I'm trying to set up a cook-house for public use on my server. The goal is to throw cookables into a chest and have them automatically be cooked and then added to a "products" chest. I've tried all sorts of combinations of timer, RNOR, Sequencer, and toggle gate, but I can't seem to force it time the way I want it to.
It needs to input to the coal chest every eighth input to the loading chest. I can't use a sequencer attached to a timer because timers reset when powered (I thought they just pause), and I don't know a way to pause a sequencer so it would be slaved to the first's timing.
Anyone have any input? Should I just load the furnace and pulse it with the other 2 transposers while letting tube logic know when a pulse to load the furnace wouldn't work?
Picture in the spoiler to help visualize my needs.
Personally I would just say to 'always' push coal into it, tubes will only transfer items when there is a destination for them, so if it is full then no coal will transfer. This is not like pipes that can overflow, tubes are much smarter.
Can't you just use a counter set to max 8, increment 1 and decrement 8, then connect the max output to the decrement side to reset it every time it reaches 8 while also sending a pulse to get another coal
I KNEW there had to be an obvious way to make the counter do that. I swear I spent nearly an hour trying all sorts of things involving toggles to just subtract 1 by 1. Thanks for the (obvious) solution!
EDIT: My transposer insists on changing it's facing when powered (Which is bad, I need it facing sideways). Is this a know bug and does it have a know fix? I'll create a whole post for this problem if it doesn't get a response before the thread gains a page.
What patch were you using? i have TMI Patched myself. No crashing on page 13/14 (when i had them pages due to BC templates). however i am getting lag on it even after updating forge
also can anyone point me in the direction of a good guide to using the tubes and filters etc? i want to try them out for my furnace
Patch I hacked together myself, it's supposed to show all the RedPower items which have damage values over 15, but when it's set to show all damage values (about 9000) it crashes on pages 13/14. Someone else also made a version that they posted in the comments of Eloraam's blog, it also has the same problem as mine which Eloraam said shes fixing.
Are there any plans to add redstone control to tube routing? Something like a "valve" tube that only allows item flow when powered? I haven't seen this discussed (as far as I could tell anyway), and it would certainly be a useful feature. Is it being intentionally left out for balance/technical reasons? Or is it planned and I'm just clueless?
ah so you set yours with a higher value. does it do the same if you lower the values? i know it means not showing all the items available, that i dont mind as i can just set up an autocrafter to create a large quantity of the items im missing in TMI
It only crashes if the value is set somewhere over 3000; there's some problem with one of the RP items in that range.
ah so you set yours with a higher value. does it do the same if you lower the values? i know it means not showing all the items available, that i dont mind as i can just set up an autocrafter to create a large quantity of the items im missing in TMI
It only crashes if the value is set somewhere over 3000; there's some problem with one of the RP items in that range.
does this effect any other items? or is it only resorting to not showing that one item in TMI? if so, is there any chance you could post the patch with the value that doesnt show that one item so i could give it a try?
I honestly have no clue which item specifically is causing this; Eloraam knows though, she said she's fixing it.
no i know that. just wondered if its possible to release a version of your patch that doesnt crash, as in doesnt show the offending item/items that i could try out?
Sure, here is the link. It shows all RedPower items except for the mini-block system (it only shows the coverplates in those). It might also show items form other mods that are supposed to be invisible but I haven't tested for that yet.
Cheers. I'll have a gander now and see what happens with other mods.
EDIT:
OK it seems to work with other mods too however it is showing stuff that are not items. i had pages of unnamed items. also seems to still have a second of lag too.
It seems that some mods use TMIs 15 damage limit to hide placeholder items and this patch unintentionally reveals them. I'll see if I can add a way to add unwanted items to a blacklist in TMIs config file.
EDIT: My transposer insists on changing it's facing when powered (Which is bad, I need it facing sideways). Is this a know bug and does it have a know fix? I'll create a whole post for this problem if it doesn't get a response before the thread gains a page.
In SSP or SMP? If SMP, Forge 1.1.1 or 1.1.2? If you say "SMP with 1.1.1", I'll tell you to get 1.1.2. If you say anything else, I need lots more information, because that kind of bug is serious and I need to get that fixed.
Are there any plans to add redstone control to tube routing? Something like a "valve" tube that only allows item flow when powered? I haven't seen this discussed (as far as I could tell anyway), and it would certainly be a useful feature. Is it being intentionally left out for balance/technical reasons? Or is it planned and I'm just clueless?
RedPower Machine is still a new and fast growing part of the mod. There are a bunch of changes coming in RP2pr3 (which should be out in a day or two), potentially including a whole new block, and I have 2 or 3 more blocks planned.
I'm considering making the passive functions of Transposers shut off when powered, effectively acting as a valve. I was planning a new Valve block, but considering the fact that I have to duplicate most of the Transposer functionality to do it, it would just end up as another Transposer variation.
Unless someone has a good reason why a powered Transposer should continue performing passive functions (moving piped items or input contact items), I think that's likely what will happen. Perhaps even for pr3.
It may be somewhat useful. something like a distrobution tube (like the pipe created for BC) so you can choose where the items go first.
There's a new change in RP2pr3 (not out yet, but in the next day or two) that makes something similar the *default* behavior for tubes. It's a little tricky to use and there are some caveats, but here's a rough outline:
Tubes will alternate which output they check first every time they route an item. This means that EQUIDISTANT paths out of a tube will get a fair allocation (like a distribution pipe), so long as none of them stuff up and all items come from the same side. It's not hard to force paths to be equidistant - you can add a bunch of Transposers to the end of a tube, or count the number of tube links on the path, or several other choices.
Now it's still using intelligent tube routing, so if one of the "fair" outputs gets stuffed up, all items that would have gone that way, instead go towards the first available valid destination. In the case with 3 outputs, for example, this will result in it going from 1:1:1 to 0:2:1 (or 0:1:2) when the first output stuffs up. There's no easy way to fix that, but it's more or less fair now, so I'm not so worried.
If you need better than that, you'll have to wait for the upcoming Sorting Machine, the Tech 2 variation of the Transposer/Filter. I have some pretty cool technology planned for that one. Or of course, you can use chests and Transposers. That's always an easy solution.
Sounds like a good idea. the other patch posted has the same method. would be quite useful. quite a few of the items showing are one item but duplicated. im not sure why this happens. im just confused as to why i still get the lag in TMI
The lag might be from the amount of mod items you have installed, not really sure. When I updated to Forge 1.1.2 the lag seemed to go away for me though (other than a slight 1 second lag when opening the inventory) so you might want to try that.
I read your blog. A 6502 based computer in minecraft with similar specs of a C64. Me being an outright C64 fan, I had an intense nerdgasm.
About that ROM...could you make it be a text file that can edited? I have a Commodore BASIC ROM, and with a few simple modifications, I could get a simple minecraft C64 going. Maybe there could also be a color version of that display. I'd love for there to be the different parts of a C64 so that you could build it up to make a C65. An SID emulator (there happens to be a Java based one...somewhere), a VIC emulator, and maybe a CIA. Sorry, I'm just really geeking out.
I'm seriously crying right now...tears of joy. I want to just...I don't know.
Personally I would just say to 'always' push coal into it, tubes will only transfer items when there is a destination for them, so if it is full then no coal will transfer. This is not like pipes that can overflow, tubes are much smarter.
I KNEW there had to be an obvious way to make the counter do that. I swear I spent nearly an hour trying all sorts of things involving toggles to just subtract 1 by 1. Thanks for the (obvious) solution!
EDIT: My transposer insists on changing it's facing when powered (Which is bad, I need it facing sideways). Is this a know bug and does it have a know fix? I'll create a whole post for this problem if it doesn't get a response before the thread gains a page.
Patch I hacked together myself, it's supposed to show all the RedPower items which have damage values over 15, but when it's set to show all damage values (about 9000) it crashes on pages 13/14. Someone else also made a version that they posted in the comments of Eloraam's blog, it also has the same problem as mine which Eloraam said shes fixing.
It only crashes if the value is set somewhere over 3000; there's some problem with one of the RP items in that range.
It only crashes if the value is set somewhere over 3000; there's some problem with one of the RP items in that range.
I honestly have no clue which item specifically is causing this; Eloraam knows though, she said she's fixing it.
Sure, here is the link. It shows all RedPower items except for the mini-block system (it only shows the coverplates in those). It might also show items form other mods that are supposed to be invisible but I haven't tested for that yet.
It seems that some mods use TMIs 15 damage limit to hide placeholder items and this patch unintentionally reveals them. I'll see if I can add a way to add unwanted items to a blacklist in TMIs config file.
Use chests and filters. It takes more room, but it works wonders.
In SSP or SMP? If SMP, Forge 1.1.1 or 1.1.2? If you say "SMP with 1.1.1", I'll tell you to get 1.1.2. If you say anything else, I need lots more information, because that kind of bug is serious and I need to get that fixed.
RedPower Machine is still a new and fast growing part of the mod. There are a bunch of changes coming in RP2pr3 (which should be out in a day or two), potentially including a whole new block, and I have 2 or 3 more blocks planned.
I'm considering making the passive functions of Transposers shut off when powered, effectively acting as a valve. I was planning a new Valve block, but considering the fact that I have to duplicate most of the Transposer functionality to do it, it would just end up as another Transposer variation.
Unless someone has a good reason why a powered Transposer should continue performing passive functions (moving piped items or input contact items), I think that's likely what will happen. Perhaps even for pr3.
There's a new change in RP2pr3 (not out yet, but in the next day or two) that makes something similar the *default* behavior for tubes. It's a little tricky to use and there are some caveats, but here's a rough outline:
Tubes will alternate which output they check first every time they route an item. This means that EQUIDISTANT paths out of a tube will get a fair allocation (like a distribution pipe), so long as none of them stuff up and all items come from the same side. It's not hard to force paths to be equidistant - you can add a bunch of Transposers to the end of a tube, or count the number of tube links on the path, or several other choices.
Now it's still using intelligent tube routing, so if one of the "fair" outputs gets stuffed up, all items that would have gone that way, instead go towards the first available valid destination. In the case with 3 outputs, for example, this will result in it going from 1:1:1 to 0:2:1 (or 0:1:2) when the first output stuffs up. There's no easy way to fix that, but it's more or less fair now, so I'm not so worried.
If you need better than that, you'll have to wait for the upcoming Sorting Machine, the Tech 2 variation of the Transposer/Filter. I have some pretty cool technology planned for that one. Or of course, you can use chests and Transposers. That's always an easy solution.
The lag might be from the amount of mod items you have installed, not really sure. When I updated to Forge 1.1.2 the lag seemed to go away for me though (other than a slight 1 second lag when opening the inventory) so you might want to try that.
I'm sorry but I have absolutely no idea why it lags for you, I'm not getting any lag at all. :unsure.gif:
Anyway, here is a version of the patch that adds a blacklist to TMIs config file. Just add the IDs you want to exclude separated by a semicolon ";".
About that ROM...could you make it be a text file that can edited? I have a Commodore BASIC ROM, and with a few simple modifications, I could get a simple minecraft C64 going. Maybe there could also be a color version of that display. I'd love for there to be the different parts of a C64 so that you could build it up to make a C65. An SID emulator (there happens to be a Java based one...somewhere), a VIC emulator, and maybe a CIA. Sorry, I'm just really geeking out.
I'm seriously crying right now...tears of joy. I want to just...I don't know.