Tinker Tools Updates!

The 865 items in this frame were picked up in one go with the new Selection tool (and no crash!)–a huge quality of life addition to Tinker Tools.

Hello again, Dimensionerds!  Tinker Tools is up to version 1.3.0 with another new update just a couple of nights ago, available from the master zip on GitHub.  Lynx3d gave me a rundown of what it all meant, so I thought I’d share the wealth for those who were, like me, stuck on the Selection Tool function and what it did.

When you click More from the main Tinker Tools UI, a Selection option appears, and this is what that UI looks like.

Looking at the Selection UI, there’s a lot of buttons that don’t necessarily mean anything.  At first, I thought the Selection was a way to save and load a temporary set, something that would be quite handy when you’re doing something that you only want for one build, versus a template that you’d use across multiple dimensions.  But it’s actually simpler than that, and perhaps even more handy.

I have several of these torches out, and say I want to move them around for working in the dark. I have the items saved, but I de-select to move something else, perhaps the structure itself.

Here’s the basics of how it works:  If you have a group of items and you save it as a set in the Selection tool, once you’ve deselected those items to do something else, you can very quickly go back and select that grouping without having to try to click each piece or hunt through the item list to find the items again.  Brilliant!

  1.  When you have a group of items selected and you may need to use them again, give the set a name in the text bar above the Save Set button.
  2. Deselect the items without picking them up.  If you’re wanting to load copies of the set, then save the item configuration under the normal Save and Load Sets function, or use copy and paste.  You can also use it to grab the last item pasted or copied, without saving it as a set.
  3. Select your set name from the drop down, and click it.  Even if you are out of edit mode, each item in the set will be selected again, and you can do whatever you want with it.
Select the set from the dropdown, or use last copy or last paste (although in my tests, that would only select one item, not a group).

Once you’re done with a set, delete it with no issue.  Please note that this will only work during a single session, as item IDs change and there are other factors which impact this functionality, so if you go dimension hopping, you probably will not be able to have that ease of selection.

But what do the other buttons do?  Save, Load and Delete are pretty self-explanatory, but what about Invert and Pick Up?

Invert selects everything in a dimension that you don’t have actively selected.

I had my lights selected, now say I don’t like the structure and I want to change it or move it, or just get rid of it. Invert selected EVERYTHING in the dimension except for the lights I had highlighted when I started. Once it selected the remainder of the items, it deselected my lights.

In theory, Invert can pick up every item in a dimension, but it is bound by distance, just like the item list itself.  For example, when you sort through your item list, you may run into those items that are so far away that you can’t move them or select them, the only option if you want to do anything is to pick it up.  Invert works the same way.

When I relocated all 865 items in Blossom Cottage’s frame from Mathosian Cascades to Harvest Meadow, it sure would have been handy if I’d have figured that part out first!  It would have saved tons of time.  As it was, the Pick Up function saved what little sanity I have left.

The default Rift client can only handle picking up roughly 200 items at a time without crashing.  The Pick Up function allows you to pick up EVERYTHING you have selected, all at once.  After last week’s livestream, I picked up the test house we used to make a kitchen from in 400-500 item chunks.  The chunks were due to bag space limitations, not any fault of the tool.  Given the 865 items I mentioned above, I didn’t sweat bag space too much, because it was primarily stacks of building blocks.

If you like to build in one place and finish in another, this is a huge quality of life improvement.  If you’re out to pack up a storage or don’t want to use the moving crate and you’ve emptied your bags to make room, this is an amazing time saving function.

But wait….there’s more.

You can pick the spot where you want to load a set! Brilliant!

Normally when we load a set from Load and Save sets, the set loads in some totally random spot and we spend a lot of time moving it into position.  Lynx3d got rid of load Multiple Copies of a Set, due to redundancy with the feature in copy and paste (you can just copy what you loaded and use an offset to achieve the same ends), and added in a Reference Point that works pretty much just like Custom Pivot.

I used a pole to set a reference point for where I want to load my doublewide trailer, and selected Pick.  I did get this message:

If you get this, the only thing that happens is that your set will load with the selection point of your set being put in the same place as the selection point of whatever item you used as the Pick point.

For large sets, you may still have to use a Relative Move to perfectly position the set, but for sets of less than 200 items, you can just manually shift, such as I had to do here:

Depending on the orientation of dimensions you’re loading and saving from, you may have to rotate your set to the correct orientation.  In this instance, from Mathosian Cascades to Moonshade Pools, I got lucky, and didn’t have to change a thing!

But, wait…there’s more.

Hrm, what texture do I want to use? Often, I stack several blocks next to each to see which I like best for a particular build.

The next update involves the Reskin function–already a lifesaver in and of itself for the ease with which you can change out building block skins.  Now, if you have multiple textures, you can consolidate down to one in a single copy and paste, instead of having to click through each type of block.

In this instance, I’m using copy and paste, but it will also work when loading saved sets.

To use it, open up the Reskin UI like you would for anything else, but leave All selected at the very top, then <Any Skin> from the Old Skin text box.  For new skins, select whatever you want the new skin to be.  Press copy (or To Clipboard if using Load and Save Sets), Apply on Reskin, and Paste.  Voila!

As always, anything I may have gotten wrong here is totally my fault, and not the fault of the creator of the addon.  I hope the information here is useful and clear and if not, please let me know.  The only dumb question, after all, is the one that never got asked.

Happy Building, and Happy Touring!

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