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minecraft redstone extension mod
When rapidly left clicking schematics, or double clicking them, while the designer is open, the game crashes with the following log.
Crash log: https://pastebin.com/c2DRp82C
tested in both a clean test pack, and the dw20 1.12.2 pack, using both forge 2551 and 2531
with automated redstone: 6.0.3 and CD lib: 6.0.4
I cannot seem to get this to work and I'm not sure if I've got this correctly setup. If the wire is directly connected to the capacitor then the capacitor charges. An energy sensor show the power in capacitor bank correctly.
I also tried to connect to Magneticraft cables and a Battery Box but this didn't work at all (FE conversion is new in Magneticraft)
I expect the LED to show a number of the power flow.
When I want to setup this workspace, I get the error of JEI, I remove that from the build, it will build fine!
Then when I want to mod (in IDEA or Eclipse) it doesn't accept it. And I know this is not much information, but this is how for I got to this, and I can't get it to build!
So my questions is: can you give me the steps to make this workspace??
Use this Issue if you have problems with unclear documentation and / or hints for their improvement.
Here's the crash report: crash-2018-02-14_17.41.36-server.txt
At the time of this crash, I was using version 6.1.0 (AutomatedRedstone-1.12.2-6.1.0.jar) with CD4017BE_lib-1.12.2-6.0.8.jar.
Basically what I did was move away from my base by several chunks (possibly unloading it), then teleported back to it via Journeymap. I crashed immediately upon appearing.
My base contains solid, receiver, and emitter redstone wires, attached to an Extra Utilities 2 redstone clock.
I was also hosting over LAN.
In the new Version 6.1.1 Solid Redstone wire disconnects when the block updates.
Test setup:
And after I turned the signal on both ends disconnect:
The same thing happens if I place a block next to one of the ends (reciever or emitter wire) but then it does not disconnect every cable on the network just the one that got updated.
I can't for the life of me figure out how to hide redstone wire. I tried right clicking it with a block in the hand as in the documentation. But that only makes me place the block next to the wire or not at all. I tried shift right click, alt right click, ctrl right click, using thermal expansion and AE2 covers but none of those worked either. Is it even implemented at this time?
Enhancement: would it be possible to connect the fluid valve to immersive engineering pumps and pipes
To connect are pass fluids through
I didn't test if pumps are working, so I'm assuming that they don't
I got frustrated and used different wireless transmission method (another mod, rftools)
Once collected transmitters should pair and stack automatically.
There should be a way to identify transmitters when placed on wires and they should work without tying to fixed [x,z,y] - maybe convert to channels? Would make stacking much simplier as well, and maybe would allow for multiple receivers of wireless signal.
If I place more than one Array Writer in the Circuit Designer the memory location for index 0 shifts back 1 slot / byte.
In this example I simply set 3 Constants as index and one constant for the value.
All indices are set to 0 but in the program. I had to shift the Array Writer Blocks one to the right and make its memory space one slot shorter in order to act the same as the previous writer.
Any chance for this to be updated to be compatible with latest CD4017BE Library (6.5.1)?
Current highest possible version is 6.5.0.
StackTrace: http://pastebin.com/rzPwhcum
Crash when connecting Solid Redstone wire to Pistons. Quark is also installed with changes some stuff in the way Pistons work but it the NullPointer came from the Redstone Wire.
There were two wires in parallel in it crashed while disconnecting them by hand. One of them was powered and one wasn't powered, so the redstone power in the cables changed when disconnecing the two lines.
EDIT: This was on a Server.
started minecraft with opencomputers and automated redstone, etc
crashed during postinit with message:
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from Automated Redstone (circuits)
Caused by: java.lang.IllegalStateException: Please register all environment providers in the init phase.
at li.cil.oc.server.driver.Registry$.add(Registry.scala:86)
at li.cil.oc.api.Driver.add(Driver.java:98)
at cd4017be.circuits.tileEntity.OC_ADC.registerAPI(OC_ADC.java:388)
at cd4017be.circuits.RedstoneCircuits.postInit(RedstoneCircuits.java:58)
...
AutomatedRedstone-1.12.2-6.0.2, TIS-3D-MC1.12-1.3.0.15, forge 2529.
I was doing some initial spitballing of some time measuring stuff using TIS-3d and the time sensor from automated redstone, so I was doing some random stuff with it, but I kept noticing that for whatever reason, one of the execution modules would lock up waiting on the serial port.
In order to get a clearer test, I put together a simple test rig with a serial port connected to a bit splitter, and a sensor reader connected to that. Made sure I had the bit ranges/offsets set usefully, and wrote a small program which just divided the time output by 50 (getting an hour value from the 1200 range of a time module measuring in-game day intervals).
Added 65 to make it a letter and send that on to a console for a simple display.
There's basically nothing in this configuration that should possibly get stuck, but somehow, within 5 to 40 seconds, it consistently does -- as long as it has a sensor in the sensor reader. No sensor, no deadlock.
Here's a video of it doing such:
https://www.youtube.com/watch?v=3MlXkpNyu8k
Notably, you can see another machine in the background which is essentially the same thing, but in a slightly different physical arrangement. Same parts, same settings, program slightly altered purely to account for the different directions. It doesn't lock up, whether the sensor is there or not.
I am at a loss. I don't know if this is your concern or the TIS-3d dev's, but since this is involving your serial driver (and the conditional thing of 'needs a sensor present'), I thought I should check with you first.
The latest documentation is for 4.2.2 which is 2 releases behind. Even the examples in the documents do not work in 4.3.1. And nothing to help understand the new release at all. I would love to use this mod but when the documents are lacking or out of date makes it hard to learn.
I would like to see the energy sensor be able to read voidic power (sadly, it doesn't use forge caps) from voidcraft machines and cables
Mod: https://minecraft.curseforge.com/projects/voidcraft
Api: https://minecraft.curseforge.com/projects/tammodized
I made a small program, put into the compact circuits and then try to turn on the block
crash minecraft when i enter the world
do my program without crashing minecraft
I checked the part of the code and i think it could be caused by "++i"(125-154) in Circuit.java in the mod which adds 1 the number then returns number.
if thats the problem the solution I guess is "i++" which first returns the number and then adds 1.
else IDK.
I really like redstone mods for this version of MC thats why i am using this mod.
sorry if i made any spelling mistakes
crash-2019-10-13_16.11.15-server.txt
few seconds before crash
8-bit leveler and dispaly is not available as a OC component.
Versions:
OpenComputers-MC1.8.9-1.5.22.6 (also OpenComputers-MC1.8.9-1.6.0.6-beta.3)
CD4017BE_lib-1.8.9-3.2.0
AutomatedRedstone-1.8.9-3.1.2
I would like to implement a couple of circuits and am having trouble.
What I would like to implement is a clock (Astable Multivibrator Circuit) https://www.electronics-tutorials.ws/sequential/seq_3.html and have set up the circuit as follows
The second circuit is a Basic JK Flip-flop (or SR FLip-flop) https://www.electronics-tutorials.ws/sequential/seq_2.html as shown below
With the JK flip flop then signal just followed the input, the same happened with a SR flip flop
I would have expected the output to stay on when the signal has been removed.
Personal ideas, notes, suggestions, etc. (optional)
If you have another source for circuits that you tested then I'd be very pleased to know. I must be doing something wrong but can't figure out what.
https://i.imgur.com/G5NabwF.png
The input connected, but not the output.
The output should have connected to the Universal Cable.
Whenever I want to edit a circuit in the designer after reloading the game or loading from file to links connect to constant
The output connection connects to a new constant component
The connection should remain with the component
I'm playing this mod pack
I hope this is an easy fix and many thanks for your mod and your time writing it.
I noticed the GUI title of item sensor uses its item name.
And this issue also happens to other sensors.
If I move components (like NOR gates, constants etc) into the middle of the grid the design requires a lot more memory cards to assemble compared to having all components (except the output - see issue #10) in the first row.
It would be nice if only used grid cells are counted for design cost.
I have a liquid sensor connected to a bit shifter pipe (with a 16 bit input). That bit shifter pipe is connected to a TIS-3D serial port with a 16 bit output. That serial port is installed in a TIS-3D casing runing a program in a execution module
The game crashed just after world's load. Crash log here
It also appears always on the bottom left while other components appear right of the selected one.
I'm using AutomatedRedstone-1.12.2-6.0.4.jar with CD4017BE_lib-1.12.2-6.0.7.jar and InductiveLogistics-1.12.2-1.1.0.jar on Forge 1.12.2-14.23.1.2559
I built two thermal electric generators from immersive engineering and connected their output to a MV relay and then to an EnergyValve. See BluSunrize/ImmersiveEngineering#3235
The energy valve shows the same power as when one generator was directly connected.
I would have expected that the valve showed twice the energy throughput as for one generator
Personal ideas, notes, suggestions, etc. (optional)
I'm pretty sure that this is not a bug in automated redstone but not certain as multiple generators seem to have more power.
What do you think?
Not sure if this is intentional or not, but the wires can't be moved when pushed by a piston and even stops the piston from moving.
I was hoping I could move them around and create something like this: https://www.youtube.com/watch?v=hYcNFJcpY0c
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