So I finally got a modded minecraft_server.jar working (there's a dearth of detailed instructions out there), but the server won't recognize give commands that include data values the way the server I normally play on will, whether from TMI or typed. Anyone know what I can do to get that working? Google searches for server mods to accept data values is coming up with absolutely nothing of use.
That sounds like a function in bukkit. That won't be possible for a while.
Eloraam can't you use the redstone way to wire blocks with a gui? like in that you can place a new wire looking at the tiny hitbox of the redstone? Or does that take to much code seeing as your wires are in 3 dimensions?
The regular redstone way relies on the fact that you can click the side of another block to put redstone on the bottom. That doesn't work for red alloy, because you probably intend to put the red alloy on that side, not on the bottom.
To be honest I'd rather do without special glows surrounding the blocks if achieving it would cause a graphical glitch like that. Having it in the non-clean version that could fix the glitch would be great, of course. And if 1.8 does allow the block light color to be customized per block, that would be awesome as well.
And one other question that's been in the back of my mind - when did you start working on this mod? And what was the first actual release date? :biggrin.gif:
I like the glow far too much to leave it out. The annoying part is that I could work around the rendering bug in a base-clean way by adding a TileEntity, but then the light blocks can't be moved and all the other things that come along with having one. The TileEntity doesn't actually have to store any data, so it won't add any SMP lag. Is it worth it? I have no idea, you tell me.
Also, I just had a flash of inspiration while sleeping. It's about the format converter. No promises, but I think I've got a simple and elegant design that should work pretty well without using a lot of code. 1.6.0 might not be incompatible after all!
NAND is basically an AND followed by a NOT. Nesting AND logic prior to that final NOT will get you as many inputs as you want.
Here is the problem, You cant nest an AND to a NOT Gate like that like that when the Truth table is per logic gate.
A NAND Gate meaning any singular/multiple input(s) that is/are ON will have the result be ON, as long as NOT-ALL are on at the same time.
AN AND Gate will not have a positive output unless all of its inputs are on, so assume that i want to have 6 inputs and i connect 2 AND Gates to a NAND, i still only have 2 inputs for the NAND when i Need 4, adding more isn't that simple, tried that already
I Really don't mean for this post to sound argumentative and apologize if you see it that way. No intentions of hostility, just frustration with it not working, or me not understanding what your trying to say, if however your just asking an AND gate to hook its output to an input of a NANd that wont work for the 2 that are there.
...I really appreciate your quick response. But I need each input to have a 1 unless all 4 inputs are on therefore out would be 0.
IF im wrong on how i am viewing your answer, please post a screenshot of how you set it up
(Another Idea: Have it so two NAND gates where outputs head in same direction, right click on one to merge them to allow for multiple inputs...)
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Check out my Suggestions Thread
World Seed: 3357710876112529152 An awesome natural world seed that took me a while to make it like this..
Here is the problem, You cant nest an AND to a NOT Gate like that like that when the Truth table is per logic gate.
His answer is right, actually. An AND gate into one of the inputs of a NAND gate, then you have 5 inputs, 3 on the AND, 2 on the NAND.
The thing is that a NAND gate is like an AND gate with a NOT on the output. AND gates (and also OR gates) can be chained to make bigger ones, while inverting gates like NAND's can't - you have to decompose them into their constituent parts to understand how to chain them.
A NAND gate is on as long as all the inputs aren't on. When you make a 5-input version by chaining an AND into one of the inputs, the output of the AND gate is 1 when all inputs are on - but that passes 1 on to the NAND gate, which means that the NAND only turns off when all inputs to the AND and all the remaining inputs to the NAND are on.
Well I just tied the new generic multipart/coverable framework into Wiring. I wonder how many hours it'll take to get all the bugs out? I'm betting it'll crash the first time I try to run it.
Has anyone got a design for an RS Latch array?
The best I can do for 3 Latches is 5W*10L*2H. It's still more compact than Redstone (duh) but it seems pretty big.
What's an RS latch array?
And because I thought it was really funny to look at, here's what one of my terrain shapers (one of the completely unbalanced game hack mods in the Devel package) can do:
No more cycling worlds to find a reasonably flat surface to test on ever again! :cool.gif:
EDIT: And the new framework has broken things in all sorts of hilarious ways. The first try, red alloy wires showed up as default textured cubes. Second and third tries I got crashes. It figures. I'll get it, in a few hours.
EDIT2: Actually, immediately after posting that, the fourth try more or less works! There's plenty of issues (not really bugs, just things I haven't finished), but I have wires again!
Eloraam, maybe it's well known, but I've encountered an occasional bug when working around IR devices, I occasionally drop 1 block into the floor. I can walk around and pop right back up. Very minor but sometimes disconcerting. Not sure what would happen if there was an empty block beneath the one you fell through, maybe you could suffocate or fall a long ways.
Eloraam, maybe it's well known, but I've encountered an occasional bug when working around IR devices, I occasionally drop 1 block into the floor. I can walk around and pop right back up. Very minor but sometimes disconcerting. Not sure what would happen if there was an empty block beneath the one you fell through, maybe you could suffocate or fall a long ways.
I've seen it myself once or twice, but I've been unable to reproduce it reliably enough to solve it. I *think* that something I've changed in 1.6.0 will fix it already, but I can't be certain.
Are you walking on cover plates when this happens, or just working around IR blocks but standing on regular blocks?
I'd be very grateful for a repro on this issue. I've spent a good amount of time trying to solve it and came up empty.
Hello again i just wanted to know is the redstone wiring supposed to stay on after you hit a button. What i mean is you hit a button powering the wire but when the button times out the wire stays on. Is it supposed to do that if so tell me if not can anyone help?
You're using it with regular redstone somewhere, aren't you?
And because I thought it was really funny to look at, here's what one of my terrain shapers (one of the completely unbalanced game hack mods in the Devel package) can do:
No more cycling worlds to find a reasonably flat surface to test on ever again! :cool.gif:
EDIT: And the new framework has broken things in all sorts of hilarious ways. The first try, red alloy wires showed up as default textured cubes. Second and third tries I got crashes. It figures. I'll get it, in a few hours.
EDIT2: Actually, immediately after posting that, the fourth try more or less works! There's plenty of issues (not really bugs, just things I haven't finished), but I have wires again!
It's not completely done, and I'm sure there are bugs in the framework, but...
... Wiring 1.6.0 now uses ONE block ID! And the new format will let me add things in the future without any more save format breakage. And I'm pretty sure I can make a converter easily enough, so you probably won't lose 1.5.1 worlds after all. Wires in inventory will be lost though, so make sure to stick them on walls or floors before you upgrade. When I release, that is, which is still a few days away.
I have to do most of my testing within an MCP environment. That makes it really hard to bring in any external mods. No TMI, etc. My Devel package is the only testing mod I get to use for that.
I have to do most of my testing within an MCP environment. That makes it really hard to bring in any external mods. No TMI, etc. My Devel package is the only testing mod I get to use for that.
It's not completely done, and I'm sure there are bugs in the framework, but...
... Wiring 1.6.0 now uses ONE block ID! And the new format will let me add things in the future without any more save format breakage. And I'm pretty sure I can make a converter easily enough, so you probably won't lose 1.5.1 worlds after all. Wires in inventory will be lost though, so make sure to stick them on walls or floors before you upgrade. When I release, that is, which is still a few days away.
gratz!!!
so should we expect an issue with TMI or was that solved and i missed it?
you know, apart from being a great mod, I really enjoy following this thread. Your update, as well as the (for me) highly technical discussions (and I don't mean "omg black screen help plox", but all the stuff about new math libraries, latches, RAMs and all that good stuff) make it a pleasure to read every page in here
I think I'm learning more here than actually from a lot of courses I've followed
I'm glad to hear that :smile.gif: I enjoy the discussion here.
so should we expect an issue with TMI or was that solved and i missed it?
Unfortunately there will be an issue with stock TMI. I'm not entirely sure how best to solve it, but it's really not a big thing to change in TMI at all. If I changed one '15' to a much larger number in TMI, it would work fine. It's a bit of a hack, and it would probably slow down inventory loading slightly (likely just by enough to be perceptible), but it would work. There are many more elegant solutions, but I haven't heard back at all about how best to handle extended subitems, so...
I'm not really sure what to say about that.
EDIT: Just clarifying that this is really a TMI issue, not a RedPower issue. TMI doesn't check for items with subtypes above 15, because I guess very few modders are as ambitious about reducing ID usage as I am. I emailed Marglyph about it a while ago, to see if there was a way to enable scanning for higher subtype numbers, but he hasn't gotten back to me.
It's possible to hack it into TMI easily enough, but I can't actually distribute the modified classes. I could always give hexediting instructions (because it's really just two bytes) or even provide a binary patch that you could apply, but I don't especially like either of those options.
could you please make it so that you can put switches and buttons on wire covers that will power wires? I want to make a house with powered lights and stuff where no wires show that isnt three blocks thick.
could you please make it so that you can put switches and buttons on wire covers that will power wires? I want to make a house with powered lights and stuff where no wires show that isnt three blocks thick.
ps. love your mods!!
You don't really have to do that at all. Just do this:
I've even built the sort of house that you mentioned using RedPower Lighting, and it works fine.
EDIT: It's also possible to run the wire on the side of the wall block nearby, if you want your walls to only be a single layer thick.
The Meaning of Life, the Universe, and Everything.
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Interesting thing in the logs:
class eloraam.intred.TileLogic is missing a mapping!
I think, it's becouse class TileLogic is not RegisterTileEntity.
Just curios - with purpose?
Interesting thing in the logs:
class eloraam.intred.TileLogic is missing a mapping!
I think, it's becouse class TileLogic is not RegisterTileEntity.
Just curios - with purpose?
That's... rather bizarre. There shouldn't be any TileLogic's floating around by themselves. That's a base class.
That sounds like a function in bukkit. That won't be possible for a while.
False. MoreCommands from flan. I just made my own :smile.gif:
The regular redstone way relies on the fact that you can click the side of another block to put redstone on the bottom. That doesn't work for red alloy, because you probably intend to put the red alloy on that side, not on the bottom.
Don't worry, I'm studying the problem.
I like the glow far too much to leave it out. The annoying part is that I could work around the rendering bug in a base-clean way by adding a TileEntity, but then the light blocks can't be moved and all the other things that come along with having one. The TileEntity doesn't actually have to store any data, so it won't add any SMP lag. Is it worth it? I have no idea, you tell me.
Also, I just had a flash of inspiration while sleeping. It's about the format converter. No promises, but I think I've got a simple and elegant design that should work pretty well without using a lot of code. 1.6.0 might not be incompatible after all!
Here is the problem, You cant nest an AND to a NOT Gate like that like that when the Truth table is per logic gate.
A NAND Gate meaning any singular/multiple input(s) that is/are ON will have the result be ON, as long as NOT-ALL are on at the same time.
AN AND Gate will not have a positive output unless all of its inputs are on, so assume that i want to have 6 inputs and i connect 2 AND Gates to a NAND, i still only have 2 inputs for the NAND when i Need 4, adding more isn't that simple, tried that already
I Really don't mean for this post to sound argumentative and apologize if you see it that way. No intentions of hostility, just frustration with it not working, or me not understanding what your trying to say, if however your just asking an AND gate to hook its output to an input of a NANd that wont work for the 2 that are there.
...I really appreciate your quick response. But I need each input to have a 1 unless all 4 inputs are on therefore out would be 0.
IF im wrong on how i am viewing your answer, please post a screenshot of how you set it up
(Another Idea: Have it so two NAND gates where outputs head in same direction, right click on one to merge them to allow for multiple inputs...)
World Seed: 3357710876112529152 An awesome natural world seed that took me a while to make it like this..
His answer is right, actually. An AND gate into one of the inputs of a NAND gate, then you have 5 inputs, 3 on the AND, 2 on the NAND.
The thing is that a NAND gate is like an AND gate with a NOT on the output. AND gates (and also OR gates) can be chained to make bigger ones, while inverting gates like NAND's can't - you have to decompose them into their constituent parts to understand how to chain them.
A NAND gate is on as long as all the inputs aren't on. When you make a 5-input version by chaining an AND into one of the inputs, the output of the AND gate is 1 when all inputs are on - but that passes 1 on to the NAND gate, which means that the NAND only turns off when all inputs to the AND and all the remaining inputs to the NAND are on.
What's an RS latch array?
And because I thought it was really funny to look at, here's what one of my terrain shapers (one of the completely unbalanced game hack mods in the Devel package) can do:
No more cycling worlds to find a reasonably flat surface to test on ever again! :cool.gif:
EDIT: And the new framework has broken things in all sorts of hilarious ways. The first try, red alloy wires showed up as default textured cubes. Second and third tries I got crashes. It figures. I'll get it, in a few hours.
EDIT2: Actually, immediately after posting that, the fourth try more or less works! There's plenty of issues (not really bugs, just things I haven't finished), but I have wires again!
I've seen it myself once or twice, but I've been unable to reproduce it reliably enough to solve it. I *think* that something I've changed in 1.6.0 will fix it already, but I can't be certain.
Are you walking on cover plates when this happens, or just working around IR blocks but standing on regular blocks?
I'd be very grateful for a repro on this issue. I've spent a good amount of time trying to solve it and came up empty.
You're using it with regular redstone somewhere, aren't you?
Why not just use worldedit?
It's not completely done, and I'm sure there are bugs in the framework, but...
... Wiring 1.6.0 now uses ONE block ID! And the new format will let me add things in the future without any more save format breakage. And I'm pretty sure I can make a converter easily enough, so you probably won't lose 1.5.1 worlds after all. Wires in inventory will be lost though, so make sure to stick them on walls or floors before you upgrade. When I release, that is, which is still a few days away.
I have to do most of my testing within an MCP environment. That makes it really hard to bring in any external mods. No TMI, etc. My Devel package is the only testing mod I get to use for that.
I'm glad.
1.6.0 will handle connection to regular redstone a lot better than 1.5.1 does. 1.5.1 doesn't like it at all. That's all that happened.
oic...
gratz!!!
so should we expect an issue with TMI or was that solved and i missed it?
I'm glad to hear that :smile.gif: I enjoy the discussion here.
Unfortunately there will be an issue with stock TMI. I'm not entirely sure how best to solve it, but it's really not a big thing to change in TMI at all. If I changed one '15' to a much larger number in TMI, it would work fine. It's a bit of a hack, and it would probably slow down inventory loading slightly (likely just by enough to be perceptible), but it would work. There are many more elegant solutions, but I haven't heard back at all about how best to handle extended subitems, so...
I'm not really sure what to say about that.
EDIT: Just clarifying that this is really a TMI issue, not a RedPower issue. TMI doesn't check for items with subtypes above 15, because I guess very few modders are as ambitious about reducing ID usage as I am. I emailed Marglyph about it a while ago, to see if there was a way to enable scanning for higher subtype numbers, but he hasn't gotten back to me.
It's possible to hack it into TMI easily enough, but I can't actually distribute the modified classes. I could always give hexediting instructions (because it's really just two bytes) or even provide a binary patch that you could apply, but I don't especially like either of those options.
ps. love your mods!!
You don't really have to do that at all. Just do this:
I've even built the sort of house that you mentioned using RedPower Lighting, and it works fine.
EDIT: It's also possible to run the wire on the side of the wall block nearby, if you want your walls to only be a single layer thick.
class eloraam.intred.TileLogic is missing a mapping!
I think, it's becouse class TileLogic is not RegisterTileEntity.
Just curios - with purpose?
That's... rather bizarre. There shouldn't be any TileLogic's floating around by themselves. That's a base class.