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    posted a message on ChickenBones Mods
    Oops, silly me posting broken links, fixed now
    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    1.6.4 versions released
    Posted in: Minecraft Mods
  • 1

    posted a message on ChickenBones Mods
    Erm, sorry bout the site guys. Backup here http://www.mediafire.com/folder/bs75g55qekmbm/Craftsaddle_Backup
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Perhaps more usage examples are in order, screenshots and the like
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from SReject

    Analog is used quite a bit by the more advanced redstoners. What you see most is *simple* constructs using analog, such as reading if a container is empty/full. But in more advanced structures, such as evenly distributing contents amoungest inventories or pushing a specific amount of pistons arranged side by side, it comes in quite handy.

    Not sure if you know what The Iron Trench is, but a short explaination is its an idea of moving villages around to arrange multiple villages directly beside each other for golem spawning. When I did my version of it, I used analog signals to extend/retract pistons so villages could be arranged as required.

    This is where the analog inverted idea of mine came from. To invert an analog signal currently you have to do something like the following, which has a few major drawbacks

    Blue Wool: Input (analog)
    Red Wool: Output (analog)

    The drawbacks:
    1: Instead of simply having a gate that inverts the signal, this setup requires and addition signal source, in which the input is then subtracted from.
    2: The input and output are at a 90 degree angle to each other, which may not seem like a big issue at first, but when trying to use the output signal for say, pushing a specific number of pistons from my example, it makes placement hard for either the input or output.
    3: due to comparators being able to accept signal-B from either side, you can't 'wrap' the dust around the comparator to sort of straighten the signal line for use.

    Edit - After thoughts:
    I think a big reason why analog isn't as widely used as its counter part is (1) its new tech so people are still trying to understand it and (2) circuits such as signal multiplers and inverters for analog signals are either huge or cumbersome to use. Isn't that what RP and now P:R are intended to alleviate?

    Edit#2 - More examples of where analog signals are replacing its counterpart:
    Redstone computers - Full hex-bit adders; faster and smaller than the single bit carry-over adders.

    Time/weather sensors. I know there's already a light & Rain sensor in PR, but using a daylight sensor setup, you can tell tell what time it is, or what type of weather is currently happening(sunny, rain, thunderstorm)

    The reason I don't see the merit in analog, is that it serves no function. As a signal, it's nigh completely useless in vanilla due to the redstone falloff. PR kinda helps this, by giving you 17 blocks distance per analog signal drop, but it's still not something I would want to be taking into consideration when building. As an inventory sensor, there are so many mods that do inventory management seriously, that I can't see why anyone would want to do it with vanilla redstone (which you're not if you're using this mod anyway).

    If you seriously want analog, I hear that MFR is rather good this time of year. It's wires even have no signal falloff.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from _Shizz0_

    Hello, here is my idea for a new logic gate.

    Bundled Statecell

    1. Purpose

    Saving alot of space.

    2. Advantages

    Normally, you would have to use one statecell for each wire. This could be done at the in- or outputs (or in the middle like this ---|||---(vertical lines are the statecells + bundled/colored cables on each side)).

    But what if your setup has already used up the required space for
    16 statecells? ... Definitely saving alot of space.

    3. Function

    Just like the regular statecell, with these additions:
    • one button in the gui, which changes the color when clicked (all 16)
    • --> each color saves its own timing values

    • another button that disables the separate timing adjustment, so there would be just one timing for all the (still separate) lines
    • all four sides need bundled in-/output, of course

    Thanks for reading my suggestion :)

    I'm not entirely sure what the advantage of this, when does one need 16 state cells? Also, how what would the gate render like?
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Quote from SReject

    A Few Requests.
    If any of the following or their uses are unclear please let me know and I can explain a bit better how the redstone counterparts function and their uses:

    1-way wire
    This wire-type can receive a redstone signal from any point via usual sources, but will only output a signal in one direction. Much like a line of repeaters but the repeaters could accept a RS signal as though they were dust and there would be no delay incurred for each 'block' the wire would take up

    Not sure what this would be useful for

    Edge Detector
    A gate that, depending on which mode it's in, will output a 1 tick pulse when the input changes:

    Rising Edge Mode - pulses directly after the input signal turns on

    Falling Edge Mode - pulses directly after the input signal turns off

    Dual Edge Mode - pulses directly after the input signal turns on, then again when it turns off

    With the exception of a squencer set to 0.2, we don't do 1 tick pulses in PR. All 3 of these can be done with a pulse gen and NOT gates. If you want the dual to have the same delay going on or off, just put a buffer gate infront of the rising and a NOT in front of the falling.

    Pulse Lengthener
    An added option to the pulse former to allow for a length of the output pulse to be specified but unlike a repeater would not add X delay before outputting a signal for X ticks.

    Use a state cell. If you want it to start immediately, (since the state cell has a 2 tick delay), tie the state cell and a pulse gen to the same inputs and outputs

    Either a new gate, or a way to modify the currently included one so the number of outputs can be altered from the currently static 4, to 2, 3 or 4; each output taking the same amount of time between changes.

    For a sequenccer with 2 outputs, just make one with 4, halve the time, and tie the 2 sets of adjacent outputs together. While I doubt the practicality of of a 3 output sequencer, http://puu.sh/4ocUY.png Note, transparent latches make really good shift registers. You can use them to make an X output sequencer.

    Analog Inverter
    A gate that inverts the the input's signal strength; that is if the input has a redstone signal strength of 14 then the output signal would be a strength of 1

    Many things were considered for analog, but I'm holding off on them until analog proves it's worth. Currently hardly anyone uses it.
    Posted in: Minecraft Mods
  • 3

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    For anyone wanting a new logic gate. Here's my proposal.

    1. It needs to have a purpose. You will need to provide examples of where this gate will be useful.
    2. It needs to be something that cannot be constructed in 3 existing gates or less.
    3. You must completely describe how it will function.

    As an example, here's the rs latch.
    The gate has inputs on the left and right, outputs on the top and bottom.
    When you activate the left or right input, it switches into that state. When in the right state, the top output is on, when in the left state, the bottom output is on. It will also output from the input sides based on state.
    If both inputs are turned on, the gate should deactivate until they are both turned off. If both sides are turned off at the exact same time, it will pick a random state.
    It can be flipped with the screwdriver.
    It also has a second screwdriver mode where the inputs do not get powered based on state.

    While the RS latch could technically be made with 2 NOT/NOR gates, it is a very fundamental logic circuit. Additionally, having only a two tick delay, instead of a 4 tick is quite useful.

    Should you be able to describe your proposed gate in this format, create a feature request on the GitHub repo for ProjectRed. MrTJP and I will be notified and will be able to provide you feedback on your proposal.
    Posted in: Minecraft Mods
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    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    Okay, time for people to chill out.

    MrTJP may come off as a rather abrasive person when answering questions, however that may not be entirely his fault. I constantly find myself annoyed at what constitutes current social 'politeness' (ironic that the word polite is so similar to politics). Often times the answer may be simply "no" because that's the correct answer, but people go and get all offended and start saying things like "Sorry to bother you then". It's important to always try and interpret what someone has said in the most positive way (giving them the benefit of the doubt one might say), especially when using an entirely text communication meduim where you can't see body language or hear their tone of voice.

    MrTJP has stated that he does not intend to demean or condescend towards anyone he is or has been talking to, therefore, it's now you're repsonsibility to stop and think, whenever you feel like he might be having a personal attack at you, or acting superior, that he has stated that isn't his intention and see if there might be a way to read what he's said that doesn't contain any negative intent, 99% of the time, you'll find there is.

    As for saying immibis is a far better coder, I think that's out of line. It doesn't really matter how 'good' of a coder someone is. What matters is the quality of their mod, whether it's optimised and efficient etc. MrTJP and I have both put a lot of work into this mod to ensure it has the best possible presentation for users, in terms of aesthetics, functionality and efficiency.

    As for something about releases/world breaking. My personal opinion was that the mod should not be released to anyone, until core features have been implemented and we know we're not going to change anything to the point of world break. MrTJP decided to allow you to have intermediate releases to test out the mod, provide suggestions and have some fun. As far as I know, no guarantees were made about world stability. It's for this same reason that the modpack policy is *currently* closed the way it is. If you didn't know this, and your world was accidentally broken, we apologise for this.

    Finally, as for reading the thread. I read my thread very, very occasionally after I've made a new major update, to see if there are any legit bug reports. For the most part, several weeks or months at a time, I completely ignore it. Why is this you say? Because of the sheer volume of bug reports from people who don't have the latest version, or haven't read back at least 5 pages. I rely on the goodness of other intelligent people to deal with that. If you have a bug, your best bet is to come find me in IRC, where the communication is much faster and I can get you to provide more information if need be. Understand that MrTJP may not see everything you post on this thread, especially as it gains momentum.
    Posted in: Minecraft Mods
  • 2

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016

    I don't even know anymore.
    Posted in: Minecraft Mods
  • 3

    posted a message on [Forge Multipart] ProjectRed - v4.7.0pre12.95 - 02/08/2016
    ForgeMultipart builds 131 and above fix the loading issues with the latest forge.
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Quote from Minecrafter1912

    Where are the changelogs? (I'm asking this the 3rd time now!!!!)

    They are in the first ******* spoiler!

    Changelogs can be found on bitbucket.
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    There is currently a bug in forge, if you wish to use ForgeMultipart, please place http://files.minecraftforge.net/fmllibs/scala-library.jar in your mods folder
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Quote from bloo127127

    NEI Version:
    java.lang.ClassCastException: net.minecraft.nbt.NBTTagEnd cannot be cast to net.minecraft.nbt.NBTTagCompound
    at codechicken.nei.NEIClientConfig.loadWorld(NEIClientConfig.java:321)
    at codechicken.nei.NEICPH.handleSMPCheck(NEICPH.java:119)
    at codechicken.nei.NEICPH.handlePacket(NEICPH.java:27)
    at codechicken.core.packet.PacketCustom$ClientPacketHandler.handle(PacketCustom.java:162)
    at codechicken.core.packet.PacketCustom$CustomPacketHandler.onPacketData(PacketCustom.java:133)
    at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
    at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
    at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:84)
    at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1571)
    at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59)
    at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
    at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:266)
    at net.minecraft.client.gui.GuiDownloadTerrain.func_73876_c(SourceFile:31)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1526)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
    at net.minecraft.client.Minecraft.run(Minecraft.java:760)
    at java.lang.Thread.run(Unknown Source)

    This happened randomly. I haven't downloaded any new mods, but NEI started failing and this kept coming up. Please help!!!

    Go into your /saves/NEI/ folder and find the world that the error is crashing on and delete the NEI.dat file
    Posted in: Minecraft Mods
  • 0

    posted a message on ChickenBones Mods
    Quote from Blekota

    Hello ChickenBones, i would like to ask you if theres any way how to make NEI loading faster? In 1.4.7 it was all ok, had 17 pages of items in DW20s mod pack from FTB launcher and when clicked "U"sage it tooked like 1-2sec. Now in 1.5.2 i use Unleashed mod pack and when i hit "U", it takes like 5-6sec before it showes anything. I have AMD FX-4100 quad core 3,6GHz CPU, 8G RAM and minecraft runs on SSD. Any ideas? Thank youy!

    1.6.2 fixes this issue.
    Posted in: Minecraft Mods
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