- milest3hr4t
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Member for 13 years, 1 month, and 2 days
Last active Sat, May, 18 2013 19:09:48
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Jul 29, 2011milest3hr4t posted a message on 1.8 Updates: New Mob...Revealed?DO WANT! I want it so bad.... mobs that can move blocks... oh my god, even if they can only move things that require no tools, that is still amazing.... especially if they can place them elsewhere.Posted in: News
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Jun 6, 2011milest3hr4t posted a message on Digital Diamond: Beat MakerNow you just need to make like 40 of these in series, that are enabled/disabled by AND-gates (lever is ON & sync-timer is in the 'start' position)Posted in: News
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Colored sand means colored sandstone, and colored -sandstone digestives-, which is pretty cool, EXCEPT.
Since the colors would be in code and NOT in textures, I expect it would work like dying leather armor, rather than dying wool, In that you could vary the amount of dye. THIS IS UNFEASIBLE. No I don't mean unfeasible to have that many colors of block, no no no. It would be unfeasible to have that much variation in colored lighting. It would be absurd, because you could have varied patterns of differently dyed glass and the light would have to mix. That's an absurd amount of calculations for a game. It could be done but omg the lag.
Personally I still use the classic per-block lighting because I don't actually like smooth lighting. I'd suggest 4 lighting types.
classic (Old per block type)
Smooth (Current type)
Classic Colored (per-block lighting as before, but with colors, including per-block color blending)
Smooth colored (most advanced possible, including color blending, and if applicable flicker/waving if we get moving light sources, or variable light sources in the future)
If this is more an issue of the lighting engine I'd be curious to know if moving/variable light sources are already supported or not.. I can't remember if furnace-in-a-minecart acts as a lightsource or not, that would actually answer the question.
ANOTHER THING TO POINT OUT----
This is important.
Terraria has colored lighting and it is VERY hardware intensive. It's not the best coded game and engine ever, but that's still troubling if it was done on minecraft... I'd most likely keep it disabled unless I was taking screencaps.
TL:DR I totally support both colored glass and colored lighting -- as long as the colored lighting can be disabled independent of fancy graphics.
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As who recommends?
And 'memory' is not 'vista or better', no, this isn't a minecraft specific thing, Vista and on uses more memory than XP, ALL applications running on XP require about 0.5gb less ram than on vista and higher. Not specific to minecraft thing, Check the system requirements of damn near ANY game that lists requirements by OS.
Also another thing I should point out I have a decent video card. OH yeah and even with these server lag issues I still get between 45-70 fps, and have no idea why it fluctuates that much, but it runs fairly constant in 1.1 and earlier.
I have reverted back to 1.1 with a whole bunch of mods, and guess what? 60-70 fps, not a flipping problem. no lag spikes, no huge delay to loading chunks, no weird stuttering with anything that moves, and that's with java 7, unless the internal server adds a gig of ram to the requirements, this isn't an issue about meeting the requirements. I just don't remember how to check what ALL my hardware is to see if there's some kind of wonky incompatibility.
Here's a better listing of my hardware.
it's an upgraded E-machines T6212
windows XP SP3 (32-bit, despite having a 64 bit processor, I didn't install windows, not my fault, i'm not able to change it due to being a shared computer)
(what it came with) AMD Athlon 64 processor 3200+ (For some reason running at 1.99 ghz, even though it should be 2.00..., I don't know what to do about that)
1.5 GB ram (0.5 on board I think, and 1 gb added, planing on getting another gig, but money is very tight atm.)
NVidia GeForce 7600 GT (hooray friends who upgrade to a 9800 GT and where literally going to put the 7600 in the trash)
I have the latest drivers for everything that is compatible.
Is there any sort of hardware incompatibility with open gl, java, or minecraft itself? Does minecraft even support the graphics card? (I noticed a huge performance boost when I added it, so I'm guessing it does *something*)
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I did not have ANY problems with 1.1 and early 1.2
No problems what so ever. The minimum requirements linked are for vista, 7, and beyond. not XP which is what i'm running (which has lower ram requirements for everything)
However I just noticed a tid-bit on those requirements that is likely relevent, Allow me to copy/paste it.
Software Requirements:
I have never updated java itself, ever
Uninstalled Java SE 6.25,
Installed java SE 7.9
Minecraft now runs WORSE not better. wtf game
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Revert to a version of minecraft that didn't use an internal server, and hit ANY mob. It gets knocked back SMOOTHLY.
Update to any version of minecraft that uses the internal server, and hit ANY mob, It shutters through the air.
Watch a slime jump... It stutters and shutters in the air like the server can't decide where it's supposed to be.
Creepers detonate at the wrong distances and don't register when you're far enough away to 'stop' exploding, and when they do explode they do damage to you from absurd distances away.
some redstone machines that used to work in SSP but not SMP nolonger work in SSP because of server lag.
3rd person. In SSP pre-internal-server updates, you would show up clearly inside a minecart or boat.
Post internal-server, you get the shadowing/leading boat/minecart graphic bug. It's not just a graphic bug, it does have an affect on when you can and can not get hit, compared to the minecart.
Monsters sinking into the ground because the mobs load before the chunks fall, then the chunks load fully, and they're inside a block. I've seen this happen to spiders, zombies, silverfish, and even giant slimes.
falling objects do not fall properly and have additional lag, and do not travel smoothly, making anything that involves timing (such as side-steping falling gravel) virtualy impossible
arrows jump around and spaz out when whoever fired the arrow was moving.
general chunk load delay. At one point I reached what looked like the 'edge' of the world, and no chunks would load past a certain point for 5 minues.
(I have 1.5 gb ram, 2.ghz processor, windows xp, and I've updated the jlwgl thing, and shouldn't have this issue)
And that's just off the top of my head. I never had ANY of these problems before the internal server stuff for SSP. Now ever subsequent version has been like this.
It also doesn't help that one of the reasons given for making the SSP run on the SMP engine is so they could update faster, but now it's updating so fast it feels like modders can't keep up, but that's an entirely different gripe
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Buildcraft
Plastic Craft
EE2
Balkons weapons mod.
I can already hear you going 'wtf, why would you use plastic craft with EE2, Darkmater furnaces are better than extractors and microwaves, and aren't the alchemical explosives better than C4, what gives?' And now I'll tell you why. It's 3 reasons.
Reason 1: Kevlar armor makes a good stand in for iron, and EMC wise, it is far cheaper.
Reason 2: Unlimited food. Jello is win.
Reason 3: Plastic craft as an intermediary power source.
Here's how to use plastic craft as an intermediary power source with EE2 in minecraft 1.1. I am currently doing this on hardcore. here is the order of what to do starting at world creation
You have received an output of 9216 EMC (in the form of 192 feathers @ 48 EMC Each)
Or *about* 900% EMC... 800% Profit!
I have built a semi-complex machine with buildcraft with automated crafting tables, furnaces, etc. I manually make bowls of gelatin, and woodflour. Fill a bunch of chests with charcoal, woodflour, cobblestone, bowls of gelatin, and sticks, Flip a lever, Walk away, and come back to an absolutely preposterous amount of EMC in the form of feathers, pumped right into a condenser. It's unfortunately go the problem of needing 2-3 alchemy chests with black hole bands to handle the overflow in furnaces, but I've already started replacing them with darkmatter furnaces, which will have the same problem but much less frequency.
The output of the aforementioned machine is about 1 darkmatter every 20-40 minutes depending on how much fuel, gelatin, and cobblestone I have. And it wouldn't be possible without Plasticcraft. I currently only have 2 solar collector MK3's and 1 Relay MK3. That tells you how early on I started doing this.
My next objectives include building a ghast-proof rainbow-road out of plastic and covered in interdiction torches that leads from my nether portal to the nearest nether fortress... And keep in mind, i've been doing all this on SSP Hardcore. I'm probably gonna blow some stuff up with C4 in the process and I'll probably be wearing the longfall boots because I've been using my EMC to make solar collectors and EMC so I can't really afford SWRG yet, and the boots are hella cheap in comparison.
Just thought I'd share with you guys. I'm not letting the lack of plasticcraft in the current version get in the way of my plasticky nonsense fun. It's really simple. Revert to 1.1 and use older versions of the mods. I mean really, Just what am I missing out on from 1.2x and 1.3x? iron golems, working NPC's, tripwires. cats. uh.... skulls?.... new biomes?.... emeralds?.... And if you want to play on an online server thats 1.2.x or 1.3.x just backup your minecraft folder, it's not that big unless you have super-enormous maps.
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you can't make a diode without silicon.
you can't make a logic gate without silicon.
So redstone is a mix of iron and silicon.
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Silicon can receive pressure and outputs that kinetic energy as light and/or electricity, similarly, it reacts to electrical input by expanding and contracting. It is used in piezo transducers, Which can be used as cheap microphones, like those of a guitar pickup, or very cheap speakers.
Redstone ore can recieve preassure in the form of footsteps and outputs that kinetic energy as light.
Redstone isn't a magical powersource, It's silicon. The power in minecraft comes from sticks. I already made a rant about this, which can be found
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So yeah, My redstone knowledge is mostly theoretical. I'm not offended or anything, I'm just trying to explain my perspective.
Also I totally agree with skyshockX, that machine, if it isn't already there, could probably be helpful enough to be on the wiki. Hell half this thread can probably be added really, but anyway. There's probably already a name for your circuit for real world circuits, after all, it is useful enough, I would assume comparing the duration of two signals would be pretty important, but I could be wrong.
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1: taken from the wiki page on redstone torches.
the minimum input to toggle a redstone torch is 2 in-game ticks, as normal ticks and redstone ticks are 1:2 Therefor, the minimum tick-length to sync to clocks, according to *this*, is actually a 2-tick pulse. (assuming repeater ticks are game-ticks, rather than redstone ticks. I haven't checked yet--edit, repeater ticks use redstone ticks, but it's unclear if redstone ticks can be out of sync with eachother, unless it only checks for redstone updates every other tick, thus producing the 2-game-tick-to-1-redstone-tick effect.) HOWEVER...
2: taken from the wiki-page for redstone circuits, in pulse limiters.
The side of a block that the output of the AND gate will have an affect, due to redstone torches, and the north/south 'quirk'
well... There's that then. totally overlooked detail that affects every logic gate and machine that uses redstone torches. it means if you did your test of AND gates 4 times, each facing a different direction, you'd get different results. Now that's pretty damned arbitrary. and now my head hurts, because this doesn't change anything, because repeaters with more than 2-ticks delay have to have larger pulses than 2-ticks anyway, so AND gates with repeaters on 2-tick delays with 2-tick pulses should work, and your weird pulse-compair-machine with longer pulses would also still work the same way.
nothings changed except our knowledge.
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AND gates, require a minimum signal of 2 ticks, not 3.
In your test results that you've provided, you have shown that 1-tick of overlap does NOT function, but a 3-tick overlap DOES.
You have not obviously provided 2 ticks overlap. I understand the reasons you have for believing it to be 3 ticks, and there are very empirical tests that can be done.
Test 1: reaction time of a redstone torch on its own, in one tick increments. this is the minimum input duration to toggle a redstone torch.
Test 2: function time of a redstone torch on its own, in one tick increments. This is the minimum duration that a redstone torch will continue to have a changed output. in analogy, when you press a button, it only takes 1 tick to press the button, however the output lasts much longer than that.
Test 3: compound effects of the above 2 tests, to determine the exact function times and process of AND gates
Due to the 3-torch/1-redstone arrangement of an AND gate, we only need to test the function times of a single torch to start for the following reasons.
I don't know enough about design of the more complex redstone machines so my testing of this will be very limited. I'm just putting this information together so that anyone who wants to can figure out all the bare minimums.
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This partial quote taken from that thread.
You said later in that thread, that you went with testing 5-tick pulses, due to an accident and habit. the two examples you also gave where also staggered in increments of 2.
Firstly, Are you absolutely sure that AND doesn't require 2 ticks and not 3? if you're sending 2 different 3 tick pulses, that are staggered 1 tick apart from each other, then your timing is
011100
001110
and your output would have been triggered by the 2-tick overlap...wouldn't it? Impressive as it is, accidentally getting into the habit of using 5's and displaying tests in increments of 2, doesn't exactly work for clarification of AND gates requiring 3's. It's still quite impressive, though I don't understand how it works from the pictures or your description. the other thread described 3 and gates and a layout that way, That I kind of understand but it's a bit confusing to me.
Second, doesn't this design you've given make this compound clock work, by simply replacing the AND gate, and using 5 tick pulses in the clocks, and judge the difference, or using 3-tick pulses and 2-tick repeaters (which would still save space and mats for 269&369 for +99K)? Sorry if I've completely misinterpreted something.
---Edit
The reason for the errors with 3 and 4 ticks having 'overlap' may be due to the version of minecraft you're runing. If you're running the version in which SSP is built on the SMP engine rather than it's own, there is a delay between client side, and server side on even the same machine. This delay will vary dependent upon your hardware, which means a setup that works on one machine might not work on all. I'm currently running 1.1, which doesn't have this issue. (updating, causes SSP to have a 1/3 second delay to everything that happens on my machine, including between dealing enough damage to kill a mob, and when it actually dies. It messes with gameplay, it's sure as hell messing with sensitive machinery)
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CLOCK A - 260 ticks with a 1 tick pulse
CLOCK B - 365 ticks with a 1 tick pulse
AND Gate triggers when A and B are at 0. This happens ONE TIME every 18,980 ticks
Clock A 269 ticks 1 tick pulse
Clock B 369 ticks 1 tick pulse
Total time between A0 and B0, 99,261 ticks
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A 480 clock, using 280 ticks worth of repeaters. 200 ticks, or 50 repeaters less than a simple loop.
Step 1, make a 160 clock. that's 40 repeaters, or 2 lines of 20 repeaters, all on 4 ticks.
Step 2, make a 120 clock, which is 30 repeaters, or 2 lines of 15 repeaters, on 4 ticks.
Connect the same point of both clocks, to an AND gate.
the AND gate will trigger on start when 0 ticks have passed, and will stay on until your input pulse is gone.
neither clock will trigger at the same time until after 480 ticks. the 160 clock will run 3 times, and the 120 clock will run 4 times
I haven't built it yet, but I built a smaller version and the length of time the initial pulse ran for DID mess it up, but that was like 1/6-1/8 the size, but I saw that it worked in principle I actually got the idea for this from the mayan calendar. well, 2 of the mayan calendars. They had a 260 day calendar, and a 360 day calendar (they had a 3rd calendar that was 365 & 1/4 one for taxes as well, but lets ignore that one). However, whenever the first of the year happened on the same day for both calendars they would put out all the fires in the kingdom, and all debts would be nullified. This event happened roughly once every 50 years.
Essentially, you have 2 gears with arrows painted on them, and they have different numbers of teeth, and whenever the arrows point right at eachother, something happens. Now i'm not an engineer but i'm pretty sure we can use this to our advantage to create the most efficient ratio of ticks for 2 different clocks, to make the most compact, and resource saving clock. Like I said, I'm not an engineer, I don't even know what the math would be to find the most efficient ratio. probably something with the lowest common denominator. that would make sense. It's been forever since I was in a math class, I've gotten rusty. One of you guys could figure it out though and save alot of people alot of wasted resources... assuming it hasn't been done already.
-edit.
least common multiple of 2 clocks is the point they're in sync with eachother, assuming both clocks are started with a 1-tick pulse, otherwise, the duration of the starting pulse might cause additional overlap. This DOES happen with smaller clocks like this.
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Can you at least give a reason why you won't answer?