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    posted a message on [1.7.2] Podzol To Diamonds - Almost First 1.7 Mod (Also works with dirt)
    Quote from DragonpokeZ

    Well, for me it works. I made Blocks of Diamond, all tools and armor (besides the dummy hoe), a Jukebox and an Enchanting table. They all seem to work fine and do what they are supposed to do.


    Really? I can see the diamonds and "hold them" but the moment I try to put in a chest or like..craft something with them..nope. They disappear. I found some legit diamonds in the world, and make 2 fake ones and combined them with the real ones. What ended up happening is it gave me a inventory for both of them, one for the original, and 1 for the original + 2. Eventually, the one for the original + 2 disappeared.
    Posted in: Minecraft Mods
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    posted a message on [1.7.2] Podzol To Diamonds - Almost First 1.7 Mod (Also works with dirt)
    This only lets you look at the diamonds sadly, they are not physical-- as in you can see it in your inventory but it disappears after a short time. Not sure if that was intended and maybe I'm missing some joke.
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    MagicLauncher doesn't work with 1.4.6 sadly. ;/ At least not for me.
    Posted in: Minecraft Tools
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    posted a message on Texture pack issues
    Not sure if this is supposed to be posted here, or in the modded/unmodded client support section (since I've tried with both. ) My systems specs are as follows:

    Processor: Intel I7 970

    Ram: 8 GB Corsair gaming ram

    Graphics card: Radeon 6970.


    Even when I make Minecraft run at a minimum of 2 GB, tried maximum of 5 for memory, on a 64 x 64 texture pack minecraft pretty much becomes unplayable. I've tried both Misa's texture pack and LG Photorealism. From the moment I select the texture pack it locks to the point I can't even click "done" without hovering my mouse over the button for 10 seconds.

    When (if) I actually manage to load my game, it stutters entirely. I can max out pretty much any computer game, and I figure 8 GB ram should be AT LEAST enough to run 64 x 64. I am (at the moment) using a modded Jar for X-ray and Flymod.

    Any suggestions on possible fixes? I really don't like the default texture backs, but I do want at least a 64 x 64..and on my older PC I used to be able to run 512 texture packs and it had even lower specs then this one.
    Posted in: Resource Pack Discussion
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    posted a message on TFlipFlop not working anymore
    I think i figured out your design. However it does not allow me to use a button without it depressing. I tried two levers but they dont swap.
    Posted in: Creative Mode
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    posted a message on TFlipFlop not working anymore
    Quote from Frankincense

    Yes, in order to break the redstone signal you have to place the blocks a bit differently.

    A little example.


    Here, the signal is on.


    Here, it's off.

    Don't mind the whole bulky build there, the principle is that you need solid blocks to break the signal. The piston part is not a solid block, and thus the signal won't change for you.

    So, if you place the piston that's supposed to break the signal (and you do need a sticky piston for this) one block further back, and place like a stone block in it's current place, the signal should be broken and it should work for you :)

    EDIT: I forgot to mention, you would have to move the piston that controls the signal one step further down in the line of your redstone to get my suggestion to work. So it wouldn't be quite as compact as your current design.


    Maybe my brain is not working, possibly the angle of the pictures..I'm not sure exactly how yo built that T-flipflop. Any chance of maybe getting some different angles or what not so I could basically just C&P your design? I can see the blocks and such (I believe), just not where all the redstone torches go. Will this design allow buttons to sort of act as levers? I basically want to have a button wired both inside and outside my house that can leave the door closed/opened without ticking off after 2 seconds or whatever.
    Posted in: Creative Mode
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    posted a message on TFlipFlop not working anymore
    Ok, I don't think I'm doing anything wrong. Hopefully you guys can help out, I'll include images.

    My TFLIPFLOP seems to workj on the base unit itself, but if I link it to ANY other piston outside, it stays toggled on, and only toggles off for half a second before it goes back to a completely open state. This is how I built my TFLIPFLOP.




    Now...from what I remember, you used to be able to have redstone dust that leads to a piston as such:




    The switch is supposed to toggle it on and off state, right? However, the piston ALWAYS stays in the on position.

    Am I doing something wrong?
    Posted in: Creative Mode
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