Hello. Can you please add a search bar so we can search for specific rgb codes like for example if we need R:98 G:51 B:21 to be able to search for it not search the whole to be easier
Does Chisels & Bits have to map all the blocks it can chisel each time the server boots ? It takes an incredibly long time.
Couldn't it just search for new mods, if there's, check for new blocks.
Actually, C&B takes a huge space in console to tell me it can't find a compatible chisel etc for certain mods, ok I got it, it's fine these blocks can't exist in bits. It could register these blocks somewhere and not tell me every single time I start/restart. It takes a LOT of place in console AND takes a huge time to process when you have a lot of mods.
I'm very new to this mod but after reading all the tips and watching some youtubes I'm a little confused. This mod is very impressive but the bit by bit chiseling is a bit too much detail for me, but the saw looks perfect because all I want to do is make some half and quarter slabs. I haven't played minecraft for over a year or two but I remember there used to be a mod that had a saw that functioned just like this one. My problem though is that the placement of these sawed slabs doesn't work how I was used to, they seem to always snap to the bottom space of a block rather than snapping to the face/corner based on where I'm aiming.
So for instance I cut a bunch of half slabs in order to mimic vanilla minecraft stairs, but I can only place the half slabs on the bottom half of space, not the top, and they don't seem to rotate around based on my context/aim.
I'm very new to this mod but after reading all the tips and watching some youtubes I'm a little confused. This mod is very impressive but the bit by bit chiseling is a bit too much detail for me, but the saw looks perfect because all I want to do is make some half and quarter slabs. I haven't played minecraft for over a year or two but I remember there used to be a mod that had a saw that functioned just like this one. My problem though is that the placement of these sawed slabs doesn't work how I was used to, they seem to always snap to the bottom space of a block rather than snapping to the face/corner based on where I'm aiming.
So for instance I cut a bunch of half slabs in order to mimic vanilla minecraft stairs, but I can only place the half slabs on the bottom half of space, not the top, and they don't seem to rotate around based on my context/aim.
What am I missing?
It's because they don't have slabs behavior. If you cut the top part, you'll always only get the bottom part as a result.
If you want to have upper slabs, your need to cut the lower part of the block. By doing so, you'll only get upper "slabs".
By using the saw you do not create slabs, you create blocks which look like slabs.
I'm very new to this mod but after reading all the tips and watching some youtubes I'm a little confused. This mod is very impressive but the bit by bit chiseling is a bit too much detail for me, but the saw looks perfect because all I want to do is make some half and quarter slabs. I haven't played minecraft for over a year or two but I remember there used to be a mod that had a saw that functioned just like this one. My problem though is that the placement of these sawed slabs doesn't work how I was used to, they seem to always snap to the bottom space of a block rather than snapping to the face/corner based on where I'm aiming.
So for instance I cut a bunch of half slabs in order to mimic vanilla minecraft stairs, but I can only place the half slabs on the bottom half of space, not the top, and they don't seem to rotate around based on my context/aim.
What am I missing?
Your best bet if your only interested in slabs and stairs and the like is to use a chisel in "Grid Snapped 1/2 Cube" Use the menu key ( Defaults to Alt ) with the chisel in hand to select this. You should carry a bag with you as well.
Hi, there is any form to export a block and use to change the appear of the original block in whole game? example: give relief effect of a stone brick and export to every other stone brick have the same appear. It's may be good suggestion.
you didn't understand. Look this video (it's in portuguese, but just look) it's about a texture pack and all block create inside game have this texture.
However, it's turn the game very hard to computer and happen a lot of lag. There is a form to make the same think with Chisel and Bit mod?
you didn't understand. Look this video (it's in portuguese, but just look) it's about a texture pack and all block create inside game have this texture.
However, it's turn the game very hard to computer and happen a lot of lag. There is a form to make the same think with Chisel and Bit mod?
Any complicated models will cause similar lag. You can use C&B to export MC Models for use with resource packs, but you'll need to create the resource pack with said models yourself, Its not what C&B was designed for.
Edit: I have a question myself though. Is there documentation somewhere on how the FCB config works, it is a bit confuzzeling
The main configurations are the min / max for each category, and the number of "shades" for that category, as well as an exponent to control the curve.
FCB uses HSV color model ( you can look that up if your curious ) and it allows to control each of the H, S, and V ranges and number of divisions.
By default there is a minimum saturation of 0.2, max of 1.0, and there is a exponent of 0.9, this means that for there will be less "almost grey colors" and more "colors" its quite mathematical since that's how it works, but the simplest way to configure things is to adjust the shades. If you want more or less color options you could for instance change the hue shades from 32 to 40, or to 20.
If you have a specific question that make more sense to ask rather then a vague, "how it works" since I'm not sure what your understanding of the underlying mathematics and such are.
Aside from color choices there is also options for swapping out the textures used for each block type, that should be easy to configuration using the in game GUI as it has all the options ready for you to cycle though.
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I am trying to do something that may or may not be possible, so any help would be appreciated.
What I want to do is use crafttweaker to make faux-multiparts (for lack of a better word). E.g. chopping a log would give me 4 chiseled blocks of that wood of 16x16x4.
I chiseled some wood to that size and used /ct hand to get the nbt data, this gives me:
I am trying to do something that may or may not be possible, so any help would be appreciated.
What I want to do is use crafttweaker to make faux-multiparts (for lack of a better word). E.g. chopping a log would give me 4 chiseled blocks of that wood of 16x16x4.
I chiseled some wood to that size and used /ct hand to get the nbt data, this gives me:
I suspect that the b: 28963 is a reference to the original block-id from which it was chiseled; is this correct?
If so, does this retain across instances? (i.e. if I use this in a crafttweaker script will it always make this block out of the correct 'material')?
Lastly, is there some way to retrieve a list of ID's that are used? (so I won't have to chisel every block to get them).
B: is a reference to the state id that makes up the majority of the block, X: is the actual contents of the block.
As for if this data is retained across instances, its world specific, you might get the same state ids from the same instance, just because how they are generated, however I wouldn't bet on them being infallible, removing or adding a mod could completely change them.
just changing B: wouldn't be productive as the real data ( X: ) isn't being changed, it would be like saying "This block made of oak is mostly made out of marble." which would just confuse it a little. ( Mostly be displaying a different name, but it would still be made of oak. )
I don't think there any real way to do what your wanting with craft tweaker, plus in general I think that it makes more sense to use C&B with a chisel and less with pre-made parts, I think it just works better that way.
I don't think there any real way to do what your wanting with craft tweaker, plus in general I think that it makes more sense to use C&B with a chisel and less with pre-made parts, I think it just works better that way.
I was afraid of that.I understand that what I want falls outside of the scope of the mod, I was hoping to find a solution to the "problem" I have of wanting to be able to have (limited) wood-only chisel capabilities early game and progress to stone and more flexibility later. No chance of getting a bit-saw just for wood I suppose? :-) Just kidding.
Thanks for the answer, I'll be heading back to the drawing board.
Look, thanks but I don't understand programming very well. What I really want give a suggestion to change whole blocks to sculpt relief block, look like the texture video, but not a texture pack. I think it draw attention to mod. But it's just a suggestion and if it's cause lag (my englesh is not very well and I don't understand if it's that or I don't explain well the suggestion), patience, given suggestion.
Have you tried using the various modes available when placing bits, and using the chisel? For instance "Connected Plane" would help if you want to add a layer to one that is already present, mean while using "Same Material" Allows you to chisel an entire block with one click.
Have you tried using the various modes available when placing bits, and using the chisel? For instance "Connected Plane" would help if you want to add a layer to one that is already present, mean while using "Same Material" Allows you to chisel an entire block with one click.
What I'm looking for is more like a builder's wand. A machine or something to make the same changes to many blocks from non-bit inputs would be good too. More than a couple hundred blocks makes things silly with the amount of clicking needed using a chisel pattern.
What I'm looking for is more like a builder's wand. A machine or something to make the same changes to many blocks from non-bit inputs would be good too. More than a couple hundred blocks makes things silly with the amount of clicking needed using a chisel pattern.
I'm not really sure how a block could add a veneer to several hundred blocks...And I really have on idea what you mean by non-bit inputs. I thought I understand what you were talking about, but I suppose I really have no idea.
Hello. Can you please add a search bar so we can search for specific rgb codes like for example if we need R:98 G:51 B:21 to be able to search for it not search the whole to be easier
Is it a bug that lava bits act like water? As in, when you step on/in the lava bits, it doesn't burn you.
Does Chisels & Bits have to map all the blocks it can chisel each time the server boots ? It takes an incredibly long time.
Couldn't it just search for new mods, if there's, check for new blocks.
Actually, C&B takes a huge space in console to tell me it can't find a compatible chisel etc for certain mods, ok I got it, it's fine these blocks can't exist in bits. It could register these blocks somewhere and not tell me every single time I start/restart. It takes a LOT of place in console AND takes a huge time to process when you have a lot of mods.
I'm very new to this mod but after reading all the tips and watching some youtubes I'm a little confused. This mod is very impressive but the bit by bit chiseling is a bit too much detail for me, but the saw looks perfect because all I want to do is make some half and quarter slabs. I haven't played minecraft for over a year or two but I remember there used to be a mod that had a saw that functioned just like this one. My problem though is that the placement of these sawed slabs doesn't work how I was used to, they seem to always snap to the bottom space of a block rather than snapping to the face/corner based on where I'm aiming.
So for instance I cut a bunch of half slabs in order to mimic vanilla minecraft stairs, but I can only place the half slabs on the bottom half of space, not the top, and they don't seem to rotate around based on my context/aim.
What am I missing?
It's because they don't have slabs behavior. If you cut the top part, you'll always only get the bottom part as a result.
If you want to have upper slabs, your need to cut the lower part of the block. By doing so, you'll only get upper "slabs".
By using the saw you do not create slabs, you create blocks which look like slabs.
But main power of this mods, is modularity of block structure. Not only slabs, you can make any shape.
Your best bet if your only interested in slabs and stairs and the like is to use a chisel in "Grid Snapped 1/2 Cube" Use the menu key ( Defaults to Alt ) with the chisel in hand to select this. You should carry a bag with you as well.
No, this is intentional, as C&B Is primarily a decorative mode I felt that its more fun to not hurt you for using lava decoratively.
Hi, there is any form to export a block and use to change the appear of the original block in whole game? example: give relief effect of a stone brick and export to every other stone brick have the same appear. It's may be good suggestion.
you didn't understand. Look this video (it's in portuguese, but just look) it's about a texture pack and all block create inside game have this texture.
However, it's turn the game very hard to computer and happen a lot of lag. There is a form to make the same think with Chisel and Bit mod?
Any complicated models will cause similar lag. You can use C&B to export MC Models for use with resource packs, but you'll need to create the resource pack with said models yourself, Its not what C&B was designed for.
See https://algorithmx2.github.io/Chisels-and-Bits/frequently-asked-questions/ "Can I export my models to JSON?" describes the command you can use to get the MC Json models.
For how to use those you'll need to look into creating resource packs with MC, since I don't cover that part.
The main configurations are the min / max for each category, and the number of "shades" for that category, as well as an exponent to control the curve.
FCB uses HSV color model ( you can look that up if your curious ) and it allows to control each of the H, S, and V ranges and number of divisions.
By default there is a minimum saturation of 0.2, max of 1.0, and there is a exponent of 0.9, this means that for there will be less "almost grey colors" and more "colors" its quite mathematical since that's how it works, but the simplest way to configure things is to adjust the shades. If you want more or less color options you could for instance change the hue shades from 32 to 40, or to 20.
If you have a specific question that make more sense to ask rather then a vague, "how it works" since I'm not sure what your understanding of the underlying mathematics and such are.
Aside from color choices there is also options for swapping out the textures used for each block type, that should be easy to configuration using the in game GUI as it has all the options ready for you to cycle though.
I am trying to do something that may or may not be possible, so any help would be appreciated.
What I want to do is use crafttweaker to make faux-multiparts (for lack of a better word). E.g. chopping a log would give me 4 chiseled blocks of that wood of 16x16x4.
I chiseled some wood to that size and used /ct hand to get the nbt data, this gives me:
I suspect that the b: 28963 is a reference to the original block-id from which it was chiseled; is this correct?
If so, does this retain across instances? (i.e. if I use this in a crafttweaker script will it always make this block out of the correct 'material')?
Lastly, is there some way to retrieve a list of ID's that are used? (so I won't have to chisel every block to get them).
B: is a reference to the state id that makes up the majority of the block, X: is the actual contents of the block.
As for if this data is retained across instances, its world specific, you might get the same state ids from the same instance, just because how they are generated, however I wouldn't bet on them being infallible, removing or adding a mod could completely change them.
just changing B: wouldn't be productive as the real data ( X: ) isn't being changed, it would be like saying "This block made of oak is mostly made out of marble." which would just confuse it a little. ( Mostly be displaying a different name, but it would still be made of oak. )
I don't think there any real way to do what your wanting with craft tweaker, plus in general I think that it makes more sense to use C&B with a chisel and less with pre-made parts, I think it just works better that way.
I was afraid of that.I understand that what I want falls outside of the scope of the mod, I was hoping to find a solution to the "problem" I have of wanting to be able to have (limited) wood-only chisel capabilities early game and progress to stone and more flexibility later. No chance of getting a bit-saw just for wood I suppose? :-) Just kidding.
Thanks for the answer, I'll be heading back to the drawing board.
Look, thanks but I don't understand programming very well. What I really want give a suggestion to change whole blocks to sculpt relief block, look like the texture video, but not a texture pack. I think it draw attention to mod. But it's just a suggestion and if it's cause lag (my englesh is not very well and I don't understand if it's that or I don't explain well the suggestion), patience, given suggestion.
A way to apply a veneer to the visible surfaces of a block would be great. Also, a way to turn entire blocks into bits at once.
Have you tried using the various modes available when placing bits, and using the chisel? For instance "Connected Plane" would help if you want to add a layer to one that is already present, mean while using "Same Material" Allows you to chisel an entire block with one click.
What I'm looking for is more like a builder's wand. A machine or something to make the same changes to many blocks from non-bit inputs would be good too. More than a couple hundred blocks makes things silly with the amount of clicking needed using a chisel pattern.
I'm not really sure how a block could add a veneer to several hundred blocks...And I really have on idea what you mean by non-bit inputs. I thought I understand what you were talking about, but I suppose I really have no idea.