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.
That's really good news then. The idea of having an entire world corrupted, because of missing mod data really freaks me out... I'm not entirely used to Forge's way of handing that sort of thing, so it is a relief.
That... is disturbing, and... at the same time, makes me think coining the name "Nyan-Ghast" and making a Flash App with that rainbow emitting Ghast would be amazing.
Looks like I you found a bug I wasn't aware of, as the redstone torch isn't combining it's red with the lamps appropriately...
The color combination was really good to include, but I'd build on that a lot!
Things I'd Change:
Location, possibly in a nighttime superflat, or cave ravine system... if exposed to sunlight, then make it nighttime.
The light interaction is best shown on a drab color background, like stone, or even sand. Grass doesn't make it look too great.
Don't power the lamps with torches... Go ahead and use a lever, or a block of redstone and place a lamp on top of it...
The torch is giving of a red glow around 7, and it shows up in some of the lights... but I need to go bug hunting on that some more...
Light Order. Go through the primary lights first, Red, Blue, and Green, then show how they combine together!
Red + Blue = Magenta
Blue + Green = Cyan (It's not called Light Blue...)
Green + Red = Yellow (Yay science!)
All 3 primary colors combined = White light (Yellow + blue, or Cyan + Red, or Magenta + Green = white light as well)
Then secondary lights, if applicable.
Then Rave Lamps.
Yes White lamps and Regular lanterns have the same light value, just different block ID and appearance. They are included for consistency (I plan on a lamp for every dye available)
Thank you for the publicity! I really appreciate others willing to make videos and show off the content that's out there!
I just thought of something ridiculously silly, make a nyan-ghast really rare mob (there are already nyan-pigs mod) and make him either drop or spit ingredient for a rave lamp or a different lamp that cycle through the spectrum and not random XD
Or make him drop it only when killed by his own spit, and achievement would be called "Taste the rainbow!"
(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?
I just thought of something ridiculously silly, make a nyan-ghast really rare mob (there are already nyan-pigs mod) and make him either drop or spit ingredient for a rave lamp or a different lamp that cycle through the spectrum and not random XD
Or make him drop it only when killed by his own spit, and achievement would be called "Taste the rainbow!"
>.> i dont think it should be included in this mod but there should be a mod directly linked to this xD Thiiiis isnt spam is it? xD cause im kinda having fun with this. I may have gone slightly too far
1 not my friend just some troll on the broard
2 he still was not right because he was saying that Mojang would have to rewrite the game engine from scratch.
Since you are not Mojang and you only had to make edits to parts of the code instead of the entire engine then I do not see how he was right.
Your friend is an idiot, because he obviously does not know what the mine craft engine is. I assume he meant the rendering engine. The mine craft engine is just the backbone. It contains the rendering engine, but also handles blocks and entities etc. on a very broad level. You could create an entirely different game out of the mc engine. While you do need to modify lighting code, which is part of the rendering engine so is technically part of the game engine, if you have to rewrite the engine you are making san entirely different game. If you remake the engine there is no way to leave any of the classes as is, and so your mod could be compressed into a jar and run standalone.
your mod have additive color,but does it have substractive color,I mean,does a green block appear black with red light,if we superpose a magenta and a green glass,no light should pass,if we superpose a magenta and a cyan glass,light would be blue...
lighting should have purely additive light (a positive light system) whereas glass should have a purely subtractive light system (a negative system) i.e. a black lamp would do nothing but a white lamp would make all colors lighter, and black glass would stop color whereas white glass it entirely transparent. This is how lighting works in the real world.
lighting should have purely additive light (a positive light system) whereas glass should have a purely subtractive light system (a negative system) i.e. a black lamp would do nothing but a white lamp would make all colors lighter, and black glass would stop color whereas white glass it entirely transparent. This is how lighting works in the real world.
Thoughts on glass were to rework opacity to work with the modified light data... Everything is mostly in the right place already.
Everything else first....
So I wanted to add this API to a couple of mods such as ProjectRed, Modular Force Field System, and other mods in my modpack, Some of the blocks use Metadata for colors, I am also familiar with metadata and useally you need to get the block from metadata ID would you need to do the same for addColorLightValue? Like getColorLightValueFromMeta? I haven't been able to re obfuscate the code because I can't get the src for Code Chicken Core because the page is throwing a 403 at me. For project red illumination I added this code to BlockLamp (Or changed it)
public final Float[] color = new Float[] {0.0F, 0.0F, 0.0F, 1.0F, 0.8F, 0.0F, 1.0F, 0.0F, 0.8F, 0.0F, 1.0F, 1.0F, 1.0F, 1.0F, 0.0F, 0.2F, 1.0F, 0.0F, 1.0F, 0.4F, 0.8F, 0.4F, 0.4F, 0.4F, 0.6F, 0.6F, 0.6F, 0.0F, 0.6F, 0.6F, 0.6F, 0.0F, 1.0F, 0.0F, 0.0F, 1.0F, 0.4F, 0.2F, 0.0F, 0.0F, 0.6F, 0.0F, 0.6F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F};
public BlockLamp(int id)
{
super(id, new Material(Material.circuits.materialMapColor));
setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
setHardness(0.5F);
setUnlocalizedName("projectred.illumination.lamp");
setCreativeTab(ProjectRedIllumination.tabLighting);
for (int i = 0; i < 16; i++){
addColorLightValue(color[i+=i*3],color[i+=i*3+1],color[i+=i*3+2]);
}
}
As you can see I have a for loop for the addColor thing, I'm not sure if it's going to work or if its just going to set it to the last light value which is black, In other words if there isnt MetaData support could you add that?
So I wanted to add this API to a couple of mods such as ProjectRed, Modular Force Field System, and other mods in my modpack, Some of the blocks use Metadata for colors, I am also familiar with metadata and useally you need to get the block from metadata ID would you need to do the same for addColorLightValue? Like getColorLightValueFromMeta? I haven't been able to re obfuscate the code because I can't get the src for Code Chicken Core because the page is throwing a 403 at me. For project red illumination I added this code to BlockLamp (Or changed it)
public final Float[] color = new Float[] {0.0F, 0.0F, 0.0F, 1.0F, 0.8F, 0.0F, 1.0F, 0.0F, 0.8F, 0.0F, 1.0F, 1.0F, 1.0F, 1.0F, 0.0F, 0.2F, 1.0F, 0.0F, 1.0F, 0.4F, 0.8F, 0.4F, 0.4F, 0.4F, 0.6F, 0.6F, 0.6F, 0.0F, 0.6F, 0.6F, 0.6F, 0.0F, 1.0F, 0.0F, 0.0F, 1.0F, 0.4F, 0.2F, 0.0F, 0.0F, 0.6F, 0.0F, 0.6F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F};
public BlockLamp(int id)
{
super(id, new Material(Material.circuits.materialMapColor));
setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
setHardness(0.5F);
setUnlocalizedName("projectred.illumination.lamp");
setCreativeTab(ProjectRedIllumination.tabLighting);
for (int i = 0; i < 16; i++){
addColorLightValue(color[i+=i*3],color[i+=i*3+1],color[i+=i*3+2]);
}
}
As you can see I have a for loop for the addColor thing, I'm not sure if it's going to work or if its just going to set it to the last light value which is black, In other words if there isnt MetaData support could you add that?
I ran into that myself. I'll have to structure block a little bit differently, but I think I'll make block check for metadata (if I can get ahold of it) and then try to call a method out of your class to set the blocks color appropriately. This is actually a much trickier problem because of what happens after the fact. I think we'd have to override the the actual call to get a light value as well, and THAT would need metadata........
This is getting ugly. I'm going to have to figure something out.
This mod looks really interesting. I have been wanting to design a Minecraft Theatre. I will try out this mod as a better lighting alternative for default lighting.
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Would it be insanely hard to add something to the config file to set what color a block gives off? like project red has a bunch of colored lights but they just give off white light and id like to add them to be accepted by the mod in the config or something. also configuring my torches to be blue just for fun would be fun
That... is disturbing, and... at the same time, makes me think coining the name "Nyan-Ghast" and making a Flash App with that rainbow emitting Ghast would be amazing.
Good things:
Things I'd Change:
Yes White lamps and Regular lanterns have the same light value, just different block ID and appearance. They are included for consistency (I plan on a lamp for every dye available)
Thank you for the publicity! I really appreciate others willing to make videos and show off the content that's out there!
Or make him drop it only when killed by his own spit, and achievement would be called "Taste the rainbow!"
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(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?
See. This. THIS is why I almost never post. I make people insane. >_>
How about no?
I think I'm more impressed than saddened. You're going to have to teach me how to do that.
it seems the smoother the lighting the more dim the colors get.. i hope that can get fixed. looks pretty awesome tho.
Yes, that was basically an early attempt at coloring stuff differently. Far from final.
this mod keeps getting better and better:)
Your friend is an idiot, because he obviously does not know what the mine craft engine is. I assume he meant the rendering engine. The mine craft engine is just the backbone. It contains the rendering engine, but also handles blocks and entities etc. on a very broad level. You could create an entirely different game out of the mc engine. While you do need to modify lighting code, which is part of the rendering engine so is technically part of the game engine, if you have to rewrite the engine you are making san entirely different game. If you remake the engine there is no way to leave any of the classes as is, and so your mod could be compressed into a jar and run standalone.
lighting should have purely additive light (a positive light system) whereas glass should have a purely subtractive light system (a negative system) i.e. a black lamp would do nothing but a white lamp would make all colors lighter, and black glass would stop color whereas white glass it entirely transparent. This is how lighting works in the real world.
Thoughts on glass were to rework opacity to work with the modified light data... Everything is mostly in the right place already.
Everything else first....
As you can see I have a for loop for the addColor thing, I'm not sure if it's going to work or if its just going to set it to the last light value which is black, In other words if there isnt MetaData support could you add that?
I ran into that myself. I'll have to structure block a little bit differently, but I think I'll make block check for metadata (if I can get ahold of it) and then try to call a method out of your class to set the blocks color appropriately. This is actually a much trickier problem because of what happens after the fact. I think we'd have to override the the actual call to get a light value as well, and THAT would need metadata........
This is getting ugly. I'm going to have to figure something out.
Thanks I really appreciate all the feed back And when you finish this mod I will try to do it again and fix all the things that you mentioned.
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