1.4 releasing next week? What a pleasant surprise. I guess I won't download the snapshot to allow my excitement to grow.
It would be appreciated if you and others would download this snapshot in particular. This is the "preview" snapshot that will become version 1.4.0 if there aren't any serious bugs discovered, thus it would be very useful to get some feedback in terms of problems you may be experiencing and in particular serious bugs... like apparently the issue of blocks falling on torches that simply disappear instead of becoming blocks. I don't consider that to be a show stopper, but there may be other serious bugs that would be nice to know about now instead of later.
I think that you should only have to spend your xp if your dealing with enchantments. and if you want to just repair a tool, to use the resources.
also each resource should cost differently for each tool. like a pickaxe, since it uses 3 (lets say) iron ingots. then each iron ingot put in there should repair about 33%. and for a shovel, since it only takes 1, if someone really doesnt wanna waste another 2 sticks, then let them just repair it with the 1 ingot, that way no one feels like the anvil was such a waste to make.
or even instead of a pickaxe taking each resource as 33% make it make like.. 37% or something, that way its a useful thing to have around.
and if they wanna repair an enchanted item, then have it cost the resources and also some xp.
i think the name change should still cost xp, but not as much, i wouldnt wanna waste 7 levels just to change a name, maybe like, 2 levels. the name is not that big of a thing.
I think its a simple and reasonable way to have the anvil becuase if its more expensive than its worth, then no one is going to make it, and doing all this work in creating it was a complete waste.
"Anvil block has been tweaked (it’s cheaper to create, minor visual changes, and you can repair tools using wood/ingots/diamonds)"
Diamonds need to be renewable, but still hard to get.
You can always get them from villagers.
They also don't need to be renewable, as diamond tools have never been, and prior to anvils repairing them was more expensive and not as effective.
Rollback Post to RevisionRollBack
Rage of Bahamut referral code: uqp41204 Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
This is actually similar to a D Flip Flop. The adjacent repeater is the control input and the locked repeater is the memory cell. When the control input is on, it stores whatever value that is in the memory cell (either 1 or 0).
Ohhhhhh damn this is so freaking useful! Thanks mojang <33
Though I suggest to tweak it furthermore so it'll be horizontally tillable.
I really love the new anvil, but there 1 thing I don't like about it, its the fact that repairing cost more and more exp level even if you don't change any of the enchantement, because of that if you make an item that cost 38 exp level, you will only be able to repair it around 1 or 2 time before it become too expensive to repair. Repairing an item with a lot of enchantement already cost a lot of exp level, I think the price for repairing should stay the same. Also, if some of you don't know, repairing an item with the same type of item cost less than repairing with the base material.
Try fixin it with diamond sword without enchantment. It should work unless that item is lv 40 not 39.
No, it doesn't work. And it is something that needs to be fixed before 1.4. This is the best sword in the game and because it has more than 3 enchants no matter what you do to it, it is too expensive.
Well fudge its bugged for me, Yes I installed it right. I can not seperate any stacks, anywhere in the crafting table in my inventory, its all or nothing. I reinstalled the old version is all worked again. on the old map. reinstalled snap shot made another new world and still the same issue.. Not playable this way at all..
Yes doctor my game got jumpy too.. works super in 1.3.2
This is one of the more "compact" memory cells possible with the new "locked repeaters" ...
A simple "latch block" instead would be much easier ... hope there will be added one in the future ...
That can be made 1 shorter... the dust can go into the side of the piston... unless you intentionally did that to separate the set and reset buttons by a block
now to my main point... when are they gonna fix the detector rails? they fixed the bug where they were powering 2 blocks below but now you cant push them up with a block on top of a sticky piston so there is now no way to move power up... i dont see how this is that hard to fix... the detector rails worked fine in 1.2.5 but since then they have had bug after bug... in 1.2.5 they would push up if on a block, pull down if directly on a sticky piston, and move side to side either way with pistons on any side. now they cant even be directly on top of pistons... you can no longer move them up or down. and since this is the only movable power source we have i'd say addressing this issue is much more important than putting a strip of bedrock on a repeater... not that the locking repeaters dont have their uses... but i would far rather see a bug fix that would allow for new designs than a block that would allow for new bugs
now to my main point... when are they gonna fix the detector rails?
I think that was explained by Jeb himself in the 12w42b preview snapshot:
Quote from Jeb »
The redstone repeater lock mechanism is now slightly more stable / predictable. It’s still not 100% as we want it, but fixing it completely will require bigger changes that we’ve planned for Minecraft 1.5.
While the detector rails themselves weren't explicitly mentioned, it sounds like some of the changes that are planned for 1.5 will review or even revamp completely the current redstone architecture. That Jeb is working with redstone logic at all should be promising, and that he acknowledges there are some problems with the underlying code.
I like the anvil fixes. At least it's not so expensive to make now (still a pain -.- but whatever). As for the repeater lock, I like this addition. It'll sure make D-flip-flops easier (that's basically what it is - a D-flip-flop). It may seem annoying, but at the same time, what was the advantage of pointing a repeater into the side of another beforehand? Nothing!
So what's the binary definition of this repeater lock?
At first glance I thought it's NOT-IF, but there's more to it.
(NB: All references to tick in this post are redstone ticks, two game ticks.)
Since it has state, it does not have a binary definition -- the output is not just a function of the two inputs.
NOT LOCK: Input.
LOCK: Saved state.
Or, more precisly:
1. Rising edge on lock input: Save state.
2. If not delayed B then delayed A // Keep in mind that if A's delay is longer it can "rewind"
else saved-state // Lock is true
The ability to say "edge triggered", combined with different delays letting you sample at different times, reminds me more of J-K flipflops, but it's over 20 years since I did anything with IC chips.
===
Ohh, wait a sec: Exactly what happens to a repeater with a long delay when a lock signal changes?
If I have a main diode with a delay of 4, and a lock with a delay of 1 (leave it off for now), and the input signal changes, then the output of the diode takes time to change.
Now, if I change the lock to on, while a signal change is working its way through the diode, what happens? Does the lock signal actually lock the output, regardless of input / state of diode? Does it lock the input, letting a state change propagate?
Does it lock both?
Lets say I have a 4 tick diode that is on.
Then, I take a 1 tick lock, and lock it.
Then, I turn off the input to the diode.
When I turn off the lock, how long does it take for the diode to turn off?
It takes 1 tick for the lock to turn off.
Does it take that same 1 tick for the diode to turn off -- the lock is only on the output, and the input state of off has already propagated through the diode -- meaning that I now have the ability to toggle state in either 1 tick or 4 ticks -- variable timing with a fixed circuit
Or does it take 4 ticks for the diode to turn off -- the lock affects the input and prevents the internal state of the diode from changing
If my 4 tick diode has an input change on tick 1, and a lock state change on tick 2, then the one-tick diode on the lock will register on the diode at tick 3, when the internal state of the diode is half-changed -- what happens to the output, and what is the timing of the output change when the lock is finally released?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Meh.
It would be appreciated if you and others would download this snapshot in particular. This is the "preview" snapshot that will become version 1.4.0 if there aren't any serious bugs discovered, thus it would be very useful to get some feedback in terms of problems you may be experiencing and in particular serious bugs... like apparently the issue of blocks falling on torches that simply disappear instead of becoming blocks. I don't consider that to be a show stopper, but there may be other serious bugs that would be nice to know about now instead of later.
Version 2.1 now updated for MC 1.6.2
also each resource should cost differently for each tool. like a pickaxe, since it uses 3 (lets say) iron ingots. then each iron ingot put in there should repair about 33%. and for a shovel, since it only takes 1, if someone really doesnt wanna waste another 2 sticks, then let them just repair it with the 1 ingot, that way no one feels like the anvil was such a waste to make.
or even instead of a pickaxe taking each resource as 33% make it make like.. 37% or something, that way its a useful thing to have around.
and if they wanna repair an enchanted item, then have it cost the resources and also some xp.
i think the name change should still cost xp, but not as much, i wouldnt wanna waste 7 levels just to change a name, maybe like, 2 levels. the name is not that big of a thing.
I think its a simple and reasonable way to have the anvil becuase if its more expensive than its worth, then no one is going to make it, and doing all this work in creating it was a complete waste.
You can always get them from villagers.
They also don't need to be renewable, as diamond tools have never been, and prior to anvils repairing them was more expensive and not as effective.
Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
This is actually similar to a D Flip Flop. The adjacent repeater is the control input and the locked repeater is the memory cell. When the control input is on, it stores whatever value that is in the memory cell (either 1 or 0).
Ohhhhhh damn this is so freaking useful! Thanks mojang <33
Though I suggest to tweak it furthermore so it'll be horizontally tillable.
No, it doesn't work. And it is something that needs to be fixed before 1.4. This is the best sword in the game and because it has more than 3 enchants no matter what you do to it, it is too expensive.
Yes doctor my game got jumpy too.. works super in 1.3.2
That can be made 1 shorter... the dust can go into the side of the piston... unless you intentionally did that to separate the set and reset buttons by a block
now to my main point... when are they gonna fix the detector rails? they fixed the bug where they were powering 2 blocks below but now you cant push them up with a block on top of a sticky piston so there is now no way to move power up... i dont see how this is that hard to fix... the detector rails worked fine in 1.2.5 but since then they have had bug after bug... in 1.2.5 they would push up if on a block, pull down if directly on a sticky piston, and move side to side either way with pistons on any side. now they cant even be directly on top of pistons... you can no longer move them up or down. and since this is the only movable power source we have i'd say addressing this issue is much more important than putting a strip of bedrock on a repeater... not that the locking repeaters dont have their uses... but i would far rather see a bug fix that would allow for new designs than a block that would allow for new bugs
I think that was explained by Jeb himself in the 12w42b preview snapshot:
While the detector rails themselves weren't explicitly mentioned, it sounds like some of the changes that are planned for 1.5 will review or even revamp completely the current redstone architecture. That Jeb is working with redstone logic at all should be promising, and that he acknowledges there are some problems with the underlying code.
Version 2.1 now updated for MC 1.6.2
good, i don't have to use sticky pistons as auto-switches
cannot wait for the pretty scary update btw.
(NB: All references to tick in this post are redstone ticks, two game ticks.)
Since it has state, it does not have a binary definition -- the output is not just a function of the two inputs.
NOT LOCK: Input.
LOCK: Saved state.
Or, more precisly:
1. Rising edge on lock input: Save state.
2. If not delayed B then delayed A // Keep in mind that if A's delay is longer it can "rewind"
else saved-state // Lock is true
The ability to say "edge triggered", combined with different delays letting you sample at different times, reminds me more of J-K flipflops, but it's over 20 years since I did anything with IC chips.
===
Ohh, wait a sec: Exactly what happens to a repeater with a long delay when a lock signal changes?
If I have a main diode with a delay of 4, and a lock with a delay of 1 (leave it off for now), and the input signal changes, then the output of the diode takes time to change.
Now, if I change the lock to on, while a signal change is working its way through the diode, what happens? Does the lock signal actually lock the output, regardless of input / state of diode? Does it lock the input, letting a state change propagate?
Does it lock both?
Lets say I have a 4 tick diode that is on.
Then, I take a 1 tick lock, and lock it.
Then, I turn off the input to the diode.
When I turn off the lock, how long does it take for the diode to turn off?
It takes 1 tick for the lock to turn off.
Does it take that same 1 tick for the diode to turn off -- the lock is only on the output, and the input state of off has already propagated through the diode -- meaning that I now have the ability to toggle state in either 1 tick or 4 ticks -- variable timing with a fixed circuit
Or does it take 4 ticks for the diode to turn off -- the lock affects the input and prevents the internal state of the diode from changing
If my 4 tick diode has an input change on tick 1, and a lock state change on tick 2, then the one-tick diode on the lock will register on the diode at tick 3, when the internal state of the diode is half-changed -- what happens to the output, and what is the timing of the output change when the lock is finally released?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?