-445.50, y=78.00, z=232.50]]
Retry entities: 0 total; []
Server brand: mcpc,craftbukkit,fml,forge
Server type: Non-integrated multiplayer server
The Meaning of Life, the Universe, and Everything.
Join Date:
1/5/2014
Posts:
54
Member Details
Raoul, it seems that your fork messes with Chisel blocks' light parameters. Meaning that it is lighter than usual when lit. And also, oak planks can't be carved into anything but oak planks using your version of chisel, might want to look that up.
EDIT: Also, chiseling by right-clicking is currently too random, can you make it so it cycles through textures instead?
I was just wondering, but do you think we might be able to see Forge Multipart support sometime in the near future? It would be greatly appreciated, thanks!
BUG: Multiplayer server: When i hit certain blocks with chisel tool, this block sometimes disappear. But it really exist (it is invisible until relog).
latest 1.6.4 version, recommended mcpc+
I was just going to post this as well.
I discovered by accident left clicking a marble block placed in the world changes the chisel pattern on it, but as posted above the block sometimes becomes invisible but still has some physics (your character wants to walk through it but bounces back repeatedly).
Placing another block in the space where the invisible block was makes it reappear, colored like the block you placed. Breaking it then gives you back both of the blocks.
You have:
# Some blocks, like bookshelves and ice will not get overridden using "override vanilla blocks" setting. Set this to true to disable all overriding.
B:"disable overriding blocks"=false
# If true, will override vanilla blocks with their chisel variations. If false, will create one new chiseled block for each vanilla block that can be chiseled.
B:"override vanilla blocks"=false
You want:
EDIT: why did this post get skewed by HTML?
One thing I really would recommend when it comes to the CTM you are using... is really... stick to how CTM is done by default. CTM has been around for a -very- long time, sense early beta with the start of the 'connective glass' mod and hasn't really changed a whole lot sense that starting format.
We know how it's done, we have methoods to do it. To then take that and create your 'own' not only makes it harder for us but also confusing. Making the CTM use parts from the same blocks is also very VERY limiting to us and as I'm finding often means the textures wont be seemless. I am having to waste a lot of time designing a texture that in normal CTM would be easy and look nice.. only to see in this more 'minimal' ctm it not be seemless and look rather... bad. Instead of just making each 'block' work together, I have to be sure each small 'section' of one block works with other 'sections' of said block... It also don't seem to work half the time, making a T shape often ends up with an L shaped ctm with a single block to the side 'attached'.
You could stick to three files per 'full' ctm, almost like what you have with dirt at the moment,
just like dirt.... or... maybe not.. as you have the smaller one as well and I really don't know what is being used anymore... you seem to mix and match ctm methoods on a per block bases, some use 4 blocks to sample from, others like dirt use five.. or a three part full ctm...
Personally... stick to one methood, and I'd HIGHLY recommend the big three file full ctm methood for... full ctm.... as that is the standard and is easy to understand plus there are a LOT of turorials and even templates like what I'm showing that have that already... It gives far more control over how we want thing's to look, and sense your mod is all about adding in design aspects, that is a must.
I can say, if I did my ctm glass how yours does it (and I've tried) it looks BAD and screwed up... I can't tell your mod what 'bits' to sample for say, the corners of the blocks.. so stuff is cut off and horridly aligned. Designs and patterns cant be used.
So please please PLEASE stick to the normal means of CTM.
By the way... recommend having vertical, and horizontal ctm.. don't just make vertical ctm turn sideways... yes some of us can turn the 'single' block variant of a vertical ctm isto a nice horizontal pattern that then fits seemlessly into the vertical versions... to have that texture suddenly switch to it's side destroys that and makes it VERY frustrating.
In game... my standstone that uses standard CTM... your marble pillar that.... don't.
The left one is how normal CTM works. Vertical ctm will only ctm if vertical, else keeps using the single block varient.
Yours turns the vertical ctm onto it's side to make a horizontal ctm.... so we cant use the single block varient in any designs less we.... keep it as a single block.
Then I find some of your blocks don't seem to use ctm at all, and have the blocks for the top, middle and bottom and 'whole' that can be placed individually.
This is really confusing using so many methoods, like some of these extras like CTM was added in after thought while leaving the remains of other methoods in tact. Like, why is all your sandstone each their own block, then marble has ctm.. and dirt seems to be the closest to standard ctm we get... and a few other select blocks then others don't and need each part crafted and placed...
But also yes, you have a -lot- of ununed textures, psd files that are boasting the file size and I'm unsure what is what and if I should be taking the time to be texturing for some of these things or not.
Thus far I got dirt... that what I thought was following the normal methood of CTM with it's three peices ends up not doing so... so I couldn't just copy-paste my ctm over it... (this is why making your own is bad) and wood... that I would love to have some ctm for... but... there isn't any...
In the end.. I love the mod, not so much the painterly textures that come with it but I can change all that... but changing some of that has some confusing aspects and methoods that seem to change from one bock to the other.
This needs a lot more then just re-orgonizing, the CTM part being the biggest one.
Most pack makers know how to do CTM or have some CTM in our packs, it's almost become standard now... I highly recommend sticking to the format we know, it removes the guess work and allows us to truly make the most out of your mod.
I mean, just the fact your vertical ctm flipped to its side when placed side by side instead of sticking to using the single block form means I had to fully redo a plan for a build using blocks not from your mod as it just ended up looking.... bad.
Please consider these words it would help out a lot, not just for the people using your mod to create things, but also us texture makers whom like Alv, and myself... who want to add support and know the standard CTM yet we are just.... confused.
Two the reason for the other full method is a result of the original mod author realizing,based on what they were working with, that the 47 needed textures of the MCPatcher method were just twenty smaller tiles in different arrangements and the arranging could be done in code. The connection issue you ran into was a bug.
Finally I'm not a big fan of how the vertical connected textures behave right now as well and will put an option in the config file for now to turn in off.
I agree, standard CTM system would be better, or this system which would do it with code. However I have to be honest when I say its not hard to call blocks by their unlocalized name, and force standard CTM on them.
Here is a basic guide which gets into the very nitty gritty of standard CTM, explaining how to do this. Very simple to circumvent this mods system. - If you don't have the list of unlocalized names you can use a NEI dump to them.
[the guide says you can name your block config anything, but you need to put in the correct matchblock, which would be the tile name, as it says in the post]
Download Link
Autoutil Link
Installation
Remove any older versions from the mods folder.
Place this mod in the mods folder.
Place the latest version of Code Chicken Core in the mods folder if its not already.
Place the Autoutil mod in the mods folder if not already installed.
If upgrading from an earlier version then there will be warnings about conflicting blocks, ignore them. They are the result of changes in getting localization working.
FMP support requires FMP version 1.0.0.245 or greater installed.
Changelog
1.6.0
-New Config options
-Hardmode had the chisel item takes damage through use and cannot easly destroy chisel blocks.
-Options to turn of Connected Textures on a per texture basis.
-An option to add the variations to the ore dictionary
-An option to turn of vertical connected textures from rotating when placed in a line along the ground.
-An option to flip the recipie of the chisel for mod compatiblity
-Beavior changes to the chisel Item.
-Left click will attempt to harvest the block.
-Sneak+right click will bring up the Chisel GUI.
-Right Clicking on a block that has variations will change the block,
based on what was left in the input slot of the chisel gui.
If nothing was left in then a varition will be chosen at random.
If a block was left in the input slot then it will change to the input slot
-Native support for Forge MultiPart, with connected textures working with microblocks.
Things are not perfect but it does work.
-New Block: The auto chisel. Place a chisel block in a pattern slot,it will, if a matching block exists in
the input slot it will be placed in the output slot changed. It fully supports ISidedInventory and has an
internal buffer for input and output. All sides are valid input sides and output sides.
-New Variation Type- A Grass Variation based on the dirt textures. It only spreads to dirt blocks with the
same variation ID for now. It should fully support biome coloring as well.
-Localization support.
-Things I likely forgot about.
-A large number of bug fixes.
-Like new bugs.
The bugtracker is found here https://github.com/d...4/Chisel/issues
http://pastebin.com/vUEtcYUB
Fixed Version Download
Changlog
-Fixes a texture path issue.
I don't know if you've noticed already, but there's another person also doing a port of Chisel http://mc.shinonome.ch/doku.php
"FMP support requires FMP version 1.0.0.245 or greater installed."
FMP is located in your 1.6.4 folder, which itself is located in your mods folder.
Backup your save, load with just autountils, chisel, codechickencore, and forge - select yes when you load the world - make sure your world is backed up, and tell me if it still crashes, post that crash. - else its not the fault of the chisel mod
Then repeat this but this time with FMP installed as well.
Another thing to check might be the microblocks config file, You might be double registering blocks.
I'm trying to isolate this problem
Fixed Version 2 Download
I will get a new thread going later once I deal with a few things.
Would be nice though if there was an expansion for this with Biomes O Plenty. If the same versatility for the different wood types can be expanded to the BoP woods that would be pretty fun to play with.
Edit:
To add, so many tech mods add metals such as copper and tin that forge is already required to somewhat merge them so we're not swimming in up to half a dozen different coppers. Its a pretty safe bet that unless one is playing a specific fantasy only (and even then, there are mods like Tinker's Construct) modpack they will likely have many various metals available. Copper, tin, aluminum, and likely silver and steel as well. Nickels and leads may be less common but they still show up alot.
I am a huge fan of what Chisel has done for the metal resource blocks, it would be nice if there was some option to include additional metals as well. Too bad its not as simple as simply adding their ID's to a list like the forge microblocks (I think that's how it works at least.)
If you need more info I can supply more i'm hosting this server.
Thanks!
Here is the log :
---- Minecraft Crash Report ----
// My bad.
Time: 3/19/14 5:45 PM
Description: Exception in world tick
java.lang.NullPointerException
at info.jbcs.minecraft.chisel.GeneralChiselClient.spawnChiselEffect(GeneralChiselClient.java:197)
at info.jbcs.minecraft.chisel.Packets$1.onData(Packets.java:50)
at info.jbcs.minecraft.utilities.packets.PacketHandler.onPacketData(PacketHandler.java:109)
at info.jbcs.minecraft.autoutils.Autoutils.onPacketData(Autoutils.java:53)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at info.jbcs.minecraft.chisel.GeneralChiselClient.spawnChiselEffect(GeneralChiselClient.java:197)
at info.jbcs.minecraft.chisel.Packets$1.onData(Packets.java:50)
at info.jbcs.minecraft.utilities.packets.PacketHandler.onPacketData(PacketHandler.java:109)
at info.jbcs.minecraft.autoutils.Autoutils.onPacketData(Autoutils.java:53)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (497,77,-621), Chunk: (at 1,4,3 in 31,-39; contains blocks 496,0,-624 to 511,255,-609), Region: (0,-2; contains chunks 0,-64 to 31,-33, blocks 0,0,-1024 to 511,255,-513)
Level time: 125250815 game time, 127943406 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 7 total; [EntityBat['Bat'/658570, l='MpServer', x=-476.06, y=42.15, z=165.81], EntityMinecartChest['entity.MinecartChest.name'/1525, l='MpServer', x=-508.50, y=32.50, z=177.50], EntityWaypointContainer['unknown'/191, l='MpServer', x=0.00, y=0.00, z=0.00], EntityCreeper['Creeper'/658665, l='MpServer', x=-439.50, y=34.00, z=171.50], EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96], EntityCreeper['Creeper'/658177, l='MpServer', x=-447.31, y=78.00, z=239.31], EntityCreeper['Creeper'/658178, l='MpServer', x=-445.50, y=78.00, z=232.50]]
Retry entities: 0 total; []
Server brand: mcpc,craftbukkit,fml,forge
Server type: Non-integrated multiplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1943)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (497,77,-621), Chunk: (at 1,4,3 in 31,-39; contains blocks 496,0,-624 to 511,255,-609), Region: (0,-2; contains chunks 0,-64 to 31,-33, blocks 0,0,-1024 to 511,255,-513)
Level time: 125250815 game time, 127943406 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 7 total; [EntityBat['Bat'/658570, l='MpServer', x=-476.06, y=42.15, z=165.81], EntityMinecartChest['entity.MinecartChest.name'/1525, l='MpServer', x=-508.50, y=32.50, z=177.50], EntityWaypointContainer['unknown'/191, l='MpServer', x=0.00, y=0.00, z=0.00], EntityCreeper['Creeper'/658665, l='MpServer', x=-439.50, y=34.00, z=171.50], EntityClientPlayerMP['djpat28'/658508, l='MpServer', x=-456.28, y=83.62, z=192.96], EntityCreeper['Creeper'/658177, l='MpServer', x=-447.31, y=78.00, z=239.31], EntityCreeper['Creeper'/658178, l='MpServer', x=-445.50, y=78.00, z=232.50]]
Retry entities: 0 total; []
Server brand: mcpc,craftbukkit,fml,forge
Server type: Non-integrated multiplayer server
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 160371568 bytes (152 MB) / 637009920 bytes (607 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 21699 (1215144 bytes; 1 MB) allocated, 77 (4312 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 6, tallocated: 62
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 34 mods loaded, 34 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.9.0.8} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
bspkrsCore{v5.2(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IngameInfo{Forge 1.6.4.r05} [IngameInfo] ([1.6.4]IngameInfo.Forge.1.6.4.r05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioCraft{1.5.5} [BiblioCraft] (BiblioCraft[v1.5.5].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Chisel{1.5.0} [Chisel] (chisel-1.6.4-1.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ComputerCraft{1.58} [ComputerCraft] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CCTurtle{1.58} [ComputerCraft Turtles] (ComputerCraft1.58.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomSpawner{3.0.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GuffCore{1.0.0} [Guff's Core] (GuffCore.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod.ymt.cmn.YMTLib{164v1} [YMTLib] (YMTLib_164v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod.ymt.air.HariboteAirCraft{164v2 cassini} [HariboteAirCraft] (HariboteAirCraft_164v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
millenaire{5.1.11} [Millénaire] (millenaire-jar-5.1.11) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MinorAlchemy{0.7.4} [Minor Alchemy] (Minor_Alchemy_0.7.4__MC_1.6.4_.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Thaumcraft{4.1.0g} [Thaumcraft] (Thaumcraft4.1.0g.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
UniversalElectricity{@MAJOR@.@MINOR@.@REVIS@} [Universal Electricity] (Universal-Electricity-3.0.0.253-core.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
weaponmod{1.6.2 v1.13.6} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMultipart{1.0.0.227} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
McMultipart{1.0.0.227} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMicroblock{1.0.0.227} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: GeForce GTS 250/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: John Smith Legacy.zip
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1328 (74368 bytes; 0 MB) allocated, 27 (1512 bytes; 0 MB) used
EDIT: Also, chiseling by right-clicking is currently too random, can you make it so it cycles through textures instead?
Thats by Adrian, he's porting mods to 1.7 NOT 1.6
I was just going to post this as well.
I discovered by accident left clicking a marble block placed in the world changes the chisel pattern on it, but as posted above the block sometimes becomes invisible but still has some physics (your character wants to walk through it but bounces back repeatedly).
Placing another block in the space where the invisible block was makes it reappear, colored like the block you placed. Breaking it then gives you back both of the blocks.
Also here is the newest version with a few bug fixes and an option to turn off grass spreading
Download