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    posted a message on Redstone computer questions
    Hi, I have recently started on my first redstone computer and have a few questions.
    First off, which instructions set is recomended? I have heard a bit about something called SRCIS (Standard Redstone Computer Instruction Set), but have found no documentation/ info other than 'this uses SRCIS' and a bunch of un-answered comments asking where to find it. Does anybody know where its documentation can be found/ can suggest an alternative instruction set.
    Another questions is how do I deal with numbers larger than my 'bit count' I.e If I multiply a 6 bit number and a 5 bit number, both are less than 8 bits, but would output an 11 bit number that doesn't appear to 'fit' on an 8 bit ALU, does this also mean that whilst I can compute only 8 bits, I will need storage for 16 bit numbers?
    Also relative to multiply and some other commands, a dedicated multiplier/other circuit seems large when the algorithm can simply be run on the ALU as a series of commands (is least significant bit of input b on, then add a+a, then store to a, else ignore, then shift registry right and repeat). Is there an 'easy' way to set up a subroutine/functions like this, or do I have to do each step individually every time in the coding? Or do I set it to its own instruction, that pauses/interrupts the clock, runs the subroutine, then restarts it as if it had taken the same time as a simpler instruction?
    Also, for shift registers/shift commands, do they 'wrap around' i.e does 1001 shift left to 0011 (shift the end one to the first place) or 0010 (shift end out, add0 to first place)?
    Also, potentially above my abilities, but how would I implement floating point precision, I know that binary represents numbers less than one as 1/2 then 1/4 then 1/8 etc, but how do I implement this into the ALU? Or does it innately work as long as it remembers that the decimal point is 'somewhere'.
    Is there a reasonably comprehensive resource anywhere that contains this kind of info, or is there just an ad-hoc collection of guides that each contain part of the picture, but not everything?



    btw, this has been cross posted on the redstone subreddit (http://www.reddit.com/r/redstone/comments/2rp4js/redstone_computer_questions/)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Custom Ore Generation: First Revival
    Hi
    Two questions, 1) can this support any mod ore/block that I can get the id for and give it it's own generation settings (I.e all ores spawn like this) and also, can I superimpose generation patterns, what I want to have in my world is that quarries are still effective and I can get most of my starting ores from wherever I am, but I want to know that if I want lots of a certain type of ore, say iron, I can dig around in, say a desert, and find lots.
    Effectively I want to superimpose clusters and veins, can this be done?
    Also, is this compatible with mettalurgy?
    Posted in: Minecraft Mods
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    posted a message on Engineer's Toolbox - Now with programmable sockets
    Ok, just thought it was weird that you said there was a bug and that something was unobtainable when I had a lot of it.
    It would be a waste of time trying to get a 1.5.2 version redone when there is 1.7 coming out soon, I wouldn't have bothered you with a bug if there was one.
    Btw, is algae affected by xenos relinquary lily pads?
    Posted in: Minecraft Mods
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    posted a message on Engineer's Toolbox - Now with programmable sockets
    Interesting, I had figured out how to make smoke from the old wiki before it was removed and I can mass produce it in 1.5.2.
    Shall I post my set up or is the bug something else?
    Posted in: Minecraft Mods
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    posted a message on Engineer's Toolbox - Now with programmable sockets
    Since I can't find them on the wiki and they have been removed from the first post, what are the recipes for the gasses, (1.5.2).
    I have some natural gas from vents but I have no idea how to get propellant, hydrogen, weaponized gas and the neurotoxins.
    Can someone please tell me?
    Is engineers toolbox necesary?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Why isn't this is WIP mods section already?
    Anyway, we should have the admins add to the rules a end date for mod copyrights, like the irl 70 years after authors death, but a lot quicker. Seriously, 6 months since her last release and the n,y thing she has posted or has been posted on her behalf has been about her mods copyright. If a mod author has a life then we have no problem with that. If they neglect their mod or recognize they can't maintain it and allow it to change hands (like mfr) then we ar fine with that. If they wish to hang on to it so that they can go "here is this awesome mod I have coded for minecraft, I just updated it so that people can start playing to again, see how awesome I am, buy my game minia."
    I mean come on, really?
    Posted in: Minecraft Mods
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    posted a message on Server requirements
    Anybody?
    Posted in: Server Support and Administration
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    posted a message on Server requirements
    Hi
    I am just inquiring about server hosting requirements. I am trying to run a small server for about six people (myself included). The thing is though that it has a lot of mods (92), is forge based and contains some very laggy things such as ICBM. I am wondering what is the minimum procesor speed and ram to run this without any, or very little, server side lag.

    Ps: on a side not does anyone have a way to get something like towny or factions to work on a 1.5.2 forge server.

    Thanks in advance, also if you could please quote me when you answer so I can get the notification thanks some more.
    Posted in: Server Support and Administration
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Here's an idea, does the growth syringe work on zombie and turn them into giants or can this be added?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Hey, assuming eloraam hasn't just decided to burn her computer and live in the middle of nowhere then I've got a message for her. There is a typo in her twitter profile: it say that "I make redpower..." We can all see that she has typoed and put a k instead of a d in the second word. It's a surprise no one as picked her up for this typo yet.

    Haters gonna hate :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Quote from Brigadon



    You can do that as easy as pie just by opening the minecraft texture file.

    if you are talking about something that can be passed to players that do not have it, you will either have to distribute a custom texture pack, or delve into territory no modder has delved into before (except those weird skinners.)

    as far as the rest of it, doesn't forestry already have packagers? and I believe (not sure) That the universal electricity set has a lot more comprehensive 'industrial' setup for conveyors... then again, I believe their philosophy is "Why use 1 cheap tool when you can do the same thing with two dozen hideously complicated and expensive ones?'
    Then Again, it does look super cool having a 60 story building with dozens of chompers, smashers, pushers, conveyors, subassemblers, laser assemblers, macro-assemblers, microfarms, animal disassemblers and all sorts of other rube goldberg contraptions, even when it just results in a taco.


    Yes, I see that forestry has the crates but I want to be able to do something, even if it only functions or rectify in SSP. Search for the beginning cutscenes of Abe's oddesy, it should start with something like "this is rupture farms". I'm trying to create a rupture farms themed functional meet processing plant in my minecraft world and I really think that the barrel idea would not only be useful, but look awesome and be perfect for something like this.
    The fundamental idea is to have a block like thing that can be moved around on convey belts, store 32 stacks of a single item and be mode around and placed once, possible being able to 'stamp' the side with either a decal or simply how many of what item, or even a custom player stamp that gets applied to all barrels that pass through the stamper of one player (think like how capes are rendered, player puts a file for it somewhere, the game is told where to find it and any one with a mod capable of viewing it can see it). The idea is that I might be able to package a lot of items into something that, whilst not stackable, can still only be in one inventory slot. From there it can be used as a way to store fuel or food for an outpost base, used as something like a factorization barrel but items can't be deposited once it has been 'sealed'. I could have it in block form to take material from or place the item in an unpacker.
    I hope if kind of made my idea clear.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    Does the fruit picker pick fruit of forestry trees?

    Edit:
    Would it be possible to implement some kind of barrel for conveyors? Stores a few stacks of items in it, can be moved on conveyors and items can be added to it either from dropping them in the top or from some kind of loader block. The only way to get items out would be to pass it through a stamper that will seal it, remove it from the conveyor belt in item form and stamp either contents and amount or a custom design onto them. These could be placed and used as factorization barrels but items can only be taken out, would be transportable in the players inventory and still keep contents data until placed and could have their. Entire contents removed instantly in an unpacker.
    By custom design I mean we create a .png file with the design, put it in a folder and can select it in game.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1/1.5.2] PowerCrystals' mods - The updates never stop
    A soon as I saw the liquid meet, meet ingots na dblocks I just had to start building my rupture farms themed meat processing factory. Any one else envision this?
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    With this mod installed are quarries still effective?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Ireee


    Of course it looked suspicious.
    Unfortunately there were already many who would mean such request seriously.
    + the forum has been recently filling with RP2-irrelevant crap not worth thorough reading.


    Of course it has, mod forums only contain actualy interesting and relative content when the mod is roughly in date.
    Once redpower starts lagging behind it fills with people screaming for updates and is eventually shifted into the WIP mod section.
    Posted in: Minecraft Mods
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