I love these new timers and their graphics. Would you be willing to do a matching set of gates basic gates?
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WOA!!!! nice man!! im downloading it now, i have a question though, will you make it smp compadible? me and a friend on my server where working with buildcrafts quarry and we noticed when we used a pulser it lagged rather badly... would be totally awesome if you made this support smp. i had to get rid of milleneire cause it was lagging me (or was it finite liquids...) so right now i have finite liquids, buildcraft, a few minimods, and i will have this soon. would love to add this to my server :smile.gif:
Eventual SMP support is the reason that V1.0 required ModLoaderMp, even though it doesn't currently support SMP at all. I want to at some point :smile.gif:
The timers icon changes when it's in my action bar ... goes from lit to unlit depending on if there's nothing or something in my hand... *confused look*
Thanks for the report on that. I have a few small graphical glitches to work out, and it appears that that is one of them.
The reason is simple - it's not an icon at all, but a renderer function. So something is making the renderer function change state, which it shouldn't be able to do. I'll look into it :smile.gif:
I love these new timers and their graphics. Would you be willing to do a matching set of gates basic gates?
Thanks. And to answer your question: Sortof :smile.gif: I have a few other ideas which may fit the Minecraft theme a little better and require fewer precious block IDs, but provide the same functionality. This mod is far from finished. Stay tuned.
Sorry everyone, I screwed up in packaging and sent out a version that required ModLoaderMp by accident. 1.0.1 is the same as 1.0 except it doesn't require ModLoaderMp :smile.gif:
Well well that explains it all xD... such minor mistake... even GENIUS have mistakes!!!
My internet connection went down (In fact, my neighbor turned it off... since it's shared i have these problems), so i can't reply..
I'm trying the new version now...
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GOOD!!! now it works!!... i've done a pretty mess over here with all these files, but when i fixed it, the black window disappeared an then Voilà! the mod's running!
thanks for such a useful mod! i'm keepen track of the updates!
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why does a sequencer with a rate of 300 seconds move slower than twice as fast as a sequencer with a rate 150?
The reason i ask is because i'm building a game time clock using this mod and wireless redstone. basically, theres two sequencers. One is of the 300 second tick, and one is the 150 second tick. the 300 is to determine which five minute interval its in, and the 150 second one tells which of the two hours in that five minute period (its an eight hour clock for one day) the problem is, the speeds seem to be out of sync. the 150 seems to be moving even faster than twice as fast as the 300. its making the clock not work =/
why does a sequencer with a rate of 300 seconds move slower than twice as fast as a sequencer with a rate 150?
Is it just a tiny little bit slower? There's a perfectly logical explanation for that... and it's a bug. It should be fixed in the next patch.
Edit: the logical reason is simply that the time set code is shared with the timer. The timer spends a couple ticks outputting a pulse, and the time set code compensates for that to ensure accurate timing. The sequencer doesn't need that offset, so it just ends up screwing up the timing.
Is it just a tiny little bit slower? There's a perfectly logical explanation for that... and it's a bug. It should be fixed in the next patch.
thank you so much. also, idk if it already works like this, but it'd be very helpful if it did. could you make the sequencers go without needing to be rendered? i suppose you could do this by making it determine where to be based on game time instead of the way redstone usually works. the reason i need this is because i'm building a redstone game time, eight hour clock using your mod, and i want it to have the accurate time no matter how many times i unload its chunk, or use /time day with single player commands.
The timers icon changes when it's in my action bar ... goes from lit to unlit depending on if there's nothing or something in my hand... *confused look*
I tried to reproduce this bug but could not. Also, the code shouldn't even allow this to be possible. How did it happen, and what exactly happened? Could you screenshot or video clip it?
Also, willfancher38... I took a look at the sequencer and I was able to easily reproduce the timing inaccuracy. It's exactly what I think it is, so that one will be fixed.
As for the game time clock... not at all what the sequencer is for, but it's possible to add some sort of game time sensor. In the meantime, could I suggest combining one of my timers, which can be stopped or reset (rather than the free-running sequencer) with Risugami's light sensor mod in order to detect the dawn? The next super-secret addition to this mod should be able to make that circuit very simple, but it's possible now.
I'm currently investigating the way chunk unloading happens, to see if I can somehow override it in order to prevent any chunks that contain active clocks from unloading. The upside of that is that factories and other automated systems should keep running no matter how far you are from them, but the downside is of course that the bigger your factory, the more the game will lag... but only as a factor of how many chunks you force to stay loaded.
I tried to reproduce this bug but could not. Also, the code shouldn't even allow this to be possible. How did it happen, and what exactly happened? Could you screenshot or video clip it?
Also, willfancher38... I took a look at the sequencer and I was able to easily reproduce the timing inaccuracy. It's exactly what I think it is, so that one will be fixed.
As for the game time clock... not at all what the sequencer is for, but it's possible to add some sort of game time sensor. In the meantime, could I suggest combining one of my timers, which can be stopped or reset (rather than the free-running sequencer) with Risugami's light sensor mod in order to detect the dawn? The next super-secret addition to this mod should be able to make that circuit very simple, but it's possible now.
I'm currently investigating the way chunk unloading happens, to see if I can somehow override it in order to prevent any chunks that contain active clocks from unloading. The upside of that is that factories and other automated systems should keep running no matter how far you are from them, but the downside is of course that the bigger your factory, the more the game will lag... but only as a factor of how many chunks you force to stay loaded.
Awesome =) thanks for your work on this. any idea when the next "super secret addition" will be coming out? I've just been experimenting with loads of cool ideas for factories using tons of mods, and i think your mods are very helpful, and very creative. keep up the good work =)
Excellent! I use your redstone pipes with gold pipes in a short loop (2 of each) and toss in a block to power the Quarry - works like a charm! That setup actually kick-starts the Quarry after a reload as well, which is quite helpful! Can't wait to try the new timers out!
Excellent! I use your redstone pipes with gold pipes in a short loop (2 of each) and toss in a block to power the Quarry - works like a charm! That setup actually kick-starts the Quarry after a reload as well, which is quite helpful! Can't wait to try the new timers out!
I designed the timer originally to solve a problem that was raised by the redstone pipes. Using a wooden pipe on one end of a pipe, and a redstone pipe further down that pipe, and connecting them with redstone, you can set up a pretty intelligent rate-limiter. The problem is, if it ever runs dry, it won't automatically restart. Hooking up a pulser or similar circuit will add spurious triggering events, which will screw up the rate limiting. The timer is perfect for this - as long as the redstone pipe is pulsing more frequently than the timeout set on the timer, the timer will always be reset before it goes off. When the redstone pipe sits idle for too long, the timer periodically tries to restart it.
Awesome =) thanks for your work on this. any idea when the next "super secret addition" will be coming out? I've just been experimenting with loads of cool ideas for factories using tons of mods, and i think your mods are very helpful, and very creative. keep up the good work =)
Each block in these mods takes a number of hours to make. I spent pretty much every waking hour for the past three days writing it and getting it ready for release. So give me a few more days to find enough hours to add more blocks :smile.gif:
the next time i have to redo my mod compilation your timers will be replacing my redstone advanced. way more perfect for my needs.
by the way, in that video how does that tree farm work? never seen one with pistons, mine are done with toggle blocks, pipes and magic chest.
Thanks :smile.gif:
The tree farm doesn't use pistons. It uses minefactory. Assuming you mean my cobblestone factory (the one thing that actually does use pistons), if you get the redstone power exactly right and close two pistons on a solid block at the same time, the block will break. It's a little fussy, but it works. Then it just uses an allocator to feed those blocks into the chest for retrieval.
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interesting. ill have to look at minefactory a bit closer. my method looks far more complicated, though your sequencer would make the redstone bits MUCH easier.
i think im gonna rip my jar apart and install them now and if its suddenly not a super pain in my bum to build said tree farm i might make a video out of it, if you dont mind that is.
EDIT: yeah your redstone stuff is definately win over redstone advanced for me, because i just remembered i dont HAVE to rip apart my jar :biggrin.gif:
Eventual SMP support is the reason that V1.0 required ModLoaderMp, even though it doesn't currently support SMP at all. I want to at some point :smile.gif:
After the first run, it creates a config file, mod_Timers.cfg in your minecraft config directory. Just edit it and you're fine.
Thanks for the report on that. I have a few small graphical glitches to work out, and it appears that that is one of them.
The reason is simple - it's not an icon at all, but a renderer function. So something is making the renderer function change state, which it shouldn't be able to do. I'll look into it :smile.gif:
Thanks. And to answer your question: Sortof :smile.gif: I have a few other ideas which may fit the Minecraft theme a little better and require fewer precious block IDs, but provide the same functionality. This mod is far from finished. Stay tuned.
Well well that explains it all xD... such minor mistake... even GENIUS have mistakes!!!
My internet connection went down (In fact, my neighbor turned it off... since it's shared i have these problems), so i can't reply..
I'm trying the new version now...
thanks for such a useful mod! i'm keepen track of the updates!
The reason i ask is because i'm building a game time clock using this mod and wireless redstone. basically, theres two sequencers. One is of the 300 second tick, and one is the 150 second tick. the 300 is to determine which five minute interval its in, and the 150 second one tells which of the two hours in that five minute period (its an eight hour clock for one day) the problem is, the speeds seem to be out of sync. the 150 seems to be moving even faster than twice as fast as the 300. its making the clock not work =/
Is it just a tiny little bit slower? There's a perfectly logical explanation for that... and it's a bug. It should be fixed in the next patch.
Edit: the logical reason is simply that the time set code is shared with the timer. The timer spends a couple ticks outputting a pulse, and the time set code compensates for that to ensure accurate timing. The sequencer doesn't need that offset, so it just ends up screwing up the timing.
thank you so much. also, idk if it already works like this, but it'd be very helpful if it did. could you make the sequencers go without needing to be rendered? i suppose you could do this by making it determine where to be based on game time instead of the way redstone usually works. the reason i need this is because i'm building a redstone game time, eight hour clock using your mod, and i want it to have the accurate time no matter how many times i unload its chunk, or use /time day with single player commands.
I tried to reproduce this bug but could not. Also, the code shouldn't even allow this to be possible. How did it happen, and what exactly happened? Could you screenshot or video clip it?
Also, willfancher38... I took a look at the sequencer and I was able to easily reproduce the timing inaccuracy. It's exactly what I think it is, so that one will be fixed.
As for the game time clock... not at all what the sequencer is for, but it's possible to add some sort of game time sensor. In the meantime, could I suggest combining one of my timers, which can be stopped or reset (rather than the free-running sequencer) with Risugami's light sensor mod in order to detect the dawn? The next super-secret addition to this mod should be able to make that circuit very simple, but it's possible now.
I'm currently investigating the way chunk unloading happens, to see if I can somehow override it in order to prevent any chunks that contain active clocks from unloading. The upside of that is that factories and other automated systems should keep running no matter how far you are from them, but the downside is of course that the bigger your factory, the more the game will lag... but only as a factor of how many chunks you force to stay loaded.
Awesome =) thanks for your work on this. any idea when the next "super secret addition" will be coming out? I've just been experimenting with loads of cool ideas for factories using tons of mods, and i think your mods are very helpful, and very creative. keep up the good work =)
I designed the timer originally to solve a problem that was raised by the redstone pipes. Using a wooden pipe on one end of a pipe, and a redstone pipe further down that pipe, and connecting them with redstone, you can set up a pretty intelligent rate-limiter. The problem is, if it ever runs dry, it won't automatically restart. Hooking up a pulser or similar circuit will add spurious triggering events, which will screw up the rate limiting. The timer is perfect for this - as long as the redstone pipe is pulsing more frequently than the timeout set on the timer, the timer will always be reset before it goes off. When the redstone pipe sits idle for too long, the timer periodically tries to restart it.
Each block in these mods takes a number of hours to make. I spent pretty much every waking hour for the past three days writing it and getting it ready for release. So give me a few more days to find enough hours to add more blocks :smile.gif:
by the way, in that video how does that tree farm work? never seen one with pistons, mine are done with toggle blocks, pipes and magic chest.
Thanks :smile.gif:
The tree farm doesn't use pistons. It uses minefactory. Assuming you mean my cobblestone factory (the one thing that actually does use pistons), if you get the redstone power exactly right and close two pistons on a solid block at the same time, the block will break. It's a little fussy, but it works. Then it just uses an allocator to feed those blocks into the chest for retrieval.
i think im gonna rip my jar apart and install them now and if its suddenly not a super pain in my bum to build said tree farm i might make a video out of it, if you dont mind that is.
EDIT: yeah your redstone stuff is definately win over redstone advanced for me, because i just remembered i dont HAVE to rip apart my jar :biggrin.gif: