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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    You can use the 0 block temporarily, but as soon as you pop out the disk is overwrites data there, I assume this has to do with the file data stored IRL, so just don't put anything in the 0 block. I think you can start at line 3 of the zero block if you really want to.

    Question: How on earth do I send outputs to multiple IO expanders on the same ribbon cable? I don't understand how to utilize the redbus window, if someone could type an example for me, would be great. I want to set the IO Expander with PID 16 (dec) to data value 1 (white on, everything else off)

    Answer: Found a good tutorial, link to the multiple io expander part
    Write the PID value to IOXADDR to change the redbus destination of IOX commands (IOX! [email protected] IOXRST IOXSET)

    Example: to talk to IOX PID 16
    16 IOXADDR !

    Then to send it output value of 1 just like normal
    1 IOX!


    If you have a sequence of IO expanders to set like I do, you can just code a simple loop:
    HEX
    20 10 DO I IOXADDR ! 1 IOX! LOOP
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] DBI Auto-Installing Modpack [IC2][RP2][BC2][Forestry][WhiteList]
    Potential problem with modpack, if you're having an issue when running the bat file, edit out the "start javaw..." line and replace it with "start Minecraft.exe" Will be fixed with the next release (MC 1.3)
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    That's a good one trunks, I also came up with using ejectors with painted tubes, and have a retriever with a 1 tick delay put out that item (and color it correspondingly) from the main repository. Any time I have an ejector put out an item it will force another one to come along via the tube, which will automatically route to that ejector.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Stop bickering with the trolls, I'm trying to read this thread for useful information. Yes, volcano generation should be a setting you can turn off in the config file.

    Situation: I'm using multiple retrievers to pull particular individual items from a chest, I'm calling this a 'bank' of retrievers. I have multiple chests I want to control this way.

    Is there any way to select which pipe or chest items are pulled from (turn a pipe off or block a pipe?) other than have an entire bank of retrievers for each chest?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    So I found my issue, forge 152 server and redpower is having an incompatibility conflict with either buildcraft2, the newest version of forestry, or the BCIC crossover mod. This issue only occurs serverside, causing the block breaker, relay, and possibly other redpower blocks to be broken (they can still be placed but they do not function correctly)
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] DBI Auto-Installing Modpack [IC2][RP2][BC2][Forestry][WhiteList]
    Buildcraft and forestry have been removed pending a conflict resolution with redpower.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on [1.2.5] DBI Auto-Installing Modpack [IC2][RP2][BC2][Forestry][WhiteList]
    Server is down pending issues with datacenter network, It should be back up in 2-5 hours.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Getting really weird bug hosting redpower on my server with IC2, BC2, and forestry. I'm placing down block breakers and relays, and i can wrench them once placed, but I cannot access inventory, also when i place another block next to them they disappear. (if i place 2 block breakers or relays next to each other same issue)
    I'm running forge 168, tried deleting the redpower folder to get it to rebuild configs file, still having the problem.
    Work's fine in singleplayer, client and server versions match perfectly.

    Might be more than just the block breakers and relays.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] DBI Auto-Installing Modpack [IC2][RP2][BC2][Forestry][WhiteList]
    Quote from sammynibbs

    id like to join my name is sammynibbs

    Welcome aboard, you have been added.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on [1.2.5] DBI Auto-Installing Modpack [IC2][RP2][BC2][Forestry][WhiteList]
    SERVER IS Offline, look for us when MC 1.4 comes out

    Come one, come all to the Dboys Industry server! IP Address 75.127.1.103:25565
    Hosted through BeastNode, located at NY, USA, International users are welcome.
    Mods Installed: [IC21.97][RP2pr5b] (+ IC2AddonAdvancedMachinesv4, ReactorControl)

    DOWNLOAD
    Download Modpack Here (Win) I have packaged a modpack with absolutely everything you need except the core Minecraft files. This modpack uses a bat file to force a fresh install of Minecraft in its folder. It WILL NOT affect your other Minecraft installs at all. Includes and uses 7zip commandline executable. Creates a fresh minecraft install with default skin, custom skins must be added manually.

    Server Rules
    Apply for whitelist on this thread
    No griefing
    Do not go beyond 2000, -2000 : 2000, -2000 (for now, subject to expand at later date)
    No creative mode. Use singleplayer if you want to test the pack out.
    Please don't put an excessive amount of machinery in one place, I've been told this can corrupt chunks which will require anything in that chunk to be demolished by a rebuild.

    Welcome to the server. Build something epic and have fun!

    The server is backed up and restarted twice daily. Admins online most nights around 7pm EST.

    You may contact me with any suggestions or questions here on the forum or via Skype(pdavidow), GTalk(zerohourrct), Raptr(Medicdude), Facebook(pdavidow), or Steam(firestormrct).
    Email me at [email protected]

    Mod Credits:
    IndustrialCraft2 Donate Info Recipes
    RedPower2 Donate Info Recipes
    BuildCraft Donate Info Recipes
    Forestry Donate Info Recipes
    IC2addon Advanced Machines v4.0 Info
    IC2addon BCICcrossover Info
    IC2addon Nuclear Control Info
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    @JS0, Yes, I'm assuming you'll have a default FORTH boot and won't have destructively modified it. No, it won't support some complex modifications, but it's not designed to. All I'm going to do is identify where pointers are, find the difference from where they were to where they are now, then recalculate and reposition their values, which is going to work for most programs following basic FORTH coding.

    And if you could dump me what you described with that python script of yours, I would very much appreciate it.

    Also, link that article you are referring to.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Actually looking at the memory map, I'm thinking this memory relocator is going to be fairly easy (read as straightforward, there will be a LOT of looping and values to add, but the concept is fairly simple). And yeah, I'm going to do it. (I'm also going to code it in FORTH if possible, but if anyone wants to decompile it into assembler later, they are welcome to)

    I'm going to make the requirement that any library copied with it is entirely self-contained (only references its own words or the default WORDS provided by forth). It IS possible to add cross-reference compatibility, but it will be a lot more work and outside the scope of my simple project.

    Sillybits, is there any way you can generate another dump of the dictionary appended with a few custom words? like what you posted here: http://sillybits.wik...MineOS 1.1 Dump (but starting at address 001DA5 where you left off.) If you just execute a SAVE to disk it should work.

    Also type out briefly, reading through a couple lines, what the computer is doing step by step? Or if there's a guide to it links =D.

    As a side project I'd like to implement a lookup table with a hash all the default words (there's probably a simple hash available) to dramatically increase the speed of the interpreter's lookup of the default words, which will greatly reduce compile time.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Alexa98

    BUD gate reference

    Reply to BUD gate questions: http://www.minecraft...60#entry7878384
    Search is your friend =D

    Eloraam said:
    "I think the BUD switch is a hack to avoid having to build the right kind of sensor for the job, in general. Since I plan to pretty much provide the right sensor for each thing you can sense in Minecraft, I don't really plan to add a BUD switch"
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from SillyBits

    Jipp, loop checks MSB and quits if encountered.


    Sorry to say, but there's no way around relocating "stuff". Compilation is done by simply storing those word addresses, and those must be adjusted for at least the code added. And there isn't any working relocator yet, I've stopped coding, but another guy wanted to write one (nope, won't name him this time, has suffered enough by now xDDD).
    Onyl workaround currently is to use block editor or similar "loaders" to compile this code on destination machine (MineUI is provided this way, but also as a ready-2-boot disk which can be extended by "user").


    Thank you Sillybits and JS0

    @ JS0 I'm pretty new to programming so you'll have to bear with my rudimentary knowledge (I took courses in logic and some java courses in my few semesters in college, so I have enough base knowledge in computing and programming to approaching the subject and learning more, but I'm going to be ignorantly wrong in a lot of concepts, it happens)

    Ah, I did not think about control flow pointers. Easy workaround might be to convert all pointers to their difference (from their address to the address they point to) on the saved disk, then recalculate and replace with the 'correct' address on the new machine.

    I don't know enough about the forth compiler and assembly language itself to do create my own 'relocator', but I'm learning more every day =D

    I'm assuming your base machine is going to have redpower forth pre-loaded, so all that would need to be done is transfer dictionary data from one machine then append that data to the dictionary on the 'new' machine, extend the dictionary pointers to cover that new data, and recalculate any pointers inside (if the pointers pointed to an area outside the copy area, they stay the same, otherwise they are difference recalculated to find their new pointing location within the new data, this only works if the entirety of the WORD dependencies are copied, if a copied word is dependant on a new word NOT copied over, it won't work).

    I need to find out how FORTH stores defined variables; if they are stored in the dictionary or somewhere else, and just more general information on how forth compiler works and stores compiled data.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Still curious as to why this loop stops at 8000 (read as -8000) and does not continue around to 0.
    HEX
    : BITS 0 1 DO I . I +LOOP ;

    It prints out 1, 2, 4, ... 4000, but stops there, it doesn't print out 8000 (should print as -1). Maybe when the loop counter goes negative its a flag to end the loop?

    Also, has anyone designed a WORD/function that copies data straight from the compiled dictionary, so it can be appended to the end of someone else's dictionary?

    This would be a really nice feature for distributing and combining programs/libraries from other players. Ideally you would just store the data starting at block 1 on a disk, then could load the entire library in a few seconds, just like the FORTH boot disk. It's possible in redpower because we're all using the same RP architecture; there's no need to recompile FORTH programs between machines, just copy the compiled data.

    (You'd need your program to be entirely self-contained within the dictionary structure, I don't know how variables and arrays are stored, those may cause conflicts, but they could also be defined size-wise and simply copied, as long as your FORTH program/dictionary doesn't make any hard references to addresses it should work)
    Posted in: Minecraft Mods
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