I think it would be nice to color redstone lamps like glass, would help a lot with lighting builds and I think add a lot of design options.
Light in minecraft doesn't have colours.
It would need tons and tons of work to implement.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
By the way we can make coloured beacons using stained glass.
And soul fire lanterns, but soul fire lanterns only have a light level of 10
Neither of these are colored light; beacons beams are simply a colored texture with no actual light emission (excluding the block itself) while the latter produce the exact same shade of light as any other block light source (which is yellow to orange at lower levels). I think what the OP really meant was simply recoloring the texture with no effect on the color of light emitted, just as stained glass has no effect on light (not counting beacon beams, which as mentioned above are not light). Otherwise, the lighting engine and save format would need to be rewritten to use 3 separate color channels (red, green, blue), which could be done quite easily (the rendering code even already separately handles RGB values), though significant optimizations would be needed to minimize lag, especially if sky light was also affected (requiring a total of 6 channels, up from the current two, this also increases the memory usage from 2.5 to 4.5 bytes per block, assuming the in-memory format that 1.6.4 uses, the relative impact would probably be much less in current versions due to blocks being stored as objects instead of numerical IDs).
Neither of these are colored light; beacons beams are simply a colored texture with no actual light emission (excluding the block itself) while the latter produce the exact same shade of light as any other block light source (which is yellow to orange at lower levels). I think what the OP really meant was simply recoloring the texture with no effect on the color of light emitted, just as stained glass has no effect on light (not counting beacon beams, which as mentioned above are not light). Otherwise, the lighting engine and save format would need to be rewritten to use 3 separate color channels (red, green, blue), which could be done quite easily (the rendering code even already separately handles RGB values), though significant optimizations would be needed to minimize lag, especially if sky light was also affected (requiring a total of 6 channels, up from the current two, this also increases the memory usage from 2.5 to 4.5 bytes per block, assuming the in-memory format that 1.6.4 uses, the relative impact would probably be much less in current versions due to blocks being stored as objects instead of numerical IDs).
That's what I'm talking about.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Agree with OP. No need to add extra lighting colors, just different color textures for the lamps, themselves, like to make funky disco lighting in a building.
I think it would be nice to color redstone lamps like glass, would help a lot with lighting builds and I think add a lot of design options.
Light in minecraft doesn't have colours.
It would need tons and tons of work to implement.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
It needs to progress though, because at the moment the vanilla game is severely restricting player creativity.
Which defeats the point of a sandbox.
By the way we can make coloured beacons using stained glass.
And soul fire lanterns, but soul fire lanterns only have a light level of 10
and beacons are not really meant to be your standard light, their purpose is to give you stat boosts, not mere aesthetics or mob spawn prevention.
Neither of these are colored light; beacons beams are simply a colored texture with no actual light emission (excluding the block itself) while the latter produce the exact same shade of light as any other block light source (which is yellow to orange at lower levels). I think what the OP really meant was simply recoloring the texture with no effect on the color of light emitted, just as stained glass has no effect on light (not counting beacon beams, which as mentioned above are not light). Otherwise, the lighting engine and save format would need to be rewritten to use 3 separate color channels (red, green, blue), which could be done quite easily (the rendering code even already separately handles RGB values), though significant optimizations would be needed to minimize lag, especially if sky light was also affected (requiring a total of 6 channels, up from the current two, this also increases the memory usage from 2.5 to 4.5 bytes per block, assuming the in-memory format that 1.6.4 uses, the relative impact would probably be much less in current versions due to blocks being stored as objects instead of numerical IDs).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
That's what I'm talking about.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Agree with OP. No need to add extra lighting colors, just different color textures for the lamps, themselves, like to make funky disco lighting in a building.