[Mod] Phosphorescent Paint [phosphorescent]

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Irremann
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GitHub: Irremann
Location: Russia, Pereslavl-Zalesskiy

[Mod] Phosphorescent Paint [phosphorescent]

by Irremann » Post

Image

Add Phosphorescent Paint (blue and green) which can be applied on stone brick, sandstone brick, desert stonebrick, desert sandstonebrick and silver sandstone brick.
Recipes:
Alloying zinc dust with sulfur dust receives zinc sulphide.
Alloying zinc sulphide with silver dust receives blue phosphorescent paint.
Alloying zinc sulphide with copper dust receives green phosphorescent paint.
Phosphorescent blocks are charged at light 12 and above. And glow under the light below 12.

Depends: technic

Github:
Code: https://github.com/Irremann/phosphorescent
Download Zip: https://github.com/Irremann/phosphoresc ... master.zip

Sokomine
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Re: [Mod] Phosphorescent Paint [phosphorescent]

by Sokomine » Post

Looks intresting. But why aren't you using hardware coloring? With that, you can offer a lot more colors without having to add huge amounts of new nodes. You could easily supply more colors as well.
A list of my mods can be found here.

Astrobe
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Re: [Mod] Phosphorescent Paint [phosphorescent]

by Astrobe » Post

Probably because they don't know about it. To be accurate, using hardware coloring doesn't reduce the number of nodes, only the number of base textures. To be able to register a single node that can have many colors, I think you have to use palettes.

Sokomine
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Re: [Mod] Phosphorescent Paint [phosphorescent]

by Sokomine » Post

Astrobe wrote: Probably because they don't know about it. To be accurate, using hardware coloring doesn't reduce the number of nodes, only the number of base textures. To be able to register a single node that can have many colors, I think you have to use palettes.
That's what I meant. Hopefully this will help mod creators to locate the right ressources and save node definitions where possible.
A list of my mods can be found here.

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Linuxdirk
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Re: [Mod] Phosphorescent Paint [phosphorescent]

by Linuxdirk » Post

Astrobe wrote:using hardware coloring doesn't reduce the number of nodes, only the number of base textures.
You can set the hardware coloring via meta data when placing a node or after placing a node. You you don’t need to register any more nodes, just set the color in meta data when clicking with a painbrush or the dye, or something like that.

I do this in an on_punch function in my cement mod in a very crude way.

https://gitlab.com/4w/cement/-/blob/3b4 ... lua#L34-51

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