New WIP Build, which includes the Advanced Signal Extender. You can set it to between 1 and 200 ticks (1/20th of a second to 10 seconds. 20 Ticks = 1 Second). The Numeric LED's will now display numbers correctly on all of its sides in 1.7.2, it looks like 1.7.2 renders block sides differently to 1.6.4.
Im currently thinking about adding a Rain Detector (Like a Daylight Sensor but for rain), A Redstone Lock (Like a Redstone Repeater has but no delay) and a Redstone Delay Circuit which would be like a Repeater except with a custom delay and where it would store redstone signals sent to it so it could perfectly repeat them (Repeater's don't mimic what went into it).
Does anyone have any ideas of things to add to MCI Craft?
When I tried to use the Redstone numeric LED display I thought it was to display signal strength. I guess you could add a block to do that...
Some mods require a specific redstone strength to control them, could you add blocks around that?
A computer from CC could be used for that but that's an overkill. I would see a need for a block or 2 that would do the same. An upgraded version with remote control would be good too.
For example:
- Redstone varistor: output an selected strength when receiving redstone power
- Redstone strength encoder: accept a given strength as input, output a relative pulse length (1 strength = 1 tick, 10 strength = 10 tick long). Repeat every 5 seconds or when input went to an 'off' state
- Redstone strength decoder: the opposite of encoder
Regarding Mineshaft mole, it would be great if you could add support for area protection plugins like spawn/factions/worldguard/etc. Right now we need to disable it on SMP environment which is pretty sad.
Regarding power, you could add more generators like a tidal waves one which would require a minimum number of water blocks around to work. It could be very low power or requires a consumable part (gears, plating or something).
Anyway, just a few thoughts
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Another idea is the RedPower2 Statecell (http://ftbwiki.org/State_Cell) which fits nicely in a single block and covers lot of different uses.
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When I tried to use the Redstone numeric LED display I thought it was to display signal strength. I guess you could add a block to do that...
They are set by the length of the signal, 1 tick = 1, 9 tick = 9, 10 tick = 0. The Binary Decoder also sets them (And is the best way if the number is going to change. The Binary to Pulse is redundant. Pulses were my solution to begin with but there problem is the higher the number the higher the delay).
I have been toying with the idea of creating my own wires which would be able to transfer a 64bit signed number.
Some mods require a specific redstone strength to control them, could you add blocks around that?
That sounds like an odd way to control them... Isn't it only the comparator and daylight detector that output a redstone signal at a variable strength?
Regarding Mineshaft mole, it would be great if you could add support for area protection plugins like spawn/factions/worldguard/etc. Right now we need to disable it on SMP environment which is pretty sad.
What do they require? (I don't run any servers. Only a simple local forge server with no plugins for testing)
They are set by the length of the signal, 1 tick = 1, 9 tick = 9, 10 tick = 0. The Binary Decoder also sets them (And is the best way if the number is going to change. The Binary to Pulse is redundant. Pulses were my solution to begin with but there problem is the higher the number the higher the delay).
I'm a bit confused with how to use Binary Decoder. Do you have a setup you could show to illustrate it's usage?
I have been toying with the idea of creating my own wires which would be able to transfer a 64bit signed number.
Sounds ambitious :). If you're kin to such project, how about a higher tier of redstone circuits so we could make micro-controllers or basic computers programmed by cards. Something less laggy than a full featured scripted language but yet provides lot of flexibility.
That sounds like an odd way to control them... Isn't it only the comparator and daylight detector that output a redstone signal at a variable strength?
Yes, it's a bit unusual to control a block by redstone power. You need to use long trails of redstone to control those blocks, a bit painfull to say the least.
What do they require? (I don't run any servers. Only a simple local forge server with no plugins for testing)
Download http://ci.md-5.net/job/MCPC-Plus-164/ and start your server from this jar instead of Forge.
It'll create an plugins folder where you can put your plugins. Typically WorldEdit, WorldGuard, Essentials, etc.
I can build you a quick test server if you want to tinker with it.
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I'm a bit confused with how to use Binary Decoder. Do you have a setup you could show to illustrate it's usage?
Its modular so what number each side represents changes based on the number of 2bit inputs you use. It supports upto 32Bit, so 16 2 Bits. Input goes in an anti-clockwise direction. Each input is a power of 2 starting at 1 and doubling.
I could create an example world and upload it but i would need to know if you use 1.6.4 or 1.7.2 (The worlds are not compatible, 1.6.4 worlds ported to 1.7.2 loose all modding data. AKA all non standard blocks disappear).
Sounds ambitious . If you're kin to such project, how about a higher tier of redstone circuits so we could make micro-controllers or basic computers programmed by cards. Something less laggy than a full featured scripted language but yet provides lot of flexibility.
Sounds a bit out of my league. My idea was just a "Simple" wire that only had 2 sides, one for input and one for output, where the output could be in one of 3 positions (Left, middle, right), which would prevent having to worry about the wires going in a loop.
Yes, it's a bit unusual to control a block by redstone power. You need to use long trails of redstone to control those blocks, a bit painfull to say the least.
Download http://ci.md-5.net/job/MCPC-Plus-164/ and start your server from this jar instead of Forge.
It'll create an plugins folder where you can put your plugins. Typically WorldEdit, WorldGuard, Essentials, etc.
I can build you a quick test server if you want to tinker with it.
I meant what is MCI Craft lacking which makes it incompatible with the security plugins. Afaik they should be able to know who placed it, though i don't know if they are smart enough to set who placed it when it moves.
P.S Rain Sensor works, don't know if it will detect snow. Advanced Clock also works. No new WIP Build yet.
Its modular so what number each side represents changes based on the number of 2bit inputs you use. It supports upto 32Bit, so 16 2 Bits. Input goes in an anti-clockwise direction. Each input is a power of 2 starting at 1 and doubling.
OK, now I get it, thanks!
On a side note, I can place redstone and a binary decoder on glowstone but the 2bit input won't. Seems a bit off to me.
I could create an example world and upload it but i would need to know if you use 1.6.4 or 1.7.2 (The worlds are not compatible, 1.6.4 worlds ported to 1.7.2 loose all modding data. AKA all non standard blocks disappear).
Interesting, I thought it was only about naming the block/items in 1.6.4 to port them. Didn't knew they would loose their NBT data.
Sounds a bit out of my league. My idea was just a "Simple" wire that only had 2 sides, one for input and one for output, where the output could be in one of 3 positions (Left, middle, right), which would prevent having to worry about the wires going in a loop.
oups, I thought for moment you wanted to upgrade redstone from 4 to 64 bits, lol.
So you want to propose an horizontal unidirectional wire. I see possibilities behind but it would require other components to interact with.
The 'directional' aspect means it would like an extension line between two blocks. In many cases we want to split/merge such buses.
I meant what is MCI Craft lacking which makes it incompatible with the security plugins. Afaik they should be able to know who placed it, though i don't know if they are smart enough to set who placed it when it moves.
Plugins are checking events from mods that, to put it simple 'ask if they can break/place/access a block' before actually doing it.
As far as I know, this is done through 'fake players'.
P.S Rain Sensor works, don't know if it will detect snow. Advanced Clock also works. No new WIP Build yet.
Snow is rain in a cold biome :).
Seems promising
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A bit of trivia, the reason it goes anti-clockwise is because of the Full/Half Adders. When you make a calculator its best when it goes anti-clockwise as the lower half will be on the left side (Right side from the users perspective).
On a side note, I can place redstone and a binary decoder on glowstone but the 2bit input won't. Seems a bit off to me.
The Binary Decoder is wrong. All of the redstone circuit stuff should not be able to be placed on surfaces which don't have a solid top surface ( World.doesBlockHaveSolidTopSurface(X,Y,Z)). Same as the redstone repeater. Glowstone's material is glass, and glass is not considered as having a solid top surface.
Interesting, I thought it was only about naming the block/items in 1.6.4 to port them. Didn't knew they would loose their NBT data.
Im just going by what Forge said when it warned me about porting a 1.6.4 map to 1.7.2 . I didn't do anything other than try to load a 1.6.4 map with 1.7.2 .
oups, I thought for moment you wanted to upgrade redstone from 4 to 64 bits, lol.
So you want to propose an horizontal unidirectional wire. I see possibilities behind but it would require other components to interact with.
The 'directional' aspect means it would like an extension line between two blocks. In many cases we want to split/merge such buses.
Well i had thought of a block which would act as a junction where you would have 1 input and 3 outputs. With a wire that could handle proper numbers, it would be possible to pass a value around and even play with it.
One of my goals is to simplify redstone, for example the Full/Half Adders. Iv not seen any other mod make a compact Full/Half adder. But the main limitation is that redstone can only hold a very small value, and its one that decreases with distance (So it can't even hold a value other than on/off). With a wire that holds a value you could then have blocks which add/subtract/divide/multiply/etc the input and output the result. You could also with compatible "Machines" take values from them like how much energy they currently have and display it on the LED Displays, etc. Could even have a block which activates a redstone signal when the value is above/below a certain level(Comparator's are not great).
Yeh i always guessed it was since it turns on/off with the rain but i never looked at the code or tested if it was actually the same variable it used at the time of my last post.
It does detect snow.
P.S The Tidal Generator works. The more water around it the more power it generates. Default 5MJ per second if there are 122 blocks of water surrounding it. 124 in total but you can't have 2 as water. Its a radius of 2 (-2 to 2).
I decided to get rid of the wires idea. It wouldn't be efficient. Not when i can just make a wireless system . Its still a WIP and the GUI is not user friendly currently (You have to manually enter the coordinates of the other Wireless Redstone currently). It supports both normal redstone (Its either on with a strength of 15 or off with a strength of 0) as well as "Redstone 64" (Or R64 for short). R64 supports signed 64bit numbers, though the Binary Decoder doesn't support signed numbers(Binary Decoder can be thought of as being a Unsigned 32Bit number). I am planning on making the Interfaces available when 1.0.4 is released so other mods can implement R64 support if they want to.
Its a one way system, one acts as the transmitter and one the receiver.
The Binary Decoder is wrong. All of the redstone circuit stuff should not be able to be placed on surfaces which don't have a solid top surface ( World.doesBlockHaveSolidTopSurface(X,Y,Z)). Same as the redstone repeater. Glowstone's material is glass, and glass is not considered as having a solid top surface.
Well i had thought of a block which would act as a junction where you would have 1 input and 3 outputs. With a wire that could handle proper numbers, it would be possible to pass a value around and even play with it.
One of my goals is to simplify redstone, for example the Full/Half Adders. Iv not seen any other mod make a compact Full/Half adder. But the main limitation is that redstone can only hold a very small value, and its one that decreases with distance (So it can't even hold a value other than on/off). With a wire that holds a value you could then have blocks which add/subtract/divide/multiply/etc the input and output the result. You could also with compatible "Machines" take values from them like how much energy they currently have and display it on the LED Displays, etc. Could even have a block which activates a redstone signal when the value is above/below a certain level(Comparator's are not great).
Game may lack interest as it gets easier ;).
I like the idea of signal strength decreasing from vanilla as it adds a challenge and some realism.
Nevertheless, I agree we should still be able to transfer a value even if strength decreases overtime. That would make a interesting add-on to redstone circuits indeed.
P.S The Tidal Generator works. The more water around it the more power it generates. Default 5MJ per second if there are 122 blocks of water surrounding it. 124 in total but you can't have 2 as water. Its a radius of 2 (-2 to 2).
I understand you've currently implemented as 2 blocks radius around it minus central block and 2 power transportation.
Tidal generators works on horizontal flow, so it would be more interesting to check directional. For example, if my generator is oriented north/south, I would need a 3x3x4 water flow going north, same going south. This would encourage to make a 'wall' which is more realistic.
As for generated power, I like the idea of progressive generation but I think we need a minimum set of water blocks to get any power (say 50% maybe ?).
The best part is to include tidal period effect (12h 25mn or 24h 50mn cycle) to adjust output power.
I decided to get rid of the wires idea. It wouldn't be efficient. Not when i can just make a wireless system . Its still a WIP and the GUI is not user friendly currently (You have to manually enter the coordinates of the other Wireless Redstone currently). It supports both normal redstone (Its either on with a strength of 15 or off with a strength of 0) as well as "Redstone 64" (Or R64 for short). R64 supports signed 64bit numbers, though the Binary Decoder doesn't support signed numbers(Binary Decoder can be thought of as being a Unsigned 32Bit number). I am planning on making the Interfaces available when 1.0.4 is released so other mods can implement R64 support if they want to.
Its a one way system, one acts as the transmitter and one the receiver.
P.S The Sheep likes the idea.
Looks promising.
From the bugs I've seen in another wireless redstone mod, I would have a few questions:
What happens if receiver or transmitter chunk isn't loaded?
What happens if two transmitter have same frequency? then one of them gets destroyed? both?
Does it work only in same world? Could it be upgraded to work across dimensions?
Keep up the good modding man
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Well, everything is optional. So how easy something is rests in the users hands. If people want to make more complex redstone designs with more basic blocks then they can. Its all about giving everyone the tools needed to play the game there way, rather than just how some would prefer it. (The ability to disable blocks helps with this)
In my opinion making redstone simpler means people can make more complex machines. When i say simpler i don't mean one block to rule them all, just making it so instead of requiring 20-30 blocks to make something in vanilla you can do it in 3.
If people do something all boils down to how practical it is. With R64 i do plan on making a block which can add/subtract/divide/multiply which will drastically simplify these operations compared to the alternatives (I haven't made anything to divide/multiply with normal redstone simply because i can't reduce there size down to 3-4 blocks) but it will make them practical. The problem with vanilla is most people won't want to make 1 million block machines but they would make the same thing if it was only 20.
If you mean the second part of the quote then what i meant is that the value could easily be changed by other blocks along the way to its final destination (Add/divide/multiply/etc).
I understand you've currently implemented as 2 blocks radius around it minus central block and 2 power transportation.
Tidal generators works on horizontal flow, so it would be more interesting to check directional. For example, if my generator is oriented north/south, I would need a 3x3x4 water flow going north, same going south. This would encourage to make a 'wall' which is more realistic.
As for generated power, I like the idea of progressive generation but I think we need a minimum set of water blocks to get any power (say 50% maybe ?).
The best part is to include tidal period effect (12h 25mn or 24h 50mn cycle) to adjust output power.
I can release a 1.7.2 version with the latest changes, but i can't release a 1.6.4 version because i haven't ported the changes iv made since the last WIP version i released. I was porting back to 1.6.4 each time i had done a new block but iv changed to doing multiple blocks before back porting.
If you want me to release a 1.7.2 WIP let me know.
Looks promising.
From the bugs I've seen in another wireless redstone mod, I would have a few questions:
What happens if receiver or transmitter chunk isn't loaded?
What happens if two transmitter have same frequency? then one of them gets destroyed? both?
Does it work only in same world? Could it be upgraded to work across dimensions?
1. If the Input one is in a loaded chunk and its value is changed, it should load the output one's chunk (At least if i understand the code right on how world.getBlock() works. If i didn't understand right nothing would happen as the result would be null). Output ones don't do anything by themselves, they only react when an input one sends them a new value. Input ones will only react if the redstone signal changes, or its sent a R64 value.
2. There is no frequency. 2 of them are linked together, one input and one output. Basically they store the coordinates of each other (Output never does anything with the Input's coordinates except if the user switches the input/output in the gui). The input one will try to send to the output one but if it doesn't exist nothing will happen. I check to make sure blocks/tileentities are not null before i try and use them, if they are null i exit the current operation.
Currently you enter the target coordinates in the 3 box's and click Link. Clicking "Switch To Whatever" swaps the input/output of both the current one and its target if linked. (Pink/Black is Minecraft's "missing texture" texture)
My method has the benefit that 2 people can't use the same frequency and make each others stuff not work right and that its more efficient as its not looking up a list to see which match its frequency. The downside currently is that you have to remember/write down the coordinates of one of them so you can link them.
Id like to eventually make it like when you get a list of wireless networks you can connect to, where you would see the names of Wireless Redstone's which are unlinked. Though i need to work out how to save/load world data for that.
3. It only works in the same world. I have no clue how to make it work across multiple dimensions.
If you mean the second part of the quote then what i meant is that the value could easily be changed by other blocks along the way to its final destination (Add/divide/multiply/etc).
I meant a block with 1 input and 3 outputs. Not quite sure what you mean by such a block.
I can release a 1.7.2 version with the latest changes, but i can't release a 1.6.4 version because i haven't ported the changes iv made since the last WIP version i released. I was porting back to 1.6.4 each time i had done a new block but iv changed to doing multiple blocks before back porting.
If you want me to release a 1.7.2 WIP let me know.
I would need a 1.6.4 since most of my mods aren't updated to 1.7 yet.
1. If the Input one is in a loaded chunk and its value is changed, it should load the output one's chunk (At least if i understand the code right on how world.getBlock() works. If i didn't understand right nothing would happen as the result would be null). Output ones don't do anything by themselves, they only react when an input one sends them a new value. Input ones will only react if the redstone signal changes, or its sent a R64 value.
2. There is no frequency. 2 of them are linked together, one input and one output. Basically they store the coordinates of each other (Output never does anything with the Input's coordinates except if the user switches the input/output in the gui). The input one will try to send to the output one but if it doesn't exist nothing will happen. I check to make sure blocks/tileentities are not null before i try and use them, if they are null i exit the current operation.
Currently you enter the target coordinates in the 3 box's and click Link. Clicking "Switch To Whatever" swaps the input/output of both the current one and its target if linked. (Pink/Black is Minecraft's "missing texture" texture)
My method has the benefit that 2 people can't use the same frequency and make each others stuff not work right and that its more efficient as its not looking up a list to see which match its frequency. The downside currently is that you have to remember/write down the coordinates of one of them so you can link them.
Id like to eventually make it like when you get a list of wireless networks you can connect to, where you would see the names of Wireless Redstone's which are unlinked. Though i need to work out how to save/load world data for that.
Ok, I get the idea, it's much simpler to code than the usual frequency approach. However I'm a bit concerned with it's up in SMP since an ennemy player could easily target your receiver and mess around your circuit pretty badly. I guess you could lock on player name who placed both blocks to prevent such interaction?
3. It only works in the same world. I have no clue how to make it work across multiple dimensions.
Like most other mods doing that. My concern is more that some mods doesn't support working outside the overworld.
In other news, I've found a recipe conflict between Redstone circuit board (redstone dust surrounded by 8 stone) and ComputerCraft Wired modem. The latest is quite frequently used, I would suggest an alternate recipe for MCI.
Thinking of it, it seems a bit weird to put redstone dust in the "Redstone circuit board" recipe, since we're adding redstone later on to draw the circuit in the recipes. I would suggest to replace the recipe with 6 stones in bottom of the crafting grid, or in memory of RedPower2 "Stone wafer", cook a stone slab to make a bunch of Redstone circuit boards.
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Ok, I get the idea, it's much simpler to code than the usual frequency approach. However I'm a bit concerned with it's up in SMP since an ennemy player could easily target your receiver and mess around your circuit pretty badly. I guess you could lock on player name who placed both blocks to prevent such interaction?
I guess, though would have to do some research into it. Couldn't an enemy player not just screw around with it by placing there own redstone stuff?
In other news, I've found a recipe conflict between Redstone circuit board (redstone dust surrounded by 8 stone) and ComputerCraft Wired modem. The latest is quite frequently used, I would suggest an alternate recipe for MCI.
Thinking of it, it seems a bit weird to put redstone dust in the "Redstone circuit board" recipe, since we're adding redstone later on to draw the circuit in the recipes. I would suggest to replace the recipe with 6 stones in bottom of the crafting grid, or in memory of RedPower2 "Stone wafer", cook a stone slab to make a bunch of Redstone circuit boards.
Single bit of redstone dust would never fill the center of the modem. My logic was that real circuits still have metal bits in them even without the actual components added. Most likely every recipe that isn't based on a MCI Craft only item/block is used in some other mod. I will change the stone to stone slabs (Which means it will take less resources to make).
I guess, though would have to do some research into it. Couldn't an enemy player not just screw around with it by placing there own redstone stuff?
I was assuming SMP with some form of land protection like faction/towny/etc. In that case, another player can grief your contraption by forcing a different redstone level.
An easier solution would be to only allow edition of source from receiver block.
Would be interresting if a single emitter block could trigger multiple receiver block, like a global commands for lights or self-destruction ;).
Single bit of redstone dust would never fill the center of the modem. My logic was that real circuits still have metal bits in them even without the actual components added. Most likely every recipe that isn't based on a MCI Craft only item/block is used in some other mod. I will change the stone to stone slabs (Which means it will take less resources to make).
Make sense to my ears.
I was thinking at one point about smelting redstone, since it's not something seen frequently, if ever.
Back to current version, I've played around with the Redstone columns for my power house. I was a bit sad to be limited to one output per level. Could we have an upgraded Redstone column circuit with multiple outputs, possibly by crafting a simple one with some redstone dust to choose the output sides?
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Would be interresting if a single emitter block could trigger multiple receiver block, like a global commands for lights or self-destruction .
Would be problematic to implement as 2 of them are linked to each other. Simpler just to have users have it so that one pair carries the signal somewhere, where it is then split via redstone to other ones which carry the signal on to there final destinations (Single bit of redstone on the output of the first would allow 3 other wireless redstone's to carry the signal to the final destinations).
Back to current version, I've played around with the Redstone columns for my power house. I was a bit sad to be limited to one output per level. Could we have an upgraded Redstone column circuit with multiple outputs, possibly by crafting a simple one with some redstone dust to choose the output sides?
The actual column's can output in all 4 directions (Right Click while nothing is in your hands). A Column Circuit is only required for input.
Note that it doesn't include the Tidal Generator (I still haven't modified the first version of it to include your suggestions).
BTW in regards to working in other worlds everything should be compatible. The actual packets sent from the GUI buttons are acted on by the server using the player who sent them's current world. And all tile entities use whatever world they are in to get/set blocks. But cross world is not supported by anything in MCI Craft.
1.0.4
Added: Redstone Clock
Added: Advanced Redstone Clock
Added: Advanced Signal Extender
Added: Redstone Rain Sensor
Added: Wireless Redstone 64
Added: Added ability to set a limit on power output (Default is unlimited)
Added: More customisable settings
Fixed: Fixed Heavy Water Converter pumping heavy water into its water intake pipe/duct
Fixed: 2 Bit Inputs recipe was identical to OR Gates
Changed: Heavy Water Converters now require 50% less power
Changed: Solar Panels now check to see if they can see the sun
Changed: Redstone Circuits recipe updated
My client crashed when opening a energy storage.
I've opened it earlier without a problem. Placed a reinforced energy cell next to it, changed power setup in my engine then tried to open the storage again => crash.
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My client crashed when opening a energy storage.
I've opened it earlier without a problem. Placed a reinforced energy cell next to it, changed power setup in my engine then tried to open the storage again => crash.
After restarting client, I could access it without a problem.
Using mcicraft_core-1.0.4_MC-1.6.4_WIP_16_02_2014
Its a rare bug that can happen if the GUI is not updated with the blocks information before the GUI is open(Normally the GUI renders after its gotten the information). Basically its because Java considers all variables which you don't set a default value to be null (Which is dumb. Other languages generally default to either whats in that memory block at the time, or to 0, something other than null).
I have gone through all the containers and made sure that everything has a default value. If you have any more crashes let me know.
Btw if your ever looking for a specific build you can goto Here.
P.S The 1.7.2 version includes the Tidal Generator with your suggestions. It uses a 3x3x3 area in-front and behind its self to get the number of water, but it only takes whichever side has less water for the value. It also checks to make sure that in-front and behind is water (As in its intake/outtake are not blocked).
energy = Math.min(countWater(xCoord+Direction.offsetX[md]*2,yCoord,zCoord+Direction.offsetZ[md]*2,1), countWater(xCoord+Direction.offsetX[Direction.rotateOpposite[md]]*2,yCoord,zCoord+Direction.offsetZ[Direction.rotateOpposite[md]]*2,1));
if (!isWater(xCoord+Direction.offsetX[md],yCoord,zCoord+Direction.offsetZ[md]) || !isWater(xCoord+Direction.offsetX[Direction.rotateOpposite[md]],yCoord,zCoord+Direction.offsetZ[Direction.rotateOpposite[md]]))
energy = 0;
The other code is the same except it divides by 27.
I've tested WIP 12_04_2014 on MC 1.6.4 and noted the following:
- Redstone Clock works just fine, thanks!
- Solar Panel is compatible with glasses from other mods. There's a few weird things like Bibliocraft table being considered transparent, but it's not a big issue.
- Solar Panel still generate power after placing a opaque block above it. I've tried forcing a block update, reloading the map, etc. and it still produce power until I break/place the Solar Panel.
nota: if an opaque block is in the way when placing the Solar Panel, generation will be off (as expected). Breaking the opaque block then forcing a block update on the Solar Panel will properly start it.
There's probably a bug here. Also, I would suggest to periodically check above the block for direct sun access (like every 5 seconds or so, verify that nothing is in the way so players don't abuse it with a piston powered roof or something).
- Redstone Advanced Clock is missing a reset: after setting a long value, I can't reboot it with a shorter update (it seems like it waits to finish the previous cycle before taking the new updated clock setting). Also, break/placing it doesn't seem to reset it either, I need to place it somewhere else to help.
- Redstone Advanced Clock, Redstone Rain Sensor and Wireless Redstone 64 have no recipe in NEI
- Redstone Circuit Board new recipe works like a charm, thank you!
- Redstone Rain Sensor works fine
- Wireless Redstone 64 output doesn't update when (un)linking:
1- place source with redstone signal enabled
2- place a receiver, link it, place redstone dust: no signal is output.
3- go back to source and switch signal off/on: receiver output is now updated (as expected).
4- place another receiver, link it: first receiver is unlinked (as expected) but it's output remains enabled (should be off).
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- mcicraft-1.0.4_MC-1.6.4_WIP_28_03_2014.rar
- mcicraft-1.0.4_MC-1.7.2_WIP_28_03_2014.rar
Advanced Signal Extender Recipe:
1.7.2 Spawn Name ID = mcicraft_redstone:signal_extender_adv
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Does anyone have any ideas of things to add to MCI Craft?
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Some mods require a specific redstone strength to control them, could you add blocks around that?
A computer from CC could be used for that but that's an overkill. I would see a need for a block or 2 that would do the same. An upgraded version with remote control would be good too.
For example:
- Redstone varistor: output an selected strength when receiving redstone power
- Redstone strength encoder: accept a given strength as input, output a relative pulse length (1 strength = 1 tick, 10 strength = 10 tick long). Repeat every 5 seconds or when input went to an 'off' state
- Redstone strength decoder: the opposite of encoder
Regarding Mineshaft mole, it would be great if you could add support for area protection plugins like spawn/factions/worldguard/etc. Right now we need to disable it on SMP environment which is pretty sad.
Regarding power, you could add more generators like a tidal waves one which would require a minimum number of water blocks around to work. It could be very low power or requires a consumable part (gears, plating or something).
Anyway, just a few thoughts
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They are set by the length of the signal, 1 tick = 1, 9 tick = 9, 10 tick = 0. The Binary Decoder also sets them (And is the best way if the number is going to change. The Binary to Pulse is redundant. Pulses were my solution to begin with but there problem is the higher the number the higher the delay).
I have been toying with the idea of creating my own wires which would be able to transfer a 64bit signed number.
That sounds like an odd way to control them... Isn't it only the comparator and daylight detector that output a redstone signal at a variable strength?
What do they require? (I don't run any servers. Only a simple local forge server with no plugins for testing)
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I'm a bit confused with how to use Binary Decoder. Do you have a setup you could show to illustrate it's usage?
Sounds ambitious :). If you're kin to such project, how about a higher tier of redstone circuits so we could make micro-controllers or basic computers programmed by cards. Something less laggy than a full featured scripted language but yet provides lot of flexibility.
Yes, it's a bit unusual to control a block by redstone power. You need to use long trails of redstone to control those blocks, a bit painfull to say the least.
Download http://ci.md-5.net/job/MCPC-Plus-164/ and start your server from this jar instead of Forge.
It'll create an plugins folder where you can put your plugins. Typically WorldEdit, WorldGuard, Essentials, etc.
I can build you a quick test server if you want to tinker with it.
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Its modular so what number each side represents changes based on the number of 2bit inputs you use. It supports upto 32Bit, so 16 2 Bits. Input goes in an anti-clockwise direction. Each input is a power of 2 starting at 1 and doubling.
I could create an example world and upload it but i would need to know if you use 1.6.4 or 1.7.2 (The worlds are not compatible, 1.6.4 worlds ported to 1.7.2 loose all modding data. AKA all non standard blocks disappear).
Sounds a bit out of my league. My idea was just a "Simple" wire that only had 2 sides, one for input and one for output, where the output could be in one of 3 positions (Left, middle, right), which would prevent having to worry about the wires going in a loop.
What blocks require it?
I meant what is MCI Craft lacking which makes it incompatible with the security plugins. Afaik they should be able to know who placed it, though i don't know if they are smart enough to set who placed it when it moves.
P.S Rain Sensor works, don't know if it will detect snow. Advanced Clock also works. No new WIP Build yet.
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OK, now I get it, thanks!
On a side note, I can place redstone and a binary decoder on glowstone but the 2bit input won't. Seems a bit off to me.
Interesting, I thought it was only about naming the block/items in 1.6.4 to port them. Didn't knew they would loose their NBT data.
oups, I thought for moment you wanted to upgrade redstone from 4 to 64 bits, lol.
So you want to propose an horizontal unidirectional wire. I see possibilities behind but it would require other components to interact with.
The 'directional' aspect means it would like an extension line between two blocks. In many cases we want to split/merge such buses.
Pneumaticraft control pressures with redstone power; notably the security valve.
http://www.minemaarten.com/wikis/pneumaticcraft-wiki/pneumaticcraft-wiki-pressure-tubes/
Snow is rain in a cold biome :).
Seems promising
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I made the following image a bit too late:
A bit of trivia, the reason it goes anti-clockwise is because of the Full/Half Adders. When you make a calculator its best when it goes anti-clockwise as the lower half will be on the left side (Right side from the users perspective).
The Binary Decoder is wrong. All of the redstone circuit stuff should not be able to be placed on surfaces which don't have a solid top surface ( World.doesBlockHaveSolidTopSurface(X,Y,Z)). Same as the redstone repeater. Glowstone's material is glass, and glass is not considered as having a solid top surface.
Im just going by what Forge said when it warned me about porting a 1.6.4 map to 1.7.2 . I didn't do anything other than try to load a 1.6.4 map with 1.7.2 .
Well i had thought of a block which would act as a junction where you would have 1 input and 3 outputs. With a wire that could handle proper numbers, it would be possible to pass a value around and even play with it.
One of my goals is to simplify redstone, for example the Full/Half Adders. Iv not seen any other mod make a compact Full/Half adder. But the main limitation is that redstone can only hold a very small value, and its one that decreases with distance (So it can't even hold a value other than on/off). With a wire that holds a value you could then have blocks which add/subtract/divide/multiply/etc the input and output the result. You could also with compatible "Machines" take values from them like how much energy they currently have and display it on the LED Displays, etc. Could even have a block which activates a redstone signal when the value is above/below a certain level(Comparator's are not great).
Yeh i always guessed it was since it turns on/off with the rain but i never looked at the code or tested if it was actually the same variable it used at the time of my last post.
It does detect snow.
P.S The Tidal Generator works. The more water around it the more power it generates. Default 5MJ per second if there are 122 blocks of water surrounding it. 124 in total but you can't have 2 as water. Its a radius of 2 (-2 to 2).
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Its a one way system, one acts as the transmitter and one the receiver.
P.S The Sheep likes the idea.
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ok, makes sense
Not sure what you mean here
Game may lack interest as it gets easier ;).
I like the idea of signal strength decreasing from vanilla as it adds a challenge and some realism.
Nevertheless, I agree we should still be able to transfer a value even if strength decreases overtime. That would make a interesting add-on to redstone circuits indeed.
I understand you've currently implemented as 2 blocks radius around it minus central block and 2 power transportation.
Tidal generators works on horizontal flow, so it would be more interesting to check directional. For example, if my generator is oriented north/south, I would need a 3x3x4 water flow going north, same going south. This would encourage to make a 'wall' which is more realistic.
As for generated power, I like the idea of progressive generation but I think we need a minimum set of water blocks to get any power (say 50% maybe ?).
The best part is to include tidal period effect (12h 25mn or 24h 50mn cycle) to adjust output power.
Now, I'm impatient to test it
Looks promising.
From the bugs I've seen in another wireless redstone mod, I would have a few questions:
What happens if receiver or transmitter chunk isn't loaded?
What happens if two transmitter have same frequency? then one of them gets destroyed? both?
Does it work only in same world? Could it be upgraded to work across dimensions?
Keep up the good modding man
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Well, everything is optional. So how easy something is rests in the users hands. If people want to make more complex redstone designs with more basic blocks then they can. Its all about giving everyone the tools needed to play the game there way, rather than just how some would prefer it. (The ability to disable blocks helps with this)
In my opinion making redstone simpler means people can make more complex machines. When i say simpler i don't mean one block to rule them all, just making it so instead of requiring 20-30 blocks to make something in vanilla you can do it in 3.
If people do something all boils down to how practical it is. With R64 i do plan on making a block which can add/subtract/divide/multiply which will drastically simplify these operations compared to the alternatives (I haven't made anything to divide/multiply with normal redstone simply because i can't reduce there size down to 3-4 blocks) but it will make them practical. The problem with vanilla is most people won't want to make 1 million block machines but they would make the same thing if it was only 20.
If you mean the second part of the quote then what i meant is that the value could easily be changed by other blocks along the way to its final destination (Add/divide/multiply/etc).
Good ideas.
I can release a 1.7.2 version with the latest changes, but i can't release a 1.6.4 version because i haven't ported the changes iv made since the last WIP version i released. I was porting back to 1.6.4 each time i had done a new block but iv changed to doing multiple blocks before back porting.
If you want me to release a 1.7.2 WIP let me know.
1. If the Input one is in a loaded chunk and its value is changed, it should load the output one's chunk (At least if i understand the code right on how world.getBlock() works. If i didn't understand right nothing would happen as the result would be null). Output ones don't do anything by themselves, they only react when an input one sends them a new value. Input ones will only react if the redstone signal changes, or its sent a R64 value.
2. There is no frequency. 2 of them are linked together, one input and one output. Basically they store the coordinates of each other (Output never does anything with the Input's coordinates except if the user switches the input/output in the gui). The input one will try to send to the output one but if it doesn't exist nothing will happen. I check to make sure blocks/tileentities are not null before i try and use them, if they are null i exit the current operation.
Currently you enter the target coordinates in the 3 box's and click Link. Clicking "Switch To Whatever" swaps the input/output of both the current one and its target if linked. (Pink/Black is Minecraft's "missing texture" texture)
My method has the benefit that 2 people can't use the same frequency and make each others stuff not work right and that its more efficient as its not looking up a list to see which match its frequency. The downside currently is that you have to remember/write down the coordinates of one of them so you can link them.
Id like to eventually make it like when you get a list of wireless networks you can connect to, where you would see the names of Wireless Redstone's which are unlinked. Though i need to work out how to save/load world data for that.
3. It only works in the same world. I have no clue how to make it work across multiple dimensions.
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I meant a block with 1 input and 3 outputs. Not quite sure what you mean by such a block.
I would need a 1.6.4 since most of my mods aren't updated to 1.7 yet.
Ok, I get the idea, it's much simpler to code than the usual frequency approach. However I'm a bit concerned with it's up in SMP since an ennemy player could easily target your receiver and mess around your circuit pretty badly. I guess you could lock on player name who placed both blocks to prevent such interaction?
Like most other mods doing that. My concern is more that some mods doesn't support working outside the overworld.
In other news, I've found a recipe conflict between Redstone circuit board (redstone dust surrounded by 8 stone) and ComputerCraft Wired modem. The latest is quite frequently used, I would suggest an alternate recipe for MCI.
Thinking of it, it seems a bit weird to put redstone dust in the "Redstone circuit board" recipe, since we're adding redstone later on to draw the circuit in the recipes. I would suggest to replace the recipe with 6 stones in bottom of the crafting grid, or in memory of RedPower2 "Stone wafer", cook a stone slab to make a bunch of Redstone circuit boards.
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As in one which would split a single input into 3 outputs. Like the T Junction except only working in one direction.
I guess, though would have to do some research into it. Couldn't an enemy player not just screw around with it by placing there own redstone stuff?
Well it should work in any world. It doesn't care what world its in, it just tries to send a signal to another block located in the same world it is.
Single bit of redstone dust would never fill the center of the modem. My logic was that real circuits still have metal bits in them even without the actual components added. Most likely every recipe that isn't based on a MCI Craft only item/block is used in some other mod. I will change the stone to stone slabs (Which means it will take less resources to make).
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ok, I get the idea. Not sure how I would use it through.
I was assuming SMP with some form of land protection like faction/towny/etc. In that case, another player can grief your contraption by forcing a different redstone level.
An easier solution would be to only allow edition of source from receiver block.
Would be interresting if a single emitter block could trigger multiple receiver block, like a global commands for lights or self-destruction ;).
Guess we'll test it to see how it goes
Wanna provide a test version to try it out ?
Make sense to my ears.
I was thinking at one point about smelting redstone, since it's not something seen frequently, if ever.
Back to current version, I've played around with the Redstone columns for my power house. I was a bit sad to be limited to one output per level. Could we have an upgraded Redstone column circuit with multiple outputs, possibly by crafting a simple one with some redstone dust to choose the output sides?
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Would be problematic to implement as 2 of them are linked to each other. Simpler just to have users have it so that one pair carries the signal somewhere, where it is then split via redstone to other ones which carry the signal on to there final destinations (Single bit of redstone on the output of the first would allow 3 other wireless redstone's to carry the signal to the final destinations).
I will try and get a 1.6.4 WIP version out soon, but until then here is the 1.7.2 one:
- mcicraft-1.0.4_MC-1.7.2_WIP_11_04_2014.rar
The actual column's can output in all 4 directions (Right Click while nothing is in your hands). A Column Circuit is only required for input.
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Note that it doesn't include the Tidal Generator (I still haven't modified the first version of it to include your suggestions).
BTW in regards to working in other worlds everything should be compatible. The actual packets sent from the GUI buttons are acted on by the server using the player who sent them's current world. And all tile entities use whatever world they are in to get/set blocks. But cross world is not supported by anything in MCI Craft.
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I've opened it earlier without a problem. Placed a reinforced energy cell next to it, changed power setup in my engine then tried to open the storage again => crash.
Using mcicraft_core-1.0.4_MC-1.6.4_WIP_16_02_2014
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Its a rare bug that can happen if the GUI is not updated with the blocks information before the GUI is open(Normally the GUI renders after its gotten the information). Basically its because Java considers all variables which you don't set a default value to be null (Which is dumb. Other languages generally default to either whats in that memory block at the time, or to 0, something other than null).
I have gone through all the containers and made sure that everything has a default value. If you have any more crashes let me know.
- mcicraft-1.0.4_MC-1.6.4_WIP_12_04_2014.rar
- mcicraft-1.0.4_MC-1.7.2_WIP_12_04_2014.rar
Btw if your ever looking for a specific build you can goto Here.
P.S The 1.7.2 version includes the Tidal Generator with your suggestions. It uses a 3x3x3 area in-front and behind its self to get the number of water, but it only takes whichever side has less water for the value. It also checks to make sure that in-front and behind is water (As in its intake/outtake are not blocked).
The other code is the same except it divides by 27.
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I've tested WIP 12_04_2014 on MC 1.6.4 and noted the following:
- Redstone Clock works just fine, thanks!
- Solar Panel is compatible with glasses from other mods. There's a few weird things like Bibliocraft table being considered transparent, but it's not a big issue.
- Solar Panel still generate power after placing a opaque block above it. I've tried forcing a block update, reloading the map, etc. and it still produce power until I break/place the Solar Panel.
nota: if an opaque block is in the way when placing the Solar Panel, generation will be off (as expected). Breaking the opaque block then forcing a block update on the Solar Panel will properly start it.
There's probably a bug here. Also, I would suggest to periodically check above the block for direct sun access (like every 5 seconds or so, verify that nothing is in the way so players don't abuse it with a piston powered roof or something).
- Redstone Advanced Clock is missing a reset: after setting a long value, I can't reboot it with a shorter update (it seems like it waits to finish the previous cycle before taking the new updated clock setting). Also, break/placing it doesn't seem to reset it either, I need to place it somewhere else to help.
- Redstone Advanced Clock, Redstone Rain Sensor and Wireless Redstone 64 have no recipe in NEI
- Redstone Circuit Board new recipe works like a charm, thank you!
- Redstone Rain Sensor works fine
- Wireless Redstone 64 output doesn't update when (un)linking:
1- place source with redstone signal enabled
2- place a receiver, link it, place redstone dust: no signal is output.
3- go back to source and switch signal off/on: receiver output is now updated (as expected).
4- place another receiver, link it: first receiver is unlinked (as expected) but it's output remains enabled (should be off).
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