GlymeraBluestone-144.0.0.jar
What's new
GlymeraBluestone - Changelog
v144.0.0 (2026-09-15) — Circuits sleep while their chunk is unloaded: no more load/unload carousel
- Fixed: every chunk containing a Bluestone part outside all players' view distance was loaded and unloaded again every 8–10 seconds, forever. The signal engine polled its sources ten times a second and rebuilt each circuit every 5 seconds by reading blocks; on Hytale 0.6 a block read from the world thread reloads an unloaded chunk (and keeps it ticking while it is in memory), and a chunk nobody looks at is dropped again 7.5 seconds later. Measured on a headless server without any player: a chunk with a single daylight sensor was reloaded 19 times in 150 seconds, a chunk with a single hopper 16 times, a chunk with only stone once. Every cycle cost a disk read, the pre-load hooks of all plugins and a save — on slower hardware that shows up as
Took too long to run pre-load process hook … GlymeraBluestonein the log (reported on Discord). - Fixed: parts could come back from a chunk reload showing the wrong state (a torch dark although its input is off, a lamp off although it is powered): a state written into a chunk that was just being unloaded could be lost after its save. On chunk load Bluestone now re-applies the engine's current state to wires, torches, repeaters, counters, timers and lamps in that chunk, and wires at the chunk border get their connection arms.
- Changed: a circuit sleeps while any of its chunks is not in memory — exactly the rule that already applied beyond 192 blocks. It keeps its state (counters, timers, delayed flips) and resumes the moment the chunk is loaded again. Daylight sensors, observers, beam sensors, comparators, pressure plates, pulsers and the incinerator ember follow the same rule. Hoppers, pipes and carts already did. The door discovery that runs on chunk load no longer peeks into neighbouring chunks either. Tip: a machine that lives inside one chunk wakes up as one piece; a machine spanning several chunks waits until its last chunk is loaded (usually a few blocks of walking later).
- Cost: one map lookup per chunk per circuit per tick; nothing is read or written in unloaded chunks any more. Machines inside a chunk loader's area are unaffected (their chunks stay in memory).
- Harness: new scenario
chunksleep(torch → wire → lamp plus a daylight sensor five chunks away from the arena: the chunk must unload and stay unloaded, zero chunk loads are logged, after a reload lamp and torch show the right state, and a lamp forced off behind the engine's back is restored on the next chunk load). New SimLab probesgsim bs load / chunkmem / loadtraceand the standalone probeharness/chunk_carousel_probe.sh(before: 19/16/1 loads, after: see report). - Contains v143 and earlier.
v143.0.0 (2026-09-14) — One Pulser: no hidden Up/Down variants any more
- Fixed: a Pulser could keep blinking without feeding its wire. Since v10 a Pulser placed while looking steeply up or down silently became a separate Up/Down block — indistinguishable in game (same model, texture and name). On those, F cycled through 13 steps and swapped the block type twice along the way; at that swap the Pulser was dropped from the signal engine and only its blinking timer was re-registered. From then on it blinked but powered nothing until it was broken and placed again.
- Changed: the Pulser is one block. Placing it always gives the same block whatever you look at, and F cycles the familiar 7 steps: 0.5 s, 1 s, 1.5 s, 2 s, 2.5 s, 3 s, off. Existing Up/Down Pulsers in worlds keep their block id and keep working; they now behave exactly like the normal one. The directional output those variants once had was already inactive — every Pulser feeds all six sides.
- Harness: new scenario
pulseud(Pulser placed from above, full F cycle including off/on, legacy Up/Down block; the wire must keep pulsing throughout).
v142.0.0 (2026-09-13) — The Bluestone Bench: one crafting station for every Bluestone part
- New: Bluestone Bench — a crafting station of its own, two blocks wide like the Workbench, in the Bluestone look: masonry pedestals, an iron top with rivets and a glowing signal strip, a back rail with three signal lights, and a lamp, a repeater board, a coil of wire and a wrench on the table. Open it and every Bluestone part is in one tab, no Workbench tier needed.
- Changed: all 30 Bluestone recipes moved from the Workbench to the Bluestone Bench. The Bench itself is crafted at the Workbench, Crafting tab: 6x Wood Trunk, 4x Rock, 3x Greater Essence of Life (every ingredient obtainable in Adventure mode).
- Config:
benchRecipeEnabled(default true). Set it to false to remove the Bench recipe at the next server start; placed benches keep working, and the block itself never disappears from a world. The recipe lives in a small asset pack next to the jar (GlymeraBluestoneRecipes), written by the plugin. - Contains v141 (ordinary blocks next to a circuit are seen by the signal engine at once) and earlier.
v141.0.0 (2026-09-13) — Ordinary blocks next to a circuit are seen by the signal engine at once
- Fixed: a plain block placed, broken, or pushed/pulled by a piston next to a circuit was noticed only after up to 5 seconds. Solid blocks carry signal (a repeater feeding a stone, a lamp behind a wall), but only Bluestone components told the engine that something had changed; an ordinary block was caught by the engine's 5-second self-check alone. Reported by dissy614 (CurseForge, v140 on 0.6.5) for a stone pushed between two repeaters. The engine now re-evaluates the affected circuit on its next tick: hand-placed, broken, pushed and pulled blocks all react within a fraction of a second.
- Unchanged: which blocks conduct. Wood still insulates, components are still piston-proof.
- Cost: nothing while idle. A block placed far from any circuit costs 27 map lookups and no more; near a circuit it triggers one recompute of that circuit, which the engine ran every 5 seconds anyway. Measured: one recompute of a 2,000-part circuit ≈ 0.6 ms, of a 10,000-part circuit ≈ 2.2 ms (headless bench, lower bound).
- Harness: new scenario
pvan(hand-placed, broken, pushed, pulled, wood insulator, 15 checks). The unfixed v140 fails the four "within 1 s" checks and passes every "after 6 s" check — exactly the backstop. - Contains v140 and earlier.
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