v0.1.1
[0.1.1] — 2026-05-20
The "polish + power-user" release. Adds the schematic library UI, three matching modes, a 3-axis mirror, layer-by-layer view, in-world red highlights for blocks that need to be cleared, plus a mod config file with user-tunable knobs.
Added
- Mod config file at
%APPDATA%/VintagestoryData/ModConfig/Fieldwright.json. Auto-created with defaults on first load. Knobs:DefaultMatchingMode,GhostAlpha,RenderDistanceBlocks,AutoDismissMs,HudOffsetX,HudOffsetY. - MatchingMode toggle (Loose / Medium / Strict). Loose stays the default (any cobble counts as any cobble), matching v0.1.0 behavior. Medium uses VS's Variant API to strip orientation variants only (rotation, facing, side) while preserving rock type / wood type / condition. Strict requires the exact block code including every variant. Per-paste override via
.fw paste my-house medium. The library UI dropdown saves the chosen default back to disk. - Schematic library UI (
Ctrl+Shift+Kor.fw library). Native GuiDialog listing saved blueprints with size, block count, anchor face, modified date, and "has backup" badge. Per-row Paste and Delete buttons. Two-step delete confirmation with red "Confirm?" text. Pagination over scroll. Matching-mode dropdown at the top. - Hotkey reference modal accessible from the library footer.
- Layer-by-layer view.
PgDnpeels the top layer off the placed ghost,PgUprestores. Useful for tall builds and seeing interior layers while constructing. - 3-axis mirror toggle (
Ctrl+Shift+Mor.fw mirror). Cycles None → X → Y → Z → None. Applied in the anchor-block-centered local frame so it composes correctly with player-yaw rotation. Tracker rebuilds expected positions when the ghost is already placed. .fw restore <name>command. Swaps a blueprint with its rolling backup (reversible by running again). Handles the no-backup and main-file-missing cases gracefully.Ctrl+Shift+Xcancel hotkey. Dismisses any active ghost AND clears the selection box in one stroke..fw cancelnow does the same combined operation..fw clearstays selection-only for granularity.- Red highlight on cells that need to be cleared. Both air-violation cells (should-be-empty but isn't) and wrong-block cells (expected block X, got block Y) render with a translucent red overlay, so the player can locate them in 3D rather than guess from a count.
Changed
- HUD labels now stay clean regardless of matching mode. Display always uses
FirstCodePart("cobble","log","slantedroofing"); the variant detail used for matching lives only in the backend. Inventory counts remain truthful per mode. - "Blocks to remove" count now sums both air-violation and wrong-block cells.
Notes
- Block variants still don't rotate with the ghost mesh; that lands with Phase 4 schematic-transform rotation in v0.2.x.
- Chiseled blocks still render as their default shape and auto-match any chiseled block at the cell. Per-voxel comparison is Phase 4.