I give you the Punnett Squarilizer Mark 2.3!
Front:
Wire Boards:
Logic:
the board pic was taken from far away so you could see the colors. i used buffer gates there, they work great in tight spaces. its to later to record a vid now, i'll get it up tomorrow. and remember, dont worry bee happy
That is freakin' boss. Can't wait for the video. I've been meaning to get further into the Apiarist side of Forestry for a while.
I couldn't find a suggestion thread so I'm deciding to pot my suggestion here. Even though it's kind of out of context, I think older kinds of guns could be added to the game, as older guns usually consisted of a wooden stock and underbarrel, a brass barrel and other parts, and some iron to be the flintlock or reciever (an iron nugget or two). I understand if this suggestion doesn't make it, but it would just be another cool thing like the Athame to just be added in. If it does make it, I think there should be a long rifle, two wood planks, one iron nugget, and two brass, and a shoulder mortar, one iron nugget, one wooden plank, and five brass.
This isn't a gun mod, this is a technology mod. Weapons are completely irrelevant to this mod, and won't be added unless being a weapon isn't the main focus of the item, just a useful extra.
This isn't a gun mod, this is a technology mod. Weapons are completely irrelevant to this mod, and won't be added unless being a weapon isn't the main focus of the item, just a useful extra or Eloraam hits the absinthe again and decides to pound out RedPower-Warfare.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/9/2012
Posts:
45
Minecraft:
Acreo_Aeneas
Member Details
I have no clue where to turn to.
I just created a custom jar for my server with Minecraft Forge and NEI. I have RP2 PR5B2 installed into the mods folder, but when I place lamps on my server, they do not light up when a redstone torch is placed next to it. However, it lights just fine in SSP, but not in SMP on my server. I've tried redownloading and reuploading all 7 RP2 files and have even tried going back to pr5b1.
Hey eloramm, maybe you could take a look at ugocraft. There moving of blocks is smoother than that of the RP frames. Maybe you could use there technique or something.
Ugocraft seens to work on the same principle as the zeppelin mod, a.k.a converting the wanted blocks into entities, moving them, and fixing them back on the block grid. While this makes possible swift moving and rotations, it is problematic with tile entities and operating machines, as when a block is transformed into an entity it cannot do his functions.
Both UGOcraft and Redpower frames work the same way and both flash during Block-Entity and Entity-Block conversion. Both uses the same principle from the Zeppelin Mod where the blocks are converted into entities back and forth. The 'not flashing' thing about the UGOcraft mod is because it doesn't change them back and forth into blocks as much as Redpower frames does. The frames convert into entities, move one block and then convert them back to blocks. And when they're entities they stop working momentaneously but remain their state thus working normally after becoming a block again.
tl;dr:
Ugo = Change into entities, move lots of blocks and take a long time until converting back to blocks.
Frames = Change into entities, move one block and immediately convert back to blocks.
On the humorous side, they're asian but they're not Eloraam. If there's an issue then she will figure things out eventually. Sometimes it just doesn't have a high priority in her list and/or she just finds it boring.
Everything written above may be wrong. Don't trust me, haha.
SMP issues usually have to do with different configurations for server and client. Just copy the servers config file and use it with th eclient, or vice versa.
I just created a custom jar for my server with Minecraft Forge and NEI. I have RP2 PR5B2 installed into the mods folder, but when I place lamps on my server, they do not light up when a redstone torch is placed next to it. However, it lights just fine in SSP, but not in SMP on my server. I've tried redownloading and reuploading all 7 RP2 files and have even tried going back to pr5b1.
Can someone help me?
Maybe id missmatch between client and servers? Try copying one's config files into another. ninja'd
SMP issues usually have to do with different configurations for server and client. Just copy the servers config file and use it with th eclient, or vice versa.
Quote from Sllypper »
Maybe id missmatch between client and servers? Try copying one's config files into another.
I just tried it from server to client and vice versa. The lamps still do not light up on my server. Another thing, all the non-white lamps, when placed, instantly turn into white (unpowered, off) lamps. Does not happen in SSP.
Edit:
None of the RP2 machines work either. Solar panels do not work, battery boxes when right-clicked instantly disappear, and furnances do not charge (since solar panels don't work).
My 16 Floor Elevator Very WIP!. Does not fully work
This is just my progress
Outside of it. When its done, it will be inside a building.
Inside the Elevator
The very bottom, also the control part of the elevator.
From the bottom looking all the way up the Elevator Shaft.
If anyone wants to help finish this, please let me know. I really need help on the computer part. I essentially want a GUI on the computers. I want to be able to select what floor to move to using the computer.
Would it be possible to make a GUI sort of thing with computers that does just this?
Welcome To Timmie-Vator V.4
You Are Currently On Floor #1
Select A Floor
Floor #1
Floor #2
Floor #3
Floor #4
Floor #5
Floor #6
Floor #7
Floor #8
Floor #9
Floor #10
Floor #11
Floor #12
Floor M
Floor #14
Floor #15
Floor #16 PH
I want the user, to be able to use the WASD keys to navigate and the Enter key select a floor.
Is this possible?
Both UGOcraft and Redpower frames work the same way and both flash during Block-Entity and Entity-Block conversion. Both uses the same principle from the Zeppelin Mod where the blocks are converted into entities back and forth. The 'not flashing' thing about the UGOcraft mod is because it doesn't change them back and forth into blocks as much as Redpower frames does. The frames convert into entities, move one block and then convert them back to blocks. And when they're entities they stop working momentaneously but remain their state thus working normally after becoming a block again.
I would definately love to see a GUI on Frame Motors (or maybe a higher tech-tier version) that would let you specify the distance to travel before reverting back to blocks to make moving things smoothly and fastly easier. A higher speed setting would go perfectly with that, and maybe a way to reverse direction to spare us building 2 motor setups for each travel direction. And, well, a rotation frame motor would be pretty swell, too - why not shoot for the stars?
But let's not forget that this is still the first release version of frames, the "beta" if you will. And while they are a bit slow and they have that flashing bug, they do work with every machine I've tried, which is certainly more than you can say for Ugocraft or Zeppelin, for that matter. But then, there is nothing saying this is their final form - I'm sure Eloraam has lots in store for them (sounds like time for a sneak preview, eh?? eh?????)
Just a suggestion, but what about a 'Painting Station' block? It would be in-line with a tube system, and depending on the coloured wire that was on in a connected bundled cable, would paint any items passing through with that colour.
I just thought of this because it would allow the use of a computer and IO expander to sort a large amount of items in a tube network.
Please post what you think.
This is already possible, but on a much lager scale. You would need 16 filters. 1 For each color.
you do realise thats what she added the relay block for dont you? any machine that can place its produced items into a chest, will use a relay, and the relay will put the items into a tube network.
You can't attach fluid pipes at it, so it is useless for liquids as it's not its purpose at all, if i understood well its behavior.
Rollback Post to RevisionRollBack
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
The interface that supports canConnectRedstone only works in 5b2. My bad
Just now saw your reply while going back through previous posts for interesting tidbits (got busy with other things and forgot to check for a while).
My test copy of minecraft was indeed still using 5b1, which I have now updated. However, I still have a problem with using canConnectRedstone. Even with canProvidePower explicitly defined to return false, if I have canConnectRedstone return true, vanilla redstone dust behaves as if canProvidePower was also returning true (forming a graphical T or corner connection despite not powering the device when it's placed alongside the row of dust).
This is exactly what I was trying to avoid. I thought the interface was supposed to make that possible, not act exactly like the existing method. Is it behaving improperly or am I doing something wrong?
I promised people that RP Control wouldn't cripple their servers, even on mid-sized or large servers, so I made some tradeoffs. I may have erred on the conservative side - I'm considering boosting the speed, or possibly making it configurable - but I figured that where it is now is a good place to start.
I'm all in favor of a configuration option. For people who run small or powerful servers, and especially for single-player, it would be wonderful. Where it is now would make a great default setting though.
Something that'll help a lot with this is coming in a future version, when I finally get interrupt support working. You'll be able to set interrupt-on-change on the IO expander, and then your CPU will get woken when the event is triggered.
I'm still playing with code for my software interrupt idea - you'd basically call a yield function instead of TICK / TICKS, which would in turn make a call to TICK in between testing a specific IO expander for a change in value... But having real hardware interrupts would be so much more awesome.
Regarding the FORTH stack-manipulation words that begin with 2, everything I've read about them (for example: http://wiki.laptop.o...stack_operators) says they're intended to work with numbers that are 2 cells wide, or (effectively) pairs of single cell numbers. So 2DUP would be : 2DUP ( a b -- a b a b ) OVER OVER ; and 2OVER would be : 2OVER ( a b c d -- a b c d a b ) 3 PICK 3 PICK ;
Those behaviors aren't hard to define yourself if they're lacking (as I just showed), but it seems (from the perspective of someone relatively new to FORTH, I'll admit) that those are the 'standard' or at least 'expected' behaviors for words of those names. On the other hand, if there's another side to the story, I haven't heard it yet and would certainly like to, so that I can decide what makes the most sense to me.
Hey, just thought of an idea. i know how Minecraft lighting can't change colour, so the lamps don't emit coloured light, but how about making them affect air blocks, changing the colour of them when the lamp is on? just a suggestion, don't know if it'll work or not, but just want to help improve the mod
how precisely do you colour an invisible block? or is this an invisible pink unicorn situation?
i was just suggesting something, i had an idea, so i shared it for the better of the mod. i know nothing about coding, so i had no idea if it'd work, like i said.
Just a suggestion, but what about a 'Painting Station' block? It would be in-line with a tube system, and depending on the coloured wire that was on in a connected bundled cable, would paint any items passing through with that colour.
I just thought of this because it would allow the use of a computer and IO expander to sort a large amount of items in a tube network.
Please post what you think.
And Here is my video of a system doing pretty much what you suggested.
I only used 5 colors. Although 16 colors is possible.
That is freakin' boss. Can't wait for the video. I've been meaning to get further into the Apiarist side of Forestry for a while.
There's currently an unused item sprite in the redpower files for a plasma rifle, so I don't think being in the wrong time era context is an issue.
And yeah, if you want guns, just use Flan's gun mods.
This isn't a gun mod, this is a technology mod. Weapons are completely irrelevant to this mod, and won't be added unless being a weapon isn't the main focus of the item, just a useful extra.
Fixed.
I just created a custom jar for my server with Minecraft Forge and NEI. I have RP2 PR5B2 installed into the mods folder, but when I place lamps on my server, they do not light up when a redstone torch is placed next to it. However, it lights just fine in SSP, but not in SMP on my server. I've tried redownloading and reuploading all 7 RP2 files and have even tried going back to pr5b1.
Can someone help me?
Aurora Orbis
Server Operator
Both UGOcraft and Redpower frames work the same way and both flash during Block-Entity and Entity-Block conversion. Both uses the same principle from the Zeppelin Mod where the blocks are converted into entities back and forth. The 'not flashing' thing about the UGOcraft mod is because it doesn't change them back and forth into blocks as much as Redpower frames does. The frames convert into entities, move one block and then convert them back to blocks. And when they're entities they stop working momentaneously but remain their state thus working normally after becoming a block again.
tl;dr:
Ugo = Change into entities, move lots of blocks and take a long time until converting back to blocks.
Frames = Change into entities, move one block and immediately convert back to blocks.
On the humorous side, they're asian but they're not Eloraam. If there's an issue then she will figure things out eventually. Sometimes it just doesn't have a high priority in her list and/or she just finds it boring.
Everything written above may be wrong. Don't trust me, haha.
Maybe id missmatch between client and servers? Try copying one's config files into another.
ninja'd
God bless absynth!
A shame I couldn't test it in time. What was it again? The Plasma Gun from Doom?
I just tried it from server to client and vice versa. The lamps still do not light up on my server. Another thing, all the non-white lamps, when placed, instantly turn into white (unpowered, off) lamps. Does not happen in SSP.
Edit:
None of the RP2 machines work either. Solar panels do not work, battery boxes when right-clicked instantly disappear, and furnances do not charge (since solar panels don't work).
Aurora Orbis
Server Operator
Tubes would be biggest one she's admitted to on her blog:
http://www.eloraam.com/?p=198
This is just my progress
Outside of it. When its done, it will be inside a building.
Inside the Elevator
The very bottom, also the control part of the elevator.
From the bottom looking all the way up the Elevator Shaft.
If anyone wants to help finish this, please let me know. I really need help on the computer part. I essentially want a GUI on the computers. I want to be able to select what floor to move to using the computer.
Would it be possible to make a GUI sort of thing with computers that does just this?
I want the user, to be able to use the WASD keys to navigate and the Enter key select a floor.
Is this possible?
I would definately love to see a GUI on Frame Motors (or maybe a higher tech-tier version) that would let you specify the distance to travel before reverting back to blocks to make moving things smoothly and fastly easier. A higher speed setting would go perfectly with that, and maybe a way to reverse direction to spare us building 2 motor setups for each travel direction. And, well, a rotation frame motor would be pretty swell, too - why not shoot for the stars?
But let's not forget that this is still the first release version of frames, the "beta" if you will. And while they are a bit slow and they have that flashing bug, they do work with every machine I've tried, which is certainly more than you can say for Ugocraft or Zeppelin, for that matter. But then, there is nothing saying this is their final form - I'm sure Eloraam has lots in store for them (sounds like time for a sneak preview, eh?? eh?????)
This is already possible, but on a much lager scale. You would need 16 filters. 1 For each color.
You can't attach fluid pipes at it, so it is useless for liquids as it's not its purpose at all, if i understood well its behavior.
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Just now saw your reply while going back through previous posts for interesting tidbits (got busy with other things and forgot to check for a while).
My test copy of minecraft was indeed still using 5b1, which I have now updated. However, I still have a problem with using canConnectRedstone. Even with canProvidePower explicitly defined to return false, if I have canConnectRedstone return true, vanilla redstone dust behaves as if canProvidePower was also returning true (forming a graphical T or corner connection despite not powering the device when it's placed alongside the row of dust).
This is exactly what I was trying to avoid. I thought the interface was supposed to make that possible, not act exactly like the existing method. Is it behaving improperly or am I doing something wrong?
And again, thank you for your help.
I'm all in favor of a configuration option. For people who run small or powerful servers, and especially for single-player, it would be wonderful. Where it is now would make a great default setting though.
I'm still playing with code for my software interrupt idea - you'd basically call a yield function instead of TICK / TICKS, which would in turn make a call to TICK in between testing a specific IO expander for a change in value... But having real hardware interrupts would be so much more awesome.
Regarding the FORTH stack-manipulation words that begin with 2, everything I've read about them (for example: http://wiki.laptop.o...stack_operators) says they're intended to work with numbers that are 2 cells wide, or (effectively) pairs of single cell numbers. So 2DUP would be : 2DUP ( a b -- a b a b ) OVER OVER ; and 2OVER would be : 2OVER ( a b c d -- a b c d a b ) 3 PICK 3 PICK ;
Those behaviors aren't hard to define yourself if they're lacking (as I just showed), but it seems (from the perspective of someone relatively new to FORTH, I'll admit) that those are the 'standard' or at least 'expected' behaviors for words of those names. On the other hand, if there's another side to the story, I haven't heard it yet and would certainly like to, so that I can decide what makes the most sense to me.
Also: Yaybuttons!
And Here is my video of a system doing pretty much what you suggested.
I only used 5 colors. Although 16 colors is possible.
[video][/video]
Even just a ghosted padlock image in the grey space of the gui would be nice.
Like the bottom pair of these, but a single tone of grey.