i'm just curious, what is the reasoning behind your versioning scheme. it's rather confusing. why is there a sub- sub-version with a prefix and a build number? it's redundant. i don't mean to be disrespectful, it's just honestly just confusing to me.
Im having a bug were when ever i place the segmant display gate it gltiches and its like the part where the display is under is overlapping with the display itself and its a bunch of glitchy mess thing so how do i fix?
So I'm having some real difficulty with getting the block breakers to connect to a piping system from the back. I'm trying to make a catapiller miner machine, and I've got all the frames and motors and such squared away, but I can't seem to get my routed interface pipes to connect to the back of the block breakers to extract the blocks they break and clear the breakers for the next cycle of the machine. Can anybody tell me what combination of pipes / chips I need to get the block breakers to connect to the piping network?
Edit: LOL, Nevermnd! I figured it out. What I needed was pressure tubes, not item pipes.
Does this refer to the B:"Logic Sounds" option? I have to agree, it would be nice sometimes to be able to selectively turn off timers, especially fast timers. Sometimes you want audible feedback of when some piece of logic fires, but other times, you go anywhere near something that's using a pulse train to fire a dropper or a dispenser, say, and all you can hear is RATTLERATTLERATTLERATTLERATTLERATTLE.
Does this refer to the B:"Logic Sounds" option? I have to agree, it would be nice sometimes to be able to selectively turn off timers, especially fast timers. Sometimes you want audible feedback of when some piece of logic fires, but other times, you go anywhere near something that's using a pulse train to fire a dropper or a dispenser, say, and all you can hear is RATTLERATTLERATTLERATTLERATTLERATTLE.
there is a way to stop sounds with extensive applications, create the timer function within an IC chip, as far as I know it emits no sound, and whatever your project is will now be as compact as one space connecting to whatever your running.
there is a way to stop sounds with extensive applications, create the timer function within an IC chip, as far as I know it emits no sound, and whatever your project is will now be as compact as one space connecting to whatever your running.
I haven't actually gotten around to experimenting with the VLSI functionality yet. I'm really not doing anything with complex enough logic to make it worthwhile, and don't have the time to just start experimenting with it for fun. Pretty much all of my machine builds are stateless.
I haven't actually gotten around to experimenting with the VLSI functionality yet. I'm really not doing anything with complex enough logic to make it worthwhile, and don't have the time to just start experimenting with it for fun. Pretty much all of my machine builds are stateless.
I ended up messing around with it one day and I think earlier in this topic you'll find I posted a schematic of a working traffic light sequencer and detector chip, one chip, one set of lights (excluding crosswalks and turn lights). if you get bored, check it out and try build it, it's entertaining if you have flans mod installed too.
I ended up messing around with it one day and I think earlier in this topic you'll find I posted a schematic of a working traffic light sequencer and detector chip, one chip, one set of lights (excluding crosswalks and turn lights). if you get bored, check it out and try build it, it's entertaining if you have flans mod installed too.
I'll try to find time to take a look at it. I honestly have a hard time thinking of anything I actually do in Minecraft that would require VLSI. Not that I seem to find much time to play.
Perhaps I'll find an application for ProjectRed logic to control the Mekanism fusion reactor that I'm building the fuel plant for right now.
I just upgraded to 1.7.10-4.7.0pre11.94 and that seems to have some weird behavior with red alloy wires. Whenever a wire with length >1 receives a redstone signal it powers itself even if the input signal disappears. It can easily be reproduced with a wire of length 2 and a button.
I don't think that's intended, right?
Isolated wires behave the same. So I had to revert to vanilla redstone for some parts of my build.
I have TiC, Thaumcraft, TE, MFR, Mekanism, Botania, a couple of Reika's mods and some other mods installed, if that matters.
I just upgraded to 1.7.10-4.7.0pre11.94 and that seems to have some weird behavior with red alloy wires. Whenever a wire with length >1 receives a redstone signal it powers itself even if the input signal disappears. It can easily be reproduced with a wire of length 2 and a button.
I don't think that's intended, right?
Isolated wires behave the same. So I had to revert to vanilla redstone for some parts of my build.
I have TiC, Thaumcraft, TE, MFR, Mekanism, Botania, a couple of Reika's mods and some other mods installed, if that matters.
I'm having the same issue. Once I apply a redstone signal, the wire stays powered indefinitely. I have to manual break a piece and replace it before it reverts back to an un-powered state.
I reverted back to 1.7.10-4.7.0pre10.93 and it seems to be working as expected.
files.projectredwiki.com/maven
i'm just curious, what is the reasoning behind your versioning scheme. it's rather confusing. why is there a sub- sub-version with a prefix and a build number? it's redundant. i don't mean to be disrespectful, it's just honestly just confusing to me.
Any ETA on the next Fabrication update?
Im having a bug were when ever i place the segmant display gate it gltiches and its like the part where the display is under is overlapping with the display itself and its a bunch of glitchy mess thing so how do i fix?
Please- please!- disable sounds on the timer. It's constant clicking drives me mad, so I can't use it in any applications...!
is anybody, hav making it work with 1.8 version of minecraft ?
mcp 9.10
forge 11.14
So I'm having some real difficulty with getting the block breakers to connect to a piping system from the back. I'm trying to make a catapiller miner machine, and I've got all the frames and motors and such squared away, but I can't seem to get my routed interface pipes to connect to the back of the block breakers to extract the blocks they break and clear the breakers for the next cycle of the machine. Can anybody tell me what combination of pipes / chips I need to get the block breakers to connect to the piping network?
Edit: LOL, Nevermnd! I figured it out. What I needed was pressure tubes, not item pipes.
"Here it is standing ... atoms with consciousness... matter with curiosity." -Richard Feynman-
Its a config option.
No downloads for 4.7.0pre11 visible.
Does this refer to the B:"Logic Sounds" option? I have to agree, it would be nice sometimes to be able to selectively turn off timers, especially fast timers. Sometimes you want audible feedback of when some piece of logic fires, but other times, you go anywhere near something that's using a pulse train to fire a dropper or a dispenser, say, and all you can hear is RATTLERATTLERATTLERATTLERATTLERATTLE.
there is a way to stop sounds with extensive applications, create the timer function within an IC chip, as far as I know it emits no sound, and whatever your project is will now be as compact as one space connecting to whatever your running.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
I haven't actually gotten around to experimenting with the VLSI functionality yet. I'm really not doing anything with complex enough logic to make it worthwhile, and don't have the time to just start experimenting with it for fun. Pretty much all of my machine builds are stateless.
I ended up messing around with it one day and I think earlier in this topic you'll find I posted a schematic of a working traffic light sequencer and detector chip, one chip, one set of lights (excluding crosswalks and turn lights). if you get bored, check it out and try build it, it's entertaining if you have flans mod installed too.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
I'll try to find time to take a look at it. I honestly have a hard time thinking of anything I actually do in Minecraft that would require VLSI. Not that I seem to find much time to play.
Perhaps I'll find an application for ProjectRed logic to control the Mekanism fusion reactor that I'm building the fuel plant for right now.
I just upgraded to 1.7.10-4.7.0pre11.94 and that seems to have some weird behavior with red alloy wires. Whenever a wire with length >1 receives a redstone signal it powers itself even if the input signal disappears. It can easily be reproduced with a wire of length 2 and a button.
I don't think that's intended, right?
Isolated wires behave the same. So I had to revert to vanilla redstone for some parts of my build.
I have TiC, Thaumcraft, TE, MFR, Mekanism, Botania, a couple of Reika's mods and some other mods installed, if that matters.
I'm having the same issue. Once I apply a redstone signal, the wire stays powered indefinitely. I have to manual break a piece and replace it before it reverts back to an un-powered state.
I reverted back to 1.7.10-4.7.0pre10.93 and it seems to be working as expected.
hooking up 2 or more wires to a leaver and a light is not working properly signal will not turn off after switching it on tested it on all wire types.
Project Red-1.7.10-4.7.0pre11.94-Integration
Forge 10.13.4.1614
MC launcher 1.6.51
Edit:
As above reverting back to pre10.93 seem to fix the issue
will the thermopiles and flax be added soon? i think they're the last thing we need before this mod becomes a full redpower 2 recreation
The last update had a major wire issue. I've just pushed a mini-update that fixes this so you don't have to revert back to an older version.
I wouldn't worry too much, seems like nobody could get 4.7.0pre11 anyway. I certainly couldn't.