Why that exact colors if not a secret? Purple nether and blue end make a little sense to me, especially interacting with main blocks in that dimensions it would create some weird visuals. Surely nether is hell, so why would not it be red-ish?
Also, can you make skylight color dependent of the time of day? Blue at night, white/bright yellow at day and red at dawn/sunset?
Those were just examples... trying to explain the concept of a world light color.
As for changing the light color at different times of the day.... not sure. That's technically possible in the lightmap.png..... Idk... I haven't looked at this quite yet. I'm working on other issues, specifically moving the work to 1.7.2.
Would you please talk to Xcw about Mystcraft support?
Short summary: Mystcraft lets you create dimensions with multiple suns; each sun can have a different color. Right now, only the "sunset" color has any effect, but if this would allow for actual different colored light from each sun ...
That was the prevailing thought that created that line of thinking.
edit. please remember that colored sunlight is a feature for later. There are slightly more pressing concerns and features that need to be added including the basic ASM 1.7.2 engine edits. We also had a functional prototype save and load a coloredLight Nibble array, but that's far from complete.
I also need to fix the silly crashes, while hopefully coloring a couple more objects, including pistons, and plants.
THEN colored sunlight... I think... unless something more pressing comes up...
Config - Possible
Config that alters lighting behavior - Possible
Lighting behavior that looks a little more washed out? - Possible
What you described - Not quite possible. Although I'm spending a lot of time with another individual overhauling the smooth lighting renderer. What you are describing sounds something akin to just flattening out the color curve... which will kinda work.
Sadley, the issue is that r,g,b and l, are all separate channels of light. There wasn't a really easy way for me to get anything to behave quite right, so I had to make this compromise... and force colors to behave and degrade from 0 to 15, resulting in the odd color saturation.
There are a couple of things in the pipeline that will kinda address this issue.
One: colored sunlight. At the moment, these lights look terrible in the sunlight, because they are able to override white light, and they make things look darker and more saturated.
If I make it so sunlight has a white color (as opposed to NO color) then the colored lights won't be able to propagate through and make daylight areas look as terrible...
I also would make sunlight on a per-dimension basis, so the end could be blue, the nether purple, and the over-world white...
Two: If I don't like where the block light ended up, I can always make all colors across the board appear less saturated.... leaving everything else in place. That's going to be for later though.
Yes they behave like "tinters" at the moment, which works in all cases, except sunlight... which I agree, needs work.
Hopefully that addresses some of your concerns.
Keep up the good work
I wasn't so sure my suggestion would have worked, but if you could do something like what brushes can do in Photoshop, it would be quite amazing.
Brushes in photoshop have various modes of application:
Normal (your typical overriding painting method)
Darken (a subtractive method)
Lighten (an additive method)
Etc (the list is long)
And maybe it could be configurable per light, like a blackhole block sucking up all the surrounding light. Well, just some thoughts anyways, hope I was helpful.
I can't wait to see this mod in some of the modpacks out there!
I wasn't so sure my suggestion would have worked, but if you could do something like what brushes can do in Photoshop, it would be quite amazing.
Brushes in photoshop have various modes of application:
Normal (your typical overriding painting method)
Darken (a subtractive method)
Lighten (an additive method)
Etc (the list is long)
And maybe it could be configurable per light, like a blackhole block sucking up all the surrounding light. Well, just some thoughts anyways, hope I was helpful.
I can't wait to see this mod in some of the modpacks out there!
The best I can do, is change how the lighting data is rendered. Basically, I have the same data, and I can choose to view it differently. Subtractive light is possible, but it looks terrible..... (A red light would make white things appear Cyan, and what not, becuase all of the red was removed)
It's best to mimic nature on this one.
Now, the color brightness/saturation. That's a completely configurable option! I'll probably drop a mod option in the new 1.7.2 mod options panel to configure this.
Colored Glowstone (Most likely a naturally occurring mineral in the nether)
Lamps made from colored Glowstone
I still think it's better to stay as vanilla as possible. If you want to make them expensive, just add diamond or gold (maybe nuggets?) to the recipe. Everything else in the game is colored by dyes, so why would lamps be an exception?
I still think it's better to stay as vanilla as possible. If you want to make them expensive, just add diamond or gold (maybe nuggets?) to the recipe. Everything else in the game is colored by dyes, so why would lamps be an exception?
Imho, Colored Glowstone feels pretty close to vanilla.
Lamps are made from Redstone and Glowstone.
To color the lamp, I figure you just color the Glowstone component, resulting in a new recipe
Other Recipes:
1 Glowstone Dust + 1 Dye -> 1 Colored Glowstone Dust
4 Colored Glowstone Dust -> 1 Colored Glowstone Block
Glowstone + 4 Dye -> Colored Glowstone Block (this is the same amount of dye per Glowstone Block)
And of course, Colored Glowstone can spawn naturally (Albeit rarely) in the Nether.
This gives me the "expensive" feeling that I was hoping to get with the colored lamps. They look amazing, and I wanted them to have a little bit of cost associated with their creation. It also ties back into vanilla, where you can dye a component to color it. Like Wool, users can dye Glowstone Dust. (Although it is expensive at 4 dye per block) I didn't want to leave colored Glowstone merely as a craftable component. I think it would make a lot of sense if colored Glowstone was naturally available.
I promise your nether won't be all rainbows and happiness... don't worry :3
Edit: I don't know why I made this:
Okay... maybe a little bit of rainbows and happiness
I didn't want to leave colored Glowstone merely as a craftable component. I think it would make a lot of sense if colored Glowstone was naturally available.
I promise your nether won't be all rainbows and happiness... don't worry :3
Maybe it can work as with sheeps, you can dye them whatever, but naturally spawns only logical colors (+ pink, because minecraft :P)
Imho, Colored Glowstone feels pretty close to vanilla.
Lamps are made from Redstone and Glowstone.
To color the lamp, I figure you just color the Glowstone component, resulting in a new recipe
Other Recipes:
1 Glowstone Dust + 1 Dye -> 1 Colored Glowstone Dust
4 Colored Glowstone Dust -> 1 Colored Glowstone Block
Glowstone + 4 Dye -> Colored Glowstone Block (this is the same amount of dye per Glowstone Block)
And of course, Colored Glowstone can spawn naturally (Albeit rarely) in the Nether.
This gives me the "expensive" feeling that I was hoping to get with the colored lamps. They look amazing, and I wanted them to have a little bit of cost associated with their creation. It also ties back into vanilla, where you can dye a component to color it. Like Wool, users can dye Glowstone Dust. (Although it is expensive at 4 dye per block) I didn't want to leave colored Glowstone merely as a craftable component. I think it would make a lot of sense if colored Glowstone was naturally available.
I promise your nether won't be all rainbows and happiness... don't worry :3
Edit: I don't know why I made this:
Okay... maybe a little bit of rainbows and happiness
I like the recipes you thought up of. And also the rainbow Ghast. Because why not?
I like the recipes you thought up of. And also the rainbow Ghast. Because why not?
Everything in the nether is already red and brown. So should I only include red, brown, orange, yellow, pink, purple, and magenta?
(reddish and purplish blocks)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So, Black lights can't be a thing. A light with NO color doesn't make sense. Currently, all sunlight is considered a "Black" light, as other lights can fill it. But making a lamp try to exhibit this behavior looked really bad. So, I just took out black lights. If sunlight was White then a red lamp wouldn't be able to color grass in the daylight... something I hope to get to eventually. As of right now, sunlight has "no color" or it's "black" which means that a red lamp can spread out and fill up the nearby area. This makes grass in the daylight look terrible.
What about the 16th light then? It needs to be something. We can't just go around having 15 lights... (clearly) Grey and Dark Grey lamps are just dimmer white lamps... because Science?
That light is the Rave Lamp. It's counterpart being Rave Stone. (I think I named it Mysterious Glowstone in my work environment... so a block of Mysterious Glowstone would build a Rave Lamp, so I technically misspoke)
The gimmick with a rave lamp/mysterious stone, is that every time a block update is called on it, it changes color. So, a redstone clock turning on and off a rave lamp makes very poor excuse for a dance party........... And it's not black... It's ALL THE COLORS!
I kinda hacked in that behavior... There are better ways to do what I did with NBT, but at the moment, the concept worked. so I left it as is. If you mess around with the latest 1.6.4 demo, you can see what I mean. place two lamps separate, but like... 8 blocks away, and it really messes up...
But place them next to each other, they change together!
Place them >16 blocks apart, and each lamp will change independently!
I am assuming it would be really hard to implement something like a real blacklight? that would be very interesting.
Think of a light that just colors everything around it black. Straight black. It won't smoothly transition, it won't look pretty, it just makes everything within it's domain black!
The other issue, is that I also use "black" light as a signal to the render. If the renderer sees "black" otherwise known as "no color" it just assumes that it should not mess with the color. This stops your world from turning completely black. Otherwise, it'd look a little like this in broad sunlight:
Once I implement a sunlight fix, I will have a little bit more freedom in how black is handled, which is necessary for a light that "robs other lights of their color"
I know I haven't posted in a *~long~* time, but I wanted to say keep up the good work, Toast! I played around with the Coloured Lights a bit, the other day, and really liked how it looked. I'm still hoping you'll make progress with Fancy rendering and Smooth lighting, but for right now, it's not half bad.
I didn't realize that the "Rave Light" required multiple Redstone signals to change the colour... I just planted each light on a Redstone Block, and marveled at the colours. I'll have to play with that next time I get a chance.
As for the idea of the coloured Glowstone spawning in The Nether... normally I am *~heavily~* against a mod changing terrain generation, mostly because of the: "What happens if you decide to discontinue the mod, and now, when I try to load up the world in a newer version of Minecraft, I end up wandering into sections of the world where your custom blocks should be, but they aren't?" problem... but, I figure you're not going anywhere for a while... so it shouldn't be too worrisome.
Also, very much off-topic (but I didn't want to necro-bump the appropriate thread, since you weren't too happy with the last person who did), but have you decided on what you wanted to do with your Coloured Sand portion of the Easy Coloured Glass mod? I know that 1.7.x introduced Stained Glass, and made half of your mod "unnecessary", but I still really liked having dyeable Sand, and the Coloured Sand really was a good accentuating feature, when paired with different builds. I mean, it's nice that Mojang implemented "Red Sand", but I kind of miss the other fifteen colours.
I was slightly off put by an individual res'ing a thread with snide comments about how Mojang picked up most of the content. That's a separate issue. Feel free to post there with direct questions if you'd like.
I can't say I'm feeling too motivated to get those other colors of sand back... It's really poor on Mojang's end to color glass, but not sand imho. I suppose they might be keeping that one in store for when they need to release more content on a rainy day. (smart move... I'll have to consider that one)
As for world gen, meh
You can always craft the colored Glowstone if it were to stop generating for some reason. I only intend to ADD more Glowstone. I won't replace what already exists. That being said, my additions won't be very numerous. It will appear, but I'm thinking a density along the lines of 6 to 8 regular Glowstone patches will be matched by 1 colored Glowstone patch... The minor issue being that brown Glowstone looks awfully similar to Glowstone...
I don't know where it will end up, I might only make a couple of brownish purplish colors spawn, like wool on sheep, and leave the other colors to be crafted by the player. I'd hope to make the natural ore generation feel as painless as possible. (Sounds like a configurable mod option to me!)
Edit. I missed your original point. I don't know if mimicking Glowstone spawns in the nether will ravage the world if you remove the mod. I don't see that as being to detrimental... They're stalactites placed around on the ceiling. They aren't IN the ceiling, which means that you shouldn't be bothered by them missing too much.
Edit. Edit.If you ask nicely, I may get around to colored sand for 1.6.4? Or was it 1.7.2... or both?
It's been so long since I had read the ECG thread, that I couldn't remember what had you annoyed, but, I didn't want to necrobump (it's not my thing), just to pester you about Sand. Ah well, if you decide one day to make it a "stand alone" for 1.7.x or 1.8.x, I'll look forward to it. I don't know if we should expect Mojang to add coloured Sand at some point (look how they added "Red Sand" only to the Mesa Biomes... I can't imagine Green Sand Beaches, and Purple Sand in The End... well... now I can, but you get the point!), but it'd be nice.
Back on topic, I was mostly worried that having the Coloured Glowstone spawning, would wreck havoc on a world save no longer running the mod. I honestly have no experience with running a modded world, without the mods installed... which is why I'm still running 1.6.2 (because I have mods that I love, that do add blocks, and change terrain up a bit, and don't want to risk bits of the world corrupting without the mods).
But I kind of like the idea of the Coloured Glowstone naturally generating in The Nether... it would add some flavor to a dreary dimension filled with angry monsters that enjoy bumping me into the lava.
The missing block id's are ignored. If you had a moded block in an old save, that you ported to a higher version of Minecraft, then those blocks simply disappear. They are considered to be air. Signs, torches, levers, etc, attached to those blocks are usually still "attached" and simply remain floating. Interacting with them will cause a block update, and force them to drop like items.
But I kind of like the idea of the Coloured Glowstone naturally generating in The Nether... it would add some flavor to a dreary dimension filled with angry monsters that enjoy bumping me into the lava.
Yes, the mod most likely won't work if Optifine is installed............
Those were just examples... trying to explain the concept of a world light color.
As for changing the light color at different times of the day.... not sure. That's technically possible in the lightmap.png..... Idk... I haven't looked at this quite yet. I'm working on other issues, specifically moving the work to 1.7.2.
That was the prevailing thought that created that line of thinking.
edit. please remember that colored sunlight is a feature for later. There are slightly more pressing concerns and features that need to be added including the basic ASM 1.7.2 engine edits. We also had a functional prototype save and load a coloredLight Nibble array, but that's far from complete.
I also need to fix the silly crashes, while hopefully coloring a couple more objects, including pistons, and plants.
THEN colored sunlight... I think... unless something more pressing comes up...
Keep up the good work
I wasn't so sure my suggestion would have worked, but if you could do something like what brushes can do in Photoshop, it would be quite amazing.
Brushes in photoshop have various modes of application:
I can't wait to see this mod in some of the modpacks out there!
The best I can do, is change how the lighting data is rendered. Basically, I have the same data, and I can choose to view it differently. Subtractive light is possible, but it looks terrible..... (A red light would make white things appear Cyan, and what not, becuase all of the red was removed)
It's best to mimic nature on this one.
Now, the color brightness/saturation. That's a completely configurable option! I'll probably drop a mod option in the new 1.7.2 mod options panel to configure this.
what are your plans for the new version?
ColoredLightsCore:
Great job on those redstone lamps, I love them and they look awesome.
I still think it's better to stay as vanilla as possible. If you want to make them expensive, just add diamond or gold (maybe nuggets?) to the recipe. Everything else in the game is colored by dyes, so why would lamps be an exception?
Imho, Colored Glowstone feels pretty close to vanilla.
Lamps are made from Redstone and Glowstone.
To color the lamp, I figure you just color the Glowstone component, resulting in a new recipe
Other Recipes:
1 Glowstone Dust + 1 Dye -> 1 Colored Glowstone Dust
4 Colored Glowstone Dust -> 1 Colored Glowstone Block
Glowstone + 4 Dye -> Colored Glowstone Block (this is the same amount of dye per Glowstone Block)
And of course, Colored Glowstone can spawn naturally (Albeit rarely) in the Nether.
This gives me the "expensive" feeling that I was hoping to get with the colored lamps. They look amazing, and I wanted them to have a little bit of cost associated with their creation. It also ties back into vanilla, where you can dye a component to color it. Like Wool, users can dye Glowstone Dust. (Although it is expensive at 4 dye per block) I didn't want to leave colored Glowstone merely as a craftable component. I think it would make a lot of sense if colored Glowstone was naturally available.
I promise your nether won't be all rainbows and happiness... don't worry :3
Edit: I don't know why I made this:
Okay... maybe a little bit of rainbows and happiness
Maybe it can work as with sheeps, you can dye them whatever, but naturally spawns only logical colors (+ pink, because minecraft :P)
I like the recipes you thought up of. And also the rainbow Ghast. Because why not?
Everything in the nether is already red and brown. So should I only include red, brown, orange, yellow, pink, purple, and magenta?
(reddish and purplish blocks)
What about naturally occuring Rave Stone?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So, Black lights can't be a thing. A light with NO color doesn't make sense. Currently, all sunlight is considered a "Black" light, as other lights can fill it. But making a lamp try to exhibit this behavior looked really bad. So, I just took out black lights. If sunlight was White then a red lamp wouldn't be able to color grass in the daylight... something I hope to get to eventually. As of right now, sunlight has "no color" or it's "black" which means that a red lamp can spread out and fill up the nearby area. This makes grass in the daylight look terrible.
What about the 16th light then? It needs to be something. We can't just go around having 15 lights... (clearly) Grey and Dark Grey lamps are just dimmer white lamps... because Science?
That light is the Rave Lamp. It's counterpart being Rave Stone. (I think I named it Mysterious Glowstone in my work environment... so a block of Mysterious Glowstone would build a Rave Lamp, so I technically misspoke)
The gimmick with a rave lamp/mysterious stone, is that every time a block update is called on it, it changes color. So, a redstone clock turning on and off a rave lamp makes very poor excuse for a dance party........... And it's not black... It's ALL THE COLORS!
I kinda hacked in that behavior... There are better ways to do what I did with NBT, but at the moment, the concept worked. so I left it as is. If you mess around with the latest 1.6.4 demo, you can see what I mean. place two lamps separate, but like... 8 blocks away, and it really messes up...
But place them next to each other, they change together!
Place them >16 blocks apart, and each lamp will change independently!
Edit. Changed my sig...
rainbow redstone lamp (too many colors on the light)
Read the post 415. Rave lamps shine one color, but can change once you turn them off and on again! That's about as close to "rainbow" as I can get.
Think of a light that just colors everything around it black. Straight black. It won't smoothly transition, it won't look pretty, it just makes everything within it's domain black!
The other issue, is that I also use "black" light as a signal to the render. If the renderer sees "black" otherwise known as "no color" it just assumes that it should not mess with the color. This stops your world from turning completely black. Otherwise, it'd look a little like this in broad sunlight:
Once I implement a sunlight fix, I will have a little bit more freedom in how black is handled, which is necessary for a light that "robs other lights of their color"
It still would look weird though...
I didn't realize that the "Rave Light" required multiple Redstone signals to change the colour... I just planted each light on a Redstone Block, and marveled at the colours. I'll have to play with that next time I get a chance.
As for the idea of the coloured Glowstone spawning in The Nether... normally I am *~heavily~* against a mod changing terrain generation, mostly because of the: "What happens if you decide to discontinue the mod, and now, when I try to load up the world in a newer version of Minecraft, I end up wandering into sections of the world where your custom blocks should be, but they aren't?" problem... but, I figure you're not going anywhere for a while... so it shouldn't be too worrisome.
Also, very much off-topic (but I didn't want to necro-bump the appropriate thread, since you weren't too happy with the last person who did), but have you decided on what you wanted to do with your Coloured Sand portion of the Easy Coloured Glass mod? I know that 1.7.x introduced Stained Glass, and made half of your mod "unnecessary", but I still really liked having dyeable Sand, and the Coloured Sand really was a good accentuating feature, when paired with different builds. I mean, it's nice that Mojang implemented "Red Sand", but I kind of miss the other fifteen colours.
I was slightly off put by an individual res'ing a thread with snide comments about how Mojang picked up most of the content. That's a separate issue. Feel free to post there with direct questions if you'd like.
I can't say I'm feeling too motivated to get those other colors of sand back... It's really poor on Mojang's end to color glass, but not sand imho. I suppose they might be keeping that one in store for when they need to release more content on a rainy day. (smart move... I'll have to consider that one)
As for world gen, meh
You can always craft the colored Glowstone if it were to stop generating for some reason. I only intend to ADD more Glowstone. I won't replace what already exists. That being said, my additions won't be very numerous. It will appear, but I'm thinking a density along the lines of 6 to 8 regular Glowstone patches will be matched by 1 colored Glowstone patch... The minor issue being that brown Glowstone looks awfully similar to Glowstone...
I don't know where it will end up, I might only make a couple of brownish purplish colors spawn, like wool on sheep, and leave the other colors to be crafted by the player. I'd hope to make the natural ore generation feel as painless as possible. (Sounds like a configurable mod option to me!)
Edit. I missed your original point. I don't know if mimicking Glowstone spawns in the nether will ravage the world if you remove the mod. I don't see that as being to detrimental... They're stalactites placed around on the ceiling. They aren't IN the ceiling, which means that you shouldn't be bothered by them missing too much.
Edit. Edit. If you ask nicely, I may get around to colored sand for 1.6.4? Or was it 1.7.2... or both?
Back on topic, I was mostly worried that having the Coloured Glowstone spawning, would wreck havoc on a world save no longer running the mod. I honestly have no experience with running a modded world, without the mods installed... which is why I'm still running 1.6.2 (because I have mods that I love, that do add blocks, and change terrain up a bit, and don't want to risk bits of the world corrupting without the mods).
But I kind of like the idea of the Coloured Glowstone naturally generating in The Nether... it would add some flavor to a dreary dimension filled with angry monsters that enjoy bumping me into the lava.
The missing block id's are ignored. If you had a moded block in an old save, that you ported to a higher version of Minecraft, then those blocks simply disappear. They are considered to be air. Signs, torches, levers, etc, attached to those blocks are usually still "attached" and simply remain floating. Interacting with them will cause a block update, and force them to drop like items.
I thought about that yesterday: