I just uploaded a backported version of v1.2 of the mod for Minecraft 1.5.2, since I've had a few people ask me. Please keep in mind that I have not thoroughly tested this version! After getting it to work and packaging it up, I messed around for five minutes to make sure everything didn't explode horribly, and decided that was good enough to release. I also don't want to offer any promises on maintaining a version for 1.5.2, especially because that will be much harder as I add more of the planned features. But since the paste itself is at a fairly stable version right now, this seemed like a good one to port over for those who still want to use MC 1.5 for now.
In my brief testing, I even found a minor bug which presently exists in all versions. When in creative mode, breaking a block on which paste is attached to causes it to still drop the paste items. Not a huge deal, but I'll fix in the next version.
I'm currently assembling a nice set of mods for SSP and since slimeballs are tedious to farm (got Tinker's Construct which makes the ordinary green slimes very rare), what about an option in a config file to enable an alternative recipe instead?
I'm thinking of something along the lines of a slimeball surrounded by 8 redstone dust, which then gives 8 redstone paste. Would be great if you could implement such a thing.
I'm not opposed to having an alternative recipe, so I'll see about adding it to the next one.
For those curious as to why I decided to give four pieces of paste per recipe, that was primarily because it takes four to completely fill a block face, so I figured that was a fair trade for a piece of normal redstone dust which would normally fill the entire block.
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Yeah, slimeballs are rare things in vanilla. I'm playing in the twilight forest and I'm swiming in slime balls because I settled on top of a maze so I didn't notice that issue.
That 8 redstone + 1 slimeball = 8 paste seems like a good idea to me.
I'm thinking it might be better to just let people select one or the other recipe in the config, and also be able to specify how many paste you get from whichever recipe you chose, that way people can balance their game depending on what mods they have installed or what they intend to focus on.
Thought I'd give you guys a preview of what I've been working on:
That is indeed a half-slab in the same block space. Still got some work to do (such as not being able to walk through it!), but it's going a lot smoother than anticipated.
Thought I'd give you guys a preview of what I've been working on:
That is indeed a half-slab in the same block space. Still got some work to do (such as not being able to walk through it!), but it's going a lot smoother than anticipated.
So nice to hear. The one-thing-per-block restrictions that minecraft has are irritating and its good to know that people are actually making an effort to remove some of that. This is with the forge multipart API correct? Keep up the good work!
So nice to hear. The one-thing-per-block restrictions that minecraft has are irritating and its good to know that people are actually making an effort to remove some of that. This is with the forge multipart API correct? Keep up the good work!
It's not a multipart, actually. I wrote a bit of code to detect if you click on a face of paste with any half-slab, and if so, it stores the information about what kind of slab it is and what side to render it on. This should even work with any slab added by a mod as long as they derive from the standard ItemSlab and BlockHalfSlab classes. That'll be interesting to test.
Certainly not as robust as the multipart API, but a lot easier to code for now, and avoids a mod dependency. It's also setting the stage for how I'll handle things like sticky repeaters.
EDIT: I tried it out in a game I've been playing lately with just some basic mods. Biomes O' Plenty slabs work just fine. Tinkers' Construct ones don't.
Here we go again! Version 1.3 is up for download. The big feature here is hiding paste behind half-slabs. There's also new config options, and of course bug fixes. Check the changelog for details!
There isn't a port available yet for Minecraft 1.5.2. Let's see if there's any bugs that need fixing before I go to the trouble, since this was a somewhat major update.
That could be something interesting to look into. Someone earlier in the thread wanted a way to customize the color of the paste, and I started working on some code before to do it, but wasn't happy with the results yet.
Though I think that even if it were dyed that the powered color should always have a strong reddish tint (unless a config option changes it), and then fade into whatever the dye color was.
Woah, this is crazy. I always thought the solution to keep redstone from connecting was strips. But you changed how redstone works instead. That's freaking genius.
More genius is putting these slabs like covers. Except I don't have to cut anything. And somehow you made them go upright on walls instead of just flat, which blows my mind. I don't even know how that's possible.
What about repeaters? Are you going to make them stick on walls too? That would be really useful.
Woah, this is crazy. I always thought the solution to keep redstone from connecting was strips. But you changed how redstone works instead. That's freaking genius.
More genius is putting these slabs like covers. Except I don't have to cut anything. And somehow you made them go upright on walls instead of just flat, which blows my mind. I don't even know how that's possible.
What about repeaters? Are you going to make them stick on walls too? That would be really useful.
Anyway, great work dude!
Thanks for the praise! Glad you like the mod.
The half-slabs can be oriented vertically because they're technically not slabs anymore when you apply them to the paste. I'm doing a lot of trickery to make them still behave like separate objects, however.
Repeaters are coming. I did the slabs first because they have no complex functionality themselves to deal with, but that set the code up for other objects within the block space.
I noticed a bug which I thought I'd make people aware of. If you're in creative mode, the item count is still checked when trying to use the shift-click mechanics to place a full line or an entire face of paste. So if you only have a single piece of paste in your hand, then none of those mechanics will work. Temporary workarounds are to just keep shift-clicking and it'll do them one at a time, or just make sure to have at least two or four pieces in your hand at all times to avoid it altogether. I've already fixed it, but I'd rather not release another update solely for one minor bug. Especially since I'll probably have another update with actual content soon.
Something else I noticed from watching peoples' mod spotlights is paste flickering when Optifine is installed. It looks to be really annoying. I tested it myself and noticed some minor flicker at times as well, but this newest one kept crashing my game for some unrelated reason, so I dumped it. I've been meaning to do some optimizations to the rendering code, which might alleviate the flickering. There's also a simpler fix I can try, primarily to avoid the texture fighting in the center where paste meets, which could possibly help with the Optifine issue as well. So unless Optifine is crucial to your gameplay, the only fix for the flickering at the moment that I'm aware of (short of tweaking the settings) is to just remove it for now.
This version adds the widely-requested sticky repeaters, which should function almost identically to vanilla repeaters. It also adds in the ability to tweak your paste colors in the config file, for those who wanted to be able to do that. There's also some bug fixes, optimizations, and various other code changes that were required to make all of this happen.
Due to some heavier code changes that went into this version, please let me know if you notice any abnormal behavior, especially with redstone current.
I would have had this released sooner, but at the last minute in testing I found some strange synchronization issues in multiplayer, and spent quite a few hours (yes, hours) chasing ghosts. Regardless, I worked pretty hard to get this release finished in time for Minecraft 1.7, in hopes that I can have any new bugs dealt with by the time Forge and MCP are updated. By then I can hopefully just focus on porting the mod.
I don't know if you noticed this or not. But sometimes sticky repeaters don't turn off, or turn on for no reason.
Aha, nice find! I initially thought I had this figured out by looking at your pictures, but when I actually went to do some testing, I realized there was a deeper issue.
In the first photo, I want to point out that that's somewhat normal behavior for the way the paste currently works, even if it's not exactly intuitive. The reason the repeater is activating is because the torch is providing power to the block next to it, and both the repeater and redstone paste are in the same block space. So the paste activates, which provides power to the stone block it's attached to. The repeater detects that powered block on its input side, and then it turns on too. This sort of thing will eventually be solved when I make individual paste faces have their own individual redstone current strengths, at which point you can have multiple signals running within the same block space. But for now, it's just a quirk, since all sides of a block share a single redstone current value.
The bug however is that even when you break that torch, it's not turning off again. It's what was affecting your second image as well. I did find the bug though! It was a trickster, too, because it actually doesn't matter which way the repeater points in that situation; simply passing current into a block space with a repeater and paste caused it to stay on forever. That's what threw me off. Well, when you're propagating redstone current, you have to ignore your paste current and look for "real" redstone sources, otherwise you'll just end up powering the wire next to you and then that in turn will power the initial wire again in an endless loop. Turned out, the new repeater code had interfered with the paste being disabled during propagation. The fix was simple. Tracking it down wasn't so much!
As for bugs, there's another one related to repeater lighting, which seems to mostly affect multiplayer, but I've found it in singleplayer at times too when reloading the map. Lighting issues aren't a serious problem, but I actually spent a lot of time trying to figure this one out since it didn't make much sense. I came up with a workaround though to force light recalculations at certain intervals under certain conditions, which has somewhat solved the problem. I'll tweak it a bit more before release. I may also even add in a config option to disable repeater lighting completely, to improve performance on big builds.
I guess I never pointed out anywhere that putting a cover over a repeater actually intentionally disables its lighting, too, by the way.
Anyway, both of these bug fixes will be available soon. I'm just seeing if there's anything else I need to fix first.
Great mod! I would just like to note that the repeaters do not have the "lock" function, not sure if you didn't think about it or just haven't added it yet but I thought I would mention that
I just wanted to report an issue when using the Railcraft mod.
Railcraft has a "hidden block" that's used to track player movement. Unless this block's ID is set to 0, the hidden block prevents Redstone Paste from being placed inside of blocks that the player has recently occupied.
The downside to setting the ID to zero is that the player tracking mode of Railcraft's Trackman's Goggles item will no longer function. I asked on IRC and a person told me to suggest that you use the vanilla method isAir to check for placement, rather than checking specifically for block ID 0.
In my brief testing, I even found a minor bug which presently exists in all versions. When in creative mode, breaking a block on which paste is attached to causes it to still drop the paste items. Not a huge deal, but I'll fix in the next version.
I'm not opposed to having an alternative recipe, so I'll see about adding it to the next one.
For those curious as to why I decided to give four pieces of paste per recipe, that was primarily because it takes four to completely fill a block face, so I figured that was a fair trade for a piece of normal redstone dust which would normally fill the entire block.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
That 8 redstone + 1 slimeball = 8 paste seems like a good idea to me.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
That is indeed a half-slab in the same block space. Still got some work to do (such as not being able to walk through it!), but it's going a lot smoother than anticipated.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
So nice to hear. The one-thing-per-block restrictions that minecraft has are irritating and its good to know that people are actually making an effort to remove some of that. This is with the forge multipart API correct? Keep up the good work!
It's not a multipart, actually. I wrote a bit of code to detect if you click on a face of paste with any half-slab, and if so, it stores the information about what kind of slab it is and what side to render it on. This should even work with any slab added by a mod as long as they derive from the standard ItemSlab and BlockHalfSlab classes. That'll be interesting to test.
Certainly not as robust as the multipart API, but a lot easier to code for now, and avoids a mod dependency. It's also setting the stage for how I'll handle things like sticky repeaters.
EDIT: I tried it out in a game I've been playing lately with just some basic mods. Biomes O' Plenty slabs work just fine. Tinkers' Construct ones don't.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Here we go again! Version 1.3 is up for download. The big feature here is hiding paste behind half-slabs. There's also new config options, and of course bug fixes. Check the changelog for details!
There isn't a port available yet for Minecraft 1.5.2. Let's see if there's any bugs that need fixing before I go to the trouble, since this was a somewhat major update.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
That could be something interesting to look into. Someone earlier in the thread wanted a way to customize the color of the paste, and I started working on some code before to do it, but wasn't happy with the results yet.
Though I think that even if it were dyed that the powered color should always have a strong reddish tint (unless a config option changes it), and then fade into whatever the dye color was.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
More genius is putting these slabs like covers. Except I don't have to cut anything. And somehow you made them go upright on walls instead of just flat, which blows my mind. I don't even know how that's possible.
What about repeaters? Are you going to make them stick on walls too? That would be really useful.
Anyway, great work dude!
Thanks for the praise! Glad you like the mod.
The half-slabs can be oriented vertically because they're technically not slabs anymore when you apply them to the paste. I'm doing a lot of trickery to make them still behave like separate objects, however.
Repeaters are coming. I did the slabs first because they have no complex functionality themselves to deal with, but that set the code up for other objects within the block space.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Something else I noticed from watching peoples' mod spotlights is paste flickering when Optifine is installed. It looks to be really annoying. I tested it myself and noticed some minor flicker at times as well, but this newest one kept crashing my game for some unrelated reason, so I dumped it. I've been meaning to do some optimizations to the rendering code, which might alleviate the flickering. There's also a simpler fix I can try, primarily to avoid the texture fighting in the center where paste meets, which could possibly help with the Optifine issue as well. So unless Optifine is crucial to your gameplay, the only fix for the flickering at the moment that I'm aware of (short of tweaking the settings) is to just remove it for now.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Cool, great showcase. I put yours outside the spoiler since you covered v1.2 which is pretty recent.
I tidied the main post up a bit while I was at it, and added in a permissions section since I'm often asked such things.
Thought I'd toss in a spoiler of what I'm working on for everyone, too:
Yep, that's a partially-working half-rendered sticky repeater!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
This version adds the widely-requested sticky repeaters, which should function almost identically to vanilla repeaters. It also adds in the ability to tweak your paste colors in the config file, for those who wanted to be able to do that. There's also some bug fixes, optimizations, and various other code changes that were required to make all of this happen.
Due to some heavier code changes that went into this version, please let me know if you notice any abnormal behavior, especially with redstone current.
I would have had this released sooner, but at the last minute in testing I found some strange synchronization issues in multiplayer, and spent quite a few hours (yes, hours) chasing ghosts. Regardless, I worked pretty hard to get this release finished in time for Minecraft 1.7, in hopes that I can have any new bugs dealt with by the time Forge and MCP are updated. By then I can hopefully just focus on porting the mod.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Other than that the mod is wonderful.
Thanks for all your hard work.
Aha, nice find! I initially thought I had this figured out by looking at your pictures, but when I actually went to do some testing, I realized there was a deeper issue.
In the first photo, I want to point out that that's somewhat normal behavior for the way the paste currently works, even if it's not exactly intuitive. The reason the repeater is activating is because the torch is providing power to the block next to it, and both the repeater and redstone paste are in the same block space. So the paste activates, which provides power to the stone block it's attached to. The repeater detects that powered block on its input side, and then it turns on too. This sort of thing will eventually be solved when I make individual paste faces have their own individual redstone current strengths, at which point you can have multiple signals running within the same block space. But for now, it's just a quirk, since all sides of a block share a single redstone current value.
The bug however is that even when you break that torch, it's not turning off again. It's what was affecting your second image as well. I did find the bug though! It was a trickster, too, because it actually doesn't matter which way the repeater points in that situation; simply passing current into a block space with a repeater and paste caused it to stay on forever. That's what threw me off. Well, when you're propagating redstone current, you have to ignore your paste current and look for "real" redstone sources, otherwise you'll just end up powering the wire next to you and then that in turn will power the initial wire again in an endless loop. Turned out, the new repeater code had interfered with the paste being disabled during propagation. The fix was simple. Tracking it down wasn't so much!
As for bugs, there's another one related to repeater lighting, which seems to mostly affect multiplayer, but I've found it in singleplayer at times too when reloading the map. Lighting issues aren't a serious problem, but I actually spent a lot of time trying to figure this one out since it didn't make much sense. I came up with a workaround though to force light recalculations at certain intervals under certain conditions, which has somewhat solved the problem. I'll tweak it a bit more before release. I may also even add in a config option to disable repeater lighting completely, to improve performance on big builds.
I guess I never pointed out anywhere that putting a cover over a repeater actually intentionally disables its lighting, too, by the way.
Anyway, both of these bug fixes will be available soon. I'm just seeing if there's anything else I need to fix first.
Thanks! Glad you enjoy it. And thanks for the bug report, with pictures, since that helped me recreate the problem fairly easily.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I just wanted to report an issue when using the Railcraft mod.
Railcraft has a "hidden block" that's used to track player movement. Unless this block's ID is set to 0, the hidden block prevents Redstone Paste from being placed inside of blocks that the player has recently occupied.
The downside to setting the ID to zero is that the player tracking mode of Railcraft's Trackman's Goggles item will no longer function. I asked on IRC and a person told me to suggest that you use the vanilla method isAir to check for placement, rather than checking specifically for block ID 0.
I'm not a coder, so I hope this makes sense!