I have a challenge for everyone. Try to make a platform elevator with more than 3 floors ...
I just finished a ten floor elevator that works this way. The floor design is modular, and each landing has a complete button panel to for navigation.
However, I used RedPower. I, personally, have never considered building something that elaborate with only vanilla redstone. Having said that, I suppose it is still possible. I would definitely recommend you abandon the timer-only approach. You can use detector blocks and simple memory cells to make a much more robust setup. Using DB doesn't mean that it needs to stop at every floor.
hmm. Just needs to be:
- A set of memory latches which remember which button was pressed last
- Detectors set up for each floor individually
- buttons hard wired to set the 'direction' to up or down for movement, in addition to turning off the brake.
I hate wiring vertically or else I'd give it a go for you, but that ^ should be enough to get you doing.
I'm using the wireless redstone mod just for such an occasion. One goal I have is to build an automatic elevator to bedrock where you can choose the floor (latches and binary logic). Using wireless redstone, I can put the logic in its own control center, then transmit to the gearbox, pulley and receive input from the detectors and buttons. I just wish the redstone logic construction didn't so much dwarf the elevator. It will be about 10 floors.
Wireless redstone? Redpower? pfft, talk about taking the challenge out of the game. They're good mods and all but...when everything you need is already on hand, why over-simplify things? :tongue.gif:
I enjoy working at a gate level; designing digital circuits to do clever things. I don't want to actually build the gates one torch at a time. I find that tedious rather than challenging. I do redstone projects like this with TMI anyway. I wouldn't need a BTW elevator in a real survival world since minecarts/ladders are faster and considerably cheaper.
EDIT: this is completely off topic. I'm sorry, I just posted reflexively. :tongue.gif:
I'm having severe issues with this mod. I did everything right, but for some reason some of the recipes don't work. I can use cement but not light blocks for example. Anybody know what the heck is going on?
1. I deleted Meta-inf
2. I installed modloader
3. I installed forge
4. I installed BTW
5. It works, but not some of the recipes
Rollback Post to RevisionRollBack
Darkest night of purest black, run away and don't look back.
-Added ability to throw Urns, and fire them out of dispensers & Block Dispensers.
-Added ability to convert cobblestone to smoothstone in the Crucible.
-Added ability to turn sand into glass in the Crucible.
-Added ability for the Block Dispenser to pick up and place whole melons.
-Added ability to render rotten flesh into Glue (requires 2 units of flesh).
-Added ability to render chicken and steak into Tallow.
-Added ability to block with ALL the refined tools (Long Sword, Battle Axe. Refined Pick, Refined Shovel) EXCEPT the Refined Hoe (since right-clicking is required for tilling). This should make blocking more interesting as it gives you an option should you be surprised by a monster with a tool other than a weapon in your hand.
-Added ability to fire Broadhead Arrows out of vanilla dispensers.
-Changed the Kiln so that it can be constructed out of 4 brick blocks instead of 5. This means you can now have two sides open on a Kiln to aid in automation. As always, the block at the bottom of the Kiln MUST be brick.
-Changed Cement recipe to be produced in a heated Cauldron, and to consist of 1 block of sand, 1 of gravel, a bucket, and a Soul Urn.
-Changed name of 'Steel' to 'Soulforged Steel'...for real this time
-Changed Steel recipe in the Crucible to produce 1 piece of Steel for each piece of iron, Carbon Powder, and Soul Urn. This makes Steel a lot harder to initially produce, but given that you can remelt it indefinitely, is a fair balance IMO and makes it much more satisfying to create your first full set of Steel equipment and encourages automation of the process.
-Changed priority of filament recipe in Cauldron so that Filament are always made first when possible, before converting string into wool.
-Changed the Saw to be able to handle a variety of materials that should prevent it breaking in odd circumstances. This allows it to handle stuff like sawing pumpkins and melons, amongst other things.
-Changed foul food to work on pumkin stems, melon stems, and mushrooms as fertilizer.
-Changed the way the Block Dispenser creates particles when destroying a block, which will hopefully resolve a problem with them hanging around when the BD is used in massive numbers. Let me know if the problem persists.
-Changed the 3D model for the unfired Urn to give it a top.
-Changed recipe for the filament to produce 1 unit instead of 2. Sorry guys, but it was severely devaluing glowstone dust.
-Changed recipe for the filled Planter to no longer include a water bucket so that they can be mass-crafted.
-Changed companion cube being ground in Mill Stone to eject string and red dye only after it has been completely ground down. No more soul-damning string grinding
-Changed the name of Polished Lapis to the "Redstone Eye", moved its recipe to the Anvil, and changed the recipe to require 5 pieces of lapis (top and middle rows), one piece of gold (middle square), and one piece of redstone dust (bottom row) to produce 2 eyes.
-Moved the Detector Block recipe to the Anvil.
-Changed the Block Dispenser recipe so that it could only be made on the Anvil.
-Changed the Axe Tweaks to use the Forge tool system and removed the option to disable them from the config file since they should no longer cause incompatibility problems as a result of this change. This should also allow axes from other Forge mods to take advantage of the axe tweaks as well, and be effective on BTW blocks.
-Changed the refined Pick, Shovel, and Battle Axe to all use the Forge tool system. This should extend their usefullness to blocks from other Forge mods (*if* they use the system as well).
-Changed picks to be effective against Siding (both stone and wood since they share the same blockID).
-Changed Refined Pick to be effective on all mod-blocks that normally require a long time to remove (such as the Block Dispenser), and to be effective on some vanilla blocks that function similarly as well (such as the furnace, regular dispenser and stone stairs). Let me know if I missed any.
-Changed axes to be effective against melons and fence gates.
-Changed the refined shovel to be effective on Soul Sand.
-Fixed the hit-box around the 3D model of the unfired Urn to match its shape.
-Fixed problem that caused tanning leather to require 16 normal wood instead of 32, as intended. The process requires 16 dark wood, 32 normal, or 64 birch, given that darker barks generally contain more tannin.
-Fixed problem with the Hopper not handling a large influx of souls properly, and only creating 1 Soul Urn when it should have created more.
-Fixed problem with melon or pumpkin stems growing on planters being able to overwrite occupied neighbouring blocks with the melons they produce.
-Fixed the way Detector Blocks detect arrows to prevent various kinds of odd behavior.
-Fixed problem with not being able to pick up arrows and Broadhead Arrows fired out of a Block Dispenser.
So there is no way to get rope without finding Diamond?
You can get rope without diamond so long as you find hemp seeds and grow them in direct sunlight. The chances of getting hemp seeds is higher with diamond hoes, but iron hoes work just fine and have a decent chance.
The BD used to save me so much time mining obsidian at iron tech level :sad.gif: However, I'm glad that it needs the anvil cause it's actually a pretty powerful device for stuff like automation. Cheers on the update!
Hey Flowerchild... the rotten flesh to glue thing is great, but do you think the conversion rate is a bit... OP? I mean, compared to the other methods of getting it?
This mod is just too over whelming... i want to know how to do this but its just so complex every block needing the redstone under or pointing at it or not pointing at it or a certain block under above or to the side of it or all of the above... and it needs a certain item inside it and power from a certain place and its just like i said overwhelming.... try to make it less cluttered and easier to understand.
I just finished a ten floor elevator that works this way. The floor design is modular, and each landing has a complete button panel to for navigation.
However, I used RedPower. I, personally, have never considered building something that elaborate with only vanilla redstone. Having said that, I suppose it is still possible. I would definitely recommend you abandon the timer-only approach. You can use detector blocks and simple memory cells to make a much more robust setup. Using DB doesn't mean that it needs to stop at every floor.
pic: :smile.gif:
I enjoy working at a gate level; designing digital circuits to do clever things. I don't want to actually build the gates one torch at a time. I find that tedious rather than challenging. I do redstone projects like this with TMI anyway. I wouldn't need a BTW elevator in a real survival world since minecarts/ladders are faster and considerably cheaper.
EDIT: this is completely off topic. I'm sorry, I just posted reflexively. :tongue.gif:
1. I deleted Meta-inf
2. I installed modloader
3. I installed forge
4. I installed BTW
5. It works, but not some of the recipes
Version 2.97 of Better Than Wolves is ready for download!
Download Link
This release contains the following changes:
-Added ability to throw Urns, and fire them out of dispensers & Block Dispensers.
-Added ability to convert cobblestone to smoothstone in the Crucible.
-Added ability to turn sand into glass in the Crucible.
-Added ability for the Block Dispenser to pick up and place whole melons.
-Added ability to render rotten flesh into Glue (requires 2 units of flesh).
-Added ability to render chicken and steak into Tallow.
-Added ability to block with ALL the refined tools (Long Sword, Battle Axe. Refined Pick, Refined Shovel) EXCEPT the Refined Hoe (since right-clicking is required for tilling). This should make blocking more interesting as it gives you an option should you be surprised by a monster with a tool other than a weapon in your hand.
-Added ability to fire Broadhead Arrows out of vanilla dispensers.
-Changed the Kiln so that it can be constructed out of 4 brick blocks instead of 5. This means you can now have two sides open on a Kiln to aid in automation. As always, the block at the bottom of the Kiln MUST be brick.
-Changed Cement recipe to be produced in a heated Cauldron, and to consist of 1 block of sand, 1 of gravel, a bucket, and a Soul Urn.
-Changed name of 'Steel' to 'Soulforged Steel'...for real this time
-Changed Steel recipe in the Crucible to produce 1 piece of Steel for each piece of iron, Carbon Powder, and Soul Urn. This makes Steel a lot harder to initially produce, but given that you can remelt it indefinitely, is a fair balance IMO and makes it much more satisfying to create your first full set of Steel equipment and encourages automation of the process.
-Changed priority of filament recipe in Cauldron so that Filament are always made first when possible, before converting string into wool.
-Changed the Saw to be able to handle a variety of materials that should prevent it breaking in odd circumstances. This allows it to handle stuff like sawing pumpkins and melons, amongst other things.
-Changed foul food to work on pumkin stems, melon stems, and mushrooms as fertilizer.
-Changed the way the Block Dispenser creates particles when destroying a block, which will hopefully resolve a problem with them hanging around when the BD is used in massive numbers. Let me know if the problem persists.
-Changed the 3D model for the unfired Urn to give it a top.
-Changed recipe for the filament to produce 1 unit instead of 2. Sorry guys, but it was severely devaluing glowstone dust.
-Changed recipe for the filled Planter to no longer include a water bucket so that they can be mass-crafted.
-Changed companion cube being ground in Mill Stone to eject string and red dye only after it has been completely ground down. No more soul-damning string grinding
-Changed the name of Polished Lapis to the "Redstone Eye", moved its recipe to the Anvil, and changed the recipe to require 5 pieces of lapis (top and middle rows), one piece of gold (middle square), and one piece of redstone dust (bottom row) to produce 2 eyes.
-Moved the Detector Block recipe to the Anvil.
-Changed the Block Dispenser recipe so that it could only be made on the Anvil.
-Changed the Axe Tweaks to use the Forge tool system and removed the option to disable them from the config file since they should no longer cause incompatibility problems as a result of this change. This should also allow axes from other Forge mods to take advantage of the axe tweaks as well, and be effective on BTW blocks.
-Changed the refined Pick, Shovel, and Battle Axe to all use the Forge tool system. This should extend their usefullness to blocks from other Forge mods (*if* they use the system as well).
-Changed picks to be effective against Siding (both stone and wood since they share the same blockID).
-Changed Refined Pick to be effective on all mod-blocks that normally require a long time to remove (such as the Block Dispenser), and to be effective on some vanilla blocks that function similarly as well (such as the furnace, regular dispenser and stone stairs). Let me know if I missed any.
-Changed axes to be effective against melons and fence gates.
-Changed the refined shovel to be effective on Soul Sand.
-Fixed the hit-box around the 3D model of the unfired Urn to match its shape.
-Fixed problem that caused tanning leather to require 16 normal wood instead of 32, as intended. The process requires 16 dark wood, 32 normal, or 64 birch, given that darker barks generally contain more tannin.
-Fixed problem with the Hopper not handling a large influx of souls properly, and only creating 1 Soul Urn when it should have created more.
-Fixed problem with melon or pumpkin stems growing on planters being able to overwrite occupied neighbouring blocks with the melons they produce.
-Fixed the way Detector Blocks detect arrows to prevent various kinds of odd behavior.
-Fixed problem with not being able to pick up arrows and Broadhead Arrows fired out of a Block Dispenser.
Enjoy
I'm sure I will! I can just overwrite the previous files, right?
Yup, that should work for this version. It's not always the case, but this one should be all good.
You can get rope without diamond so long as you find hemp seeds and grow them in direct sunlight. The chances of getting hemp seeds is higher with diamond hoes, but iron hoes work just fine and have a decent chance.
Oh, I had misread and thought it NEEDED light blocks or glowstone. My bad.
Please let me know if I missed anything, as it is a rather extensive list I had to go through