Sure, that works fine for me. You might want to just link to the thread itself rather than a particular post, though. But yeah, you can put the mod in your pack. Good luck with it, too.
Sure, that works fine for me. You might want to just link to the thread itself rather than a particular post, though. But yeah, you can put the mod in your pack. Good luck with it, too.
Well, in the immediate future, I'll release a fix for some issues of paste signals going around corners. I'd noticed it some myself, but some spotlights also showed it happening, and it definitely needs to be fixed. Wrapping paste around a corner might sound easy, but believe me, that's been one of the trickier bits! I'll probably also make sure paste segments you place are connected to one already in that block space, as I mentioned before. And I think I can add in a relatively safe way to make paste more compatible with dust in certain circumstances, which I realized that I can just add a config option that can disable that if there's a compatibility issue with another mod. There's plenty of optimization that can happen in the code, too.
As for features, sticky repeaters, and maybe sticky comparators, would be handy. Being able to set the paste colors in the config would also be nice, as Nnystyxx asked about. I already tried messing with that, actually, and got it working, but the color transition isn't as good as the way I'd previously hard-coded the algorithms. I need to figure out a way to weight the colors, and/or skew when the transition occurs, because otherwise the paste ends up being too green at the end despite still being activated. But yeah, Forge Multipart compatibility is also a big one to try adding. Maybe improving the highlighter.
Definitely want to get the bug fixes out ASAP though, so that's what I've worked on when I've had the chance.
I haven't given permission to any other website to distribute the mod, but that's mostly because none of them have actually asked. In some cases I just don't mind too much, though. That particular site I've seen before, partially because they use a download link that belongs to me, and it has resulted in several downloads. The downside is that whenever I update the mod, people who browse that site won't get the newest version, or know when a new version has been released, especially since there's no credit to me or any link to this thread. But all in all, I'm okay with them I guess, though I do appreciate you bringing it to my attention.
Another website called Skydaz was the first to come to my attention as also distributing the mod. At first I was a bit concerned about it, because they were distributing the mod in an installer, and so many times on the internet that kind of thing is shady. But I soon came to realize that they must tie their installer into the Adf.ly API, because I was actually getting ad revenue and download statistics from them. I later noticed that some spotlights were showing how to install the mod using the installer from that site, so it appears to be a useful service to people. So despite not asking permission, those guys seem to at least respect mod developers in terms of giving credit to the developer, linking to the forum post, and supporting ad revenue. The terms page on their site also seems respectable. The downside however is that they still have v1.0 of the mod, which has resulted in quite a few spotlights of people using the original release. That's probably my only real complaint about it. Though I imagine I could probably contact them and they'd update it. (EDIT: I just realized that they updated their page with v1.1.1, so kudos to them!)
The sites that bother me are the ones like the Russian ones, and a couple other ones in other languages, where they not only don't credit me or link the thread, but they host the mod themselves, leaving me with no control of the download (both in terms of version and lack of malware), no statistics, and no ad revenue. It's particularly irksome when you consider that at least one of these sites provides their own ads in order to download it, essentially making money from my work.
I don't particularly expect mod-related sites to always ask permission. I just wish that more were considerate of the developer. Ad revenue is nice, but let's face it, it's fractions of pennies which might buy you a coffee at the end of the month if you're lucky. What's most important is knowing that someone can always find the newest version, and can leave feedback if they find problems or have suggestions. I also particularly like download statistics! If a site can distribute the mod in a way that I have these things, then I'm probably going to be fine with it.
Double-posting to point out that v1.1.2 is up. It's just bug fixes, but it's ones I wanted to push out sooner rather than later. I believe all of the kinks with redstone propagation around corners should be worked out now. I also made it so that solid blocks at corners will obstruct signals. Fixed a quirky issue with the highlighter, too, the source of which I finally found by convenient accident!
Double-posting to point out that v1.1.2 is up. It's just bug fixes, but it's ones I wanted to push out sooner rather than later. I believe all of the kinks with redstone propagation around corners should be worked out now. I also made it so that solid blocks at corners will obstruct signals. Fixed a quirky issue with the highlighter, too, the source of which I finally found by convenient accident!
Sweet, the highlighter was just a tad annoying
I look forward for future updates and will be happy to bugtest =)
This version has a completely overhauled highlighter, which should make it easier and quicker to place paste. There's also some shortcuts for placing and removing multiple pieces at a time. A few bug fixes, as well. Check the changelog for details.
This looks like just the thing I've been missing since the loss of Red Power 2's wire. One question, is this compatible with Forge Multipart (ie: can I put covers over the paste and it still work)?
Unfortunately there's no Multipart compatibility yet. I've been studying up on it though when I get around to it. Probably won't be an easy transition, but would obviously increase the paste's usefulness a lot, so it's something on my experimental list.
Thanks for this awesome mod! I like the idea of sticky repeaters.This is a awesome mod and you sir,deserve a round of applause for being a freaking creative genius
Dear Sir, have you ever thought about allowing a minecraft paste to be placed underneath a half-slab, so that the redstone circuits we so much love could be hidden even further? I don't know if it is possible/viable to make this, but it would indeed take your amazing creation to the next level. Thanks!
Thanks for all the great comments, guys. I'm really glad you like the mod.
Sticky repeaters are definitely a feature that's a priority now that the paste itself seems to have most of its kinks worked out. Comparators would be nice to add eventually as well, but obviously extending the signal strength is something to focus on first. I can already imagine the kind of issues I'll run into regarding redstone propagation between dust, paste, vanilla repeaters, and sticky repeaters, but I'm sure I'll come up with some kind of kludge to make everything play nice without requiring an extra coremod.
Dear Sir, have you ever thought about allowing a minecraft paste to be placed underneath a half-slab, so that the redstone circuits we so much love could be hidden even further? I don't know if it is possible/viable to make this, but it would indeed take your amazing creation to the next level. Thanks!
You know, I actually really like this idea. Conceptually simple, only needs vanilla blocks, etc. A bit more involved programming-wise, but it's something I want to play around with.
Would it be possible to get permission to add your mod to our modpack "Horizon Pack" once it is ready? It would be so nice to make more compact redstone and it works so well as "better vanilla" mod.
We are a professional team and our pack has been around and reliably updated and maintained since mid-May of this year. Of course we give proper credit, link back and everything is 100% non-profit. Just in case you want to take a look at the official MCF post for the pack, you can click on my signature banner.
If you can give us permission the team, I and everybody playing the pack should be really happy
I always appreciate someone telling me what their pack is about and where to find it, especially in the event that I ever wanted to recommend one to someone with any of my mods in it. I also prefer there being a list like that, allowing people to see the forum threads of all the mods in case they want to learn more about one, or want to report a bug. So, certainly, you have permission to include it.
You know, I actually really like this idea. Conceptually simple, only needs vanilla blocks, etc. A bit more involved programming-wise, but it's something I want to play around with.
You should check the Forge Multipart interface. I think it would be cool if you could have several redstone paste running around a single space of air. You could have 4 lines running around in the same area. It also allows to have them running under torches and half slabs.
You should check the Forge Multipart interface. I think it would be cool if you could have several redstone paste running around a single space of air. You could have 4 lines running around in the same area. It also allows to have them running under torches and half slabs.
I've already been looking into making paste a multipart. Unfortunately, you don't simply add compatibility for Forge Multipart into your existing mod, you instead make your mod compatible with Forge Multipart. Levers, torches, redstone torches, buttons, etc, are all replaced with compatible versions when you have that mod installed. So, much like with those things, it essentially will require me rewriting the redstone propagation code for the paste. I've seen that the interface provides some methods for dealing with redstone signals within a block space, but without studying the code a lot more thoroughly (being written in Scala doesn't help), I don't know how much that will work in this circumstance. And I don't even know what kind of difficulty I'm looking at in regards to placing the various segments on a multipart face, but I do know my existing highlighter and face detection code would also go out the window.
Don't get me wrong, I like the idea of what Forge Multipart implements. Hiding the paste is obviously an important feature to add. And in the long run, it might even make the mod easier to write. But I'm not particularly keen on having a mod dependency. So, best case scenario, I'll come up with a generic way of dealing with segments/faces, and depending on whether Forge Multipart is installed, I'll either use that, or my own code.
The reason I liked the half-slab idea for the time being is because it doesn't sound particularly difficult to just custom-render a textured slab in the same block space as paste (especially since I'm already using a custom renderer). The only tricky part I can think of is making the slab break off in a way which makes it seem like you're breaking a vanilla slab (even though it won't actually be one), while not actually destroying what's in the block space (to keep the wire intact).
I would have worked on it more lately, but this cold has been kicking my butt!
Sure, that works fine for me. You might want to just link to the thread itself rather than a particular post, though. But yeah, you can put the mod in your pack. Good luck with it, too.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
So any hints / teasers for future updates ;D?
Well, in the immediate future, I'll release a fix for some issues of paste signals going around corners. I'd noticed it some myself, but some spotlights also showed it happening, and it definitely needs to be fixed. Wrapping paste around a corner might sound easy, but believe me, that's been one of the trickier bits! I'll probably also make sure paste segments you place are connected to one already in that block space, as I mentioned before. And I think I can add in a relatively safe way to make paste more compatible with dust in certain circumstances, which I realized that I can just add a config option that can disable that if there's a compatibility issue with another mod. There's plenty of optimization that can happen in the code, too.
As for features, sticky repeaters, and maybe sticky comparators, would be handy. Being able to set the paste colors in the config would also be nice, as Nnystyxx asked about. I already tried messing with that, actually, and got it working, but the color transition isn't as good as the way I'd previously hard-coded the algorithms. I need to figure out a way to weight the colors, and/or skew when the transition occurs, because otherwise the paste ends up being too green at the end despite still being activated. But yeah, Forge Multipart compatibility is also a big one to try adding. Maybe improving the highlighter.
Definitely want to get the bug fixes out ASAP though, so that's what I've worked on when I've had the chance.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
So I just wondered if you have approved of having your mod distributed on this website: http://modsforminecraft.com/add-redstone-paste-to-minecraft-with-this-mod-1-6-4/
I haven't given permission to any other website to distribute the mod, but that's mostly because none of them have actually asked. In some cases I just don't mind too much, though. That particular site I've seen before, partially because they use a download link that belongs to me, and it has resulted in several downloads. The downside is that whenever I update the mod, people who browse that site won't get the newest version, or know when a new version has been released, especially since there's no credit to me or any link to this thread. But all in all, I'm okay with them I guess, though I do appreciate you bringing it to my attention.
Another website called Skydaz was the first to come to my attention as also distributing the mod. At first I was a bit concerned about it, because they were distributing the mod in an installer, and so many times on the internet that kind of thing is shady. But I soon came to realize that they must tie their installer into the Adf.ly API, because I was actually getting ad revenue and download statistics from them. I later noticed that some spotlights were showing how to install the mod using the installer from that site, so it appears to be a useful service to people. So despite not asking permission, those guys seem to at least respect mod developers in terms of giving credit to the developer, linking to the forum post, and supporting ad revenue. The terms page on their site also seems respectable. The downside however is that they still have v1.0 of the mod, which has resulted in quite a few spotlights of people using the original release. That's probably my only real complaint about it. Though I imagine I could probably contact them and they'd update it. (EDIT: I just realized that they updated their page with v1.1.1, so kudos to them!)
The sites that bother me are the ones like the Russian ones, and a couple other ones in other languages, where they not only don't credit me or link the thread, but they host the mod themselves, leaving me with no control of the download (both in terms of version and lack of malware), no statistics, and no ad revenue. It's particularly irksome when you consider that at least one of these sites provides their own ads in order to download it, essentially making money from my work.
I don't particularly expect mod-related sites to always ask permission. I just wish that more were considerate of the developer. Ad revenue is nice, but let's face it, it's fractions of pennies which might buy you a coffee at the end of the month if you're lucky. What's most important is knowing that someone can always find the newest version, and can leave feedback if they find problems or have suggestions. I also particularly like download statistics! If a site can distribute the mod in a way that I have these things, then I'm probably going to be fine with it.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Sweet, the highlighter was just a tad annoying
I look forward for future updates and will be happy to bugtest =)
This version has a completely overhauled highlighter, which should make it easier and quicker to place paste. There's also some shortcuts for placing and removing multiple pieces at a time. A few bug fixes, as well. Check the changelog for details.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Oh wow, thanks for making me aware. I imagine Captain Sparklez will introduce lots of new people to the mod.
That's some high praise! I appreciate it.
Unfortunately there's no Multipart compatibility yet. I've been studying up on it though when I get around to it. Probably won't be an easy transition, but would obviously increase the paste's usefulness a lot, so it's something on my experimental list.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Sticky repeaters are definitely a feature that's a priority now that the paste itself seems to have most of its kinks worked out. Comparators would be nice to add eventually as well, but obviously extending the signal strength is something to focus on first. I can already imagine the kind of issues I'll run into regarding redstone propagation between dust, paste, vanilla repeaters, and sticky repeaters, but I'm sure I'll come up with some kind of kludge to make everything play nice without requiring an extra coremod.
You know, I actually really like this idea. Conceptually simple, only needs vanilla blocks, etc. A bit more involved programming-wise, but it's something I want to play around with.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I always appreciate someone telling me what their pack is about and where to find it, especially in the event that I ever wanted to recommend one to someone with any of my mods in it. I also prefer there being a list like that, allowing people to see the forum threads of all the mods in case they want to learn more about one, or want to report a bug. So, certainly, you have permission to include it.
Good luck with your pack!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
You should check the Forge Multipart interface. I think it would be cool if you could have several redstone paste running around a single space of air. You could have 4 lines running around in the same area. It also allows to have them running under torches and half slabs.
http://files.minecraftforge.net/ForgeMultipart/
I've already been looking into making paste a multipart. Unfortunately, you don't simply add compatibility for Forge Multipart into your existing mod, you instead make your mod compatible with Forge Multipart. Levers, torches, redstone torches, buttons, etc, are all replaced with compatible versions when you have that mod installed. So, much like with those things, it essentially will require me rewriting the redstone propagation code for the paste. I've seen that the interface provides some methods for dealing with redstone signals within a block space, but without studying the code a lot more thoroughly (being written in Scala doesn't help), I don't know how much that will work in this circumstance. And I don't even know what kind of difficulty I'm looking at in regards to placing the various segments on a multipart face, but I do know my existing highlighter and face detection code would also go out the window.
Don't get me wrong, I like the idea of what Forge Multipart implements. Hiding the paste is obviously an important feature to add. And in the long run, it might even make the mod easier to write. But I'm not particularly keen on having a mod dependency. So, best case scenario, I'll come up with a generic way of dealing with segments/faces, and depending on whether Forge Multipart is installed, I'll either use that, or my own code.
The reason I liked the half-slab idea for the time being is because it doesn't sound particularly difficult to just custom-render a textured slab in the same block space as paste (especially since I'm already using a custom renderer). The only tricky part I can think of is making the slab break off in a way which makes it seem like you're breaking a vanilla slab (even though it won't actually be one), while not actually destroying what's in the block space (to keep the wire intact).
I would have worked on it more lately, but this cold has been kicking my butt!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc