Automated Redstone
Content:
This mod provides:
- Sensors that can count Items, Fluids, Energy and Time.
- Valves to control flow of fluid and energy.
- LED-Displays and Oscilloscopes to monitor the state of your machinery.
- And some devices to transmit and manipulate signals including compact programmable circuits.
All signals are transmitted via the vanilla Redstone-System, however this mod breaks the usual strength limit of 0-15 (you can have redstone strength values up in the millions)
Also comes with its own new types of Redstone cables with various special features and that are designed to be very Server and FPS friendly:
- TileEntities not constantly ticking.
- signals transmitted with efficient constant time performance no matter how long the cable is.
- no render/light updates when signal changes (no FPS lag or network traffic)
- connections between cables can be easily split (compact wiring possible)
- have defined input and output connection (no accidentally powering unwanted blocks)
- can be covered with solid blocks (for hiding in walls)
- Levers, Buttons, Redstone Torches, etc. can be directly attached
- no signal power loss or distance limit + support for signals > 15
No longer do you need massive halls for your circuitry, everything can be build into single blocks using the Circuit Assembler. The Schematic for your circuit is now created with a graphical editor:
Those who already played this mod's older versions probably always dreamed of this ;)
Shows an example setup for a circuit that increments an internal counter each redstone pulse at input 1 and resets it to 0 when input 2 is on or the counter reached 25. It emits at output 1 when counter is at 0 and at output 2 when it is between 12 and 17.
(Most of the mentioned features are new since version 4.4.1)
Downloads:
for MC-1.12.2:
- [recommended] AutomatedRedstone-6.1.2 (requires CD4017BE_lib-6.2.1)
for MC-1.11.2:
- [recommended] AutomatedRedstone-5.2.3 (requires CD4017BE_lib-5.3.1)
for older MC versions:
- MC-1.9.4 ... 1.10.2:
- [recommended] AutomatedRedstone-4.4.1 (requires CD4017BE_lib-4.4.3)
- MC-1.8.9:
- [recommended] AutomatedRedstone-3.1.4 (requires CD4017BE_lib-3.2.2)
- (documentation manual)
- MC-1.7.10:
- [recommended] AutomatedRedstone-2.2.1 (requires CD4017BE_lib-2.7.3
Installation:
1. Download the Mod file for your Minecraft version (see Downloads above)
2. Download exactly the listed version of CD4017BE_lib
3. If you haven't already, download and install Forge Modloader for your minecraft version. (http://files.minecraftforge.net)
4. Validate that your forge installation / Modpack works so far by starting it. (don't continue with next step if the game crashes)
5. Put both jar-files (mod and lib) into the mods folder of your installation directory.
6. Start Minecraft again. (In main-menu there is a Mods-Button. If this mod is listed there the installation was successfull)
Its strongly recommended to install the NotEnoughItems-Mod, too (Mod Page).
This mod will show the crafting recipes of Items.
Note: NEI has not been updated to 1.8.9 so use JustEnoughItems instead then.
Permission for use in Modpacks:
You are allowed to use this mod for any modpack or server you wish.
If you are providing a copy of this mod somewhere else that is public available (public modpacks for ex.), please mention the Author somewhere and provide a link to where you originally got the file(s) from.
Compatibility and Hints:
This mod is mainly meant as Redstone Control Add-on for larger modpacks, as some features like the Sensors and Valves only make sense if there are mods providing energy and fluid storage/transport systems.
It also works well as add-on mod for InductiveAutomation (MC-1.10 and older) or InductiveLogistics (MC-1.11 and newer)
The extended range for possible redstone strength values should not be a problem with other devices (unless a mod author has the great idea to make something like a power generator that produces energy for free at a rate based on signal strength and forgets to limit it).
In most cases machines will only care whether the signal is on (>0) or off (<= 0) anyway.
You can feel free to manipulate the crafting recipes if you need to, using the config file:
"config/cd4017be/automatedRedstone.rcp"
Note: search the fml-latest-log for the keyword 'ScriptException' afterwards, just in case you did something wrong.
One problem I am having is the 7 segment display, when viewed at certain angles I can't see anything on it, all the colors become one.
Even then when I can see it correctly. I still find it hard to tell the colors apart.
Would it be possible to update the textures for this block?
I've adjusted colors, obviously. But it still blends. The contrasting colors can match the set color.
Thanks
Other than that, the lack of a wiki makes this a bit difficult.
When I played minecraft a decade ago when I was a kid I could build calculators with redstone. Now I can hardly remember how I did any of it. Trying to pull information I haven't used in a decade is a bit difficult. But I suppose that's an issue with me. Despite that, I'm hoping someone will make a wiki. A wiki with the most common circuits.
Can you direct me to any Wiki or other source of info on this mod. I know it would be of great use to me if I knew more about it. I would like to set up a timer that when activated would count up until it receives a second redstone pulse, then reset when given a third pulse.
Redstone emmiters don't seem to be able to activate a regular block, like a repeater would, although they do seem to link into it visually. If it's at all clear what I'm saying. I wanted to use this mechanic to be able to shut down machines both by a lever attached to a regular block and a redstone emmiter from this mod. I had to add a repeater now, which is a lot less clean. :-)
I have two questions for you.
1. Would this work with Applied Energistics?
2. In the picture above, what mod are the energy storage blocks from?
In reply to meepster10101:
To 2: In that demonstration setup I used Capacitor Banks from Ender IO but the Energy Valves should work with any capacitor that uses FE (Forge Energy) and the Energy sensor can additionally read IC2 electric power (the Energy Valves don't).
In reply to CD4017BE:
how do you delete a comonent that is connected, the outputs of any deswign automatically connect to a constant that they place themself. i cannot delete the constant as it is connected, but i cannot break the connection without making a new one. so i have to have atleast 1 component always on the design now because you cannot break connetcions
also would be sweet if you could use Hexadecimal for constants, and how can you split up an 8b input?
In reply to Proxy_Player:
Also an easy way to quickly clear the board is clicking the load schematic button without having an item in the slot (or with a schematic that has nothing written to it yet).
I actually added hexadecimal and binary notation support for constants today before I read your comment (what a coincidence).
Unless you want to use that bit to feed logic inputs anyway, you could isolate it using an OR or AND gate with only one input that is configured to pick the desired bit.
In reply to CD4017BE:
In reply to CD4017BE:
In reply to Proxy_Player:
In reply to CD4017BE:
Got a ticking tile entity crash involving the item valve and the item pipe from Inductive Logistics. Once I can faithfully reproduce it, I'll create an issue for you.
Logged in to say that I really like this mod and I think it should have more attention. You should consider getting in touch with an youtuber or two to make a mod spotlight.
I might even do one myself in the near future, would that be fine with you?
In reply to DamnThatCow:
Looks like 1.7 has a hard dependency on ComputerCraft? Is this intended?
In reply to Kodos_Atoz:
I wonder is there any actual tutorials for this mod? Even a wiki page should be fine.
In reply to wanderer34:
Fantastic mod, just what I was looking for!