Any chance you might consider making it something optional that could be enabled in the config? Have it off by default, but provide a value in the config to turn it on with a small disclaimer that it would negatively affect performance?
Just hoping it might be a possibility at some point down the road.
Probably not, it's a fair amount of work (nor does it make much sense considering the 16 subnets) for something that wouldn't be useful in most cases.
Figured what might be going on here. If the planter is 5 blocks away and I open it, things get wonky. If I get closer (2-3 blocks) and open the planter, things are fine. Specifically I am accessing the planter from 5 blocks below it. Not sure if 5 blocks in the horizontal will make it go wonky.
Would it be possible to make the output of the mining laser configurable? I'd like to tweak them for my server, but it doesn't seem to be a possibility right now. The spawn rates for diamonds/emeralds are crazy high, but copper/tin are super low. I know this was discussed earlier in the thread as being KingLemming's choice, but it'd still be great to be able to configure them easily. Also personally I think having nether ores output is pretty redundant, and just makes for more complex auto processing.
I've been seeing this request a lot lately. I'll have to think about how I want to do it (no, suggesting config formats won't help) but I am considering it.
CC treats rednet cables as bundled cables - just a pure redstone signal won't work. You'll need to tell it to turn on "back white" or whatever. The calls are the same as they would have been for RP2 bundled wire.
use rs.setBundledOutput("back", colors.white) instead to switch white channel on and rs.setBundledOutput("back", 0) to turn off all channels.
edit: if you have several channels on a rednet cable then use redstone.getBundledInput before outputting a singal
In 2.6.4 version doesn`t work bioms config for rubber tree (I use Extrabiomes and vanilla biomes numbers). So if I disabling generation in birch forest, I still have rubber tree.
I've posted in the immibi mod thread, but I wanted to post here just to cover all my bases.
I am trying to use the Immibis's Microblocks to cover my MFR rednet cable runs but the covers are not sitting within the block. According to what I read this can be fixed by adding the proper blockClass and tileEntityClass to the config.
Currently I have the following lines in my microblocks config:
blockClass: powercrystals.minefactoryreloaded.block.BlockRedstoneCable
blockClass: powercrystals.minefactoryreloaded.block.BlockRedNetCable
tileEntityClass: powercrystals.minefactoryreloaded.tile.TileRedstoneCable
tileEntityClass: powercrystals.minefactoryreloaded.tile.rednet.TileEntityRedNetCable
The first line of each was already in the config, I added the second lines. Yes, I did try turning it off and back on again but no joy in Mudville today.
Can anyone point me in the proper direction to get this interaction to work??
The Meaning of Life, the Universe, and Everything.
Join Date:
3/14/2013
Posts:
49
Member Details
I can't seem to get rednet cables to work with devices such as the MFE from IC2. when set to emit when partially filled, even though the cable appears connected it is not getting the signal. using regular redstone dust shows the signal is indeed working, as does attaching a redstone torch directly to the MFE to invert the signal (for use as reactor control).
I am currently experiancing some weirdness on my server.
I have a white rose farm (Wee flowers). i have a havester on my farm harvesting those rosses.
The weirdness that is happening is yes it does harvest the white rosses but it also is randomly creating strawberry juice along with the white rosses. so it's gumming up my machines pretty badly. so i have a ton of strawberry jam and a few white roses.
Gated Bus pass-trough - basically a pass-trough for a whole bus something similar to a RedPower2 Bus Transceiver , possibly with a "translation method" to swap certain colors with other ones, and with ability to disable certain bits.
Bus pass-trough - same as above but always active
Bus sync. flip-flops - 16x flip-flop for a whole bus (T , D ,RS, JK types) utilizing common clock and up to 4 bus connections (T/D/R/J, S/K ,Q ,~Q )
Bus async. flip-flops - same as above but async.
Bus comparator - checks if two buses are equal , possibly with fuzzy logic (ignoring analog values) and possibility to disable certain bits comparing
Bus translator - "trans-coder" circuits just for tasks like interchanging from gray code to binary code etc.
8 and 16 input gates - great for addressing the PRCs
16 times NOT -gate to invert whole bus
and many other stuff like colored wires to have them packed more dense or even a "Busx16" wiring
Many of the stuff i mentioned above is really high end (if not all) ,so i think that there should be an addon to PRC which allows bus operations in addition to simple signal ones ( something like LX-9001 or implementing that into LX-500 - since it gives tons of variables which are no usefull if the gates are not complex enough)
If you want to get point why i would need something like that i would say ... with actual stuff its insanely hard to make a de-multiplexer with 256 outputs that remembers the state and sends it 16 output buses or back to data bus on demand
If that all seemed hard to read and understand I'm sorry but English isn't my national language. Many thanks for the great work so far,
Tec.
PS. On a side note that would be nice if the recipes for PRC / PRC addons would be cheaper or at least make the addons for them stackable , since i get used to the cheap RP2 stuff
The main issue with this stuff is that the GUI only has 16 pins per side, so like a 16-bus T-FF wouldn't really work if you want a shared clock. I like where you're going with this though, and I do want to support this kind of thing.
Maybe I'll just shove a 17th row into the GUI.
Can you re-post this on the github issue tracker? Link is in the OP.
I can't seem to get rednet cables to work with devices such as the MFE from IC2. when set to emit when partially filled, even though the cable appears connected it is not getting the signal. using regular redstone dust shows the signal is indeed working, as does attaching a redstone torch directly to the MFE to invert the signal (for use as reactor control).
Maybe im just doing it wrong?
That's weird. I'll try to take a look at this at some point, but with IC2 seemingly in its death throes I'm not in a huge rush.
I am currently experiancing some weirdness on my server.
I have a white rose farm (Wee flowers). i have a havester on my farm harvesting those rosses.
The weirdness that is happening is yes it does harvest the white rosses but it also is randomly creating strawberry juice along with the white rosses. so it's gumming up my machines pretty badly. so i have a ton of strawberry jam and a few white roses.
That actually sounds like an item ID conflict to me.
edit: By the way, the DSU issue a few of you reported was fixed by MCPC.
It seems rednet cables don't work with MFEs in the same way as they do with redstone lamps, change mode for a connected cable to the 'forced connection mode' and it should work.
The first thing I tried to do was build a 4 bit adder with the PRC. I added 4 adders on the first four pages and daisy chained the cin/couts through vars, the inputs are using 4 colors coming from an input decoder. So, now I've got 4 adders... how do I go about combining the bits to send to the 7 seg encoder for example. I see a Decompose Int, but I think what I need is that exact opposite. Any help would be appreciated.
The first thing I tried to do was build a 4 bit adder with the PRC. I added 4 adders on the first four pages and daisy chained the cin/couts through vars, the inputs are using 4 colors coming from an input decoder. So, now I've got 4 adders... how do I go about combining the bits to send to the 7 seg encoder for example. I see a Decompose Int, but I think what I need is that exact opposite. Any help would be appreciated.
That's... a good question. Right now you can't, but I think Vitzli's circuits addon (check his post history, it's linked in this thread somewhere, he posted above you) can do that.
It seems rednet cables don't work with MFEs in the same way as they do with redstone lamps, change mode for a connected cable to the 'forced connection mode' and it should work.
Ah that was it. Didn't even think about switching modes. I always forget that.
PC, have you considered making something similar to the Steve's Carts External Distributor? Or making things like the Grinder, Harvester, and Slaughterhouse multiblocks with a second block below ground? My Grinder needs 4 connections, an output pipe for drops, an output liquid pipe for essence, an input connection for power, and a rednet connection. I would love to make all these connections underground. I think the ultimate solution would be to be able to extend the Grinder (and similar machines) to a 1x1x3 multiblock so the bottom block is below ground and connections to the sides can be covered with normal blocks.
PC, have you considered making something similar to the Steve's Carts External Distributor? Or making things like the Grinder, Harvester, and Slaughterhouse multiblocks with a second block below ground? My Grinder needs 4 connections, an output pipe for drops, an output liquid pipe for essence, an input connection for power, and a rednet connection. I would love to make all these connections underground. I think the ultimate solution would be to be able to extend the Grinder (and similar machines) to a 1x1x3 multiblock so the bottom block is below ground and connections to the sides can be covered with normal blocks.
That's an interesting idea but the mechanics of how it would work internally is giving me a headache. I will think about it though.
If you have N inputs, you can put N-1 analog adders and after that rescale resulting value from 0..15*N to 0..N with one scaler (or just feed 0..15*N signal to the comparing element), but maybe there is more easier way to do your task.
Hey PC, spotted a minor issue (Not sure if its been reported previously before or not): Grinders don't pick up several mob drops added by mods - examples that I've seen so far are: Lead ingots from Wither Skeletons, Raw Lambchops from sheep, Miniature Red Hearts from well, everything. I'm using SoulShards to spawn the mobs being ground up, if that makes a difference, but wasn't sure where to report to, so I figured I'd try here first
Probably not, it's a fair amount of work (nor does it make much sense considering the 16 subnets) for something that wouldn't be useful in most cases.
I fixed this last night as of #989.
I've been seeing this request a lot lately. I'll have to think about how I want to do it (no, suggesting config formats won't help) but I am considering it.
INFORMATION WANTS TO BE WRONG
INFORMATION WANTS TO BE WRONG
use rs.setBundledOutput("back", colors.white) instead to switch white channel on and rs.setBundledOutput("back", 0) to turn off all channels.
edit: if you have several channels on a rednet cable then use redstone.getBundledInput before outputting a singal
There's a tree from one mod that, in combination with MFR and Forestry, I suspect would completely break power production.
I'd like to test it without having that tree added to the actual mod, just in case it's as bad as I think it could be.
I am trying to use the Immibis's Microblocks to cover my MFR rednet cable runs but the covers are not sitting within the block. According to what I read this can be fixed by adding the proper blockClass and tileEntityClass to the config.
Currently I have the following lines in my microblocks config:
blockClass: powercrystals.minefactoryreloaded.block.BlockRedstoneCable
blockClass: powercrystals.minefactoryreloaded.block.BlockRedNetCable
tileEntityClass: powercrystals.minefactoryreloaded.tile.TileRedstoneCable
tileEntityClass: powercrystals.minefactoryreloaded.tile.rednet.TileEntityRedNetCable
The first line of each was already in the config, I added the second lines. Yes, I did try turning it off and back on again but no joy in Mudville today.
Can anyone point me in the proper direction to get this interaction to work??
Thanks,
-Adam
Maybe im just doing it wrong?
I have a white rose farm (Wee flowers). i have a havester on my farm harvesting those rosses.
The weirdness that is happening is yes it does harvest the white rosses but it also is randomly creating strawberry juice along with the white rosses. so it's gumming up my machines pretty badly. so i have a ton of strawberry jam and a few white roses.
That's... weird. What happens if you try a beta build of PCC?
(Also, posting the same thing twice won't make me respond faster)
The main issue with this stuff is that the GUI only has 16 pins per side, so like a 16-bus T-FF wouldn't really work if you want a shared clock. I like where you're going with this though, and I do want to support this kind of thing.
Maybe I'll just shove a 17th row into the GUI.
Can you re-post this on the github issue tracker? Link is in the OP.
Right now, no. API only due to there being too many edge cases.
That's weird. I'll try to take a look at this at some point, but with IC2 seemingly in its death throes I'm not in a huge rush.
That actually sounds like an item ID conflict to me.
edit: By the way, the DSU issue a few of you reported was fixed by MCPC.
INFORMATION WANTS TO BE WRONG
It seems rednet cables don't work with MFEs in the same way as they do with redstone lamps, change mode for a connected cable to the 'forced connection mode' and it should work.
That's... a good question. Right now you can't, but I think Vitzli's circuits addon (check his post history, it's linked in this thread somewhere, he posted above you) can do that.
INFORMATION WANTS TO BE WRONG
Ah that was it. Didn't even think about switching modes. I always forget that.
That line is harmless. It just means denLib isn't specifically keyed to one version of minecraft.
Wow, I actually have no idea what the hell is going on there. Try removing other coremods and see if that fixes it I guess?
That's an interesting idea but the mechanics of how it would work internally is giving me a headache. I will think about it though.
INFORMATION WANTS TO BE WRONG
If you have N inputs, you can put N-1 analog adders and after that rescale resulting value from 0..15*N to 0..N with one scaler (or just feed 0..15*N signal to the comparing element), but maybe there is more easier way to do your task.
I'm using SoulShards to spawn the mobs being ground up, if that makes a difference, but wasn't sure where to report to, so I figured I'd try here first
Thanks!