Little Blueprint (1.21.1) In Progress Writing - CreativeMD/LittleTiles GitHub Wiki

What is the Little Blueprint Little Blueprint

The Little Blueprint will become a familiar tool that you'll use often. Its primary use is to save your tiles as a structure or a copy of the tiles. A Structure is a tile(s) grouped by a Little Blueprint that acts as a block rather than individual tiles. Being able to place copies of your tiles and structures will help to speed up your builds. In addition to this, you can set each structure with a specific Structure Type. These include, but are not limited to, a ladder, a door, a bed, and storage. We cover all of these and other structure types in further detail in this wiki.

How to use?

Most of the Little Tools use only the left or right mouse button, but the Little Blueprint uses both mouse buttons. They are used to select the first and second points that will define the cubed area that the blueprint will save. Currently, the blueprint can only select a cubed area at a grid size of 1. Once two points are selected, press the Configure Tool Key to open the first settings interface, as seen in Figure A.

Little Blueprint Save Configure
Figure A: Little Blueprint Save Configure

  • At the top is a drop-down menu that only lists "Area" at the moment. Below that are four checkbox options.
  • When the first option, "Include Vanilla Blocks," is selected, the blueprint will save any whole, non-tile entity block. This excludes blocks such as slabs, chests, furnaces, and stairs.
  • The second option, "C&B Blocks," will be locked unless you have the mod Chisel & Bits installed and there are bits within the selected save area. When checked, it converts those bits into tiles.
  • The "LittleTiles Blocks" option will save any tiles within the save area.
  • Lastly, when the "Remember Structures" option is selected, the blueprint will retain the structure type of any structure it has. When unselected, it will save the structure as tiles instead. For example, an Advanced Door structure needs to be modified. In that case, unchecking this option will cause the door to become tiles that can be modified once saved and placed as a copy.

Under all of those options is a slide bar to control the scale of the tiles. In Figure A, it is saving tiles made in a grid size of 16. We can make it shrink to the largest grid size enabled. In this case, the grid size is 32. Therefore, it will reduce the structure to half its original size if set to 32. This is also true but in reverse, for a grid size of 8, where the structure is doubled in size. Clicking "Clear" will wipe the two points that have been saved, and they will have to be selected again. Clicking "Save" will open the next interface for controlling the structure's behavior, as seen below.

The Blueprint Recipe Interface

The Little Blueprint's structure recipe interface has undergone significant changes since its initial introduction. It may not look familiar if you used it in previous versions, but it still does all the same and more.

Little Blueprint Recipe Interface
Figure A1: Little Blueprint Recipe Interface

Hierarchical Structure List

In Figure A1, the panel on the left, where "<fixed 0>" is highlighted in yellow, is the "Hierarchical Structure" tree list of structures. It will display the order of "parent-child" relationships for all structures in the blueprint. The order in which the structures appear in the hierarchical list is only necessary to pay attention to when working with doors, as parent doors will move all their child structures. Each structure will be labeled with either its user-set name or its "Child ID", along with its structure type. Figure A2 illustrates how the hierarchy displays names when custom names are applied.


Figure A2: Structures Named

In Figure A2, the "Sign Post" is the "Root" or top parent of all other structures saved inside the blueprint. It will always have a child ID of zero. In this instance, each structure has a child ID of zero because it is the first child of its parent. Continuing to reference Figure A2, the "Chains" structure is the child of "Sign Post" and the parent of the "Sign" structure. If the hierarchical order of the structures was not correct for the build in the past, the order would have to be corrected by placing them back in the proper order and saving it once more. However, the structures in the hierarchical list can now be rearranged within the structure by either dragging or using the Structure Modify Controls located below the list. By dragging the structures, you can change the child ID of a structure, swap a child structure with its parent, or move a child structure from one parent to a different parent.

Click and Drag
Figure A2: Click and Drag

In the animation above, the "Sign" structure is going from the child of "Chains" to the second child of "Sign Post."

Structure Type Menu

The Structure Type menu is located at the center top of the interface. In Figure A3, "Fixed", which is shown in the box at the top, indicates the type of the highlighted structure in the hierarchical list. Clicking it will list all the structure types you can select. To scroll, use the mouse's scroll wheel. Once selected, additional settings will appear below the type list, and the structure you have highlighted in the hierarchy list will become that type of structure.

Structure Type Menu
Figure A3: Structure Type Menu

Structure Modify Controls

The series of square buttons under the hierarchical structure list helps to control the order, position, and even add or remove structures inside the blueprint.

Structure Modify Controls
Figure B: Structure Modify Controls

Add Structure Add Structure

Before selecting the "Add" button, choose an existing structure from the Hierarchical Structure List to be the parent of the added structure. Clicking the Add button will open the additional layer, shown below, where structures in the inventory can be added to the blueprint. The panel on the left side shows the list of structures in the inventory. After selecting a structure, the middle panel will display the hierarchical structure list for that structure. Additionally, in the middle panel, structures can be unchecked to prevent them from being added to the blueprint. The panel on the right is identical to the Camera View panel in the blueprint's recipe interface, excluding the animation play controls. At the bottom of this layer, there are three buttons. "Cancel", as its name implies, will end the structure adding process. "Reload" will refresh the list of structures in the inventory. And lastly, "Import" will add the selected structures to the blueprint.

Add Structure
Figure B1: Add Structures

Duplicate Structure Duplicate Structure

Clicking the Duplicate Structure button will copy and paste the currently selected structure from the hierarchical structure list to the blueprint. It will appear as if nothing was added, as the original structure overlaps with it. Clicking save after duplicating will result in an error stating that there are overlapping tiles. To fix this, please review the "Move Structures" button under "Structure Modify Controls". Or click the Delete button if it was a mistake.

Delete Structure Delete Structure

When the Delete button is pressed, a verification layer will appear, asking to confirm the deletion of the selected structure. The hierarchical structure list can be used to choose the structure to be deleted.

Move Structure Up / Down Move Structure Up Move Structure Down

Selecting either the Move Structure Up or Move Structure Down buttons will move the currently selected structure inside the hierarchical structure list to be moved inside its parent. This will change the chosen structure's child ID.

Move Structures Move Structures

The Move Structures button is used to move the physical location of the structures. When pressed, a new layer, shown below, will open, providing controls for moving one or more structures inside the blueprint.


Figure B2: Move Structures

On the left side is the "Structure Select" panel that lists the hierarchical structures of the blueprint. This is where the structure(s) to be moved are selected. By default, it allows one structure to be moved at a time, but if the "Move selected" button at the bottom is pressed, it will switch to "Move checked." When Move Checked is active, any structure with a check next to it will be moved. You can see this change in Figure B2. Once the structure(s) are selected, the controls in the middle, "Structure Movement Controls," will move the selected structure(s). In the first text field that contains "0", the structure(s) will move by that many blocks. Next to it is the "Grid Size" drop-down menu, set to "16," which determines the grid size that the following text field will adhere to. The last text field, which contains "1," will move the structure 1/16 of a block. If the drop-down menu were set to "32," it would move the structure 1/32 of a block. Lastly, the compass direction will determine the direction of the movement previously spoken of. The panel on the right is identical to the Camera View panel in the blueprint's recipe interface, excluding the animation play controls. The "Cancel" button on the bottom left will exit the Move Structures layer without saving any changes you made. The "Test Overlap" button on the bottom right will verify that no structure's tiles are currently overlapping or intercepting with one another. If there are overlapping tiles, they will be highlighted in red in the Camera View. The "Save" button at the bottom right will save any movement changes made. However, it will not fully apply unless you click the Save button inside the Blueprint Recipe Interface as well.

Merge 2 Structures Merge Structures

Before clicking the "Merge 2 Structures" button, select one from the structure hierarchical list that you want to merge into. After pressing the button, an additional layer will open, asking to choose a second structure from the hierarchical list. As shown in Figure B3, there is a drop-down menu that will show all other available structures that are already a part of the blueprint. Clicking "Cancel" will end and prevent the merging from taking place. Whereas, pressing "Save" will apply the merge between the two structures. However, this will not fully take effect until the save button is clicked in the blueprint recipe interface.


Figure B3: Merge Structures

Camera Viewport

On the right side of the blueprint recipe interface is the "Camera Viewport." This is where the current structure and any accompanying animation can be viewed.

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