I was wondering what Tabula considers to be the 'center' of a model? Is the center of the model the center of the block above the reference, or is it the position of the first element placed by the user? Are there any consequences if a model is created off-center?
Would love to, but the only Array tile currently supported on IC chips are Null Cells. There is also currently a bug with IC gates that causes my 4:16 demux solution using buffer and inverter gates to get stuck on world reload.
The smaller 1x4 array on the left represents the 4 most significant bits of the address. A layer of AND cells was added to the start of the decoder. A buffer gate was placed facing the first row of the decoder to account for the fact that it remains off if the decoder is not given any inputs. This essentially prevents the entire decoder from updating if it is not currently relevant to the address.
Rather than building one massive array, I've decided to split it up into 16 individual parts and stack them vertically. The buffer gates to the bottom left of the decoder act as a selector using the 4 high-order bits of the address. What I'm wondering is if it would be more efficient (in terms of signal propagation speed/update lag) to just build the entire 8-bit decoder as a single array. Input is appreciated.
I am revisiting this mod, and have to say that I love the additions! I noticed that there was mention of a starmap somewhere, where exactly do I find this?
It happened again, but this time it took out a rather large chunk of a ship(not a chunk as in 16x16, the ship had a large uneven section where blocks did not get replaced), not just one type of block. I restored the server to a backup and the use of WarpDrive has stopped until I can figure out this bug. I am going to turn on WD console output and hopefully get a log file tomorrow.
One of the players has reported a very odd (seemingly) bug with WarpDrive to me: after completing a jump, they found that a number of their ship's hull blocks had not been placed. I had seen the ship previously, and can confirm that the hull was complete earlier that day. What I find so bizarre about this is that it was not just a chunk of his ship missing, it was only the hull blocks on a certain part of his ship. These are WarpDrive superior hull blocks, and the grey frame is made out of colored quartz blocks. I do not know if this has any significance to the issue, but our server has set a rather high maximum jump range (10k-ish blocks). Screenshot attached to this post.
Is there someplace where I can see a list of the mods whose blocks are supported for turning? Also, is there someplace where I can request that turning support be added to a mod, or are there instructions on how I can add this support myself?
will the 1.7.10 version of the mod continue to receive updates after the port to 1.10, even if infrequent? And secondly, would it be possible for you to add a method to the ship controller for setting the jump data based on directional vector and distance? I do not know how this would be accomplished in LUA, and if there is a way could you please explain it?
I am not sure that I understand what you are trying to say. Could you please, to give an example, write out the code that would need to be executed n order to beam a player to relative coordinates 2000,0,0? The transporter has a completely full energy buffer.
Also, how exactly does the transporter work? According to the config (max power and power per block) it should have a range of 10000 blocks. But when i try to energize to further away it does not work.
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Thank you!
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I was wondering what Tabula considers to be the 'center' of a model? Is the center of the model the center of the block above the reference, or is it the position of the first element placed by the user? Are there any consequences if a model is created off-center?
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Would love to, but the only Array tile currently supported on IC chips are Null Cells. There is also currently a bug with IC gates that causes my 4:16 demux solution using buffer and inverter gates to get stuck on world reload.
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Right after my last post, It dawned on me that it would be even better to completely disable the individual layers of the decoder when not in use.
This is the revised design: https://gyazo.com/def0fb5ec43ba01925a0c9fa3bf08fb6
The smaller 1x4 array on the left represents the 4 most significant bits of the address. A layer of AND cells was added to the start of the decoder. A buffer gate was placed facing the first row of the decoder to account for the fact that it remains off if the decoder is not given any inputs. This essentially prevents the entire decoder from updating if it is not currently relevant to the address.
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Building an 8:256 Memory Address Decoder, here is the first slice of it: https://gyazo.com/65aa25cb63b1bf604f518d3516e52c91
Rather than building one massive array, I've decided to split it up into 16 individual parts and stack them vertically. The buffer gates to the bottom left of the decoder act as a selector using the 4 high-order bits of the address. What I'm wondering is if it would be more efficient (in terms of signal propagation speed/update lag) to just build the entire 8-bit decoder as a single array. Input is appreciated.
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I am revisiting this mod, and have to say that I love the additions! I noticed that there was mention of a starmap somewhere, where exactly do I find this?
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Here is a screenshot of my mods folder, there are no plugins on the server.
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It happened again, but this time it took out a rather large chunk of a ship(not a chunk as in 16x16, the ship had a large uneven section where blocks did not get replaced), not just one type of block. I restored the server to a backup and the use of WarpDrive has stopped until I can figure out this bug. I am going to turn on WD console output and hopefully get a log file tomorrow.
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One of the players has reported a very odd (seemingly) bug with WarpDrive to me: after completing a jump, they found that a number of their ship's hull blocks had not been placed. I had seen the ship previously, and can confirm that the hull was complete earlier that day. What I find so bizarre about this is that it was not just a chunk of his ship missing, it was only the hull blocks on a certain part of his ship. These are WarpDrive superior hull blocks, and the grey frame is made out of colored quartz blocks. I do not know if this has any significance to the issue, but our server has set a rather high maximum jump range (10k-ish blocks). Screenshot attached to this post.
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Is there someplace where I can see a list of the mods whose blocks are supported for turning? Also, is there someplace where I can request that turning support be added to a mod, or are there instructions on how I can add this support myself?
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Thank you, that was very helpful. Now I was wondering if either MFR Rednet cables or EnderIO conduits work properly with turning?
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I have two questions:
will the 1.7.10 version of the mod continue to receive updates after the port to 1.10, even if infrequent? And secondly, would it be possible for you to add a method to the ship controller for setting the jump data based on directional vector and distance? I do not know how this would be accomplished in LUA, and if there is a way could you please explain it?
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I am not sure that I understand what you are trying to say. Could you please, to give an example, write out the code that would need to be executed n order to beam a player to relative coordinates 2000,0,0? The transporter has a completely full energy buffer.
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Also, how exactly does the transporter work? According to the config (max power and power per block) it should have a range of 10000 blocks. But when i try to energize to further away it does not work.
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What does the weapon controller block do? it is not listed in the wiki. Also, many of the ship controller methods are still not listed.