I have redstone tubes hooked up but they act like vanila redstone so the signal doesnt reach far enough is there a way to increase the length i try hooking up redstone and repeaters but it seems you can add a single to the tube but can get single out of the tube. can someone help please
Been meaning to post this for a while. Remember that system Direwolf20 built in his let's play in which he can swap a Thaumcraft enchanter and Quantaseum using Redpower frames? I built my own, but differently. Whereas Direwolf20 used some state cells and shared the same platform between the Quantaseum and Enchanter, I put each on their own platform and used a basic ROM built from invert, non-invert, and null cells to control the movement of the platforms. The great thing about my system is that if I flip the lever while it is in motion, everything simply reverses direction. No jamming.
I wish I could record it, but my computer would probably burst into flames if I ran a screen capture program on top of Minecraft. I'm posting pictures and a very rough schematic. If you would like a further explanation of how it works, I can try to explain it.
Holy logic! i think a one system using this logic might be a bit more....sane:
Can anyone tell me how I could hook this up? I'm trying to build a lighthouse style tower on my smp world. I stole the sun/moon idea from Direwolf20's SMP let's play library for the top of it. It's basically 5 rows of lights (3 then 5 rows of 5 then 3 on the bottom) that all light up to look like the sun in day, and some turn off at night to look like the moon.
That's how it works now, at least. What I want is for only the first crescent to be on when night first falls (a light detector sets it all off) and then for the "moon" to fill out over the course of the night, basically just to tell how much night is left. It sounds easy, like all I would need to do is set up some timers and counters, but I can't for the life of me figure out how to actually set it up without making a giant mess. So far I've laid out 5 different colors of wire to divide the light into 5 sections to progressively light up - what would be the best way to get them to turn on as time passes at night?
Counters don't seem to help me cuz they only have 1 output and only turn on when maxed. Sequencers seemed to be the way to go, but they only have 1 of their 4 outputs on at a time, they dont leave them on as it passes. Is there a gate I'm missing that could help me?
I wish you could set a computer to auto-run a program somehow, cuz I could set it up easy with FORTH.. but logic gates confuse the hell out of me
If anyone can tell me how to set it up so that one input controls 5 seperate outputs, each one turning on in sequence after some delay, i would greatly appreciate it.
A bit of a long shot but you could use a RS NOR array (as someone called it and i ended up turning it into a compact version) and time it with a sequencer.
RS NOR array:
There are probably more compact ways to do this (i guess a shift register would do). But this has the benefit that you can control it in both directions, one input adds a signal and the other removes the last added signal. And with a bit of extra stuff you can begin at a crescent moon, have a full moon ad midnight and go back to a crescent moon before the sun starts shining.
Awesome, thanks. I presume the wires at the bottom are the outputs? And are those AND gates next to the rs-nors? And what do you mean by time it with a sequencer? The light sensor turns it on.
I have redstone tubes hooked up but they act like vanila redstone so the signal doesnt reach far enough is there a way to increase the length i try hooking up redstone and repeaters but it seems you can add a single to the tube but can get single out of the tube. can someone help please
If you are using RedStone to make any connection the limit reverts from 256 for RedWire to 15 for RedStone. Place bare wire (136:256) on a switch block etc. to connect RedWire.
Does increasing the limit on number of moveable blocks by a frame motor have any negative effects (like lag or something), and is there an upper limit to how much we can set it to in the config file.
Wait, so does that mean I don't need Modloader for all my Modloader mods?
Also interisting: TMI says "MODLOADER ON"
If you are using Forge 3.3.8.152, then yes, you don't need mod-loader for any mod. If I am not mistaken, Forge Modloader and Risugami's Modloader are incompatible.
Hmm. I wish Eloraam would change the install instructions. There's an alarming amount of people who don't read anything about what they're downloading. Namely people downloading Forge. MinecraftForge Forums gets bombarded with people downloading latest Forge, but still installing ModLoader.
Forge now has ModLoader functionality built into it as of version 3.3.7 (June 13th), in the form of ForgeModLoader. It isn't the same as Risugami's ModLoader, as the code is different. The method names are the same, though. Which means all ModLoader mods are backwards compatible. Except the ones that edit base classes most likely.
Anyways, if you're wanting a mod that requires Forge, be sure that you ONLY download Forge. Installing Risugami's modloader won't work with it. It has its own.
Rollback Post to RevisionRollBack
I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
If you are using Forge 3.3.8.152, then yes, you don't need mod-loader for any mod. If I am not mistaken, Forge Modloader and Risugami's Modloader are incompatible.
Actually, the occasional ML mod requires ML, since FML isn't perfect. Weeping Angels is an example.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
So I found my issue, forge 152 server and redpower is having an incompatibility conflict with either buildcraft2, the newest version of forestry, or the BCIC crossover mod. This issue only occurs serverside, causing the block breaker, relay, and possibly other redpower blocks to be broken (they can still be placed but they do not function correctly)
Now dont get me wrong, the core of Redpower is pretty cool, its tube system is much much better than BC's and the whole microblock thingy is sweet. What sucks about it is that it never lets you forget for even a moment "hey, Redpower is installed". Its like, self absorbed and egotistical almost. The recipes are needlessly convoluted. I dont know what a red doped wafer is supposed to be but the phrase annoys the **** out of me I tell you whut. The hell did we need all of these new ores for anyway? For most people, metal is metal and surely redpower could have been made to work with the existing ores.
Mainly though the volcanos are a huge eyesore which NOBODY wants. I mean gee, I went and installed Extrabiomes and some texture packs so that the game is LESS ugly.
You want things that can allow you to make a machine that can dig down whole chunks, to the bedrock, in minutes, for maybe as much as a couple of Diamond Pickaxes? The recipes are there to make sure the mod doesn't become Over Powered
Just so you know, Doping is introduction of an impurity in the crystal lattice (structure) of a semiconductor. That is for making special types of semiconductor used for ll sorts of electronic devices.
Red doped wafer would me Doping o a wafer with redstone.
As for the ores, just wondering, why did we need any ores in Minecraft at all then. We could have made it all out of stone. Why add gold or iron to it st place?
As for the Volcanoes, they Don't serve a purpose yet, but basalt is going to have its uses in a future version. And FYI, not everyone hates volcanoes. I for one love them.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 8fbcab5 --------
Generated 21/07/12 19:51
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.8.3
OpenGL: GeForce GTX 550 Ti/PCIe/SSE2 version 4.2.0, NVIDIA Corporation
java.lang.RuntimeException: RedPowerCore: BlockID 238 occupied by AdditionalBuildcraftObjects.BlockABOPipe, autoAssign is disabled.
at forge.MinecraftForge.killMinecraft(MinecraftForge.java:476)
at eloraam.core.Config.getBlockID(Config.java:114)
at RedPowerBase.initMicroblocks(RedPowerBase.java:382)
at RedPowerBase.initialize(RedPowerBase.java:551)
at mod_RedPowerCore.initialize(mod_RedPowerCore.java:47)
at mod_RedPowerWorld.initialize(mod_RedPowerWorld.java:36)
at mod_RedPowerWorld.modsLoaded(mod_RedPowerWorld.java:20)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.postInit(ModLoaderModContainer.java:357)
at cpw.mods.fml.common.Loader.postModInit(Loader.java:280)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:605)
at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:203)
at net.minecraft.client.Minecraft.a(Minecraft.java:426)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1725bb13 ----------
Please atleast read the error. It is quite obvious. You have an ID conflict between Additional Buildcraft Objects, and Redpower.
And yes, Redpower is perfectly compatible with Forge 3.3.8.152
Dontcha just love bloated, invasive mods that puke a bunch of ugly black **** all over your map?
Two "volcanoes" practically on top of one another and theres a third not too far away. I say volcanoes with sarcasm because they look more like a blob of buildcraft oil but totally useless! This mod is chock full of useless garbage! Awesome!
Now dont get me wrong, the core of Redpower is pretty cool, its tube system is much much better than BC's and the whole microblock thingy is sweet. What sucks about it is that it never lets you forget for even a moment "hey, Redpower is installed". Its like, self absorbed and egotistical almost. The recipes are needlessly convoluted. I dont know what a red doped wafer is supposed to be but the phrase annoys the **** out of me I tell you whut. The hell did we need all of these new ores for anyway? For most people, metal is metal and surely redpower could have been made to work with the existing ores.
Mainly though the volcanos are a huge eyesore which NOBODY wants. I mean gee, I went and installed Extrabiomes and some texture packs so that the game is LESS ugly.
wait...
i was going to post a rant but i see that Sage Herpuia beat me to it.
I'm having an issue with the gates that have multiple, adjustable inputs. It appears that in SMP we are unable to right click them to disable inputs. The screwdriver, obviously, just rotates the entire assembly and left clicking with hand or screwdriver does nothing either.
I seem to remember these working with an empty handed right click before. I can use an eternally 'on' torch for this particular gate, but why would our gates misbehave?
**Relevant (?)** We are running forge compatible RP2, IC2, Smart Moving, and Railcraft
I love volcanoes! I do think it would be nice if the lava flow from them was a little more substantial but I still enjoy having them in my worlds.
In fact, I always try to build my bases at the foot of a volcano... maybe I'm weird though because I also strive to build my bases in swamps as well. Having my base in a swamp at the foot of a volcano is my ideal setup.
Also... I find them useful for lava acquisition, in SSP especially. Putting a pump in a volcano is a lot more simple than building it in the Nether. Not really too useful for Redpower specifically but for IC2 Geothermal Generators it works well. Though it's not nearly as much lava as the Nether it works in the interim before nuclear power plants.
Yeah, that was a bit exagerated, but it was more on the "base" things, and to show that the introduction of new metals has a gameplay background. (however, I found bee-breeding quite simple, but that's maybe because I'm a biologist...)
Anyway, out with the fight, I wanted to show you some creations:
First, an (outdated) hyper-power cannon:
it uses pistons to concentrate the ignited TNT!
Second, I started to read how computers do really work (that rant wasn't totally mindless), and this is the first attempt to build one in MC:
well, now it's only a RAM, or better, the decoder for it...I'm on my way to find a method to squish the memory cell on an one wide strip (the decoder is too compact!):
the pistons are a try for the memory cells, BTW...
For 1 wide memory cells i just put them sideways on covers and stack them against each other. works pretty well
That's how it works now, at least. What I want is for only the first crescent to be on when night first falls (a light detector sets it all off) and then for the "moon" to fill out over the course of the night, basically just to tell how much night is left. It sounds easy, like all I would need to do is set up some timers and counters, but I can't for the life of me figure out how to actually set it up without making a giant mess. So far I've laid out 5 different colors of wire to divide the light into 5 sections to progressively light up - what would be the best way to get them to turn on as time passes at night?
Counters don't seem to help me cuz they only have 1 output and only turn on when maxed. Sequencers seemed to be the way to go, but they only have 1 of their 4 outputs on at a time, they dont leave them on as it passes. Is there a gate I'm missing that could help me?
I wish you could set a computer to auto-run a program somehow, cuz I could set it up easy with FORTH.. but logic gates confuse the hell out of me
I have forge, TMI, ExtrabiomesXL and all redpower modules and no modloader?
If anyone can tell me how to set it up so that one input controls 5 seperate outputs, each one turning on in sequence after some delay, i would greatly appreciate it.
Awesome, thanks. I presume the wires at the bottom are the outputs? And are those AND gates next to the rs-nors? And what do you mean by time it with a sequencer? The light sensor turns it on.
Modloader is now a part of Forge, actually, so in a way it is still a dependency.
If you are using RedStone to make any connection the limit reverts from 256 for RedWire to 15 for RedStone. Place bare wire (136:256) on a switch block etc. to connect RedWire.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Wait, so does that mean I don't need Modloader for all my Modloader mods?
Also interisting: TMI says "MODLOADER ON"
If you are using Forge 3.3.8.152, then yes, you don't need mod-loader for any mod. If I am not mistaken, Forge Modloader and Risugami's Modloader are incompatible.
Forge now has ModLoader functionality built into it as of version 3.3.7 (June 13th), in the form of ForgeModLoader. It isn't the same as Risugami's ModLoader, as the code is different. The method names are the same, though. Which means all ModLoader mods are backwards compatible. Except the ones that edit base classes most likely.
Anyways, if you're wanting a mod that requires Forge, be sure that you ONLY download Forge. Installing Risugami's modloader won't work with it. It has its own.
Actually, the occasional ML mod requires ML, since FML isn't perfect. Weeping Angels is an example.
You want things that can allow you to make a machine that can dig down whole chunks, to the bedrock, in minutes, for maybe as much as a couple of Diamond Pickaxes? The recipes are there to make sure the mod doesn't become Over Powered
Just so you know, Doping is introduction of an impurity in the crystal lattice (structure) of a semiconductor. That is for making special types of semiconductor used for ll sorts of electronic devices.
Red doped wafer would me Doping o a wafer with redstone.
As for the ores, just wondering, why did we need any ores in Minecraft at all then. We could have made it all out of stone. Why add gold or iron to it st place?
As for the Volcanoes, they Don't serve a purpose yet, but basalt is going to have its uses in a future version. And FYI, not everyone hates volcanoes. I for one love them.
Please atleast read the error. It is quite obvious. You have an ID conflict between Additional Buildcraft Objects, and Redpower.
And yes, Redpower is perfectly compatible with Forge 3.3.8.152
wait...
i was going to post a rant but i see that Sage Herpuia beat me to it.
I seem to remember these working with an empty handed right click before. I can use an eternally 'on' torch for this particular gate, but why would our gates misbehave?
**Relevant (?)** We are running forge compatible RP2, IC2, Smart Moving, and Railcraft
In fact, I always try to build my bases at the foot of a volcano... maybe I'm weird though because I also strive to build my bases in swamps as well. Having my base in a swamp at the foot of a volcano is my ideal setup.
Also... I find them useful for lava acquisition, in SSP especially. Putting a pump in a volcano is a lot more simple than building it in the Nether. Not really too useful for Redpower specifically but for IC2 Geothermal Generators it works well. Though it's not nearly as much lava as the Nether it works in the interim before nuclear power plants.
For 1 wide memory cells i just put them sideways on covers and stack them against each other. works pretty well