[Mod] Stained Glass [1.2] [stained_glass] - new alpha suppor

Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby BirgitLachner » Sun Jun 25, 2017 10:25 am

Yes, it was one of the glasblocks that are mentioned on the Mod page ... Moreblocks Super Glow Glass or Trap Super Glow Glass
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby III » Sun Jul 30, 2017 2:38 pm

For me this work ok with super glow glass but I can't use the sweeper (no change)
the command line : /giveme stained_glass:noglow_dark_green does not find the item
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby VanessaE » Sun Jul 30, 2017 3:46 pm

Your information is outdated. Items are hardware-colored, so they don't have colors in their names anymore, not since late January. The use of the sweeper was phased out a couple of months ago.

To make any color of stained glass, including the "light", "faint", and "pastel" colors, just make exactly that color of dye and punch some super glow glass with it.

After 0.4.17 goes out, I'll re-institute the old recipes that let you directly craft super glow glass plus dye to get stained glass of that color (but using the same hardware coloring as we use now).

In the meantime, dye crafting is explained in detail in the Unified Dyes usage guide (third "spoiler"): viewtopic.php?f=11&t=2178
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby III » Sun Jul 30, 2017 9:37 pm

thanks a lot for your fast answer
I took the information from the original post of doyousketch2 but never mind, maybe you can't edit it.

I still have some difficulties:
1) I look for a way of changing the opacity of the glass: as an example the glass with the dark dye is not dark enough (too transparent)
2) the node with the dye always glow. How to turn of this glowing ? (this seems logical as we start from super glow glass but many time we need no glow glass)

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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby VanessaE » Sun Jul 30, 2017 9:55 pm

The glass is supposed to glow, that's why it's made from super glow glass :)

As for opacity, you can't change that. If a glass is too dark with "dark" dye, try a "medium" shade instead.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby Wuzzy » Mon Jul 31, 2017 3:40 am

Super glow glass as the BASE? Isn't this quite expensive if you need a lot of stained glass? Why isn't normal glass enough?
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby III » Mon Jul 31, 2017 10:06 am

Hi,

thanks
Do you plan to add the ability to chang the common glass color (as for super glow) so that we will have no glow glass ? (no idea of the difficulty to do so)
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby VanessaE » Mon Jul 31, 2017 12:33 pm

It would be trivial to add non-glowing stained glass, sure. Just haven't thought about adding it.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby III » Tue Aug 01, 2017 8:58 am

Hi,

Great news. If I understand well, finally this module "only" add unifieddye to others nodes. Maybe this should be great to directly add a setting to unifieddye to be able to add nodes.
Indead, I think that in addition to common glass, this should be great to stain "glass pane" as well (I use it as rail for terrace)

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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby Phoenixflo44 » Tue Aug 01, 2017 3:25 pm

for 0.4.9 ?
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby VanessaE » Tue Aug 01, 2017 3:47 pm

III, Basically yeah - I would just define a node, call it "plain stained glass" or something, and add the 3 or 4 things to the node definition that connect it with Unified Dyes (group setting, palette, after-place and after-dig callbacks). Unified Dyes handles the rest.

There are also some updates waiting to go in that'll make the aforementioned "[super glow] glass plus any dye" recipes trivial to create (I'm waiting for engine pull request #6042 to go in and a subsequent 0.4.17 stable release to be made).

Also, Phoenixflo44, you've been told on other topics that 0.4.9 is horribly outdated. Please upgrade to 0.4.16.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby VanessaE » Tue Jun 05, 2018 12:27 pm

I've moved my fork of this project to GitLab, in response to Microsoft's purchase of GitHub.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby Phoenixflo44 » Fri Jun 08, 2018 5:00 pm

The Mod still fascinates me.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby KatzEyez » Mon Apr 22, 2019 12:03 pm

I recently had a chance to use this mod on a server. I really like these nodes, however, I wasn't able to cut them using the circular saw, nor was I able to colorize cut super glow glass panels, either would be ideal for me because I like to give a more dimensional look in my builds.

My question is, would it be possible to make it work with the circular saw on your end as an option, if the mod is installed?
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

Postby VanessaE » Mon Apr 22, 2019 12:15 pm

It is possible to alter this mod to do that, using the same method as in my coloredwood mod (Unified Dyes' "split" palette mode).

This comes at a cost though: due to engine limitations, there would be the same reduced color set for the cut shapes as you see in coloredwood (197 total, versus 256 colors for a whole cube), and it would add about 1000 nodes (the saw has 40 shapes, and you'd need one set of shapes for each of the standard 24 hues, plus one set for black/white/3 greys).
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