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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    A couple of ideas:
    1) When using the brush tool, an option to only change a certain block type. For example, you select "Air" and only air tiles will be changed with the brush tool. This would be useful when applying blocks to an area where you don't want to affect existing blocks/structures.
    2) A couple new brush options:
    a) Shell Mode: creates a 1 block wide exterior shape. The interior could also be selected, so in affect allowing you to create an outer shell with a different block type inside.
    :cool.gif: Noise as a different block: when you select the noise option when using the brush, you can select what the noise block should be (current default is air).
    c) Square brush with dimensions: Basically allow LxWxH values to be entered. Could be useful to build walls/floors/ceilings and other square/rectangle objects.
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I am having a problem with leaves decaying when not attached to a piece of wood - is it possible to alter how leaves decay (ie. forcing a block to never decay) in mcedit?

    The problem is that I have several areas that are made from leaves (non-decay). The moment you break a leaf block the entire area decays. Rather annoying. There is a solution but it is a horrid one - adding wood blocks every 4 tiles to prevent decay. There has to be another way to prevent leaf decay.
    Posted in: Minecraft Tools
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    posted a message on [DISCONTIUNED] ControllerBlock SSP 1.2_02
    Curse of the Controller Block. Who will be the brave hero to finish it...
    Posted in: Mods Discussion
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    posted a message on [DISCONTIUNED] ControllerBlock SSP 1.2_02
    Would love to try this out, hopefully you release something usable soon :smile.gif:
    Posted in: Mods Discussion
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    posted a message on [REQ] Redstone Wireless Communicator
    Thank you, looks great, will have to try it :smile.gif: :smile.gif: :smile.gif:
    Posted in: Mods Discussion
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    posted a message on [REQ] Redstone Wireless Communicator
    I would love if someone made this (I am going to try and figure it out as I want to get into minecraft modding). The idea is to have a pair of blocks, a receiver and a sender. Each block has a code that you can assign to it to 'connect blocks together'. When a sender block is set to on/off, the receiver block is set to on/off. Additionally, all receiver blocks with the same code will send to all sender blocks with the same code.

    Example: You have a button at X location and the circuit logic is at Y location. Button is attached to sender block and one or more receiver blocks found at circuit location.

    I think this would revolutionize how you build circuits. No longer will you have to create massive rooms to accommodate all the circuit pathing, you could simply connect wireless blocks to each other and have only the logic taking up space.

    Thoughts?
    Posted in: Mods Discussion
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    posted a message on Advanced Water Elevator Help (Redstone Circuits)
    Greets,

    So I haven't had much luck with circuits in minecraft. I am hoping some of you can help me out.

    The idea is to recreate the typical water elevator design using Risugami's floodgate (viewtopic.php?f=25&t=80246). By using floodgates you can turn off/on the water flow within a shaft. There are a couple reasons you may want to do this:
    1) You can make a single 2x2 shaft, and turn off/on the water to move a boat up and down.
    2) You can add floors (this is where I am having trouble)

    So what I envision is a multifloored water elevator with buttons on each floor that adjust the water floor to allow you to go up and down the shaft. You can get very complicated with the circuitry but for now I just want to implement a working idea. So far I have 4 floors and 4 buttons of each floor (1 of which calls the elevator/boat to the current floor). What I have for the circuit is a theory but not a proper diagram, perhaps you can help?

    You can store the floor data in a two-bit memory circuit (00 to 11 for 4 floors) and use this data along with what floor was requested to build a complex elevator, this is my goal for the future. For now I am looking to simply move the elevator to the desired floor.

    The floors use the floodgate beneath the 'floor' you get out on so the boat is easy to get in and out. Optionally, the floodgate could 'capture/hold' the boat to make it easier to get in and out, but this is another goal for the future.

    Right now I have thus for the circuit:
    1) When you press a button, it sends a signal a reset function that 'resets' four RS NOR circuits. Each of these circuits hold data on what floodgates are active. Thus when the circuits are cleared, the floodgates turn off.
    2) A signal is also sent to a 1-bit RS NOR specific to the button pressed and thus the floor called.
    3) When #1 has been completed it sends a signal to four AND circuits, each one corresponding to a floodgate RS NOR circuit (as per #1). The second input of the AND is #2. So when both #1 and #2 are complete, the floodgate for the required floor is 'turned on'.
    4) The floodgate opens and the water flows from whichever floor was called to the bottom of the shaft. The elevator/boat moves to the top of the flow. Alternatively, if the floor called is lower than the current floor, the boat 'floats' down to the floor as the water flow ceases.

    I have yet to implement this as it is going to take some work. I thought I'd post it here first and see if there is a better way to do it.


    For the future, these are my 'plans':
    1) Capture the boat: If you put floodgates at the top of a water flow, the boat will stop at it. You can then active floodgates below the boat while simultaneously turning off the water flow to 'catch' the boat on a platform (base of floodgates). Then the user can get in and turn off ("release") the floodgates below the boat.
    2) Look into creating some sort of automated delivery of goods. I haven't tried it, but I imagine if you throw items into an unoccupied boat that they move with it. Then create some system to 'tip the boat over' so the items land in a drain (ie. mob trap) and move them to a location up top (or even better, at a specific floor).
    Posted in: Discussion
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