Bravo, my friend, Bravo!
A very origonal idea that feels at home in an otherwise vanilla installation. Your other mod feels in very much the same way, so again, I say, Bravo!
I suggest that you keep this mod simple, as you have done quite well as it is.
As for torches, buttons, and pressure plates, I would love to have things that work in more orientations.
I would also suggest (since you are such a TC fanboy) that you make the recipe look for balls of glue and gelatinous slime.
I second the Colored Paste suggestion that others have made. This mod is about making redstone smaller and more elegant. 16 more colors (or just one, for that matter) will help in quite a large way.
In regards to the core mod, make it a separate project from the rest of the mod. That way, all you will have to do is update that small piece of code, and drop it into the archive. If someone wants to mix and match, it would be just as simple for them. You would just have to host a separate small folder with the .class files (or file).
Please start hosting your mod on CurseForge. It will simplify things quite a bit. And, I think you get paid for it. You could also get a Curse Premium membership out of it.
Lastly, all you would have to do is remove all of the things except for the actual wire, and make a beta. Then, when you have that down, start adding in the other things.
Thanks for all of the hard work, and remember, keep it simple. You might be able to make it work with no bugs at all.
if you combine it with the little blocks mod you could make extremely small project... maybe a whole giant circuit within 1 block...this is AWESOME! thnx dude maybe you could add rails for better roller coasters loops etc.. that's cool thanks!
I must say cool mod, I use project red but this mod is definately the best alternative if your looking for a more vanilla feel. Can I suggest building off of the forge multipart API, so all your blocks can be cover by anyblock, from any mod?
Also I am putting together a little Vanilla type modpack for me only, but once I finish I am going to post a thread with a list of mods in it(no modpack download, I'm not maintaining that...) would it be alright if I put this mod in that list?
I really appreciate the kind words, you guys. I'm glad that in a time nowadays when there's multiple redstone mods that you still have reasons for using mine. I guess I did something right!
Just so you know, since they appear relatively stable at the moment, I've held off on making updates to my mods lately while waiting for MCP/Forge for 1.7 to show up. I knew it was going to take a while, but didn't quite count on it being this long. There's still things I'd like to do with Redstone Paste, so I might still get a hankering to go forward with an update anyway if it's much longer before I can do the 1.7 port.
Also I am putting together a little Vanilla type modpack for me only, but once I finish I am going to post a thread with a list of mods in it(no modpack download, I'm not maintaining that...) would it be alright if I put this mod in that list?
If it's just a list of mods then certainly, you wouldn't have to ask for that.
Well guys, just when you think you've gotten a pretty good grip on how to make mods, they decide to toss it all out the window.
I'm looking at the new early release tools for making 1.7.2 mods, and so much has changed. Unfortunately, they decided to change things which just didn't need changing. So we not only have to adapt to what's new in Minecraft, but we have to try to figure out this new development environment on top of it. Even creating the development environment itself proved to be confusing, particularly due to a lack of information. And using Forge's environment, they apparently won't even let you make changes to Minecraft's code, which could sometimes prove useful for testing. It feels very locked down to me compared to before.
When I figured this all out enough to toss Redstone Paste into the mix, I realized that there seems to be just too much unlabeled Minecraft code for me to try to move forward with updating at this point. None of the materials have names, for example, nor do various functions I need to interact with. I'm hoping that they label much more of this before the final release, otherwise this is going to be a very very confusing update to work with. Especially so considering the big changes, such as doing away with block/item IDs, adding in mod configuration buttons inside Minecraft itself, and who knows what else.
Anyway, just thought I'd give you folks an idea of what we're dealing with here. Basically, still no ETA on a mod update since there's no ETA on the final release of these tools. I'm just hoping it gets better.
Well guys, just when you think you've gotten a pretty good grip on how to make mods, they decide to toss it all out the window.
-snip-
Anyway, just thought I'd give you folks an idea of what we're dealing with here. Basically, still no ETA on a mod update since there's no ETA on the final release of these tools. I'm just hoping it gets better.
It sounds like now is the time to start from scratch with all that you have learned so far. I suggest:
A) Working with Forge Multipart from the beginning.
Scrapping all of your preconceptions about the code involved from here on out.
C) Sharing more about how your mod works with your audience. I for one might be able to help you figure out how the computer needs to think about the paste. And the hopper ducts if it comes to that.
Keep on pluggin', you will get there. If you have to rewrite the entire redstone engine, then you are probably missing something.
I'm having some kind of problem with comparators. I want a dropper to drop when an item hits its inventory, and the way to do that is comparator -> repeater -> redstone loop back to the dropper. The sticky comparator doesn't update when the dropper's inventory changes until it gets a block update. Vanilla repeaters work fine. Happens with or without Optifine.
I'm having some kind of problem with comparators. I want a dropper to drop when an item hits its inventory, and the way to do that is comparator -> repeater -> redstone loop back to the dropper. The sticky comparator doesn't update when the dropper's inventory changes until it gets a block update. Vanilla repeaters work fine. Happens with or without Optifine.
Is this a bug?
I tried it myself, and it also affects things like hoppers, needing a block update to recognize the inventory change. I tested sticky comparators almost entirely with chests while developing them, and they would obviously trigger a block update when closing. These other inventory-based blocks don't "close" or anything, however. So it's definitely a bug.
Actually, I just poked through the code. And this one is a doozy. All of those inventory-based blocks activate an onInventoryChanged event for their tile entity. The default behavior for this results in a function which tests for comparators nearby, and if one exists, then it triggers the much-needed block update. The problem is that this is all hard-coded to test for vanilla comparators. And, worse yet, it's coded to only check in the X and Z directions, not Y (since vanilla comparators obviously can't be placed to point up or down).
I had to work around lots of hard-coded redstone issues when making this mod, but this one is perhaps unfixable without going the step farther and doing a coremod to rewrite pieces of the game's code on startup. I've tried to avoid that as much as possible, but I don't know if it can be avoided this time.
I'm glad you found it, but it won't be a quick fix. In the meantime, all I can suggest is to use a vanilla comparator on any inventory-based block which isn't a chest.
I thought I'd also give an update on the progress of Redstone Paste being ported to 1.7.2 It's been a lesson in frustration to get these new Forge tools to properly setup the dev environments, but it finally cooperated again earlier tonight after what appeared to be another update to the tools, so I was finally able to move forward on this mod.
The good news is that I slowly worked out the (literally) hundreds of errors in the mod's code after dropping it into 1.7. I was also pleasantly surprised to see the mod working on the first run attempt without crashes and other severe stuff. But it wasn't flawless, as I quickly found out. Things I had to change to work with Minecraft's code updates, possibly combined with changes in how Minecraft is handling certain block/item events, is causing lots of confusing issues dealing with placing paste, and with things being able to destroy paste completely when placing some block there. It's a head-scratcher.
I'll have to try to track down why this is so different from the way 1.5 and 1.6 worked, but hopefully I can get a beta version out soon!
Okay, I've put up a version for Minecraft 1.7.2. This doesn't really add anything new other than language localization support, though English is still the only one available at the moment.
This may very well have bugs! Given all the fixing necessary to port it to 1.7, I would actually be surprised if there weren't any. So if you notice anything fishy, feel free to let me know.
Nobody's reported any problems with the 1.7 version so I'm pretty happy about that so far!
I just wanted to mention that I changed the permissions a bit. I get a lot of modpack requests, and while I do enjoy seeing where my mods go, it would be easier for everyone if I just give open permission with the caveat that I would prefer you send me a message or post here about it. Just look in the permissions section of the first post for the details, but this should work better for everyone.
I've always liked using redstone but it took up a lot of space when you had to make stairs of blocks. But know being abe to use redstone vertically and on ceilings? Just simply awesome. I appreciate your hours of dedication and coding. =)
A very origonal idea that feels at home in an otherwise vanilla installation. Your other mod feels in very much the same way, so again, I say, Bravo!
I suggest that you keep this mod simple, as you have done quite well as it is.
As for torches, buttons, and pressure plates, I would love to have things that work in more orientations.
I would also suggest (since you are such a TC fanboy) that you make the recipe look for balls of glue and gelatinous slime.
I second the Colored Paste suggestion that others have made. This mod is about making redstone smaller and more elegant. 16 more colors (or just one, for that matter) will help in quite a large way.
In regards to the core mod, make it a separate project from the rest of the mod. That way, all you will have to do is update that small piece of code, and drop it into the archive. If someone wants to mix and match, it would be just as simple for them. You would just have to host a separate small folder with the .class files (or file).
Please start hosting your mod on CurseForge. It will simplify things quite a bit. And, I think you get paid for it. You could also get a Curse Premium membership out of it.
Lastly, all you would have to do is remove all of the things except for the actual wire, and make a beta. Then, when you have that down, start adding in the other things.
Thanks for all of the hard work, and remember, keep it simple. You might be able to make it work with no bugs at all.
Channel is kill. May as well find something interesting to put here if I can bother.
Also I am putting together a little Vanilla type modpack for me only, but once I finish I am going to post a thread with a list of mods in it(no modpack download, I'm not maintaining that...) would it be alright if I put this mod in that list?
Just so you know, since they appear relatively stable at the moment, I've held off on making updates to my mods lately while waiting for MCP/Forge for 1.7 to show up. I knew it was going to take a while, but didn't quite count on it being this long. There's still things I'd like to do with Redstone Paste, so I might still get a hankering to go forward with an update anyway if it's much longer before I can do the 1.7 port.
I usually at least like to know the name of the pack, but sure, you can use it.
If it's just a list of mods then certainly, you wouldn't have to ask for that.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I'm looking at the new early release tools for making 1.7.2 mods, and so much has changed. Unfortunately, they decided to change things which just didn't need changing. So we not only have to adapt to what's new in Minecraft, but we have to try to figure out this new development environment on top of it. Even creating the development environment itself proved to be confusing, particularly due to a lack of information. And using Forge's environment, they apparently won't even let you make changes to Minecraft's code, which could sometimes prove useful for testing. It feels very locked down to me compared to before.
When I figured this all out enough to toss Redstone Paste into the mix, I realized that there seems to be just too much unlabeled Minecraft code for me to try to move forward with updating at this point. None of the materials have names, for example, nor do various functions I need to interact with. I'm hoping that they label much more of this before the final release, otherwise this is going to be a very very confusing update to work with. Especially so considering the big changes, such as doing away with block/item IDs, adding in mod configuration buttons inside Minecraft itself, and who knows what else.
Anyway, just thought I'd give you folks an idea of what we're dealing with here. Basically, still no ETA on a mod update since there's no ETA on the final release of these tools. I'm just hoping it gets better.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
lalalalalalllalala.
This mod is great!
It sounds like now is the time to start from scratch with all that you have learned so far. I suggest:
A) Working with Forge Multipart from the beginning.
Scrapping all of your preconceptions about the code involved from here on out.
C) Sharing more about how your mod works with your audience. I for one might be able to help you figure out how the computer needs to think about the paste. And the hopper ducts if it comes to that.
Keep on pluggin', you will get there. If you have to rewrite the entire redstone engine, then you are probably missing something.
Is this a bug?
I tried it myself, and it also affects things like hoppers, needing a block update to recognize the inventory change. I tested sticky comparators almost entirely with chests while developing them, and they would obviously trigger a block update when closing. These other inventory-based blocks don't "close" or anything, however. So it's definitely a bug.
Actually, I just poked through the code. And this one is a doozy. All of those inventory-based blocks activate an onInventoryChanged event for their tile entity. The default behavior for this results in a function which tests for comparators nearby, and if one exists, then it triggers the much-needed block update. The problem is that this is all hard-coded to test for vanilla comparators. And, worse yet, it's coded to only check in the X and Z directions, not Y (since vanilla comparators obviously can't be placed to point up or down).
I had to work around lots of hard-coded redstone issues when making this mod, but this one is perhaps unfixable without going the step farther and doing a coremod to rewrite pieces of the game's code on startup. I've tried to avoid that as much as possible, but I don't know if it can be avoided this time.
I'm glad you found it, but it won't be a quick fix. In the meantime, all I can suggest is to use a vanilla comparator on any inventory-based block which isn't a chest.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
The good news is that I slowly worked out the (literally) hundreds of errors in the mod's code after dropping it into 1.7. I was also pleasantly surprised to see the mod working on the first run attempt without crashes and other severe stuff. But it wasn't flawless, as I quickly found out. Things I had to change to work with Minecraft's code updates, possibly combined with changes in how Minecraft is handling certain block/item events, is causing lots of confusing issues dealing with placing paste, and with things being able to destroy paste completely when placing some block there. It's a head-scratcher.
I'll have to try to track down why this is so different from the way 1.5 and 1.6 worked, but hopefully I can get a beta version out soon!
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
This may very well have bugs! Given all the fixing necessary to port it to 1.7, I would actually be surprised if there weren't any. So if you notice anything fishy, feel free to let me know.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
I just wanted to mention that I changed the permissions a bit. I get a lot of modpack requests, and while I do enjoy seeing where my mods go, it would be easier for everyone if I just give open permission with the caveat that I would prefer you send me a message or post here about it. Just look in the permissions section of the first post for the details, but this should work better for everyone.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc