InkMaster is a Minecraft Forge mod all about ink production and usage. It was inspired by the lack of customization for signs, but the concept grew much wider. See the planned features section for more information on upcoming ink uses. The core functionality right now includes editing and coloring signs as well as creating graffitis on any block.
The ink production is inspired by actual historical recipes, starting from coal-based ink mixed with gummi-arabicum through sepia-based inks made from squids up to iron gall ink made from iron and tannic acids (using the gall of oak apples).
The mod can be used standalone (requiring only Forge), but for the advanced recipes it requires IC2 to be installed. As you might have guessed, sticky resin, coal dust and iron dust are part of those recipes.
The Infuser supports transport systems of other mods (currently only BC pipes are tested).
Once you installed the mod you can check out all the items in the InkMaster creative tab and view the recipes via NEI.
Download / Installation
1.) Install Minecraft Forge in the universal version for MC 1.4.6 here
2.) Place the zip inside your .minecraft/mods folder
1.0.0b4
- Fixed a critical bug that crashed the server, sorry for the oversight
- Note: versions will now be tested against the FTB MindCrack Pack
1.0.0b3
- FEATURE: you can now paint sheep with your current selected color
- Hide the oak apple block as intended in the creative tabs and NEI
- Now showing all recipes in NEI
- Made the IC2 recipes shaped
- Changed the recipe for the Tank component to be more expensive
- Now registering the blocks with a mod-specific name
(you will get a message upon starting the world, just click yes, it will update the references)
1.0.0b2
- Updated to MC 1.4.6 / Forge 6.5.0.467
- Fixed a bug when replacing an InkBrush inline inside the Infuser
- Fixed some leftover debug messages
- Fixed a problem with color selection
Known Issues
Darker colors appear too dark
SMP: giving an InkBrush to another player sometimes need several seconds to synchronize the item data (saved components)
Planned Features
Extending the GUI, allowing to remove text lines and setting colors for each line
Glowing lamp signs
Other sign materials
Support other mod containers for the recipes (water storage)
Laminated paper (backgrounds for graffiti)
Wallpaper (make custom shapes ingame and use them as decoration)
Resizable Maps to put on the wall
Maybe: make ink into a full-fledged liquid
Getting started
To get started you first need to produce some sepia-based ink. Simply cook up some ink sacs to get sepia extract and combine that with a water bottle. Next you need an Infuser to infuse the ink and an actual Ink Brush to apply it to signs or surfaces.
For each color you want to paint you'll need some color pigments. Once assembled the infuser has enough pigments for a lifetime, so they are bit more expensive to make.
Ink Brush
The Ink Brush is your main tool. You need to supply it with ink to function and the bar on the bottom shows you the current ink level. If you hover over the item you can see the exact ink level as well as the currently infused pigments.
The item has several functions:
Highlighted on the Hotbar: press 'c' on your keyboard to cycle through the colors (you can rebind the key)
Highlighted on the Hotbar (sneaked): press 'c' while sneaked to cycle in the opposite direction
RMB on a sign: edits the sign with the current color (cost: 1 charge)
RMB on a sign (sneaked): change the color of the sign (cost: 1 charge if the color is different)
RMB on a block: creates a graffiti in the current color (cost: 2 charges)
RMB on a graffiti: edits the graffiti in the current color (cost: 1 charge)
RMB on a graffiti (sneaked): change the color of the graffiti (cost: 1 charge if the color is different)
RMB on a sheep: changes fleece color to current color (cost: 1 charge)
Infuser
The Infuser is your main machine to infuse and alter ink brushes. The top left slot accepts Ink Bottles, after infusing the ink charge an empty Glass Bottle will be added to the bottom slot.
You can use Buildcraft Pipes (and possibly others) to transfer empty Glass Bottles from the bottom of the Infuser, while all other sides accept Ink Bottles to be piped in.
Please keep in mind that these two slots will only accept the specified items with a maximum of 64, any other item will spill out of pipes.
The big middle slot accepts Ink Brushes and will load its inventory in the four right component slots. Changing components will instantly be reflected on the Ink Brush. Components cannot be placed when there is no Ink Brush present.
Keep in mind that Tank components wont retain their charge at the moment, so if you remove a Tank from a fully charged Ink Brush some of the charges will be lost.
The Infuser is usable by multiple players at the same time and the items put in are global.
Infuser components
The Infuser supports a modular component system to customize your ink brush. Each ink brush can hold up to 4 components at once. At least one pigment is required for the ink brush to work correctly.
You can choose to build it with one color and 3 additional ink tanks or build it with 4 of your most used colors. You can even build the ultimate ink brush with a sparkling color multiplexer that supports all colors and 3 tank components to get you going for a while. Its up to you.
Oak Apples
Oak Apples can be found under Oak trees in Forest or Swampland biomes. When destroyed you'll get one Oak Apple that can be cooked into Gall Extract (see recipes).
Keep in mind that as a normal WorldGen only newly generated chunks will spawn them (with a certain chance).
Recipes
Infuser
4x Stone
3x Glass Bottles
1x Brewing Stand
1x Redstone dust
InkBrush
1x Stick
1x Glass Bottle
3x Wool (any kind)
Ink (basic)
Shapeless:
1x Sepia Extract
1x Water Bottle
Ink (industrial)
1x Sticky Resin
1x Coal Dust
3x Water Bottles
Ink (advanced)
1x Gall Extract
1x Iron Dust
5x Water Bottles
Pigments
8x Dyes
1x Sand
Sepia Extract (Furnace Recipe)
1x Ink Sac
1x Fuel (any kind)
Gall Extract (Furnace Recipe)
1x Oak Apple
1x Fuel (any kind)
Technical Addendum for Server Admins
My initial plan was to keep the vanilla signs intact, so that if you wanted to uninstall this mod you could do so without loosing any signs and their text in the world. The way NBT data is saved on TileEntities I don't think its possible to save data alongside vanilla TileEntities - besides using ASM patching.
I decided that for ease of maintaining and additional features I want to add in upcoming versions its much more flexible to replace signs with my block/tile entity. So every time a sign is being edited or color-changed that sign gets replaced with my sign class.
For that reason I recommend testing out the mod first and see if you want to add it to your server installation. But that really goes for every mod, to be honest.
If popular demand is high enough though, I will look into adding an option to revert all signs back to vanilla upon server start.
Copyright Notice
InkMaster is copyrighted material. It may only be obtained from the links in this topic, any redistribution modified or otherwise is strictly prohibited. All rights not explicitly granted are reserved.
Decompilation and distribution of decompiled code is strictly prohibited.
Some art assets in this mod are based upon art from Mojang AB to match the style and feel of the game. As those art assets are only used to preserve the game experience they are deemed "fair use" under copyright laws.
Art assets are allowed to be redistributed in modified or unmodified form for the sole purpose of releasing a texture pack for InkMaster, any other use is prohibited. (Note: Sphax Texture Addon planned)
You may record and publish gameplay videos and/or screenshots involving InkMaster.
You may not include this mod in any form of mod pack unless you have written permission by flAked.
I'm not going to dl (I don't use signs much), but it looks like you put a lot of work into it. good job on a professional-looking mod and forum post, especially for a brand new mod. Nice idea too. Also, I have an idea: use the ink brush on wool (or sheep) and turn them into that color!
Rollback Post to RevisionRollBack
Freakin' useful mod (I only use it for SSP!)
I like to play FTB with some additions. Also custom modsets are awesome!
The Meaning of Life, the Universe, and Everything.
Join Date:
4/5/2012
Posts:
96
Minecraft:
crafteverywhere
Member Details
Since there will be a new brush can change the wool color,why also add a brush can add a custom wallpaper on any blocks?
And you may can use R,G,B ink to instead the limit ink now,you can add a way to make any color ink by the 3 basic ink.
Sorry for my bad English……
Since there will be a new brush can change the wool color,why also add a brush can add a custom wallpaper on any blocks?
And you may can use R,G,B ink to instead the limit ink now,you can add a way to make any color ink by the 3 basic ink.
Sorry for my bad English……
Coloring sheep will be done with the normal Ink Brush. As for the wallpapers, after creating one you'll get an item that you can place on the wall (much like paintings).
Text in any color is possible ingame, but I have to think about how you would craft/generate the custom color.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/5/2012
Posts:
96
Minecraft:
crafteverywhere
Member Details
Maybe you can use the 3 basic color inks to craft a new color ink in a special crafttable,and the recipes can be like the RGB.
And all the color inks will be only a item with different NBT tag.
Maybe you can use the 3 basic color inks to craft a new color ink in a special crafttable,and the recipes can be like the RGB.
And all the color inks will be only a item with different NBT tag.
Saving the color data is not a problem, but I don't really like the idea of having a machine-block where you can punch in the RGB numbers from 0-255. Even if I limit the input to 8 for each RGB, thats still 512 colors!
I'm not convinced that this functionality would bring any benefit, seeing that the dark colors are hard to differentiate at the moment anyways - having 120 more colors with similar hue/brightness wont change that.
I think I'll stick to the current number of colors and concentrate on other features for the time being.
This is very impressive. Good job.:) I think I have found a loophole though: If you edit a sign with a different color then it was written with, it will change the color of the text and the text can be edited, but it will only take one charge away from the brush; even though editing a sign costs one charge and recoloring a sign costs one charge.
Are you kidding me? The ability to edit the text of signs without having to break the sign? I downloaded this mod just for that alone!
Awesome bonus: Can put text on blocks that arent signs!! Really, really cool mod. Really, really cool.
Just a suggestion -- I right-clicked a block where I thought I might want to put down some grafitti but quickly changed my mind. I hit ESC to get out of the GUI and lost a charge (actually, I think I lost two charges). I'm not sure if it makes sense to lose a charge if the brush wasn't actually used.
This is a superb mod. Best of luck with it!
Rollback Post to RevisionRollBack
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.
I think I have found a loophole though: If you edit a sign with a different color then it was written with, it will change the color of the text and the text can be edited, but it will only take one charge away from the brush; even though editing a sign costs one charge and recoloring a sign costs one charge.
It's debatable, but not a loophole per se. The idea is that editing a sign always costs a charge and you choose the ink to repaint it with.
Having the ability to only repaint a sign with a different color is sort of a convenience method, but it also fits in the analogy, as you retrace the text with a different brush. Going from there, if you overpaint the entire sign and write a new text with another brush, it makes sense that that is one action (and therefor one charge).
Nice idea. I gotta ask, the forestry mod has recently added the ability to make liquid dyes. Any plans to add support with that?
I'll look into it, I plan to add support for different components of other mods (like watercontainers), but I havent played with the new forestry dyes yet. XyCraft also has some colored liquids, but I'm not sure how they will be used yet.
Just a suggestion -- I right-clicked a block where I thought I might want to put down some grafitti but quickly changed my mind. I hit ESC to get out of the GUI and lost a charge (actually, I think I lost two charges). I'm not sure if it makes sense to lose a charge if the brush wasn't actually used.
Thanks! This is on the list of bugs, so that ESC wont loose you a charge. Btw: placing a graffiti costs 2 charges, so you lost 2 there
Also, if you delete all text, the graffiti will disappear in the next patch.
It would be awesome if you added the ability to change the size of the font, or even make it bold. Also, what if you could use more than one block as background for painting?
I'm not to sure of the last one being easy to implement, just an idea
Thanks!
Bold text is possible, but I'm not sure how you would select the option with the ink brush. One idea would be that you can craft an bold infusion component, so that the ink brush would always write text in bold. You'd have to have two ink brushes for normal and bold text, or swap out the component, which might be a bit tedious. Another idea would be a second toggle key for bold text and the ink charge is doubled.
Regarding bigger fonts or signs: it's doable, but requires a lot of work, as the font renderer isn't very flexible at the moment. Adding 2x2, 3x3, .. signs should be possible, though, as I would simply scale the font up in OpenGL.
I'm not sure what you mean by your last point, could you describe it in more detail?
As far as I can tell none of your mods are interacting with signs directly. In any case, when you create or edit a sign/graffiti it will place a block and tile entity specific to this mod, so it puzzles me a bit that there seems to be inter-mod comparability issues.
Can you be more specific when the erase takes place and the exact steps you are making? And does editing a normal sign work?
For anyone trying to use this with Red Power 2 (or maybe Factorization) and getting unpleasant NullPointerException crashes, don't worry because fixing the problem is a lot more simple than you might think. All you need to do is open the configuration file for this mod and change the item ID's. Personally I changed them from the 9000's to the 9300's, but if that still gives you problems then a little bit of trial-and-error should do the trick. Alternatively you could change the item ID's for Red Power 2 (or whatever mod is causing the crash, the only other one I've seen so far with these ID's is Factorization, and even that I can't say for sure since I changed them a while ago when they conflicted with RP2) but the config file for this mod is a lot cleaner so if you're new to this sort of thing you should find it's much more user-friendly to edit.
Any possibility that we could get the ability to write on the floor? I realize it's not trivial. I only ask because I was going to try to make basically this mod but then I found yours.
Either way, it's good.
I would like it more if it didn't conflict with redpower for whatever reason it does.
For anyone trying to use this with Red Power 2 (or maybe Factorization) and getting unpleasant NullPointerException crashes, don't worry because fixing the problem is a lot more simple than you might think. All you need to do is open the configuration file for this mod and change the item ID's. Personally I changed them from the 9000's to the 9300's, but if that still gives you problems then a little bit of trial-and-error should do the trick. Alternatively you could change the item ID's for Red Power 2 (or whatever mod is causing the crash, the only other one I've seen so far with these ID's is Factorization, and even that I can't say for sure since I changed them a while ago when they conflicted with RP2) but the config file for this mod is a lot cleaner so if you're new to this sort of thing you should find it's much more user-friendly to edit.
I must say that I am a bit surprised by that, since I'm using the Forge API to exactly mitigate this issue. Basically on the first start of the mod I'm asking Forge if my default ItemID's are available and if not to give me some new ones that get saved in the config.
Also, this kind of issue with conflicting ID's should be logged in the console by Forge. Could you perhaps post the startup log and the NullPointerException?
EDIT: I had some NPE with RP2 on my multiplayer-server as well, is this the crash you are seeing?
Any possibility that we could get the ability to write on the floor? I realize it's not trivial. I only ask because I was going to try to make basically this mod but then I found yours.
It's possible but it needs some custom render code, I'll look into it.
InkMaster is a Minecraft Forge mod all about ink production and usage. It was inspired by the lack of customization for signs, but the concept grew much wider. See the planned features section for more information on upcoming ink uses. The core functionality right now includes editing and coloring signs as well as creating graffitis on any block.
The ink production is inspired by actual historical recipes, starting from coal-based ink mixed with gummi-arabicum through sepia-based inks made from squids up to iron gall ink made from iron and tannic acids (using the gall of oak apples).
The mod can be used standalone (requiring only Forge), but for the advanced recipes it requires IC2 to be installed. As you might have guessed, sticky resin, coal dust and iron dust are part of those recipes.
The Infuser supports transport systems of other mods (currently only BC pipes are tested).
Once you installed the mod you can check out all the items in the InkMaster creative tab and view the recipes via NEI.
Download / Installation
1.) Install Minecraft Forge in the universal version for MC 1.4.6 here
2.) Place the zip inside your .minecraft/mods folder
InkMaster-1.0.0b4.zip (MC 1.4.6, Forge 6.5.0.x, works with FTB MindCrack v6)
Contact
Get news and updates and the occasional sneak peak
Follow @TheRealFlaked
Changelog
1.0.0b4
- Fixed a critical bug that crashed the server, sorry for the oversight
- Note: versions will now be tested against the FTB MindCrack Pack
1.0.0b3
- FEATURE: you can now paint sheep with your current selected color
- Hide the oak apple block as intended in the creative tabs and NEI
- Now showing all recipes in NEI
- Made the IC2 recipes shaped
- Changed the recipe for the Tank component to be more expensive
- Now registering the blocks with a mod-specific name
(you will get a message upon starting the world, just click yes, it will update the references)
1.0.0b2
- Updated to MC 1.4.6 / Forge 6.5.0.467
- Fixed a bug when replacing an InkBrush inline inside the Infuser
- Fixed some leftover debug messages
- Fixed a problem with color selection
Known Issues
Planned Features
To get started you first need to produce some sepia-based ink. Simply cook up some ink sacs to get sepia extract and combine that with a water bottle. Next you need an Infuser to infuse the ink and an actual Ink Brush to apply it to signs or surfaces.
For each color you want to paint you'll need some color pigments. Once assembled the infuser has enough pigments for a lifetime, so they are bit more expensive to make.
Ink Brush
The Ink Brush is your main tool. You need to supply it with ink to function and the bar on the bottom shows you the current ink level. If you hover over the item you can see the exact ink level as well as the currently infused pigments.
The item has several functions:
Highlighted on the Hotbar: press 'c' on your keyboard to cycle through the colors (you can rebind the key)
Highlighted on the Hotbar (sneaked): press 'c' while sneaked to cycle in the opposite direction
RMB on a sign: edits the sign with the current color (cost: 1 charge)
RMB on a sign (sneaked): change the color of the sign (cost: 1 charge if the color is different)
RMB on a block: creates a graffiti in the current color (cost: 2 charges)
RMB on a graffiti: edits the graffiti in the current color (cost: 1 charge)
RMB on a graffiti (sneaked): change the color of the graffiti (cost: 1 charge if the color is different)
RMB on a sheep: changes fleece color to current color (cost: 1 charge)
Infuser
The Infuser is your main machine to infuse and alter ink brushes. The top left slot accepts Ink Bottles, after infusing the ink charge an empty Glass Bottle will be added to the bottom slot.
You can use Buildcraft Pipes (and possibly others) to transfer empty Glass Bottles from the bottom of the Infuser, while all other sides accept Ink Bottles to be piped in.
Please keep in mind that these two slots will only accept the specified items with a maximum of 64, any other item will spill out of pipes.
The big middle slot accepts Ink Brushes and will load its inventory in the four right component slots. Changing components will instantly be reflected on the Ink Brush. Components cannot be placed when there is no Ink Brush present.
Keep in mind that Tank components wont retain their charge at the moment, so if you remove a Tank from a fully charged Ink Brush some of the charges will be lost.
The Infuser is usable by multiple players at the same time and the items put in are global.
Infuser components
The Infuser supports a modular component system to customize your ink brush. Each ink brush can hold up to 4 components at once. At least one pigment is required for the ink brush to work correctly.
You can choose to build it with one color and 3 additional ink tanks or build it with 4 of your most used colors. You can even build the ultimate ink brush with a sparkling color multiplexer that supports all colors and 3 tank components to get you going for a while. Its up to you.
Oak Apples
Oak Apples can be found under Oak trees in Forest or Swampland biomes. When destroyed you'll get one Oak Apple that can be cooked into Gall Extract (see recipes).
Keep in mind that as a normal WorldGen only newly generated chunks will spawn them (with a certain chance).
Recipes
Infuser
4x Stone
3x Glass Bottles
1x Brewing Stand
1x Redstone dust
InkBrush
1x Stick
1x Glass Bottle
3x Wool (any kind)
Ink (basic)
Shapeless:
1x Sepia Extract
1x Water Bottle
Ink (industrial)
1x Sticky Resin
1x Coal Dust
3x Water Bottles
Ink (advanced)
1x Gall Extract
1x Iron Dust
5x Water Bottles
Pigments
8x Dyes
1x Sand
Sepia Extract (Furnace Recipe)
1x Ink Sac
1x Fuel (any kind)
Gall Extract (Furnace Recipe)
1x Oak Apple
1x Fuel (any kind)
Technical Addendum for Server Admins
My initial plan was to keep the vanilla signs intact, so that if you wanted to uninstall this mod you could do so without loosing any signs and their text in the world. The way NBT data is saved on TileEntities I don't think its possible to save data alongside vanilla TileEntities - besides using ASM patching.
I decided that for ease of maintaining and additional features I want to add in upcoming versions its much more flexible to replace signs with my block/tile entity. So every time a sign is being edited or color-changed that sign gets replaced with my sign class.
For that reason I recommend testing out the mod first and see if you want to add it to your server installation. But that really goes for every mod, to be honest.
If popular demand is high enough though, I will look into adding an option to revert all signs back to vanilla upon server start.
Copyright Notice
InkMaster is copyrighted material. It may only be obtained from the links in this topic, any redistribution modified or otherwise is strictly prohibited. All rights not explicitly granted are reserved.
Decompilation and distribution of decompiled code is strictly prohibited.
Some art assets in this mod are based upon art from Mojang AB to match the style and feel of the game. As those art assets are only used to preserve the game experience they are deemed "fair use" under copyright laws.
Art assets are allowed to be redistributed in modified or unmodified form for the sole purpose of releasing a texture pack for InkMaster, any other use is prohibited. (Note: Sphax Texture Addon planned)
You may record and publish gameplay videos and/or screenshots involving InkMaster.
You may not include this mod in any form of mod pack unless you have written permission by flAked.
InkMaster and this document are Copyright © by flAked. "InkMaster" and "flAked" are trademarks of flAked.
Thanks
I like to play FTB with some additions. Also custom modsets are awesome!
Great idea! Will definitely implement that in the next release.
And thanks for your kind words.
And you may can use R,G,B ink to instead the limit ink now,you can add a way to make any color ink by the 3 basic ink.
Sorry for my bad English……
Coloring sheep will be done with the normal Ink Brush. As for the wallpapers, after creating one you'll get an item that you can place on the wall (much like paintings).
Text in any color is possible ingame, but I have to think about how you would craft/generate the custom color.
Thanks for your input!
And all the color inks will be only a item with different NBT tag.
Saving the color data is not a problem, but I don't really like the idea of having a machine-block where you can punch in the RGB numbers from 0-255. Even if I limit the input to 8 for each RGB, thats still 512 colors!
I'm not convinced that this functionality would bring any benefit, seeing that the dark colors are hard to differentiate at the moment anyways - having 120 more colors with similar hue/brightness wont change that.
I think I'll stick to the current number of colors and concentrate on other features for the time being.
Awesome bonus: Can put text on blocks that arent signs!! Really, really cool mod. Really, really cool.
Just a suggestion -- I right-clicked a block where I thought I might want to put down some grafitti but quickly changed my mind. I hit ESC to get out of the GUI and lost a charge (actually, I think I lost two charges). I'm not sure if it makes sense to lose a charge if the brush wasn't actually used.
This is a superb mod. Best of luck with it!
It's debatable, but not a loophole per se. The idea is that editing a sign always costs a charge and you choose the ink to repaint it with.
Having the ability to only repaint a sign with a different color is sort of a convenience method, but it also fits in the analogy, as you retrace the text with a different brush. Going from there, if you overpaint the entire sign and write a new text with another brush, it makes sense that that is one action (and therefor one charge).
I'll look into it, I plan to add support for different components of other mods (like watercontainers), but I havent played with the new forestry dyes yet. XyCraft also has some colored liquids, but I'm not sure how they will be used yet.
Thanks! This is on the list of bugs, so that ESC wont loose you a charge. Btw: placing a graffiti costs 2 charges, so you lost 2 there
Also, if you delete all text, the graffiti will disappear in the next patch.
Thanks!
Bold text is possible, but I'm not sure how you would select the option with the ink brush. One idea would be that you can craft an bold infusion component, so that the ink brush would always write text in bold. You'd have to have two ink brushes for normal and bold text, or swap out the component, which might be a bit tedious. Another idea would be a second toggle key for bold text and the ink charge is doubled.
Regarding bigger fonts or signs: it's doable, but requires a lot of work, as the font renderer isn't very flexible at the moment. Adding 2x2, 3x3, .. signs should be possible, though, as I would simply scale the font up in OpenGL.
I'm not sure what you mean by your last point, could you describe it in more detail?
As far as I can tell none of your mods are interacting with signs directly. In any case, when you create or edit a sign/graffiti it will place a block and tile entity specific to this mod, so it puzzles me a bit that there seems to be inter-mod comparability issues.
Can you be more specific when the erase takes place and the exact steps you are making? And does editing a normal sign work?
Thanks for the reports guys. I'm currently switching to 1.4.7 and will release a new version with bug-fixes soon.
Either way, it's good.
I would like it more if it didn't conflict with redpower for whatever reason it does.
I must say that I am a bit surprised by that, since I'm using the Forge API to exactly mitigate this issue. Basically on the first start of the mod I'm asking Forge if my default ItemID's are available and if not to give me some new ones that get saved in the config.
Also, this kind of issue with conflicting ID's should be logged in the console by Forge. Could you perhaps post the startup log and the NullPointerException?
EDIT: I had some NPE with RP2 on my multiplayer-server as well, is this the crash you are seeing?
It's possible but it needs some custom render code, I'll look into it.