As I understand, the gadgets can detect tile entities as the blocks are being processed, and the template manager will invisibly drop tile entity blocks.
This means when pasted its sometimes not obvious if a tile entity is designed to be on top of an existing block. And we can't leave signs.
Would it be possibly to encode a "magenta terracotta ↓" block to be placed instead? This would clearly indicate a missing block and a simple usually unused block that would stick out. Potentially, the name and lore could match the block name and modid.
We could maybe construct Constructionblocks in there (with the missing block model?) and set them to not drop anything...?
I'm not sure what the optimum strategy is, but skipped blocks should be recorded in the file, and there should be some means of communicating to the user what they are, how many of them there are, and where they go.
In addition to being represented in the tooltips, perhaps missing block models, as you say @MajorTuvok, could be used, which also render the registry names and/or display names of the skipped blocks they represent.
Niiice - missing models from paste would be cool - I could imagine a gray 'clay'/'porcelain clay' statue appearing where something once was.
That would need to copy the model into the export tho - wouldn't that get quite big for complex models like BloodMagic's Hellfire Forge? I don't know if you have a max-clipboard limit you are working with.
If not, having models listed at the end might be useful - then you could choose to prune which tiles you didn't want to represent. NBT/JSON Comment lines? Is that a thing?
The json NBT/Comments would eat up Packet size und would therefore reduce the amount of Blockstates/Blocks that one can copy. Also it would be difficult to add things into it, as at the moment the json serialisation works via Minecrafts TagCompound#toString. (also I don't think json comments exists... Do they?)
Also the model wouldn't need to be copied into the json, (except maybe it's blockstate) as wherever it's going to be pasted, there's going to be buildinggadgets for rendering it. We can literrally put anything as the missing Tile Model - I just though that the missing model would tel every MC-User that something is missing there, whilst a statuette would not.
Moment, now I get what I meant: normally the model of the Tile would be in the pasted game to, but as we aren't copying Tiles in any way this wouldn't be an option, I guess.
Yea nah - JSON specifically doesn't allow inter-element creativeness. People have tried to make a element "__comment":"foobar" a commonality but there is no consensus
Sweet. Thank you both for giving this suggestion a read - is cool stuff you people have been putting together
I think we discussed this in our Discord and agreed that having this is a good idea but it'll be done by creating a block in game that acts like the Angle block from EU2 where when you hit it, it'll break instantly but it'll also not drop anything meaning that there is no way to use this to the players advantage. It'll also be ugly by design 👍
Perfect! Great to hear it's getting a look at
We should maybe try to make pasting these placeholders a client side config-option though... Some people might not want to remove these blocks all the time.
@MajorTuvok can we close this now as we're supporting tiles?
Yes, I think so too
Most helpful comment
I'm not sure what the optimum strategy is, but skipped blocks should be recorded in the file, and there should be some means of communicating to the user what they are, how many of them there are, and where they go.
In addition to being represented in the tooltips, perhaps missing block models, as you say @MajorTuvok, could be used, which also render the registry names and/or display names of the skipped blocks they represent.