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blockpicker's Introduction

BlockPicker

An infinite inventory to build with

blockpicker's People

Contributors

cervator avatar darkweird avatar flo avatar jdrueckert avatar josharias avatar keturn avatar pollend avatar skaldarnar avatar

Watchers

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blockpicker's Issues

Dropped items disappear

If you open up the block picker GUI and click a block so you hold it.
Now that if you have it on your mouse if you drag it out and drop it via clicking it out the inventory the block disappears from block picker until you reload the world.

Improve UI

Overhaul the layout to be more intuitive and add means to specify further options, e.g. block shape.

Possible layout: BP Layout

See the BP forum thread for more discussion details.

Block Shapes

The block should enable the selection of specific block shapes.

This probably needs some deeper investigation to not just generate all the block/shape combinations but just the one queried. This can, for instance, be done by previewing the shapes using a default material.

Drop Blocks into the BlockPicker

As suggested by @Cervator in the forum, it would be nice to be able to drop held blocks (currently in the floating transfer slot) back into the BP interface to get rid of them.

Selected BlockPicker Items Deleted from Inventory Upon Logging Out

Items pulled from the BlockPicker menu and placed in the player's inventory are deleted from the player's inventory at some point between when the player logs out and logs back into their world; even when Terasology is still running.

SETUP

Terasology: Stable #74

Gameplay Template: Core Gameplay

Modules:

  • BlockPicker
  • Core Content
  • Core Gameplay

Improve Categories

The categories are auto-collected, resulting in some strange "one-block-categories" for some setups, e.g. rock2 just containing Hardstone.

Mod compatibility issues

Some mods (for example Herbalism for now located in WoodAndStone) might use blocks and their entities as base for building their actual blocks and entities that are placed in the world (and inventory). This could cause some corruption of the world or just straight RuntimeExceptions being thrown.

I have a feeling, rather than BlockPicker blindly scanning for all blocks available in the engine (which might not have all the info), should allow Mods to add blocks/items to it. Similar mechanism is used for example in Minecraft. BlockPicker could just define it's mapping for Engine/Core blocks and items (which should be removed from Engine/Core anyway).

Maybe BlockPicker could also provide some kind of interface that is used to configure (via a UI) the block/item placed in the infinite inventory. For example - herbs would register one herb block per flower type and it would allow to specify the genome in a UI?

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