- looking at an unknown crashes game
- placing slabs is a bit funky mainly when holding shift (alternative placement)
- when a player starts to dig or punch remove the preview for a sec
- (this may be of use) core.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks, orient_flags, prevent_after_place])
- just rewrite the entire mod... I need to get rid of GO-TO
- (forcing a snap maybe not the best way) corner should snap...
? may be a bit more complicated
- if looking at the side of another stair it should for a corner.(snap)
- should take into account if top or bottom
- #bug (what is bro talking about???) not connecting when there is a node within it
- do something with the preview when when the player has not placed anything for a while
- maybe hide it if looking at an entity
- shrink it?
- its a bit odd to have the preview all the time
- in-between stairs, add support to preview it
- #bug when looking at a slab.. it should not set corner to inner
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#bug (fixed?) MCL chest kinda break when placed with this mod (maybe just disable the "preview" of them)
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change the "calculations"... their may be some helper functions that can make this better
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(what?) take into account the player's hand
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[.] figure out how to do placement for inner/outer corner stairs
- inner stairs
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setup some type of api for mod devs
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add ingame cmd for players to edit what orientation behavior a node should have()
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NOTE Why is it by default only work for stairs and slabs? well, because constantly seeing a preview is kinda annoying specially when this games lets you have building items in your hotbar
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the oneplace should only function when its stairs or slabs
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example its rotating torches
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made the visual possibly animate
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remove object when the world end
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set for multiplayer
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maybe make it so slabs can become walls.. hold shift?
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(what?) hold sneak to place as wall
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on place, is not respecting the preview position!!
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player has unlimited full nodes
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(made it glow instead) figure out if i can make it slightly transparent
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add command to enable and disable the feature
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(getting there, logs not being placed right) get correct placement preview depending on paramtyp2
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use the same horizontal rotatoin that ive been using.. if if point under Y level [x,z] are equal then place facing up/down..
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otherwise point to sides
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can use that same logic for wallmounted
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upside down stair are not the right texture orientation
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ignore nodes with buildable tag
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add support for type wallmounted
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(kinda just works with voxelibre..) combine slabs?? to full node, if the placed node is the same type show a preview in the same location but with the preview being flipped
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export function to enable and disable feature
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add an option to enable and disable preview of non- stairs/slab nodes (default=disabled)
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add support for doors
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(done with facedir) instead of checking a nodes names check for facedir and 4dir
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(smooth toggle) options to snap to pos node or glide [set_pos or move_to]
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(maybe?) (mcl lily pads, should show preview on top of water)
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(yea no thanks) mcl lantern not in correct orientation
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(mcl may cause problems) let all nodes be able to do full rotations onless specified.. (reason mcl dispenser.. etc.)
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(YES to this) a good amount of node's orientation should be similar to chests/invs types
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DOTHIS(bro i did it though, trust) facedir will act like logs or nodes with invs. for orientation difference check if the node includes "stair" in name
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add arch also be stair support
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upper slab, when holding shift it goes to the wrong orientation, it shows up on the bottom, when it should be at the same level as the top
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(currently they can only do 90)
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stair corners need to be able to do a full 180. add support for stairs to do a full 180
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could also manage converting normal stairs to conrer stairs depending on when is around
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do something like how im doing with the slabs(holding sneak)
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ok if looking above a certain amount and also holding shift.. do a 180
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pretty sure pp broke door placement
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workbench rotations
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(making slabs that much better to place) slabs should only show the full preview only if pointed at the face within the node's position
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holding shift while points at an upper set of slabs.. it will visually show the right placement, but on place it will place lower
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[.] (is it fixed?) pumpkin placement is not correct
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preview doors
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(default_cobble.png) remove mtg dependency
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stairs/slabs only setting causes crash
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#bug mcl daylight-sensor,and carpets looking goofy
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#bug need to ignore the player's own hitbox. gets in the way when trying to "preview" placement below the player.
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#bug look position is not alawys where it should be.. if they intersection is too close it will miss the node git the next.
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#bug (ill just get an api going) mcl whatever the player head node is.. it needs to preview to the players rotatoin
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#bug running /clearobjects causes crash
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actually save the player's settings
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maybe holding shift should "lock" the rotation to normal
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maybe switch placement orientation to depend on what block face they its being placed on
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IDEA option "sneak to preview"
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distance should be up to the player's reach
- corner stair placed/previewed when looking at the side of a corner stair
- connected stairs, prevent override if variant does not exist
- add toggle for pulse animation
- (turns out there are no inner/outer variant for this) add support for more outer stair preview (example: pine wood does not work)