The Mod adds devices to output or measure redstone power in different style variants. Complete documentation, feature details, credits, and community references is on the github project page here.
Switches
- Buttons
- Levers
- Normal pressure plates ("contact switches")
- Shock sensitive pressure plates ("contact switches", detect when something/one falls on it)
- Entity detectors (players, villages, animals, mobs, etc)
- Block category detectors (e.g. "solid", "ore", "wood", "sapling", "farmland", "water" (includes ice), "liquid", etc)
- Day timers (06:00 to 24:00)
- Interval timers (tick based timers)
- Light sensors ("auto switch" category)
- Rain sensors ("auto switch" category)
- Lightning sensors ("auto switch" category)
- Switch-Link relays (optimized for wireless transmission)
- Switch-Link receivers (optimized for wireless transmission)
- Knock sensors (seismic detection of click or breaking an adjacent block)
- Trapdoor switches (emit a signal and open)
Gauges
- Analog / digital (show redstone power 0 to 15)
- LEDs and semaphores ("indicators", show on/off)
- Alarm lamps (also on/off)
- Alarm sirens and bells ("sound indicators")
- Sensitive glass (glass that emits light or changes color)
Style variants
"Series" are e.g. industrial, retro industrial, rustic, old fancy, glass, etc. For a pack you can configure exactly which series you like to include and exclude (makes no sense to have futuristic glass in a mystic medieval world, so only the rustic series is used).
Special features
- All switches can be configured to weak/strong and inverted/not inverted with a redstone torch.
- Most of the switches can be wireless linked with Ender Pearls.
- Pulse duration of buttons is configurable with a Redstone dust stack.
- Some switches and gauges can be colored with dye.
- Some plates can react or ignore players, mobs, villagers, animals, items, etc.
Source code, mod pack integration, back ports, bug reports
- Sources: Are located on the github: https://github.com/stfwi/rsgauges/.
- Packs: If your mod pack is open source as well and has no installer (e.g. adding adware, bloatware or whatever), you don't need to ask and simply integrate this mod.
- Bug reports: Yes, please let me know. Drop a mail or better open an issue for the repository.
- Maintenance: The 1.12.2 mod version is now in maintenance state, means new features will seldom be implemented, but bugs will still be fixed if they are not small glitches.
Hi! I'm really loving the way this mod functions but I'm seeming to be having graphical trouble with the switches themselves when utilising a shader. The levers become translucent and bob and wave like water. Now, I can fix this on my end by disabling the water waving but I'm just curious if there's something I can do to have both enabled or if there's something you can do to stop optifine treating the levers like water.
In reply to ItsMaiqTheLiar: Hi, I'll check if there is somewhere a translucency flag where it should not be ;) (there must be), cheers!
DAMN!. No 1.12.2. sad
In reply to gmanatheist1: Hi, latest 1.12.2 release is here :) https://www.curseforge.com/minecraft/mc-mods/redstone-gauges-and-switches/files/3097911
Hi, congrats for this amazing mod, but I can't figure out how to configure which series to exclude, I modified rsgauges-server.toml as below but nothing has changed, items and recipes still show up in JEI. (Tested in 1.16.4 soloplayer survival, with only this mod and JEI on.)
pattern_excludes = "industrial*,glass*,valve*,elevator*,light_switch,arrow*"
In reply to BrangTV: Hi, yes I need to fix that, bit short on time atm, but I hope I can squeeze it in this or next weekend. Checkout the kubejs by latvian, this can help you as a workaround. Cheers!
In reply to wilechaote: Alright I will, thanks for the advice ! And i'll keep a eye here for an update. :)
In reply to BrangTV: ye, just in time ;) The cfg are in the common config now to make it work. Pain, but it's how it is ;)
In reply to wilechaote: What a fast fix ! Works perfectly ! :) Thanks a lot.
Hey, do you have any plans to add temperature/heat controler? For example, it could be used in reactor control system, which would deactivate it whenever heat is on dangerous level
In reply to xwojtopl: Hi, not particularly - the reason is that how reactors show their heat level to other blocks is not standardized. So, every reactor mod can have an own system to read/detect the heat level.
What you can check is if the reactor has a Comparator output from 0 to 15, which corresponds to the heat level. The Comparator Switch can detect this output, and you can set ON and OFF threshold values.
Cheers, wile
can we have an option please to increase the range of the siren as its so quiet
also can we have an option to change the sound file too please?
there are NO 1.16 mods out there for sirens so yours would be the only one that has this! Amazing work
In reply to kaosm8: Hi, I've put it on my CFR list, should be feasible. Mod crosslink: IIRC Mekanism added an alarm lamp with sound in 1.16, check that one out, too, could also be interesting. Cheers,-
In reply to wilechaote:
yeah i have it installed, only does 16 blocks too any they dont want to add it to code some reason but has been requested bu others.
IC2 reactor control had a brilliant howler alarm that you could adjust the GUI slider to a maximum range and add custom sounds.
mod cross link :
quote from IC2 reactor control
To add new sound the player needs to unzip the mod file, copy the sound file (in alarm-<name>.ogg format) to assets\nuclearcontrol\sounds\ folder and update the file sounds.json with a new line:
"alarm-<name>": {"category": "master","sounds": [{"name": "alarm-***","stream": false}]},
Also the player will need to add this file to mod config file (config\IC2NuclearControl.cfg)
S:allowedAlarms=default,sci-fi,*** "
example json file that uses the attenuation_sound function to extend the range.
"tile.generator.solar": { "tile.generator.solar": { "subtitle": "sound_event.mekanismgenerators.tile.generator.solar", "sounds": [ { "attenuation_distance": 8, "name": "mekanismgenerators:generator/solar" } ]
In reply to kaosm8: Ty for the ref. Yes, the block sound range is (already by vanilla definition) limited. There are methods to increase the range, e.g. by emitting more sounds around the block (maybe also simpler). I gonna dblcheck in the next days after Christmas ;)
In reply to wilechaote:
you are amazing thank you so much
Are they all specifically for redstone signals, or do they also pick up modded energy types like Redstone Flux (RF) or Energy Units (EU)?
It would be cool to use these with something like Immersive Engineering! (I see a comment below using it with a Crusher, but is that just the redstone aspect, or also the RF?)
In reply to jason_c_o: Hi jason, I originally designed the mod to handle standard Redstone signals. It would be quite easy to add fluid valves or RF relays as device blocks. From what I saw up to now, the mods that provide fluid or power systems normally also include Redstone controllable enabling/disabling mechanisms, so there was no need yet. E.g. for RF switching with Immersive Engineering I recommend the Breaker/Contactor, it's a really cool (and in my opinion underused) block.
Having that said, I sometimes ran into space issues where I could not use the IE Breaker - and then a similar idea already crossed my mind. So there may be valves and RF switches at some point.
In reply to wilechaote:
Thanks for the reply!
Thats awesome! Love the project.
I love the mod by the way!
Question: Are you planning on adding a two-handed lever? As an example, in the movie Alien the main character, Ripley, decides to activate the self-destruct. She pulls two levers that require both hands on them to pull them down. Search up Ripley activating self destruct in Alien if you do not understand what I mean, and look for the two side-by-side levers that are red and black. I am trying to make a self-destruct sequence and those types of levers would be awesome to have. No pressure, but just wondering if you plan on adding anything like that.
Once again, amazing mod, and one of my favorites!