Jump to content

RedStone Dust Limit


DePhoegon

Recommended Posts

I've dug through some of the code attempting to understand how the redstone dust limits power 15.
I've found something in RedstoneWireBlock, but I'm not entirely sure how to create a new dust/item that would allow for a signal bigger then 15.
i've also worked & created a new Redstone Block, that does act as a redstoneblock w/ the overrides on  

public int getWeakPower(BlockState blockState, IBlockReader blockAccess, BlockPos pos, Direction side) { return pw; }

with pw being a value past 15.

I'm ok with it not being possible, but I'd hope to come across a solution that would help make my ideas on my own mod a bit more ... interesting (allowing a compressed redstone block to reach further out on a dust)

Link to comment
Share on other sites

  • 1 year later...
On 3/21/2021 at 2:09 AM, diesieben07 said:

You'd have to make your own system completely separate from redstone, because everything in redstone assumes that 15 is the max. A redstone wire only has 16 states (0-15), a comparator only has 16 states for its input power, etc.

Actually comparators are not the limiting factor, they do support over 5 bit (16 state)  values, and can do comparing and subtraction with them, but its the redstone dust that limits signals to a max of 15, and even overwrites higher signals. repeaters and torches don't effect or change signals, but they will react to any signal over 0, and only output 15 when on. Not you need to overstack in order to see comparators reading and outputting higher value, or use command block success counts in order to "count" or set a value over 15. The only problem is you cant read those signals with Dust as talk about before, but you can use comparator subtraction in order to augment the signal down and then see the result. 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello. I'm using IntelliJ IDEA and making a mod for Forge 1.20.1 and I'm trying to make a GUI. I found that the Minecraft-related codes are all obfuscated and when setting up the workspace, Gradle did not execute Deobfuscation tasks like createMcpToSrg. Is this normal or a bug? Can anyone help me with this?
    • Hello! I'm trying to get a list of all entries registered in the infusion upgrade registry. Code can be found in github: https://github.com/ChamoisEST/MiningMadness/tree/1.20.1 Registry in common/registries/MMRegistries.java Event that calls the registry is in MiningMadness.java List of registered entries should be called in common/capabilities/infusion/InfusionCapabilityImplementation.java:getActiveInfusions() in the for loop. Is there any way to accomplish that? Thanks in advance!  
    • So, I am trying to create and add tags to my custom damage type, but looks like I made something wrong, since it crashing with error that "cannot register" damage type. Im trying to register it, and in datagen add tags, but it everytime crashing due to not register "grimtales:entropy". Full code there - https://github.com/undertakerJ/Grim-Tales-Forge ModDamageTypes class public class ModDamageTypes { public static final DeferredRegister<DamageType> DAMAGE_TYPES = DeferredRegister.create(Registries.DAMAGE_TYPE, GrimTales.MOD_ID); public static final ResourceKey<DamageType> ENTROPY_KEY = ResourceKey.create(Registries.DAMAGE_TYPE, new ResourceLocation(GrimTales.MOD_ID, "entropy")); public static final RegistryObject<DamageType> ENTROPY = DAMAGE_TYPES.register( "entropy", () -> new DamageType("entropy_effect", DamageScaling.ALWAYS, 1f, DamageEffects.HURT)); // // public static final DamageSource ENTROPY_SOURCE = new DamageSource(Holder.direct(ENTROPY.get())); public static void register(IEventBus eventBus) { DAMAGE_TYPES.register(eventBus); } } Datagen for damageTags public class ModDamageTagsProvider extends DamageTypeTagsProvider { public ModDamageTagsProvider( PackOutput p_270719_, CompletableFuture<HolderLookup.Provider> p_270256_, @Nullable ExistingFileHelper existingFileHelper) { super(p_270719_, p_270256_, GrimTales.MOD_ID, existingFileHelper); } @Override protected void addTags(HolderLookup.Provider pProvider) { this.tag(DamageTypeTags.BYPASSES_INVULNERABILITY).add(ModDamageTypes.ENTROPY_KEY); } } Datagen class it self   @Mod.EventBusSubscriber(modid = GrimTales.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD) public class DataGenerators { @SubscribeEvent public static void gatherData(GatherDataEvent event){ DataGenerator generator = event.getGenerator(); PackOutput packOutput = generator.getPackOutput(); ExistingFileHelper helper = event.getExistingFileHelper(); CompletableFuture<HolderLookup.Provider> lookupProvider = event.getLookupProvider(); generator.addProvider(event.includeServer(), new ModDamageTagsProvider(packOutput, lookupProvider, helper)); } } And register class in main class public GrimTales() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); ModDamageTypes.register(modEventBus); modEventBus.addListener(this::commonSetup); MinecraftForge.EVENT_BUS.register(this); modEventBus.addListener(this::addCreative); }  
    • Looking for a semi-vanilla Minecraft server? Maybe one with keep inventory and land claims? I have one for you! Let me introduce you to Safe Survival! Come on and join us at mc.safesurvival.net. It is bedrock supported too!
    • Hi. I'm trying to play RLCraft with Optifine but my game keeps crashing on startup with Exit Code 1. The modpack was working fine yesterday, not sure what changed to make it not wanna work anymore. I was hoping someone here could help me figure out what's going wrong. If I remove Optifine, nothing changes, I still get the same errors. Thanks in advance. Crash Report (I only included the errors+fatal, I’m not sure if more is needed, please let me know): https://pastebin.ai/66ivknz0f4  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.