Is this the intended behaviour? Everything seems to connect properly, with dust and wire reaching the border of the the block space, but the redstone power itself can't go from red wire to redstone dust.
If this is intended, it shouldn't show any connection from wire to dust.
Fixed integrated circuits outputting signals in the wrong direction when used with vanilla redstone.
This fix affects all existing integrated circuits.
Fixed NOT gate torch visuals when the center output is disabled.
Fixed insulated wire being named wrongly in Turkish locales. (Pro-tip to programmers: always test your code with the locale set to Turkish)
Fixed integrated circuits getting confused about whether they were supposed to have bundled or single-wire inputs and outputs.
Integrated circuits affected by this bug must be re-scanned to fix them.
Fixed being able to combine stacks of different types of lumar buttons.
Fixed the chip compiler getting stuck if compilation fails for any reason.
Fixed the chip compiler not reporting internal errors to the player using it.
Note that if compilation fails, you might get two error reports: one when the failure happens (sent to the last player who right-clicked the block) and one when you take the schematic back out.
To whoever asked for the source code: it's included in every JAR file, under the folder "src".
This mod should be called "PROJECT RED 2: LIGHT" - its so cool its like a 'light' version of PR2 i´ve been using it for sometime but to be honest there are to many features i never use and i think all i need is on this one (since i can make my own textures, the 'looks' dont matter to me), in any case congratZ!!! like your mod, but plz give credit to the project red author if you use it as base mod, its a chivalry thing and we need to credit each other
love your buttons btw
Actually, Project Red was a ripoff of RedLogic - even using code stolen from RedLogic - not the other way around. It's not using RedLogic code any more, but if anything, he should be crediting me.
I couldn't see this reported before, then again the search on this forum leaves a bit to be desired... Then again if it had been reported I'd really hope this had have been fixed
Using MC1.7.10, Forge 1448, immibis-core-59.1.2, immibis-microblocks-59.1.1 and redlogic-59.1.11 if you have a lumar button or lumar plate in your inventory and then try to pick up a different button or plate (colour or type) the stacks will merge.
So I can have a white plate in my inventory and pick up a blue button and the white plate stack will go to 2 and the button will "disappear".
Is this the intended behaviour? Everything seems to connect properly, with dust and wire reaching the border of the the block space, but the redstone power itself can't go from red wire to redstone dust.
If this is intended, it shouldn't show any connection from wire to dust.
Yes, it's intended. Powering redstone wire with the right power level, in a way that can't cause loops, is complicated. If you want to do this, just use a repeater (either vanilla or RedLogic).
It is 16 by 16 grid of 16-bit memory cells (bundled latch + bundled buffer) plus address decoder.
Schematic file is 2.3 MB in size!
"Compilation" time is almost 2 minutes.
When 2 minutes pass and compilation is actually attempted, it fails with "Method code too large!".
(Limit is 64 KB and I guess nothing simple can be done about that.)
Now to not so fun part:
When circuit compilation fails, game states it in logs and not in chat, and restarts compilation countdown.
Nothing actually crashes.
That is, from player's perspective it silently restarts compilation for no reason, and schematic can never be taken out.
Also, I have experienced a strange signal propagation glitch.
It looks like only the least significant bit of bundled cable signal is propagated through active bundled buffers.
It either happens or not for any specific setup, but I fail to make any sense out of it.
ICs seem to be involved, but I am not sure.
Can you send me your schematic file so I can see if it can be made to work? At the moment, the compiler generates quite inefficient code for bundled cables. (A bundled latch is treated as 16 separate latches in parallel, for example)
Also, I fixed a bug relating to bundled cable inputs and outputs in ICs - can you check whether it works now?
Can I make some suggestions to the next version of the mod (if this mod is continued, I hope so...)?
0. Redstone wires could acept different intensity values (aclaration, I do not suggest a signal degradation in wires), to be useful to comparator and resistive circuits.
1. Redstone resistors: with two terminals that are inputs and outputs in the same time, when a signal enter in one terminal, exit in the other with less intensity (intensity programmable by right-click, 16 states of intensity substraction, since 0 (nothing change) until 16 (non-signal)).
2. Redstone potentiometer: with four terminals, two inputs and outputs in the same time, and two control terminals to multiple wires.
Similar to redstone resistor, when a signal enter in one terminal, exit in the other with less intensity. To control the intensity substraction are required multiple wires in the two control terminals, more activate wires means more intensity substraction.
3. Resistive memory: with four terminals, one input, one output and two resettinng wires.
This device acts like nand memory, flip-flop, etc memory, but not only saves the "on signal", also the intensity signal.
4. Memristor or memcomparator: with two terminals that are inputs and outputs in the same time, when a signal enter in one terminal, exit in the other with the same intensity.
If the redstone signal intensity or direction changes, the memristor would produce resistance like a resistor, the resistance is major or minor in function of the intensity difference between the new state and the previous state (more difference mean more resistance, ie, more intensity substraction, if the direction is opposite to the first signal, the memristor act like diode).
When the signal cease, the memristor is resetting automathicly.
In real life a memristor is a passive device with memory of electric current values, that act like resistance when the current values change.
0. They already do. Red alloy signals travel up to 255 blocks, because combining the redstone with iron makes it more conductive, or something.
1. Could be useful.
2. Could be useful. (I think you mean "acts like a D-Latch" perhaps)
3. What would this be useful for?
Also, how about a programmable redstone block, that can output a signal strength anywhere from 0 to 15?
I had a exception when put a clear schematic (taken from NEI) in chip compiler:
java.lang.NullPointerException: Ticking block entity
at mods.immibis.redlogic.chips.ingame.TileChipCompiler$CompileThread.access$1(TileChipCompiler.java:212)
at mods.immibis.redlogic.chips.ingame.TileChipCompiler.func_145845_h(TileChipCompiler.java:94)
at net.minecraft.world.World.func_72939_s(World.java:1939)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:396)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.immibis.redlogic.chips.ingame.TileChipCompiler$CompileThread.access$1(TileChipCompiler.java:212)
at mods.immibis.redlogic.chips.ingame.TileChipCompiler.func_145845_h(TileChipCompiler.java:94)
at net.minecraft.world.World.func_72939_s(World.java:1939)
-- Block entity being ticked --
Details:
Name: immibis.redlogic.chipcompiler // mods.immibis.redlogic.chips.ingame.TileChipCompiler
Block type: ID #722 (tile.null // mods.immibis.redlogic.RLMachineBlock)
Block data value: 2 / 0x2 / 0b0010
Block location: World: (-99,93,265), Chunk: (at 13,5,9 in -7,16; contains blocks -112,0,256 to -97,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Actual block type: ID #722 (tile.null // mods.immibis.redlogic.RLMachineBlock)
Actual block data value: 2 / 0x2 / 0b0010
Stacktrace:
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
MC 1.7.10
Forge 1614
ImmibisCore 59.1.4
RedLogic 59.1.13
This can cause a shock to players with disabled removeErroringEntities option
UPD:
Oopss... Sorry, I found your message on the resignation from the modding Still, I will be very hope that you will change your mind. I really wanted to give up this disgusting modification Project Red, which is very poorly supported by developer and has serious problems with the performance ...
Can integrated circuits be placed in a clean room and be used in other integrated circuits?
Rollback Post to RevisionRollBack
“Monsters exist, but they are too few in number to be truly dangerous. More dangerous are the common men, the functionaries ready to believe and act without asking questions….”
Apologies, but is there any way to get this mod and Immibis Core onto Curse? I want to make a modpack to share with other people, but this is the only mod that's not on there, and I don't want to replace it with Project Red purely because it's on Curse and this one's not. Also, as a sidenote, can I use this mod in a public modpack? I know you can do it third-party-mod way, but wouldn't it be better if it was on Curse fully?
Apologies, but is there any way to get this mod and Immibis Core onto Curse? I want to make a modpack to share with other people, but this is the only mod that's not on there, and I don't want to replace it with Project Red purely because it's on Curse and this one's not. Also, as a sidenote, can I use this mod in a public modpack? I know you can do it third-party-mod way, but wouldn't it be better if it was on Curse fully?
Why?
Sorry for the dumb question, but why it is need to be on curse if you want to include in a modpack? Can you FULLY discribe why a mod need to be under a curse when you like to include in a modpack?
Sorry, I'm minimal, maybe inside my head too, but I don't understand.
Sorry for the dumb question, but why it is need to be on curse if you want to include in a modpack? Can you FULLY discribe why a mod need to be under a curse when you like to include in a modpack?
Sorry, I'm minimal, maybe inside my head too, but I don't understand.
Thanks...
When a mod is on Curse, it doesn't have to be physically included in a Curse-created modpack, it only has a referense to it for the Curse client to download the mod. When you add it as a third-party mod, i.e. from outside of Curse, it's physically included in the modpack and this increases it's size. Plus Curse can autoupdate mods that are in it, while you have to manually update them when they're third-party. It's just a matter of conveinence for the end user.
Rollback Post to RevisionRollBack
"Where there is light, shadows lurk and fear reigns... But by the blade of knights mankind was given hope"
The Meaning of Life, the Universe, and Everything.
Join Date:
3/30/2012
Posts:
43
Member Details
Thanks.
Only one thing that sounds "good" in those things, the autoupdate.
But it just sounds good; lot of mods drasticly change things as they evolve, and in an automated update system even your minecraft world, your save can be destroyed because of this. OR you MUST to use somekind of an backup mod or something. So at the end, things that supposed to make things easier, they just generate more problems.
"...it doesn't have to be physically included in a Curse-created modpack"
That's the BIGGEST PROBLEM! So Linux users can't play any cursed packs -no client for it, and it looks like never will be- because you can't just simply dowload a pack now, like when curse does not existed...
"...and this increases it's size."
Seriously? Those few megabytes?
I don't know where you live, but here, even the poorest people, who live in a getto can afford a gigabit net! Literally!
I hope immibis NEVER will put his stuff on curse.
Immibis has its own website, one of THE BEST SITE on the whole internet.
There you can find ALL of the mods in one page, even the oldest ones. The whloe thing is TOTALLY PERSPICOUS. Just one click and you download what you want.
No impossibly large icons that covers the whole page, no colorful rainbows, fairies, unicorns. No need to navigate through bunch of pages, just for at the end you need to wait 'till your download starts...
One more thing about curse. I understand that is supposed to make modpack makers life easier, but what curse is doing is just makes it so much easy that now a 5 year old WITHOUT ANY KNOWLEGE, can make her/his own pack.
No need to LEARN anything; how things really works. Just click like hell...
I seriously know a few people who are excited to play my pack but have internet measured in 0.01's of megabits per second. Overall, like I said, it's just convenience for the end user, and there's no "Too convenient is bad!" in my opinion. I don't mind though, you're entitled to your own opinion like I am.
Plus you're wrong about the "anybody can create a pack", just a random person won't be able to create a pack with a few clicks. The packs have to be approved, and unless they're good, they won't even be allowed to upload it.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/30/2012
Posts:
43
Member Details
Thanks, for your effort to clarifying all those things to me!
But I still think, curse is just a pain in the...cake... I know, maybe just because I'm a Linux user, and as it is, I locked out of using curse.
I like to talk to more about who can and who can not make mods, and just about Curse in general. But that will involve far more things, not just strictly abut that service or Minecraft modding, and gaming at all.
But we alredy gone too far from REDLOGIC, so if you are interested; we can continue in PM.
I just don't want to be the guy who spammin posts with unreleated things.
I have a same isuue.
Becides i have a some similar issues :
When I place an any type of logic gate in the world - it placed correctly
When I want to pick up the gate - it picked up
If I try to place and pick up a gate again - gate transform into AND gate (same ID, but no metadata)
After this any gate, what i want to place and pick up - became an AND gate.
This "issued" mode strange (not always) neitralised after taking some gates from creative
Wires "not works" similar.
wires converts to "Red Alloy Wire" (again same ID, no metadata)
If in inventory no lumar plates - pick up lumar plate converts it into "White Lumar button" (again same ID, no metadata)
Forge 1492
immibis-core-59.1.2
redlogic-59.1.11
Downgrade immibis core to 59.1.1 and/or redlogic to 59.1.10 has no effect
Is this the intended behaviour? Everything seems to connect properly, with dust and wire reaching the border of the the block space, but the redstone power itself can't go from red wire to redstone dust.
If this is intended, it shouldn't show any connection from wire to dust.
A fun note
I have built 256-word RAM chip!
It is 16 by 16 grid of 16-bit memory cells (bundled latch + bundled buffer) plus address decoder.
Schematic file is 2.3 MB in size!
"Compilation" time is almost 2 minutes.
When 2 minutes pass and compilation is actually attempted, it fails with "Method code too large!".
(Limit is 64 KB and I guess nothing simple can be done about that.)
Now to not so fun part:
When circuit compilation fails, game states it in logs and not in chat, and restarts compilation countdown.
Nothing actually crashes.
That is, from player's perspective it silently restarts compilation for no reason, and schematic can never be taken out.
Also, I have experienced a strange signal propagation glitch.
It looks like only the least significant bit of bundled cable signal is propagated through active bundled buffers.
It either happens or not for any specific setup, but I fail to make any sense out of it.
ICs seem to be involved, but I am not sure.
Will this mod be continued?
IQ Test
Version 59.1.12 changes:
Note that if compilation fails, you might get two error reports: one when the failure happens (sent to the last player who right-clicked the block) and one when you take the schematic back out.
To whoever asked for the source code: it's included in every JAR file, under the folder "src".
Actually, Project Red was a ripoff of RedLogic - even using code stolen from RedLogic - not the other way around. It's not using RedLogic code any more, but if anything, he should be crediting me.
Fixed.
Could not reproduce. Do you have any more details that might be relevant?
Yes, it's intended. Powering redstone wire with the right power level, in a way that can't cause loops, is complicated. If you want to do this, just use a repeater (either vanilla or RedLogic).
Can you send me your schematic file so I can see if it can be made to work? At the moment, the compiler generates quite inefficient code for bundled cables. (A bundled latch is treated as 16 separate latches in parallel, for example)
Also, I fixed a bug relating to bundled cable inputs and outputs in ICs - can you check whether it works now?
0. They already do. Red alloy signals travel up to 255 blocks, because combining the redstone with iron makes it more conductive, or something.
1. Could be useful.
2. Could be useful. (I think you mean "acts like a D-Latch" perhaps)
3. What would this be useful for?
Also, how about a programmable redstone block, that can output a signal strength anywhere from 0 to 15?
Version 59.1.13 changes:
I had a exception when put a clear schematic (taken from NEI) in chip compiler:
MC 1.7.10
Forge 1614
ImmibisCore 59.1.4
RedLogic 59.1.13
This can cause a shock to players with disabled removeErroringEntities option
UPD:
Oopss... Sorry, I found your message on the resignation from the modding Still, I will be very hope that you will change your mind. I really wanted to give up this disgusting modification Project Red, which is very poorly supported by developer and has serious problems with the performance ...
Can integrated circuits be placed in a clean room and be used in other integrated circuits?
“Monsters exist, but they are too few in number to be truly dangerous. More dangerous are the common men, the functionaries ready to believe and act without asking questions….”
I'm trying to learn to use integrated circuits on an smp server (v59.1.13 on mc 1.7.10) and am having some problems i'd like to ask about.
I've noticed that the input/output directions of the final circuit are the same as laid out in the clean room when you were designing it.
i.e If you place the input on the South side and output on the East side, then every time you place the compiled circuit the input will
be on the South side and the output on the east side.
This means i have to make a chip for a specific layout and orientation, and will have to redesign the circuit, if i want to use it multiple times
in different parts of a circuit with different orientations.
Circuits I have made won't work unless I use the screwdriver to change the direction the texture on the top surface points at.
What's the purpose of the top texture? what do the different settings mean?
Apologies, but is there any way to get this mod and Immibis Core onto Curse? I want to make a modpack to share with other people, but this is the only mod that's not on there, and I don't want to replace it with Project Red purely because it's on Curse and this one's not. Also, as a sidenote, can I use this mod in a public modpack? I know you can do it third-party-mod way, but wouldn't it be better if it was on Curse fully?
Why?
Sorry for the dumb question, but why it is need to be on curse if you want to include in a modpack? Can you FULLY discribe why a mod need to be under a curse when you like to include in a modpack?
Sorry, I'm minimal, maybe inside my head too, but I don't understand.
Thanks...
When a mod is on Curse, it doesn't have to be physically included in a Curse-created modpack, it only has a referense to it for the Curse client to download the mod. When you add it as a third-party mod, i.e. from outside of Curse, it's physically included in the modpack and this increases it's size. Plus Curse can autoupdate mods that are in it, while you have to manually update them when they're third-party. It's just a matter of conveinence for the end user.
Thanks.
Only one thing that sounds "good" in those things, the autoupdate.
But it just sounds good; lot of mods drasticly change things as they evolve, and in an automated update system even your minecraft world, your save can be destroyed because of this. OR you MUST to use somekind of an backup mod or something. So at the end, things that supposed to make things easier, they just generate more problems.
"...it doesn't have to be physically included in a Curse-created modpack"
That's the BIGGEST PROBLEM! So Linux users can't play any cursed packs -no client for it, and it looks like never will be- because you can't just simply dowload a pack now, like when curse does not existed...
"...and this increases it's size."
Seriously? Those few megabytes?
I don't know where you live, but here, even the poorest people, who live in a getto can afford a gigabit net! Literally!
I hope immibis NEVER will put his stuff on curse.
Immibis has its own website, one of THE BEST SITE on the whole internet.
There you can find ALL of the mods in one page, even the oldest ones. The whloe thing is TOTALLY PERSPICOUS. Just one click and you download what you want.
No impossibly large icons that covers the whole page, no colorful rainbows, fairies, unicorns. No need to navigate through bunch of pages, just for at the end you need to wait 'till your download starts...
One more thing about curse. I understand that is supposed to make modpack makers life easier, but what curse is doing is just makes it so much easy that now a 5 year old WITHOUT ANY KNOWLEGE, can make her/his own pack.
No need to LEARN anything; how things really works. Just click like hell...
I seriously know a few people who are excited to play my pack but have internet measured in 0.01's of megabits per second. Overall, like I said, it's just convenience for the end user, and there's no "Too convenient is bad!" in my opinion. I don't mind though, you're entitled to your own opinion like I am.
Plus you're wrong about the "anybody can create a pack", just a random person won't be able to create a pack with a few clicks. The packs have to be approved, and unless they're good, they won't even be allowed to upload it.
Thanks, for your effort to clarifying all those things to me!
But I still think, curse is just a pain in the...cake... I know, maybe just because I'm a Linux user, and as it is, I locked out of using curse.
I like to talk to more about who can and who can not make mods, and just about Curse in general. But that will involve far more things, not just strictly abut that service or Minecraft modding, and gaming at all.
But we alredy gone too far from REDLOGIC, so if you are interested; we can continue in PM.
I just don't want to be the guy who spammin posts with unreleated things.
Are any updates coming out? I'm looking forward to using this on 1.8 - please?
The download link is not working!
I downloaded the index.html and fixed all the links in it:[removed]All this does is point all the links correctly. If immibis asks me to remove it I will.As with everything I post like this: If you don't trust it, don't download it. If your PC blows up I won't be responsible.There's a working link in the main immibis mod thread: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1281065-immibiss-mods-now-with-85-7-less-version-numbers
BDcraft.net BDcraft Web Admin
Download link is broken. I can't get Imibus I can't get Redlogic.
How can i fix this?