i dont understand if you are asking about redpower's RS latch gate or darquan's P.A.L gate set up as a RS latch gate?
and if its about redpower's gate take it to Eloraam(maker of redpower/redpower2) instead.
on a side note: if you(darquan) make your mod support minecraft forge instead you will see a increase in popularity of you mod as it will be on minecraft forge's page as well.
In the context that Darkhog uses the term "RS Gate" he is meaning "Redstone Gate" A.k.a the name of this mod. RS == Redstone.
on a side note: if you(darquan) make your mod support minecraft forge instead you will see a increase in popularity of you mod as it will be on minecraft forge's page as well.
I've checked minecraft forge in the past and the linux installer was a mess at the time. Minecraft forge doesn't really provide any functionality that I need, so I'm not very enthusiastic about adding it.
Jeb mentioned that his priority was to work on the modding API, so I will await the official API instead of wasting time on supporting an API which may or may not be phased out soon.
@Darkhog: I don't believe any of my code is executed if you don't place any PAL blocks (except the class initialization which will, at worst, consume a small amount of memory. My mod doesn't touch any chunk update code (aside from updates triggered by regular block/tile entity placement). Do you have a perceivable framerate difference between a clean Minecraft with only ModLoader and a clean Minecraft with ModLoader and my mod (with and without placing PAL blocks)?
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
The Meaning of Life, the Universe, and Everything.
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I *hate* to do it, but...
-Bump-
I've come with some pretty designs to the GRS (Generic Redstone Gate). Pretty simple textures and nothing much different. You can use the normal texture for the bottom side. http://www.mediafire.com/?9q88z8g3aqzvmjn
Also, I think that being a stone-like block, you should add something stoney in the recipe. So this would be a cool recipe: http://screensnapr.com/v/oZzvpn.png
And being very solid-looking, I don't think it should be washed away by water.
I found a small bug when I shift-click on an input/output/both square it changes to invert of it but when i exit the gui it doesn't save the state of the in/out square and defaults back to the normal input
I found a small bug when I shift-click on an input/output/both square it changes to invert of it but when i exit the gui it doesn't save the state of the in/out square and defaults back to the normal input
Shift-clicking the inputs/outputs to invert/disable them changes the effect of the quick configuration buttons (i.e. AND/OR/XOR/NEG/ON/OFF), not the actual configuration itself. Therefore it is not saved.
It is the part of the user interface which I like the least. The goal was to have some kind of term editor there (e.g. for setting terms like: front = left xor right), but I need to have a better design for it. The fact that those slots are used for both the configuration of the term editor as well as the configuration of input/output gates is confusing and a poor choice on my part in an attempt to save screen space.
My current ideas for it are to separate it into an input/output configuration section and a term editor. The input/output section would set each side to either off,input,output or both. The term editor would configure each side as regular, negated or ignored along with some basic boolean functions to pre-configure. Another option is to allow direct input of textual expressions (like the aforementioned front = left xor right).
So, it is not really a bug. It is intentional behaviour, but sub-optimal design.
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
So, it is not really a bug. It is intentional behaviour, but sub-optimal design.
well that makes me feel stupid now :sad.gif:
sub-optimal is one word for it.what if when you click on the auto setup buttons its opens a second gui with the options for that setup including which ones are the input/output and if its inverted.it sounds good and you could add alot of extra options for each setup. :cool.gif:
No need for that :smile.gif: It needs to change, you are totally right about that.
when you click on the auto setup buttons its opens a second gui with the options for that setup including which ones are the input/output and if its inverted.it sounds good and you could add alot of extra options for each setup. :cool.gif:
Hmmm, yes. However, I hope to avoid having multiple GUI screens if possible.
P.S. Happy New Year folks. Best wishes for 2012!
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
and as you can see it is a very unique look and would definitly be a good alternative.
i have also included the actual textures in a easy to understand format.
i know that making a BCD decoder for a 7 segment display is hard in vanilla minecraft because of the many AND gates needed and the amount of wiring required but with 9 gates and 4 lines of redstone wire(not including output) you can make one easily.
in this pic there is 4 lines of redstone, up,back,down and left in relation to the gate.
note the output in this design needs either a redstone repeter or a gate set as a or to isolate the output from the "left" input.
this is repeated 6 more times for each individual segment in the display and each is set to turn on when each segment is needed. this results in a easy to connect to a segment display without giant towers full of redstone.
if you need help in the setting of each gate I kindly direct you to this page which has the truth table this design is based on. Truth Table
and if you don't believe this design works have a look for your self
on the left is the binary version connected to the decoder
Enjoy and please let me know if there are any issues.
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
I seem to be having trouble with creating a clock using the gates, occasionally they work but then even with excact same settings and the default button input it fails. I've checked direction, truth tables delay etc and everything seems correct yet it still fails
Edit: screw acii and emoticons,
This is the setup with every input/output and delay correctly set
The left part is the killswitch for the clock and the button is the starter.
When I first tried, it worked then suddenly it didn't, any clues as to what is wrong?
Only the 6 in the middle are the "clock" for some reason worked when I added the ones on the sides, then it stopped working again :dry.gif:
Edit; NVM figured it out, apparently the signal gets cancelled if it doesnt pass through the gate by the time the signal stops.
Edit of Edit; Ok, now I am really confused still doesnt work
I seem to be having trouble with creating a clock using the gates, occasionally they work but then even with excact same settings and the default button input it fails. I've checked direction, truth tables delay etc and everything seems correct yet it still fails
Are you using short pulses with delays larger than the pulse length by any chance?
Currently whenever it receives a pulse which should be propagated after x delay, it reads the input signals after the delay, not before. If the input pulse has died by then, the input gets lost.
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Are you using short pulses with delays larger than the pulse length by any chance?
Currently whenever it receives a pulse which should be propagated after x delay, it reads the input signals after the delay, not before. If the input pulse has died by then, the input gets lost.
Thats what I figured out while messing with it, it just seemed odd with the normal repeaters "storing" pulses.
If it could be fixed so you could do these kind of clocks with your mod would be so easy they actually could be made for everyday use in survival.
Just found a crash... happens if a Redstone Gate is placed on the receiving side of an active Transposer block from Red Power 2 (there is no sane reason to do it, just a misclick). 100% reprodeable for me.
I'm not sure which side is the bug on, so i'm reporting it to both authors.
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 722d62f5 --------
Generated 01/02/12 22:24
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 570/PCI/SSE2 version 4.1.0, NVIDIA Corporation
java.lang.NullPointerException
at eloraam.core.MachineLib.handleItem(MachineLib.java:151)
at eloraam.machine.TileMachine.handleItem(TileMachine.java:50)
at eloraam.machine.TileTranspose.drainBuffer(TileTranspose.java:235)
at eloraam.machine.TileTranspose.handleExtract(TileTranspose.java:139)
at eloraam.machine.TileTranspose.handleExtract(TileTranspose.java:130)
at eloraam.machine.TileTranspose.onBlockNeighborChange(TileTranspose.java:113)
at eloraam.core.BlockExtended.a(BlockExtended.java:41)
at eloraam.core.RedPowerLib.notifyBlock(RedPowerLib.java:42)
at eloraam.core.RedPowerLib.updateCurrent(RedPowerLib.java:708)
at eloraam.machine.TileRedstoneTube.onBlockNeighborChange(TileRedstoneTube.java:78)
at eloraam.core.BlockMultipart.a(BlockMultipart.java:50)
at vq.m(World.java:682)
at vq.j(World.java:668)
at aff.h(BlockRedstoneWire.java:63)
at aff.a(BlockRedstoneWire.java:345)
at vq.m(World.java:682)
at vq.j(World.java:665)
at aff.h(BlockRedstoneWire.java:63)
at aff.a(BlockRedstoneWire.java:345)
at vq.m(World.java:682)
at vq.j(World.java:665)
at aff.h(BlockRedstoneWire.java:63)
at aff.a(BlockRedstoneWire.java:345)
at vq.m(World.java:682)
at vq.j(World.java:665)
at aff.h(BlockRedstoneWire.java:63)
at aff.a(BlockRedstoneWire.java:345)
at vq.m(World.java:682)
at vq.j(World.java:665)
at aff.h(BlockRedstoneWire.java:63)
at aff.a(BlockRedstoneWire.java:345)
at vq.m(World.java:682)
at vq.j(World.java:669)
at BlockRedstoneGate.a(BlockRedstoneGate.java:95)
at vq.a(World.java:2769)
at vq.c(World.java:2200)
at net.minecraft.client.Minecraft.k(SourceFile:1598)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ae6fae7c ----------
Edit: the mod lies about it's version, it's actually the last one for minecraft 1.1 (just double checked it), not 1.0 as the log claims.
Just found a crash... happens if a Redstone Gate is placed on the receiving side of an active Transposer block from Red Power 2 (there is no sane reason to do it, just a misclick). 100% reprodeable for me.
I'm not sure which side is the bug on, so i'm reporting it to both authors.
Your analysis in Eloraams thread is correct (it uses item input slots). I agree with her on the odd choice of implementation, it was done like that because I was originally planning to configure inputs/outputs by inserting torches and redstone dust. Nevertheless, her block ought to check for null arguments and I should redo and clean up my GUI code :smile.gif:.
Edit: the mod lies about it's version, it's actually the last one for minecraft 1.1 (just double checked it), not 1.0 as the log claims.
Whoops. Forgot to update the string. It is indeed for 1.1. Thanks for the bug report.
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Downloaded, Darquin. I will be testing this with great interest.
It is an odd coincidence that I found this tonight, actually; because I have been thinking of something similar over the past few days, although in the area of machines, not redstone circuitry. The idea I have had in mind, is to break both the workbench and furnace up into multiple machines; the goal for such would be to try and get said machines to be independent of the various transport mechanisms that exist. I like using Peronix's fans, but most seem to prefer BuildCraft's pipes or Eloraam's tubes.
I am not a Java programmer at all however unfortunately, so if you want to use any of these ideas, feel free.
So instead of the single Workbench, I would ideally have a Template Buffer block, and a Processor block. The Template Buffer would hold the pattern which had been arranged manually by the player, and the only automated/tube/conveyor type it would have, would be an output, which would lead into the Processor. The Template Buffer would also ideally have a GUI (very similar to what you have here) in which you could explicitly set which sides of the block were for input and output, and perhaps even the rate at which it and/or the Processor block could accept items.
The Processor would be the proverbial faceless black box; literally all it would do, is take input from the Template Buffer block, and produce crafted items to be sent to a nearby chest/storage block as output. Both the Processor and Template Buffer blocks would be linked in numerical pairs. (As in, as one example, if they were both identified with the number 1, that would indicate that they were meant to be a linked pair)
This would have a number of potential advantages. I want to get rid of the idea of people only being able to use a single transport mechanism; rather than just pipes, or Eloraam's tubes, or fans, or water, I think we ought to be able to use all of them, and ideally that would mean that I/O would need to be written into the workbench code itself. There were also some crashes during 1.7.3 with Buildcraft; the Furnace was confused about wooden pipe I/O at one point.
One other thing you could do with it, is have a six-sided Template Buffer block, and devote literally five sides of it to chest input. Another thing you could do is have say five Template Buffer blocks, all linked to a single Processor, or vice versa.
Another thing I think badly needs to be done, is for the Furnace to be made modular as well. I would have a seperate burner mechanism (similar to Better than Wolves' Hibachi, but powerful enough for smelting) and a dedicated container (possibly a steel/fireproof chest variant) for holding the smelted materials. Both of these would have the ability to specify which partner blocks they were linked to, and the crucible (metal container) would also have the ability to explicitly set which sides expected input and output. The burner block would only have a single input, for fuel materials.
In the context that Darkhog uses the term "RS Gate" he is meaning "Redstone Gate" A.k.a the name of this mod. RS == Redstone.
I've checked minecraft forge in the past and the linux installer was a mess at the time. Minecraft forge doesn't really provide any functionality that I need, so I'm not very enthusiastic about adding it.
Jeb mentioned that his priority was to work on the modding API, so I will await the official API instead of wasting time on supporting an API which may or may not be phased out soon.
@Darkhog: I don't believe any of my code is executed if you don't place any PAL blocks (except the class initialization which will, at worst, consume a small amount of memory. My mod doesn't touch any chunk update code (aside from updates triggered by regular block/tile entity placement). Do you have a perceivable framerate difference between a clean Minecraft with only ModLoader and a clean Minecraft with ModLoader and my mod (with and without placing PAL blocks)?
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Working on the directional texture.
Also, will you make it so it glows when it receives power, just like repeaters?
Playing MInecraft since February 22, 2011
-Bump-
I've come with some pretty designs to the GRS (Generic Redstone Gate). Pretty simple textures and nothing much different. You can use the normal texture for the bottom side. http://www.mediafire.com/?9q88z8g3aqzvmjn
Also, I think that being a stone-like block, you should add something stoney in the recipe. So this would be a cool recipe: http://screensnapr.com/v/oZzvpn.png
And being very solid-looking, I don't think it should be washed away by water.
Playing MInecraft since February 22, 2011
also ,http://www.minecraftforum.net/topic/1150926-aerial-heights-gaming-community172mcmmoclanspvpmultiversedynmapmumbleeventsskyblock/
and say TheBlueTroll in referal
Shift-clicking the inputs/outputs to invert/disable them changes the effect of the quick configuration buttons (i.e. AND/OR/XOR/NEG/ON/OFF), not the actual configuration itself. Therefore it is not saved.
It is the part of the user interface which I like the least. The goal was to have some kind of term editor there (e.g. for setting terms like: front = left xor right), but I need to have a better design for it. The fact that those slots are used for both the configuration of the term editor as well as the configuration of input/output gates is confusing and a poor choice on my part in an attempt to save screen space.
My current ideas for it are to separate it into an input/output configuration section and a term editor. The input/output section would set each side to either off,input,output or both. The term editor would configure each side as regular, negated or ignored along with some basic boolean functions to pre-configure. Another option is to allow direct input of textual expressions (like the aforementioned front = left xor right).
So, it is not really a bug. It is intentional behaviour, but sub-optimal design.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
well that makes me feel stupid now :sad.gif:
sub-optimal is one word for it.what if when you click on the auto setup buttons its opens a second gui with the options for that setup including which ones are the input/output and if its inverted.it sounds good and you could add alot of extra options for each setup. :cool.gif:
also ,http://www.minecraftforum.net/topic/1150926-aerial-heights-gaming-community172mcmmoclanspvpmultiversedynmapmumbleeventsskyblock/
and say TheBlueTroll in referal
No need for that :smile.gif: It needs to change, you are totally right about that.
Hmmm, yes. However, I hope to avoid having multiple GUI screens if possible.
P.S. Happy New Year folks. Best wishes for 2012!
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Playing MInecraft since February 22, 2011
and as you can see it is a very unique look and would definitly be a good alternative.
i have also included the actual textures in a easy to understand format.
i know that making a BCD decoder for a 7 segment display is hard in vanilla minecraft because of the many AND gates needed and the amount of wiring required but with 9 gates and 4 lines of redstone wire(not including output) you can make one easily.
in this pic there is 4 lines of redstone, up,back,down and left in relation to the gate.
note the output in this design needs either a redstone repeter or a gate set as a or to isolate the output from the "left" input.
this is repeated 6 more times for each individual segment in the display and each is set to turn on when each segment is needed. this results in a easy to connect to a segment display without giant towers full of redstone.
if you need help in the setting of each gate I kindly direct you to this page which has the truth table this design is based on.
Truth Table
and if you don't believe this design works have a look for your self
on the left is the binary version connected to the decoder
also ,http://www.minecraftforum.net/topic/1150926-aerial-heights-gaming-community172mcmmoclanspvpmultiversedynmapmumbleeventsskyblock/
and say TheBlueTroll in referal
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Yes, the new MCP has been released.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Edit: screw acii and emoticons,
This is the setup with every input/output and delay correctly set
The left part is the killswitch for the clock and the button is the starter.
When I first tried, it worked then suddenly it didn't, any clues as to what is wrong?
Only the 6 in the middle are the "clock" for some reason worked when I added the ones on the sides, then it stopped working again :dry.gif:
Edit; NVM figured it out, apparently the signal gets cancelled if it doesnt pass through the gate by the time the signal stops.
Edit of Edit; Ok, now I am really confused still doesnt work
Are you using short pulses with delays larger than the pulse length by any chance?
Currently whenever it receives a pulse which should be propagated after x delay, it reads the input signals after the delay, not before. If the input pulse has died by then, the input gets lost.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Thats what I figured out while messing with it, it just seemed odd with the normal repeaters "storing" pulses.
If it could be fixed so you could do these kind of clocks with your mod would be so easy they actually could be made for everyday use in survival.
Playing MInecraft since February 22, 2011
I'm not sure which side is the bug on, so i'm reporting it to both authors.
Crash log:
Edit: the mod lies about it's version, it's actually the last one for minecraft 1.1 (just double checked it), not 1.0 as the log claims.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Not at this time. The GUI needs to be reworked but I haven't had a lot of inspiration for it lately.
Your analysis in Eloraams thread is correct (it uses item input slots). I agree with her on the odd choice of implementation, it was done like that because I was originally planning to configure inputs/outputs by inserting torches and redstone dust. Nevertheless, her block ought to check for null arguments and I should redo and clean up my GUI code :smile.gif:.
Whoops. Forgot to update the string. It is indeed for 1.1. Thanks for the bug report.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
http://www.minecraftforum.net/topic/1189510-minecraft-with-mead-meadcraft/
It is an odd coincidence that I found this tonight, actually; because I have been thinking of something similar over the past few days, although in the area of machines, not redstone circuitry. The idea I have had in mind, is to break both the workbench and furnace up into multiple machines; the goal for such would be to try and get said machines to be independent of the various transport mechanisms that exist. I like using Peronix's fans, but most seem to prefer BuildCraft's pipes or Eloraam's tubes.
I am not a Java programmer at all however unfortunately, so if you want to use any of these ideas, feel free.
So instead of the single Workbench, I would ideally have a Template Buffer block, and a Processor block. The Template Buffer would hold the pattern which had been arranged manually by the player, and the only automated/tube/conveyor type it would have, would be an output, which would lead into the Processor. The Template Buffer would also ideally have a GUI (very similar to what you have here) in which you could explicitly set which sides of the block were for input and output, and perhaps even the rate at which it and/or the Processor block could accept items.
The Processor would be the proverbial faceless black box; literally all it would do, is take input from the Template Buffer block, and produce crafted items to be sent to a nearby chest/storage block as output. Both the Processor and Template Buffer blocks would be linked in numerical pairs. (As in, as one example, if they were both identified with the number 1, that would indicate that they were meant to be a linked pair)
This would have a number of potential advantages. I want to get rid of the idea of people only being able to use a single transport mechanism; rather than just pipes, or Eloraam's tubes, or fans, or water, I think we ought to be able to use all of them, and ideally that would mean that I/O would need to be written into the workbench code itself. There were also some crashes during 1.7.3 with Buildcraft; the Furnace was confused about wooden pipe I/O at one point.
One other thing you could do with it, is have a six-sided Template Buffer block, and devote literally five sides of it to chest input. Another thing you could do is have say five Template Buffer blocks, all linked to a single Processor, or vice versa.
Another thing I think badly needs to be done, is for the Furnace to be made modular as well. I would have a seperate burner mechanism (similar to Better than Wolves' Hibachi, but powerful enough for smelting) and a dedicated container (possibly a steel/fireproof chest variant) for holding the smelted materials. Both of these would have the ability to specify which partner blocks they were linked to, and the crucible (metal container) would also have the ability to explicitly set which sides expected input and output. The burner block would only have a single input, for fuel materials.