This is a simple device that gives us an input, like the switch or leaver. But the dial gives us a varying degree of input from zero (off) to 15 (max). Left click it to turn it down one notch, right click it to turn it up one notch.
Possible recipe for a dial
(Smooth stone)(Stick)
(Smooth stone)(Smooth stone)
The face of the dial would have five hash marks to tell you where it is set.
I don't really get what the dial is for. Daylight sensors can do the same thing, the time (which can be achieved using command blocks) just needs to be set right for different levels of redstone power
I don't really get what the dial is for. Daylight sensors can do the same thing, the time (which can be achieved using command blocks) just needs to be set right for different levels of redstone power
So in order to make an "easy" dial you can control, currently you need to use daylight sensors and hack in a command block for each light level, then rig it all together? That sure sounds easy and achievable in regular survival or on SMP servers that don't allow spawned items.
Too vague, i have no idea what i's even supposed to do
It's quite simple. It's a redstone device similar to a button. But instead of pushing it and getting a short burst of power, you can set it at a certain power level and it emits that level regularly, without having to waste space to get the wire strength at the right level.
As for the idea, I like it. However, I think it should work like this:
Right clicking it would raise the power level by one, and holding Shift and Right clicking would lower the power level by one. Left clicking would turn it on or off. That way the power level is stored in the block, so when you want to turn it to level 7 you don't have to start at 0 and hit power level 1-6 on the way there. You can simply turn it to 7, then turn it on.
The reason for this being that you can do a bunch of traps that wouldn't be possible in the OP's method. For example, you can make a bomb that you need to defuse by emitting a signal of 9. Any other signal will cause the bomb to go off. In the OP you would start at 0, then 1-8, then 9. Meaning the bomb would go off before you could even get close to the right signal. With my method you could set it to 9, then turn it on.
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So in order to make an "easy" dial you can control, currently you need to use daylight sensors and hack in a command block for each light level, then rig it all together? That sure sounds easy and achievable in regular survival or on SMP servers that don't allow spawned items.
It's quite simple. It's a redstone device similar to a button. But instead of pushing it and getting a short burst of power, you can set it at a certain power level and it emits that level regularly, without having to waste space to get the wire strength at the right level.
As for the idea, I like it. However, I think it should work like this:
Right clicking it would raise the power level by one, and holding Shift and Right clicking would lower the power level by one. Left clicking would turn it on or off. That way the power level is stored in the block, so when you want to turn it to level 7 you don't have to start at 0 and hit power level 1-6 on the way there. You can simply turn it to 7, then turn it on.
The reason for this being that you can do a bunch of traps that wouldn't be possible in the OP's method. For example, you can make a bomb that you need to defuse by emitting a signal of 9. Any other signal will cause the bomb to go off. In the OP you would start at 0, then 1-8, then 9. Meaning the bomb would go off before you could even get close to the right signal. With my method you could set it to 9, then turn it on.
How about a combo deal. Combine a dial with a button or a dial with a lever (or leaver with a button?) Good ideas. I have a few switches in the house like that.
How about a combo deal. Combine a dial with a button or a dial with a lever (or leaver with a button?) Good ideas. I have a few switches in the house like that.
That's the tag-line for the banner right there.
I like it (both the tag line and the idea). With 3 dials you can have incremental signal like the OP originally said, a pulse dial that gives a signal the same amount of time as a button, and a lever dial that can be turned on and off like my idea.
Oh! What about hooking up a dial and a button (or a button dial) through a comparator? The dial could control how long the signal pulse from the button/dial button will last. If The dial is set to 0, the button pulse is stopped. If set to 1, the button pulse is 1x as long. If set to 2, the button pulse is 2x as long and so on. A problem I run into a lot is button pulses not being long enough and having to do a bunch to extend it.
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Hmm, I don't know. It is possible to make a functional "dial" with existing components, but it's hard to make it compact. The most compact interface I can think of is a pair of buttons, one for dialing up, and another for dialing down. As for the redstone guts, I haven't thought it through, but it would be pretty big.
What is even the criterion for adding new redstone tools like this? Like for example, people have advocated for memory and logic gates compacted into single-block form, but Mojang doesn't do it because you're supposed to build your own out of other redstone components.
Also, there would be some overlap with the lever. Poor lever. A dial would essentially be a graded lever. I'd suggest a recipe that actually includes a lever. This way no one just skips levers entirely in favour of dials.
Hmm, I don't know. It is possible to make a functional "dial" with existing components, but it's hard to make it compact. The most compact interface I can think of is a pair of buttons, one for dialing up, and another for dialing down. As for the redstone guts, I haven't thought it through, but it would be pretty big.
What is even the criterion for adding new redstone tools like this? Like for example, people have advocated for memory and logic gates compacted into single-block form, but Mojang doesn't do it because you're supposed to build your own out of other redstone components.
Also, there would be some overlap with the lever. Poor lever. A dial would essentially be a graded lever. I'd suggest a recipe that actually includes a lever. This way no one just skips levers entirely in favour of dials.
stone - lever
stone - stone
These are some good points, but this dial (especially the button dial and lever dial discussed later) it can do a bunch of other things that would take an immense amount of Redstone. I'm not sure exactly how the dial would work in the current game, I just know it would be big, take a ton of components, and would probably be pretty easy to break.
I agree with the lever inclusion, I think it needs Nether Quartz too.
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It's quite simple. It's a redstone device similar to a button. But instead of pushing it and getting a short burst of power, you can set it at a certain power level and it emits that level regularly, without having to waste space to get the wire strength at the right level.
As for the idea, I like it. However, I think it should work like this:
Right clicking it would raise the power level by one, and holding Shift and Right clicking would lower the power level by one. Left clicking would turn it on or off. That way the power level is stored in the block, so when you want to turn it to level 7 you don't have to start at 0 and hit power level 1-6 on the way there. You can simply turn it to 7, then turn it on.
The reason for this being that you can do a bunch of traps that wouldn't be possible in the OP's method. For example, you can make a bomb that you need to defuse by emitting a signal of 9. Any other signal will cause the bomb to go off. In the OP you would start at 0, then 1-8, then 9. Meaning the bomb would go off before you could even get close to the right signal. With my method you could set it to 9, then turn it on.
I like this.Padlocks, here I come!
Actually, I like the OP's idea better, you can hook up an AND gate and comparator with a button for the same effect.
Well, here is one application I wish I had this for. Right now I am building a cannon, but its not like any I have ever seen before. It has two legs aligned in a 90 degree angel. I then use dispensers to inject the TNT into each leg. Depending on how many dispensers I activate, I can control its range, and angel of fire with in 90 degrees. But I don’t have a way of turning the dispensers on or off yet.
Right now, I control it by loading or unloading the dispensers, or by removing some red stone.
Dials would let me control the strength rather easily, and with the comparator, I think I can make the controls more intuitive. One dial will set the heading while the second dial sets the range.
I can also see it being useful for designing and troubleshooting. I recently designed a Redstone system that worked like an alarm clock. When the sun starts to set, it turns on an alarm, letting me know its time to head in before the creepers sneak up on me.
Actually, I like the OP's idea better, you can hook up an AND gate and comparator with a button for the same effect.
If this is possible, I agree. I am not a huge redstoner, so I wouldn't know, but I think if it can be done in a compact space by using multiple redstone components, then the button aspect does not need to be added to the dial item. This is actually a great idea, and should have been added along with the 1.5 Redstone Update!
I see there are ideas for a banner in the works. I have done many banners, including the one in my signature! If you'd like me to take a whack at one, let me know!
-TG
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This is a good idea. We should also be able to mount a clock into a redstone circuit. That would work differently than a daylight sensor and would not be affected by weather.
This is a simple device that gives us an input, like the switch or leaver. But the dial gives us a varying degree of input from zero (off) to 15 (max). Left click it to turn it down one notch, right click it to turn it up one notch.
Possible recipe for a dial
(Smooth stone)(Stick)
(Smooth stone)(Smooth stone)
The face of the dial would have five hash marks to tell you where it is set.
P.S. Lol turn it up a Notch
So in order to make an "easy" dial you can control, currently you need to use daylight sensors and hack in a command block for each light level, then rig it all together? That sure sounds easy and achievable in regular survival or on SMP servers that don't allow spawned items.
It's quite simple. It's a redstone device similar to a button. But instead of pushing it and getting a short burst of power, you can set it at a certain power level and it emits that level regularly, without having to waste space to get the wire strength at the right level.
As for the idea, I like it. However, I think it should work like this:
Right clicking it would raise the power level by one, and holding Shift and Right clicking would lower the power level by one. Left clicking would turn it on or off. That way the power level is stored in the block, so when you want to turn it to level 7 you don't have to start at 0 and hit power level 1-6 on the way there. You can simply turn it to 7, then turn it on.
The reason for this being that you can do a bunch of traps that wouldn't be possible in the OP's method. For example, you can make a bomb that you need to defuse by emitting a signal of 9. Any other signal will cause the bomb to go off. In the OP you would start at 0, then 1-8, then 9. Meaning the bomb would go off before you could even get close to the right signal. With my method you could set it to 9, then turn it on.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
How about a combo deal. Combine a dial with a button or a dial with a lever (or leaver with a button?) Good ideas. I have a few switches in the house like that.
That's the tag-line for the banner right there.
I like it (both the tag line and the idea). With 3 dials you can have incremental signal like the OP originally said, a pulse dial that gives a signal the same amount of time as a button, and a lever dial that can be turned on and off like my idea.
Oh! What about hooking up a dial and a button (or a button dial) through a comparator? The dial could control how long the signal pulse from the button/dial button will last. If The dial is set to 0, the button pulse is stopped. If set to 1, the button pulse is 1x as long. If set to 2, the button pulse is 2x as long and so on. A problem I run into a lot is button pulses not being long enough and having to do a bunch to extend it.
Also, I'm going to make a banner for this.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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What is even the criterion for adding new redstone tools like this? Like for example, people have advocated for memory and logic gates compacted into single-block form, but Mojang doesn't do it because you're supposed to build your own out of other redstone components.
Also, there would be some overlap with the lever. Poor lever. A dial would essentially be a graded lever. I'd suggest a recipe that actually includes a lever. This way no one just skips levers entirely in favour of dials.
stone - lever
stone - stone
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These are some good points, but this dial (especially the button dial and lever dial discussed later) it can do a bunch of other things that would take an immense amount of Redstone. I'm not sure exactly how the dial would work in the current game, I just know it would be big, take a ton of components, and would probably be pretty easy to break.
I agree with the lever inclusion, I think it needs Nether Quartz too.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Where l = lever, q = quartz and b = button.
Basically, the dial is whitish, the level is the toggling thing and the button is the 'output regulator'.
I wish we has some kind of gear thing though...
Like the idea though.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
This would go nicely with comparators too.
I like this.Padlocks, here I come!Actually, I like the OP's idea better, you can hook up an AND gate and comparator with a button for the same effect.
Right now, I control it by loading or unloading the dispensers, or by removing some red stone.
Dials would let me control the strength rather easily, and with the comparator, I think I can make the controls more intuitive. One dial will set the heading while the second dial sets the range.
I can also see it being useful for designing and troubleshooting. I recently designed a Redstone system that worked like an alarm clock. When the sun starts to set, it turns on an alarm, letting me know its time to head in before the creepers sneak up on me.
Smelt cobble.
I like the idea. It would open up opportunity for puzzles and redstone creations, including dimmer switches, code locks, and timer controls.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
If this is possible, I agree. I am not a huge redstoner, so I wouldn't know, but I think if it can be done in a compact space by using multiple redstone components, then the button aspect does not need to be added to the dial item. This is actually a great idea, and should have been added along with the 1.5 Redstone Update!
I see there are ideas for a banner in the works. I have done many banners, including the one in my signature! If you'd like me to take a whack at one, let me know!
-TG
Want to follow or tweet me? @thisguy1045