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Detect redstone power level (signal strength) ?

Discussion in 'General FTB chat' started by AndyMASH, Feb 20, 2015.

  1. AndyMASH

    AndyMASH New Member

    I'm trying to make a pig farm where a Mob Counter will detect if there are more than 4 (or 5) pigs it will activate the slaughterhouse (the opposite for the Breeder). My problem is that the mob counter emits a redstone signal with the strength equal to the number of mobs in its range. I was thinking of using the Programmable RedNet Controller to detect if the signal strength = 4 (or 5, maybe) and then output a redstone signal on another side, but I don't know what function I would use for that. Also, is there anything in ProjectRed I could use instead ?
     
  2. McJty

    McJty Over-Achiever Mod Developer

    You can also use the vanilla comparator for this
     
  3. AndyMASH

    AndyMASH New Member

    How ? Also, I would prefer not to use vanilla
     
  4. McJty

    McJty Over-Achiever Mod Developer

    Well a comparator gives a redstone signal when one side gets a signal above a level set to one of the other sides.
    ProjectRed also has modded comparators if you prefer those.
     
  5. ratchet freak

    ratchet freak Well-Known Member

    There is also SFM with the redstone detector and redstone emitter
     
  6. rhn

    rhn Too Much Free Time

    [​IMG]
     
    Predatorkillol and AndyMASH like this.
  7. ratchet freak

    ratchet freak Well-Known Member

    besides the SFM/MFR cheat you can use a hopper and extra comparator

    use the partially filled hopper and 1 comparator to produce the exact signal strength you need and use a second comparator to subtract it from the signal from the mob counter
     
    malicious_bloke likes this.
  8. AndyMASH

    AndyMASH New Member

    YES ! Thank you ! Also, everyone else for the great suggestions, I'll look into them as well
     
  9. malicious_bloke

    malicious_bloke Over-Achiever

    Mmmmm, vanilla funsies.
     
    GamerwithnoGame likes this.
  10. Furious1964

    Furious1964 Well-Known Member

    How would I go about using Rednet to turn something on when it gets a signal strength of 3 or below and turn it off when the strength is 14 or higher?
     
  11. rhn

    rhn Too Much Free Time

    Combine a "Less than", "Greater than" and a "SR latch". Use Variables to send output from "Less than" and "Greater than" to the "SR latch" page.

    [​IMG]
    [​IMG]
    [​IMG]
     
  12. Furious1964

    Furious1964 Well-Known Member

    Thank you, rhn.
     
  13. asb3pe

    asb3pe New Member

    That Programmable Rednet Controller looks like BOTH the greatest thing in Minecraft and also the most complicated, unintuitive thing ever. Is there an Operations Manual for that thing somewhere? Do you need to be a Computer Systems Engineer to understand it? Luckily, I used to be one of those. Back in the 1980's. Never heard of a Schmitt Trigger tho, or a Seven Segment Encoder. I wasn't very good at computer engineering, which is why I quit it. LOL
     
  14. rhn

    rhn Too Much Free Time

    There is indeed an operations manual for it ingame. Never really read it though. Find the wikis etc. easier.

    Like:
    http://ftbwiki.org/Programmable_RedNet_Controller

    That sounds really handy actually. Might use that later :p
     
  15. Furious1964

    Furious1964 Well-Known Member

    Ran into a slight problem with rhn's suggestions...whenever I start up my world, the REDNet system would activate the system again even when the pool is full.
     
  16. rhn

    rhn Too Much Free Time

    I have had those problems before with the PRC when it need to evaluate the redstone signal strengths. Not sure what causes it, but I would guess it happens when the PRC is perhaps initially evaluated before the sources of the redstone signals gets loaded. :confused:

    I have had to add certain preventions for this. Like adding a NOT gate from project red on the output and reversing the evaluation(less than to greater than etc.) so the default redstonesignal was always ON in the loading situation(relying on a "physical source" for the signal at first).

    Perhaps if you describe what you are trying to achieve we can come up with an alternative or fix.
     
  17. Furious1964

    Furious1964 Well-Known Member

    What I'm trying to do is have something measure the level of a Botania Mana Pool and if it's full, turn off the Mana Farm (i.e. turn off whatever is supplying Mana producing plants the materials they consume). And when the Pool is nearly empty, turn it back on.

    For Example: Stopping the Mine Cart from distributing seeds.
    [​IMG]

    To sending a wireless Redstone Signal to stop coal from dropping.
    [​IMG]

    And also, locking hoppers down to stop them from dropping resources.
    [​IMG]
     
  18. rhn

    rhn Too Much Free Time

    Have you tried with BC gates? They have parameters for the Mana pools.
     
  19. Furious1964

    Furious1964 Well-Known Member

    Yes, I've tried them and the signal flip flops on and off when it reads the pool as full, but it's still being drawn upon. Not very accurate.
     
  20. Henry Link

    Henry Link Popular Member

    Have you tried ComputerCraft yet?

    Update: On second thought scratch that. Mana pools don't support OpenPeripherals. So I'm not sure how you would read the level of the pool.
     
    Last edited: Jan 5, 2016

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