• 0

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

    Yeah it confused me when I first saw it cos I was like "Wasn't that lit up a second ago" *moves some* ok it's dark again *ponders* *moves back* ... took me a little while to figure out it was based on if I was "holding" anything or not.


    I figured it out! And actually, the fix ended up fixing some bad behavior for everyone else, too - the icons should now have fully lit torches for everyone, when I release the fix.

    Quote from moikle

    oh, i hadnt installed timers in the mods folder. oh, but now i did that, it still doesn't work ;_;


    Find some directions on running minecraft from a console, and post me an error log. It seems to be working for most people now, so I'm curious as to what's different about yours.

    Quote from power crystals

    Well now I feel stupid for not actually trying that, lol. Maybe add a note saying as much to the OP so nobody else is confused by that?


    There's a note in the video, but I suppose I should improve the OP :smile.gif:
    Posted in: Minecraft Mods
  • 0

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

    that would give precisely 50% of the time, but not 50% of the items

    also, i cant install the timers one either

    and i did install it into the minecraft.jar


    The timers should just be able to go into your minecraft mods directory. You have to have ModLoader installed, but unless you have a V1.0 copy, that's all you need.

    And that's a really good point about the time vs items. I have a few ideas on that front, but my ideas aren't ready yet. Hopefully a future version of this mod will be more helpful there.
    Posted in: Minecraft Mods
  • 0

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

    Oddly enough because of the way you have your timers coded, they get messed up if you change the time of day with a mod like single player commands, this isn't really too bad in single player but if you ever wanted to take this to Multiplayer it'd get messed up alot on some servers.


    Oooh, and I thought the world time was monotonic. I'll look into that for the next version!
    Posted in: Minecraft Mods
  • 0

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

    can you add the ids it uses to the original post / can you add configurable block ids


    The block IDs are already configurable, check your config directory. mod_Timers.cfg lets you change them.

    I'll add the ids to the original post. I'm tempted to change the defaults, since I've heard reports that it conflicts with wireless redstone.
    Posted in: Minecraft Mods
  • 0

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

    Wow, I love the timers, they're really well made and actually feel like they belong in the game unlike most of the other redstone circuit mods I've seen.

    One request - could you make the timer face "away" from the player on placement? it's kinda a pain to line it up if you just want to drop one adjacent to a quarry.


    Thanks :smile.gif: I'm glad you like it.

    I could - but the timer doesn't actually care about orientation. It's a visual effect only. It will send or receive pulses in all four directions.
    Posted in: Minecraft Mods
  • 0

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

    hmm, i installed the redstone pipes onto a brand new minecraft, with nothing but modloader, buildcraft, and the redstone pipes, but i just get a black screen.

    it worked fine with just buildcraft and modloader installed.

    i was really looking forward to using this with my auto furnace, which converts wood to charcoal, then i was going to have a detector on the output, which changes the state of an iron pipe junction. so half of the coal goes back into the furnace, and half of it goes into a second furnace.

    at the moment, i am using a pulsar to rapidly switch, but that tends to be very random as to where the coal goes, i want it to be exactly half and half.


    The redstone pipes are currently difficult to install. They need to be installed into the minecraft jar file, after first installing buildcraft into there as well. This will be fixed in the newer version, but I won't be able to release it until buildcraft 1.6.6.3.

    I'd suggest using a sequencer to drive two wooden pipes from a pair of chests. That will give you precise 50/50, and it's what it's meant for.
    Posted in: Minecraft Mods
  • 0

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

    Here's the screenshots:




    It may be a little hard to see, but in the first one with nothing in my hand the state of the redstone timer in my inventory is "on" [lit up]
    And in the second, with anything in my hand it displays as "off" [dark]
    Weird and random, I know.

    And if it helps, the mods I'm running are:
    Modloader
    ModloaderMP
    IndustrialCraft
    BuildCraft
    Magic Chest
    Millenaire

    Along with obviously this mod [Redstone Timers].


    Hrm, that's what I thought you meant. I couldn't reproduce it in my test environments, so I'm suspicious that something is overriding the rendering somehow, possibly from one of the mods. I'll look into this a little more - I don't like it when I can't explain bugs.
    Posted in: Minecraft Mods
  • 0

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

    interesting. ill have to look at minefactory a bit closer. my method looks far more complicated, though your sequencer would make the redstone bits MUCH easier.

    i think im gonna rip my jar apart and install them now and if its suddenly not a super pain in my bum to build said tree farm i might make a video out of it, if you dont mind that is.

    EDIT: yeah your redstone stuff is definately win over redstone advanced for me, because i just remembered i dont HAVE to rip apart my jar :biggrin.gif:


    Minefactory adds planter, fertilizer and harvester blocks, so if you feed saplings to the planter, bone meal to the fertilizer, and keep sending clock pulses to the whole thing, you'll get wood at a pretty startling rate. Especially if you have a big mob grinder feeding in bones.

    And if you build with my timers or sequencers, please post a vid in the comments :smile.gif:
    Posted in: Minecraft Mods
  • 0

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

    the next time i have to redo my mod compilation your timers will be replacing my redstone advanced. way more perfect for my needs.

    by the way, in that video how does that tree farm work? never seen one with pistons, mine are done with toggle blocks, pipes and magic chest.


    Thanks :smile.gif:

    The tree farm doesn't use pistons. It uses minefactory. Assuming you mean my cobblestone factory (the one thing that actually does use pistons), if you get the redstone power exactly right and close two pistons on a solid block at the same time, the block will break. It's a little fussy, but it works. Then it just uses an allocator to feed those blocks into the chest for retrieval.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from willfancher38

    Awesome =) thanks for your work on this. any idea when the next "super secret addition" will be coming out? I've just been experimenting with loads of cool ideas for factories using tons of mods, and i think your mods are very helpful, and very creative. keep up the good work =)


    Each block in these mods takes a number of hours to make. I spent pretty much every waking hour for the past three days writing it and getting it ready for release. So give me a few more days to find enough hours to add more blocks :smile.gif:
    Posted in: Minecraft Mods
  • 0

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

    Excellent! I use your redstone pipes with gold pipes in a short loop (2 of each) and toss in a block to power the Quarry - works like a charm! That setup actually kick-starts the Quarry after a reload as well, which is quite helpful! Can't wait to try the new timers out!


    I designed the timer originally to solve a problem that was raised by the redstone pipes. Using a wooden pipe on one end of a pipe, and a redstone pipe further down that pipe, and connecting them with redstone, you can set up a pretty intelligent rate-limiter. The problem is, if it ever runs dry, it won't automatically restart. Hooking up a pulser or similar circuit will add spurious triggering events, which will screw up the rate limiting. The timer is perfect for this - as long as the redstone pipe is pulsing more frequently than the timeout set on the timer, the timer will always be reset before it goes off. When the redstone pipe sits idle for too long, the timer periodically tries to restart it.
    Posted in: Minecraft Mods
  • 0

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

    The timers icon changes when it's in my action bar ... goes from lit to unlit depending on if there's nothing or something in my hand... *confused look*


    I tried to reproduce this bug but could not. Also, the code shouldn't even allow this to be possible. How did it happen, and what exactly happened? Could you screenshot or video clip it?

    Also, willfancher38... I took a look at the sequencer and I was able to easily reproduce the timing inaccuracy. It's exactly what I think it is, so that one will be fixed.

    As for the game time clock... not at all what the sequencer is for, but it's possible to add some sort of game time sensor. In the meantime, could I suggest combining one of my timers, which can be stopped or reset (rather than the free-running sequencer) with Risugami's light sensor mod in order to detect the dawn? The next super-secret addition to this mod should be able to make that circuit very simple, but it's possible now.

    I'm currently investigating the way chunk unloading happens, to see if I can somehow override it in order to prevent any chunks that contain active clocks from unloading. The upside of that is that factories and other automated systems should keep running no matter how far you are from them, but the downside is of course that the bigger your factory, the more the game will lag... but only as a factor of how many chunks you force to stay loaded.
    Posted in: Minecraft Mods
  • 0

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from willfancher38

    why does a sequencer with a rate of 300 seconds move slower than twice as fast as a sequencer with a rate 150?


    Is it just a tiny little bit slower? There's a perfectly logical explanation for that... and it's a bug. It should be fixed in the next patch.

    Edit: the logical reason is simply that the time set code is shared with the timer. The timer spends a couple ticks outputting a pulse, and the time set code compensates for that to ensure accurate timing. The sequencer doesn't need that offset, so it just ends up screwing up the timing.
    Posted in: Minecraft Mods
  • 0

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

    I love these new timers and their graphics. Would you be willing to do a matching set of gates basic gates?


    Thanks. And to answer your question: Sortof :smile.gif: I have a few other ideas which may fit the Minecraft theme a little better and require fewer precious block IDs, but provide the same functionality. This mod is far from finished. Stay tuned.
    Posted in: Minecraft Mods
  • 0

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

    The timers icon changes when it's in my action bar ... goes from lit to unlit depending on if there's nothing or something in my hand... *confused look*


    Thanks for the report on that. I have a few small graphical glitches to work out, and it appears that that is one of them.

    The reason is simple - it's not an icon at all, but a renderer function. So something is making the renderer function change state, which it shouldn't be able to do. I'll look into it :smile.gif:
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.