Peeking through the last few posts Disco, I must just say, thank you ever so much for maintaining this pack, it is stunningly excellent and I'd be lost without it.
Might I request that a WECUI with greater functionality be included/updated? (Specifically, to include the ui for polygon, spherical and cylindrical selections)
IGN:adeadhead age:19 student/builder:Builder how good are you at building in minecraft?:Meh, decent enough reason for joining?:I havn't got a redstone server at the moment. past creations?:A few redstone games, plenty of falsebook anything els? Admin for a few prominent servers including Godworld
First of all, any system that tries to measure lag with redstone will not work because any system that tries to measure current lag will lag. Second, none vanilla redstone system can apply commands like /lag. I'm not sure if this will work, but i'm 90% sure it will not work. If it will work, it will require some user input every time you try to measure lag. Of course, i'm not a redstone expert so i'm just guessing. Good luck!
/lag is just so I have something I can compare my outputs against.
And it does work, there is a longer delay when there are more players (and thus more of a strain) on the server I've built this on.
A few weeks back, CubeHamster posted , where a furnace triggered a BUD switch, sending two pulses, 5 seconds appart, when the furnace became powered, and again when it died down (the short burn time is thanks to using a single sapling for fuel)
I had some fun playing with this, making a few combination locks, messed with some note blocks, [other things which will not interest you could be put here]
However, when I built one on my SMP server, I was unable to send an active pulse without less than an eight tick pulse length, and I would have to redo the repeaters each time.
For some reason or another, either
• furnace's burn time, or
• repeater pulse lengthening/delaying
is affected by server lag in a particular way, and the other is not. The specifics can be figured out later.
However, because of this mechanic, I believe I will be able to measure lag in a system.
I started with a simple furnace BUD, to send a pair of pulses. I lengthened the pulses to 3 ticks so that I would be able to view a larger range (but loose accuracy)
I sent the pulses down lines, ranging from 41 ticks of delay to 63 ticks of delay
I put AND gates on the output, comparing each signal to a line of redstone on a one tick delay (such that the second pulse would arrive once the initial pulse traveled down the long line of repeaters)
Feeding the output into a handy dandy RS NOR array (I'm almost certain that I'm using an incorrect term)
And there you have it.
Different amounts of lag have yielded different results, I'm currently comparing outputs to essentials' /lag command, collecting TPS correlating values.
Is any of this valid? Can it be automated without the need to put a sapling in each time you wish to test the lag?
If you used another wolf as the target of your wolf's aggression, then could it be placed in a pen running parrallel to a passage the player is presented with, allowing your wolf aggression clock to emulate a single portion of your love radio?
This would allow for a redstone log of location by time, as a control for <???>
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This server will be the merge of two existing servers, should go public around 1.2ish.
Present them. :3 I scoured the top minecraft server sites for inspiration for a bit, nothing really stood out.
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I'd highly recommend reading the Illuminatus! trilogy, because it is excellent.
FNORD
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age:19
student/builder:Builder
how good are you at building in minecraft?:Meh, decent enough
reason for joining?:I havn't got a redstone server at the moment.
past creations?:A few redstone games, plenty of falsebook
anything els? Admin for a few prominent servers including Godworld
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Just need to find automatic things with a set time.
Say you use this furnace BUD to trigger two dispensers, 5 seconds apart. They toss an item onto a pressure place, 5 seconds apart.
5 minutes later, the items de-spawn and trigger the dispensers again, 5 seconds apart.
Set up 10 of these and it checks the lag every 30 seconds?
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/lag is just so I have something I can compare my outputs against.
And it does work, there is a longer delay when there are more players (and thus more of a strain) on the server I've built this on.
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I had some fun playing with this, making a few combination locks, messed with some note blocks, [other things which will not interest you could be put here]
However, when I built one on my SMP server, I was unable to send an active pulse without less than an eight tick pulse length, and I would have to redo the repeaters each time.
For some reason or another, either
• furnace's burn time, or
• repeater pulse lengthening/delaying
is affected by server lag in a particular way, and the other is not. The specifics can be figured out later.
However, because of this mechanic, I believe I will be able to measure lag in a system.
I started with a simple furnace BUD, to send a pair of pulses. I lengthened the pulses to 3 ticks so that I would be able to view a larger range (but loose accuracy)
I sent the pulses down lines, ranging from 41 ticks of delay to 63 ticks of delay
I put AND gates on the output, comparing each signal to a line of redstone on a one tick delay (such that the second pulse would arrive once the initial pulse traveled down the long line of repeaters)
Feeding the output into a handy dandy RS NOR array (I'm almost certain that I'm using an incorrect term)
And there you have it.
Different amounts of lag have yielded different results, I'm currently comparing outputs to essentials' /lag command, collecting TPS correlating values.
Is any of this valid? Can it be automated without the need to put a sapling in each time you wish to test the lag?
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This would allow for a redstone log of location by time, as a control for <???>
Edit: Water flow to keep hostile wolf in place?
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++ on here.
Everything from scrolling to auto banning spammer bind keys
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