• 0

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

    And per Eloraam's Integrated Redstone mod: This is exactly what I wanted, implemented very well. That an RS latch is 9 cubic meters in size, wires have to have 1 meter of air insulation, and that timers cease to obey the rules when you're not looking => me abandoning redstone logic... and I'm an electrical engineer!

    The only missing element is compact signal transmission.


    Glad you like my mod :smile.gif: Signal transmission is a future plan, probably after SMP, but on my list. I've got a few other blocks that I think should be well liked in the works now too.
    Posted in: Minecraft Mods
  • 1

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

    Would you mind if my guys try to figure out smp support and give you the files Eloraam? I'm personally working on a smp module that lets you have a alive.cfg that allows you to set objects in the world that keep a region running even without players. So we may have some insight soon.


    I'm not really sure there's much point. SMP is on my TODO list, just after a few other things that will probably see more play in SSP. Not really a "figuring out" thing, so much as just simple hours that it takes to make the mod.

    Quote from leftler

    Just installed the mod and when I look at the blocks for almost all of your blocks execpt the timer and the sequencer I get this error message in my log once per tick (it shows up a lot)


    Wow, that's a new one on me. What happens if you switch off Advanced OpenGL? I still haven't been able to personally test that that works with my mod yet. Otherwise, I'd be suspicious that you've installed a mod that overrides ns.class
    Posted in: Minecraft Mods
  • 0

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

    Although your focus has shifted, any chance you'll update your redstone pipe to the latest buildcraft version? I know I'm probably the only person that uses it, but still.


    My focus hasn't shifted that far. Don't worry, my buildcraft mods will get a little love soon.

    Quote from gandrewcarder

    yea even tho its already simple to make it in game we really do need it! unfortunately i'd have to stick with the rst on a block idea because having two wires going into a inverter with opposite effects will short circuit it...


    You could always use the Nor gate, as I suggested earlier.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from deathbyc4

    Small request, could you have the version number on the main title so we can track updates a bit easier? Thank you!


    I'll do that next time I post an update!

    Oh, and to anyone having trouble with blocks showing up in the wrong direction, that bug is now fixed in my development tree and the fix will go out with 1.2, along with the new Xnor gate, and possibly another block or two.
    Posted in: Minecraft Mods
  • 0

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

    Even with that I don't believe the "Saving Chunks" error produces an error log.


    It does in Linux. I can't speak for any other OS though.
    Posted in: Minecraft Mods
  • 0

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

    I have a little suggestion. Compared to your other AWESOME redstone circuits, this will probably be a cinch. Do you think you could make a simple compact inverter? Just a block that takes the input and inverts it at the output.


    The NOR gate doesn't do that already? Try it :smile.gif:
    Posted in: Minecraft Mods
  • 0

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

    May I suggest a slight change to the toggle graphic to increase it's uses. I switch with a redstone torch for a handle along with the placement rules as a switch and the power propagation rules as a torch. All of this would especially aid in it's use in binary counters.


    I'm not sure I'm following?
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from BIDZ180

    I love you.
    No homo.


    Glad that you're happy.

    Am I the only female modder?
    Posted in: Minecraft Mods
  • 0

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

    I've encountered a glitch with your timer. If you use wire to connect it to something and save during that 1 tick where it's pulsing on then reload the world, the timer locks up as if it were being powered.

    To easily reproduce this, create a timer with a minimum interval (0.200s) and place wire leading away (and only wire) then hit ESC. If the wire is powered, then save and exit (otherwise just keep hitting ESC until it is). When you reload, you'll see it locked up, powered by a wire that has no power source.


    I've seen that once in testing, and thought I had it licked. The thing is, that's not a valid state - the timer should kick out of it. There's no need to resort to such crude methods as making it directional though. I just have to improve the illegal state code a little bit.

    EDIT: Fixed internally. A nice easy fix, too, I like those.

    Quote from CobaltStarr

    First, I'm assuming you're using the repeater code as a base for your chip set which makes their inability to power blocks directly like the repeater can, confusing. The fact that they can't power blocks with torches on top of them one block away (that is, separated by one wire) is a known glitch with the repeater and what makes me think your using it as a code base for yours since they share this behavior.


    I'm actually not. I probably haven't done enough testing with regular blocks though, I'll look into it.

    Quote from CobaltStarr

    The toggle was fine as is with one of its two inputs facing the player (with the other facing away) and its outputs facing off to the sides. The latch I don't really have a problem with, but part of me would rather see it have its inputs pointing sideways and outputs oriented along the direction I'm looking. But since its inputs are outputs too... :dry.gif: No, the real problem lies with the NOR, NAND, and pulse chips. The sole output on the three were oriented towards the left, and the sole input on the pulse chip was off to my right. This was more than a bit disorienting and broke the feel that they were a continuation of the repeater.


    That's odd, those should all be facing the way you expect. Clearly I have some broken placement logic though, I've been having a bit of a heisenbug with it, but I pushed out the code anyway. I'll see if I can work out what's broken for the next version.

    EDIT: Odd, my test version has the NOR, NAND, and pulse chips facing the right way (with the default outputs facing away from the player) when placed. But I still believe you're having trouble, every once in a while the placement logic goes completely wrong. I'll see if I can work out why.

    Quote from CobaltStarr

    Finally, the addition of an XNOR gate (though I can imagine the art would be a bit of a conundrum), and possibly (though not necessarily) the OR, AND, and XOR gates would finish the set you started quite nicely.


    While I don't plan to change the art style, I *do* plan to add an XNOR gate. I just didn't want to delay my release any further. XNOR isn't actually too hard with my art style - a NOR sandcastle will make it work in 4 torches. The noninverting gates are a little trickier, especially XOR, but it's possible.

    EDIT: Silly me, XOR is easy too.
    Posted in: Minecraft Mods
  • 0

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

    Thank-you! Could you email me it once you figure out the problem? I check my email more frequently then the minecraftforums. I'll send you my email in a PM, if you wish.


    It looks to me like you're using too old a version of ModLoader. Risugami doesn't change the filename when he updates, so this is surprisingly easy to do. Try downloading a fresh copy of ModLoader and using that.

    Quote from deathbyc4

    great job on the other items, so far no other issues on new worlds (except for it cant use my totally awesome buildcraft world anymore *crys* but ill live, thats what worldedit and Too Many Items are for)


    Well you should be able to delete all the older timer items from your world, and have it work again. I'll try not to break things like that next time.
    Posted in: Minecraft Mods
  • 0

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

    I apologize for that, I had no idea imageshack existed. I really didn't want to register for image hosting for something as a game mod. However, this makes it easier! Here's the link:

    http://imageshack.us/photo/my-images/263/errorzw.png/


    Wow, I've never seen that error before! Thanks, I'll see what I can do about that :smile.gif:
    Posted in: Minecraft Mods
  • 0

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

    I'd say I don't like crashes at all. lol. I don't understand this one at all. I created a new world too (for security of my own world. I'd rather not rebuild it all). My minecraft.jar is 1.6.6, so my client is 1.6.6. I know that the builds between 1.6.5 are the same. I don't know much about Java, but did you build your code in the latest JDK? I believe I have the latest downloaded, however; I don't know if it would make much of a difference, if any difference at all.


    You couldn't possibly use something like imageshack.us to post a screenshot of the crash dump, could you? It's very difficult to solve crashes without that.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from deathbyc4

    would also like to report the saving chunks lock up issue. was previously working with the old version, including buildcraft, industrialcraft, and toomanyitems. however, it works fine for worlds that did not have existing timers in them, or new worlds. perhaps there was some changes made to the old timers?

    will be thoroughly testing, i will let you know what else i find.


    That sounds like a different issue entirely. The default IDs got shuffled around and a couple blocks actually got renamed, so I do expect some problems for people importing from the old version.
    Posted in: Minecraft Mods
  • 0

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

    I have it off at all times due to buildcraft. I downloaded a fresh copy of the minecraft.jar, and reinstalled just mod loader and toomanyitems. I removed wireless redstone from the my mods folder, but I still had a crash. I don't think it's an incompatibility with buildcraft or pistons, but I will try real quick.

    I removed all my mods but singleplayer commands and toomanyitems. I still had the same results. I ran minecraft through command prompt, but I can't copy the text it produces. I took an image, but realized I can't upload photos to this forum.


    I'd really like to solve this one... I don't like crashes that don't make sense.

    I test with TMI and SPC on my live build, and Buildcraft in my debug builds. It's strange that you're having crashes.
    Posted in: Minecraft Mods
  • 0

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

    Your new version is possibly incompatible with TooManyItems. Every time I click on the GUI in TooManyItems, the game freezes and it goes to "saving chunks". The screen that displays the error disappears way to fast for me to copy it, and I don't know any other way to get an error report.


    That's odd... I used TooManyItems to test it!

    Have you tried turning off Advanced OpenGL?

    Edit: Also, try running minecraft from the console, that way you'll get to keep your error log.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.