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[feature request] 3d space #8
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I have mixed feelings about this not only due to the significant increase is programmatic complexity, but also that it may make things more confusing for players. The alternatives you mention are definitely more likely to be implemented. On the other hand, one of my main aims with this mod was to behave as close to vanilla redstone as possible. If you know how to build something in vanilla redstone, I want you to be able to apply that same knowledge to Tiny Redstone. One of the reasons I made the torches directional and to work independently as NOT gates was to account for the 2d-ness of the panel. One possible thought is to just allow a second layer to put redstone on blocks and blocks over torches, but with the logic required for that, it might not be a big stretch to just allow arbitrary height (up to 7 within the block space). I'll revisit this idea once I have the main 2d functionality where I want it. |
Year ... It is like a double-edged sword. |
I understand your idea to try keeping Tiny Redstone as closed as possible to Vanilla redsone. In any case, think about it and I will follow the updates of your mod carefully! |
-Components can now be placed in 3 dimensions up to 4 levels high. -Redstone behavior does not interact between levels -Cell position now supports x,y,z coordinates -Tiny components are now included in the panel's voxel shape -When calculating position from raytrace results, it now determines if the vector is pointing at a component (from any side). -You now interact with the actual components rather than the panel base when clicking. -Components now place against other components when clicking on them. -IPanelCell interface has 2 new methods: hasActivation - returns whether the component responds to right clicks getShape() - returns a PanelCellVoxelShape object describing the shape of the component. Known issues: -One Probe now showing correct information when looking at side of panel. -Some visual issues with translucent blocks. -Bottoms of components do not render.
-Tiny Redstone Dust signals now step up and down tiny blocks. -Tiny Redstone dust renders on side of block if another redstone dust exists that it can connect to. -Tiny Redstone Dust signals can travel up tiny glass blocks, but not down to match vanilla glass behavior. -Tiny Redstone Dust on different levels is "cut off" by tiny solid blocks -All of the above for the Tiny Redstone Bridge. -Tiny Redstone Torches now deactivate on signal from bottom. -Tiny Redstone Torches now output strong signal above. -Allow vertical placement of Tiny Observers. -Added bottom texture for Tiny Observers. -Fixed many bugs related to orientations and facings and the translations thereof. -Added support for rendering 3d levels in item. -Made redstone dust voxel a bit smaller for more accurate clicking. Known issues: -Response to redstone signals above and below panel are not finalized and are currently inconsistent. -A few tiny components, especially those that can not be placed vertically, have no bottom texture. -All components can float in 3d space including Tiny Redstone Dust, Repeaters and Torches. -Tiny Buttons and Levers can only be oriented on the bottom of a cell for backward compatibility. -Placement can be frustrating, because most components have an activation on right click, so it's necessary to sneak when placing many components. And, facing pistons downward is quite difficult. -Thinking too much about orientations and facings and the translations thereof can cause a brain crash.
Issues to resolve:
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-Added Tiny Color Selector tool item to right-click IColorablePanelCell cells and select colors. -Removed color selector on right click of tiny blocks when not using the Tiny Color Selector. This makes placement of components on/against other components much easier. -Removed some redundant null checks in block activation code.
…#50) -Add method to IPanelCell boolean needsSolidbase() with default return true. -Restrict placement and preview of components which return needsSolidBase() true to redstone panel surface or surface of tiny solid blocks (such as those that can be pushed by pistons). -Automatically remove components needing solid base from panel if the base block is removed, moved or is no longer solid such as a piston switching to extended state. -Rendering bottoms of Tiny Redstone Blocks, Lamps and Transparent Blocks. All blocks that do not need a base are rendering all 6 sides.
-Increased total levels to 7. -Allowing redstone input/output through top of block. For now, preventing input/output through base. -All components on the edge now input/output with blocks in world. -Added support for rotation of components on all levels. -Consolidated some code relating to finding edge cells.
Allow the circuit to go up.
Currently, most logic can be implemented in 1-height circuits.
I think, especially for performance and maintainability, it will be rather impossible.
a simpler idea would be the two feature requests:
#10
#9
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