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Everything posted by ampayne2
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So I got this working! It is fully functional with the elevator up/down buttons, and the 'call elevator' buttons! I may get a video up tomorrow but here is the final code: while true do sleep(0) local floor1 = redstone.testBundledInput("back", colors.lime) local floor2 = redstone.testBundledInput("back", colors.white) local floor3 = redstone.testBundledInput("back", colors.yellow) local floor4 = redstone.testBundledInput("back", colors.lightBlue) local floor5 = redstone.testBundledInput("back", colors.magenta) local floor6 = redstone.testBundledInput("back", colors.orange) local floor1up = redstone.testBundledInput("right", colors.pink) local floor2up = redstone.testBundledInput("right", colors.gray) local floor3up = redstone.testBundledInput("right", colors.lightGray) local floor4up = redstone.testBundledInput("right", colors.cyan) local floor5up = redstone.testBundledInput("right", colors.purple) local floor6down = redstone.testBundledInput("right", colors.blue) local floor5down = redstone.testBundledInput("right", colors.brown) local floor4down = redstone.testBundledInput("right", colors.green) local floor3down = redstone.testBundledInput("right", colors.red) local floor2down = redstone.testBundledInput("right", colors.black) local floor1height = 0 local floor2height = 6 local floor3height = 12 local floor4height = 18 local floor5height = 28 local floor6height = 34 local floor1call = redstone.testBundledInput("right", colors.white) local floor2call = redstone.testBundledInput("right", colors.orange) local floor3call = redstone.testBundledInput("right", colors.magenta) local floor4call = redstone.testBundledInput("right", colors.yellow) local floor5call = redstone.testBundledInput("right", colors.lightBlue) local floor6call = redstone.testBundledInput("right", colors.lime) function moveElevator(currentFloor, destination) local movedistance = destination-currentFloor if movedistance > 0 then for loop = 1, movedistance, 1 do redstone.setBundledOutput("left", colors.orange) sleep(2) redstone.setBundledOutput("left", 0) sleep(1) end end if movedistance < 0 then for loop = -1, movedistance, -1 do redstone.setBundledOutput("left", colors.white) sleep(2) redstone.setBundledOutput("left", 0) sleep(1) end end end function callElevator(destinationFloorHeight) if (floor1) then moveElevator(floor1height,destinationFloorHeight) end if (floor2) then moveElevator(floor2height,destinationFloorHeight) end if (floor3) then moveElevator(floor3height,destinationFloorHeight) end if (floor4) then moveElevator(floor4height,destinationFloorHeight) end if (floor5) then moveElevator(floor5height,destinationFloorHeight) end if (floor6) then moveElevator(floor6height,destinationFloorHeight) end end if (floor1) and (floor1up) then moveElevator(floor1height,floor2height) end if (floor2) and (floor2down) then moveElevator(floor2height,floor1height) end if (floor2) and (floor2up) then moveElevator(floor2height,floor3height) end if (floor3) and (floor3down) then moveElevator(floor3height,floor2height) end if (floor3) and (floor3up) then moveElevator(floor3height,floor4height) end if (floor4) and (floor4down) then moveElevator(floor4height,floor3height) end if (floor4) and (floor4up) then moveElevator(floor4height,floor5height) end if (floor5) and (floor5down) then moveElevator(floor5height,floor4height) end if (floor5) and (floor5up) then moveElevator(floor5height,floor6height) end if (floor6) and (floor6down) then moveElevator(floor6height,floor5height) end if (floor1call) then callElevator(floor1height) end if (floor2call) then callElevator(floor2height) end if (floor3call) then callElevator(floor3height) end if (floor4call) then callElevator(floor4height) end if (floor5call) then callElevator(floor5height) end if (floor6call) then callElevator(floor6height) end end I will also get screenshots!
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There is no locking system in place but the way it is setup, it will not do anything else until it is done with its current process etc. The up and down buttons inside the elevator will work correctly from any floor; The only thing I have left is the 'call elevator' buttons Here is my code: while true do sleep(0) local floor1 = redstone.testBundledInput("back", colors.lime) local floor2 = redstone.testBundledInput("back", colors.white) local floor3 = redstone.testBundledInput("back", colors.yellow) local floor4 = redstone.testBundledInput("back", colors.lightBlue) local floor5 = redstone.testBundledInput("back", colors.magenta) local floor6 = redstone.testBundledInput("back", colors.orange) local floor1up = redstone.testBundledInput("right", colors.pink) local floor2up = redstone.testBundledInput("right", colors.gray) local floor3up = redstone.testBundledInput("right", colors.lightGray) local floor4up = redstone.testBundledInput("right", colors.cyan) local floor5up = redstone.testBundledInput("right", colors.purple) local floor6down = redstone.testBundledInput("right", colors.blue) local floor5down = redstone.testBundledInput("right", colors.brown) local floor4down = redstone.testBundledInput("right", colors.green) local floor3down = redstone.testBundledInput("right", colors.red) local floor2down = redstone.testBundledInput("right", colors.black) local floor1height = 0 local floor2height = 6 local floor3height = 12 local floor4height = 18 local floor5height = 28 local floor6height = 34 local floor1call = redstone.testBundledInput("right", colors.white) local floor2call = redstone.testBundledInput("right", colors.orange) local floor3call = redstone.testBundledInput("right", colors.magenta) local floor4call = redstone.testBundledInput("right", colors.yellow) local floor5call = redstone.testBundledInput("right", colors.lightBlue) local floor6call = redstone.testBundledInput("right", colors.lime) function getFloor() if (floor1) then local elevatorFloor = 1 elseif (floor2) then local elevatorFloor = 2 elseif (floor3) then local elevatorFloor = 3 elseif (floor4) then local elevatorFloor = 4 elseif (floor5) then local elevatorFloor = 5 elseif (floor6) then local elevatorFloor = 6 else local elevatorFloor = 0 end end function getHeight() if elevatorFloor = 1 then local elevatorHeight = 0 elseif elevatorFloor = 2 then local elevatorHeight = 6 elseif elevatorFloor = 3 then local elevatorHeight = 12 elseif elevatorFloor = 4 then local elevatorHeight = 18 elseif elevatorFloor = 5 then local elevatorHeight = 28 elseif elevatorFloor = 6 then local elevatorHeight = 34 else local elevatorHeight = 0 end end function moveElevator(currentFloor, destination) local movedistance = destination-currentFloor if movedistance > 0 then for loop = 1, movedistance, 1 do redstone.setBundledOutput("left", colors.orange) sleep(2) redstone.setBundledOutput("left", 0) sleep(1) end end if movedistance < 0 then for loop = -1, movedistance, -1 do redstone.setBundledOutput("left", colors.white) sleep(2) redstone.setBundledOutput("left", 0) sleep(1) end end end if (floor1) and (floor1up) then moveElevator(floor1height,floor2height) end if (floor2) and (floor2down) then moveElevator(floor2height,floor1height) end if (floor2) and (floor2up) then moveElevator(floor2height,floor3height) end if (floor3) and (floor3down) then moveElevator(floor3height,floor2height) end if (floor3) and (floor3up) then moveElevator(floor3height,floor4height) end if (floor4) and (floor4down) then moveElevator(floor4height,floor3height) end if (floor4) and (floor4up) then moveElevator(floor4height,floor5height) end if (floor5) and (floor5down) then moveElevator(floor5height,floor4height) end if (floor5) and (floor5up) then moveElevator(floor5height,floor6height) end if (floor6) and (floor6down) then moveElevator(floor6height,floor5height) end if (floor1call) then getFloor() getHeight() moveElevator(elevatorHeight,0) end if (floor2call) then getFloor() getHeight() moveElevator(elevatorHeight,6) end if (floor3call) then getFloor() getHeight() moveElevator(elevatorHeight,12) end if (floor4call) then getFloor() getHeight() moveElevator(elevatorHeight,18) end if (floor5call) then getFloor() getHeight() moveElevator(elevatorHeight,28) end if (floor6call) then getFloor() getHeight() moveElevator(elevatorHeight,34) end end For example, when the elevator is on floor two and I am on floor one, and I hit the call elevator button, it gives me this error: attempted to perform arithmetic __sub on number and nil Any ideas how to fix? excuse the horrible code :)
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No problem I figured that out when I was making a ticker display but out of lamps. Also I just had an aha! moment too xD I was programming my elevator and saved myself probably 2000 lines of code ._.
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I shall provide you with screenshots: As you can see, if you power a layer of blocks behind the lamps and not actually the lamps themselves they will power separately and not in little + symbols :)
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Ummmmmm I've been up all night and I am not awake enough to do that xD Here is my update on the computercraft setup: 3 Bundled cables, one to get the current floor #, one to get the inputs (call elevator and floor up/down), and one to power the 2 frame motors. Programming in progress. The floor detection:
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3 floors would be... 6 different combinations/circuits 6 floors is 39 different combinations/circuits plus a huge circuit to actually tell the elevator which circuit to use. I think I am going to go with computercraft, but I will still post the program here for anyone who wants to use it :)
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That is one of the most fun things to build in vanilla minecraft that doesn't require a week to build like a programmable ticker display And everyone on the server plays it with you!
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Ok, here is what I was thinking: Say the height in blocks at ground level is 0, floor 1 is 5, 2 = 10, 3 = 15, 4 = 20, 5 = 25, 6 = 30 (This is not accurate as the total of the floors is 41 and each floor's height varies) The up/down buttons in the elevator would: 1. Get the current height of the elevator 2. Get the height of the floor above/below 3. Do math and figure out how many blocks up/down it needs to move 4. Move up/down to the next floor The call elevator buttons are almost the same but will be a little more complicated: 1. Get the height of the floor the user is on 2. Get the height of the elevator 3. Do math 4. Bring the elevator up/down to the user I could cheat and do this with computercraft, but I am going to try to do this legit. If I fail I will resort to computercraft xD Also, I would say it sounds most like option 3
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I may have seen another topic that was solved by downloading minecraft 1.2.5 manually, putting it in a certain folder, and renaming it to minecraft_1.2.5.jar Let me search for it...
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Hey guys! Just been working on something all day today and wanted to post it here so I can show you guys my progress on it. When Its done I will make a youtube video for it (and possibly a tutorial) Anyway, some pics: Survival spawn, you can see the elevator there in the middle. There are 6 floors each with player bought and owned shops on them (The higher the shops, the nicer, bigger, and more expensive they are) Each floor has 4 entrances to the elevator, one on each side, and each entrance has a 'call elevator' button to bring the elevator to that floor. Inside of the elevator with buttons to go up a floor and down a floor: Shaft without elevator; you can see the 4 bundled cables that handle the 'call elevator' buttons and the two bundled cables that handle the 'floor up' and 'floor down' buttons. Shaft almost completely covered with gold covers (I got everything covered up but the elevator is in the shaft now and I cant take a screen of it anymore ) The 6 wire outputs of the call elevator buttons; one for every floor: The 10 wire outputs of the floor up and floor down buttons; they are currently hooked to lamps so I could see which floor the elevator was on (Dont have the wiring done yet) I only needed 10 wires because although there are 6 floors, the top floor doesnt need the up button to be wired, and the bottom one doesnt need the down one to be wired. Up and down buttons (Again, just temporary until I get the circuit done) The huge area underneath spawn (kinda overboard), with 45 thermopiles, a bunch of battery boxes, and 2 obsidian towers which the blue alloy wires go up on; when the elevator is on the first floor, it will actually fit all the way down between the two towers perfectly, in the picture it is on the 6th floor: Random view from underneath the elevator looking up: Anyway, I will be working on the circuit that actually controls the whole thing on saturday and sunday, and keep you guys posted If you have any suggestions please let me know! If you would like to help, PM me. (I don't have a server post up yet) And finally, if you have any questions, please ask ^.^ EDIT: I am excited about this project because it is the first major project I have started since building a programmable ticker display in vanilla minecraft. EDIT EDIT: Oops I forgot one picture! This picture shows what the entrance looks like when the elevator is not on your floor, and shows the call elevator button:
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I looked at that not too long ago, not sure if it's cheaper now but that is the most expensive server hosting I have ever seen..
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1. Open your inventory 2. Hit the "o" key 3. ??? 4. Profit!
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TekkitRestrict blocks it, modifyworld doesn't. I suggest using TekkitRestrict, TekkitCustomizer, and modifyworld at the same time, it's what I do and is the only way to block every bypass :)
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I seriously recommend TekkitRestrict (to stop trans. table(t) dupe, alch. bag dupe, rm furnace dupe, tons more bypasses/etc, also stops Philosopher stone from transmuting blocks (and so much more)) To block items use TekkitCustomizer :)
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unable to access any of the forcefield GUI
ampayne2 replied to dranas's topic in Tekkit Classic Discussion
Post a proper bug report in the Tekkit Bug Board section. :) -
I suggest using this, It is infinitely better :)
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Travel relatively far away (to a never-loaded chunk) and it may load forestry things in those chunks. They won't appear in already-generated chunks.
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CHEAP, refined, quantum armor killing machine
ampayne2 replied to gavjenks's topic in Tekkit Classic Discussion
I think a forcefield would be much easier and beneficial... Just saying ;) -
You only need 3 landmarks, as they triangulate and form a square when you right click all 3 of them. Also, I believe the quarry can be anywhere along the red line not just behind the landmark (disclaimer - im not 100% sure).
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CHEAP, refined, quantum armor killing machine
ampayne2 replied to gavjenks's topic in Tekkit Classic Discussion
I have quantum on the tekkit battles redux server but this thread took away my feeling of safety... :P -
Just a tip to help you in the long run (or maybe short run), Dont triple post or beg for help, If people know how to fix your problem they will reply, and it is against the rules.
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Wouldn't it be more useful if he posted that on the IndustrialCraft forums? (not even sure if there is such a thing, if not then whatever site IC2 gives support on)
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Its actually 30. And why did you make a whole new topic about this when this already existed?
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Yeah, what you do is put 5 mfsu's next to each other then hook them up with wires EDIT: What is the purpose of this? you already made a thread about the same thing.
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If it was a true mark 1 reactor, the coolant cells wouldn't deplete. Look for a different design on google