This is a great idea. And I think the idea of dying the sand rather than the glass seems to mirror, to some extent, some of the methods of making stained glass irl, so I like that.
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In my opinion, there should also be colored sandstone and colored smooth sandstone, because making like, i don't know a blue house or something would require blue wool, and that's flammable, and weak. Blue sandstone would be acceptionally strong and sturdy, plus instead of wool, colored sandstone would make a lot more sense at a desert temple.
You most certainly may use my comment for reference.
Other than that, one little minor rant about this suggestion is this:
So far it is a great implementation of colored blocks, but when it comes to creating colored light with it, would it not be fairly clumsy to place blocks around a light source? This would really cramp up the space between each light source and make it hard to use with some space to actually light up with a legitimate light-level keeping monsters at bay. My suggestion is far from perfect, but perhaps consider adding colored redstone lamps? Simply craft colored glass around a redstone lamp to get one. Even though it would mean the implementation of even more blocks, it would certainly make wonders for those wanting colored light as an effect for their creations rather than a side-effect for making good-looking glass.
Other than that, one little minor rant about this suggestion is this:
So far it is a great implementation of colored blocks, but when it comes to creating colored light with it, would it not be fairly clumsy to place blocks around a light source? This would really cramp up the space between each light source and make it hard to use with some space to actually light up with a legitimate light-level keeping monsters at bay. My suggestion is far from perfect, but perhaps consider adding colored redstone lamps? Simply craft colored glass around a redstone lamp to get one. Even though it would mean the implementation of even more blocks, it would certainly make wonders for those wanting colored light as an effect for their creations rather than a side-effect for making good-looking glass.
Yes, I don't see why not, it would work the same as just simply placing blocks around a light source except compacts it into one block and allows for redstone capabilities. I feel the original method is still necessary though; if you only had one colored glass block for example or if you wanted to merge two or more colors. (except im not to sure how merging colors would or should be handled. I feel limiting the colors you can merge and colors you can create from merging would make things simpler to understand for the player and more efficient on the cpu. So considering that, what happens when you place multiple different colored blocks around a glowstone lamp in a crafting table?
Yes, I don't see why not, it would work the same as just simply placing blocks around a light source except compacts it into one block and allows for redstone capabilities. I feel the original method is still necessary though; if you only had one colored glass block for example or if you wanted to merge two or more colors. (except im not to sure how merging colors would or should be handled. I feel limiting the colors you can merge and colors you can create from merging would make things simpler to understand for the player and more efficient on the cpu. So considering that, what happens when you place multiple different colored blocks around a glowstone lamp in a crafting table?
Everything explodes!
But no, I guess the same logical system used for colored leather armor would be a good reference? Maybe not nearly as complex, that COULD cause extreme amounts of lag, but in a smaller scale, with just some basic colors and sub-colors, perhaps the same amount of colors as the dyes themselves? It would make the most sense and still be the simplest thing to accomplish. I suggest having as many shades of glass as shades of dyes, just for simplicity. Then just make each shade of glass respond to a single hard-coded pixel of color, this pixel would then respond to a dye, making people in principle crafting the redstonelamps with dyes. This pixel would then correspond with the light.png and shade it and the restonelamp's shade in the given color. This is just my theory on how it could work, I am far from omniscient when it comes to minecraft's coding, but it makes sense looking at it from this perspective.
Who ever said that coloring things had to be simple? Having more complex color-features just broadens the horizons of minecraft!
Everything explodes!
But no, I guess the same logical system used for colored leather armor would be a good reference? Maybe not nearly as complex, that COULD cause extreme amounts of lag, but in a smaller scale, with just some basic colors and sub-colors, perhaps the same amount of colors as the dyes themselves? It would make the most sense and still be the simplest thing to accomplish. I suggest having as many shades of glass as shades of dyes, just for simplicity. Then just make each shade of glass respond to a single hard-coded pixel of color, this pixel would then respond to a dye, making people in principle crafting the redstonelamps with dyes. This pixel would then correspond with the light.png and shade it and the restonelamp's shade in the given color. This is just my theory on how it could work, I am far from omniscient when it comes to minecraft's coding, but it makes sense looking at it from this perspective.
Who ever said that coloring things had to be simple? Having more complex color-features just broadens the horizons of minecraft!
Ah yes that is a good point, I keep forgetting about the leather dyeing feature but it would only make sense to do it the same way. That is assuming it doesn't become a CPU issue.
Ah yes that is a good point, I keep forgetting about the leather dyeing feature but it would only make sense to do it the same way. That is assuming it doesn't become a CPU issue.
It's mostly a block metadata issue.
Light blocks should just be 1 colored glass + 1 lamp, using the original 16 colors. Further color complexity can be achieved by placed glass blending.
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Mostly moved on. May check back a few times a year.
Light blocks should just be 1 colored glass + 1 lamp, using the original 16 colors. Further color complexity can be achieved by placed glass blending.
Sounds completely reasonable, considering grayscale is indeed an option, we can limit down the block-usage to only 3 different textures, grayscale sand, grayscale redstonelamp and grayscale glass with semi-transparent glass in it to use for the colored glass texture.
Colored glass sure, but let them fix the lighting issues they have already before adding something new, however miniscule it may be to add it's not worth consideration until the basics work. I don't see why they would have to add any new blocks for this, as far as I know glass and sand don't have damage values yet and may as well have colored variations that are just glass with a damage value. Cauldrons are quite useful allowing you to bring bucketted water into the nether for extended potion brewing without having to leave, not to say adding function to them would be bad.
Colored glass sure, but let them fix the lighting issues they have already before adding something new, however miniscule it may be to add it's not worth consideration until the basics work.
This topic was suggested before the announcement of the lighting engine overhaul.
I don't see why they would have to add any new blocks for this, as far as I know glass and sand don't have damage values yet and may as well have colored variations that are just glass with a damage value.
You are right, they wouldn't. it could work the same way as the biomes work with coloring leaves and grass. Same concept could even be applied to wool.
Cauldrons are quite useful allowing you to bring bucketted water into the nether for extended potion brewing without having to leave, not to say adding function to them would be bad.
Yes, in fact there are 2 crafting options listed in the op that I think are the most effective options for crafting colored glass. One is colored sand and smelting it and the other is using cauldrons with dyed water to literally 'stain' the glass. You should re-read the op and check out the other option, I worked really hard on image examples that explains the cauldron idea that everyone seems to miss. :/
Well, that is exactly what this would do -_^
~Epic Space Milk Muffin
100% Support.
http://www.minecraftforum.net/topic/1133916-colored-glass-the-original/
Other than that, one little minor rant about this suggestion is this:
So far it is a great implementation of colored blocks, but when it comes to creating colored light with it, would it not be fairly clumsy to place blocks around a light source? This would really cramp up the space between each light source and make it hard to use with some space to actually light up with a legitimate light-level keeping monsters at bay. My suggestion is far from perfect, but perhaps consider adding colored redstone lamps? Simply craft colored glass around a redstone lamp to get one. Even though it would mean the implementation of even more blocks, it would certainly make wonders for those wanting colored light as an effect for their creations rather than a side-effect for making good-looking glass.
~Epic Space Milk Muffin
But no, I guess the same logical system used for colored leather armor would be a good reference? Maybe not nearly as complex, that COULD cause extreme amounts of lag, but in a smaller scale, with just some basic colors and sub-colors, perhaps the same amount of colors as the dyes themselves? It would make the most sense and still be the simplest thing to accomplish. I suggest having as many shades of glass as shades of dyes, just for simplicity. Then just make each shade of glass respond to a single hard-coded pixel of color, this pixel would then respond to a dye, making people in principle crafting the redstonelamps with dyes. This pixel would then correspond with the light.png and shade it and the restonelamp's shade in the given color. This is just my theory on how it could work, I am far from omniscient when it comes to minecraft's coding, but it makes sense looking at it from this perspective.
Who ever said that coloring things had to be simple? Having more complex color-features just broadens the horizons of minecraft!
Ah yes that is a good point, I keep forgetting about the leather dyeing feature but it would only make sense to do it the same way. That is assuming it doesn't become a CPU issue.
With art skillz. Photoshop and Maya are your best friends.
I'm glad they are convincing :3
~Epic Space Milk Muffin
Light blocks should just be 1 colored glass + 1 lamp, using the original 16 colors. Further color complexity can be achieved by placed glass blending.
Mostly moved on. May check back a few times a year.
This topic was suggested before the announcement of the lighting engine overhaul.
You are right, they wouldn't. it could work the same way as the biomes work with coloring leaves and grass. Same concept could even be applied to wool.
Yes, in fact there are 2 crafting options listed in the op that I think are the most effective options for crafting colored glass. One is colored sand and smelting it and the other is using cauldrons with dyed water to literally 'stain' the glass. You should re-read the op and check out the other option, I worked really hard on image examples that explains the cauldron idea that everyone seems to miss. :/
~Epic Space Milk Muffin