Hi folks, weird bug. I join the nether with NetherOres installed and the game eventually grinds down to 2fps. There's explosions everywhere, but I cannot see them. If I manage to turn around and got back to overworld, lag goes away. I got back to nether and still getting chained explosions.
Hi folks, weird bug. I join the nether with NetherOres installed and the game eventually grinds down to 2fps. There's explosions everywhere, but I cannot see them. If I manage to turn around and got back to overworld, lag goes away. I got back to nether and still getting chained explosions.
Do you have any other mods that mess with the nether?
I found a website that has a link for a core and for Minefactory Reloaded that are both compatible for 1.7.10, so anyone who cant find the download, just click on this link.
I'm trying to do a PID controller using the PRC. Does anyone have any suggestions?
(From white to black.)
My current approach is as follows. I need an integrator, and a differentiator. Integral is easy - just sum a rednet channel and the input into the same rednet channel. Differentiator is also easy: just take the difference between the last tick and the current one.
But due to everything being unsigned, I don't know of any easy way to do this.
It would be substantially easier if:
There was a way to directly get the change in something over time
There was a way to directly clamp a variable
There was a >2 input adder
There was a saturating adder
There was a way to multiply a variable by a non-integer
There was a way to restrict how much something changes a tick
There was a way to copy/paste circuits
There was a way to insert a blank circuit between two ones without having to redo everything after the circuit.
There was a way to treat a variable as signed.
All of these are things that can be worked around, but are less than amusing to actually do so.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2014
Posts:
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Harvester doesn't seem to want to work with Natura trees anymore. Was trying to make a tree farm with Amaranth trees, but MFR's harvester is just ignoring the full grown trees. It used to work with the old version before, but after updating the mod with the latest version, it doesn't wanna work. Also, I thought BOP trees are compatible as well? Doesn't work either. Do I need to change something in the config to make it work? Please help!
I would like to request a new function be added to the PRC if possible.
The reason I ask is I was looking for a way to hold an analogue value in a variable that takes its input from a source but only changes then when an 'enable' digital signal is present. Something along the lines of the existing D-Latch (Gated) but where the input value would be an analogue value rather than digital. This of course would be minus the inverted output as that doesn't really apply to an analogue input.
In fact - whilst I'm asking - I have a request for a new block type - again as an add-on for the PRC.
Something along the same size, connectivity and appearance as the Rednet Historian only this time to be able to display numbers. A Rednet Digital Display so to speak.
From the 'front' screen you would see an 8 digit display (4 if space is tight). Clicking on it would give a single page circuit screen as per the PRC. It would show 8 input colours fed from a standard connected rednet cable. Each channel colour then feeds each digit on the front screen. Each digit would take a value from 0 -> 15 (displays as 0->f as does the seven segment display function) and put it on the appropriate position. Subsequently, by using a connected PRC and appropriate 'Decompose Int -> Dec' function on the RPC to direct a value to each decimal position - you could easily build up an 8 (or 4) segment digital display that only take the space of 1 minecraft block.
Thanks for reading..
(PS - is there a way to get the historian to respond to other channels apart from the white? - or even multi channel display using differing colours - Mmm beginning to sound like another request... )
I, too, would love to see both the "sample and hold" analog latch and the multi-channel historian ideas come to fruition. It would also thrill me if a dual 7-segment display (like Project:Red has) were implemented in MFR. Likewise, an analog switch (with a dial interface) would be a nice feature.
I actually have implemented a huge interface kludge build to pass signals between P:R bundled wires and rednet cables. It only works one-direction at a time, unfortunately, due to both mods believing the other cable is the bus-master. Hence, once a signal is present on on side of the interface, the other side picks it up fine, but then the signal will not drop because the cables feed it back and forth forever after the original signal source is switched off.
I am strongly considering making an add-on with a single block that properly coordinates both bundled cables for input/output. I believe that at one time I could have used a ComputerCraft computer for this, but support was dropped when the CC API was changed. Too bad! It was a good idea at the time.
Yes, nice project. (Project Blue) I tried that out and it does it half-way right. I would rather it was implemented bi-directionally as well. But, that I can do if needs be. I'm adding it to my pack as it makes by build way smaller. I like the control and indicator panel, too.
If you put two unifiers in serial, both with input to the top and output from the bottom, leave the second unifier without preferences but set the first unifier to convert copper ingots to preferred "Thermal Foundation" version, the output from the second unifier is copper ingots (IndusdtrialCraft2) and not the expected Thermal Foundation.
Hello! I am running a DireWolf20 server (1.7.10/1.1) and a block from MineFactoryReloaded (plastic tank or idk...) managed to corupt my map... If i try to connect to the server it will disconnect me (disconnected by softwear from your machine) the only thing i can do is to delete the jar file and i hope my map is still there... pls fix this!
You 2 choices , you can download the world's save files and use mcedit to remove the offending block.
Or you can use world edit to delite the block while the server is running.
Using WE will be a bit tricky.
You'll first have to edit your character file to move you far away from the game crashing block.
Then read the crash log to get the details, it should list the coordinates and item id of the offending block.
If needed , read the WE wiki on the commands needed.
For a beginer to WE, I would suggest you use the commands to select the objects coords twice.
For example if it's at 1000x 65y 2000z, then set 1000x 65y 2000z as both corners of the selected area.
Then expand the selection Up 1, Down 1, North 1, East 1, West 1 and South1 block each.
The use the command to turn one ID into another ID and turn the offending block into ID 0 ( zero for an Air Block)
Do you have any other mods that mess with the nether?
yes i added the power crystals core-1.1.8
We need powerCrystal Core for 1.7.10 version
No, you don't.
Can someone link all of the downloads I need to get Minefactoryreloaded to work for MC 1.7.10
Or is there not a way to get it working for 1.7.10 currently?
I found a website that has a link for a core and for Minefactory Reloaded that are both compatible for 1.7.10, so anyone who cant find the download, just click on this link.
http://minecraft.curseforge.com/mc-mods/66672-minefactory-reloaded
http://minecraft.curseforge.com/mc-mods/66672-minefactory-reloaded
Hmm.
I'm trying to do a PID controller using the PRC. Does anyone have any suggestions?
(From white to black.)
My current approach is as follows. I need an integrator, and a differentiator. Integral is easy - just sum a rednet channel and the input into the same rednet channel. Differentiator is also easy: just take the difference between the last tick and the current one.
But due to everything being unsigned, I don't know of any easy way to do this.
It would be substantially easier if:
All of these are things that can be worked around, but are less than amusing to actually do so.
is there 1.7.10 version?
Harvester doesn't seem to want to work with Natura trees anymore. Was trying to make a tree farm with Amaranth trees, but MFR's harvester is just ignoring the full grown trees. It used to work with the old version before, but after updating the mod with the latest version, it doesn't wanna work. Also, I thought BOP trees are compatible as well? Doesn't work either. Do I need to change something in the config to make it work? Please help!
I would like to request a new function be added to the PRC if possible.
The reason I ask is I was looking for a way to hold an analogue value in a variable that takes its input from a source but only changes then when an 'enable' digital signal is present. Something along the lines of the existing D-Latch (Gated) but where the input value would be an analogue value rather than digital. This of course would be minus the inverted output as that doesn't really apply to an analogue input.
Thanks.
In fact - whilst I'm asking - I have a request for a new block type - again as an add-on for the PRC.
Something along the same size, connectivity and appearance as the Rednet Historian only this time to be able to display numbers. A Rednet Digital Display so to speak.
From the 'front' screen you would see an 8 digit display (4 if space is tight). Clicking on it would give a single page circuit screen as per the PRC. It would show 8 input colours fed from a standard connected rednet cable. Each channel colour then feeds each digit on the front screen. Each digit would take a value from 0 -> 15 (displays as 0->f as does the seven segment display function) and put it on the appropriate position. Subsequently, by using a connected PRC and appropriate 'Decompose Int -> Dec' function on the RPC to direct a value to each decimal position - you could easily build up an 8 (or 4) segment digital display that only take the space of 1 minecraft block.
Thanks for reading..
(PS - is there a way to get the historian to respond to other channels apart from the white? - or even multi channel display using differing colours - Mmm beginning to sound like another request... )
I have a suggestion! MAKE THIS MOD IN SEPARATE PARTS! I WANT THE REDNET CABLES WITHOUT POOP POOLS AND POOP EXTRACTORS POOP POOP POOP!
that would be great! maybe decoration part for blocks and tech part for machines? and rednet part!
I, too, would love to see both the "sample and hold" analog latch and the multi-channel historian ideas come to fruition. It would also thrill me if a dual 7-segment display (like Project:Red has) were implemented in MFR. Likewise, an analog switch (with a dial interface) would be a nice feature.
I actually have implemented a huge interface kludge build to pass signals between P:R bundled wires and rednet cables. It only works one-direction at a time, unfortunately, due to both mods believing the other cable is the bus-master. Hence, once a signal is present on on side of the interface, the other side picks it up fine, but then the signal will not drop because the cables feed it back and forth forever after the original signal source is switched off.
I am strongly considering making an add-on with a single block that properly coordinates both bundled cables for input/output. I believe that at one time I could have used a ComputerCraft computer for this, but support was dropped when the CC API was changed. Too bad! It was a good idea at the time.
Thanks to SkyBoy for keeping this going.
~S~
Project Blue has pretty much that, although currently each individual channel can only conduct signals one way.
Yes, nice project. (Project Blue) I tried that out and it does it half-way right. I would rather it was implemented bi-directionally as well. But, that I can do if needs be. I'm adding it to my pack as it makes by build way smaller. I like the control and indicator panel, too.
If you put two unifiers in serial, both with input to the top and output from the bottom, leave the second unifier without preferences but set the first unifier to convert copper ingots to preferred "Thermal Foundation" version, the output from the second unifier is copper ingots (IndusdtrialCraft2) and not the expected Thermal Foundation.
Is this a bug?
Am I doing something wrong?
Is this the expected result?
You 2 choices , you can download the world's save files and use mcedit to remove the offending block.
Or you can use world edit to delite the block while the server is running.
Using WE will be a bit tricky.
You'll first have to edit your character file to move you far away from the game crashing block.
Then read the crash log to get the details, it should list the coordinates and item id of the offending block.
If needed , read the WE wiki on the commands needed.
For a beginer to WE, I would suggest you use the commands to select the objects coords twice.
For example if it's at 1000x 65y 2000z, then set 1000x 65y 2000z as both corners of the selected area.
Then expand the selection Up 1, Down 1, North 1, East 1, West 1 and South1 block each.
The use the command to turn one ID into another ID and turn the offending block into ID 0 ( zero for an Air Block)