Can I use this mod in a public modpack on the FTB launcher?
You can use it in any modpack. Credit is not required but is appreciated. Feel free to post a link to your modpack in this thread if you include mcicraft.
The Teleporter is designed to teleport a Item/Mob/Player to a specific coordinate (It can be anywhere in any dimension. It will always teleport 1 block above the supplied coordinates). The MCI Locations can now hold the dimension ID of which dimension you were in when you used it.
The teleporter requires 10,000RF to initiate a portal with a 2,000RF drain per second (100RF/t). It will only turn on if its supplied a redstone signal.
As it currently stands each teleporter can only teleport you to a single destination.
P.S Its green because Uranium Ingot's are used in its construction.
You can use it in any modpack. Credit is not required but is appreciated. Feel free to post a link to your mod pack in this thread if you include MCI Craft.
Greetings Stucuk!! Before I start rambling, I'd like to first offer my sincerest thanks for your time and effort in developing such a remarkable mod in which I use on a daily basis!! (: .. I truly admire your work and I can't wait to see what more additions you shall make in the future!! (: ... As a cosmetic builder and mapmaker, the aspect of this mod I truly utilize the most is the redstone portion. If I may, I would like to offer you some of my ideas/suggestions I have gathered up over time regarding redstone. Most/all of these ideas I have not seen in any other mod I have used. (And I use TONS of mods lol)... I would truly, absolutely LOVE to see and utilize some of these features in my current world in 1.7.10 in the near future! (:
1. Redstone Glasses
This is a new apparel in which you equip in the headset slot. While wearing these glasses, all blocks which pertains a redstone signal in it will be highlighted/occupied with a "holographic" block which can be seen though other blocks... USES: =People learning redstone.
=The MANY cases I go to do some wiring on the other side of the wall with a lever, aaand I forget which exact block I put my lever at. -.-....
=Troubleshooting a complex redstone circuit
Redstone Glasses Plus Version
More expensive to craft... Same features as the regular ones, but the transparency of the hologram blocks very in accordance to their analogue signal.
2. "Show Area" Button for the MCI Locator
This would be a VERY nice feature to have, especially if you are using many of them... It will display the area in effect of the MCI Locator in transparent, no-collision, holographic blocks. It's a nice visualization for looking at your projects from afar and making decisions/changes. (:
This block is an ABSOLUTELY MUST HAVE for me cosmetic builders alike! I seriously need this in my life and so does 98% of my builds! D; .... Think of it like this... Imagine having the Wireless Redstone Transmitter/Receiver, but without those two blocks!.. Here's how it works: ....you craft and place this block anywhere in the world.. Right-clicking on it opens up a GUI which asks for two coordinates via MCI Locator: [Transmitter] and [Receiver].. If the Transmitter coordinates receives a redstone signal, there will be a "magical" redstone signal on the coordinates of the Receiver. I hope I explained this well enough! D: ... USES: When there is literally no room to occupy 4 blocks of space to transmit a wireless signal.. For example.. Light switches on interior walls. This will provide wireless redstone with no space occupied AT ALL (exception to the block itself, that'll be placed underground for example)...
Creative Only Block Feature
Instead of working on singular blocks, the Creative Mode version of this block works in areas.
4. New Type of Junction: 4-Way (X) Junction
I find myself needing this in compacting my circuits! D:
5. Analogue/Non-Repeated Mode for Junction
For functionality and making ways to weaken signals more compact >.<
6. New Type of Cross-Over: Adjacent (L) Cross-Over
I find myself needing this a lot as well ):
7. Ability to cycle through sounds in Sound Emitter
Like how you can cycle through given particles in the Particle Emitter. This will be very convenient as a map-maker as I don't have to look up all the sounds anymore on the internet and keep on minimizing my game (:
8. Scroll-List for Particles (& Sounds) in the Emitter
It'll be VERY convenient to have this feature. As a map-maker, I use MANY emitters and it's a HUGE pain to spam-click all the time D:
9. Redstone Weakener
Speaking of weakening signals a bit earlier, it'll be AMAZING if a logicgate/block exists that'll allow me to weaken a redstone signal (e.g. 15=>3 or 7=>4) all in the space of one block!!!!! ... This is EXTREMELY useful when using a comparator, too!
10. Redstone Strengthener
Completely the opposite to what a weakener does. A biiit more expensive to craft, too.
11. Redstone Signal Adjustment
A bit more expensive to craft than the Redstone Strengthener.. This will transform ANY redstone signal into ANY redstone signal. This is the fundamental tool to use in Creative Mode when I'm too lazy to figure out the strength of the redstone signal going in xD
12. Motion Sensor: Player/Mob/Entity Only Options
Perfect for traps & defending your base.
+ Option: Black/white list for a specific player/mob/entity
13. Motion Sensor: Motion Mode
In this mode, the Motion Sensor will ONLY emit a redstone signal if it detects movement within the area. If there's someone in the area who is not moving whatsoever, there won't be a redstone signal.
+ Option to include angle movement (looking around)
+ Option to include sneaking
+ Option to include sprinting
+ Option to include climbing
+ Option to include jumping/falling
+ Option to make the signal analogue based on the speed of whatever in the area
After looking at this, I now think that this should be a totally different block lol o:
14. Motion Sensor: Analogue Mode
In this mode, the motion sensor will emit a redstone signal strength based on the number of entities/players/mobs inside the area... For example: 8 cows will cause the motion sensor to emit a redstone signal of 8
15. Analogue Requirement Gate
Since a lot of my suggestions are analogue-related, I feel it is very needed to include this gate to better make use out of it. This gate has 1 output and 1 input.. The output will emit a redstone strength of 15 ONLY IF a redstone signal of a SPECIFIC strength (set by GUI) goes in the input.
16. Movable Controller On/Off Mode
As of now, your movable controller works as toggle only... Which means, it only works properly with a button and not too much with a lever. Could there be an option please? ): ...
17. Analogue Mode for Digit Display
I still get some trouble when trying to operate the Digit Display. May there please an option or separate block to use these easier? It'll operate as such:
Mode 1:When redstone=0, display will = 0.. When redstone=10, display will be off
Mode 2: When redstone =0, display will be off.. When redstone=10, display will =0
Whereas, in both modes, the corresponding digit will be displayed by it's input
18. Marker Tool (of each dye)
A tool that'll allow you to place and destroy "Marker blocks"... Which are hologram blocks which is visible through walls, even when a block is placed inside it. All entities can pass through it, too.
Same as a Marker Tool, with a couple of key differences: Less transparency, not visible though blocks (without glasses), can't walk though them (without planning shoes), blocks will automatically be placed inside them and the "Planner blocks" will automatically be destroyed. Maybe in the future, this will lead you to create a survival-type-mode machine which will autofill blocks to corresponding colors (e.g. Birch planks = pink, Stone= red) (:
20. Please update documentation on website
I have totally no idea how to use the indicator light or the R64 LED Monitor or the Wireless buttons ):
I thank you so much for taking your time in reading my ideas. I especially sincerely thank you for considering them as well! (: ... I love your work and I truly hope you like my ideas! Please let me know of any questions or concerns you may have! (:
This is a new apparel in which you equip in the headset slot. While wearing these glasses, all blocks which pertains a redstone signal in it will be highlighted/occupied with a "holographic" block which can be seen though other blocks... USES: =People learning redstone.
=The MANY cases I go to do some wiring on the other side of the wall with a lever, aaand I forget which exact block I put my lever at. -.-....
=Troubleshooting a complex redstone circuit
Redstone Glasses Plus Version
More expensive to craft... Same features as the regular ones, but the transparency of the hologram blocks very in accordance to their analogue signal.
Currently i haven't tried to make anything like that, so i am not sure how easy it would be. I will need to look into it.
This would be a VERY nice feature to have, especially if you are using many of them... It will display the area in effect of the MCI Locator in transparent, no-collision, holographic blocks. It's a nice visualization for looking at your projects from afar and making decisions/changes. (:
When holding one i guess you could have the block thats its linked to highlighted in some way (Though again i'm not sure currently how to achieve that).
This block is an ABSOLUTELY MUST HAVE for me cosmetic builders alike! I seriously need this in my life and so does 98% of my builds! D; .... Think of it like this... Imagine having the Wireless Redstone Transmitter/Receiver, but without those two blocks!.. Here's how it works: ....you craft and place this block anywhere in the world.. Right-clicking on it opens up a GUI which asks for two coordinates via MCI Locator: [Transmitter] and [Receiver].. If the Transmitter coordinates receives a redstone signal, there will be a "magical" redstone signal on the coordinates of the Receiver. I hope I explained this well enough! D: ... USES: When there is literally no room to occupy 4 blocks of space to transmit a wireless signal.. For example.. Light switches on interior walls. This will provide wireless redstone with no space occupied AT ALL (exception to the block itself, that'll be placed underground for example)...
Creative Only Block Feature
Instead of working on singular blocks, the Creative Mode version of this block works in areas.
To my knowledge you would always need a block at the location you want to have a redstone signal. Blocks that can accept a signal check the blocks around them to see if they have one or are providing a direct signal. An invisible receiver would be possible(It would basically be like a Block of Redstone when it received a signal).
7. Ability to cycle through sounds in Sound Emitter
Like how you can cycle through given particles in the Particle Emitter. This will be very convenient as a map-maker as I don't have to look up all the sounds anymore on the internet and keep on minimizing my game (:
8. Scroll-List for Particles (& Sounds) in the Emitter
It'll be VERY convenient to have this feature. As a map-maker, I use MANY emitters and it's a HUGE pain to spam-click all the time D:
I have been working on a ListBox for the GUI (Minecraft's own don't offer enough control) which the Particle Spawner could make use of. The Sound Emitter iirc was done like it was because getting a list of sounds was problematic. One problem with Forge is that it uses alot of "Private" bits which can not be accessed by mods code, so certain things can be hard to get.
Speaking of weakening signals a bit earlier, it'll be AMAZING if a logicgate/block exists that'll allow me to weaken a redstone signal (e.g. 15=>3 or 7=>4) all in the space of one block!!!!! ... This is EXTREMELY useful when using a comparator, too!
10. Redstone Strengthener
Completely the opposite to what a weakener does. A biiit more expensive to craft, too.
11. Redstone Signal Adjustment
A bit more expensive to craft than the Redstone Strengthener.. This will transform ANY redstone signal into ANY redstone signal. This is the fundamental tool to use in Creative Mode when I'm too lazy to figure out the strength of the redstone signal going in xD
All 3 could be done in one block (Which would make life simpler for both me and people using the mod).
+ Option: Black/white list for a specific player/mob/entity
13. Motion Sensor: Motion Mode
In this mode, the Motion Sensor will ONLY emit a redstone signal if it detects movement within the area. If there's someone in the area who is not moving whatsoever, there won't be a redstone signal.
+ Option to include angle movement (looking around)
+ Option to include sneaking
+ Option to include sprinting
+ Option to include climbing
+ Option to include jumping/falling
+ Option to make the signal analogue based on the speed of whatever in the area
After looking at this, I now think that this should be a totally different block lol o:
14. Motion Sensor: Analogue Mode
In this mode, the motion sensor will emit a redstone signal strength based on the number of entities/players/mobs inside the area... For example: 8 cows will cause the motion sensor to emit a redstone signal of 8
I am not sure if it would be possible to get a list of all mobs or if it would only be possible to filter via hostile/friendly.
I am not sure how useful having a motion sensor thats only emiting a signal when there is actual motion would be.
I can understand getting the amount of entities which are within an area but wouldn't it be better to output a R64 signal? R64 would handle any number.
Since a lot of my suggestions are analogue-related, I feel it is very needed to include this gate to better make use out of it. This gate has 1 output and 1 input.. The output will emit a redstone strength of 15 ONLY IF a redstone signal of a SPECIFIC strength (set by GUI) goes in the input.
Sounds similar to 11 and could be integrated into the same block.
As of now, your movable controller works as toggle only... Which means, it only works properly with a button and not too much with a lever. Could there be an option please? ): ...
As its currently designed its not possible. Currently the way it works is that once its moved the blocks it changes the selected area to where the blocks now are and it inverts the direction. So it never has any concept of Open/Closed.
You can use a Redstone Input Switcher to create a toggle system similar to (Which just uses vanilla blocks since the Input Switcher didn't exist at the time). The concept is that you also move a Redstone Block which powers one of two Redstone Inputs which send a signal to each side of the Input Switcher. Your lever would control the bottom input which decides which side's input should be used.
I still get some trouble when trying to operate the Digit Display. May there please an option or separate block to use these easier? It'll operate as such:
Mode 1:When redstone=0, display will = 0.. When redstone=10, display will be off
Mode 2: When redstone =0, display will be off.. When redstone=10, display will =0
Whereas, in both modes, the corresponding digit will be displayed by it's input
It would be possible to make a block which converts a Redstone Signal's strength into a R64 Number (As well as one that does the opposite, though the Wireless R64 blocks can do the conversion currently iirc).
A tool that'll allow you to place and destroy "Marker blocks"... Which are hologram blocks which is visible through walls, even when a block is placed inside it. All entities can pass through it, too.
Same as a Marker Tool, with a couple of key differences: Less transparency, not visible though blocks (without glasses), can't walk though them (without planning shoes), blocks will automatically be placed inside them and the "Planner blocks" will automatically be destroyed. Maybe in the future, this will lead you to create a survival-type-mode machine which will autofill blocks to corresponding colors (e.g. Birch planks = pink, Stone= red) (:
Not sure if it would be possible to see blocks through other blocks without using some kind of glasses/etc. With the standard rendering method you can't control at which stage your blocks rendered, so it will be rendered in the order Minecraft wants. Like i said before i haven't tried to do anything similar so i am not sure.
I don't get the use of auto filling them at runtime.
I have totally no idea how to use the indicator light or the R64 LED Monitor or the Wireless buttons ):
I have dropped the ball on that one. With previous versions i did the website before releasing the update (Generally 2-3 days before the release) but with the last update i was distracted with other projects which meant that i didn't have time to do it before the new version was released. And i have kept saying "I will do it later" ever since.... I will try and get it done soon.
The Indicator Light accepts a Wireless Signal from the Wireless Redstone 64 which turns it on/off. If you right click on the Indicator Light it will change colour. By default the Indicator Lights are on until they are sent a signal (So you can change the colour more easily).
R64 LED Monitors can be set by either right clicking on them with a Hammer (MCI Craft one) or by using a R64 Frame Buffer. The R64 LED Monitors can be used as a button and you can set its target by using a hammer on it. You can also set the colour mode (Coloured, Coloured + Transparent, Grayscale, Grayscale + Transparent).
Wireless Buttons/Levers can be set by using a Hammer(MCI Craft) on them. They can send a signal to any block which accepts wireless signals (Indicator Light, Wireless Redstone 64, PHW Reactor and the Teleporter block). If you send a signal to a Wireless Redstone 64 block you will need to make sure its set to Output mode or it will ignore any incoming signal sent to it.
Thank you SOOOOO much for a speedy reply!!! I greatly appreciate it!!
Currently i haven't tried to make anything like that, so i am not sure how easy it would be. I will need to look into it.
Much appreciated! (: ... It's okay if it's rather impossible to implement, please don't feel discouraged.
When holding one i guess you could have the block thats its linked to highlighted in some way (Though again i'm not sure currently how to achieve that).
That sounds good
To my knowledge you would always need a block at the location you want to have a redstone signal. Blocks that can accept a signal check the blocks around them to see if they have one or are providing a direct signal. An invisible receiver would be possible(It would basically be like a Block of Redstone when it received a signal).
I'm not entirely sure what you mean by that. Are you speaking of coding limitations or upon this feature alone? Because I think youu miiight have misunderstood me a tad bit.. The slight problem I have with the functioning regarding the Block of Redstone is that the only signal I desire is the one inside the Block of Redstone alone.. Not any other ones. Please let me know if you have further confusion so I can create some photos in Photoshop to give you a visualization
Wouldn't that be a Redstone Crossover? or do you mean top to right, bottom to left?
I have attached an image in explanation. (: (Apologies, I don't know how to properly show an image on here!) >.<
You mean an L junction which is a mirror image(So top and left instead of top and right)?
I have attached an image in explanation. (:
I have been working on a ListBox for the GUI (Minecraft's own don't offer enough control) which the Particle Spawner could make use of. The Sound Emitter iirc was done like it was because getting a list of sounds was problematic. One problem with Forge is that it uses alot of "Private" bits which can not be accessed by mods code, so certain things can be hard to get.
Ahh, okay, I understand! Thank you for explaining!
All 3 could be done in one block (Which would make life simpler for both me and people using the mod).
Are you referring to the Red stone Signal Adjustment idea? Or... which block exactly?
I am not sure if it would be possible to get a list of all mobs or if it would only be possible to filter via hostile/friendly.
That's okay, it was just some small suggestion.. Not really important tbh xD... The only feature I care about mostly is the ability to differentiate between players/mobs/ and entities. Hmm... What's your proposal of black/white listing specific players though?
I am not sure how useful having a motion sensor thats only emiting a signal when there is actual motion would be.
Map/game making! ... Especially horror maps e.g. where fast movement increases the probability of a bad event, or where a player must stand completely still when a monster passes by. Oh, and PVP bases, as an alert signal for enemies. Again, I think this should be a different block on its own, and less expensive to craft than the current motion sensor.
I can understand getting the amount of entities which are within an area but wouldn't it be better to output a R64 signal? R64 would handle any number.
To be honest, I still get quite confused when trying to utilize R64 signals. Perhaps there should be two different versions? The "Basic Version" uses analogue but is limited with 15, and the "advanced version" uses R64 but pertains no limitations.. I feel like this would be the more friendly solution.
Sounds similar to 11 and could be integrated into the same block.
Hmmm... How so? As opposed to number 11 which changes the strength of any redstone signal, this block functions more of as a gate (IF gate?)... Where as, a special prereq. signal strength must be met in order to output a signal... So, basically, this block will make comparators more effective and compact (because the "addition/subtraction" inputs will be rendered useless)... For example.. If the comparator outputs a signal strength of 8,9, or 11 to this Gate [Set at 10] There will not be an output signal. Only when a signal strength of 10 will satisfy this gate to output a signal. Therefore, due to the different functionality, I believe that these two blocks shall be two blocks.
s its currently designed its not possible. Currently the way it works is that once its moved the blocks it changes the selected area to where the blocks now are and it inverts the direction. So it never has any concept of Open/Closed.
You can use a Redstone Input Switcher to create a toggle system similar to (Which just uses vanilla blocks since the Input Switcher didn't exist at the time). The concept is that you also move a Redstone Block which powers one of two Redstone Inputs which send a signal to each side of the Input Switcher. Your lever would control the bottom input which decides which side's input should be used.
This makes sense, thank you! I understand now!
It would be possible to make a block which converts a Redstone Signal's strength into a R64 Number (As well as one that does the opposite, though the Wireless R64 blocks can do the conversion currently iirc).
I suppose so. However, I cannot provide a response for this atm as I'm kindaa a noob when it comes to R64 signals D: .. My apologies.
Not sure if it would be possible to see blocks through other blocks without using some kind of glasses/etc. With the standard rendering method you can't control at which stage your blocks rendered, so it will be rendered in the order Minecraft wants. Like i said before i haven't tried to do anything similar so i am not sure.
Thank you for your explanation of the coding stuff behind Minecraft! ... I apologize for my ignorance of such topics. I've always wanted to learn java and begin modding on my own. Unfortunately, I am not so sure how. I am planning on taking a course over it in college. However, due to my ambitious plans to major in Engineering and minor in Physics, I'm not sure if it's possible in the near future! D: ... Just out of curiosity, how did you learn to code and mod? ... Do you have any suggestions or recommendations you would like to share? Any information you may provide to me will be much appreciated very!
I don't get the use of auto filling them at runtime.
Yeah... don't worry about it... I was just brainstorming some randomness xD... It's okay.
I have dropped the ball on that one. With previous versions i did the website before releasing the update (Generally 2-3 days before the release) but with the last update i was distracted with other projects which meant that i didn't have time to do it before the new version was released. And i have kept saying "I will do it later" ever since.... I will try and get it done soon.
Just out of curiosity. Would you please mind sharing me your current "to-do list"?? ... I am very curious and interested to see what you are currently working on and all the projects you have in store for us! ... Perhaps I should rather be PM-ing you all this, but also, I wish to offer you some thoughts and ideas with what you have (: ... I would gladly offer you some assistance to your website sometime!
The X junction sounds just like a single bit of redstone?
Are you referring to the Red stone Signal Adjustment idea? Or... which block exactly?
They could all be put into a single block where you right click to open a GUI to set the mode and any options. Since they are all "modes" with a single input/output a single block could be used.
To be honest, I still get quite confused when trying to utilize R64 signals. Perhaps there should be two different versions? The "Basic Version" uses analogue but is limited with 15, and the "advanced version" uses R64 but pertains no limitations.. I feel like this would be the more friendly solution.
R64 is a thing added by MCI Craft that you could call a digital version of Redstone. It stores a number between -231 and 231-1 (Aka a large range) which doesn't decrease with distance(You don't need repeaters). You can use the R64 Compare blocks to activate standard redstone signals when a value is between a range (There is various options).
An example usage is that you can use the R64 Time block to get the time(in-game time), then send the R64 number through maths blocks to get both the Minutes and Seconds. You can use a R64 Block Info to extract information like how much fluid is in a Liquid Storage block and if its above a certain value you can turn on a Redstone Lamp by using a R64 Compare block. Etc.
I'm not entirely sure what you mean by that. Are you speaking of coding limitations or upon this feature alone? Because I think youu miiight have misunderstood me a tad bit.. The slight problem I have with the functioning regarding the Block of Redstone is that the only signal I desire is the one inside[/i] the Block of Redstone alone.. Not any other ones. Please let me know if you have further confusion so I can create some photos in Photoshop to give you a visualization
Lets imagine your a Redstone Lamp. When a block is placed next to you, is removed, or has its redstone state changed you get a notification. You then check the surrounding blocks to see if they are providing a redstone signal(Or a redstone signal is being sent to them). If there is someone providing you one you turn on, otherwise off.
So like i said you need to have some block beside what you want to power, otherwise its never going to get the redstone signal based on how redstone works.
Thank you for your explanation of the coding stuff behind Minecraft! ... I apologize for my ignorance of such topics. I've always wanted to learn java and begin modding on my own. Unfortunately, I am not so sure how. I am planning on taking a course over it in college. However, due to my ambitious plans to major in Engineering and minor in Physics, I'm not sure if it's possible in the near future! D: ... Just out of curiosity, how did you learn to code and mod? ... Do you have any suggestions or recommendations you would like to share? Any information you may provide to me will be much appreciated very!
I have been programming for a long time. Though only with java since starting this mod. I am not sure what tutorials i used originally, i just goggled it. I would however recommend written tutorials over video ones since people seem to make 5 year videos explaining the most simple things which could be done in a 10 min video.
Just out of curiosity. Would you please mind sharing me your current "to-do list"?? ... I am very curious and interested to see what you are currently working on and all the projects you have in store for us! ... Perhaps I should rather be PM-ing you all this, but also, I wish to offer you some thoughts and ideas with what you have (:
I don't generally have a large to-do list, i generally make it up as i go along. A multi-block PHW reactor is one thing i am working on (Though it technically would not have any limits to size). It would be kinda like the IC2 Reactors (Where you placed components into a GUI to make the reactor design) except it would be in 3D and would only comprise of about 4 block types(Reactor Block, Reactor Rod Block, Generator Block and Cooling Block).
The X junction sounds just like a single bit of redstone?
Sortaa... However, when running a line of redstone wire, redstone does not power blocks adjacent to it. Meanwhile, your junctions can! Please refer to the pictures I have attached.
They could all be put into a single block where you right click to open a GUI to set the mode and any options. Since they are all "modes" with a single input/output a single block could be used.
Hmmm. I suppose so. The multiple blocks I have suggested earlier were for sakes of balancing. But I now see how complicated it is for the user and yourself. If it's gonna be just a single block, there would be no need for modes or options. Just a GUI which asks for the desired signal strength output.
R64 is a thing added by MCI Craft that you could call a digital version of Redstone. It stores a number between -231 and 231-1 (Aka a large range) which doesn't decrease with distance(You don't need repeaters). You can use the R64 Compare blocks to activate standard redstone signals when a value is between a range (There is various options).
There should be a tutorial of some sort which explains its use. :/ .... But I think I got the hang of it now. I just need to experiment. Thank you for explaining! (:
Lets imagine your a Redstone Lamp. When a block is placed next to you, is removed, or has its redstone state changed you get a notification. You then check the surrounding blocks to see if they are providing a redstone signal(Or a redstone signal is being sent to them). If there is someone providing you one you turn on, otherwise off.
OMG! After experimenting with the wireless button/lever (I didn't know how it functioned before).. I realized that, this is EXACTLY what I need!!! I absolutely had no idea! Thank you so much! I definitely want to see this functionality to be taken some steps forward (and thus, refer to my initial suggestion):
Now that I understand how the logic behind redstone signals works. (Thank you for explaining to me btw)... I would like to see an addition of your initial proposal: the ability to make the wireless receiver invisible. I'm not sure if it should function as a redstone block if it's powered, though. This would most likely create unwanted redstone signals and cause interference. I'd recommend the following two options:
1. Make it as a separate mode to the current wireless receiver/transmitter in the GUI
Pros: Saves time from creating a totally new block
Cons: Unable to send/transmit a signal from the top/bottom of the block, lead to requests of the ability to individually enable/disable different sides (as in Project:Red), and this will lead to adding this functionality across the whole mod
2. Make it as it's own separate full-sized block
Pros: Ability to send/transmit signals coming from the top/bottom of the block (+functionality)
Cons: 2 new blocks... Leads to requests of Project:Red-like inputs/outputs.
Furthermore, as well as being invisible, is it possible for it to have its collision and physics disabled as well? I would REALLY love it if players and mobs could pass through this block. Also, the receiver/transmitter would not be broken if a block underneath is broken. Therefore, it could stay in mid-air.
I attached a picture of an example of something I would like to power on/off.
---On the other hand, I would really like to see the transmission side be taken a couple of steps further as well ... As of right now, there are only two mediums of wireless input: the button and the lever... I WAS gonna suggest adding some other inputs like pressure plates and etc... However, I began to think about all the other mods and such.. And I wonder, can this wireless functionality be added to everything else too with a tool or something? Since this is the transmitter side, it's different from the receiver side as because the receiver side needs a block update, correct? But I guess for simplicity sake, I think that there should be an invisible transmitter added as well with the same functionality as it's receiver.
Thanks for the coding advice btw! ... I can't wait to use that reactor too! Great job! Keep up the fantastic work!
Sortaa... However, when running a line of redstone wire, redstone does not power blocks adjacent to it. Meanwhile, your junctions can! Please refer to the pictures I have attached.
Modifying the Zero Delay Repeater so it can have 3 outputs would be best then. One way system is better as it would lead to less problems. It could be modified so when you right click on it, it switches between 1 output and 3 outputs.
There should be a tutorial of some sort which explains its use. :/ .... But I think I got the hang of it now. I just need to experiment. Thank you for explaining! (:
Since i made the mod i know how everything works, so i am not in the best position to know what people need to know and what stuff is obvious. Unless people request a tutorial on a specific subject i won't be making any (Since it takes time to do and without any demand can be a waste of time).
Furthermore, as well as being invisible, is it possible for it to have its collision and physics disabled as well? I would REALLY love it if players and mobs could pass through this block. Also, the receiver/transmitter would not be broken if a block underneath is broken. Therefore, it could stay in mid-air.
It could be done like the Slime Block. It can still be destroyed as it technically still has some collision but it doesn't stop things from moving through it. Fully disabling collisions would mean you would never be able to destroy or change the settings.
However, I began to think about all the other mods and such.. And I wonder, can this wireless functionality be added to everything else too with a tool or something? Since this is the transmitter side, it's different from the receiver side as because the receiver side needs a block update, correct? But I guess for simplicity sake, I think that there should be an invisible transmitter added as well with the same functionality as it's receiver.
You could make a block that takes the appearance of another block (Camo Block) and is clickable but you can't make random blocks able to send out a wireless signal (Since you don't control that block you can't intercept anything thats sent to it like right clicking on it).
New Multi-block Reactor works. Need to do alot of testing and tweaking. Every value will be modifiable in the config. Also need to work on the Graphics.
The way it works is at the bottom is the Reactor Rod block which when given a redstone signal raises a Uranium Rod into the heavy water. Every second that the rods are in contact with the Reactor Block it generates "Reaction". This is then spread to surrounding blocks with the reaction value halving for every block away from the initial Reactor Block. Every Second each Reactor Block turns the "Reaction" value in its self into Heat and uses up some Heavy Water in the process.
Heat can travel to adjacent Reactor Blocks as well as rise to the block above. Reactor Generator blocks use heat from surrounding Reactor Blocks and turns it into RF.
Currently Meltdowns are not programmed in and neither are Reactor Coolant Blocks which would cool down reactor Blocks around it by using up water.
In the below images the 5 blocks with no texture on the top are the Generator blocks with the single block at the bottom being the Reactor Rod block.
Small Update on the Graphics of the Multi Block Reactor. Reactor Blocks now render the Heavy Water with a lighter water texture (Aqua with green highlights) so that you can see inside. Reactor Rod block renders a Uranium Rod above its self when its extended (Has redstone signal). I'm currently at a loss as to what the Generator blocks should look like.
Small update of a video showing the reactor in action:
The 3 rows of LED Displays show heat at different points of the reactor:
The bottom shows heat for the bottom middle
The middle shows heat for the top middle
The top shows the heat for a top corner
When the reactor melts down (Due to heat being 60,000 or higher by default) it spreads to all connected Reactor Blocks. The meltdown causes any heavy water in the Reactor Blocks to be used up. Meltdowns last for 1 minute during which time no Heavy Water can enter the Reactor Blocks.
The safety measures used in the first part of the video are just checks to disable the reactor rods if the heat in the top middle block is above 45,000 or when it has less than 1,000 heavy water.
Small update. I plan on releasing the next WIP build within a week.
The MinecraftInfo Website has been updated to have all the blocks/items from 1.0.7 (Excluding the Invisible Torch as it can only be obtained in creative). If you notice any errors, missing blocks or outdated information let me know.
I also today modified the Zero Delay Repeater to toggle between a single output and three outputs (Right clicking on it changes the mode).
I went off on a tangent and experimented with Finite Water. Its only a days worth of work. If i can get Custom Chunk Data to work it will be better (Its currently limited to 10 levels of water height)
Note that Finite Water does not render correctly on Clients in Multiplayer but works in Singleplayer (Don't get why but it seems on multiplayer the custom chunk data is not sent to clients).
Changed: Solar Panels produce 5x the amount of RF (1RF per second max by default)
Changed: Recycler now always turns Cobblestone and Dirt into Fertilizer
Improved: Power distribution further improved
Improved: R64 Music can now play notes at 2x and 4x the length
Improved: R64 Music can now link to any block
Improved: Zero Delay Repeater can now output on 3 sides (Right Click to switch mode)
Removed: MJ Support
If you have any issues please let me know.
To use the Emergency Teleporter you need to set its destination in the Emergency Teleporter Binder and then charge it up in a battery slot (I.E Steam Powered Generator or Power Storage). Its a single use device which requires 250,000RF each time its used.
Turns out that Custom Chunk Data is never sent to clients. So the solution is to have the rendering side (Client) use the metadata value (0 to 10) and have the server side use the Custom Chunk Data (0 to 200). The advantage is that as there are only 11 possible water heights when rendering so you get a smoother looking water height (With the full 0 to 200 you get a staircase effect due to the minimum transfer amount rule). Also should result in less block updates for the client.
I have also finally gotten round to fully implementing ISidedInventory. Its used by blocks so you can know if an item can be extracted or inserted based on the side your trying to get the items from. Blocks like Furnaces use it.
Can I use this mod in a public modpack on the FTB launcher?
You can use it in any modpack. Credit is not required but is appreciated. Feel free to post a link to your modpack in this thread if you include mcicraft.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
The Teleporter is designed to teleport a Item/Mob/Player to a specific coordinate (It can be anywhere in any dimension. It will always teleport 1 block above the supplied coordinates). The MCI Locations can now hold the dimension ID of which dimension you were in when you used it.
The teleporter requires 10,000RF to initiate a portal with a 2,000RF drain per second (100RF/t). It will only turn on if its supplied a redstone signal.
As it currently stands each teleporter can only teleport you to a single destination.
P.S Its green because Uranium Ingot's are used in its construction.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
I managed to get minecart travel working.
New 1.0.8 WIP Build:
- mcicraft-1.0.8_MC-1.7.10_WIP_2015-07-24.rar
1.0.8 Changelog
Teleporter Recipe
R64 Maths (Advanced) Recipe
R64 Input Node Recipe
Wireless Power Recipe
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Can I use this in my modpack?
You can use it in any modpack. Credit is not required but is appreciated. Feel free to post a link to your mod pack in this thread if you include MCI Craft.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Greetings Stucuk!! Before I start rambling, I'd like to first offer my sincerest thanks for your time and effort in developing such a remarkable mod in which I use on a daily basis!! (: .. I truly admire your work and I can't wait to see what more additions you shall make in the future!! (: ... As a cosmetic builder and mapmaker, the aspect of this mod I truly utilize the most is the redstone portion. If I may, I would like to offer you some of my ideas/suggestions I have gathered up over time regarding redstone. Most/all of these ideas I have not seen in any other mod I have used. (And I use TONS of mods lol)... I would truly, absolutely LOVE to see and utilize some of these features in my current world in 1.7.10 in the near future! (:
1. Redstone Glasses
This is a new apparel in which you equip in the headset slot. While wearing these glasses, all blocks which pertains a redstone signal in it will be highlighted/occupied with a "holographic" block which can be seen though other blocks... USES: =People learning redstone.
=The MANY cases I go to do some wiring on the other side of the wall with a lever, aaand I forget which exact block I put my lever at. -.-....
=Troubleshooting a complex redstone circuit
Redstone Glasses Plus Version
More expensive to craft... Same features as the regular ones, but the transparency of the hologram blocks very in accordance to their analogue signal.
2. "Show Area" Button for the MCI Locator
This would be a VERY nice feature to have, especially if you are using many of them... It will display the area in effect of the MCI Locator in transparent, no-collision, holographic blocks. It's a nice visualization for looking at your projects from afar and making decisions/changes. (:
3. Quantum/Enhanced/Magical Wireless Redstone (Block)
This block is an ABSOLUTELY MUST HAVE for me cosmetic builders alike! I seriously need this in my life and so does 98% of my builds! D; .... Think of it like this... Imagine having the Wireless Redstone Transmitter/Receiver, but without those two blocks!.. Here's how it works: ....you craft and place this block anywhere in the world.. Right-clicking on it opens up a GUI which asks for two coordinates via MCI Locator: [Transmitter] and [Receiver].. If the Transmitter coordinates receives a redstone signal, there will be a "magical" redstone signal on the coordinates of the Receiver. I hope I explained this well enough! D: ... USES: When there is literally no room to occupy 4 blocks of space to transmit a wireless signal.. For example.. Light switches on interior walls. This will provide wireless redstone with no space occupied AT ALL (exception to the block itself, that'll be placed underground for example)...
Creative Only Block Feature
Instead of working on singular blocks, the Creative Mode version of this block works in areas.
4. New Type of Junction: 4-Way (X) Junction
I find myself needing this in compacting my circuits! D:
5. Analogue/Non-Repeated Mode for Junction
For functionality and making ways to weaken signals more compact >.<
6. New Type of Cross-Over: Adjacent (L) Cross-Over
I find myself needing this a lot as well ):
7. Ability to cycle through sounds in Sound Emitter
Like how you can cycle through given particles in the Particle Emitter. This will be very convenient as a map-maker as I don't have to look up all the sounds anymore on the internet and keep on minimizing my game (:
8. Scroll-List for Particles (& Sounds) in the Emitter
It'll be VERY convenient to have this feature. As a map-maker, I use MANY emitters and it's a HUGE pain to spam-click all the time D:
9. Redstone Weakener
Speaking of weakening signals a bit earlier, it'll be AMAZING if a logicgate/block exists that'll allow me to weaken a redstone signal (e.g. 15=>3 or 7=>4) all in the space of one block!!!!! ... This is EXTREMELY useful when using a comparator, too!
10. Redstone Strengthener
Completely the opposite to what a weakener does. A biiit more expensive to craft, too.
11. Redstone Signal Adjustment
A bit more expensive to craft than the Redstone Strengthener.. This will transform ANY redstone signal into ANY redstone signal. This is the fundamental tool to use in Creative Mode when I'm too lazy to figure out the strength of the redstone signal going in xD
12. Motion Sensor: Player/Mob/Entity Only Options
Perfect for traps & defending your base.
+ Option: Black/white list for a specific player/mob/entity
13. Motion Sensor: Motion Mode
In this mode, the Motion Sensor will ONLY emit a redstone signal if it detects movement within the area. If there's someone in the area who is not moving whatsoever, there won't be a redstone signal.
+ Option to include angle movement (looking around)
+ Option to include sneaking
+ Option to include sprinting
+ Option to include climbing
+ Option to include jumping/falling
+ Option to make the signal analogue based on the speed of whatever in the area
After looking at this, I now think that this should be a totally different block lol o:
14. Motion Sensor: Analogue Mode
In this mode, the motion sensor will emit a redstone signal strength based on the number of entities/players/mobs inside the area... For example: 8 cows will cause the motion sensor to emit a redstone signal of 8
15. Analogue Requirement Gate
Since a lot of my suggestions are analogue-related, I feel it is very needed to include this gate to better make use out of it. This gate has 1 output and 1 input.. The output will emit a redstone strength of 15 ONLY IF a redstone signal of a SPECIFIC strength (set by GUI) goes in the input.
16. Movable Controller On/Off Mode
As of now, your movable controller works as toggle only... Which means, it only works properly with a button and not too much with a lever. Could there be an option please? ): ...
17. Analogue Mode for Digit Display
I still get some trouble when trying to operate the Digit Display. May there please an option or separate block to use these easier? It'll operate as such:
Mode 1: When redstone=0, display will = 0.. When redstone=10, display will be off
Mode 2: When redstone =0, display will be off.. When redstone=10, display will =0
Whereas, in both modes, the corresponding digit will be displayed by it's input
18. Marker Tool (of each dye)
A tool that'll allow you to place and destroy "Marker blocks"... Which are hologram blocks which is visible through walls, even when a block is placed inside it. All entities can pass through it, too.
19. Planner Tool (of each dye) & Planning Glasses & Shoes
Same as a Marker Tool, with a couple of key differences: Less transparency, not visible though blocks (without glasses), can't walk though them (without planning shoes), blocks will automatically be placed inside them and the "Planner blocks" will automatically be destroyed. Maybe in the future, this will lead you to create a survival-type-mode machine which will autofill blocks to corresponding colors (e.g. Birch planks = pink, Stone= red) (:
20. Please update documentation on website
I have totally no idea how to use the indicator light or the R64 LED Monitor or the Wireless buttons ):
I thank you so much for taking your time in reading my ideas. I especially sincerely thank you for considering them as well! (: ... I love your work and I truly hope you like my ideas! Please let me know of any questions or concerns you may have! (:
Ideas are always welcome
Currently i haven't tried to make anything like that, so i am not sure how easy it would be. I will need to look into it.
When holding one i guess you could have the block thats its linked to highlighted in some way (Though again i'm not sure currently how to achieve that).
To my knowledge you would always need a block at the location you want to have a redstone signal. Blocks that can accept a signal check the blocks around them to see if they have one or are providing a direct signal. An invisible receiver would be possible(It would basically be like a Block of Redstone when it received a signal).
Wouldn't that be a Redstone Crossover? or do you mean top to right, bottom to left?
You mean an L junction which is a mirror image(So top and left instead of top and right)?
I have been working on a ListBox for the GUI (Minecraft's own don't offer enough control) which the Particle Spawner could make use of. The Sound Emitter iirc was done like it was because getting a list of sounds was problematic. One problem with Forge is that it uses alot of "Private" bits which can not be accessed by mods code, so certain things can be hard to get.
All 3 could be done in one block (Which would make life simpler for both me and people using the mod).
I am not sure if it would be possible to get a list of all mobs or if it would only be possible to filter via hostile/friendly.
I am not sure how useful having a motion sensor thats only emiting a signal when there is actual motion would be.
I can understand getting the amount of entities which are within an area but wouldn't it be better to output a R64 signal? R64 would handle any number.
Sounds similar to 11 and could be integrated into the same block.
As its currently designed its not possible. Currently the way it works is that once its moved the blocks it changes the selected area to where the blocks now are and it inverts the direction. So it never has any concept of Open/Closed.
You can use a Redstone Input Switcher to create a toggle system similar to (Which just uses vanilla blocks since the Input Switcher didn't exist at the time). The concept is that you also move a Redstone Block which powers one of two Redstone Inputs which send a signal to each side of the Input Switcher. Your lever would control the bottom input which decides which side's input should be used.
It would be possible to make a block which converts a Redstone Signal's strength into a R64 Number (As well as one that does the opposite, though the Wireless R64 blocks can do the conversion currently iirc).
Not sure if it would be possible to see blocks through other blocks without using some kind of glasses/etc. With the standard rendering method you can't control at which stage your blocks rendered, so it will be rendered in the order Minecraft wants. Like i said before i haven't tried to do anything similar so i am not sure.
I don't get the use of auto filling them at runtime.
I have dropped the ball on that one. With previous versions i did the website before releasing the update (Generally 2-3 days before the release) but with the last update i was distracted with other projects which meant that i didn't have time to do it before the new version was released. And i have kept saying "I will do it later" ever since.... I will try and get it done soon.
The Indicator Light accepts a Wireless Signal from the Wireless Redstone 64 which turns it on/off. If you right click on the Indicator Light it will change colour. By default the Indicator Lights are on until they are sent a signal (So you can change the colour more easily).
R64 LED Monitors can be set by either right clicking on them with a Hammer (MCI Craft one) or by using a R64 Frame Buffer. The R64 LED Monitors can be used as a button and you can set its target by using a hammer on it. You can also set the colour mode (Coloured, Coloured + Transparent, Grayscale, Grayscale + Transparent).
Wireless Buttons/Levers can be set by using a Hammer(MCI Craft) on them. They can send a signal to any block which accepts wireless signals (Indicator Light, Wireless Redstone 64, PHW Reactor and the Teleporter block). If you send a signal to a Wireless Redstone 64 block you will need to make sure its set to Output mode or it will ignore any incoming signal sent to it.
Note: Teleporter block is only in 1.0.8.0 .
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Thank you SOOOOO much for a speedy reply!!! I greatly appreciate it!!
Much appreciated! (: ... It's okay if it's rather impossible to implement, please don't feel discouraged.
That sounds good
I'm not entirely sure what you mean by that. Are you speaking of coding limitations or upon this feature alone? Because I think youu miiight have misunderstood me a tad bit.. The slight problem I have with the functioning regarding the Block of Redstone is that the only signal I desire is the one inside the Block of Redstone alone.. Not any other ones. Please let me know if you have further confusion so I can create some photos in Photoshop to give you a visualization
I have attached an image in explanation. (: (Apologies, I don't know how to properly show an image on here!) >.<
I have attached an image in explanation. (:
Ahh, okay, I understand! Thank you for explaining!
Are you referring to the Red stone Signal Adjustment idea? Or... which block exactly?
That's okay, it was just some small suggestion.. Not really important tbh xD... The only feature I care about mostly is the ability to differentiate between players/mobs/ and entities. Hmm... What's your proposal of black/white listing specific players though?
Map/game making! ... Especially horror maps e.g. where fast movement increases the probability of a bad event, or where a player must stand completely still when a monster passes by. Oh, and PVP bases, as an alert signal for enemies. Again, I think this should be a different block on its own, and less expensive to craft than the current motion sensor.
To be honest, I still get quite confused when trying to utilize R64 signals. Perhaps there should be two different versions? The "Basic Version" uses analogue but is limited with 15, and the "advanced version" uses R64 but pertains no limitations.. I feel like this would be the more friendly solution.
Hmmm... How so? As opposed to number 11 which changes the strength of any redstone signal, this block functions more of as a gate (IF gate?)... Where as, a special prereq. signal strength must be met in order to output a signal... So, basically, this block will make comparators more effective and compact (because the "addition/subtraction" inputs will be rendered useless)... For example.. If the comparator outputs a signal strength of 8,9, or 11 to this Gate [Set at 10] There will not be an output signal. Only when a signal strength of 10 will satisfy this gate to output a signal. Therefore, due to the different functionality, I believe that these two blocks shall be two blocks.
This makes sense, thank you! I understand now!
I suppose so. However, I cannot provide a response for this atm as I'm kindaa a noob when it comes to R64 signals D: .. My apologies.
Thank you for your explanation of the coding stuff behind Minecraft! ... I apologize for my ignorance of such topics. I've always wanted to learn java and begin modding on my own. Unfortunately, I am not so sure how. I am planning on taking a course over it in college. However, due to my ambitious plans to major in Engineering and minor in Physics, I'm not sure if it's possible in the near future! D: ... Just out of curiosity, how did you learn to code and mod? ... Do you have any suggestions or recommendations you would like to share? Any information you may provide to me will be much appreciated very!
Yeah... don't worry about it... I was just brainstorming some randomness xD... It's okay.
Just out of curiosity. Would you please mind sharing me your current "to-do list"?? ... I am very curious and interested to see what you are currently working on and all the projects you have in store for us! ... Perhaps I should rather be PM-ing you all this, but also, I wish to offer you some thoughts and ideas with what you have (: ... I would gladly offer you some assistance to your website sometime!
The X junction sounds just like a single bit of redstone?
They could all be put into a single block where you right click to open a GUI to set the mode and any options. Since they are all "modes" with a single input/output a single block could be used.
R64 is a thing added by MCI Craft that you could call a digital version of Redstone. It stores a number between -231 and 231-1 (Aka a large range) which doesn't decrease with distance(You don't need repeaters). You can use the R64 Compare blocks to activate standard redstone signals when a value is between a range (There is various options).
An example usage is that you can use the R64 Time block to get the time(in-game time), then send the R64 number through maths blocks to get both the Minutes and Seconds. You can use a R64 Block Info to extract information like how much fluid is in a Liquid Storage block and if its above a certain value you can turn on a Redstone Lamp by using a R64 Compare block. Etc.
Lets imagine your a Redstone Lamp. When a block is placed next to you, is removed, or has its redstone state changed you get a notification. You then check the surrounding blocks to see if they are providing a redstone signal(Or a redstone signal is being sent to them). If there is someone providing you one you turn on, otherwise off.
So like i said you need to have some block beside what you want to power, otherwise its never going to get the redstone signal based on how redstone works.
I have been programming for a long time. Though only with java since starting this mod. I am not sure what tutorials i used originally, i just goggled it. I would however recommend written tutorials over video ones since people seem to make 5 year videos explaining the most simple things which could be done in a 10 min video.
I don't generally have a large to-do list, i generally make it up as i go along. A multi-block PHW reactor is one thing i am working on (Though it technically would not have any limits to size). It would be kinda like the IC2 Reactors (Where you placed components into a GUI to make the reactor design) except it would be in 3D and would only comprise of about 4 block types(Reactor Block, Reactor Rod Block, Generator Block and Cooling Block).
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Sortaa... However, when running a line of redstone wire, redstone does not power blocks adjacent to it. Meanwhile, your junctions can! Please refer to the pictures I have attached.
Hmmm. I suppose so. The multiple blocks I have suggested earlier were for sakes of balancing. But I now see how complicated it is for the user and yourself. If it's gonna be just a single block, there would be no need for modes or options. Just a GUI which asks for the desired signal strength output.
There should be a tutorial of some sort which explains its use. :/ .... But I think I got the hang of it now. I just need to experiment. Thank you for explaining! (:
OMG! After experimenting with the wireless button/lever (I didn't know how it functioned before).. I realized that, this is EXACTLY what I need!!! I absolutely had no idea! Thank you so much! I definitely want to see this functionality to be taken some steps forward (and thus, refer to my initial suggestion):
Now that I understand how the logic behind redstone signals works. (Thank you for explaining to me btw)... I would like to see an addition of your initial proposal: the ability to make the wireless receiver invisible. I'm not sure if it should function as a redstone block if it's powered, though. This would most likely create unwanted redstone signals and cause interference. I'd recommend the following two options:
1. Make it as a separate mode to the current wireless receiver/transmitter in the GUI
Pros: Saves time from creating a totally new block
Cons: Unable to send/transmit a signal from the top/bottom of the block, lead to requests of the ability to individually enable/disable different sides (as in Project:Red), and this will lead to adding this functionality across the whole mod
2. Make it as it's own separate full-sized block
Pros: Ability to send/transmit signals coming from the top/bottom of the block (+functionality)
Cons: 2 new blocks... Leads to requests of Project:Red-like inputs/outputs.
Furthermore, as well as being invisible, is it possible for it to have its collision and physics disabled as well? I would REALLY love it if players and mobs could pass through this block. Also, the receiver/transmitter would not be broken if a block underneath is broken. Therefore, it could stay in mid-air.
I attached a picture of an example of something I would like to power on/off.
---On the other hand, I would really like to see the transmission side be taken a couple of steps further as well ... As of right now, there are only two mediums of wireless input: the button and the lever... I WAS gonna suggest adding some other inputs like pressure plates and etc... However, I began to think about all the other mods and such.. And I wonder, can this wireless functionality be added to everything else too with a tool or something? Since this is the transmitter side, it's different from the receiver side as because the receiver side needs a block update, correct? But I guess for simplicity sake, I think that there should be an invisible transmitter added as well with the same functionality as it's receiver.
Thanks for the coding advice btw! ... I can't wait to use that reactor too! Great job! Keep up the fantastic work!
Modifying the Zero Delay Repeater so it can have 3 outputs would be best then. One way system is better as it would lead to less problems. It could be modified so when you right click on it, it switches between 1 output and 3 outputs.
Since i made the mod i know how everything works, so i am not in the best position to know what people need to know and what stuff is obvious. Unless people request a tutorial on a specific subject i won't be making any (Since it takes time to do and without any demand can be a waste of time).
It could be done like the Slime Block. It can still be destroyed as it technically still has some collision but it doesn't stop things from moving through it. Fully disabling collisions would mean you would never be able to destroy or change the settings.
You could make a block that takes the appearance of another block (Camo Block) and is clickable but you can't make random blocks able to send out a wireless signal (Since you don't control that block you can't intercept anything thats sent to it like right clicking on it).
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
New Multi-block Reactor works. Need to do alot of testing and tweaking. Every value will be modifiable in the config. Also need to work on the Graphics.
The way it works is at the bottom is the Reactor Rod block which when given a redstone signal raises a Uranium Rod into the heavy water. Every second that the rods are in contact with the Reactor Block it generates "Reaction". This is then spread to surrounding blocks with the reaction value halving for every block away from the initial Reactor Block. Every Second each Reactor Block turns the "Reaction" value in its self into Heat and uses up some Heavy Water in the process.
Heat can travel to adjacent Reactor Blocks as well as rise to the block above. Reactor Generator blocks use heat from surrounding Reactor Blocks and turns it into RF.
Currently Meltdowns are not programmed in and neither are Reactor Coolant Blocks which would cool down reactor Blocks around it by using up water.
In the below images the 5 blocks with no texture on the top are the Generator blocks with the single block at the bottom being the Reactor Rod block.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Small Update on the Graphics of the Multi Block Reactor. Reactor Blocks now render the Heavy Water with a lighter water texture (Aqua with green highlights) so that you can see inside. Reactor Rod block renders a Uranium Rod above its self when its extended (Has redstone signal). I'm currently at a loss as to what the Generator blocks should look like.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Small update of a video showing the reactor in action:
The 3 rows of LED Displays show heat at different points of the reactor:
When the reactor melts down (Due to heat being 60,000 or higher by default) it spreads to all connected Reactor Blocks. The meltdown causes any heavy water in the Reactor Blocks to be used up. Meltdowns last for 1 minute during which time no Heavy Water can enter the Reactor Blocks.
The safety measures used in the first part of the video are just checks to disable the reactor rods if the heat in the top middle block is above 45,000 or when it has less than 1,000 heavy water.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Small update. I plan on releasing the next WIP build within a week.
The MinecraftInfo Website has been updated to have all the blocks/items from 1.0.7 (Excluding the Invisible Torch as it can only be obtained in creative). If you notice any errors, missing blocks or outdated information let me know.
I also today modified the Zero Delay Repeater to toggle between a single output and three outputs (Right clicking on it changes the mode).
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
I went off on a tangent and experimented with Finite Water. Its only a days worth of work. If i can get Custom Chunk Data to work it will be better (Its currently limited to 10 levels of water height)
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
New WIP Build.
Note that Finite Water does not render correctly on Clients in Multiplayer but works in Singleplayer (Don't get why but it seems on multiplayer the custom chunk data is not sent to clients).
- mcicraft-1.0.8_MC-1.7.10_WIP_2015-09-03.rar
1.0.8 Changelog
If you have any issues please let me know.
To use the Emergency Teleporter you need to set its destination in the Emergency Teleporter Binder and then charge it up in a battery slot (I.E Steam Powered Generator or Power Storage). Its a single use device which requires 250,000RF each time its used.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Turns out that Custom Chunk Data is never sent to clients. So the solution is to have the rendering side (Client) use the metadata value (0 to 10) and have the server side use the Custom Chunk Data (0 to 200). The advantage is that as there are only 11 possible water heights when rendering so you get a smoother looking water height (With the full 0 to 200 you get a staircase effect due to the minimum transfer amount rule). Also should result in less block updates for the client.
I have also finally gotten round to fully implementing ISidedInventory. Its used by blocks so you can know if an item can be extracted or inserted based on the side your trying to get the items from. Blocks like Furnaces use it.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft