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    posted a message on 100% Adjustable, Resettable Timer
    [Edit: Snapshot 14w07a has since rendered this creation useless. This was devised before the snapshot was released.]

    Hello!

    As I was working on a custom map, I came across an issue where I needed a timer that could be reset automatically while still being able to be set to an arbitrary value. While this seems like a complicated problem at first, I soon realized the difficulty in making this work, but eventually I thought of a way to make it work, so I decided to post it here in case anyone else was looking for a way to do something like this.

    It works like this, if it at all makes sense:
    • There are two scoreboard values, Max1 and Max2. One of these is always equal the maximum and the other is equal to zero.
    • There is a boolean (1 or 0) scoreboard value called Alt.
    • And then of course there is the actual Timer scoreboard value.
    • Whenever you flick the reset lever, Timer is set to zero and a rapid clock is turned on.
    • Every tick this clock increments the Timer score and one of the Max scores by one, while removing one from the other Max. Which Max to increase/decrease is determined by the value of Alt.
    • When the former "true" Max reaches zero, the rapid clock is turned off and the value of Alt is flipped.
    • Thus the Timer is set back to the former Max, and the two Max values have switched place.
    The main downside to this is that it takes a reletively large amount of time to reset the Timer, especially at higher values. A possible solution to this, if you don't care about miniscule adjustments to the maximum timer, would be to simply have the clock increment/decrement each value by a higher number, like 5 or 10.

    Here's a video explaining it and showing it in action:


    And here's the schematic file and the world download:
    https://www.dropbox....Timer.schematic
    https://www.dropbox....ss/AR Timer.zip
    Posted in: Redstone Creations
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    posted a message on [14w05b] Supergiant's Transistor in Minecraft (Mini-game)
    Hello!

    This is a minigame/custom map of sorts that I made based upon Supergiant's upcoming game, Transistor. For those who don't know, the gameplay in Transistor is biphasal realtime, meaning that you spent part of the time mapping out your moves with the enemies frozen, and part of the time in cooldown avoiding attacks. This replicates that biphasal attack pattern in a small arena that spawns three zombies per round.

    Features:
    • Randomized spawning positions for the enemies.
    • Biphasal combat system.
    • Timed cooldown mode.
    • "Task manager" to check the health of each enemy.
    • Movement limiter when in the planning phase.
    • Reset button to re-plan out your moves in planning phase.
    • Adaptive spawning and teleportation system using minecart teleportation.
    You can see a video of the whole thing in action and all of the command blocks here:



    And you can download the map here:
    Posted in: Maps
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    posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    Quote from VirtualArts

    You need to create a new WorldChunkProvider or manager it's either manager or provider i forgot, extend the originall one, and copy most off the things in there to make it right, you need to fiddle around with it.


    It's the WorldChunkManager.
    Posted in: Minecraft Mods
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    posted a message on Worlds Fastest Minecraft Timer?
    There are 0.5 tick clocks using a bunch of pistons in chain, and if you OR together two 0.5 tick clocks, you can actually get a further 0.25 tick or update clock, which never turns off, but instead sends an on/off update every 0.5 tick, which makes it a 0.25 tick clock. What you've made here is a very old design for a one tick clock, which is even on the bloody Wiki.

    Quote from 123386761

    simple! set it up like so:
    there are no repeaters, only pistons, and the fact that it blocks the circuit when it goes on, then it goes off, then... etc :D

    Actually, no. That's a 1.5 tick clock, even slower than the one shown in the OP.
    Posted in: Redstone Creations
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    posted a message on Pressure Plate Pulsar!
    Stop posting tutorials in the creations subforum, please. That is what the Redstone Discussion and Mechanisms subforum is for.
    Posted in: Redstone Creations
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    posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    You can't have a negative hardness! :o Replace .setHardness(-1f) with .setUnbreakable(). Also, move that line after the public class mod_Future extends baseModMp {, not before.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Visions of Blades v1.0pre1 (SwordsPlus Revival!)
    Quote from StarshadesJack

    100 rep points on the OP? That constitutes roughly 0.35% of my total reputation. Sa-weet. :)

    I most likely won't be adding the Mirrored Plain. I'm trying to scale back my workload by cutting out most of the long-term aspects.


    I see. And I take it you meant 35%, not 0.35%, yes? Otherwise you'd have ~28,570 total reps xD
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] Visions of Blades v1.0pre1 (SwordsPlus Revival!)
    Congrats on 100 reps, Jack!

    By the way, are you still planning/working on adding the Mirrored Plain, or did that idea die? (Or is it already implemented, and I'm just stupid and blind? :P)
    Posted in: Minecraft Mods
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    posted a message on Now with TUTORIAL! Inventory activated redstone+ Player FOV detection
    You could also make your floor out of, say, stone bricks, but have one tile be an upside-down stone brick stair, instead. Put it off to the side of your chest, so it's unlikely that people will step on it when trying to steal your stuff. If you open up the chest and see the stair, then a trap will trigger, but standing on the tile will prevent the trap from activating!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    Show me your ChunkProvider class with my suggestion added, I'll see if I can figure out what's wrong.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    Quote from Wackyyftw

    I know that, but when I do that, all of the blocks in my dimension get turned to my custom stone... ??


    Not sure if this is the "right" way to do it, but it works:

    Find this in your ChunkProvider:
    if (k <= 0)
    {
    	byte1 = 0;
    	byte2 = (byte)mod_YourMod.YourStoneBlock.blockID;
    }
    else if (i1 >= byte0 && i1 <= byte0 + 1)
    {
    	byte1 = biomegenbase.topBlock;
    	byte2 = biomegenbase.fillerBlock;
    }


    And replace it with this:

    if (k <= -[some value])
    {
    	byte1 = 0;
    	byte2 = (byte)mod_YourMod.YourStoneBlock.blockID;
    }
    else if (i1 >= byte0 - [some value] && i1 <= byte0 + 1)
    {
    	byte1 = biomegenbase.topBlock;
    	byte2 = biomegenbase.fillerBlock;
    }


    I'm currently using -20 and -16 for my values, but I think anything less than 0 works. The greater the value, the more fillerBlock there is between the topBlock and stone.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    Quote from Pudelhund

    I don't have much experience with rendering effects in the sky, so I've actually not tested that method before, but it is called after the rest of the sky is rendered; the float represents partial ticks. Look in RenderGlobal.java for the code you'll want to use to make an extra moon render. You can assign your dimension a custom version of the RenderGlobal class if you want (by using the getGlobalRenderer method in your WorldProvider), so you may want to try that to have more flexibility; keep in mind that all the other sky-rendering hooks in WorldProviderBase are deactivated when you use your own custom version of RenderGlobal. I particularly suggest making a copy of RenderGlobalCustom.java and working from that; it overrides most of the important sky-rendering code in RenderGlobal without messing up mods that edit that class, such as Optifine.


    Alright, thanks, I'll look into that.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][SMP|SSP] Pudelhund's Dimension API v1.6.1
    Hey, Pudel, this is great! I'm having a lot of fun with this and it makes it a lot easier to work with dimension modding. Thank you very much for making this.

    One question I have, though. It says in the OP that you can add other objects to the sky. How does this work? I'd assume it has something to do with:


        public void renderCelestialObjects(float f)
        {
        }


    but I have no idea what to do with it. I'm trying to get it to render two moons on my dimension.
    Posted in: Minecraft Mods
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    posted a message on Hans Lemurson makes Minecraft in Minecraft
    Mega bump from the depths of many pages FTW :P
    Posted in: Redstone Creations
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    posted a message on 8 Bit Divider - Fastest in Minecraft!
    Quote from mac65miners

    Sorry dude But it is Massive and slow, you can build a much smaller and maybe with like 5 ticks, even without all that instant wire
    Xor Gate= Xor
    Redstone= :
    Input= !
    Outbut= ?
    Cross over= redstone >

    ! ! ! !
    Xor Xor
    : :
    : > Xor
    : :
    ? ?

    That's and adder, if you invert the signals like you normally do in a subtractor there you have it small and fast!

    But Nice work! :D


    You are an idiot -__-
    Posted in: Redstone Creations
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