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GlymeraBlueStone

A complete redstone-style automation system for Hytale — wires, pistons, hoppers, repeaters, observers, torches, pressure plates, ejectors, applicators and more.
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GlymeraBluestone-145.0.0.jar

File nameGlymeraBluestone-145.0.0.jar
Uploader
GlymeraCraftGlymeraCraft
Uploaded
Sep 17, 2026
Downloads
74
Size
2.5 MB
File ID
8904272
Type
R
Release
Supported game versions
  • 0.6

What's new

GlymeraBluestone 145.0.0 — CurseForge changelog (Marc uploads)

Copied circuits work — builder-tool paste, cut, fill and prefabs

  • Fixed: a circuit pasted with the builder tools looked right but stayed dead (reported by dissy614). Copy/paste, prefab pastes, fills and undo place blocks without the event a hand placement fires, so Bluestone never heard about the new parts. Every Bluestone part now carries a small marker the game itself creates whenever the block appears, however it got there. Bluestone is told the position and registers the part half a second later, exactly as it does after a server restart. A pasted circuit works, a circuit copied while it is running keeps running, a copied extended piston stays consistent.
  • Everything travels with the copy: facing, repeater delay, timer length, counter target and note pitch (always part of the block), and now also pulser speed, note block volume, counter count, the rest time of a running timer and pipe/hopper filters.
  • Whoever pastes owns the copy (same break protection as for hand-placed parts).
  • Fixed: parts removed by cut, fill, undo or another plugin stayed in Bluestone's registry until the chunk reloaded. The same marker reports the removal.
  • No scanning, capped work: nothing runs while nothing changes; reported cells are handled in portions of 100 per tick. Pasting about 4,000 wires at once cost 44 ms of work in total, spread over many ticks. About 100 bytes of memory per part.
  • Existing worlds: parts placed before 145 get their marker the first time their chunk loads after the update, so old builds can be copied too. Block ids, states and recipes are unchanged.
  • Internal: the plugin was split into modules (no gameplay change). Lamps switch with less work per switch.

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