We will try swapping up to 1.0.6d and see how that works as soon as our pack maintainer can get to it.
In the meantime, I've been playing with other features of the mod with an eye to doing more than just this Let's Play series.—probably a series of tutorials. However, I'm having trouble with the Frame Buffer. I'm selecting the lower right corner of the 16x16 area (I'm working from the front) and link it into the Frame Buffer, but when I set a test image and update/redstone it, not all of the LEDs change. It seems rather patchy and unreliable in that when selecting different blocks as the source, the pattern of what works and what doesn't, changes.
I've made sure that everything is inside the same chunk. Any tips for debugging this?
In the meantime, I've been playing with other features of the mod with an eye to doing more than just this Let's Play series.—probably a series of tutorials. However, I'm having trouble with the Frame Buffer. I'm selecting the lower right corner of the 16x16 area (I'm working from the front) and link it into the Frame Buffer, but when I set a test image and update/redstone it, not all of the LEDs change. It seems rather patchy and unreliable in that when selecting different blocks as the source, the pattern of what works and what doesn't, changes.
I've made sure that everything is inside the same chunk. Any tips for debugging this?
Its likely because of how you were facing when you placed the Colour LED's. The Colour LED's are based on the Numeric ones. Each LED passes on the value to the next one (16 LED's worth is stored in a single number) on its left(Based on the direction the far most right one is facing). It uses the ones on the right side to get the direction they face for each row.
So to fix it all that should be needed is to destroy the Colour LED's on the right side and replace them making sure your facing them so that they are on the right side of the screen.
They don't need to be inside the same chunk but you can get rendering errors caused by one chunk updating and another not updating until a few frames later if they cross borders (Minecraft issue caused by it delaying a chunks update to give a better frame rate).
Let me know if you upload any videos that feature MCI Craft and i will add them to the MCI Craft website's community video page.
-----------------------------------------
P.S If you feel adventurous you could dynamically update the frame buffer. Though you need to know about how binary numbers are stored (The shifting left/right). The right side of the FrameBuffer takes a R64 Number that controls the line number (0 to 15) and the left side takes a R64 Number that holds the new colour values for that row.
R64 Maths can be used to create the Colour values when you use multiple ones. Each pixel takes 4 Bits of the 64Bit number and is a number between 0 and 15.
Rotation on placement of the LED blocks was the problem it works fine now.
But it looks like the clients will need to update to 1.0.6d along with the server. Changing just the server to 1.0.6d and leaving the clients on 1.0.6c resulted in a version mismatch error that prevents logins. We will have to wait to test the fix until after the whole pack is updated, which may be a while due to the maintainer's current schedule.
Rotation on placement of the LED blocks was the problem it works fine now.
But it looks like the clients will need to update to 1.0.6d along with the server. Changing just the server to 1.0.6d and leaving the clients on 1.0.6c resulted in a version mismatch error that prevents logins. We will have to wait to test the fix until after the whole pack is updated, which may be a while due to the maintainer's current schedule.
Didn't think about the version. You should be able to take the stucuk\mcicraft\core\blocks\TileMoving.class from 1.0.6d's core and replace 1.0.6c's with it (Jar files are just zip archives).
Well, I'm now doing the pack update so I'll just update everything and everyone to a newer version. is 1.0.7 stable enough for general use, do you think? Or is it best to stay with 1.0.6d for active play until 1.0.7 has had more development? I ask only because of the WIP tag on 1.0.7.
Well, I'm now doing the pack update so I'll just update everything and everyone to a newer version. is 1.0.7 stable enough for general use, do you think? Or is it best to stay with 1.0.6d for active play until 1.0.7 has had more development? I ask only because of the WIP tag on 1.0.7.
Well for clients it should be stable enough as i test in a client environment. I only do some compatibility tests in a server environment just before release to try and make sure that there is no client side only code (Its pretty much the only bug that you get in the server side which doesn't show up on the client side). The mod is used more by clients than servers from what i can gather (Don't have any real data to know for sure) so their may be server related bugs that were missed.
You can think of the WIP builds like the snapshots Mojang use to release (But with actual testing done on them before release). In general if there is a bug it is likely with whatever new block was added rather than the older stuff. So if a bug is discovered then you can disable that block until its fixed.
When a bug is discovered i generally fix it within 48 hours.
P.S If your concerned about using a WIP in a server environment you could setup a simple forge server on your pc to do some basic testing (Its what i do to test it for servers. Though i don't normally for WIP's). Though there will always be bugs missed that take the public at large to find.
One thing i forgot to mention about WIP's compared to a proper release is that the main difference apart from "still to be implemented" features on the new blocks, is that there generally is no recipes. So you need creative mode (Or a mod that lets you spawn blocks) to use most of the new blocks. I generally decide the recipes (and the names for blocks) a bit before a proper release.
Just a small update. 1.0.7 will have a new block called the LED Monitor. Its basically 16x16 Colour LED's compressed into a single block. You update it just like you would with the 16x16 Colour LED's with a Frame Buffer. The LED Monitor can be used like a button and also has a mode (Enabled by right clicking on it with a MCI Hammer in your hand) that hides all the white pixels.
Here is an example i made:
There is no eta on a new WIP build but there should be one released in the first half of the month.
P.S If you like the LED Monitor you can thank Nonsanity for the idea.
At the start of the month i delved into Dimensions. Future versions of MCI Craft will come with its own dimension (Which you can easily disable in the settings file). Its still in the early planning stages but there will be structures. They won't be procedurally generated (Its implemented like .schematic files but with a custom format), so they will include working parts (Like Movable Controller powered doors, Wireless Redstone, etc). The new dimension is based on the overworld (It uses the same world generation as a base).
Structures started with a simple test using the reactor i built in my test world (And is featured in a few videos).
I started working on a Temple Door that will be opened with a combination. It will be part of one of the structures in the new Dimension.
I did cheat with the lighting. There are hidden torches to provide more light (Their model is only visible in Creative):
LED Monitors are used for the Egyptian hieroglyphs and the ones on the right and left (Still to give the left ones their images) are click-able.
I am not the best at Pixel Art but they should (I hope) be close enough to be recognisable.
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
From my Lets Play series on the DeVinci server, my new base entrance using the Monitors:
Who knew that Selfie mod wold be so handy?
I really like that! I didn't ever really get into the higher tech stuff of this mod so I didn't really know what these things do but I will look into these things seeing what they do
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
I didn't ever really get into the higher tech stuff of this mod so I didn't really know what these things do but I will look into these things seeing what they do
Nonsanity's 7th DeVinci video shows off the Colour LED's, Frame Buffer and Redstone Delays at the start:
By default the WIP Dimension is disabled. At this stage i wouldn't recommend it being enabled. Blocks which are "feature complete" now have a recipe and name.
Full Changelog
Added: Liquid Pipe (Flow Regulator)
Added: Item Pipe
Added: Item Pipe (Toggle)
Added: Item Pipe (Extractor)
Added: Mega Mole
Added: Electronic Workbench
Added: Indicator Light
Added: Power Storage LVL4 (1,000,000RF Storage)
Added: Storage Crate
Added: Glass (Obsidian)
Added: Liquid Pipe (Obsidian)
Added: Power Wire (Obsidian)
Added: Wireless Button
Added: Wireless Lever
Added: Auto Forrest
Added: R64 LED Monitor
Changed: Electronic Furnace and PHW Reactor now support ISidedInventory
Changed: Block Info update interval changed from 40 ticks to 10
Changed: Power Wires transfer rate changed from 10,000 to 40,000
Changed: Uses less registered packets (Merge similar ones together)
Changed: Blocks moved by a Movable Controller are now resistant to explosions while moving
Changed: Pipes/Wires now face the direction of the surface you attach them to when placed
Changed: Mineshaft Mole now accepts OreDictionary compatible Wood/Log blocks
Improved: Frame Buffers can now be painted by holding left click and moving the mouse
Improved: When a block is Right Clicked with a MCI Location it will output the coords to chat
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
But you will add a dimension later? Or is it like a test world?
I also have been meaning to post screen shots of my overly complex automatic sludge boiler shutoff using the motion detector it turns off the sludge boiler so it won't poison anyone it was also a chance to check out the motion detector and... it works marvelously!
Rollback Post to RevisionRollBack
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
But you will add a dimension later? Or is it like a test world?
When its enabled via the config files it will create a new dimension. But currently its just identical to the overworld except it will spawn my test reactor near the bottom of the map (And it will do it with a high chance since it helps to test it when i can actually find "structures" easily). If you have other mods that add dimensions then your probably best to manually set the dimension id so that there is no chance of MCI Craft taking the dimension id that another mod has already used (You can see the current dimension id's of a map by looking in its save folder where you see DIM and a number.
Like i said in a previous post its early days with the planning of the dimension. I don't know at this stage if i will delve into mobs or if it will just be a dimension that just has new structures spawning. All i do know is that it will be an alternate dimension, as in it will be based on the overworld's world generation, so it should look identical (though if you have mods that add biomes then they may not be applied to it).
It will take a while before dimensions are done as i literally need to build them in minecraft (Since i am doing it where the structures are saved to a file and loaded in-game so that you can have more complex structures in re-guards to redstone/etc compared to procedurally generated structures).
To get to the MCI Craft dimension (Once enabled) you need to build a portal out of Uranium Blocks (Which are not craftable currently) and right click on the bottom middle ones with a Hammer to activate it (Alternatively you could just place a Uranium Portal block since you would have to have creative enabled to get the Uranium Blocks anyway).
We will try swapping up to 1.0.6d and see how that works as soon as our pack maintainer can get to it.
In the meantime, I've been playing with other features of the mod with an eye to doing more than just this Let's Play series.—probably a series of tutorials. However, I'm having trouble with the Frame Buffer. I'm selecting the lower right corner of the 16x16 area (I'm working from the front) and link it into the Frame Buffer, but when I set a test image and update/redstone it, not all of the LEDs change. It seems rather patchy and unreliable in that when selecting different blocks as the source, the pattern of what works and what doesn't, changes.
I've made sure that everything is inside the same chunk. Any tips for debugging this?
Its likely because of how you were facing when you placed the Colour LED's. The Colour LED's are based on the Numeric ones. Each LED passes on the value to the next one (16 LED's worth is stored in a single number) on its left(Based on the direction the far most right one is facing). It uses the ones on the right side to get the direction they face for each row.
So to fix it all that should be needed is to destroy the Colour LED's on the right side and replace them making sure your facing them so that they are on the right side of the screen.
They don't need to be inside the same chunk but you can get rendering errors caused by one chunk updating and another not updating until a few frames later if they cross borders (Minecraft issue caused by it delaying a chunks update to give a better frame rate).
Let me know if you upload any videos that feature MCI Craft and i will add them to the MCI Craft website's community video page.
-----------------------------------------
P.S If you feel adventurous you could dynamically update the frame buffer. Though you need to know about how binary numbers are stored (The shifting left/right). The right side of the FrameBuffer takes a R64 Number that controls the line number (0 to 15) and the left side takes a R64 Number that holds the new colour values for that row.
R64 Maths can be used to create the Colour values when you use multiple ones. Each pixel takes 4 Bits of the 64Bit number and is a number between 0 and 15.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Rotation on placement of the LED blocks was the problem it works fine now.
But it looks like the clients will need to update to 1.0.6d along with the server. Changing just the server to 1.0.6d and leaving the clients on 1.0.6c resulted in a version mismatch error that prevents logins. We will have to wait to test the fix until after the whole pack is updated, which may be a while due to the maintainer's current schedule.
Didn't think about the version. You should be able to take the stucuk\mcicraft\core\blocks\TileMoving.class from 1.0.6d's core and replace 1.0.6c's with it (Jar files are just zip archives).
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Well, I'm now doing the pack update so I'll just update everything and everyone to a newer version. is 1.0.7 stable enough for general use, do you think? Or is it best to stay with 1.0.6d for active play until 1.0.7 has had more development? I ask only because of the WIP tag on 1.0.7.
Well for clients it should be stable enough as i test in a client environment. I only do some compatibility tests in a server environment just before release to try and make sure that there is no client side only code (Its pretty much the only bug that you get in the server side which doesn't show up on the client side). The mod is used more by clients than servers from what i can gather (Don't have any real data to know for sure) so their may be server related bugs that were missed.
You can think of the WIP builds like the snapshots Mojang use to release (But with actual testing done on them before release). In general if there is a bug it is likely with whatever new block was added rather than the older stuff. So if a bug is discovered then you can disable that block until its fixed.
When a bug is discovered i generally fix it within 48 hours.
P.S If your concerned about using a WIP in a server environment you could setup a simple forge server on your pc to do some basic testing (Its what i do to test it for servers. Though i don't normally for WIP's). Though there will always be bugs missed that take the public at large to find.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
One thing i forgot to mention about WIP's compared to a proper release is that the main difference apart from "still to be implemented" features on the new blocks, is that there generally is no recipes. So you need creative mode (Or a mod that lets you spawn blocks) to use most of the new blocks. I generally decide the recipes (and the names for blocks) a bit before a proper release.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Just a small update. 1.0.7 will have a new block called the LED Monitor. Its basically 16x16 Colour LED's compressed into a single block. You update it just like you would with the 16x16 Colour LED's with a Frame Buffer. The LED Monitor can be used like a button and also has a mode (Enabled by right clicking on it with a MCI Hammer in your hand) that hides all the white pixels.
Here is an example i made:
There is no eta on a new WIP build but there should be one released in the first half of the month.
P.S If you like the LED Monitor you can thank Nonsanity for the idea.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
Just a small update.
At the start of the month i delved into Dimensions. Future versions of MCI Craft will come with its own dimension (Which you can easily disable in the settings file). Its still in the early planning stages but there will be structures. They won't be procedurally generated (Its implemented like .schematic files but with a custom format), so they will include working parts (Like Movable Controller powered doors, Wireless Redstone, etc). The new dimension is based on the overworld (It uses the same world generation as a base).
Structures started with a simple test using the reactor i built in my test world (And is featured in a few videos).
I started working on a Temple Door that will be opened with a combination. It will be part of one of the structures in the new Dimension.
I did cheat with the lighting. There are hidden torches to provide more light (Their model is only visible in Creative):
LED Monitors are used for the Egyptian hieroglyphs and the ones on the right and left (Still to give the left ones their images) are click-able.
I am not the best at Pixel Art but they should (I hope) be close enough to be recognisable.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
That's looking great! I'm really looking forward to playing with the LCD Monitors.
cool!
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
From my Lets Play series on the DeVinci server, my new base entrance using the Monitors:
Who knew that Selfie mod wold be so handy?
Nice!
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
I really like that! I didn't ever really get into the higher tech stuff of this mod so I didn't really know what these things do but I will look into these things seeing what they do
Plus the selfie mod is very useful in this case
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
Nonsanity's 7th DeVinci video shows off the Colour LED's, Frame Buffer and Redstone Delays at the start:
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
New Build:
- mcicraft-1.0.7_MC-1.7.10_WIP_2015-06-08.rar
By default the WIP Dimension is disabled. At this stage i wouldn't recommend it being enabled. Blocks which are "feature complete" now have a recipe and name.
Full Changelog
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
A dimension you say? Oooo
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
Like i said i wouldn't enable it. Early days and nothing of interest there.
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft
But you will add a dimension later? Or is it like a test world?
I also have been meaning to post screen shots of my overly complex automatic sludge boiler shutoff using the motion detector it turns off the sludge boiler so it won't poison anyone it was also a chance to check out the motion detector and... it works marvelously!
I made a Feed The Beast modpack! Simply type "Experiment812390" without quotes into the 3rD party codes area and you can see the mods list and install!
Don't be a pedant, or take things out of context on purpose.
http://en.wikipedia.org/wiki/Oden so what I'm soup? Fish soup?
"don't quote yourself in your signature it makes you look silly" ~ Oden_The_Fish
#Baum4God
my profile picture is the A-10 thunderbolt II the successor of the first thunderbolt used in WWII by the USAF both excel in air support and ground attacks
the A-10 also sports the GAU-8 Avenger a 30MM hydraulic gatling type autocannon
OHHH U FELL FOR IT! OOOOOHHH
When its enabled via the config files it will create a new dimension. But currently its just identical to the overworld except it will spawn my test reactor near the bottom of the map (And it will do it with a high chance since it helps to test it when i can actually find "structures" easily). If you have other mods that add dimensions then your probably best to manually set the dimension id so that there is no chance of MCI Craft taking the dimension id that another mod has already used (You can see the current dimension id's of a map by looking in its save folder where you see DIM and a number.
Like i said in a previous post its early days with the planning of the dimension. I don't know at this stage if i will delve into mobs or if it will just be a dimension that just has new structures spawning. All i do know is that it will be an alternate dimension, as in it will be based on the overworld's world generation, so it should look identical (though if you have mods that add biomes then they may not be applied to it).
It will take a while before dimensions are done as i literally need to build them in minecraft (Since i am doing it where the structures are saved to a file and loaded in-game so that you can have more complex structures in re-guards to redstone/etc compared to procedurally generated structures).
To get to the MCI Craft dimension (Once enabled) you need to build a portal out of Uranium Blocks (Which are not craftable currently) and right click on the bottom middle ones with a Hammer to activate it (Alternatively you could just place a Uranium Portal block since you would have to have creative enabled to get the Uranium Blocks anyway).
Minecraft Info - Game Requirements - Minecraft Screensaver - MCI Craft