I just discovered this forum and after looking, it feels like my problem is not here.
(Sorry if it is already, I checked but did not find it)
Here's the thing:
I would like to be able to control the intensity of a redstone signal and to have the possibility to increase it or decrease it thanks to buttons.
Imagine a series of redstone lamp in a row and, just by pressing a "more" button, I'd be able to turn on the first one, than the second one, than the third one.
And by pressing a "less" button, I'd be able to turn off the third one, than the second one, than the first one.
Is there a way to do this? With commandblock, maybe? I'm not really a pro with those, just for you to know x)
Thank you very much in advance and have a good day
Yes, I think the best way to do this would be with comparators and droppers. I'll try to come up with a good way to do this soon. This will only work for up to 15 lights though.
Ok, I've been trying to do something with the scoreboard and a command block.
I came up with this, But I'm not really sure where the problem is.
So basically, I created an objective named "points", gave myself 7 points and tried this:
"/execute if score Psychosfun points = 120" - That should not work, seeing that I only have 7 points, as you can see on the image.
But for an unkown (for me) reason, that works.
Do you know what the problem is?
Ok, so I found the problem, for people who would be interested in that.
1) I had to put a comparator at the command block's output... I know, I know... x)
2) the "=" sign in the "score" command is only used to compare the score of an other player, not a numeral value. For that, you have to use "matches", so like that:
/execute if score <player's name> <name of your points> matches <value>
In my case: /execute if score Psychosfun points matches 1..10
3) With the "matches" comparison, you can use a simple value, let's say 10 (so it will return true only if the score you're comparing to is equal to 10), but you can also use x..x, like in my example 1..10 (with two dots). Which means that it will return true if your score is between 1 and 10 (including 1 and 10).
The only confusing thing with that system is the fact that it stays on. So if I activate the redstone signal that goes through my command block, it will turn the redstone light on, but if I stop the redstone signal, the redstone light will stay on. I have to change the value of the score and send the redstone signal again to turn if off (and force to return a false from the command block).
Not sure if this is the best solution, but you could always use a redstone block in a conveyer belt and push it away or towards the point where you want the reading. (I'm not a big fan of command blocks, as I try to design solutions that work in survival games.)
Here is the proof of principle. In the screenshots, the blue blocks are the ones moved by the conveyer belt. The belt contains one redstone block. If it is in the center on top, the output reads 15. If it moves to either side, the output is decreased by one. Just add a button for each direction and you're set
Dimensions could be, for example, width 13 and height 9: Center top is signal strength 15, upper corner is 8, right/left side have positions with strength 0..7. I designed it so that we get 0 if the redstone block is on any of the lower positions: We need one empty block in one corner for the conveyer belt, so there is one position where the redstone block moves 2 blocks (across this corner). I guess one could use the positions at the bottom with some extra comparators (to extend a signal for 1 block without losing signal strength).
I could create a world download with the full solution, but I'm a bit short on time right now so that would take a day or two.
All that's missing is the logic to build a 2-way conveyer belt, and (if desired) blocks to prevent the redstone block moving across the lower positions.
For the conveyer belt, you need to use sticky pistons and one dummy block to move the pistons away from the conveyer block, otherwise the redstone block will power the lower pistons through quasi connectivity. (The picture with the black/yellow conveyer belt shows the principle, even though this one goes only in one direction. The white blocks are the dummy blocks attached to the sticky piston.)
Using a repeater set on 2 ticks behind an observer between each piston will give precisely the right signal length for that.
Grab the signal at either side in the lowest possible position (the one with "0") to block the conveyer belt button that would move the redstone block to the lower part.
You could design it that the max signal strength is on the bottom or on the side, but it's easier to move a signal from bottom to top using transparent blocks (as in my screenshots).
Hi there everybody!
I just discovered this forum and after looking, it feels like my problem is not here.
(Sorry if it is already, I checked but did not find it)
Here's the thing:
I would like to be able to control the intensity of a redstone signal and to have the possibility to increase it or decrease it thanks to buttons.
Imagine a series of redstone lamp in a row and, just by pressing a "more" button, I'd be able to turn on the first one, than the second one, than the third one.
And by pressing a "less" button, I'd be able to turn off the third one, than the second one, than the first one.
Is there a way to do this? With commandblock, maybe? I'm not really a pro with those, just for you to know x)
Thank you very much in advance and have a good day
Yes, I think the best way to do this would be with comparators and droppers. I'll try to come up with a good way to do this soon. This will only work for up to 15 lights though.
No problem, thank you for trying
And 10 will be enough, anyway. Thank you
Ok, I've been trying to do something with the scoreboard and a command block.
I came up with this, But I'm not really sure where the problem is.
So basically, I created an objective named "points", gave myself 7 points and tried this:
"/execute if score Psychosfun points = 120" - That should not work, seeing that I only have 7 points, as you can see on the image.
But for an unkown (for me) reason, that works.
Do you know what the problem is?
Ok, so I found the problem, for people who would be interested in that.
1) I had to put a comparator at the command block's output... I know, I know... x)
2) the "=" sign in the "score" command is only used to compare the score of an other player, not a numeral value. For that, you have to use "matches", so like that:
/execute if score <player's name> <name of your points> matches <value>
In my case: /execute if score Psychosfun points matches 1..10
3) With the "matches" comparison, you can use a simple value, let's say 10 (so it will return true only if the score you're comparing to is equal to 10), but you can also use x..x, like in my example 1..10 (with two dots). Which means that it will return true if your score is between 1 and 10 (including 1 and 10).
The only confusing thing with that system is the fact that it stays on. So if I activate the redstone signal that goes through my command block, it will turn the redstone light on, but if I stop the redstone signal, the redstone light will stay on. I have to change the value of the score and send the redstone signal again to turn if off (and force to return a false from the command block).
I hope it helped!
Not sure if this is the best solution, but you could always use a redstone block in a conveyer belt and push it away or towards the point where you want the reading. (I'm not a big fan of command blocks, as I try to design solutions that work in survival games.)
Here is the proof of principle. In the screenshots, the blue blocks are the ones moved by the conveyer belt. The belt contains one redstone block. If it is in the center on top, the output reads 15. If it moves to either side, the output is decreased by one. Just add a button for each direction and you're set
Dimensions could be, for example, width 13 and height 9: Center top is signal strength 15, upper corner is 8, right/left side have positions with strength 0..7. I designed it so that we get 0 if the redstone block is on any of the lower positions: We need one empty block in one corner for the conveyer belt, so there is one position where the redstone block moves 2 blocks (across this corner). I guess one could use the positions at the bottom with some extra comparators (to extend a signal for 1 block without losing signal strength).
I could create a world download with the full solution, but I'm a bit short on time right now so that would take a day or two.
All that's missing is the logic to build a 2-way conveyer belt, and (if desired) blocks to prevent the redstone block moving across the lower positions.
Sorry for the late answer.
That's a really interesting system, I'll definitely try that, even just for the experience.
Thank you very much!