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Posted

So, I know bugs usually go in bug forum, but this is NOT technic-pack. So therefore, I post it here; In general minecraft discussion.

Java: version 7, (build 1.7.0-ea-b145)

OS: 64-bit W7 Home Premium

RAM: 8 GB

GFX: NVidia 560 Ti

CPU: i7 2600k Q-core

Any more info you guys want? I don't have a log as there is no crash, it's just an oddity.

I'm using 1.2.5 custom mod-"pack" with the newest buildcraft, IC2, Thaumcraft etc. Everything works fine, but I'm finding some weird bug with red pipe wire.

I wanted to make a failsafe auto-off switch if my engines became yellow or red. When they reach that state, my gates are supposed to give off a red pipe signal that will trip my RS latch. Now, the latch itself works, when it's tripped it shuts it off. But my gates will not give off a red pipe wire signal, so my engines can potentially reach critical state without my gates ever giving off a pipe signal. I find that very weird, and I can't really find out what's wrong with a google-search.

So any input and ideas will glady be taken and tried out.

Fun-fact: If I put red pipe wire signal on the end at the RS-latch to "redstone signal when red pipe wire off" it actually trips the RS-latch, so it seems the end where the RS-latch is, actually works. But the gates at my engines do not..? I'm stumped.

Posted

So, I know bugs usually go in bug forum, but this is NOT technic-pack. So therefore, I post it here; In general minecraft discussion.

Java: version 7, (build 1.7.0-ea-b145)

OS: 64-bit W7 Home Premium

RAM: 8 GB

GFX: NVidia 560 Ti

CPU: i7 2600k Q-core

Any more info you guys want? I don't have a log as there is no crash, it's just an oddity.

I'm using 1.2.5 custom mod-"pack" with the newest buildcraft, IC2, Thaumcraft etc. Everything works fine, but I'm finding some weird bug with red pipe wire.

I wanted to make a failsafe auto-off switch if my engines became yellow or red. When they reach that state, my gates are supposed to give off a red pipe signal that will trip my RS latch. Now, the latch itself works, when it's tripped it shuts it off. But my gates will not give off a red pipe wire signal, so my engines can potentially reach critical state without my gates ever giving off a pipe signal. I find that very weird, and I can't really find out what's wrong with a google-search.

So any input and ideas will glady be taken and tried out.

Fun-fact: If I put red pipe wire signal on the end at the RS-latch to "redstone signal when red pipe wire off" it actually trips the RS-latch, so it seems the end where the RS-latch is, actually works. But the gates at my engines do not..? I'm stumped.

The "Red pipe" signal is specifically for the "wiring" that can be directly attached to a pipe, where you can connect multiple gates together. http://minecraftbuildcraft.wikia.com/wiki/Pipe_Wires

Here's a video with Direwolf20's building his failsafe system in Season 3. It sounds pretty close to what you're doing, and he tends to explain things a bit better than I do.

Posted

Yeah, I know. I may not have explained good enough, lol.

Okey, so. I have my engines connected to wooden conductives. Iron gates on the pipes attached to the engines. Pipe wire through to the other side, an iron gate that's set to "Redstone signal when red pipe wire signal", which again is connected to the RS-latch. It SHOULD work, but it doesn't.

Edit: And I did actually get the idea from DW20's season, it is exactly the same setup, just not using transmitters and receivers.

108a9v7.png

Posted

Yeah, I know. I may not have explained good enough, lol.

Okey, so. I have my engines connected to wooden conductives. Iron gates on the pipes attached to the engines. Pipe wire through to the other side, an iron gate that's set to "Redstone signal when red pipe wire signal", which again is connected to the RS-latch. It SHOULD work, but it doesn't.

Edit: And I did actually get the idea from DW20's season, it is exactly the same setup, just not using transmitters and receivers.

Heh, yeah, looks familiar :)

D'oh, I forgot to include the link to the video. http://youtu.be/uiOYNxd4G2U?t=13m44s, for completeness of the thread.

Sorry, but I'm not sure what would be going wrong :( I'm pretty new to the gate stuff, myself, but originally stopped by with video to try and help self-diagnose.

Posted

Sure, I did describe though.

k30z1g.png

All three gates on the engines are like that.

35a5boj.png

And that is the construction-pipe thingy with a pipe that goes to the off-switch which looks like...

2qu3uc2.png

It has a button on the other side, so I can turn it off with either the signal from the engines or just a button-push to switch the red alloy wire. Anywhoo, right there it's off, because it's pushing the NOT-gate. (Just to get rid of any confusion)

Edit: AND YES. When the engines turn yellow or red, it says in the UI that the condition is met and the red pipe signal is sent, although it is not sent. But the UI says it is.

Posted

You're using AND gates, when you should be using OR gates. :)

That's your real problem. The AND gate only activates when both conditions are met. The OR gate would activate when either one of the conditions were met. Or you could just eleiminate the engine red, as engines don't go from green directly to red, they stop at yellow for a long time.

Posted

*wanders back to the thread* Another thought - You really only need one of your conditionals. Looking for both Yellow and Red are redundant, and in a not-useful way. When your engine is in a red state, it has already been in a yellow state. If your engine was already in the yellow state, it tripped the red pipe wire, and it still made it to red, then the shutoff system is a bit broken.

So really, you only need the "Engine - yellow" conditional. With that, you can have still use the iron AND gate.

Again, just a thought/note. The system still works your way.

Posted

Yeah, I know. I just wanted to have them both in-case of chunkloading faults that make the engines go straight to red (had it happen before <.<), so I just wanted to be extra cautious.

Posted

Yeah, I know. I just wanted to have them both in-case of chunkloading faults that make the engines go straight to red (had it happen before <.<), so I just wanted to be extra cautious.

Ah, fair enough, then.

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