GlymeraBlueStone

A complete redstone-style automation system for Hytale — wires, pistons, hoppers, repeaters, observers, torches, pressure plates, ejectors, applicators and more.

File Details

GlymeraBluestone-25.0.0.jar

  • R
  • Jul 2, 2026
  • 450.31 KB
  • 36
  • 0.5

File Name

GlymeraBluestone-25.0.0.jar

Supported Versions

  • 0.5

GlymeraBluestone — What's new since v23 (v24.0.0 + v25.0.0)

Fixed — doors respond to signals again (v24)

  • "I can't open the doors using the pressure plates." — confirmed and fixed. Native doors now respond to Bluestone signals, exactly as the pressure-plate description promises. Any signal next to a door opens it — pressure plate, lever, button, wire, repeater, torch, pulse generator or comparator — and when the signal ends, the door closes again automatically. A button therefore opens a door briefly and it shuts by itself after the pulse.
  • The door opens away from the signal side (a plate in front of the door swings it away from you, a plate behind swings it towards the walkway), matching how doors behave when opened by hand.
  • Both door cells count: a signal at head height works just as well as one at floor level.
  • No setup needed — put a door next to any Bluestone part (or a Bluestone part next to an existing door) and it just works, surviving chunk reloads and server restarts. On reload, a door left open without a signal closes automatically (the same self-healing the wires already do).
  • Opening or closing a door by hand still works at any time; the signal only moves the door when it actually switches on or off.
  • Background: door support was silently lost in the v19 engine rewrite — the door logic still existed but was no longer connected to the new signal engine. It is now a first-class signal consumer.

Fixed — lamp next to a torch was inverted (v25)

  • A lamp placed directly next to a Bluestone torch used to light up when the torch was logically off (and stay dark while the torch was burning blue). The lamp now follows the real torch output. Signals routed through wire were always correct.
  • On chunk load, a lamp saved as ON with no signal present now switches itself off (same self-healing as wires and doors).

Performance — the whole plugin is now event-driven (v25)

v23 made the signal engine event-driven; v25 extends that principle to every remaining device:

  • Lamp, Ejector and Applicator are now driven directly by the signal engine's on/off edges instead of each being polled every 100 ms (6 block reads per device, 10× per second, around the clock — even when nothing ever changed). An idle device now costs nothing at all. The Applicator additionally loses its private self-rescheduling timer per placed block.
  • Fewer scheduler round-trips: comparators, hoppers and pressure plates are now processed in one batched task per world per interval instead of one task per device. With 50 hoppers that is ~10 task dispatches per second instead of ~500. Same actions, same world thread, same order — just without the queueing overhead.
  • The result: server load no longer grows with the number of placed Bluestone devices, only with how much is actually switching. Quiet contraptions are free — build as much as you like.
  • Behaviour of active circuits is unchanged: the ejector keeps its trigger cooldown, the applicator keeps its owner permissions, hoppers/pipes/filters move items exactly as before.

Consistency — uniform trigger sources for all consumers (v25)

  • Ejector and Applicator now respond to every signal source next to them — including pressure plates, torches and comparators, which previously did not trigger them.
  • The repeater now powers only the block at its output arrow (true diode behaviour); devices touching its sides no longer trigger.