None of these mods caused any incompability with my mods, so for now I suggest that you uninstall all mods, start with a clean Minecraft.jar and see if that helps. You may also keep in mind that if you are using a texture pack which is not the standard resolution (terrain.png and /gui/items.png), the textures won't work properly.
Edit: CJB Nightvision may interfer with my Power Armor mod, but this may be fixed manually in the configure file for the Power Armor
what are the stats for it btw, is it iron durability?
Power Armor
Diamond, based on the fact that the power armor is the "best" armor in Fallout 3/Fallout: New Vegas. Also because of the high consume of iron, combined with the need of redstone.
Recon Armor
Gold/Chainmail, as it gives more protection than leather, but it doesn't cover the entire body in iron.
The mod itself is in the "base stage" meaning it does nothing which isn't already a part of Minecraft
Power Armor
Diamond, based on the fact that the power armor is the "best" armor in Fallout 3/Fallout: New Vegas. Also because of the high consume of iron, combined with the need of redstone.
Recon Armor
Gold/Chainmail, as it gives more protection than leather, but it doesn't cover the entire body in iron.
The mod itself is in the "base stage" meaning it does nothing which isn't already a part of Minecraft
ah my bad I just read over the post where the durability was posted
None of these mods caused any incompability with my mods, so for now I suggest that you uninstall all mods, start with a clean Minecraft.jar and see if that helps. You may also keep in mind that if you are using a texture pack which is not the standard resolution (terrain.png and /gui/items.png), the textures won't work properly.
I think you were right I have everything but my MCpatcher for high res texture packs and it works fine now. Thank you for all of your help.
p.s. thank for showing me how to shorten the posts too.
Now if only i had the slightest idea of how to use this stuff :sad.gif: i know there's a lot you can do with these gates and other input/output devices but i could never understand how to use them, this mod would be awesome with a "contraptions for dummies" tutorial video. Awesome mod though
Bug: Lightbulbs sometimes change their orientation when turned on the first time. I'm trying to remember which direction does it, but it'll do it in corners and hallways. (At least it still behaves correctly.)
I made a mushroom farm that uses the lightbulbs to light it when I'm inside. That's perhaps the best use of it.
Now if only i had the slightest idea of how to use this stuff :sad.gif: i know there's a lot you can do with these gates and other input/output devices but i could never understand how to use them, this mod would be awesome with a "contraptions for dummies" tutorial video. Awesome mod though
On the minecraft wiki there is a basic setup for how the logic gates function. They are great for better door control, fun blinking lights, I've even seen an elevator made with trap doors and I'm still working on more ideas. This is the kind of thing I am going to school for so i get new ideas every now and again but just youtube it. Redstone contraptions. Pulser is a great one for rapid fire dispenser. I haven't used this mod for one but I built and "old fashioned" one, fun toy for an afternoon.
I had a fun idea for a clock that would count to around 5 minutes then perform an action at that time. The basic setup would be a trigger (you guessed it, item farm pressure plate) which connects to your standard 2 torch compact repeater. This then leads to a series of regular repeaters with max delay for around 8 seconds for a full cycle (20 repeaters). I was thinking each full cycle would trigger one of your fancy logic gates which would then trigger the next after another cycle.
My problem though is that half of your logic gates seem to behave as a regular or gate. For example, I was able to trigger the AND gate with just 1 input (tested all 3 input sides). The RS Latch apparently only accepts reset input from the right (not a big deal, as I can just move things around a bit). I noticed in some cases if the reset is triggered too soon it will shut off the main/forward power (but leave on the one opposite the reset). Sometimes when triggered the pulse generator will stay on instead of sending a single pulse down the line, even when the power source is removed.
I've currently got ModLoader 1.6.6, Pistons 1.6.6, Pfaef's mods 1.6.6, your logical gates/digital functions/lightbulb all current, koi fish mod 1.6.5 (which works with 1.6.6), TMI 1.6.6, ZanMini 1.6.6, More Flowers 1.6.6, ToolUtils 1.6.6, Wireless Redstone 1.6.6/current, Property Reader 1.1.6/current, Single Player Commands 1.6.6, and I think that's it. I've fixed all known ID conflicts as well. I'm using stock textures all around, no patches or HD anything.
Please tell me I'm a stupid idiot who did something wrong that's easy to fix, cause I want to be able to use these.
My problem though is that half of your logic gates seem to behave as a regular or gate. For example, I was able to trigger the AND gate with just 1 input (tested all 3 input sides). The RS Latch apparently only accepts reset input from the right (not a big deal, as I can just move things around a bit). I noticed in some cases if the reset is triggered too soon it will shut off the main/forward power (but leave on the one opposite the reset). Sometimes when triggered the pulse generator will stay on instead of sending a single pulse down the line, even when the power source is removed.
The AND gate have a wire/power provider detection used to determine the final function (this way it is both a 2-input AND and a 3-input AND). A side effect of this is that by only wire one input it becomes an diode, and by wire none, it becomes a "battery"
The RS Latch is a combined RS and SR function. RS (front) is reset dominated, SR (left side) is set dominated. Domination determines what happens when both of the inputs are active.
The problem with the pulse generator is a bug I haven't been able to fix yet. For it to work properly the input pulse/signal need to be longer than the output pulse, otherwise the output won't turn off.
Any chance of adding a toggle latch.
...
I really like ability to set each clock's speed to a specific value, but having it set globally is a pain. Also any chance of adding a key to reset the speed to default/or move the increment at a faster rate?
There is already a toggle function, both as a standalone function and as JK Flip Flop.
Though I loved to make the clock have different speeds, I currently lack the knowledge to do so. I can look at adding extra keys for faster settings. The newes update (v2.0.2) features clocks and pulse generators with separate values.
How do I slow down the pulse clock? A gui is very necessary to choose different speeds. Speeds are 1-5. 3 is the one is is at now, 1 means slow 5 means fast.
...
Counter: each time this block receives power it counts up 1 when it reaches the number you set in the GUI of the block (so please not a global setting but a per block definable number) it emits a pulse and resets. 1 side is input, 1 side output and 1 side reset
Multiplier: basically the reverse of a counter when you sent 1 pulse it releases a number of pulses (again please make it definable per block not a global setting) at a certain interval (wouldn't mind this being a global setting or even changeable)
...
The counter is already planned now that I got TileEntities to work. As for the multiplier I'm not sure if I gonna add it, but I see if I comes around to it.
I... I tried making RSNor latches using the NOR gates on the overworld. When i tried to activate one of the inputs, my game crashed.
I need more information to find out what happened, like the crash log, screenshots, drawing of what you tried to do and/or if you have changed anything in the ".cfg" file. The best solution is to just use the RS Latch in the Misc Digital Functions mod.
Block IDs and Item IDs are reduced to one of each. This means that by updating you will loose previous work done with these mods
As an agreement with SpaceToad, this mod now uses the same system as Buildcraft for block textures. In order for this to work this mod requires Buildcraft Client Core v1.6.6.3
Textures are dynamic and will change depending on connected input, input signal and output signal.
The block is hidden from the Statistics and mods like Too Many Items. (This is what the items are for)
Increased support for texturepacks. All gates have their own base texture.
The Pulse Generator's pulse is now always as long as the set time, regardless of how long the input pulse is.
Added Counter. The counter have a GUI like the Pulse Clock and Pulse Generator where you can set and read the counter values. The counters current value increases by a pulse on input B and decreases by a pulse on input A. Input C resets the value to zero. When the current value reaches the set value, there is a signal on the output.
GUI control added. When holding shift while pressing "R", the value is set to the current value instead of reset to default
spoiler tags may be used to minimalize text
I don't see any problems here, but I also can't see the entire log, so for now I have tested these mods:
None of these mods caused any incompability with my mods, so for now I suggest that you uninstall all mods, start with a clean Minecraft.jar and see if that helps. You may also keep in mind that if you are using a texture pack which is not the standard resolution (terrain.png and /gui/items.png), the textures won't work properly.
Edit: CJB Nightvision may interfer with my Power Armor mod, but this may be fixed manually in the configure file for the Power Armor
what are the stats for it btw, is it iron durability?
Power Armor
Diamond, based on the fact that the power armor is the "best" armor in Fallout 3/Fallout: New Vegas. Also because of the high consume of iron, combined with the need of redstone.
Recon Armor
Gold/Chainmail, as it gives more protection than leather, but it doesn't cover the entire body in iron.
The mod itself is in the "base stage" meaning it does nothing which isn't already a part of Minecraft
ah my bad I just read over the post where the durability was posted
gj and keep it up
I think you were right I have everything but my MCpatcher for high res texture packs and it works fine now. Thank you for all of your help.
p.s. thank for showing me how to shorten the posts too.
Minecraft HD patcher and this mod do not seem to play well with each other all of my other issues have been resolved.
I made a mushroom farm that uses the lightbulbs to light it when I'm inside. That's perhaps the best use of it.
On the minecraft wiki there is a basic setup for how the logic gates function. They are great for better door control, fun blinking lights, I've even seen an elevator made with trap doors and I'm still working on more ideas. This is the kind of thing I am going to school for so i get new ideas every now and again but just youtube it. Redstone contraptions. Pulser is a great one for rapid fire dispenser. I haven't used this mod for one but I built and "old fashioned" one, fun toy for an afternoon.
My problem though is that half of your logic gates seem to behave as a regular or gate. For example, I was able to trigger the AND gate with just 1 input (tested all 3 input sides). The RS Latch apparently only accepts reset input from the right (not a big deal, as I can just move things around a bit). I noticed in some cases if the reset is triggered too soon it will shut off the main/forward power (but leave on the one opposite the reset). Sometimes when triggered the pulse generator will stay on instead of sending a single pulse down the line, even when the power source is removed.
I've currently got ModLoader 1.6.6, Pistons 1.6.6, Pfaef's mods 1.6.6, your logical gates/digital functions/lightbulb all current, koi fish mod 1.6.5 (which works with 1.6.6), TMI 1.6.6, ZanMini 1.6.6, More Flowers 1.6.6, ToolUtils 1.6.6, Wireless Redstone 1.6.6/current, Property Reader 1.1.6/current, Single Player Commands 1.6.6, and I think that's it. I've fixed all known ID conflicts as well. I'm using stock textures all around, no patches or HD anything.
Please tell me I'm a stupid idiot who did something wrong that's easy to fix, cause I want to be able to use these.
The AND gate have a wire/power provider detection used to determine the final function (this way it is both a 2-input AND and a 3-input AND). A side effect of this is that by only wire one input it becomes an diode, and by wire none, it becomes a "battery"
The RS Latch is a combined RS and SR function. RS (front) is reset dominated, SR (left side) is set dominated. Domination determines what happens when both of the inputs are active.
The problem with the pulse generator is a bug I haven't been able to fix yet. For it to work properly the input pulse/signal need to be longer than the output pulse, otherwise the output won't turn off.
There is already a toggle function, both as a standalone function and as JK Flip Flop.
Though I loved to make the clock have different speeds, I currently lack the knowledge to do so. I can look at adding extra keys for faster settings.The newes update (v2.0.2) features clocks and pulse generators with separate values.Alright, thanks. Guess doing a little more research on redstone logic gates would certainly help me out.
The counter is already planned now that I got TileEntities to work. As for the multiplier I'm not sure if I gonna add it, but I see if I comes around to it.
I guess it is possible to do this, but I don't think I do it right now.
The Pulse Generator is created for the purpose to work as a Rising Edge trigger, mostly for functions like JK Flip Flop.
I need more information to find out what happened, like the crash log, screenshots, drawing of what you tried to do and/or if you have changed anything in the ".cfg" file. The best solution is to just use the RS Latch in the Misc Digital Functions mod.
Also note that by updating one of these mods, you are required to update both.
UPDATE: Logical Gates:
UPDATE: Misc Digital Functions:
Feel free to use these as replacement textures for the Lightbulb Mod, with some credit of course.
~Kuro (your dude for new sprites)