I hope you are planning on updating I stick to 1.6.6 for now mainly for your mod and Single Player Commands. Your logic gates make awesome structures possible!
1. They lessen the lag that logic gates have making everything much more sync and faster.
2 they allow for more compact solutions, you no longer need to split, spread your wires to fit some logic gate. Also, thay make your redstone constructions 1 tile hight (except for crossing lines;
3. Thenks to that your redstone constructions focuse on creating actual circuit that have purpose, in oposite to trying to fit proper gates and not to spread it too far from loaded chunks:)
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I'll try to do an update as soon as Minecraft Coder Pack and Buildcraft is up to date
The main purpose behind the mod(s) is to make both large and small circuit less spacetaking, and so far it appears to work well.
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To allow for even more complex building it would be nice to have Crossing piece
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I'll see if I can include a Signal Crosser in the next update
and if I my plan for how to create it is correct, I only need to create one for it to work either bidirectional and/or monodirectional (the gates already have the automatic functions for direction determinations built-in, it just need to be "extended").
Feel free to use these as replacement textures for the Lightbulb Mod, with some credit of course.
~Kuro (your dude for new sprites)
Looks good. I'll see if I can put those to use in the 1.7.2 update or something, I'm just not sure how well those works with the render model, but I see when I tests them.
EDIT: They don't work well enough with the render model for me to use them, so unless I create a new model I won't use them as textures. I still may use one of them as an item icon.
I'm not the first to create such a mod, and I'm likely not the last. I created this mostly for my own amusement and usage, so I'm just sharing it with you.
The mod changes how skin and cloak textures are loaded, as well as opens up for the usage of deadmau5's special render. What this mod does is to let you freely change your skin and cloak from either a custom URL or locally in a texture pack. By default the mod behave like Minecraft would without the mod, so you won't notice it's presence before you open the configuration file and do the necessary changes. The mod have a limited multiplayer compatiblilty. See the Readme.pdf for more information.
DAMN YOU! I shouted itnot the air with GREAT joy seeing that 1.7.2 in the beggining of the topic, and than I look inside ready to download only to see that my favourite ones are stil at 1.6.6, That was dissapointing :/
Don't take me wrong. I know you are waiting for buildcraft plus noone pays you for this, but thats what i felt when i saw 1.7.2 in the title :smile.gif:
I fully understand, but it is hard to do the update without the necessary components. The mods themselfs are ready, but they need to be tested with Buildcraft before they are released. Also you won't come far without the buildcraft files (I've tested) so you just have to be patient. Changed the version tag to [v1.7.2/v1.6.6] so it indicate that not all mods are up to date.
Power Armor
Diamond, based on the fact that the power armor is the "best" armor in Fallout 3/Fallout: New Vegas. Also because of the high consume of iron, combined with the need of redstone.
Recon Armor
Gold/Chainmail, as it gives more protection than leather, but it doesn't cover the entire body in iron.
The mod itself is in the "base stage" meaning it does nothing which isn't already a part of Minecraft
BuildCraft has been updated, can't wait for logic gates to be updated it saves so much space and makes my wiring look at-least a little bit neater haha!
Lets redstone signal cross each other "horizontally" and "vertically" without interfering with each other.
Have two options, Bi-directional and Mono-directional, toggled by right click
Bi-directional lets the signal flow in both direction (apparently, not technically)
Mono-directional works as a double diode, where the first connection determines the output direction
Lightbulb
Now uses a separate terrain file like Logical Gates and Misc Digital Functions, thus requiring SpaceToad's Buildcraft. Also changed the default block IDs.
What obout adding a extender/repeater that will just extend the redstone reach. Problem is that I dont know how to make it so it wont get activated by own output which is a case with any redstone repeaters configuration i could think of. I have no idea how to code it or how to build nice diode repeater either. Will think more about that...
Try the new Signal Cross set with the Bi-directional option. I think it makes this possible, but can't say for sure, as I haven't tested it for this purpose. EDIT: I have now created a 50m long "wire" strip using the Signal Cross, which lets me send signal from both ends to the other, so if it this you are looking for, then I have the soultion.
It would use java funcion to create random nubmer and allow us to use it in game. To allow controlling such a block it would have one input and 3 outputs. Basicly every time it gets signal on inputs the outputs are changing randomly (3 different outputs) efectively generating a 3 bit random number. You can use more RndNGs to create more bits. I dont like idea of having 3 bits:/ but we need one input and wasting one bit to make it, well... more even is stupid. Anyway simple to code and awesome to use! If you will make it I will build a Tetris game in minecraft, and make movie about it's circuit showing your mod ^^.
I can take a look at it, but can't make any promise as I have low experience with Random Generators. But I definitely got the frame for it (at least after this update due to the Signal Cross)
Epic. The lightbulb (or something similar) is something that REALLY needs to be put into Minecraft! I hope 1.8 will have lanterns which will be switchable via redstone. The logic functions are very helpful, too.
I'm getting a collision with Kaevator's Super Slopes I can live without Super Slopes but would prefer not to. The problem is being caused by block ID 200 colliding with one of the blocks in Super Slopes.
Here's the actual error:
Caused by: java.lang.IllegalArgumentException: Slot 200 is already occupied by MoareAI.Class.BlockLogicalGates@12fdb61d when adding BlockIntCorners_Kaevator@4ebf33a8
at uu.<init>(SourceFile:244)
at uu.<init>(SourceFile:265)
at BlockIntCorners_Kaevator.<init>(BlockIntCorners_Kaevator.java:12)
at mod_Kaevator_IntCorners.<clinit>(mod_Kaevator_IntCorners.java:696)
I'm getting a collision with Kaevator's Super Slopes I can live without Super Slopes but would prefer not to. The problem is being caused by block ID 200 colliding with one of the blocks in Super Slopes.
Here's the actual error:
Caused by: java.lang.IllegalArgumentException: Slot 200 is already occupied by MoareAI.Class.BlockLogicalGates@12fdb61d when adding BlockIntCorners_Kaevator@4ebf33a8
at uu.<init>(SourceFile:244)
at uu.<init>(SourceFile:265)
at BlockIntCorners_Kaevator.<init>(BlockIntCorners_Kaevator.java:12)
at mod_Kaevator_IntCorners.<clinit>(mod_Kaevator_IntCorners.java:696)
Do one of the following steps to changed the following Block IDs
Change the IDs for my Mods, which uses by default block ID 200-203
Find the following files, depending on which mod you use
Renamed from “Misc Digital Functions” to “Digital Functions”. It was called "Misc" mostly because it had to be loaded after Logical Gates, which is not the case anymore
Made independent of MoareAI's Logical Gates. You no longer need both mods to use Digital Functions, but some recipes still need Logical Gates to work, more specifically you can't get Half Adder (through normal means) without both mods.
Added Random Generator. It have three outputs which will change their state randomly when the function is activated. Activation is either with a pulse on the input or by right clicking it.
Fixed the crashing Pulse Clock bug.
EDIT: Screenshots for Logical Gates and Digital Functions are added to the main post. These screenshot features basic functionality of some of the gates/functions
UPDATE Minecraft Beta 1.7.3
These mods are confirmed to work without further update:
I'm not sure if ModLoaderMP, which is required for Buildcraft, works yet, as I've just done the test with nothing but the absolute necessary files (not the entire Buildcraft mod(s)).
hi ive gotta problem. ive installed modloader plus the other thingy, but when i run the game nothing happens. No black screen, no crash nothing. I cant craft anything, and it seems as if the mods not there.
2 questions:
does this mod go in the mods folder, and
does the other thingy go in the mods folder?
hi ive gotta problem. ive installed modloader plus the other thingy, but when i run the game nothing happens. No black screen, no crash nothing. I cant craft anything, and it seems as if the mods not there.
2 questions:
does this mod go in the mods folder, and
does the other thingy go in the mods folder?
ModLoader and ModLoaderMp need to be unzipped and placed in %appdata/bin/minecraft.jar (remove META-INF folder)
If you are installing Extended Player Texture it also need to be placed there
All other mods of mine and Buildcraft may be placed in %appdata/mods/ as zipped files
ModLoader and ModLoaderMp need to be unzipped and placed in %appdata/bin/minecraft.jar (remove META-INF folder)
If you are installing Extended Player Texture it also need to be placed there
All other mods of mine and Buildcraft may be placed in %appdata/mods/ as zipped files
OK ive fixed that, but now the jk flip flop doesnt work. i power it from any of the three sides but it just doesnt turn on. I doesnt even conduct!
er accutally, does it only work when all three sides are powered, cuz thats no good...
The JK Flip Flop works as intended which is:
Input J (left) = normal signal
Input C (back) = pulse clock/update signal, triggers on a rising edge
Input K (right) = normal signal
When only C is activated, the state of the output stays the way it is
When C and J is activated, the state of the output is forced on
When C and K is activated, the state of the output is forced off
When C, J and K is activated, the state of the output toggles between on and off for every new pulse on C.
Thnx for that, but NOW the problem is that items dont drop anything. The nly mods i have are modloader, modloadermp ( because buildcraft needs it, buildcraft, and this mod. I started this from a new .minecraft folder, and when i remove mods, the blocks drop items. just not when i have this.
Screenshoots of my latest project. Just imagine doit that without this mod :/.
Gates and devices used:
Diodes, And gate, Or gate, Pulsar, Not Gate,Redstone repeaters (it was glitching without an delay), Signal Crosser, Pistons.
Idea is: each time this devide gets sigal it it will choose next output and pass it there.
This is single layer. It will consist of 26 layers like this and it is supposed to simulate connections between enigmas rotors. I know that istead of pistons i could've used simple and gate but 1 and gate does not work vertically 2 Pistons will create nice sound effect that will fit general theme of electro-mechanical device instead of purely electric one.
[images]
Looks great so far, I look forward to see the finished product. Those Lapis Lazuli blocks makes it pretty easy to see the state of the pistons
I'll try to do an update as soon as Minecraft Coder Pack and Buildcraft is up to date
The main purpose behind the mod(s) is to make both large and small circuit less spacetaking, and so far it appears to work well.
I'll see if I can include a Signal Crosser in the next update
Looks good. I'll see if I can put those to use in the 1.7.2 update or something, I'm just not sure how well those works with the render model, but I see when I tests them.
EDIT: They don't work well enough with the render model for me to use them, so unless I create a new model I won't use them as textures. I still may use one of them as an item icon.
The other mods will be updated once Buildcraft is up to date, as they depends on it
NEW MOD: Extended Player Texture
I'm not the first to create such a mod, and I'm likely not the last. I created this mostly for my own amusement and usage, so I'm just sharing it with you.
The mod changes how skin and cloak textures are loaded, as well as opens up for the usage of deadmau5's special render. What this mod does is to let you freely change your skin and cloak from either a custom URL or locally in a texture pack. By default the mod behave like Minecraft would without the mod, so you won't notice it's presence before you open the configuration file and do the necessary changes. The mod have a limited multiplayer compatiblilty. See the Readme.pdf for more information.
I fully understand, but it is hard to do the update without the necessary components. The mods themselfs are ready, but they need to be tested with Buildcraft before they are released. Also you won't come far without the buildcraft files (I've tested) so you just have to be patient. Changed the version tag to [v1.7.2/v1.6.6] so it indicate that not all mods are up to date.
See Readme.pdf or post below
When that gets updated I'll download. Spectacular mod
Logical Gate
Added Signal Cross:
Lightbulb
Now uses a separate terrain file like Logical Gates and Misc Digital Functions, thus requiring SpaceToad's Buildcraft. Also changed the default block IDs.
Try the new Signal Cross set with the Bi-directional option. I think it makes this possible, but can't say for sure, as I haven't tested it for this purpose. EDIT: I have now created a 50m long "wire" strip using the Signal Cross, which lets me send signal from both ends to the other, so if it this you are looking for, then I have the soultion.
I can take a look at it, but can't make any promise as I have low experience with Random Generators. But I definitely got the frame for it (at least after this update due to the Signal Cross)
Here's the actual error:
Do one of the following steps to changed the following Block IDs
EDIT: Screenshots for Logical Gates and Digital Functions are added to the main post. These screenshot features basic functionality of some of the gates/functions
UPDATE Minecraft Beta 1.7.3
These mods are confirmed to work without further update:
I'm not sure about Extended Player Texture as it changes some of the original Minecraft file, so I'm giving it an update anyway.Extended Player Texture is updated for Beta 1.7.3
I'm not sure if ModLoaderMP, which is required for Buildcraft, works yet, as I've just done the test with nothing but the absolute necessary files (not the entire Buildcraft mod(s)).
I had forgotten this problem, mostly because it was ineffective to fix it when I first found it, but now it didn't take me long do it, so here it is:
UPDATE: Logical Gates and Digital Functions
Screenshot of the fix
Connection fix by MoareAI, on Flickr
Nice piece of circuitry
2 questions:
does this mod go in the mods folder, and
does the other thingy go in the mods folder?
ModLoader and ModLoaderMp need to be unzipped and placed in %appdata/bin/minecraft.jar (remove META-INF folder)
If you are installing Extended Player Texture it also need to be placed there
All other mods of mine and Buildcraft may be placed in %appdata/mods/ as zipped files
OK ive fixed that, but now the jk flip flop doesnt work. i power it from any of the three sides but it just doesnt turn on. I doesnt even conduct!
er accutally, does it only work when all three sides are powered, cuz thats no good...
The JK Flip Flop works as intended which is:
Input J (left) = normal signal
Input C (back) = pulse clock/update signal, triggers on a rising edge
Input K (right) = normal signal
When only C is activated, the state of the output stays the way it is
When C and J is activated, the state of the output is forced on
When C and K is activated, the state of the output is forced off
When C, J and K is activated, the state of the output toggles between on and off for every new pulse on C.
Looks great so far, I look forward to see the finished product. Those Lapis Lazuli blocks makes it pretty easy to see the state of the pistons
Edit: Okay. Thanks for letting me know.