If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
Could you make the fire alarm go off when there is fire nearby, so you can use it as an actual fire alarm?
Also, having a new ore just for making sirens is a bit silly IMO when you already have 100 other mods installed that already add a ton of ores. I suggest that you remove the ore and have players make silicon from sand, which is how it is done in real life. In real life sand and coal are heated together to make silicon. Maybe you could add a recipe to mix sand and coal, then cook that item in a furnace to make silicon?
Great mod! I've always thought that minecraft was in need of more sirens!
A few questions/suggestions:
is the silicon OreDictified? As in, could I use other mods' silicon to make your integrated circuits? and have you considered compatibility with PCBs from other mods, like ICBM or pneumaticraft?
the sirens don't seem loud enough close up, could you make them just a bit louder? It might just be my hearing going from listening to too many sound clips of sirens on the internet
The Meaning of Life, the Universe, and Everything.
Join Date:
10/30/2013
Posts:
106
Location:
Canada
Minecraft:
TheRealMcrafter
Member Details
Yes, silicon from other mods will work in the crafting recipes. I havent considered supporting ICBM since its most recent version is 1.6.4. From the sounds of it youre on 1.6.4, if you update to 1.7.10 the sounds have been revamped.
having a new ore just for making sirens is a bit silly IMO when you already have 100 other mods installed that already add a ton of ores. I suggest that you remove the ore and have players make silicon from sand, which is how it is done in real life. In real life sand and coal are heated together to make silicon. Maybe you could add a recipe to mix sand and coal, then cook that item in a furnace to make silicon?
I absolutely agree with this. The only thing stopping me from using this mod is the silicon ore. The recipe idea is an excellent solution to provide silicon to users that don't have other mods that add it while allowing the ore gen to feel less polluted.
The ore gen is unnecessary for the simple reason that you aren't going to be needing much silicon at all to create the alarms, of which you'll only have a handful of in your world anyway.
Unless you expect users to have to use hundreds of silicon shards, there's no need to have it be an ore.
whoops, sorry, I am using 1.7.10, but I'd forgotten that I wasn't using ICBM, a lot of other mods add things I'd associated with it at some point or another.
I'm getting a rather strange issue with redstone triggering. I wanted to signal sunset, so I used a Bibliocraft clock to output a continuous redstone signal for a range of times from just before to just after sunset. However things did not work out as planned.
Detailed testing procedure.
The clock was mounted on a wall, I placed a General Siren above it. When
the time came it triggered and looped its sound until the period was
over.
The following afternoon I went to the far edge of where I'm
building to see how loud it was. I watched the sunset without hearing
any sound. I returned and found the siren spun up and animating but
making no sound. I fiddled with the clock and had it send another
redstone signal soon after. The siren sounded. Curious I set the clock
to again emit a signal soon after, the siren animated but played no
sound. Then just as the signal cut it chirped the first 1/10th of a
second of audio.
I have Blue Power installed so I decided to
place wire between the clock and siren, and add a lamp so that I could
watch the signal. The signal output from the clock seemed it might be
sketchy (the Blue Power wire kept flickering and Waila suggested the
signal was randomly dropping to 0 for 1 tick). So I replaced the clock
with a lever. The problem flickering appeared to go away but the problem
persisted, the siren would randomly get stuck on looping forever, get
stuck animating with no sound, or chirp brief audio either before
spinning down or remaining animated.
I then took my testing to a test world and repeated the above steps with the same exact results.
I connected a piston to the wire as well for more visual and audio feed back.
I next replaced the Blue Power wire with vanilla redstone, again the
problem persisted. Flipping the lever on and off at first it seemed
resolved and then suddenly the animation stuck on. Flipping the lever at
this point yielded no audio, I paused to the game menu briefly to get a
drink when I unpaused the siren suddenly triggered despite the lever
now being off. This continued it got stuck in a loop again.
Flipping the lever on and off stopped the audio but the animation remained on.
Flipping the lever again was ignored, no change to the animation and no
sound.
I then placed a lever directly next to the siren but did
not flip it on. The siren immediately spun down. I flipped the first
lever and the siren spun up and sounded. I turned the lever off and the
sound stopped but the animation stayed on. I flipped the lever again and
it was ignored, I flipped the level off and the siren sounded and got
stuck in a loop despite everything indicating there was no signal.
I tried pausing to menu several times with the lever off and on with no
effect. I repeated the last series of tests with the lever next to the
siren, same result, once stuck it stayed stuck. So it seemed to be some
sort of block update problem I figured.
So I turned off the lever next to it and turned on the distant lever, then broke the close lever.
No effect, unexpected. I replaced the broken lever. Again, no effect
the siren remained animated but with no sound. I then turned off both
levers and broke the close one. The siren spun down and stopped
animating. I flipped the remote lever again. The siren activated
normally. I turned the lever off and the sound stopped, animation
persisted. Turned the lever back on, and again it was stuck animating
but making no sound.
Then instead of a lever I placed a block of wool next to the siren, it immediately spun down and stopped.
So what I have learned is;
Randomly the siren will get stuck animating but producing no sound after receiving a redstone signal.
Randomly the siren will get stuck looping the siren after receiving a redstone signal and then losing that signal.
The siren will correct itself if a block update next to it occurs and there is also no redstone signal.
The siren will not correct itself if a block update next to it occurs and there is a redstone signal.
Steps to reproduce:
1) Place General Siren.
2) Place 2 blocks worth of redstone.
3) Place lever at end of redstone.
4) Turn lever on and allow several (~2-3) loops to occur.
5) Turn off lever, sound should stop, siren should remain animated.
6) Turn on lever, no chance should be seen/heard.
7) Turn off lever, place second lever next to siren. Siren should immediately spin down and drop animating.
8) Turn on and off lever several times, siren should operate normally.
9) With second lever off, flip first lever. Siren should activate.
10) Turn off first lever, result should be the same as step 5.
11) Turn second lever on and off several times, no change should be observed.
Interestingly if the second lever is left in place, with the siren stuck in animating but silent mode and a third lever is placed next to it it does not change, only once the second lever is broken does the siren respond. The above was also repeated with the Nuclear Siren with same result.
The American T-121 siren appears to be immune to this issue.
Above steps were reproduced in a dedicated instance with the same result. Mods installed:
Forge 1448
SirenMod 3.0.0
CodeChickenCore 1.0.7.47
NotEnoughItems 1.0.5.111
WorldEdit-Forge 6.0-beta-01
ETA: I believe I have found a workaround for those also experiencing this issue until it can be officially smashed. Causing a block update next to the siren prior to triggering it appears to help. I used a piston connected to the signal directly and then put a 4-tick delay repeater in front of the siren. So piston triggers, 4 ticks later siren triggers.
ETA2: The work around needs more work, siren just got stuck on. Strangely sounded like it got triggered a second time just prior to it sticking. So assuming it needs a block update prior to triggering and then again after it is supposed to turn off.
ETA3: Sticking an upward facing piston on one side and using a series of three repeaters allows triggering the piston to extend before the siren and retract after the siren. Has worked flawlessly all night. Here is a screenshot of the circuit:
The Meaning of Life, the Universe, and Everything.
Join Date:
2/4/2012
Posts:
46
Member Details
I believe I found a bug. Whenever I activate a siren, anyone who is out of range of said siren crashes. The server simply says " *Player name* Lost connection", but everyone gets the "Fatal error" message. I am running a mod pack (Bevo's tech pack mini). Not sure if this has been reported or not so here you go!
Just a quick suggestion, could you make it so that the sirens have their own sound slider, or at least put them in one? Just so I can adjust how deaf I want to go
Which Version is this update? With all the siren controllers?
Awesome. Maybe i will download it
Awesome siren models!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
This looks cool, but I have a few suggestions:
Could you make the fire alarm go off when there is fire nearby, so you can use it as an actual fire alarm?
Also, having a new ore just for making sirens is a bit silly IMO when you already have 100 other mods installed that already add a ton of ores. I suggest that you remove the ore and have players make silicon from sand, which is how it is done in real life. In real life sand and coal are heated together to make silicon. Maybe you could add a recipe to mix sand and coal, then cook that item in a furnace to make silicon?
Other than that, this looks good!
Great mod! I've always thought that minecraft was in need of more sirens!
A few questions/suggestions:
is the silicon OreDictified? As in, could I use other mods' silicon to make your integrated circuits? and have you considered compatibility with PCBs from other mods, like ICBM or pneumaticraft?
the sirens don't seem loud enough close up, could you make them just a bit louder? It might just be my hearing going from listening to too many sound clips of sirens on the internet
Excellent work!
Yes, silicon from other mods will work in the crafting recipes. I havent considered supporting ICBM since its most recent version is 1.6.4. From the sounds of it youre on 1.6.4, if you update to 1.7.10 the sounds have been revamped.
I absolutely agree with this. The only thing stopping me from using this mod is the silicon ore. The recipe idea is an excellent solution to provide silicon to users that don't have other mods that add it while allowing the ore gen to feel less polluted.
The ore gen is unnecessary for the simple reason that you aren't going to be needing much silicon at all to create the alarms, of which you'll only have a handful of in your world anyway.
Unless you expect users to have to use hundreds of silicon shards, there's no need to have it be an ore.
whoops, sorry, I am using 1.7.10, but I'd forgotten that I wasn't using ICBM, a lot of other mods add things I'd associated with it at some point or another.
add a aca hurricane and a thunderbolt siren!
what they look like
I'm getting a rather strange issue with redstone triggering. I wanted to signal sunset, so I used a Bibliocraft clock to output a continuous redstone signal for a range of times from just before to just after sunset. However things did not work out as planned.
Detailed testing procedure.
The clock was mounted on a wall, I placed a General Siren above it. When
the time came it triggered and looped its sound until the period was
over.
The following afternoon I went to the far edge of where I'm
building to see how loud it was. I watched the sunset without hearing
any sound. I returned and found the siren spun up and animating but
making no sound. I fiddled with the clock and had it send another
redstone signal soon after. The siren sounded. Curious I set the clock
to again emit a signal soon after, the siren animated but played no
sound. Then just as the signal cut it chirped the first 1/10th of a
second of audio.
I have Blue Power installed so I decided to
place wire between the clock and siren, and add a lamp so that I could
watch the signal. The signal output from the clock seemed it might be
sketchy (the Blue Power wire kept flickering and Waila suggested the
signal was randomly dropping to 0 for 1 tick). So I replaced the clock
with a lever. The problem flickering appeared to go away but the problem
persisted, the siren would randomly get stuck on looping forever, get
stuck animating with no sound, or chirp brief audio either before
spinning down or remaining animated.
I then took my testing to a test world and repeated the above steps with the same exact results.
I connected a piston to the wire as well for more visual and audio feed back.
I next replaced the Blue Power wire with vanilla redstone, again the
problem persisted. Flipping the lever on and off at first it seemed
resolved and then suddenly the animation stuck on. Flipping the lever at
this point yielded no audio, I paused to the game menu briefly to get a
drink when I unpaused the siren suddenly triggered despite the lever
now being off. This continued it got stuck in a loop again.
Flipping the lever on and off stopped the audio but the animation remained on.
Flipping the lever again was ignored, no change to the animation and no
sound.
I then placed a lever directly next to the siren but did
not flip it on. The siren immediately spun down. I flipped the first
lever and the siren spun up and sounded. I turned the lever off and the
sound stopped but the animation stayed on. I flipped the lever again and
it was ignored, I flipped the level off and the siren sounded and got
stuck in a loop despite everything indicating there was no signal.
I tried pausing to menu several times with the lever off and on with no
effect. I repeated the last series of tests with the lever next to the
siren, same result, once stuck it stayed stuck. So it seemed to be some
sort of block update problem I figured.
So I turned off the lever next to it and turned on the distant lever, then broke the close lever.
No effect, unexpected. I replaced the broken lever. Again, no effect
the siren remained animated but with no sound. I then turned off both
levers and broke the close one. The siren spun down and stopped
animating. I flipped the remote lever again. The siren activated
normally. I turned the lever off and the sound stopped, animation
persisted. Turned the lever back on, and again it was stuck animating
but making no sound.
Then instead of a lever I placed a block of wool next to the siren, it immediately spun down and stopped.
So what I have learned is;
Randomly the siren will get stuck animating but producing no sound after receiving a redstone signal.
Randomly the siren will get stuck looping the siren after receiving a redstone signal and then losing that signal.
The siren will correct itself if a block update next to it occurs and there is also no redstone signal.
The siren will not correct itself if a block update next to it occurs and there is a redstone signal.
Steps to reproduce:
1) Place General Siren.
2) Place 2 blocks worth of redstone.
3) Place lever at end of redstone.
4) Turn lever on and allow several (~2-3) loops to occur.
5) Turn off lever, sound should stop, siren should remain animated.
6) Turn on lever, no chance should be seen/heard.
7) Turn off lever, place second lever next to siren. Siren should immediately spin down and drop animating.
8) Turn on and off lever several times, siren should operate normally.
9) With second lever off, flip first lever. Siren should activate.
10) Turn off first lever, result should be the same as step 5.
11) Turn second lever on and off several times, no change should be observed.
Interestingly if the second lever is left in place, with the siren stuck in animating but silent mode and a third lever is placed next to it it does not change, only once the second lever is broken does the siren respond. The above was also repeated with the Nuclear Siren with same result.
The American T-121 siren appears to be immune to this issue.Above steps were reproduced in a dedicated instance with the same result. Mods installed:
Forge 1448
SirenMod 3.0.0
CodeChickenCore 1.0.7.47
NotEnoughItems 1.0.5.111
WorldEdit-Forge 6.0-beta-01
ETA: I believe I have found a workaround for those also experiencing this issue until it can be officially smashed. Causing a block update next to the siren prior to triggering it appears to help. I used a piston connected to the signal directly and then put a 4-tick delay repeater in front of the siren. So piston triggers, 4 ticks later siren triggers.
ETA2: The work around needs more work, siren just got stuck on. Strangely sounded like it got triggered a second time just prior to it sticking. So assuming it needs a block update prior to triggering and then again after it is supposed to turn off.
ETA3: Sticking an upward facing piston on one side and using a series of three repeaters allows triggering the piston to extend before the siren and retract after the siren. Has worked flawlessly all night. Here is a screenshot of the circuit:
I have fixed this bug in the newest version of SirenMod. (Yet to be released) Thanks for the report though!
Not a problem and good to hear!
Will there be a 1.8 version?
Soon
@TheRealMcrafter Just curious if you got my earlier PM, cheers!
@Aedda Yes, I have been very busy though lately and I haven't had any time to get back to all of my PMs. Sorry.
No worries, just wanted to make sure. Busy happens, been almost too busy to think myself this week. Cheers!
I believe I found a bug. Whenever I activate a siren, anyone who is out of range of said siren crashes. The server simply says " *Player name* Lost connection", but everyone gets the "Fatal error" message. I am running a mod pack (Bevo's tech pack mini). Not sure if this has been reported or not so here you go!
Just a quick suggestion, could you make it so that the sirens have their own sound slider, or at least put them in one? Just so I can adjust how deaf I want to go
Just a few suggestions and bugs
Please make the loop longer on alarms like the American one. It loops to early, it may sound better if you let it fade off a bit more
Make a sound slider
Unloading a chunk that the American alarm is in then coming back will glich it. Even if the alarm is destroyed it will keep playing.
Some alarms will keep their animation even when turned off
I think the fire alarm might be a bit broken.Edit, alarm ideas
Industrial craft 2 howler alarm sound, I'm sure they just found it off of google.