I asked this on the curseforge page but thought I'd ask here as well. if I download just the core module and the integration module, will I be unable to craft certain things specific to those modules (like gates or wires) because there is no change to world gen? I want to add this to an established server and would rather not mess around with worldgen again. Thank you so much for your time!
When you say "core", do you mean "MrTJPCore" or "Base"? You need both for any of the others.
If you don't have the World module loaded, you won't have electrotine, and won't be able to make anything that requires electrotine (or the blue alloy made from it). You also will not have copper, tin, or silver UNLESS you have another mod loaded that also provides those metals.
Rather than building one massive array, I've decided to split it up into 16 individual parts and stack them vertically. The buffer gates to the bottom left of the decoder act as a selector using the 4 high-order bits of the address. What I'm wondering is if it would be more efficient (in terms of signal propagation speed/update lag) to just build the entire 8-bit decoder as a single array. Input is appreciated.
The smaller 1x4 array on the left represents the 4 most significant bits of the address. A layer of AND cells was added to the start of the decoder. A buffer gate was placed facing the first row of the decoder to account for the fact that it remains off if the decoder is not given any inputs. This essentially prevents the entire decoder from updating if it is not currently relevant to the address.
Would love to, but the only Array tile currently supported on IC chips are Null Cells. There is also currently a bug with IC gates that causes my 4:16 demux solution using buffer and inverter gates to get stuck on world reload.
Placed down redstone items (Alloy Wires, gates, etc.) disappear after a while on my 1.12.2 server. Am I missing something or is that a bug of some sort?
Are you on a Forge server or is that an emulation?
I've seen that on bukkit-based servers. Wires detach at reboot and if not picked up, will despawn after a while.
i really have no time to search for what is probably asked already, but for a module it says forge relocation is needed, yet forge relocation is for 1.7.10 and the module is for 1.12
The smaller 1x4 array on the left represents the 4 most significant bits of the address. A layer of AND cells was added to the start of the decoder. A buffer gate was placed facing the first row of the decoder to account for the fact that it remains off if the decoder is not given any inputs. This essentially prevents the entire decoder from updating if it is not currently relevant to the address.
Ive done similar builds like this...and i find this pattern useful:
build 2x 4-16 decoders. first for lower 4 bits of address, 2nd for high 4 bits
assuming 16 banks of 16 memory slots, use bus transceivers on the output lines of each bank.
connect the high decoder outputs to those transceivers (bank 0 gets white output, bank 1 gets orange output, etc). mirror the lower decoder outputs to all the banks to select memory cells, but tie the read/clock lines on each memory cell to gates that AND the lower decoder signals with the hi bank selector.
That's it. And you only need 2 decoders to handle that. Add another decoder to handle another 4 bits, and then you would need an and gate on all those transceivers to do a block (16 bank) selector. you get the idea. you dont need to do a decoder per bank of 16 memory cells, that's just asking for a slideshow
on a different topic...I found a very cool use for block breakers/placers:
This is a binary counter with up/down/load/clear functions. The zigzag line running up the back is the clock signal. if an orange block is cutting that wire, that stage of the counter (and all others above it) doesn't toggle. when it does toggle it either removes or places that block. Why use placers/breakers? Because they place/break blocks instantly, making the outputs *perfectly synced*. There is no propagation delay between the bits. And its only 3 ticks. I could have used pistons, but we all know how everyone frowns on those, never mind bud/block dropping issues.
I have a version of this that only counts up. Since that one doesn't have the direction/reset/load logic, its only 2 ticks. I think if it had the load/reset logic and still stay at 2 ticks, it should be perfect for a program counter.
This is an 8 bit version...this can be extended to however many bits you want, it will always stay at 3 ticks. The chests are there to catch the block from the breakers, and there's a transport pipe with extractor/responder chips linked between the placer and chest to keep the placers stocked. That part of the counter has no effect on it's speed, the placers are stocked with a full stack of blocks This could easily be built horizontally as well. I just prefer vertical 'bit slice' designs, this is for a big project I'm working on.
I've done a vertical insta-carry adder using this same technique, and its pretty darned fast too.
I want to have a self-filling IC printer with all the parts necessary.
So i tested to build a chip with all types of stuff in it. the recipe needs 48 different components. the problem is that the inventory only has 18 slots.
Is there a way to increase the inventory space to more than 48?
When you say "core", do you mean "MrTJPCore" or "Base"? You need both for any of the others.
If you don't have the World module loaded, you won't have electrotine, and won't be able to make anything that requires electrotine (or the blue alloy made from it). You also will not have copper, tin, or silver UNLESS you have another mod loaded that also provides those metals.
Vanilla lamps cannot in fast pulses at all, already checked.
If you count, it's precisely 16 blocks wide.
Got it, say goodbye to large lamps.
And yes, that's incorrect light update outside chunk, optifine probably fixes it.
How are you guys able to play it? It require the Forge Mult Part that still in 1.7.
What did I get wrong?
-----------------
Bah, as always, you ask and seconds later you found the answer.
If any is lost as I was, this is the link:
https://minecraft.curseforge.com/projects/forge-multipart-cbe?gameCategorySlug=mc-mods&projectID=258426
@Sworn_
You followed old link from the main module (And it still unfixed)
Does Project Red now have everything that Eloraam's did? Are there differences between the two?
There's no computers IIRC. And yes, there's differences.
Building an 8:256 Memory Address Decoder, here is the first slice of it: https://gyazo.com/65aa25cb63b1bf604f518d3516e52c91
Rather than building one massive array, I've decided to split it up into 16 individual parts and stack them vertically. The buffer gates to the bottom left of the decoder act as a selector using the 4 high-order bits of the address. What I'm wondering is if it would be more efficient (in terms of signal propagation speed/update lag) to just build the entire 8-bit decoder as a single array. Input is appreciated.
Right after my last post, It dawned on me that it would be even better to completely disable the individual layers of the decoder when not in use.
This is the revised design: https://gyazo.com/def0fb5ec43ba01925a0c9fa3bf08fb6
The smaller 1x4 array on the left represents the 4 most significant bits of the address. A layer of AND cells was added to the start of the decoder. A buffer gate was placed facing the first row of the decoder to account for the fact that it remains off if the decoder is not given any inputs. This essentially prevents the entire decoder from updating if it is not currently relevant to the address.
Turn this into an IC chip.
Would love to, but the only Array tile currently supported on IC chips are Null Cells. There is also currently a bug with IC gates that causes my 4:16 demux solution using buffer and inverter gates to get stuck on world reload.
Are you on a Forge server or is that an emulation?
I've seen that on bukkit-based servers. Wires detach at reboot and if not picked up, will despawn after a while.
i really have no time to search for what is probably asked already, but for a module it says forge relocation is needed, yet forge relocation is for 1.7.10 and the module is for 1.12
For which module?
mechanics
Perhaps you should check with oculist, https://minecraft.curseforge.com/projects/project-red-mechanical/files/2572422 requires only Base.
Ive done similar builds like this...and i find this pattern useful:
build 2x 4-16 decoders. first for lower 4 bits of address, 2nd for high 4 bits
assuming 16 banks of 16 memory slots, use bus transceivers on the output lines of each bank.
connect the high decoder outputs to those transceivers (bank 0 gets white output, bank 1 gets orange output, etc). mirror the lower decoder outputs to all the banks to select memory cells, but tie the read/clock lines on each memory cell to gates that AND the lower decoder signals with the hi bank selector.
That's it. And you only need 2 decoders to handle that. Add another decoder to handle another 4 bits, and then you would need an and gate on all those transceivers to do a block (16 bank) selector. you get the idea. you dont need to do a decoder per bank of 16 memory cells, that's just asking for a slideshow
on a different topic...I found a very cool use for block breakers/placers:
This is a binary counter with up/down/load/clear functions. The zigzag line running up the back is the clock signal. if an orange block is cutting that wire, that stage of the counter (and all others above it) doesn't toggle. when it does toggle it either removes or places that block. Why use placers/breakers? Because they place/break blocks instantly, making the outputs *perfectly synced*. There is no propagation delay between the bits. And its only 3 ticks. I could have used pistons, but we all know how everyone frowns on those, never mind bud/block dropping issues.
I have a version of this that only counts up. Since that one doesn't have the direction/reset/load logic, its only 2 ticks. I think if it had the load/reset logic and still stay at 2 ticks, it should be perfect for a program counter.
This is an 8 bit version...this can be extended to however many bits you want, it will always stay at 3 ticks. The chests are there to catch the block from the breakers, and there's a transport pipe with extractor/responder chips linked between the placer and chest to keep the placers stocked. That part of the counter has no effect on it's speed, the placers are stocked with a full stack of blocks This could easily be built horizontally as well. I just prefer vertical 'bit slice' designs, this is for a big project I'm working on.
I've done a vertical insta-carry adder using this same technique, and its pretty darned fast too.
I want to have a self-filling IC printer with all the parts necessary.
So i tested to build a chip with all types of stuff in it. the recipe needs 48 different components. the problem is that the inventory only has 18 slots.
Is there a way to increase the inventory space to more than 48?
I have tested to have an adjacent chest.