Computers are just fancy, compact logic with a different method of construction. Frankly, for the cost of a diamond block, we shouldn't need to power our computers with electricity.
Im saying you could make a blutricity powered overclocker to speed it up.
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Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
Im saying you could make a blutricity powered overclocker to speed it up.
It works instantaneously.
EDIT: Well, not really. It's still limited by the real computer emulating the redpower computer. Which is in turn limited by the laws of physics and modern science. But it's instantaneous in theory, and fast enough in reality that it's for all intents and purposes, instantaneous (unless you're on a server with a bad connection OR your real computer is terrible OR both).
It works instantaneously. EDIT: Well, not really. It's still limited by the real computer emulating the redpower computer. Which is in turn limited by the laws of physics and modern science. But it's instantaneous in theory, and fast enough in reality that it's for all intents and purposes, instantaneous (unless you're on a server with a bad connection OR your real computer is terrible OR both). At least, I think it's instant.
Its not instant, get the BASIC interpreter and try filling the screen with SETPIXEL using a FOR block, then try telling me its not instant.
Rollback Post to RevisionRollBack
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
I had an issue with controlling a complex frame door and wanted to send a specific series of signals to 6 motors. I wanted to use a line of repeaters with a bundled cable running alongside. So for each step in the sequence, the output of the repeater goes to a colored wire in the bundled and to the next repeater. The problem is that the RedPower 2 repeaters increase the output pulse duration to the point that when the next repeater in the sequence fires, the previous repeater is still on and so sequences that fire on the same color wire more than once blend together into a single long pulse. Id use vanilla repeaters, but a single repeater does not seem to provide enough delay for a motor to move a frame. Can anyone think of a good solution that does not involve a.) more than one repeater per sequence or b.) using a RP Control or Computercraft computer?
BTW - I designed a hidden panel in the ground which moves down 1 block then slides over to reveal an opening. Then a set of stairs slide up into the opening for entering the secret lair. It actually worked at one point then stopped working after one of the updates.
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Try my mod Sparcs Tweaks Better dungeon loot, bones in dirt, Witch hut loot, ect
I had an issue <...> Can anyone think of a good solution that does not involve a.) more than one repeater per sequence or b.) using a RP Control or Computercraft computer?
<...>
Repeater > Pulse Former
Alternatively, a chain of state-cells should do exactly what you want.
Its not instant, get the BASIC interpreter and try filling the screen with SETPIXEL using a FOR block, then try telling me its not instant.
RP control is designed to run FORTH. BASIC isn't officially supported, and takes up more of the computer memory. It's little surprise you're getting lag.
Try running FORTH programs, and tell me it's not instant, or so fast it doesn't affect your contraptions.
Alternatively, a chain of state-cells should do exactly what you want.
Actually, state cells is what I was using between the repeaters to make sure the signal doesn't feed back into the repeaters. Chaining repeaters and pulse formers would be the same problem as using two repeaters in a row for each step in the sequence - it will increase the space needed by 50%.
You should be good with a row of state cells only.
You don't even need a space for wire between them, they output to the side.
There needs to be a delay bewteen each state cell because it feeds into the frame motors - time for the frame motor to increment once. The problem I'm running into is that the RedPower repeaters will accept a short pulse input and output a long pulse. So long that when then next repeater in a sequence fires, the state cell at the input of that repeater is still activated by the previous repeater. This can cause to or more consecutive signals on the same wire to bleed together into a long signal. I wish redpower repeaters functioned more like vanilla repeaters where the output pulse duration is the same as the input pulse duration.
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Try my mod Sparcs Tweaks Better dungeon loot, bones in dirt, Witch hut loot, ect
Shaping up to be a long wait for mods to get ported to 1.3. Forge is going to have some long nights for that one and then everyone else can start updating. I am going to settle into my 1.2.5 world for some time until I even think about updating to 1.3. But oh how the wait will be worth it.
Yes, the new client/server arrangement in 1.3 will result in a lot of work, but it's needed. At least there's a payoff: modders won't need to maintain separate slightly different client and server versions of their mods anymore.
Late tech 2 or tech 3 stuff for redpower before then would be awesome.
If not I guess my Forth skills will get polished, now back to my RPC controlled train station. [emphasis added]
Do tell! Don't be afraid to show it off when you get it working to your satisfaction.
Welcome new users of RedPower 2!
Be sure to check the FAQ and the EAQ.
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I couldn't decode my Computer Craft encrypted wired chat by tapping into one of the wire bundles for the rednet comms. because it would decode: 1,2, ,4,5, ,7,8, ,10,11, ,13... because it was only just too slow to compute the incomming signal which was comming in at 1 pulse per tick. It had to run 47 lines of code(of which only 12-27 lines are run depending on the character being received was) per character decrypt cycle but it just wasnt fast enough.
Rollback Post to RevisionRollBack
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
I know redpower has been limited to a slow speed but if you read the page before you would see my request for a blutricity powered overclocker.
Rollback Post to RevisionRollBack
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
no, I can read the whole string and decode it after, but decoding while downloading makes it miss every third bit
EDIT: Also, the CPU does not limit the speed, the emulator built into it's code does. It is limited to the speed of a normal CPU of it's type, im just suggesting that if we use blutricity we can increase the processing power. Like having an addon CPU extension or even a clock chip replacement that would increase the computational power of the CPU. We can then get to work on more complex, more windows 1.0 - 2.1 type interpreters.
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
I forget whether it's tech 2 or 3, but without basalt (only generated with volcanos) you won't be able to do access parts those tech levels (when Eloraam gets around to adding them). My understanding is we're due for one more bugfix patch before pr6 and pr6 will fix the generation of volcanoes (which already has some improvements for SSP but not yet fixed for SMP). So if you managed to generate a world without volcanoes you'd end up without entire chunks of the eventual tech tree. At which point you'd be bitching about why she allowed you to turn it off in the first place
Also note that we're getting close to 1.3 being released by Mojang - so add an extra month to any expectations you have as the various mods stop their development to get ported over to 1.3 (and won't THAT be "fun")
Basalt can also be generated with thermopiles. Volcanoes are not necessary.
Hi. I'm sure this has been asked somewhere already but I'm using Tekkit 3.0.3 - 1.2.5 and when I use RP2 the computer just says unknown token. I set it all up, i used some tutorial videos on youtube but no command works what so ever for me.
Is it just broken for Tekkit or am I doing something stupid?
You don't understand "state cells only" once again: Throw away the repeaters. All of them. That's what "state cells only" means.
I understand "state cells only" perfectly, but I think you don't understand what I'm doing. I need a delay between each state cell being triggered. Each delay MUST be at least the amount of time for a frame motor to move one block. State cells provide no delay as far as I know and even if they did, I'm pretty sure it's not enough.
Rollback Post to RevisionRollBack
Try my mod Sparcs Tweaks Better dungeon loot, bones in dirt, Witch hut loot, ect
Yes, the new client/server arrangement in 1.3 will result in a lot of work, but it's needed. At least there's a payoff: modders won't need to maintain separate slightly different client and server versions of their mods anymore.
Actually as I understand it all mods will now require the second step of being made into server mods, I dont think there will be much "extra" work for those mods which are already SMP. Also that means is that all of those mods out there which you have always wished were multiplayer, will now have to be.
Ok, this is weird... I build my own version of a milk farm (based on Odedex's design) and started to expand, adding more farms into the same Condensor (With the aim of having 4 total). Yesterday the two I build worked at a 0.35 timer pulse. This morning I load up the world and one is working and the other isn't. I drop the timer pulse from 0.35 to 0.40 on the one that isn't working and it starts to work. I bump it back down to 0.35 and it stops working again. The two are identical to one another, I even made a third using a Buildcraft Builder off of a blue print (Something I don't recommend, it doesn't handle red wiring or jacketed red wiring well, it places them but they don't attach. ) and after I fixed the wiring issues due to the Builder, it also is working at 0.35. And, oddly, the very first one I built that exactly duplicated Odedex's design (Before I build the first of my own design) also stopped working at 0.35, but works fine at 0.40. My system isn't exactly a slouch, it's a hex core Phenom II and 8gb of memory. So I don't see why some of them don't work at 0.35 but some do. It's a filter thing, from what I can gather, the filter pulling milk buckets out of the deployer stops working entirely until the timer pulses are upped to 0.40. >.<
Yeah, thats weird.
Also had such weirdness with my NUGS (Nexus User Guidance System ) two days ago, had to to change my code from 2 TICKS to using 3 TICKS, with no change to hardware at all, just logged out and back in the next day.
I can live with this change in timing, wasn't really worth to post it here ... but this has changed with your issue ^^
Yeah, with EMC generation, ticks is what makes the EMC, less ticks per second is less EMC generation. Now in a normal world, eh, that's all fine and dandy, a little less is ok. But, when ever they release it, on an SMP FTB map, it's a matter of winning or losing. If you can't do as much EMC generation, or more, than your competitor, well, you are probably going to lose.
And, really, there shouldn't be an issue with the filters accepting a 0.35 pulse if one works they all should work or they should all fail if something in the code is lagging due to more timers going on at once. If I had to bump them all down to 0.40 then I'd not be going "WTH?!" ... >.< I'd be going "Oh, ok, code lag, that's fine, I'll compensate. " Though I might do that anyway. Get the 4th built and put them all down at 0.40 and see how fast it can generate a piece of red matter. If it can do one in about a minute then I am happy. I'm test building as I am playing the FTB Insanity map, which has 4 or 5 items that need fully charged Omega Spheres, 51mil EMC each. >.<
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
It works instantaneously.
EDIT: Well, not really. It's still limited by the real computer emulating the redpower computer. Which is in turn limited by the laws of physics and modern science. But it's instantaneous in theory, and fast enough in reality that it's for all intents and purposes, instantaneous (unless you're on a server with a bad connection OR your real computer is terrible OR both).
At least, I think it's instant.
Its not instant, get the BASIC interpreter and try filling the screen with SETPIXEL using a FOR block, then try telling me its not instant.
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
BTW - I designed a hidden panel in the ground which moves down 1 block then slides over to reveal an opening. Then a set of stairs slide up into the opening for entering the secret lair. It actually worked at one point then stopped working after one of the updates.
Better dungeon loot, bones in dirt, Witch hut loot, ect
Repeater > Pulse Former
Alternatively, a chain of state-cells should do exactly what you want.
RP control is designed to run FORTH. BASIC isn't officially supported, and takes up more of the computer memory. It's little surprise you're getting lag.
Try running FORTH programs, and tell me it's not instant, or so fast it doesn't affect your contraptions.
Actually, state cells is what I was using between the repeaters to make sure the signal doesn't feed back into the repeaters. Chaining repeaters and pulse formers would be the same problem as using two repeaters in a row for each step in the sequence - it will increase the space needed by 50%.
Better dungeon loot, bones in dirt, Witch hut loot, ect
There needs to be a delay bewteen each state cell because it feeds into the frame motors - time for the frame motor to increment once. The problem I'm running into is that the RedPower repeaters will accept a short pulse input and output a long pulse. So long that when then next repeater in a sequence fires, the state cell at the input of that repeater is still activated by the previous repeater. This can cause to or more consecutive signals on the same wire to bleed together into a long signal. I wish redpower repeaters functioned more like vanilla repeaters where the output pulse duration is the same as the input pulse duration.
Better dungeon loot, bones in dirt, Witch hut loot, ect
Yes, the new client/server arrangement in 1.3 will result in a lot of work, but it's needed. At least there's a payoff: modders won't need to maintain separate slightly different client and server versions of their mods anymore.
Do tell! Don't be afraid to show it off when you get it working to your satisfaction.
Be sure to check the FAQ and the EAQ.
Answers with no waiting!
Twitter: @Stratagerm
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
EDIT: Also, the CPU does not limit the speed, the emulator built into it's code does. It is limited to the speed of a normal CPU of it's type, im just suggesting that if we use blutricity we can increase the processing power. Like having an addon CPU extension or even a clock chip replacement that would increase the computational power of the CPU. We can then get to work on more complex, more windows 1.0 - 2.1 type interpreters.
Teacher: "Where is your homework young man?"
Young Man: "My dog ate it."
Teacher: "That excuse is sooo old."
Young Man: "But i have a video of me feeding it to him"
...
Basalt can also be generated with thermopiles. Volcanoes are not necessary.
Is it just broken for Tekkit or am I doing something stupid?
Thanks
then go ask "them"
I understand "state cells only" perfectly, but I think you don't understand what I'm doing. I need a delay between each state cell being triggered. Each delay MUST be at least the amount of time for a frame motor to move one block. State cells provide no delay as far as I know and even if they did, I'm pretty sure it's not enough.
Better dungeon loot, bones in dirt, Witch hut loot, ect
Actually as I understand it all mods will now require the second step of being made into server mods, I dont think there will be much "extra" work for those mods which are already SMP. Also that means is that all of those mods out there which you have always wished were multiplayer, will now have to be.
Yeah, with EMC generation, ticks is what makes the EMC, less ticks per second is less EMC generation. Now in a normal world, eh, that's all fine and dandy, a little less is ok. But, when ever they release it, on an SMP FTB map, it's a matter of winning or losing. If you can't do as much EMC generation, or more, than your competitor, well, you are probably going to lose.
And, really, there shouldn't be an issue with the filters accepting a 0.35 pulse if one works they all should work or they should all fail if something in the code is lagging due to more timers going on at once. If I had to bump them all down to 0.40 then I'd not be going "WTH?!" ... >.< I'd be going "Oh, ok, code lag, that's fine, I'll compensate. " Though I might do that anyway. Get the 4th built and put them all down at 0.40 and see how fast it can generate a piece of red matter. If it can do one in about a minute then I am happy. I'm test building as I am playing the FTB Insanity map, which has 4 or 5 items that need fully charged Omega Spheres, 51mil EMC each. >.<