Small request, could you have the version number on the main title so we can track updates a bit easier? Thank you!
I'll do that next time I post an update!
Oh, and to anyone having trouble with blocks showing up in the wrong direction, that bug is now fixed in my development tree and the fix will go out with 1.2, along with the new Xnor gate, and possibly another block or two.
There's a number of reasons why this happens, but to save time: put a repeater set to 3 (right-click it twice) between the timer and the dispenser. That should get you going.
Another way is to put a torch near the dispenser. This will glitch the dispenser into accepting the mini-pulses that the timer generates. Useful for making machine gun style dispenser traps.
A binary counter is made by layering T-flip flops (aka toggle), the way that you have the toggle right now it's difficult to layer them to accomplish this. What I'm proposing is that you give it the similar dynamic ability of a redstone torch by making it so that it can be placed in the same places, receive power in the same ways, and send out power in the same ways, as a redstone torch.
Forgot to mention that I also just think that a toggle that looks like a switch with a redstone torch for a handle would just look awesome :-P Though still mostly that I want to make a binary counter.
Although your focus has shifted, any chance you'll update your redstone pipe to the latest buildcraft version? I know I'm probably the only person that uses it, but still.
I have a little suggestion. Compared to your other AWESOME redstone circuits, this will probably be a cinch. Do you think you could make a simple compact inverter? Just a block that takes the input and inverts it at the output.
yea even tho its already simple to make it in game we really do need it! unfortunately i'd have to stick with the rst on a block idea because having two wires going into a inverter with opposite effects will short circuit it...
Although your focus has shifted, any chance you'll update your redstone pipe to the latest buildcraft version? I know I'm probably the only person that uses it, but still.
My focus hasn't shifted that far. Don't worry, my buildcraft mods will get a little love soon.
yea even tho its already simple to make it in game we really do need it! unfortunately i'd have to stick with the rst on a block idea because having two wires going into a inverter with opposite effects will short circuit it...
You could always use the Nor gate, as I suggested earlier.
Would you mind if my guys try to figure out smp support and give you the files Eloraam? I'm personally working on a smp module that lets you have a alive.cfg that allows you to set objects in the world that keep a region running even without players. So we may have some insight soon.
Just installed the mod and when I look at the blocks for almost all of your blocks execpt the timer and the sequencer I get this error message in my log once per tick (it shows up a lot)
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:322
in class:eloraam.BlockPulse in source file:null in method:RenderInvBlock at line:209
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:setDefaultTexture at line:139
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:318
in class:eloraam.BlockToggle in source file:null in method:RenderInvBlock at line:226
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:322
in class:eloraam.BlockToggle in source file:null in method:RenderInvBlock at line:226
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:setDefaultTexture at line:139
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:318
in class:eloraam.BlockNor in source file:null in method:RenderInvBlock at line:187
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:322
in class:eloraam.BlockNor in source file:null in method:RenderInvBlock at line:187
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
Would you mind if my guys try to figure out smp support and give you the files Eloraam? I'm personally working on a smp module that lets you have a alive.cfg that allows you to set objects in the world that keep a region running even without players. So we may have some insight soon.
I'm not really sure there's much point. SMP is on my TODO list, just after a few other things that will probably see more play in SSP. Not really a "figuring out" thing, so much as just simple hours that it takes to make the mod.
Just installed the mod and when I look at the blocks for almost all of your blocks execpt the timer and the sequencer I get this error message in my log once per tick (it shows up a lot)
Wow, that's a new one on me. What happens if you switch off Advanced OpenGL? I still haven't been able to personally test that that works with my mod yet. Otherwise, I'd be suspicious that you've installed a mod that overrides ns.class
Would you mind if my guys try to figure out smp support and give you the files Eloraam? I'm personally working on a smp module that lets you have a alive.cfg that allows you to set objects in the world that keep a region running even without players. So we may have some insight soon.
alive.cfg sounds very useful. Nothing frustrates a complex redstone machine like leaving it alone.
Per SMP, I second the measure. Why play alone? I often wonder why SSP wasn't implemented as a special case of SMP with client and server on the same machine. It would have made mod coding much easier.
And per Eloraam's Integrated Redstone mod: This is exactly what I wanted, implemented very well. That an RS latch is 9 cubic meters in size, wires have to have 1 meter of air insulation, and that timers cease to obey the rules when you're not looking => me abandoning redstone logic... and I'm an electrical engineer!
The only missing element is compact signal transmission.
And per Eloraam's Integrated Redstone mod: This is exactly what I wanted, implemented very well. That an RS latch is 9 cubic meters in size, wires have to have 1 meter of air insulation, and that timers cease to obey the rules when you're not looking => me abandoning redstone logic... and I'm an electrical engineer!
The only missing element is compact signal transmission.
Glad you like my mod :smile.gif: Signal transmission is a future plan, probably after SMP, but on my list. I've got a few other blocks that I think should be well liked in the works now too.
Wow, that's a new one on me. What happens if you switch off Advanced OpenGL? I still haven't been able to personally test that that works with my mod yet. Otherwise, I'd be suspicious that you've installed a mod that overrides ns.class
I'm having a similar issue as leftler, and I can confirm (for myself at least) that it does seem to have something to do with the ns.class, as the Minecraft Extended mod replaces it with it's own version.
From what I can tell, once Minecraft Extended is installed, (and this is for inventory rendering), your mod starts taking textures from the default terrain.png instead of your custom texture map (the default terrain sprites used appear to correspond to the proper sprites position in your png). However, I'm not sure where the textures are coming from once these blocks are placed in the game world. It seems to have something to do with the number of terrain sprites used, however, as it seems to change with the number of mods I have installed.
Anyway, I hope this helps get this fixed, as I really love your mods, and would like them to appear as they were meant to. :biggrin.gif:
I'm having a similar issue as leftler, and I can confirm (for myself at least) that it does seem to have something to do with the ns.class, as the Minecraft Extended mod replaces it with it's own version.
From what I can tell, once Minecraft Extended is installed, (and this is for inventory rendering), your mod starts taking textures from the default terrain.png instead of your custom texture map (the default terrain sprites used appear to correspond to the proper sprites position in your png). However, I'm not sure where the textures are coming from once these blocks are placed in the game world. It seems to have something to do with the number of terrain sprites used, however, as it seems to change with the number of mods I have installed.
Anyway, I hope this helps get this fixed, as I really love your mods, and would like them to appear as they were meant to. :biggrin.gif:
Oh my. I can see why Minecraft Extended would replace that class, as it's the primary entry point for the OpenGL pipeline. And I can also see why my mod is failing with MCE, since it's using custom textures itself.
For the time being, I have to simply state that my mod is incompatible with MCE. When I have a chance, I'll see if I can straighten out the confusion, but I'm a little concerned that the only answer might be to make a special version for MCE.
Oh my. I can see why Minecraft Extended would replace that class, as it's the primary entry point for the OpenGL pipeline. And I can also see why my mod is failing with MCE, since it's using custom textures itself.
For the time being, I have to simply state that my mod is incompatible with MCE. When I have a chance, I'll see if I can straighten out the confusion, but I'm a little concerned that the only answer might be to make a special version for MCE.
Aah this is a bit sad, a lot of people are using MCE cause the best mods eats a lot of IDs and sprites if they are used together, actually maybe is the stuff that are messing my Sticky piston ( I can place it without get a saving chunk error, then if I use the Promt, my MC don't freeze, but it render a "ghost" chunk that make disappear some stuff if he are surrounded by other thing, the MAP get a render problem too I can´t use it).
I suggest don't exactly make various versions of your mod (dunno if are possible), make one version that work with or without MCE
Aah this is a bit sad, a lot of people are using MCE cause the best mods eats a lot of IDs and sprites if they are used together, actually maybe is the stuff that are messing my Sticky piston ( I can place it without get a saving chunk error, then if I use the Promt, my MC don't freeze, but it render a "ghost" chunk that make disappear some stuff if he are surrounded by other thing, the MAP get a render problem too I can´t use it).
I suggest don't exactly make various versions of your mod (dunno if are possible), make one version that work with or without MCE
Yes I know why people use MCE. I used it to make my big factory thing (and at the time, it actually corrupted the rendering of diamond pipes in Buildcraft). And I also know it's preferable to make one version that works with or without, but even *I* don't know if it's possible.
I'll certainly try though. Just - for the time being, this version isn't compatible.
I would like to make a quick suggestion. Could you make a new type of repeater that delays the redstone current a determined time? So say, you could delay the current for five seconds. I'm trying to make a video that utilizes your mod, but I've come to the conclusion that the easiest possible way to do what I need to do would be that I would need some sort of delayer that would delay the current a set time, that I can set.
When I finish this video, I was wondering if you would want to use it for a demonstration? It uses the Piston Mod and Wireless redstone mod as well.
Rollback Post to RevisionRollBack
I live on a Planet Called Omicron Persei 8, where I am constantly battling sexual endeavors with the alien race that lives here.
I would like to make a quick suggestion. Could you make a new type of repeater that delays the redstone current a determined time? So say, you could delay the current for five seconds. I'm trying to make a video that utilizes your mod, but I've come to the conclusion that the easiest possible way to do what I need to do would be that I would need some sort of delayer that would delay the current a set time, that I can set.
When I finish this video, I was wondering if you would want to use it for a demonstration? It uses the Piston Mod and Wireless redstone mod as well.
I think you could do that by powering a timer with an inverter. [Unless the timer sends current right when it's unpowered but I don't think it does.]
- But yeah, then it'd be blinking.... Could hook the output of the timer to the set side of a R/S latch and the inverse of the lever (or whatever) that you're starting the thing off with to the reset side.
The easy answer would just string up some repeaters... each "setting" on those is 0.1 seconds [so 0.4 seconds per maxxed repeater... would take... 13 to get 5 seconds though.]
I'll do that next time I post an update!
Oh, and to anyone having trouble with blocks showing up in the wrong direction, that bug is now fixed in my development tree and the fix will go out with 1.2, along with the new Xnor gate, and possibly another block or two.
You sir, get a cookie... well... a rep point :\
I'll take it. :biggrin.gif: Thank you very much.
Guess I was mistaken.
Forgot to mention that I also just think that a toggle that looks like a switch with a redstone torch for a handle would just look awesome :-P Though still mostly that I want to make a binary counter.
Please notch you have it so hard! just use this and we'll have it easier!
yea even tho its already simple to make it in game we really do need it! unfortunately i'd have to stick with the rst on a block idea because having two wires going into a inverter with opposite effects will short circuit it...
My focus hasn't shifted that far. Don't worry, my buildcraft mods will get a little love soon.
You could always use the Nor gate, as I suggested earlier.
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:322
in class:eloraam.BlockPulse in source file:null in method:RenderInvBlock at line:209
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:setDefaultTexture at line:139
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:318
in class:eloraam.BlockToggle in source file:null in method:RenderInvBlock at line:226
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:322
in class:eloraam.BlockToggle in source file:null in method:RenderInvBlock at line:226
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:setDefaultTexture at line:139
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:318
in class:eloraam.BlockNor in source file:null in method:RenderInvBlock at line:187
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
1282: Invalid operation
in class:java.lang.Thread in source file:null in method:getStackTrace at line:-1
in class:ns in source file:null in method:func_22020_e at line:316
in class:ns in source file:null in method:a at line:51
in class:eloraam.TimerCore in source file:null in method:renderIntredInvBlock at line:322
in class:eloraam.BlockNor in source file:null in method:RenderInvBlock at line:187
in class:mod_IntegratedRedstone in source file:null in method:RenderInvBlock at line:222
in class:ModLoader in source file:null in method:RenderInvBlock at line:1588
in class:ct in source file:null in method:a at line:3206
in class:RenderItemHooks in source file:null in method:a at line:137
in class:uk in source file:SourceFile in method:a at line:391
in class:uk in source file:SourceFile in method:a at line:143
in class:pt in source file:SourceFile in method:b at line:527
in class:EntityRenderHooks in source file:null in method:b at line:20
in class:net.minecraft.client.Minecraft in source file:SourceFile in method:run at line:743
in class:java.lang.Thread in source file:null in method:run at line:-1
I'm not really sure there's much point. SMP is on my TODO list, just after a few other things that will probably see more play in SSP. Not really a "figuring out" thing, so much as just simple hours that it takes to make the mod.
Wow, that's a new one on me. What happens if you switch off Advanced OpenGL? I still haven't been able to personally test that that works with my mod yet. Otherwise, I'd be suspicious that you've installed a mod that overrides ns.class
alive.cfg sounds very useful. Nothing frustrates a complex redstone machine like leaving it alone.
Per SMP, I second the measure. Why play alone? I often wonder why SSP wasn't implemented as a special case of SMP with client and server on the same machine. It would have made mod coding much easier.
And per Eloraam's Integrated Redstone mod: This is exactly what I wanted, implemented very well. That an RS latch is 9 cubic meters in size, wires have to have 1 meter of air insulation, and that timers cease to obey the rules when you're not looking => me abandoning redstone logic... and I'm an electrical engineer!
The only missing element is compact signal transmission.
Glad you like my mod :smile.gif: Signal transmission is a future plan, probably after SMP, but on my list. I've got a few other blocks that I think should be well liked in the works now too.
I'm having a similar issue as leftler, and I can confirm (for myself at least) that it does seem to have something to do with the ns.class, as the Minecraft Extended mod replaces it with it's own version.
From what I can tell, once Minecraft Extended is installed, (and this is for inventory rendering), your mod starts taking textures from the default terrain.png instead of your custom texture map (the default terrain sprites used appear to correspond to the proper sprites position in your png). However, I'm not sure where the textures are coming from once these blocks are placed in the game world. It seems to have something to do with the number of terrain sprites used, however, as it seems to change with the number of mods I have installed.
Anyway, I hope this helps get this fixed, as I really love your mods, and would like them to appear as they were meant to. :biggrin.gif:
Oh my. I can see why Minecraft Extended would replace that class, as it's the primary entry point for the OpenGL pipeline. And I can also see why my mod is failing with MCE, since it's using custom textures itself.
For the time being, I have to simply state that my mod is incompatible with MCE. When I have a chance, I'll see if I can straighten out the confusion, but I'm a little concerned that the only answer might be to make a special version for MCE.
Aah this is a bit sad, a lot of people are using MCE cause the best mods eats a lot of IDs and sprites if they are used together, actually maybe is the stuff that are messing my Sticky piston ( I can place it without get a saving chunk error, then if I use the Promt, my MC don't freeze, but it render a "ghost" chunk that make disappear some stuff if he are surrounded by other thing, the MAP get a render problem too I can´t use it).
I suggest don't exactly make various versions of your mod (dunno if are possible), make one version that work with or without MCE
Yes I know why people use MCE. I used it to make my big factory thing (and at the time, it actually corrupted the rendering of diamond pipes in Buildcraft). And I also know it's preferable to make one version that works with or without, but even *I* don't know if it's possible.
I'll certainly try though. Just - for the time being, this version isn't compatible.
When I finish this video, I was wondering if you would want to use it for a demonstration? It uses the Piston Mod and Wireless redstone mod as well.
I think you could do that by powering a timer with an inverter. [Unless the timer sends current right when it's unpowered but I don't think it does.]
- But yeah, then it'd be blinking.... Could hook the output of the timer to the set side of a R/S latch and the inverse of the lever (or whatever) that you're starting the thing off with to the reset side.
The easy answer would just string up some repeaters... each "setting" on those is 0.1 seconds [so 0.4 seconds per maxxed repeater... would take... 13 to get 5 seconds though.]