Introducing: Redstone Sparkle
Generate Sparks by building redstone contraptions. The more diverse your designs, the greater your reward.
Redstone Sparkle is a (bit silly of a) mod that rewards players for building redstone contraptions by generating Sparks - a player-bound currency earned through redstone activations. The system encourages diverse circuit designs with built-in bonuses for using different producer and empowerer types.
Core Concepts
« Producers » generate Sparks when activated. Basic producers include levers, buttons, and pressure plates. Advanced producers include pistons, dispensers, and note blocks. Special producers include observers, daylight detectors, and sculk sensors.
« Empowerers » provide passive bonuses to Spark production. Blocks like beacons, conduits, enchanting tables, and anvils boost the output of nearby producers. Diversity matters - using different empowerer types yields better results than spamming the same one.
« Terminals » convert redstone signals into Sparks. The Friction Battery is the first terminal available, operating on a charge system where each activation adds one charge. When fully charged, it releases Sparks as a reward and resets.
Why Redstone Sparkle?
Unlike mods that use Forge Energy or complex fuel systems, my goal with Redstone Sparkle is a mod that rewards you for what you already do - building redstone. It adds a progression layer to redstone engineering without introducing new power systems or complicated machinery and extra steps.
Currently Features:
- Generate Sparks by activating redstone components
- Build diverse circuits for bonus production Use Empowerers to boost your output to avoid LAG.
- Store Sparks as player-bound currency or just for fun/cosmetics, until some actual application is added in the future (Example : A iteraction of the "Redstone Arsenal" or similar mods )
- Fully configurable via datapack - all values are customizable and you can (or should be able to) add custom redstone-based modded blocks
- Multiple terminal modes including Reset, Alternating, and Labor, (more information about it, in the In-game GUIDE, made with GUIDEME mod)
- Initial Multiplayer support - each player has their own Sparks, but currently it's still not implemented so each player has their own factory, so, if a factory is loading for all server, all players in the server gains Sparks.
Performance Notes
The Spark system is designed for small to medium redstone networks. Batteries have built-in debounce systems that ignore pulses faster than 5 ticks, so rapid clocks are useless and only cause lag. Use slower clocks (5-10 ticks) for reliable operation.
Final Advice
The Spark system rewards smart engineering, not massive spam. A well-designed, diverse circuit with a single battery will outperform a laggy farm with ten batteries every time. Build smart. Build efficient. And always remember:
Energy is NOT free.