I won't be downloading this since I have project red which does the same thing and a lot more, but for someone who just wants vertical redstone and doesn't want to download a huge mod like PR this is really good. Nice work!
Redstone Paste Mod adds a new form of redstone dust into the game, allowing you to transmit redstone signals across a variety of surfaces, including ceilings and walls.
The placement of the paste is uniquely different than normal redstone, however. It can be applied to any of the four directions of a block face, allowing you to create compact redstone paths, and only direct current in the directions you desire.
Paste can interact with dust when you explicitly connect to it. Otherwise it can run side by side without transmitting redstone current between them.
The crafting recipe is shapeless, consisting of simply a piece of redstone dust and a slimeball.
This mod was compiled using Forge #804 for Minecraft 1.6.2 with SRG enabled. It's been tested to work with Minecraft 1.6.4 as well.
A mod spotlight from X_angelz_X (NeturonicAngelz on Youtube):
And a spotlight from ker91 (TacticalLion on Youtube):
So, pretty much vertical redstone but different texture and it can be used on the ceiling huh.
No, it's more like, you can place 4 things on this on one single block in any direction, vertical, horizontal, up, down, left, right, allowing for so many new creations in an easier and more simplex manor.
This is awesome that someone finally did it! I'm not much of a redstone expert but whenever I tried using it, this would have been extremely helpful! Thanks for making this! here's my mod showcase of it! Enjoy!
This spotlight in particular pointed out a bug which I fixed and then reverted in testing, and forgot to fix back. It's minor, but it's why you'll see connections between paste and dust resulting in the redstone signal strength being higher than if it'd been a continuous stretch of one or the other. It's part of that whole problem of redstone dust not recognizing paste as wire, so I have to do a bit of a workaround to check if it's dust that's asking for the signal level and then reduce it accordingly. I'll get that fixed.
One thing the spotlights have in common is demonstrating how the placement of paste is too tricky, especially if you're trying to do it quickly. I'd done it so many times in testing that after a while I'd gotten used to the sweet spots to click in, but even so, I'd still make a mistake often enough and have to annoyingly break the whole piece off again. So I've spent all evening tonight working on a custom highlight handler, so that you'll at least know where the piece is going to be placed at.
The other problem people were having in the spotlights was how you couldn't stand too close when placing it. Turned out it was a simple fix. I'd overlooked a method I needed to override and handle, which was normally preventing the item placement if your player hitbox was inside the block even a little bit.
Knocking the whole block face of paste off is also annoying, so I obviously want to fix that for the next version as well since it wouldn't make much sense to have a precise highlight but not be able to target individual pieces. But I'll get to that after the highlighter is done.
So I'm hoping to get v1.1 out with these fixes soon, which should make it a much better mod.
I might try to tweak the paste coloring and/or texture at some point as well, since that code could stand to be optimized anyway. It's using the colors it is now because a.) being too green blended in too much with grass, and b.) my ratio of dynamically mixing red with green while rendering (for displaying the signal strength) gave it that orange color, so I just left it since it was kind of unique.
It might also be worth pointing out that I hit over 1,000 downloads pretty quickly. That's pretty crazy!
No, it's more like, you can place 4 things on this on one single block in any direction, vertical, horizontal, up, down, left, right, allowing for so many new creations in an easier and more simplex manor.
well, when i was using it for wiring i figured it out. and its a little difficult to do a straight line, considering that you have to place it twice just to get one block. and i made a TNT cannon. i'll put a few screenshots up so you can see
well, when i was using it for wiring i figured it out. and its a little difficult to do a straight line, considering that you have to place it twice just to get one block. and i made a TNT cannon. i'll put a few screenshots up so you can see
Awesome! and yeah, I can understand why the wiring seems a bit tricky, but think about it, your actually getting 2 segments (Full blocks) from 1 single redstone, so it evens itself out
Okay guys, version 1.1 is up for download. Check the main post for the changes. It should be significantly better/easier to use now, I hope! Let me know if you find any problems.
While I appreciate the new placement box for redstone paste, it's kind of annoying to have it pop up even when I'm not using redstone paste. (Also, this mod is awesome and is letting me do some builds I couldn't normally manage.)
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
While I appreciate the new placement box for redstone paste, it's kind of annoying to have it pop up even when I'm not using redstone paste. (Also, this mod is awesome and is letting me do some builds I couldn't normally manage.)
Showing the highlighter whenever you're hovering over placed paste (as opposed to only when you're holding the item) was something I added in kinda last minute, because otherwise you have no indication to what segment you're about to break and it looked kind of odd to me. If some people don't like that, though, I can add a config option for it easily enough.
Showing the highlighter whenever you're hovering over placed paste (as opposed to only when you're holding the item) was something I added in kinda last minute, because otherwise you have no indication to what segment you're about to break and it looked kind of odd to me. If some people don't like that, though, I can add a config option for it easily enough.
Glad you like the mod, though!
I'm not even hovering over placed paste and I'm getting the highlighter. That's what's bugging me.
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
I'm not even hovering over placed paste and I'm getting the highlighter. That's what's bugging me.
Then that's definitely not working properly, and would certainly be annoying.
I can't seem to recreate it, though. I need to know more about your Minecraft setup. What game version, what Forge version, other mods you have installed, whether it's a server or local game, etc. If you have very many things installed, you can just pastebin your Forge log file if you'd rather.
If anyone else can chime in on this and let me know whether it's working properly for you, I'd appreciate it!
EDIT: I also found that I broke support for running the mod server-side. Working on that now.
EDIT AGAIN: It totally came to me when I got up this morning what the problem probably was, and I confirmed it when I got to the computer. You had an empty hand, didn't you? I completely overlooked that in my conditionals, mostly since my test games tend to have crammed inventories.
This and server compatibility are fixed, and will be uploaded sometime today.
Okay, v1.1.1 is up, fixing the server compatibility and highlighter issues.
The server compatibility one actually required more changes to the code than I expected, to various parts of the mod which relied on ray tracing (which this mod uses a lot for targeting individual paste segments and block faces). It can probably still stand to be improved, but it does work, and, as usual, I learned new things in the process, so I can't complain!
Okay, v1.1.1 is up, fixing the server compatibility and highlighter issues.
The server compatibility one actually required more changes to the code than I expected, to various parts of the mod which relied on ray tracing (which this mod uses a lot for targeting individual paste segments and block faces). It can probably still stand to be improved, but it does work, and, as usual, I learned new things in the process, so I can't complain!
Awesome! Thank you soo much man! Any plans to add any new features with Red Stone? Maybe something like Sticky Repeaters?
I'm curious about something: would there be a way to change the active and inactive/fade colors? I intend to retexture it so it goes from a bright cyan/jade color to something more like emerald, but as far as I know all that can be changed is the shape of the trail (which I intend to make more like wire).
Awesome! Thank you soo much man! Any plans to add any new features with Red Stone? Maybe something like Sticky Repeaters?
That's actually a pretty good idea. I'll look into it.
I also started looking more into Forge Multipart compatibility, for those who were interested. I'll just say that it's looking less like "adding compatibility" and more like "rewriting almost everything." Perhaps as I wrap my head around it I can release an alternate version which works with that, though I still would like to provide this dependency-free version for folks who don't want extra stuff added. Best case scenario is figuring out a way to have both in the same mod!
As a heads up, as people start to spotlight v1.1 or 1.1.1, with the improved targeting, I might switch the videos around and put a couple of new ones outside the spoiler tag.
I'm curious about something: would there be a way to change the active and inactive/fade colors? I intend to retexture it so it goes from a bright cyan/jade color to something more like emerald, but as far as I know all that can be changed is the shape of the trail (which I intend to make more like wire).
Yeah it works like redstone dust, where the texture is just white and the color is dynamic from an algorithm in the code. It's slightly more complex than dust though since it transitions from one entire color to another. Thing is, I can't actually set the before and after color; I'm just computing red and green individually, and carefully trying to avoid it looking like puke while not completely blending in with something like grass. But that's not a bad idea to be able to set specific values, and I can see why people could have a use for it. I'll add it to the list of things to experiment with.
can i use this in my modpack plz i really need permission
I kind of like to know what the modpack is, at least. I mean, if I'm going to recommend a pack to someone who wants to try my mod(s) out, how would I know which ones to suggest?
And while it's not entirely necessary, I also appreciate when a pack has a credits list accessible somewhere. It's easy for folks to get lost in a sea of mods, especially if they're new to it, so it's nice if they're able to easily see what's actually in the pack and be able to go look at the forum threads to read how the individual mods work.
If it's a private pack just for friends though then I'm totally fine with that.
That's actually a pretty good idea. I'll look into it.
I also started looking more into Forge Multipart compatibility, for those who were interested. I'll just say that it's looking less like "adding compatibility" and more like "rewriting almost everything." Perhaps as I wrap my head around it I can release an alternate version which works with that, though I still would like to provide this dependency-free version for folks who don't want extra stuff added. Best case scenario is figuring out a way to have both in the same mod!
Awesome, I put it in the post.
As a heads up, as people start to spotlight v1.1 or 1.1.1, with the improved targeting, I might switch the videos around and put a couple of new ones outside the spoiler tag.
Yeah it works like redstone dust, where the texture is just white and the color is dynamic from an algorithm in the code. It's slightly more complex than dust though since it transitions from one entire color to another. Thing is, I can't actually set the before and after color; I'm just computing red and green individually, and carefully trying to avoid it looking like puke while not completely blending in with something like grass. But that's not a bad idea to be able to set specific values, and I can see why people could have a use for it. I'll add it to the list of things to experiment with.
I kind of like to know what the modpack is, at least. I mean, if I'm going to recommend a pack to someone who wants to try my mod(s) out, how would I know which ones to suggest?
And while it's not entirely necessary, I also appreciate when a pack has a credits list accessible somewhere. It's easy for folks to get lost in a sea of mods, especially if they're new to it, so it's nice if they're able to easily see what's actually in the pack and be able to go look at the forum threads to read how the individual mods work.
If it's a private pack just for friends though then I'm totally fine with that.
Sounds awesome, can't wait to see all the new updates man! Very excited!
No, it's more like, you can place 4 things on this on one single block in any direction, vertical, horizontal, up, down, left, right, allowing for so many new creations in an easier and more simplex manor.
I definitely appreciate all the people making spotlights. I've added them in a spoiler tag to the main post, otherwise it's going to get pretty big!
This spotlight in particular pointed out a bug which I fixed and then reverted in testing, and forgot to fix back. It's minor, but it's why you'll see connections between paste and dust resulting in the redstone signal strength being higher than if it'd been a continuous stretch of one or the other. It's part of that whole problem of redstone dust not recognizing paste as wire, so I have to do a bit of a workaround to check if it's dust that's asking for the signal level and then reduce it accordingly. I'll get that fixed.
One thing the spotlights have in common is demonstrating how the placement of paste is too tricky, especially if you're trying to do it quickly. I'd done it so many times in testing that after a while I'd gotten used to the sweet spots to click in, but even so, I'd still make a mistake often enough and have to annoyingly break the whole piece off again. So I've spent all evening tonight working on a custom highlight handler, so that you'll at least know where the piece is going to be placed at.
The other problem people were having in the spotlights was how you couldn't stand too close when placing it. Turned out it was a simple fix. I'd overlooked a method I needed to override and handle, which was normally preventing the item placement if your player hitbox was inside the block even a little bit.
Knocking the whole block face of paste off is also annoying, so I obviously want to fix that for the next version as well since it wouldn't make much sense to have a precise highlight but not be able to target individual pieces. But I'll get to that after the highlighter is done.
So I'm hoping to get v1.1 out with these fixes soon, which should make it a much better mod.
I might try to tweak the paste coloring and/or texture at some point as well, since that code could stand to be optimized anyway. It's using the colors it is now because a.) being too green blended in too much with grass, and b.) my ratio of dynamically mixing red with green while rendering (for displaying the signal strength) gave it that orange color, so I just left it since it was kind of unique.
It might also be worth pointing out that I hit over 1,000 downloads pretty quickly. That's pretty crazy!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Awesome! and yeah, I can understand why the wiring seems a bit tricky, but think about it, your actually getting 2 segments (Full blocks) from 1 single redstone, so it evens itself out
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Showing the highlighter whenever you're hovering over placed paste (as opposed to only when you're holding the item) was something I added in kinda last minute, because otherwise you have no indication to what segment you're about to break and it looked kind of odd to me. If some people don't like that, though, I can add a config option for it easily enough.
Glad you like the mod, though!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I definitely agree with the idea of forge multipart compat!
I'm not even hovering over placed paste and I'm getting the highlighter. That's what's bugging me.
Then that's definitely not working properly, and would certainly be annoying.
I can't seem to recreate it, though. I need to know more about your Minecraft setup. What game version, what Forge version, other mods you have installed, whether it's a server or local game, etc. If you have very many things installed, you can just pastebin your Forge log file if you'd rather.If anyone else can chime in on this and let me know whether it's working properly for you, I'd appreciate it!
EDIT: I also found that I broke support for running the mod server-side. Working on that now.
EDIT AGAIN: It totally came to me when I got up this morning what the problem probably was, and I confirmed it when I got to the computer. You had an empty hand, didn't you? I completely overlooked that in my conditionals, mostly since my test games tend to have crammed inventories.
This and server compatibility are fixed, and will be uploaded sometime today.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
The server compatibility one actually required more changes to the code than I expected, to various parts of the mod which relied on ray tracing (which this mod uses a lot for targeting individual paste segments and block faces). It can probably still stand to be improved, but it does work, and, as usual, I learned new things in the process, so I can't complain!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Awesome! Thank you soo much man! Any plans to add any new features with Red Stone? Maybe something like Sticky Repeaters?
Hope you like it.
That's actually a pretty good idea. I'll look into it.
I also started looking more into Forge Multipart compatibility, for those who were interested. I'll just say that it's looking less like "adding compatibility" and more like "rewriting almost everything." Perhaps as I wrap my head around it I can release an alternate version which works with that, though I still would like to provide this dependency-free version for folks who don't want extra stuff added. Best case scenario is figuring out a way to have both in the same mod!
Awesome, I put it in the post.
As a heads up, as people start to spotlight v1.1 or 1.1.1, with the improved targeting, I might switch the videos around and put a couple of new ones outside the spoiler tag.
Yeah it works like redstone dust, where the texture is just white and the color is dynamic from an algorithm in the code. It's slightly more complex than dust though since it transitions from one entire color to another. Thing is, I can't actually set the before and after color; I'm just computing red and green individually, and carefully trying to avoid it looking like puke while not completely blending in with something like grass. But that's not a bad idea to be able to set specific values, and I can see why people could have a use for it. I'll add it to the list of things to experiment with.
I kind of like to know what the modpack is, at least. I mean, if I'm going to recommend a pack to someone who wants to try my mod(s) out, how would I know which ones to suggest?
And while it's not entirely necessary, I also appreciate when a pack has a credits list accessible somewhere. It's easy for folks to get lost in a sea of mods, especially if they're new to it, so it's nice if they're able to easily see what's actually in the pack and be able to go look at the forum threads to read how the individual mods work.
If it's a private pack just for friends though then I'm totally fine with that.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Sounds awesome, can't wait to see all the new updates man! Very excited!