[MECH] RedstoneChips 0.97 - Integrated circuits plugin [1.5.1-R0.2]

Discussion in 'Archived: Plugin Releases' started by eisental, Jan 19, 2011.

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    RedstoneChips 0.97 / BasicCircuits 0.97 / SensorLibrary 0.34
    (Last update on April 30th, 2013, cb 1.5.1-R0.2)


    • Build chips with any number of input and output pins, from compact 2 block chips up to whatever you can imagine.
    • Choose from over 50 different chip types and several 3rd party chip libraries.
    • Most chip types can work with a wide or infinte range of i/o configurations. Sign arguments allow you to customize chip behavior.
    • Chips can communicate through redstone, or directly by touching each other. Some chip types can also communicate over wireless channels.
    • Chips can be built in almost any imaginable structure allowing very compact circuits.
    • Debug and maintain large projects using various tools and commands.

    [cake] Help me spend more time working on RedstoneChips. Please donate

    Circuit libraries made by other people:
    Changelog (open)

    RedstoneChips 0.97 (Apr 30th, 2013)
    • Fixed the saving bug on cb 1.5.1.
    • Added an option to disable update checking.
    BasicCircuits 0.96 (Apr 30th, 2013)
    • pixel: Added a maximum distance value preference to prevent lags and server crashes. The max can be changed using/rcprefs pixel.maxDistance x and defaults to 7.
    • sram: Fixed a problem with anonymous memory.
    SensorLibrary 0.34 (Dec 1st, 2012)
    • daytime: Fixed daytime offset bug.

    Full changelogs and source code @ github.com:
    RedstoneChips [gunpowder] BasicCircuits [gunpowder] SensorLibrary
    DoomLord, Shamebot, Vecht and 6 others like this.
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    what happend: i wanted to activate a photocell but i wont react.
    i"ve had the same problem some days ago with some other chips as well. dunno if its that error report, but same effect for the player
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    Maybe you forgot the interface block?
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    @treve Shamebot is right.

    @nala3 Thanks for the exception.

    I fixed it to display a normal error message.
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    no no, it was working before also... but the photocell is not my concern (maybe interface block is gone with some reload, have that kind of errors alot lately... or levers.
    but worste is like a receiver suddenly not listening anymore, and unable to activate or reset, its like nothing is there at all... some for the sram, worked fine for 3 days, suddenly, it only has 10 outputs :s
    i wrote hi shamebot btw ;) and i was recording yesterday when you joined :p if you had laag or so, maybe that was the reason :p
    edit: the interface block could be right, lost it during reload and forgot the interface black when rebuild, but normaly, a reset would do fine. sorry lol, but the sram and the receiver on it this morning are weird. also, i need to do alot reset on singletransmitters, no clock connected, they to weird things as well (not all, but i have alot, so about 1% is acting weird)

    some requests: option to have an on off switch for receivers (input) if not yet possible. and a wireless pirsensor? input and output. so i write on sign: pirsensor (enter) 'channelname' and i can have the output and input somewhere else. i want to make a grid to walk and make a picture. so the display would feel where you walk etc. but to do that, its better to have all the sensors close to each other at senity 1 or 2. otherwise it gets to big and you need to walk to much

    just a memory on my messageboard

    (just a memory, because today i will start with the new displaychip, so bye bye 5000 signs. to bad i did name them myself (and with shamebotscript) but still alot hours boring clicking :p.)
    i dont know how to put previeuw from movie as well, but its also tutorial how to write letters to the board, with simple next letter button, and a switch to select the direction, because you might wanne go back when you selected to fast)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 6, 2016
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    If your lazy Yes
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    @eistental en nala: any idea why my repeater on the first letters segment 4 is always broke when i join the server?
    it looses a lever every day! i fixed it more then 10 times for now, and i hate it :)

    btw, thanks for the demo yesterday, i needed that :) now i see i do not have to destroy all my work, only the last row (parking garage) of transmitters :p and i was thinking that before, so i was smart enough to stop building on that and start something stupid to kill the waitingtime :).
    The biggest problem with my repeater (and maybe some other chips) is that i will copy them, en if that is done, it wont be that easy to fix the problem again! (and it gets really f*cked when the error is copied with it)
    Why do levers dissapear (and some other blocks) and why do signs turn suddenly, and not make a chip anymore. the levers that suddenly are on the ground and not on goldblock are not a problem, because it keeps doing its job, so no problem there (only some visual, but like you seen, i dont care much about that :p )
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    Hi there,
    I have a little request - could you add a third sign argument for the delay-chip to define the pulse-duration?
    - sends a zero-pulse 3 seconds after the input receives power.

    Would be nice. :)
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    The only problem is that the delay just delays any signal change. It doesn't pulse at all. It will replicate the "shape" of the input signal. Why not use a pulse after or before the delay chip?
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    I have another chip suggestion.

    There are situations where I would like to get a pulse when a set of inputs changes. Sort of an "input changed notification".

    I propose a chip that can have x inputs, and x+1 outputs. It just copies the inputs to the outputs, like a repeater chip (but could be multibit), and whenever the inputs change, sends a pulse out of the "extra" output.

    This would be useful if you have something that only needs to happen when an input changes. You would just have the circuitry activated by the extra output.

    Also, on an unrelated note, a sign argument to cause transmitters/receivers to transmit data even if it hasn't changed would be nice. That way if you want to carry a clock signal through a multibit transmitter it will work even if the rest of the data did not change. Currently if the only thing changing is the clock, the other side doesn't get the change in clock signal because the data did not change. I have ended up using a lot of single bit transmitters to work around this.

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    Oh, okay then. :)
    I'm using a pulse after the delay chip, but some kind of a two-in-one chip would save time and space :>
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    @Morden Seems to make sense. Is it really necessary to copy the inputs to outputs? About the 2nd point, I think it might be better if every transmitter/receiver work like that. I don't know if it would mess any existing circuits though.

    @Pasukaru Maybe a a delay argument for the pulse chip? We'll see... Btw, you didn't answer if it was ok to copy/paste your post about the Rubik's cube into the wiki.
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    The only reason I suggested copying the inputs to the outputs is because it would make it easy to put it inline with existing chips, otherwise you would need to split the incoming signal with a repeater (Assuming that incoming signal needed to go somewhere else).

    For example, lets say I wanted a notification that the inputs of an SRAM chip had changed. If the chip functions as a "pass through" you could just connect it between the input signal and the SRAM data pins, otherwise you would need a set of repeaters to send the signals to both the SRAM and the "notifier" chip.

    As far as the transmitters, I don't believe it would mess up any of my circuits, but who knows what other people have done.

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    about the transmitters: as long as there is a clock input, nothoing should be send if not clocked, but if you want to change the 1 input transmitters, its fine for me (maybe i get some bugs out to this way) but if a chip is build with clock, its very important that it does not send data if not asked for with the clock, because that would break up my whole display! i need to send white if there is no color, because i pixel would remember the last color, and a 0 will be an 8
    maybe an optional input on receivers could be nice also, so you can turn them on or off....
    what i have sometimes, is that the 1-pin transmitters are not sending if state input changed, but not anymore since 0.9.
    before you change anything, make sure not to break the current chips / circuits with it
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    Currently the receiver will only pulse its clock output when NEW data arrives, data that's different than whatever was sent before. Mordenkainen suggested to have the clock pulse even when your trying to send the same message again. I changed it already and will upload the changes to github soon.
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    i know, but what i said is what i could use (read, i dont need it, i could use it, same for 100% wireless pirsensors)
    i also dont use that output, but it would be more usefull to me to use output pulse when new data arrives, and not when there is a try of sending the same. so i hope you do not remove that, and use some extra sign argument? but i dont use it for now, so don't care that much
    about the bugs: i only had them when i made a new transmitter and send manual with lever as clock, when i connect youre new chip on my existing display (parallel) then it runs the colors like it should (if i can believe debug) EDIT: just tested and its not working fine connected on display, its skipping colors. its having trouble to read new data when the inputs are not changed, or at least, not all. If the transmitted number is 0101 (5) then it would have trouble to read like 0111, because the 4 and the 1 are not changed to form 7 (4+2+1 value bit)

    other problem i keep having @ nala's server is that levers are removed! i need to find out what is causing the problem and if anyone else has the same? but you would need alot chips running before you can have it. It's like a group of chips that go broke, but not always toghether and the same.i dont know if its due to server reload / restart / autosaving or redstonechips. but i do know it worked yesterday, and the lever was still there when i left, i join the next day, and its gone, or something else from the problemgroup is now gone (like the levers on the repeater) etc etc. it really gets me crazy! makes me wanne stop even, because now its easy to locate the problem, (and i know them in my head already because always the same) but it won't be when i finish the other segments on the main frame. it would be hard then to find the chip, so locating the problem then, would be like crazy! and its every day :(
    today, the lever from the colorreceiver bit 4 was gone (again).
    not much this time, but still the problem remains, and it could be alot more tomorow :(
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    I think someone mentioned levers falling in the dclock thread. I had a problem with falling signs also. I really don't know what's causing but I think it's Minecraft. Maybe try to build closer to the spawn. I saw you're at -1000 or something. I think it might work better. Also delete the old screen. 5000 signs in one small area are really straining the network. Ehm, and maybe next time send a nala a pm instead of using the RC thread...
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    sorry, did remove. i will, thank you, maybe its mc having trouble to load because 1000. nala found me this place lol
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    Is there a limit of circuits where it starts to lag your server, like how much can i build before i see noticable performance problems? I built a world clock, and a tic tac toe board, and a connect four, but now my server lags im guessing these chips are probly why? Its to be expected with so many circuits, but how many should i limit myself to? I think im up at like 400 or so circuits total.
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    @KrazyBonez More active circuits only need more memory unless they're constantly doing something. If you're using a lot of clocks for example I would make sure they are all off when you don't need them. If memory is the issue than you might see an improvement when deactivating some of them. I would say 400 is not that many. I'm running ~330 and unless something is running fast, it works fine.
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    @eisental Yeah i just run them all off of one transmitted clock, so i have a bunch of clock receivers in my projects, i but they need to stay on i think, the clocks are just refreshers but without them we dont get a refresh :p
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    Would be nice this way as well :>

    Oh, sorry about that, I missed the post. :eek:
    Yeah, I'd be happy if you used it there! :)
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    Thanks, it is nice to know... I never used uQuest so I'll wait for a video to see how it works :p
    I can add it then to the 3rd party library list at the top.

    Could you check if the lag is really caused by RedstoneChips? Maybe by stopping the clocks for a while or removing the redstonechips.circuits file temporarily. The receivers might cause some chunks to stay constantly loaded but I'm not sure. You could test it easily by doing /rcinfo on the receivers remotely and seeing if the chunks are listed as loaded or not (a capital L after the chunk coordinates means loaded).

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 6, 2016
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    Can use iptransmitter and ipreceiver to communicate via UDP to ANYTHING...oh my

    this may require me to set up a UDP server that serves out complex mathematical operations in a language I'm more comfortable in...maybe Python? (Wondering if something like this has been done before...)
  26. Yes you can do that. Having a "computation" server sounds interesting actually.
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    Remember that UDP is not guaranteed delivery, so you might lose packets, or may need to come up with a system that handles retransmits.
  28. If the server is at localhost or on the same network segment, you shouldn't have to worry about it though.

    For that matter, TCP isn't guaranteed either. It just retries a few times.
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    so we could send mathematic questions to youre server and get a result back (and use this again for something else?)
    ip transmitter should work fine, but i think a small modification is needed to work with dyndns adresses.

    at the moment, my display is @pause (cause i know how to do it, just map loading bugs that kill me every day) and i am making some sort of "battleship" game. (the board game). it could be madness idea to place some copies on more servers and connect them with iptransmitters.
    so you could like hit a search button, then a light / sound / hoorn / indicator goes off on all the other servers their battleship boards until an other player does respond on it to play. if there would be any intrest i would like to know it, cause i will need to finish the game first :D server is oflfine also :(
    also, there might be any port forwarding involved here
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    If anyone thinks of necessary changes for iptransmitter/ipreceiver for any of these things i would be happy to work on it. I really like this idea also. I don't think it was done... Multiplayer battleships is also a nice idea :D
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    it sucks you need ip for an ipreceiver.... could it work with router ip? (now you need to know the ip of the servers that join the multyplayer ring)
    also, let it work with dyndns and not numbers.

    small sram bug, or i did something wrong (need help at nala's server)
    when i ask the sram to set output 98 on high 1, and all others on 0. then i get the output 31*1 all others off
    while i should have 97x0 1x1 and then 3x0
    join server to see and correct my mistake, if i made one

    if i want to set any bit higher then 31 i get all first 31 outputs on high. please dont tell me 31 is limit

    i also tried this on my own offline server, and i get the same problem. need fix for that, eisental?
    is the sram limited to 32 outputs? any one else having trouble with big srams?

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