About this project

Redstore is a small Fabric mod for Minecraft 26.3 that compresses redstone circuits already possible in vanilla into single blocks, aiming to keep contraptions on technical servers readable and compact. The author stresses that nothing it adds exceeds vanilla survival capabilities without commands: a logic gate is a torch-and-repeater assembly in one cell, the filter hopper is the classic comparator sorter cell, and the planned chunk loader is an ender pearl stasis chamber without the pearl. The stated goal is removing tedium, not limits. Status: early and unreleased. The three gates, the clock and the filter hopper are written; the chunk loader is specified but not implemented. The mod ID `redstore` is a working codename and the public name is unsettled. Blocks described in the README: - AND / OR / XOR gate: repeater-sized plates with two side inputs and one front output, one redstone tick of delay. Right-click inverts them into NAND, NOR and XNOR. Each is crafted with, and wears a panel of, its own metal: iron, copper, gold. - Redstone clock: emits a periodic signal. Right-click walks eight settings, 1 to 4 redstone ticks per phase, as a square wave or a 1-tick pulse. Runs by default; a signal on either side stops it and shows the bedrock bar of a locked repeater. - Filter hopper: a hopper with one extra filter slot, plus whitelist/blacklist and strict/loose matching. The filter governs what may enter; whatever is inside can always leave. - Chunk loader: specified, not implemented. Would keep its own chunk force-loaded and fully ticking across restarts. Requirements: Minecraft 26.3, Fabric Loader 0.19.5 or newer, Fabric API (required for the block entity builder and creative tab hook), and Java 25. It must be installed on both client and server because it adds blocks and a screen. There is no configuration file; every block behaves the same everywhere, and a server that does not want one of them can remove its recipe with a datapack. Building: the mod is distributed as source. `./gradlew build` produces a jar in build/libs/, and `./gradlew runClient` starts a development client. A JDK 25 or newer is the only prerequisite; Gradle comes from the wrapper and Minecraft is downloaded by Loom. Since Minecraft ships unobfuscated as of 26.1, there are no mappings to apply and Loom does not remap anything: mod dependencies use `implementation` and the artifact comes from the plain `jar` task. Repository layout: `spec/` holds the design written before the code, one file per block, with abstract specs for shared flat-plate components; `spec/ideas/` records considered-and-rejected ideas such as analog gate modes. `src/` holds the mod, with client-only classes in `src/client`. `buildSrc/` holds the `generateAssets` task. Art approach: no texture is hand-drawn and none is stored in the repository. Each is a vanilla texture with a small, precisely defined edit, for example the filter hopper is a hopper with the rim of its mouth recoloured to the item frame's wood, and a gate is the repeater's plate with its line rubbed out and a metal panel set in. These edits live in `buildSrc/` as code, and the Gradle task `generateAssets` applies them at build time, reading the user's own copy of Minecraft and writing into `build/`. It runs automatically before `processResources`, so both the jar and the development client receive the assets without extra steps. The author notes two consequences: the edit stays reviewable in a diff and can be replayed when Mojang retouches an original, and the repository never contains a modified Mojang texture, only the code describing the edit. Licence: the code is BSD 2-Clause. The README notes that Minecraft's own terms apply on top, since Mojang permits mods as long as they are not sold or monetised, so permissive commercial-use wording is subordinate to Mojang's usage guidelines. The derived textures are not the project's to license: they are edits of Mojang's art, and Mojang's terms permit modifying default textures for personal use but not redistributing them. That is why the mod ships as source and generates textures on the user's machine from the game they already own, rather than shipping a jar with the edits baked in.