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 was trying the redstone repeater method, but the way I have my project set up, the repeaters have such a long delay, the timer I'm using sends off another signal (this extra signal is uneeded). I need the timer to shut off (or otherwise be powered so it won't spin) right after it's second tick, and I cannot achieve this with repeaters.
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I live on a Planet Called Omicron Persei 8, where I am constantly battling sexual endeavors with the alien race that lives here.
I was trying the redstone repeater method, but the way I have my project set up, the repeaters have such a long delay, the timer I'm using sends off another signal (this extra signal is uneeded). I need the timer to shut off (or otherwise be powered so it won't spin) right after it's second tick, and I cannot achieve this with repeaters.
You could just delay the signal coming off the timer long enough to send it back to itself (but that would probably need an R/S latch as well).
Or you could just wire the input of the timer (as I'm assuming you're just turning it on long enough for 2 pulses) through a mono-stable circuit (or rather an inverse output one) to start things off, so the monostable would only "run" (or "not run") long enough to let the timer tick twice. [Though I'm not sure what your timer is set at..]
Feel free to PM me if you want and I can help you set your timer up and provide some simple screenshots if you need them.
You could just delay the signal coming off the timer long enough to send it back to itself (but that would probably need an R/S latch as well).
Or you could just wire the input of the timer (as I'm assuming you're just turning it on long enough for 2 pulses) through a mono-stable circuit (or rather an inverse output one) to start things off, so the monostable would only "run" (or "not run") long enough to let the timer tick twice. [Though I'm not sure what your timer is set at..]
Feel free to PM me if you want and I can help you set your timer up and provide some simple screenshots if you need them.
I figured out how to delay the current long enough for the first timer to reach it's second tick. However, my OCD kicks in and the delay is too long. The timer that is opening and closing my door (controlling the pistons at time of extending and retracting) is set to 1.3 seconds. This is an extremely confusing project to explain in text. I'll just send some photos if I can.
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I live on a Planet Called Omicron Persei 8, where I am constantly battling sexual endeavors with the alien race that lives here.
Hey Eloraam, I may have found something regarding that texture issue. While playing around with it a bit more, I realized that your mod doesn't allow it's block IDs to be set over 255 (and setting them over that value will instead use the default value). Now, I know that you set it up this way to prevent people from setting the value over 255, as vanilla Minecraft uses a byte value to store block IDs. However, smith_61 changes them to int values with Minecraft Extended, and I believe he's done the same with terrain/item sprites (or at least something similar).
So, if you're using a byte value to store your mods sprite IDs, and Minecraft Extended tries to assign a number over 255, could that cause something like the problem above to happen?
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.
You could always try the design I suggested in the video - Put an RS latch right next to a timer. Turn the latch on to start the delay. The timer will pulse and shut off the latch when the delay expires. You could take the output from the latch, in which case it will be on for the whole time until the timer expires, or you could take it from the timer itself, in which case it will only turn on when the timer expires. Possibly throw in a redstone diode to stretch the pulse and you should be good.
This was why I added the latch in the first place, before I decided to go all-in and make a full-featured redstone logic mod.
And I'd love to use the video as a demonstration if it looks suitable :smile.gif:
Hey Eloraam, I may have found something regarding that texture issue. While playing around with it a bit more, I realized that your mod doesn't allow it's block IDs to be set over 255 (and setting them over that value will instead use the default value). Now, I know that you set it up this way to prevent people from setting the value over 255, as vanilla Minecraft uses a byte value to store block IDs. However, smith_61 changes them to int values with Minecraft Extended, and I believe he's done the same with terrain/item sprites (or at least something similar).
So, if you're using a byte value to store your mods sprite IDs, and Minecraft Extended tries to assign a number over 255, could that cause something like the problem above to happen?
Technically the only thing about mine that's preventing block IDs over 255 is that the ModLoader properties values are set with that as a maximum. Everything is using ints internally.
With that said, there really is no mystery about what MCE is doing to my mod. I know exactly why it's breaking. It heavily modifies a base class that my mod relies on. I'm just not entirely sure how to fix it yet. Since it seems to matter to so many people, I'll probably try to sort that out before I work on SMP support.
Having a lot of lag (chug) with this mod, actually all mods that toggle light sources seem to cause it. Though this in fact causes less issues than a short period clock circuit created without mods. Any way or chance to either have an option or something that will set this up so the actual light doesn't change when the torches are off/on?
That is each item creates a light source when it is created and that doesn't change regardless of the item's state. Thus the game won't lag every time a clock circuit switches on/off.
Actually, despite what it might look like, my mod actually never changes the light source states. The torches themselves toggle on and off, but the block always outputs the same amount of light. The biggest problem is that redstone updates cause a full retesselation of the chunk that they are inside of. For some graphics cards, this causes a massive performance hit. For others, it's not a big deal. Not much I can do about that.
Also, for anyone watching, 1.2 is out now! I added AND, OR, XOR, and XNOR!
Actually, despite what it might look like, my mod actually never changes the light source states. The torches themselves toggle on and off, but the block always outputs the same amount of light. The biggest problem is that redstone updates cause a full retesselation of the chunk that they are inside of. For some graphics cards, this causes a massive performance hit. For others, it's not a big deal. Not much I can do about that.
Also, for anyone watching, 1.2 is out now! I added AND, OR, XOR, and XNOR!
Sorry it took so long to reply, but yes I am using Too Many Items as it is the only way to get Industrial Craft, Better Than Wolves, and a few other small ones to run at the same time. I ran out of the block ID's (not textures like most people do.)
Sorry it took so long to reply, but yes I am using Too Many Items as it is the only way to get Industrial Craft and Better Than Wolves to both run at the same time.
You mean Minecraft Extended :smile.gif:
Well next on my plan is some much-needed code cleanup, and then trying to get it to work with MCE and perhaps even SMP support!
Hey Eloraam, I finished my project and video and I now have it uploaded to Youtube. Your welcome to use it as a demonstration if you want. I'd appreciate feedback if you could.
Hey Eloraam, I finished my project and video and I now have it uploaded to Youtube. Your welcome to use it as a demonstration if you want. I'd appreciate feedback if you could.
That's a cool contraption! With regards to the NOR and NAND gates - both of them have three inputs and one output. The difference is in what turns them on. In the case of the NOR - it turns off if any input is on, and in the case of the NAND, only when ALL inputs are on.
One thing I'd suggest to you is to try using the timeout timer like I demonstrated in my video. Place a latch block (not a toggle) next to a timer such that the timer is on one of the input sides (which is also an output). This way, when you turn on the other input side, the timer will count down until it outputs a pulse, which will toggle the latch and stop the timer. You can read the pulse out of the timer, in which case you'll get a pulse only after it times out, or you can read it from the latch, in which case you'll get a long on time while the timer is running. You could save a lot of logic that way :smile.gif:
Are you considering adding other logic components?
I would love to see SR-latch and JK-flipflop added to these.
This + Wireless Redstone = Awesome
Yes, I am. There already is an SR latch, but edge-triggered D, level-triggered transparent registers, and JK flipflops are all things that I may do. I also have a few other ideas that I think will prove quite popular :smile.gif:
That's a cool contraption! With regards to the NOR and NAND gates - both of them have three inputs and one output. The difference is in what turns them on. In the case of the NOR - it turns off if any input is on, and in the case of the NAND, only when ALL inputs are on.
One thing I'd suggest to you is to try using the timeout timer like I demonstrated in my video. Place a latch block (not a toggle) next to a timer such that the timer is on one of the input sides (which is also an output). This way, when you turn on the other input side, the timer will count down until it outputs a pulse, which will toggle the latch and stop the timer. You can read the pulse out of the timer, in which case you'll get a pulse only after it times out, or you can read it from the latch, in which case you'll get a long on time while the timer is running. You could save a lot of logic that way :smile.gif:
Yes, I am. There already is an SR latch, but edge-triggered D, level-triggered transparent registers, and JK flipflops are all things that I may do. I also have a few other ideas that I think will prove quite popular :smile.gif:
Thank you :smile.gif:
I understand what you mean with the latch and timer, but the toggle I have placed works just fine as of right now. Maybe when I have the patients (I used them all by staying up until three in the morning making it) I'll re-create it to be a "better design".
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I live on a Planet Called Omicron Persei 8, where I am constantly battling sexual endeavors with the alien race that lives here.
Technically the only thing about mine that's preventing block IDs over 255 is that the ModLoader properties values are set with that as a maximum. Everything is using ints internally.
With that said, there really is no mystery about what MCE is doing to my mod. I know exactly why it's breaking. It heavily modifies a base class that my mod relies on. I'm just not entirely sure how to fix it yet. Since it seems to matter to so many people, I'll probably try to sort that out before I work on SMP support.
Damn, thought I was on to something there :tongue.gif:
Perhaps you could find out from smith_61 what exactly he changed in ns.class, as I'm sure that would make it easier to spot the problem. I've also discovered, at least in my game, that this also appears to affect a block in Better Than Wolves (the saw block). So it's possible we've discovered a bug in Minecraft Extended, rather than your mod, as smith_61 says in his thread that no changes to mods should be necessary to make them work with ME.
I have to say though, it's a great mod! I've been playing around with it on my test world (I don't care about the textures on that world), and although I haven't used some of them yet, the ones that I have work perfectly! So thanks for making it! :biggrin.gif:
Damn, thought I was on to something there :tongue.gif:
Perhaps you could find out from smith_61 what exactly he changed in ns.class, as I'm sure that would make it easier to spot the problem. I've also discovered, at least in my game, that this also appears to affect a block in Better Than Wolves (the saw block). So it's possible we've discovered a bug in Minecraft Extended, rather than your mod, as smith_61 says in his thread that no changes to mods should be necessary to make them work with ME.
I have to say though, it's a great mod! I've been playing around with it on my test world (I don't care about the textures on that world), and although I haven't used some of them yet, the ones that I have work perfectly! So thanks for making it! :biggrin.gif:
Oh well it's simple, really. MCE rebinds the texture map dynamically, which is something that Minecraft basically doesn't do. My mod, which also rebinds the texture map, just happens to rebind in a conflicting way to how MCE does it.
Don't worry. MCE and SMP are next on my todo list, along with some much-needed code cleanup to make them both work. And then on to a few more blocks.
Oh I am LOVING these. Best integrated circuit mod I've found. Love how they look like the repeater. Love the easy install. Love the selection of gates you already have. Love that they WORK. (!) :smile.gif:
Try to keep your block ids away from millenaire! (conflict at 125-126) or toggleBlocks! (conflict at 121-122) if that's even possible. You'll make lots of people happy if you can stay out of industrialcraft/buildcraft/plasticcraft/plasmacraft/nethercraft etc. as well. Why oh why is the limit only 256...
Oh I am LOVING these. Best integrated circuit mod I've found. Love how they look like the repeater. Love the easy install. Love the selection of gates you already have. Love that they WORK. (!) :smile.gif:
Try to keep your block ids away from millenaire! (conflict at 125-126) or toggleBlocks! (conflict at 121-122) if that's even possible. You'll make lots of people happy if you can stay out of industrialcraft/buildcraft/plasticcraft/plasmacraft/nethercraft etc. as well. Why oh why is the limit only 256...
Thanks :smile.gif:
And I really don't know what to say about the IDs. Trying to avoid industrialcraft and buildcraft is hard enough. I moved my IDs to avoid crashing into Wireless Redstone and some weapon mod or other that used 115. The problem is simply that there are so many good mods and so few available block IDs. It's so hard to avoid stepping on any others.
I'm a little nervous about changing up my IDs again. The last time caused a few people to have problems loading old worlds. I was trying to avoid colliding with Redstone Advanced originally, before I ended up replacing almost all the functionality of it, because I actually used to use it in 1.501. At the time, the plan was to sit between it and Minefactory, although that plan has failed horribly, as I've ended up overlapping Minefactory's IDs anyway. I don't think I could even find a good clear range anymore.
At least the next version should hopefully work properly with MCE. That'll help some. And I've had a config file since the first version, to allow the IDs to be changed. As someone who's run a lot of mods, I have to say - at some point you have to actively manage your block IDs.
Hey, Eloraam. You're probably sick of me pointing out flaws in your mod by now, but I got another for you. :sad.gif:
Rather than a glitch, I'd file this under "design flaw". The NAND and AND Gates only change state if all three inputs are high. So, what happens when I link up wires to only two of them and set their signal high? Nothing.
I was trying to make a half-adder as a little test of your gates and when I linked my two inputs into your gate, it just wouldn't change its output until I fed one of the input wires into the third input side. As you might imagine, that is a rather awkward solution.
An alternative workaround I just thought of would be to just place a torch at the third input, but, while it is less so, that too is an awkward solution.
If you could somehow find a way of making them recognize how many of their inputs are actually connected and generate their output accordingly, I think we would all appreciate it. :smile.gif:
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To see what mods I've made, use, and support: see my About Me Page.
I was trying the redstone repeater method, but the way I have my project set up, the repeaters have such a long delay, the timer I'm using sends off another signal (this extra signal is uneeded). I need the timer to shut off (or otherwise be powered so it won't spin) right after it's second tick, and I cannot achieve this with repeaters.
You could just delay the signal coming off the timer long enough to send it back to itself (but that would probably need an R/S latch as well).
Or you could just wire the input of the timer (as I'm assuming you're just turning it on long enough for 2 pulses) through a mono-stable circuit (or rather an inverse output one) to start things off, so the monostable would only "run" (or "not run") long enough to let the timer tick twice. [Though I'm not sure what your timer is set at..]
Feel free to PM me if you want and I can help you set your timer up and provide some simple screenshots if you need them.
I figured out how to delay the current long enough for the first timer to reach it's second tick. However, my OCD kicks in and the delay is too long. The timer that is opening and closing my door (controlling the pistons at time of extending and retracting) is set to 1.3 seconds. This is an extremely confusing project to explain in text. I'll just send some photos if I can.
So, if you're using a byte value to store your mods sprite IDs, and Minecraft Extended tries to assign a number over 255, could that cause something like the problem above to happen?
You could always try the design I suggested in the video - Put an RS latch right next to a timer. Turn the latch on to start the delay. The timer will pulse and shut off the latch when the delay expires. You could take the output from the latch, in which case it will be on for the whole time until the timer expires, or you could take it from the timer itself, in which case it will only turn on when the timer expires. Possibly throw in a redstone diode to stretch the pulse and you should be good.
This was why I added the latch in the first place, before I decided to go all-in and make a full-featured redstone logic mod.
And I'd love to use the video as a demonstration if it looks suitable :smile.gif:
Technically the only thing about mine that's preventing block IDs over 255 is that the ModLoader properties values are set with that as a maximum. Everything is using ints internally.
With that said, there really is no mystery about what MCE is doing to my mod. I know exactly why it's breaking. It heavily modifies a base class that my mod relies on. I'm just not entirely sure how to fix it yet. Since it seems to matter to so many people, I'll probably try to sort that out before I work on SMP support.
Actually, despite what it might look like, my mod actually never changes the light source states. The torches themselves toggle on and off, but the block always outputs the same amount of light. The biggest problem is that redstone updates cause a full retesselation of the chunk that they are inside of. For some graphics cards, this causes a massive performance hit. For others, it's not a big deal. Not much I can do about that.
Also, for anyone watching, 1.2 is out now! I added AND, OR, XOR, and XNOR!
Sorry it took so long to reply, but yes I am using Too Many Items as it is the only way to get Industrial Craft, Better Than Wolves, and a few other small ones to run at the same time. I ran out of the block ID's (not textures like most people do.)
You mean Minecraft Extended :smile.gif:
Well next on my plan is some much-needed code cleanup, and then trying to get it to work with MCE and perhaps even SMP support!
U're a genius!!!
That's a cool contraption! With regards to the NOR and NAND gates - both of them have three inputs and one output. The difference is in what turns them on. In the case of the NOR - it turns off if any input is on, and in the case of the NAND, only when ALL inputs are on.
One thing I'd suggest to you is to try using the timeout timer like I demonstrated in my video. Place a latch block (not a toggle) next to a timer such that the timer is on one of the input sides (which is also an output). This way, when you turn on the other input side, the timer will count down until it outputs a pulse, which will toggle the latch and stop the timer. You can read the pulse out of the timer, in which case you'll get a pulse only after it times out, or you can read it from the latch, in which case you'll get a long on time while the timer is running. You could save a lot of logic that way :smile.gif:
Yes, I am. There already is an SR latch, but edge-triggered D, level-triggered transparent registers, and JK flipflops are all things that I may do. I also have a few other ideas that I think will prove quite popular :smile.gif:
Thank you :smile.gif:
I understand what you mean with the latch and timer, but the toggle I have placed works just fine as of right now. Maybe when I have the patients (I used them all by staying up until three in the morning making it) I'll re-create it to be a "better design".
Complete Failure Level -> LEVELS UP TO -> Fail level
Damn, thought I was on to something there :tongue.gif:
Perhaps you could find out from smith_61 what exactly he changed in ns.class, as I'm sure that would make it easier to spot the problem. I've also discovered, at least in my game, that this also appears to affect a block in Better Than Wolves (the saw block). So it's possible we've discovered a bug in Minecraft Extended, rather than your mod, as smith_61 says in his thread that no changes to mods should be necessary to make them work with ME.
I have to say though, it's a great mod! I've been playing around with it on my test world (I don't care about the textures on that world), and although I haven't used some of them yet, the ones that I have work perfectly! So thanks for making it! :biggrin.gif:
Oh well it's simple, really. MCE rebinds the texture map dynamically, which is something that Minecraft basically doesn't do. My mod, which also rebinds the texture map, just happens to rebind in a conflicting way to how MCE does it.
Don't worry. MCE and SMP are next on my todo list, along with some much-needed code cleanup to make them both work. And then on to a few more blocks.
Just edit the config file. You can turn off the sounds if you really want to.
Try to keep your block ids away from millenaire! (conflict at 125-126) or toggleBlocks! (conflict at 121-122) if that's even possible. You'll make lots of people happy if you can stay out of industrialcraft/buildcraft/plasticcraft/plasmacraft/nethercraft etc. as well. Why oh why is the limit only 256...
Thanks :smile.gif:
And I really don't know what to say about the IDs. Trying to avoid industrialcraft and buildcraft is hard enough. I moved my IDs to avoid crashing into Wireless Redstone and some weapon mod or other that used 115. The problem is simply that there are so many good mods and so few available block IDs. It's so hard to avoid stepping on any others.
I'm a little nervous about changing up my IDs again. The last time caused a few people to have problems loading old worlds. I was trying to avoid colliding with Redstone Advanced originally, before I ended up replacing almost all the functionality of it, because I actually used to use it in 1.501. At the time, the plan was to sit between it and Minefactory, although that plan has failed horribly, as I've ended up overlapping Minefactory's IDs anyway. I don't think I could even find a good clear range anymore.
At least the next version should hopefully work properly with MCE. That'll help some. And I've had a config file since the first version, to allow the IDs to be changed. As someone who's run a lot of mods, I have to say - at some point you have to actively manage your block IDs.
Rather than a glitch, I'd file this under "design flaw". The NAND and AND Gates only change state if all three inputs are high. So, what happens when I link up wires to only two of them and set their signal high? Nothing.
I was trying to make a half-adder as a little test of your gates and when I linked my two inputs into your gate, it just wouldn't change its output until I fed one of the input wires into the third input side. As you might imagine, that is a rather awkward solution.
An alternative workaround I just thought of would be to just place a torch at the third input, but, while it is less so, that too is an awkward solution.
If you could somehow find a way of making them recognize how many of their inputs are actually connected and generate their output accordingly, I think we would all appreciate it. :smile.gif: