• 0

    posted a message on First ever Semi-Conducting BUD?
    Quote from Leetskillz250

    Well there seems to be a completely normal bud up there activating so I assume he has. The only reason you're getting only redstone and repeaters to trigger it is because it's diagonal to the tile. Only redstone and repeaters will update that far (well several other things will as well but most blocks won't).


    This. Redstone wire, repeaters, and redstone torches can activate BUDs with their placement or destruction, depending on which, with a range of one extra block compared to most block updates.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Possible new type of semi BUD switch.
    Yes, this is nothing new.

    I call it an opacity detector. When using farmland/dirt to send out a pulse, I call it a till switch; it has also been called a touchpad.

    By the way, you don't need to use a piston + block to reset the farmland into dirt. Place a solid block above it, put a redstone torch under it, and have a repeater coming out of it on the hidden side.

    Farmland will rapidly revert back to dirt with an opaque block above it, but the repeater slows the updating long enough to send out a falling edge pulse.

    You can then wire the repeater's output directly into a falling edge TFF to control your secret entrance.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstone Cutter-Offer
    Heh, a conditional relationship between A and B means that when A is on, B must necessarily be on as well. It is the same as ~A V B (not-A or B ) because B can still be on without A being on, but B can be off when A is off.

    nimplies would have the inverse excitation table of an implies gate, because it is the inverse of the expression. ~(~A V B ) means neither ~A nor B may be on for the output to be on. So, you must have A ^ ~B (A and not-B ) to output high (on). Which is exactly what we have. The power must be on and the circuit breaker must be off, in order for the output to be powered.

    tl;dr: gustav is right.


    Anyway...OP, this would require less block placement if you used a one-block drop in your redstone rather than elevation as in the video.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on What Would Improve Redstone In Vanilla Minecraft?
    I don't have any specific ideas, but in general I think redstone could use more features that make it useful for playing survival--ways of receiving information about, and interacting with, the world.

    I'm not saying you should have to know redstone to play the Minecraft, but it should be more beneficial than a mere curiosity.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Is this a D-Latch?
    Sounds like a D-latch from the description, although the wording is a little ambiguous.

    If I understand correctly, the button transmits the state of the lever to the SR latch. That would be a D-latch.

    Note that "flipflop" refers specifically to a latch with an edge-trigger. If the mechanism is level-triggered (while the button is outputting power it is transmitting the lever's state), it can be called a D-latch but not a D-flipflop.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Block Property Detector V1.1: Compacted
    This kind of thing has been done plenty before (including by me), but good thinking!

    Quote from callumkhang

    At that it's be a pretty flawed security system until I find a way to get rid of the block. Talking of security, finding 1 block that has unique easily identifiable characteristics could become a key, or I'd I could fit, currency for mini games?


    You could use a block destroyer to get rid of it.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Public (Survival,Creative 1.2.5) HoverCraft - Mature Members, Dedicated staff. Super Grief protection. [McMMO]
    Excellent server. Multiworlds, cool people. Not just a bunch of kids.
    Posted in: PC Servers
  • 2

    posted a message on Almost Instant T-Flipflop
    The edge trigger matters quite a bit for more sophisticated applications.

    You don't make a binary counter out of rising-edge TFFs.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Toggle Button Mystery
    Hi there. T-flipflops, as has been said ITT, are what you're looking for. Incidentally, the "T" is for toggle.

    I'm far too sleepy to analyze your circuitry right now, but I recommend checking the delays on your repeaters.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on 3 completely hidden ways to hide your chests + Tutorial
    I can't seem to get the concealed storage minecart method to work in SMP. I successfully built it in single-player creative, though. Does it just not work on SMP?

    The other two approaches are cool, if old news. Someone posted a really clever furnace BUD secret door that is triggered only when you smelt using a single sapling as fuel.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on SMP 100% Safe Xp Farm
    Quote from Draco18s

    My mob trap doesn't get skeletons, only zombies. :tongue.gif:

    Also, it blew up because I punched it. They didn't start hissing until they got hit.


    lol

    There is a range where you are too far away for the spawner to be active, but close enough for mobs to spawn. That is how you got a creeper. This can be solved by adding a lightswitch and keeping the lights on when you're not using it.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on SMP 100% Safe Xp Farm
    Quote from DrSeanald

    I said it wasn't possible to HIT mobs' feet. With a weapon.

    Bows will work against mobs' legs, however it requires resources. Punching weakened mobs does not.


    Yes, but in the case of a skeleton-based XP farm, you should at least break even on arrows.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Would it be possible to alter clocks like this?
    This is a great question! I know it is possible, but I don't know exactly how I would build it--yet :smile.gif:

    We should be clearer with our terminology, though, as to whether we are talking about pulse width or period. Lengthening or shortening the period wouldn't be hard, but widening or narrowing a preexistent pulse might be a little trickier.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Redstones Relevance to Nanotechnology
    This is Minecraft, not the real world. It follows different rules and so will be of little use to nanotechnology design.

    I bring you all the usual objections. Minecraft will not save the world, it will not cure cancer, ternary logic is not quantum computing, blah blah blah. It's just a game. A great game, but still just a game.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Anyone got an idea?
    Quote from Monopoly2121

    Have B go into a RS NOR latch that resets itself after a delay.


    a.k.a. a monostable circuit

    But A's state also matters, so I would make a B ^ ~A (B AND NOT-A) gate, and run its output through a monostable circuit.

    EDIT:


    Quote from slatcher_96

    and have A go into an rs nor latch connect to the other side of the first rs nor latch. and have b connect to the other side of the rsnor latch connected to A.

    - i just randomly wrote this, i have no idea what i'm talking about


    Nice, this is more elegant--having A serve as a reset.

    We need to know, though, what kind of output A and B will have--high, or pulsed? If they remain high, activating B could lock you out of A and thus prevent the reset from functioning.
    Posted in: Redstone Discussion and Mechanisms
  • To post a comment, please .