When Mojang introduced slime blocks in 1.8, they re-did the piston code to completely change the way pistons move blocks. This is how slime blocks get their stickiness. In order to maintain compatibility with as many mods as possible, I chose to add new pistons with similar code, rather than directly modify existing pistons. This means that in order to utilize the sticky properties of the slime blocks, you need to use either a slime piston or sticky slime piston.
@Krutonious
Your setup of slime block, movable block, slime block, piston is behaving exactly like it should. To quote the Minecraft wiki:
Slime blocks are not pulled by a non-sticky piston, nor are they moved if an adjacent (non-slime) block is moved by a piston.
In your case that second slime block won't be moved as it would have to be pulled by an adjacent (non-slime) block.
@Everyone
I just released an update. Someone alerted me to a bug that would cause slime pistons to fail to move if a redstone repeater or comparator was attached to a slime block. That's patched now.
Thanks for the fast reply, I guess I misunderstood some of the mechanics. However, I did find a bug where some slime blocks get destroyed if they are placed with more than one row and more than one movable block is attached. I did download the updated mod v3.0.3 before retesting this as well. I used the same structure to test on 1.8.9 and 1.7.10 and created a video to show what I mean:
So I ran a test replacing mumbo jumbo's "missle silo" contraption with BiS's blocks. I ran it and it broke a bunch of the redstone underneath it, as well as creating "invisible blocks". Seems like it tried to run but failed?
So I ran a test replacing mumbo jumbo's "missle silo" contraption with BiS's blocks. I ran it and it broke a bunch of the redstone underneath it, as well as creating "invisible blocks". Seems like it tried to run but failed?
Just finished overhauling the slime piston movement code (piston movement is way too complicated...). The updated version should play much nicer with redstone and other non-block blocks. There's still a slight bug still in the code, but I can't seem to figure it out and I don't think anyone will encounter it.
@Krutonious, this update should fix your deleted block bug as well.
Just finished overhauling the slime piston movement code (piston movement is way too complicated...). The updated version should play much nicer with redstone and other non-block blocks. There's still a slight bug still in the code, but I can't seem to figure it out and I don't think anyone will encounter it.
@Krutonious, this update should fix your deleted block bug as well.
Redstone is no longer broken due to activation, and pistons do not create "ghosts" or get stuck,
However found a bug where sometimes pistons will not fire at all or are deleted themselves if adjacent to each other. As is used in the "missile silo" redstone build.
Redstone is no longer broken due to activation, and pistons do not create "ghosts" or get stuck,
However found a bug where sometimes pistons will not fire at all or are deleted themselves if adjacent to each other. As is used in the "missile silo" redstone build.
I see you found the bug I was talking about. Turns out it was the result of a larger code error that's patched now. Try 3.1.1 and let me know what happens.
Getting the launching down is incredibly tricky. Even regular Minecraft seems to not launch me from time to time. In general, BIS looks for any entities in front of a slime block during an extension phase and attempts to launch them in the direction of the extension. I've gone and tweaked the launching system to remove the 'double-boost' problem, as well as the feedback loop crash you were having for the piston system on the left. The only remaining issue is that slime block clusters with pistons that push on the same tick can make blocks disappear. This only happens when you have two pistons that fire at the same time in the same direction, which you really shouldn't have anyways. I'm not planning on fixing that bug, as it requires complicated coding to check if any other pistons are firing during a tick.
Help please. I don't know what I am doing wrong I have tried multiple different things to get this to work but it keeps deleting my blocks. The blocks getting deleted are the four blocks in the middle of the vault. I have a video link for what I'm building if that will help I am also using the correct pistons.
Honestly, I have no clue as to why that is happening. I haven't touched this mod in years. The only thing I can guess is that it gets confused moving two pistons at once with slime blocks. Perhaps adding a repeater for a delay? Not sure if it will help, but that's all I can say.
No clue. Somewhere that makes the left and right sides open at different times? I'm just saying that you might have luck if the door parts don't all open at once. Not sure.
The whole reason for the slime piston is that the regular Minecraft 1.7 pistons aren't keyed to recognize slime blocks. If you were to put a slime block on a normal piston, it would treat it no differently than a hunk of wood. Editing the 1.7 piston code directly would mean making this mod a coremod, something I want to avoid.
For this feature would making two separate versions solve this? A non-coremod and a coremod version.
I am not familiar with java (JavaScript :/) but from what it sounds like its difficult or tedious. Maybe both but i thought I would ask.
The biggest thing you'd want to do is find the routine in the code that handles the pistons pushing, and make that routine call your code instead of doing its own stuff.
That's a non-trivial thing. In the easiest case -- there is one method that does this and nothing else -- you simply use ASM to put, at the beginning of the method, the equivalent of "return myMethod(argument list)".
In any case, you have to figure out what bytecode corresponds to the method call, where to insert it into the method, and then how to do so. There's at least two ways (I think) to do it; locating the where for anything but that simple case is painful; and the compiling to java assembly takes some learning.
My suggestion: Get help from others that have already done this.
(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?
@ajthemacboy
When Mojang introduced slime blocks in 1.8, they re-did the piston code to completely change the way pistons move blocks. This is how slime blocks get their stickiness. In order to maintain compatibility with as many mods as possible, I chose to add new pistons with similar code, rather than directly modify existing pistons. This means that in order to utilize the sticky properties of the slime blocks, you need to use either a slime piston or sticky slime piston.
@Krutonious
Your setup of slime block, movable block, slime block, piston is behaving exactly like it should. To quote the Minecraft wiki:
In your case that second slime block won't be moved as it would have to be pulled by an adjacent (non-slime) block.
@Everyone
I just released an update. Someone alerted me to a bug that would cause slime pistons to fail to move if a redstone repeater or comparator was attached to a slime block. That's patched now.
Thanks for the fast reply, I guess I misunderstood some of the mechanics. However, I did find a bug where some slime blocks get destroyed if they are placed with more than one row and more than one movable block is attached. I did download the updated mod v3.0.3 before retesting this as well. I used the same structure to test on 1.8.9 and 1.7.10 and created a video to show what I mean:
So I ran a test replacing mumbo jumbo's "missle silo" contraption with BiS's blocks. I ran it and it broke a bunch of the redstone underneath it, as well as creating "invisible blocks". Seems like it tried to run but failed?
Just finished overhauling the slime piston movement code (piston movement is way too complicated...). The updated version should play much nicer with redstone and other non-block blocks. There's still a slight bug still in the code, but I can't seem to figure it out and I don't think anyone will encounter it.
@Krutonious, this update should fix your deleted block bug as well.
Redstone is no longer broken due to activation, and pistons do not create "ghosts" or get stuck,
However found a bug where sometimes pistons will not fire at all or are deleted themselves if adjacent to each other. As is used in the "missile silo" redstone build.
I see you found the bug I was talking about. Turns out it was the result of a larger code error that's patched now. Try 3.1.1 and let me know what happens.
Confirmed, deleted block bug fixed!
Thank you for the mod and the update.
Finally got around to fixing this, use version 3.1.2. Too many mods and things on my palate!
Getting the launching down is incredibly tricky. Even regular Minecraft seems to not launch me from time to time. In general, BIS looks for any entities in front of a slime block during an extension phase and attempts to launch them in the direction of the extension. I've gone and tweaked the launching system to remove the 'double-boost' problem, as well as the feedback loop crash you were having for the piston system on the left. The only remaining issue is that slime block clusters with pistons that push on the same tick can make blocks disappear. This only happens when you have two pistons that fire at the same time in the same direction, which you really shouldn't have anyways. I'm not planning on fixing that bug, as it requires complicated coding to check if any other pistons are firing during a tick.
But really, editing launch forces is about the easiest thing to do. Check out version 3.1.5 and let me know what you think.
could you give your slime block the same model as in 1.8? et futurum does that, but its slime block doesn't connect with pistons
And for some unknown reason (Actually I believe its a mod causing this)
the slime blocks don't move anything with it.
So, its kinda like a regular block but you can bounce on it...
EDIT: Never mind I got it working somehow
But I can't move it back with the Slime Piston.
EDIT2: Never mind again theres a Slime Sticky Piston!
Help please. I don't know what I am doing wrong I have tried multiple different things to get this to work but it keeps deleting my blocks. The blocks getting deleted are the four blocks in the middle of the vault. I have a video link for what I'm building if that will help I am also using the correct pistons.
Video of project:
Honestly, I have no clue as to why that is happening. I haven't touched this mod in years. The only thing I can guess is that it gets confused moving two pistons at once with slime blocks. Perhaps adding a repeater for a delay? Not sure if it will help, but that's all I can say.
Nice mod
Where would I put the repeater you think?
No clue. Somewhere that makes the left and right sides open at different times? I'm just saying that you might have luck if the door parts don't all open at once. Not sure.
For this feature would making two separate versions solve this? A non-coremod and a coremod version.
I am not familiar with java (JavaScript :/) but from what it sounds like its difficult or tedious. Maybe both but i thought I would ask.
To be honest, I have no idea how to make a coremod. I'm really done with this mod anyways, but I hate to let help requests go unanswered.
The biggest thing you'd want to do is find the routine in the code that handles the pistons pushing, and make that routine call your code instead of doing its own stuff.
That's a non-trivial thing. In the easiest case -- there is one method that does this and nothing else -- you simply use ASM to put, at the beginning of the method, the equivalent of "return myMethod(argument list)".
In any case, you have to figure out what bytecode corresponds to the method call, where to insert it into the method, and then how to do so. There's at least two ways (I think) to do it; locating the where for anything but that simple case is painful; and the compiling to java assembly takes some learning.
My suggestion: Get help from others that have already done this.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?