Extra Bit Manipulation
This mod is an addon to the Chisels & Bits mod. It adds a wrench that rotates/mirrors/translates/inverts chiseled blocks, sculpting wires/spades that remove/add cuboidal/ellipsoidal/cylindrical/conic/pyramidal areas of bits from chiseled/chiselable blocks, a modeling tool that makes chiseled block models of 16^3 areas of blocks in the world, and armor pieces that render chiseled blocks (and any items) as their moving parts. It also allows chisel designs to be edited and bits to be thrown like snowballs.
Issues should be submitted via GitHub (here), if possible, but can be submitted internally, if need be.
This mod has been released into the public domain. Use it anywhere in any way.
Chiseled Armor tutorial by Pooka Plays:
Clarifications:
- 3:55 [FIXED] Armor worn in vanity slots is now visible to everyone.
- 23:51 [INFO] Both 'before' and 'after' GL operations apply to all blocks/items of a moving part. The order is 'before', then 'part-specific', then 'after', since order maters in Open GL.
- 41:35 I never even thought about enchantment overlay rendering. I'll have to look into it.
- 45:55 [ADDED] The moving parts of chiseled armor pieces can prevent moving parts and overlays of the player model from rendering.
- 48:27 [INFO] Holding shift, while in collection mode, causes the collection area start/end points to be offset by one from the block/pixel you are looking at. This makes collecting liquid bits easier.
- 59:05 [INFO] Blocks are collected by clicking on one block/bit and releasing on another to collect all intersecting bits. Blocks/bits do not need to be individually clicked.
Finally, I highly suggest that everyone read the tooltips for chiseled armor items while holding control (while in different modes, since the info is mode-specific), as well as clicking the question mark in GUIs and reading all the more detailed hover text while hovering the cursor over each highlighted element.
Loving the chiseled armor portion of the mod!
I must reiterate a strong interest in compatibility with CustomNPC's npc entity ; That would effectively allow pack/map makers to create their own chiseled NPCs and mobs. It would make of EBM a powerful tool for adventure map creation!
Additionally, could there be some method to automatically place a chiseled armor piece on a player's cosmetic slots? Either through command or through a GUI'd block that accesses a specified player's cosmetic slots? Such would make dynamic chiseled-armor change/selection possible from a map-maker's perspective.
Thank you for your consideration and putting work on this indispensable addition to C&B!
In reply to Sharkgrin:
As for CNPC integration, feel free to jump in on the the GitHub issue regarding it.
As for vanity slot access, I agree that there should be a command to access them in the same way vanilla armor slots can be accessed. I'll be sure to add that at some point. Thanks for the idea to do so. :)
In reply to Phylogeny:
In reply to Sharkgrin:
I hadn't heard of it, no. It appears to have quite an expansive feature set, by the looks.
As for the rest of what you said; most -- if not all -- of those points seem doable. As things stand now, unsurprisingly, I've coded everything to do with chiseled armor strictly assuming that it is armor; but there is nothing, in principle, that would prevent the core of it from being used by other items.
Here's what I'm thinking: I might try to add a forth kind of chiseled item (aside from the 4 armor ones) that would be entirely generic, and would do nothing on its own. The means of setting it's data in-world and in-gui would be the same. But I could then do the following:
These are just ideas, and all this (as well as the other things you mentioned) would certainly take a lot of time and refactoring to implement. I make no promises about any of this, but I'll definitely give it a go.
As of right now, all I've implemented is one of the two things you mentioned previously: namely, I've hooked into the vanilla /replaceitem command and modified it to set the contents of the vanity slots (its tab completions are modified accordingly). I should probably look into CustomNPC integration next.
In reply to Phylogeny:
how do i add the newly chiseled armor into a normal set of vannila armor? (so the two dont merge together, Chain+chiseled armor = chiseled chain armor)
In reply to Cinamon:
Chiseled armor renders the same when worn in a vanity slot as it does when worn normally (it just doesn't take up a normal slot, allowing you to wear both it and normal armor). See the 'Vanity Slots' section of the 'Chiseled Armor' link below and above.
how do i make the armour?
I am very confused by it.
In reply to bananabotz72:
The 'Chiseled Armor' link above (and again here) should be helpful.
In short, you set an area in the world that represents a body part at a given scale, sculpt a model around/in it, and then draw a box around part/all of the blocks of the model you created to import copies of those blocks into an armor piece's moving part.
Any chance you could make a video to show how the armor creation works?
In reply to vin0m:
Am I using the wrong crafting box? @Phylogeny
In reply to vin0m:
There is now a tutorial video on this overview page.
In reply to Phylogeny:
The Armor feature looks so freaking cool!
In reply to BrisingrAerowing:
Glad you like it. :)
please add a item that throws more than one bit at a time
In reply to darkskull88:
I'm not sure what you mean.
In reply to Phylogeny:
In reply to darkskull88:
Well, I'm not adding a separate item just for that, but I did just add in the latest release (v3.2.0 for MC1.12) the ability to throw bits from Bit Bags. It has a separate keybind, but with the same default value (R).
By default (configurable via config), the velocity of bits thrown from a Bit Bag are significantly lower and the inaccuracy is significantly higher than bits thrown normally, so it's akin to tossing from a bucket.
Bits are randomly selected from the slots of a Bit Bag by default, but it can be set to systematically move from the first slot to the last, or vice versa.