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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from CobaltStarr

    For those of you thinking of doing this, the sequencer will turn the following side ON at the following time:

    South -- 21:00 (9:00 pm)
    West -- 03:00 (3:00 am)
    North -- 09:00 (9:00 am)
    East -- 15:00 (3:00 pm)


    And don't be afraid to use it with a second sequencer. Just make sure the duration on the second one is a factor of 300. I personally like 75, which will subdivide each of those time intervals into four subintervals. Add a third at 18.75 seconds, to cut that into four more slices, and a little logic, and you can get a pretty finely divided time.

    Although watching the way they line up (with the pointers in the middle of the range, rather than the edge), I'm tempted to do a little tweaking. If I offset the pointer after computing the range, then the times would shift to 12 and 6, and the subdivided clocks would line up. That's pretty compelling to me.

    Quote from CobaltStarr

    Just playing around with his chips told ME it was possible. :tongue.gif: But I understand entirely, you had to see the code to make sure. I just wanted to float the possibility, and I am glad that it turned out well for both of us. :wink.gif:


    Well I'm still not entirely sure what the right thing to do is... but I suppose it's not too much of a stretch to let inputs to AND and NAND gates simply float high when not connected. It bends the theme a little bit, and I don't like that, but it is useful. Maybe I'll just make it a config option. I haven't decided.

    With all that said, there are enough bugs with the redstone connections in and out of my blocks that it's something that I'm planning to revisit during this code cleanup anyway. So it's a perfect time to investigate this sort of thing.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Eloraam

    Turning the wires towards the chips is easy. The problem is that it's purely a visual effect. They won't read the redstone state from a wire unless it's pointing into it (although they CAN output to wires running sideways). I opted to err on the side of caution there.


    I took a look at how MoareAI did it, and you're right. It actually is possible. I'm not entirely sure I like the workaround that MoareAI did to detect nearby powered wires (it's pretty ugly, but it works), but detecting unconnected ports turns out to be pretty easy.

    Who knows, maybe I'll slip some of this into my code cleanup. I've got a few things having to do with power connections to look at anyway.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from CobaltStarr

    That's strange, because MoareAI's Logical Gates can do what I suggested, otherwise I likely never would have brought it up. Of course, his(?) mod also causes wires to turn towards his chips too. The behavior I'm asking for might be an extension of that.

    If you say it's not going to happen after this, I'll drop it. But I just wanted to bring this up before you gave up on it completely.


    Hrm, that's interesting. I'll have to look into that.

    Turning the wires towards the chips is easy. The problem is that it's purely a visual effect. They won't read the redstone state from a wire unless it's pointing into it (although they CAN output to wires running sideways). I opted to err on the side of caution there.

    Quote from Shad20020

    Just an idea ...a Counter ..

    You set the number and each time it powered on it add 1 and when he reach the number you set it power the redstone next to it then it reset to 0

    Btw Very nice Mod . VERY


    Eek, you're onto me! Sortof :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Wow... someone suggested this a while back, but due to a bug in the timing code, it didn't work, but it does now!

    The Sequencer makes a handy time of day detector. Just set it to 300 seconds, and it'll exactly track the time of day, even if you warp it with SPC or other methods. One full rotation for a day. Very cool :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from CobaltStarr

    Hey, Eloraam. You're probably sick of me pointing out flaws in your mod by now, but I got another for you. :sad.gif:

    Rather than a glitch, I'd file this under "design flaw". The NAND and AND Gates only change state if all three inputs are high. So, what happens when I link up wires to only two of them and set their signal high? Nothing.

    I was trying to make a half-adder as a little test of your gates and when I linked my two inputs into your gate, it just wouldn't change its output until I fed one of the input wires into the third input side. As you might imagine, that is a rather awkward solution.

    An alternative workaround I just thought of would be to just place a torch at the third input, but, while it is less so, that too is an awkward solution.

    If you could somehow find a way of making them recognize how many of their inputs are actually connected and generate their output accordingly, I think we would all appreciate it. :smile.gif:


    To be honest, the NAND and AND gates are there for completeness only. Minecraft lends itself much more readily to the use of NOR and OR logic, because unconnected inputs default to off. Using a torch on the third input (which is called a pull-up in the world outside of Minecraft) was always the plan if you only needed two inputs. It's much easier to turn a three-input gate into a two-input than the other way around.

    It's not really possible in any meaningful way to detect if an output is actually disconnected. The only solution would be to add 2-input versions, and I'm not convinced it's actually useful. The easier way is simply to alternate active high and active low logic at various stages to remove all the AND and NAND gates from your design. DeMorgan's Law is your friend. Break the line, change the sign!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from fazeem

    Oh I am LOVING these. Best integrated circuit mod I've found. Love how they look like the repeater. Love the easy install. Love the selection of gates you already have. Love that they WORK. (!) :smile.gif:

    Try to keep your block ids away from millenaire! (conflict at 125-126) or toggleBlocks! (conflict at 121-122) if that's even possible. You'll make lots of people happy if you can stay out of industrialcraft/buildcraft/plasticcraft/plasmacraft/nethercraft etc. as well. Why oh why is the limit only 256...

    Thanks :smile.gif:

    And I really don't know what to say about the IDs. Trying to avoid industrialcraft and buildcraft is hard enough. I moved my IDs to avoid crashing into Wireless Redstone and some weapon mod or other that used 115. The problem is simply that there are so many good mods and so few available block IDs. It's so hard to avoid stepping on any others.

    I'm a little nervous about changing up my IDs again. The last time caused a few people to have problems loading old worlds. I was trying to avoid colliding with Redstone Advanced originally, before I ended up replacing almost all the functionality of it, because I actually used to use it in 1.501. At the time, the plan was to sit between it and Minefactory, although that plan has failed horribly, as I've ended up overlapping Minefactory's IDs anyway. I don't think I could even find a good clear range anymore.

    At least the next version should hopefully work properly with MCE. That'll help some. And I've had a config file since the first version, to allow the IDs to be changed. As someone who's run a lot of mods, I have to say - at some point you have to actively manage your block IDs.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Tyian

    Very, very nice!

    But can you make a version without the annoying tik, tik sound?


    Thanks, and keep the good work!


    Just edit the config file. You can turn off the sounds if you really want to.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Niarbius

    Damn, thought I was on to something there :tongue.gif:

    Perhaps you could find out from smith_61 what exactly he changed in ns.class, as I'm sure that would make it easier to spot the problem. I've also discovered, at least in my game, that this also appears to affect a block in Better Than Wolves (the saw block). So it's possible we've discovered a bug in Minecraft Extended, rather than your mod, as smith_61 says in his thread that no changes to mods should be necessary to make them work with ME.

    I have to say though, it's a great mod! I've been playing around with it on my test world (I don't care about the textures on that world), and although I haven't used some of them yet, the ones that I have work perfectly! So thanks for making it! :biggrin.gif:


    Oh well it's simple, really. MCE rebinds the texture map dynamically, which is something that Minecraft basically doesn't do. My mod, which also rebinds the texture map, just happens to rebind in a conflicting way to how MCE does it.

    Don't worry. MCE and SMP are next on my todo list, along with some much-needed code cleanup to make them both work. And then on to a few more blocks.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    For anyone using my Redstone Pipe mod, I just updated it. Now it works with Buildcraft 1.6.6.3, and no longer requires any weird installation steps.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from stevenfriz

    Hey Eloraam, I finished my project and video and I now have it uploaded to Youtube. Your welcome to use it as a demonstration if you want. I'd appreciate feedback if you could.


    That's a cool contraption! With regards to the NOR and NAND gates - both of them have three inputs and one output. The difference is in what turns them on. In the case of the NOR - it turns off if any input is on, and in the case of the NAND, only when ALL inputs are on.

    One thing I'd suggest to you is to try using the timeout timer like I demonstrated in my video. Place a latch block (not a toggle) next to a timer such that the timer is on one of the input sides (which is also an output). This way, when you turn on the other input side, the timer will count down until it outputs a pulse, which will toggle the latch and stop the timer. You can read the pulse out of the timer, in which case you'll get a pulse only after it times out, or you can read it from the latch, in which case you'll get a long on time while the timer is running. You could save a lot of logic that way :smile.gif:

    Quote from warbaque

    Are you considering adding other logic components?

    I would love to see SR-latch and JK-flipflop added to these.

    This + Wireless Redstone = Awesome


    Yes, I am. There already is an SR latch, but edge-triggered D, level-triggered transparent registers, and JK flipflops are all things that I may do. I also have a few other ideas that I think will prove quite popular :smile.gif:

    Quote from DXTN

    Wow, just about 2 weeks u startet this n' now we have complex logic gates...

    U're a genius!!!


    Thank you :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from leftler

    Sorry it took so long to reply, but yes I am using Too Many Items as it is the only way to get Industrial Craft and Better Than Wolves to both run at the same time.


    You mean Minecraft Extended :smile.gif:

    Well next on my plan is some much-needed code cleanup, and then trying to get it to work with MCE and perhaps even SMP support!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Lost-Ninja

    Having a lot of lag (chug) with this mod, actually all mods that toggle light sources seem to cause it. Though this in fact causes less issues than a short period clock circuit created without mods. Any way or chance to either have an option or something that will set this up so the actual light doesn't change when the torches are off/on?

    That is each item creates a light source when it is created and that doesn't change regardless of the item's state. Thus the game won't lag every time a clock circuit switches on/off.


    Actually, despite what it might look like, my mod actually never changes the light source states. The torches themselves toggle on and off, but the block always outputs the same amount of light. The biggest problem is that redstone updates cause a full retesselation of the chunk that they are inside of. For some graphics cards, this causes a massive performance hit. For others, it's not a big deal. Not much I can do about that.

    Also, for anyone watching, 1.2 is out now! I added AND, OR, XOR, and XNOR!
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from stevenfriz

    I would like to make a quick suggestion. Could you make a new type of repeater that delays the redstone current a determined time? So say, you could delay the current for five seconds. I'm trying to make a video that utilizes your mod, but I've come to the conclusion that the easiest possible way to do what I need to do would be that I would need some sort of delayer that would delay the current a set time, that I can set.

    When I finish this video, I was wondering if you would want to use it for a demonstration? It uses the Piston Mod and Wireless redstone mod as well.


    You could always try the design I suggested in the video - Put an RS latch right next to a timer. Turn the latch on to start the delay. The timer will pulse and shut off the latch when the delay expires. You could take the output from the latch, in which case it will be on for the whole time until the timer expires, or you could take it from the timer itself, in which case it will only turn on when the timer expires. Possibly throw in a redstone diode to stretch the pulse and you should be good.

    This was why I added the latch in the first place, before I decided to go all-in and make a full-featured redstone logic mod.

    And I'd love to use the video as a demonstration if it looks suitable :smile.gif:

    Quote from Niarbius

    Hey Eloraam, I may have found something regarding that texture issue. While playing around with it a bit more, I realized that your mod doesn't allow it's block IDs to be set over 255 (and setting them over that value will instead use the default value). Now, I know that you set it up this way to prevent people from setting the value over 255, as vanilla Minecraft uses a byte value to store block IDs. However, smith_61 changes them to int values with Minecraft Extended, and I believe he's done the same with terrain/item sprites (or at least something similar).

    So, if you're using a byte value to store your mods sprite IDs, and Minecraft Extended tries to assign a number over 255, could that cause something like the problem above to happen?


    Technically the only thing about mine that's preventing block IDs over 255 is that the ModLoader properties values are set with that as a maximum. Everything is using ints internally.

    With that said, there really is no mystery about what MCE is doing to my mod. I know exactly why it's breaking. It heavily modifies a base class that my mod relies on. I'm just not entirely sure how to fix it yet. Since it seems to matter to so many people, I'll probably try to sort that out before I work on SMP support.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Dreamlash

    Aah this is a bit sad, a lot of people are using MCE cause the best mods eats a lot of IDs and sprites if they are used together, actually maybe is the stuff that are messing my Sticky piston ( I can place it without get a saving chunk error, then if I use the Promt, my MC don't freeze, but it render a "ghost" chunk that make disappear some stuff if he are surrounded by other thing, the MAP get a render problem too I can´t use it).

    I suggest don't exactly make various versions of your mod (dunno if are possible), make one version that work with or without MCE


    Yes I know why people use MCE. I used it to make my big factory thing (and at the time, it actually corrupted the rendering of diamond pipes in Buildcraft). And I also know it's preferable to make one version that works with or without, but even *I* don't know if it's possible.

    I'll certainly try though. Just - for the time being, this version isn't compatible.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Niarbius

    I'm having a similar issue as leftler, and I can confirm (for myself at least) that it does seem to have something to do with the ns.class, as the Minecraft Extended mod replaces it with it's own version.

    From what I can tell, once Minecraft Extended is installed, (and this is for inventory rendering), your mod starts taking textures from the default terrain.png instead of your custom texture map (the default terrain sprites used appear to correspond to the proper sprites position in your png). However, I'm not sure where the textures are coming from once these blocks are placed in the game world. It seems to have something to do with the number of terrain sprites used, however, as it seems to change with the number of mods I have installed.

    Anyway, I hope this helps get this fixed, as I really love your mods, and would like them to appear as they were meant to. :biggrin.gif:


    Oh my. I can see why Minecraft Extended would replace that class, as it's the primary entry point for the OpenGL pipeline. And I can also see why my mod is failing with MCE, since it's using custom textures itself.

    For the time being, I have to simply state that my mod is incompatible with MCE. When I have a chance, I'll see if I can straighten out the confusion, but I'm a little concerned that the only answer might be to make a special version for MCE.
    Posted in: Minecraft Mods
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