I didn't read through all 170 pages, so I'm sorry if this has been posted. Has anybody else had a problem with pistons not retracting? I've got 16 pistons (8x2) all set up to work off a single lever. If I split them and to just the top or bottom layer, they do fine. As soon as I operate both layers off of one lever, half the bottom layer doesn't retract. I have to set up a button on each side to "reset" the circuit. I'm not using any RSNOR latches and the redstone is reaching all of them without repeaters.
I ran into a similar problem when I was working on making giant doors out of sticky pistons that were more than 5-8 blocks high, requiring direct vertical transmission of redstone signals by torches, and making the connections from the timing circuits to the block stacks only one block wide to avoid column activation conflicts. I took a 12-block-high section of it (just to test what was needed beyond 3 or 4 vertical blocks) to work on narrowing the signal path down to one block wide, and separated the blocks into group of 4 pistons vertically, in which each group is run off one redstone torch in the vertical stack. The problem I found was that the piston in-between each circuit group would either extend then not retract, or would act like a not gate was put on it, depending on how I wired those two sections. The middle blocks in each section still worked fine. If I try to wire every vertical torch to its corresponding two pistons then every other piston will not retract.
This does not happen when I directly wire the pistons in each stack to the timing circuit output with stepped blocks and no redstone torches. I also did not find any difficulties with horizontal doors, even at 8 active pistons long by 10 rows consecutively stacked.
I'm using sticky pistons for a door and the middle of my 3 by 2 will not remove when I have the pistons on the side off my door turned off.The pistons themselves stay extended.Any help?
I'm using sticky pistons for a door and the middle of my 3 by 2 will not remove when I have the pistons on the side off my door turned off.The pistons themselves stay extended.Any help?
Place a block next to the bottom piston with redstone run up to the top of it. for the third piston, put a block next to it and run redstone onto the top of it. That'll activate the three.
This same method will also activate 4 stacked pistons, so long as the redstone wire is pointed at the pistons, and can be made to fit into one row.
Does it work in multiplayer? If so, how do you make it work?
It currently does not but will as soon as its added into the game, which notch has now added but is fixing because be broke a lot putting them in. So the 1.7 update WILL have the pistons.
It currently does not but will as soon as its added into the game, which notch has now added but is fixing because be broke a lot putting them in. So the 1.7 update WILL have the pistons.
Just what you see in the video. I never expanded on it to do the additional aiming. Teknics was supposed to do more with the aiming and create a video. Then again, you can experiment with it yourself and make a video for everyone too.
~ iiiHuman ~
Yea i never got the layout to work right, sorta scrapped it. I did set it up to alternate between a left or a right shot, but after that getting the timing right for improved aiming was pretty hard, and it was no longer very compact lol
I decided to put these designs up after encountering the stacking pistons bug, as these work fine by not using redstone torches for vertical transmission of signals -- they seem to be the root of the bug, though I have caused it to happen without those torches.
Here's an 8x4 door that's pretty easy to construct. I'll add horizontally-activated ones below, which are even easier to build. The input for this is the lower-left block as you look at the top-down image. Plates and levers work well with this. Repeaters timing opening and closing are set to the third position, while connecting repeaters are set to one. I have the pistons at the end turned around to keep from pulling the wall blocks with it.
And pictures from the back.
Here's a quick 5x5 sliding hatch that uses the same timing circuit. Top and bottom in photo. These can be made as wide as you want, if you allow for repeaters every 15 blocks.
Here's 2x2 and 3x3 vertically sliding doors. The trick here was connecting the timing circuit to each row rather than each column, activating top-to-bottom when closing, and deactivating bottom-to-top when opening. I do apologize for the lack of visual clarity for the circuits in the picture. Just reverse the process for doors that close up and open down.
One nice thing about these is that, just like with the sliding hatches, there's no real limit to how wide they can be made as long as you allow for repeaters every 15 blocks.
The timing circuits used are the same, just modified, from the ones in the pictures above.
Sliding door circuits in back. The redstone line going around the back was just to make it easy to open the doors and get a quick picture of them.
Hey guys, I just created a video with the piston mod. I think would be great if you added it to the OP to show off all the things the piston mod can do, as it contains many contraptions.
DL LINK: http://adf.ly/1khuC
Hey guys, I just created a video with the piston mod. I think would be great if you added it to the OP to show off all the things the piston mod can do, as it contains many contraptions.
You said in your video a couple times that you had to scrap a couple of your ideas due to the stacking pistons bug. If you activate the pistons from the same line, i.e. not splitting layers via redstone torches, you can get them to work right. Big reason why I put that big picture post up that's right before yours.
Help? Im getting this error, which I found in the modloader
-----------------------------------------------------------
Jun 10, 2011 12:08:31 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Documents and Settings\Valued Customer\Application Data\.minecraft\mods\Pistons.zip
Jun 10, 2011 12:08:31 PM ModLoader readFromModFolder
FINER: Zip found.
Jun 10, 2011 12:08:31 PM mod_Pistons getDataValue
INFO: Using data values [5454, 5455, 5456, 5457] for pistons mod.
Jun 10, 2011 12:08:31 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/piston.png,30). 87 left.
Jun 10, 2011 12:08:31 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/spiston.png,54). 86 left.
Jun 10, 2011 12:08:31 PM ModLoader addMod FINE: Failed to load mod from "mod_Pistons.class"
Jun 10, 2011 12:08:31 PM ModLoader addMod
FINER: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:215)
at ModLoader.readFromModFolder(ModLoader.java:1102)
at ModLoader.init(ModLoader.java:822)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at p.a(p.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ArrayIndexOutOfBoundsException: 5454
at un.<init>(SourceFile:252)
at PistonBase.<init>(Unknown Source)
at mod_Pistons.<clinit>(Unknown Source)
-------------------------------------------------------------
Obviously somethings wrong with the mod_Piston.class (I have it bolded)
Any help on how to get it to load it up? I have no mods conflicting with this one, the error report only says its conflicting with modloader.. and I changed the data values.
Is it just me who get a gray side at the grass-block? I installed "better grass" with the MCPather HD FIX and everytime I install pistons after that, the side of the grass-block gets gray.
IS IT JUST ME OR IS THIS A BUG? Maybe it is the modloader?
ModLoader and the BetterGrass option in the HD Patcher have a known incompatibility. If you try to have ModLoader in a BetterGrass-patched JAR, it'll make the grass sides gray. You'll either have to play without mods or without BetterGrass.
notch is adding official pistons so delete the mod
This is true, but those pistons are supposed to work just like these, except for the lack of launching entities, just with different skins and a different name. The only thing that will happen at upgrade is that the current pistons will disappear. Everything else will still be in place, like circuits. all you have to do is add the new "pistons" in.
No, Hippo, DON'T delete the mod. I'm sure there are people that are still going to want the pistons to work like this, so there should be demand for this mod.
And hell, that way, we can have launching pistons and non-launching pistons.
This is true, but those pistons are supposed to work just like these, except for the lack of launching entities, just with different skins and a different name. The only thing that will happen at upgrade is that the current pistons will disappear. Everything else will still be in place, like circuits. all you have to do is add the new "pistons" in.
Do we actually KNOW that they will work exactly the same? the way pistons are powered currently is unlike any other block or whatever. I like the way it works, but I doubt that they will actually work the same way. for example the ability to power rows of pistons with just a line of redstone. I'm kindof doubting that my machines will work with these new pistons. From reading Jeb's twitters they seem totally nerfed. And yeah why delete the launch entities thing, thats one of the coolest things about this mod.
I ran into a similar problem when I was working on making giant doors out of sticky pistons that were more than 5-8 blocks high, requiring direct vertical transmission of redstone signals by torches, and making the connections from the timing circuits to the block stacks only one block wide to avoid column activation conflicts. I took a 12-block-high section of it (just to test what was needed beyond 3 or 4 vertical blocks) to work on narrowing the signal path down to one block wide, and separated the blocks into group of 4 pistons vertically, in which each group is run off one redstone torch in the vertical stack. The problem I found was that the piston in-between each circuit group would either extend then not retract, or would act like a not gate was put on it, depending on how I wired those two sections. The middle blocks in each section still worked fine. If I try to wire every vertical torch to its corresponding two pistons then every other piston will not retract.
This does not happen when I directly wire the pistons in each stack to the timing circuit output with stepped blocks and no redstone torches. I also did not find any difficulties with horizontal doors, even at 8 active pistons long by 10 rows consecutively stacked.
Client:
place in mods folder.
Requires Modloader AND ModloaderMp
http://www.mediafire.com/?4ely7lphrf30ald
Server:
insert into server using winrar. DO NOT DELETE META-INF FOLDER
Requires ModloaderMp server
http://www.mediafire.com/?9js5a9cs2hh5ecw
Place a block next to the bottom piston with redstone run up to the top of it. for the third piston, put a block next to it and run redstone onto the top of it. That'll activate the three.
This same method will also activate 4 stacked pistons, so long as the redstone wire is pointed at the pistons, and can be made to fit into one row.
It currently does not but will as soon as its added into the game, which notch has now added but is fixing because be broke a lot putting them in. So the 1.7 update WILL have the pistons.
Jeb's working on it, Notch is at E3.
Yea i never got the layout to work right, sorta scrapped it. I did set it up to alternate between a left or a right shot, but after that getting the timing right for improved aiming was pretty hard, and it was no longer very compact lol
Here's an 8x4 door that's pretty easy to construct. I'll add horizontally-activated ones below, which are even easier to build. The input for this is the lower-left block as you look at the top-down image. Plates and levers work well with this. Repeaters timing opening and closing are set to the third position, while connecting repeaters are set to one. I have the pistons at the end turned around to keep from pulling the wall blocks with it.
And pictures from the back.
Here's a quick 5x5 sliding hatch that uses the same timing circuit. Top and bottom in photo. These can be made as wide as you want, if you allow for repeaters every 15 blocks.
Here's 2x2 and 3x3 vertically sliding doors. The trick here was connecting the timing circuit to each row rather than each column, activating top-to-bottom when closing, and deactivating bottom-to-top when opening. I do apologize for the lack of visual clarity for the circuits in the picture. Just reverse the process for doors that close up and open down.
One nice thing about these is that, just like with the sliding hatches, there's no real limit to how wide they can be made as long as you allow for repeaters every 15 blocks.
The timing circuits used are the same, just modified, from the ones in the pictures above.
Sliding door circuits in back. The redstone line going around the back was just to make it easy to open the doors and get a quick picture of them.
DL LINK: http://adf.ly/1khuC
You said in your video a couple times that you had to scrap a couple of your ideas due to the stacking pistons bug. If you activate the pistons from the same line, i.e. not splitting layers via redstone torches, you can get them to work right. Big reason why I put that big picture post up that's right before yours.
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
-----------------------------------------------------------
Jun 10, 2011 12:08:31 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Documents and Settings\Valued Customer\Application Data\.minecraft\mods\Pistons.zip
Jun 10, 2011 12:08:31 PM ModLoader readFromModFolder
FINER: Zip found.
Jun 10, 2011 12:08:31 PM mod_Pistons getDataValue
INFO: Using data values [5454, 5455, 5456, 5457] for pistons mod.
Jun 10, 2011 12:08:31 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/piston.png,30). 87 left.
Jun 10, 2011 12:08:31 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/spiston.png,54). 86 left.
Jun 10, 2011 12:08:31 PM ModLoader addMod
FINE: Failed to load mod from "mod_Pistons.class"
Jun 10, 2011 12:08:31 PM ModLoader addMod
FINER: THROW
java.lang.ExceptionInInitializerError
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:215)
at ModLoader.readFromModFolder(ModLoader.java:1102)
at ModLoader.init(ModLoader.java:822)
at ModLoader.AddAllRenderers(ModLoader.java:124)
at tc.<init>(tc.java:60)
at tc.<clinit>(tc.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:312)
at p.a(p.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ArrayIndexOutOfBoundsException: 5454
at un.<init>(SourceFile:252)
at PistonBase.<init>(Unknown Source)
at mod_Pistons.<clinit>(Unknown Source)
-------------------------------------------------------------
Obviously somethings wrong with the mod_Piston.class (I have it bolded)
Any help on how to get it to load it up? I have no mods conflicting with this one, the error report only says its conflicting with modloader.. and I changed the data values.
IS IT JUST ME OR IS THIS A BUG? Maybe it is the modloader?
This is true, but those pistons are supposed to work just like these, except for the lack of launching entities, just with different skins and a different name. The only thing that will happen at upgrade is that the current pistons will disappear. Everything else will still be in place, like circuits. all you have to do is add the new "pistons" in.
And hell, that way, we can have launching pistons and non-launching pistons.
Do we actually KNOW that they will work exactly the same? the way pistons are powered currently is unlike any other block or whatever. I like the way it works, but I doubt that they will actually work the same way. for example the ability to power rows of pistons with just a line of redstone. I'm kindof doubting that my machines will work with these new pistons. From reading Jeb's twitters they seem totally nerfed. And yeah why delete the launch entities thing, thats one of the coolest things about this mod.
Hippo, we will always need you.