It needs scroll bars on the sides so I can get to work on a CPU.
Also, copy+paste.
Both top-of-the-list. (That and a proper UI.)
Quote from Peewee223 »
Ok, it's mostly the mac, but double-doors aren't implemented.
Double-doors?
[EDIT]
Quote from Peewee223 »
-It's VERY frustrating to edit 3 tiles at once when it isn't necessary, especially when working underground.
--Why does placing a block (yellow) remove the block from the space above it?
Yeah, I could add a "single-layer" mode to make that easier. For now, the workaround is to modify the bottom layer first and work your way up.
Quote from Peewee223 »
-Placing torches near other torches is challenging. A user should be able to choose which edge to place it on (or to place it in the center), instead of having to get rid of the others.
You can control that. Middle-click to change the wall a torch/switch/button/door is attached to. (If you don't have a middle button, sucks to be you. Will fix that soon.)
Quote from Peewee223 »
-IMO, you should change the graphics to show what's under the current level, so one can avoid placing a wire and erasing a wire directly below.
That is only sort of implemented, with the "bridge" tile. As the number of viewable layers goes up, it becomes increasingly difficult to have unique ways of showing all the combinations. You'd never know what layer an object was on. If your suggestion is to make it so that you can see layers x-1 and x instead of x and x+1, I think that the operation of torches makes the latter more intuitive; just go down a level if you want it that way.
Quote from JamesK89 »
I thought I might mention there is no sound on Linux. No biggie but something you may want to look into if the door sounds are that important to people.
I used the standard Java API, so I don't know why it doesn't work, and I have no Linux to test. If you have code that you know works, send it to me and I can implement it.
Edit: And shortly after...compacted it, and for a proper airlock youll prolly always approach it from the same side anyway, which means the door will always be open and so I removed the 2 outside switches: rdat download
I like compacting things further than they should ever be compacted. (This is what happens when you end up working with RS Latches for too long)
Rollback Post to RevisionRollBack
Quote from Neodymius »
Quote from ZarroTsu »
Quote from Zruku »
If someone makes a large castle/building/whatever completely out of flammable materials they DESERVE to be killed, robbed, or "griefed".
Doors appear to be bugged... I can place them just fine, but when I do, I can no longer change to the level above (second half of door level) and they won't receive input..
EDIT: Odd, now I can switch to level 2, but the image of the door isn't lined up with the one below... I'll put a screenshot up in a sec.
Level 1:
Level 2:
EDIT: Started a new schematic, and the doors are working fine, but I can't go to level 2 now.... Hum....
EDIT: Also, suggestions! A 'New' Button, in addition to the save/open buttons, and an image export feature, preferably for .jpg by default.
Rollback Post to RevisionRollBack
Cure for 'Summertime Blues' found! Entails painful injections to scrotum.
Edit: And shortly after...compacted it, and for a proper airlock youll prolly always approach it from the same side anyway, which means the door will always be open and so I removed the 2 outside switches: rdat download
I like compacting things further than they should ever be compacted. (This is what happens when you end up working with RS Latches for too long)
Three can play this game!
Quote from Corbald »
Doors appear to be bugged... I can place them just fine, but when I do, I can no longer change to the level above (second half of door level) and they won't receive input..
EDIT: Odd, now I can switch to level 2, but the image of the door isn't lined up with the one below... I'll put a screenshot up in a sec.
-snip-
EDIT: Started a new schematic, and the doors are working fine, but I can't go to level 2 now.... Hum....
EDIT: I can't believe I didn't check that! What's happening is that the top part of a door is initialized to an invalid orientation (down), so it crashes when you try to look at it. Middle-click on the door to fix the orientation. The other problem is caused by the fact that the two orientations are not linked, so the top half can be north-facing and the bottom south-facing (although they open together...). Fixed in local version, will upload with a couple new features to so I can up the version.
Quote from Corbald »
EDIT: Also, suggestions! A 'New' Button, in addition to the save/open buttons, and an image export feature, preferably for .jpg by default.
Cool, glad I could help. Though, I'm not sure what you mean about the temp fix for the doors, but I suppose it'll be a moot point here in a bit :biggrin.gif:
Rollback Post to RevisionRollBack
Cure for 'Summertime Blues' found! Entails painful injections to scrotum.
Door in new test schematic is now not even showing a second level, but is functional otherwise...
EDIT: Also, anything attached to (missing) second level of door is not changing states at all.. buttons won't push, wire won't turn red, etc.... however, the door is making the open/close sound as though it's working fine.
Rollback Post to RevisionRollBack
Cure for 'Summertime Blues' found! Entails painful injections to scrotum.
Cool, glad I could help. Though, I'm not sure what you mean about the temp fix for the doors, but I suppose it'll be a moot point here in a bit :biggrin.gif:
To fix door orientation:
Create door.
Go to level 2 (will not appear to work).
Middle-click on door. Level 2 will appear and everything thereafter should work.
Quote from Corbald »
Door in new test schematic is now not even showing a second level, but is functional otherwise...
EDIT: Also, anything attached to (missing) second level of door is not changing states at all.. buttons won't push, wire won't turn red, etc.... however, the door is making the open/close sound as though it's working fine.
This bug concerns me greatly, but I don't understand how to replicate.
Quote from Xymostech »
Quote from Baezon »
Quote from Xymostech »
-snip-
-snip-
Not fair... You made the airlock smaller. I just made the circuitry smaller. :smile.gif:
I think this is as far as it's going to go. (Hehe, it looks like an aleph.)
The darkened yellow squares are a sneak-peek "block-on-block" tile.
Much of this can probably be removed to test this bug, but this is what I did.
Place a block (like a wall), and a door on level 1. Put a button on the block. Go to level 2. DON'T FIX THE DOOR! place a second block to the right of where the door should be (on top of the first block). attach a wire to this block, connect it to a distant block. Put a button on the distant block (still level 2). Push the button.
On my end, it failed to animate the button, or the wire (it was playing, I checked), but still operated the door. At least, it made the door open --> close sounds.
level 1
level 2
I also just found out (while making the images) that the 'cell' remembers the door you put there earlier, even if you remove it.. Example: place a door, switch to level 2, mmb it to correct it, switch to level 1, delete the door.. Now, if I add another door back to that cell, I should have to correct it again on level 2, but I don't, it doesn't line up correctly, but it DOES show a door on level 2.
Rollback Post to RevisionRollBack
Cure for 'Summertime Blues' found! Entails painful injections to scrotum.
Much of this can probably be removed to test this bug, but this is what I did.
Place a block (like a wall), and a door on level 1. Put a button on the block. Go to level 2. DON'T FIX THE DOOR! place a second block to the right of where the door should be (on top of the first block). attach a wire to this block, connect it to a distant block. Put a button on the distant block (still level 2). Push the button.
On my end, it failed to animate the button, or the wire (it was playing, I checked), but still operated the door. At least, it made the door open --> close sounds.
-snip-
I also just found out (while making the images) that the 'cell' remembers the door you put there earlier, even if you remove it.. Example: place a door, switch to level 2, mmb it to correct it, switch to level 1, delete the door.. Now, if I add another door back to that cell, I should have to correct it again on level 2, but I don't, it doesn't line up correctly, but it DOES show a door on level 2.
The cause of the first problem is that although the bugged-out door crashes the renderer (which freezes all visual cues), the program keeps running and you still hear things.
The second problem is the same reason as for the door bugging out in the first place: The top half of the door doesn't modify the orientation setting of the cell it replaces, so it picks up old (and usually invalid) data, causing the bug. In any case, the bug appears to be fixed by the 1.31 update.
Quote from Corbald »
Also, just to further ruin your day (bah... I'm soooo sorry heh. I really don't mean to be a pest, but you DID ask for testing!)
Should work, but doesn't! -snip-
Also fixed in update. (Turns out the airlock work was useful for helping me unit-test the door!) At least, I get the right door closing and the left opening, then the reverse a second later. As mentioned earlier, I don't have double doors yet, but I'm working on it. (Just rushing out this update now, since I have to sleep.)
can I ask if you could include a .bat file? for some reason. the ones I make don't work. and the JAR files themselves don't work.
Try putting "java -jar MCRedstoneSim.jar" into a .bat file in the same directory as the .jar and see if that works. Or, unzip the .jar file into a folder and put a .bat file with "java -cp . Viewport" in it alongside. Is there any error message I can troubleshoot?
Not fair... You made the airlock smaller. I just made the circuitry smaller. :smile.gif:
Oh you guys!
I set about implementing the airlock ingame, and decided to keep the two outside buttons, especially now that its not the only entrance into my base, and I know it can be compacted further but honestly, this world likely wont last long anyway since I am going to start a new one with the latest update :tongue.gif:
Unfortunately I have temporary lost hosting(changed servers) so I cannot share the rdat, but this is based on what I have ingame(exactly, no changes):
And ingame:
Edit: actually, gonna stop posting this here, as this should be about the program :tongue.gif:
On topic: the program always reverts back to Documents when saving/loading, if you can, make it remember the last location you opened, and reopen that location if you try to load or save
For my next version, I will have to remove double doors, as they actually don't exist! Please try to test doors to confirm this behavior, since I am not sure, but in my observation, all doors open clockwise when powered (i.e. a door on the north side of its block opens to the east side), including double doors. After toggling the power a few times, in every case, regardless of the facing direction of the door, I end up with them opening clockwise, which means that to "open" a set of double doors is to power the left one (looking from the outside), and to close is to power the right one (as opposed to powering both or neither to open and close). Can anyone with a double door setup confirm this behavior?
Oh, cool, now I can feasibly test circuits without spending a lot of time trying to fit everything together! I built a bit toggle, which changes a bit register when it receives a pulse:
Unfortunately, there's a race condition that causes it to pulse 1, 0, 1 when changing from 0 to 1, and to pulse 0, 1, 0 when changing from 1 to 0. I figure I need to add a delay somewhere, but I'm not sure where. I tried adding two inverters at one point, but that caused it to flicker madly, which doesn't make sense, since two inverters should produce the same output as the input. ****ing race conditions, how do they work?
Oh, cool, now I can feasibly test circuits without spending a lot of time trying to fit everything together! I built a bit toggle, which changes a bit register when it receives a pulse:
Unfortunately, there's a race condition that causes it to pulse 1, 0, 1 when changing from 0 to 1, and to pulse 0, 1, 0 when changing from 1 to 0. I figure I need to add a delay somewhere, but I'm not sure where. I tried adding two inverters at one point, but that caused it to flicker madly, which doesn't make sense, since two inverters should produce the same output as the input. ****ing race conditions, how do they work?
What is happening is that your circuit is set up to toggle while the power is on. That means that turning it on will flip the latch, causing the other side to trigger as well, and so on until the power goes away. All latches have this or related behavior. Your post suggests that this is unintended behavior. You have two options: 1) Add another latch to indicate that the pulse has just started, so that it doesn't oscillate. This would make it a proper flip-flop, instead of just a latch. Or, if you don't want another latch, 2) attach a pulser to the input button so that it doesn't last so long. You can test this on your circuit by replacing the button with a switch and flipping it on and off quickly (but not too quickly, which will cause the circuit to flicker).
Here's a version which implements the second plan:
Thanks for the help! I was thinking about reducing the time the input is on by connecting a circuit that sends a pulse when the input changes from on to off:
I don't know if that's enough of a delay. I seem to require those three inverters in a row instead of just one, otherwise the output doesn't turn on. Anyways, your suggestion looks more elegant.
Found a problem with the simulator. When you build double doors they do not act as they would in Minecraft. The double door is reversed so it's closed with power and open without. This requires that doors opening to the right (hinges on the right facing the door from the outside) will need an inverter. I'm not sure if this is a glitch in Minecraft or intended to be that way, just that The Simulator should mimic minecraft best it can.
Rollback Post to RevisionRollBack
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
Both top-of-the-list. (That and a proper UI.)
Double-doors?
[EDIT]
Yeah, I could add a "single-layer" mode to make that easier. For now, the workaround is to modify the bottom layer first and work your way up.
You can control that. Middle-click to change the wall a torch/switch/button/door is attached to. (If you don't have a middle button, sucks to be you. Will fix that soon.)
That is only sort of implemented, with the "bridge" tile. As the number of viewable layers goes up, it becomes increasingly difficult to have unique ways of showing all the combinations. You'd never know what layer an object was on. If your suggestion is to make it so that you can see layers x-1 and x instead of x and x+1, I think that the operation of torches makes the latter more intuitive; just go down a level if you want it that way.
I used the standard Java API, so I don't know why it doesn't work, and I have no Linux to test. If you have code that you know works, send it to me and I can implement it.
I like compacting things further than they should ever be compacted. (This is what happens when you end up working with RS Latches for too long)
EDIT: Odd, now I can switch to level 2, but the image of the door isn't lined up with the one below... I'll put a screenshot up in a sec.
Level 1:
Level 2:
EDIT: Started a new schematic, and the doors are working fine, but I can't go to level 2 now.... Hum....
EDIT: Also, suggestions! A 'New' Button, in addition to the save/open buttons, and an image export feature, preferably for .jpg by default.
'Elmer Fudd Blues' Still tragically lethal.
Three can play this game!
EDIT: I can't believe I didn't check that! What's happening is that the top part of a door is initialized to an invalid orientation (down), so it crashes when you try to look at it. Middle-click on the door to fix the orientation. The other problem is caused by the fact that the two orientations are not linked, so the top half can be north-facing and the bottom south-facing (although they open together...). Fixed in local version, will upload with a couple new features to so I can up the version.
Good ideas. Will add soon.
'Elmer Fudd Blues' Still tragically lethal.
EDIT: Also, anything attached to (missing) second level of door is not changing states at all.. buttons won't push, wire won't turn red, etc.... however, the door is making the open/close sound as though it's working fine.
'Elmer Fudd Blues' Still tragically lethal.
Not fair... You made the airlock smaller. I just made the circuitry smaller. :smile.gif:
To fix door orientation:
Create door.
Go to level 2 (will not appear to work).
Middle-click on door. Level 2 will appear and everything thereafter should work.
This bug concerns me greatly, but I don't understand how to replicate.
I think this is as far as it's going to go. (Hehe, it looks like an aleph.)
The darkened yellow squares are a sneak-peek "block-on-block" tile.
Place a block (like a wall), and a door on level 1. Put a button on the block. Go to level 2. DON'T FIX THE DOOR! place a second block to the right of where the door should be (on top of the first block). attach a wire to this block, connect it to a distant block. Put a button on the distant block (still level 2). Push the button.
On my end, it failed to animate the button, or the wire (it was playing, I checked), but still operated the door. At least, it made the door open --> close sounds.
level 1
level 2
I also just found out (while making the images) that the 'cell' remembers the door you put there earlier, even if you remove it.. Example: place a door, switch to level 2, mmb it to correct it, switch to level 1, delete the door.. Now, if I add another door back to that cell, I should have to correct it again on level 2, but I don't, it doesn't line up correctly, but it DOES show a door on level 2.
'Elmer Fudd Blues' Still tragically lethal.
Should work, but doesn't!
'Elmer Fudd Blues' Still tragically lethal.
The cause of the first problem is that although the bugged-out door crashes the renderer (which freezes all visual cues), the program keeps running and you still hear things.
The second problem is the same reason as for the door bugging out in the first place: The top half of the door doesn't modify the orientation setting of the cell it replaces, so it picks up old (and usually invalid) data, causing the bug. In any case, the bug appears to be fixed by the 1.31 update.
Also fixed in update. (Turns out the airlock work was useful for helping me unit-test the door!) At least, I get the right door closing and the left opening, then the reverse a second later. As mentioned earlier, I don't have double doors yet, but I'm working on it. (Just rushing out this update now, since I have to sleep.)
Try putting "java -jar MCRedstoneSim.jar" into a .bat file in the same directory as the .jar and see if that works. Or, unzip the .jar file into a folder and put a .bat file with "java -cp . Viewport" in it alongside. Is there any error message I can troubleshoot?
Oh you guys!
I set about implementing the airlock ingame, and decided to keep the two outside buttons, especially now that its not the only entrance into my base, and I know it can be compacted further but honestly, this world likely wont last long anyway since I am going to start a new one with the latest update :tongue.gif:
Unfortunately I have temporary lost hosting(changed servers) so I cannot share the rdat, but this is based on what I have ingame(exactly, no changes):
And ingame:
Edit: actually, gonna stop posting this here, as this should be about the program :tongue.gif:
On topic: the program always reverts back to Documents when saving/loading, if you can, make it remember the last location you opened, and reopen that location if you try to load or save
'Elmer Fudd Blues' Still tragically lethal.
Unfortunately, there's a race condition that causes it to pulse 1, 0, 1 when changing from 0 to 1, and to pulse 0, 1, 0 when changing from 1 to 0. I figure I need to add a delay somewhere, but I'm not sure where. I tried adding two inverters at one point, but that caused it to flicker madly, which doesn't make sense, since two inverters should produce the same output as the input. ****ing race conditions, how do they work?
What is happening is that your circuit is set up to toggle while the power is on. That means that turning it on will flip the latch, causing the other side to trigger as well, and so on until the power goes away. All latches have this or related behavior. Your post suggests that this is unintended behavior. You have two options: 1) Add another latch to indicate that the pulse has just started, so that it doesn't oscillate. This would make it a proper flip-flop, instead of just a latch. Or, if you don't want another latch, 2) attach a pulser to the input button so that it doesn't last so long. You can test this on your circuit by replacing the button with a switch and flipping it on and off quickly (but not too quickly, which will cause the circuit to flicker).
Here's a version which implements the second plan:
I don't know if that's enough of a delay. I seem to require those three inverters in a row instead of just one, otherwise the output doesn't turn on. Anyways, your suggestion looks more elegant.
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)