I'm not sure of what version he was using there but I hope its gonna get patched at least to take some of this bug, didn't know you could combine multiple type of shards to get the one you want, makes the things too easy to me, they should be able to be repaired to get a better one but only if the shards are lets say 64 zombie = a tier1 in the first anvil slot, then another shard with 64 zombie another tier 1 it should give you a tier 2 because 64+64=128 which is a tier2 shard, I would also expect a random thing to happen to them in the anvil sometimes a small chance (exemple 10% chance) the spawner turn into a better one and also a slight chance the spawner get to a lower level when combining, that would balance it a little bit.
The only way the randomness would actually balance anything is if the level of the output shard was hidden somehow. Otherwise, I can just keep picking up one of the input shards until the output one has the bonus output. I do agree that the output needs to be equal to the sum of the kills on the 2 input shards though.
I also know, from watching DW20's vids, that ShadwDrgn is planning on adding blocks that let you combine shards and even store the souls (think a "soul battery"), hopefully when that is implemented he will just remove the ability to repair the shards entirely.
Reporting a bug: I was flying trough 2 portals in a loop and when I closed them
i ended upside down. It wont fix it self after closing the minecraft and open it again. Here is a image:
I'm using portalgun1.4.2v0_universal.zip and the other mods in FTB Beta Launcher v0.1 pack b.
I'm having the same issue. It's rather amusing, actually. I did notice that while the portal was open, so long as I was facing away from it, I remained right-side up, however, closing the portal while upside-down caused me to remain that way. Reloading the world (SSP) didn't help, though jumping through a portal allowed me to reverse it.
I have finished programmer block, schematic items and a redstone simulator. But I'll probably stop working on this mod again :sad.gif:
The reason of this is that the code of redstone simulator for this mod can be reused for a much more important mod: Block-Grid Entities. I'll try to continue working on this mod when I (or someone else) finish Block-Grids.
Hate to see you go, your ideas have been invaluable. Best of luck!
If you make it 100% freeform you're gonna lag the server a whole lot with each chip being a unique design/using different processes. For an XNOR, there are 2 or 3 possibilities at most needed for graphics, and only for the inputs (left-bottom, left-right, right-bottom).
I'm thinking lag will not be an issue, currently my plan is to have it operate like normal redstone, and have the computer process the contents like normal redstone. I don't THINK that should lag a server very badly, but, as it stands, this is SSP only anyway, I'll handle the requirements for SMP when I get that far.
Also, the reason I want to go with freeform is because Eloraam has already created a mod that allows you to craft logic gates and circuit components.
You can always compensate by placing a restone torch at the output end, and having that be the multiple output device. It would be really nice to see simple IO devices implemented in minecraft at all, but having custom blocks would be a lot better than the way falsebook currently is.
As much as I want to set it up to allow "external" I/O ports, AKA, torches/blocks of some kind that operate like buses for the chip, currently I'm more concerned with making the chip work, period. Perhaps later on I can add that in.
imagine this skin on top of a repeater-like dimensional block
Without using text or pop-up text on placed chips, it'll limit the amount of chips available to make by design unless there's a symbol system, kinda like this:
Or, you could use a FULL block, with the name on the sides and diagram on top. That symbol is supposed to be XNOR but it's very rudimentary(like minecraft)
edit: I just realized an XNOR would have 2 inputs
Here's the correct XNOR using a left input:
i think all logic gates have only 1 output so the symbol would go on the bottom left/right with the arrow always on the output side.
Using the repeater-like design again, maybe you could switch input sides like you can repeater delays with right-clicking.
While that might work, the current idea is to allow the contents of the chips to be "freeform" if you will, allowing you to put whatever circuit you wish inside. This means that changing the graphic to match the internal circuit structure may not be possible, as there are many ways to make a XNOR circuit, for example.
Also, many circuits have 2 outputs, Q and Ǭ, which are opposites of each other, but often can be used as "overrides" as well. Also, circuits such as full-adders have 2 outputs, sum and carry, and which one is on is determined by the states of its 3 inputs.
1. ... or you could just give yourself all resources with INVEdit. :wink.gif:
2. You have only a schematic. You still need to program a chip with it.
You are very right, perhaps, if I were able to determine how .schematic files are encoded, I would be able to use that for importing/exporting between MC and existing Redstone simulators, this would allow for a way to test the circuits.
How does it balance something, if you get it at 1:1 ratio?
Also as I understood, chips don't save time, they only save space.
After thinking through the process of using schematics to program the chips, it's not really as feasible to use new, proprietary materials as it had been when I had originally envisioned it.
It does save time, though, as the schematics (and originally the replicator bench) allowed you to copy a circuit without having to manually build it.
I don't like rotation at all. It'd be annoying to manually rotate every wire you placed. I would like them to act exactly like in main world. This would also allow you to view and edit schematics in external redstone simulators.
1 problem with viewing/editing schematics externally, circuit simulators (currently) have no resources integration, so I could (in theory), make a blank schematic in MC, open it externally, build my circuit for free, then reload MC and, voila! 1 free circuit, made to order. Perhaps this can be remedied in the future, somehow.
An additional question, should later versions(after initial functionality is established) support redstone repeaters? Or exclusively use the 3 materials already to be included?
Finally, how do "Minecrochips", "Minechips", or "Microcraft" sound for the mod's official name?
I don't like separate items, which work exactly like redstone wires, torches and blocks. It'd be better if you can place normal redstone torches, wires, repeaters and certatin types of blocks (e.g. wool, dirt, cobble, stone and glass)
The seperate items are only for use within the chips, and will not be placeable in the normal world, this is help provide balance to the huge time/space saving this will provide.
Many redstone engineers (including me) won't like right-clicking to rotate wires. It makes circuits too simple. Where is the evil_notch smiley? Oh, found: . Also it decreases compatibility with other mods a bit (e.g. with vertical redstone).
As I said, its only for inside the chip, and only accessed while programming. If it's the act of right-clicking that you don't like, is there another action you would prefer?
Currently you can use chips as portable chests to carry 3 stacks of materials in one slot. One way to fix it is to have separate blueprints and chips. However there are many other (and maybe better) ways to fix it.
I like the idea of blueprints, although I may refer to them as "schematics" to avoid conflict with BuildCraft's "blueprints", also "schematics" are more fitting for circuits.
Blueprints are not stackable. They contain data about a circuit but not materials for it. Each blueprint is unique and they are not stackable. Blueprints have editable names. You can use programmer to edit blueprints.
In your inventory all chips are empty and they are stackable. When you break chip, it's contents spill from it like when you break a chest. When you place a chip on the ground it's still empty.
I like this idea as well, it also eliminates the replicator bench (and it's as-of-yet-unknown fuel source) from the list of things this needs.
To program a chip you right-click on it with a blueprint. Resources will be automatically taken from your inventory.
This one may prove to be more difficult, however, perhaps a happy medium would be that right-clicking on a chip gives a gui where you can place 3 stacks (1 of each material) and a blueprint. Adding items to each slot starts the programming process, once the process completes, you are left with the leftover materials and the blueprint. running out of materials during the process will simply pause the process, allowing you to add more materials.
Quoting from the copyright agreement EVERYONE who has Minecraft agrees to when they purchase the game, located here. "Plugins for the game also belong to you and you can do whatever you want with them, including selling them for money." Though Mojang reserves the right to say what does and doesn't qualify as a plugin, a dictionary definition of "plugin" is "An accessory software or hardware package that is used in conjunction with an existing application or device to extend its capabilities or provide additional functions." That definition sounds like its referring to mods.
Thus, Mojang says that not only do we have permissions to create mods, we have permission to do whatever we want, "including selling them for money". I hate to say it, but Notch and Mojang disagree with you.
Now, how much a mod is worth is up to the modder, it is, after all, their creation. Something simple (or seemingly), may have taken hundreds of hours of coding, and we'd have no way of knowing.
I have no problem donating 5 seconds of my time to provide a couple bucks to a worthy modder, and I would hope that, if my mod is worth it, others will feel the same when it is released.
Guess what, I'm working on a mod that is very similar right now, only, instead of it being a 5x5x1 space, it's 9x9x3, and it requires use of a special workbench to edit it (helps balance it out some). Check it out, I know the post is kinda wordy and lacking pictures, but I'm working on getting some WIP pics together.
I have completed and uploaded the GUI for the Replicator bench, and update the Programmer bench to include a diagram showing which side corresonds to which I/O port.
i like the dot idea since it's not for show and works just fine. also i noticed that there is a 3 and then arrows on the GUI. are those for differnt levels?
Yes, as the microchip will support an 8x8x3 circuit. The arrows move between layers.
ok that looks really good except i dont see where the I/O would go. you are working on a mod for the bench right?
Yes, the mod will consist of the microchips themselves (and all of required recipes), the programmer bench, and, if desired, a replication bench.
Currently the I/O will require the "wire" (in-chip redstone) to connect to the appropriate side, and, though I forgot to include it in the GUI I posted, each side will each be labeled to denote their respective I/O port. Currently the ports are designated by dots on the tile (and will be on the final GUI);
:obsidian:,
:obsidian:,
:obsidian:,
(:obsidian: would be a black pixel on the tile)
My main reason for going with dots is due to the restrictions of the 16x16 px square I have to work with for the texture.
If anyone has an idea that might work better for marking the I/O ports, please post it.
0
The only way the randomness would actually balance anything is if the level of the output shard was hidden somehow. Otherwise, I can just keep picking up one of the input shards until the output one has the bonus output. I do agree that the output needs to be equal to the sum of the kills on the 2 input shards though.
I also know, from watching DW20's vids, that ShadwDrgn is planning on adding blocks that let you combine shards and even store the souls (think a "soul battery"), hopefully when that is implemented he will just remove the ability to repair the shards entirely.
0
Not to mention, anyone who also uses NEI would know it almost immediately.
0
I'm having the same issue. It's rather amusing, actually. I did notice that while the portal was open, so long as I was facing away from it, I remained right-side up, however, closing the portal while upside-down caused me to remain that way. Reloading the world (SSP) didn't help, though jumping through a portal allowed me to reverse it.
http://i.imgur.com/y4Z3q.png
0
Hate to see you go, your ideas have been invaluable. Best of luck!
0
I'm thinking lag will not be an issue, currently my plan is to have it operate like normal redstone, and have the computer process the contents like normal redstone. I don't THINK that should lag a server very badly, but, as it stands, this is SSP only anyway, I'll handle the requirements for SMP when I get that far.
Also, the reason I want to go with freeform is because Eloraam has already created a mod that allows you to craft logic gates and circuit components.
As much as I want to set it up to allow "external" I/O ports, AKA, torches/blocks of some kind that operate like buses for the chip, currently I'm more concerned with making the chip work, period. Perhaps later on I can add that in.
0
While that might work, the current idea is to allow the contents of the chips to be "freeform" if you will, allowing you to put whatever circuit you wish inside. This means that changing the graphic to match the internal circuit structure may not be possible, as there are many ways to make a XNOR circuit, for example.
Also, many circuits have 2 outputs, Q and Ǭ, which are opposites of each other, but often can be used as "overrides" as well. Also, circuits such as full-adders have 2 outputs, sum and carry, and which one is on is determined by the states of its 3 inputs.
0
You are very right, perhaps, if I were able to determine how .schematic files are encoded, I would be able to use that for importing/exporting between MC and existing Redstone simulators, this would allow for a way to test the circuits.
0
After thinking through the process of using schematics to program the chips, it's not really as feasible to use new, proprietary materials as it had been when I had originally envisioned it.
It does save time, though, as the schematics (and originally the replicator bench) allowed you to copy a circuit without having to manually build it.
1 problem with viewing/editing schematics externally, circuit simulators (currently) have no resources integration, so I could (in theory), make a blank schematic in MC, open it externally, build my circuit for free, then reload MC and, voila! 1 free circuit, made to order. Perhaps this can be remedied in the future, somehow.
An additional question, should later versions(after initial functionality is established) support redstone repeaters? Or exclusively use the 3 materials already to be included?
Finally, how do "Minecrochips", "Minechips", or "Microcraft" sound for the mod's official name?
0
Very good idea/point, as my current plan (quite foolishly) was to have the entire side be a the input/output. 9x9x3 sound like a good size?
The seperate items are only for use within the chips, and will not be placeable in the normal world, this is help provide balance to the huge time/space saving this will provide.
As I said, its only for inside the chip, and only accessed while programming. If it's the act of right-clicking that you don't like, is there another action you would prefer?
I like the idea of blueprints, although I may refer to them as "schematics" to avoid conflict with BuildCraft's "blueprints", also "schematics" are more fitting for circuits.
I like this idea as well, it also eliminates the replicator bench (and it's as-of-yet-unknown fuel source) from the list of things this needs.
This one may prove to be more difficult, however, perhaps a happy medium would be that right-clicking on a chip gives a gui where you can place 3 stacks (1 of each material) and a blueprint. Adding items to each slot starts the programming process, once the process completes, you are left with the leftover materials and the blueprint. running out of materials during the process will simply pause the process, allowing you to add more materials.
0
Thus, Mojang says that not only do we have permissions to create mods, we have permission to do whatever we want, "including selling them for money". I hate to say it, but Notch and Mojang disagree with you.
Now, how much a mod is worth is up to the modder, it is, after all, their creation. Something simple (or seemingly), may have taken hundreds of hours of coding, and we'd have no way of knowing.
I have no problem donating 5 seconds of my time to provide a couple bucks to a worthy modder, and I would hope that, if my mod is worth it, others will feel the same when it is released.
0
0
0
0
Yes, as the microchip will support an 8x8x3 circuit. The arrows move between layers.
0
Yes, the mod will consist of the microchips themselves (and all of required recipes), the programmer bench, and, if desired, a replication bench.
Currently the I/O will require the "wire" (in-chip redstone) to connect to the appropriate side, and, though I forgot to include it in the GUI I posted, each side will each be labeled to denote their respective I/O port. Currently the ports are designated by dots on the tile (and will be on the final GUI);
:obsidian:,
:obsidian:,
(:obsidian: would be a black pixel on the tile)
My main reason for going with dots is due to the restrictions of the 16x16 px square I have to work with for the texture.
If anyone has an idea that might work better for marking the I/O ports, please post it.