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    posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]
    Quote from Emperor Doom

    Exactly. The noses will be transparent on the Doombots.

    Also, I'm still trying to come up with some good sketches, but right now I'm thinking I want to make the Villagers in H.P. Lovecraftian fish-man-mutants. Innsmouth stuff, but keep them semi-pitiful looking, so you don't want to just slaughter them all on contact.

    I can make a basic mutated body, one fish face and one squid face, a few different sets of tattered clothes (making heavy use of the second body layer and transparency), and it should be good.

    Just have to draw a look that works first.


    If you are going this route of making a variety of villagers, I think it would be cool to make a variety of zombies to match the villagers. So like alive villager and zombified villager. Namely since the last few texturepack loaders come with alt texture support. would be interesting to see zombies in more than just business suits ;D
    Posted in: Resource Packs
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    posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]
    Quote from Emperor Doom

    Thanks dude!
    If you want to keep up with vDC, I'd suggest liking it on Facebook.
    I post any previews and such up there as well as these forums.




    I've updated the op a bit, added a handy button bar up top, and threw in some new preview drawings!

    Here's some of the new ones!


    Snow Golem- Snow texture will be easy. I'll use transparency to make little "finger" stalks on the end of the arms. For the pumpkin, I'm thinking of using animated item textures to "overwrite" the spots in the Terrain.png (so I don't have to make a full terrain, and it'll still work with whatever texturepack)
    Magma Cube- Rock dude with lava coming out of his mouth, and little glowing cracks where it splits apart.


    Silverfish- instead of plain grey bugs, I'm thinking green caterpillers with pink heads. the middle face sketch is gonna be the face, with transparency used on the bottom of the head to make little teeth.
    Also, the 'fuz" parts that stick out of the model will hopefully become little legs and antennae.
    Blaze- Not sure what to do for them. I don't want to make it a skull, as that's what everyone does.
    I do know that I want to turn the rods into flat sprites using transparency. Right now, I 'm thinking either eyes of flies flying around the man cube.


    Iron Golem- Doombots. 2 heads for altmobs. 'nuff said.

    Ideas? Comments?


    Awesome. Think you can work around the fact that their noses look like male genitalia in game? Possibly with that transparency fun you did on those new epic spiders I've been longing for... for almost a year now.
    Posted in: Resource Packs
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    posted a message on [128x128][1.5][1.6] Aza's Arid Pack 1/06 [WIP]
    Quote from Bruschev

    I remember on the earlier releases the water was much brighter? Did you change it?


    Yeah, it's called minecraft beta 1.8. It made all the water look like barf.
    Posted in: Resource Packs
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    posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]
    Wow, we sound totally identical right now. My fiance gave me mono which is how I found out she was sleeping with a coworker instead of actually working. When confronted, she claimed it was to find out if she actually loved me enough to be engaged. That supposedly I was her first love and she was unsure if it really was love or some overly dramatic total nonsense like that. I ended up moving several states away to avoid her entirely and she spent the next 8 years randomly popping into my life begging me back to pull the same stupid stuff every time I let her. No kids fortunately, but a lot of unpleasantness that has made me unwilling to do anything more than friends with benefits. So I feel for you, truly do. Life tends to go through suck phases sometimes. We all have them.
    Posted in: Resource Packs
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    posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]
    Quote from Emperor Doom

    Thanks dude! It's nice to finally be back!

    And for everyone who's patiently been waiting for vDC update, let me officially appologize for the long delay.
    Life has a way of kicking you on your ass once, and not letting you back up until its good and ready.

    Rest assured though, that once I get back into the full swing of things, vonDoomCraft will be better than ever!


    Last I heard, you hurt your hand and were having trouble working on these. I honestly thought it was so bad that you just discontinued it entirely. I'm real glad to see you back and I hope the hand is way better now.
    Posted in: Resource Packs
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    posted a message on Bit of help needed for a large water splitter
    Quote from SKREEEEEE

    I'm currently working on a large, semi-automatic reed farm that only uses ONE piston and one water source block. The basic gist of the design is that I have seven rows of reeds with six rows inbetween each one. The water would normally flow in the between rows, allowing for the planting and growing of reeds. Throwing a switch near the front of the reed farm will run a circuit to the very back, where the water source block is. The piston is activated and switches the direction of the water flow, from running in between the reeds, to running directly on the reed farm.

    At the same time, power is sent through several repeaters set to four, and then to a line of redstone underneath the red blocks, which sends power to the blocks above, causing the reeds to update and break. This allows the water to push it all to the front and into a collection trench. Once the reeds are collected, throwing the switch at the front will move the piston and force the water back into its original position, allowing for manual replanting of reeds.

    My biggest problem I'm having with this design is the water splitter. I can't seem to make the water stream split enough to flow into each row, and also have a secondary route that makes them flow into the reeds. If anyone's pretty good with making water splitters and could help me, I'd be greatly appreciative.


    You're over-complicating it by trying to simplify it. Use more pistons and sources and it will be a piece of cake. Really wouldn't be that hard to connect it all into one lever anyhow. Best way I can imagine doing it off the top of my head is an alternating set of pistons that force one to be open or the other depending on the state of the lever. So piston, source, piston, source, etc. next row: air, piston, air, piston, etc. Then a not gate to the series of pistons you want extended when the lever is off. Lever flips on, they retract and the other series opens up. So in one state, the water pours straight out of the front and in the other it pours into the sides. Way simpler than trying to play with a single source and piston.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Look behind you - a six-headed piston!
    Quote from Greg_Ewing

    Somehow I managed to create a block with piston head textures on all the faces. Anyone seen this before? Would it have any use if I could figure out how to do it again?






    Pretty sure my buddy JL2579 makes them at the end of this video in a replicable manner.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Sticky pistons 1 tick pulse mechanic
    Quote from Vicktor0

    They eliminated the whole minecart booster concept after it was in the game for many major beta releases. They knew about it, and they knew that it was a core concept in virtually every single minecart related system in the game at the time, even though it was unintended.

    I dunno, seems like it's something that might be removed at some point.


    The only thing they 'intentionally' did, gave a major warning about the change before it happened and even included a mass apology after the fact. One instance is not enough to claim it will always be that way. Jeb has thoroughly said that he isn't changing certain things because they are used in designs (namely through the prerelease bug pages on the wiki when people were complaining about this glitch, the quasi power glitch and a handful of others).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Sticky pistons 1 tick pulse mechanic
    Quote from Vicktor0

    You say Jeb has officially endorsed this as a true feature? If you (or anyone else) have a link I'd like to see it, not because I don't believe you but I'd also like to see this for myself.


    Considering he's in charge of pistons, knows this glitch exists for several betas, prereleases, 2 retail releases and several snapshots of the game; and yet it hasn't been addressed or fixed. They tend not to fix mechanics that are used in designs the community adopts. Even the ladder change got nerfed back because it was overlooked as a design component.

    And as far as piston glitches are concerned, he has already made it clear he isn't fixing their quasi power issues because a lot of designs require it despite it being clearly unintended.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Sticky pistons 1 tick pulse mechanic
    Quote from Vicktor0

    Hey, I've got a question about the whole sticky piston mechanic where it does not bring the block back if a pulse is short enough. When a sticky piston gets a tiny (i think it's <2 tick) pulse, the block is pushed out, but it is not brought back in. This is used in many latches, and the ones I'm interested in are the T-flip-flops that use this concept.

    Anyways, is this whole mechanic a glitch, or a feature? I haven't used it so far because if it is a glitch like the old minecart boosters, I'd rather stick to things that will work without glitches. However, if it is a legitimate function of sticky pistons, I'd love to start using them since they can dramatically reduce the size of some components.

    Thanks for any help.


    It's a glitch that Jeb has deemed a mechanic like 50% of the mechanics in game already are. Basically it happens because the extend of the piston consumes a tick while the retract consumes none (hence all the instant wiring tricks). So what happens is the game deletes the block on 0 tick and at the start of the 1 tick pulls back then all the block updates happen and the block is placed where it belongs (which is clearly after the piston returned to default).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on i need a binary to unary decoder
    Quote from not_a_zombie

    I think what you want is a series of multiplexers, but I've never used a large amount of memory before.

    16 bits is about 65000 different locations that need to be accessed. I think you'll need to scale it down a bit.


    It's not that bad actually. Made a 9 bit one for a npc ai that works in under 10 ticks at any combination.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New BCD Unit Working in 1.0.0
    Quote from Refinedcode

    Hey guys I have been working on an 8 bit binary to BCD system with another user NineteenGiraffes. We have created a whole new version of the BCD Unit created by hellbringa96. It is about 50% smaller, and it works with 1.0.0. It does the same job, just in a slightly different way. It also requires less logic so it should be faster. Here it is:


    The inputs and outputs are lined up perfectly so you can just snap them together to make a complex binary to binary coded decimal system just like you could well hellbringa's design.



    It does it's part in the double dabble algorithm by checking if the 4 bit input is greater than 4. If it is, it will use the 4 bit full adder to add 3 to the input, otherwise it outputs the original using the 4 bit multiplexer.

    Our unit is 12x12x7, while his is 11x24x11. Since alot of people on youtube liked his unit I will provide the schematic to ours as well if anyone wishes to use it:
    BCD Unit


    I would love to see this expanded further. Getting bcd to binary has already proven to be possible and simple in mc terms, but converting back seems to be an entirely different beast. I was planning on trying my hand at this myself, but good job beating me to it. I want to make a bcd operated display with binary calculations. So I can input quickly and in the same manner as a normal calculator, then execute the info from there. The bottleneck is converting back to bcd for the display. Want to get at least 4 displays linked together (2^13th minimal) but converting binary to bcd at that scale could be frustrating without ripple carry or quick calculation method.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Is there a way to extend a redstone signal without delaying it?
    Quote from rladngus

    I need to use this technique, if it exists, for a project I'm currently working on. I would very much appreciate any kind of help. Thanks!


    I'm assuming you mean continue your line of redstone without applying any delay. If so, there are tons of tutorials and youtube videos showing off "instant wiring". So do a bit of research.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New BUD Switch that DOESN"T Use Pistons!? :0
    Actually found this out myself awhile back. Repeaters have been buggy as hell for awhile now; more noticeably 1.0 when that silly ass redstone + to . change happened. Ran into quite a few issues with them not transmitting power in certain configurations as well despite lighting up. Also seen a lot of torches retaining their states when they should update due to the same bug you've displayed here. They seem fine if the power is linear, but the moment you use a dot of power, they act up.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Torch Bug in 1.1?
    Quote from csmyers

    I have a clock that I am working on, fairly compact (compared with other clocks) and a piston display. It was working fine up until 1.1, where all of the torches near the beginning of the circuit were burning out the moment they changed state (on to off). The would not turn back on again.. The only solution was to replace the torches every time I needed them to change. Which is quite often.
    Is anybody else having problems with torches burning out more in 1.1? Does anybody have any solutions? I enjoy responses. :smile.gif:


    Umm, I just built a four clock (fastest non-torch burnout clock in game and has been for ages) and had no issues with it whatsoever. It is likely in your implementation of the torch itself.
    Posted in: Redstone Discussion and Mechanisms
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