Looks like some interesting stuff going on with the decoding. Why the decision to control it all from one line? ye show off.
I wonder also if you could comment on the pros and cons of 16 segment vs just 2x2 pixels? Very rarely have I seem them used though I can imagine the possible efficiencies. I'm curious generally about the details of how things ultimately get from ROM to screen.
I could probably hook you up with some fast decent sized (256 word) RAM, I can show you it on the ORE server sometime if you're interested.
You should use a light sensor to count days, since you can't account for the time people spend sleeping. I don't see why it wouldn't be possible.
If you only want to know when the moon is in a certain state you could do as mazecraft suggested above. If you want to know what particular faze it's in at any time you could use a 3 bit counter (8 possible states) hooked up to a decoder. You should be able to find designs for those parts easily enough, it won't be too large either.
Four or more directions unlikely, though I'd be interested if someone could prove it geometrically. Even just up and down is pushing it, though it's doable.
The best thing he does is simply finishing projects. Lots of people have interesting projects but few finish them, Sethblings creations aren't mindblowingly complex from any computer science perspective, but he envisions them, finishes them, and does it often. He also doesn't seem to get bogged down in minor optimizations that a lot of redstone people obsess over (myself included). He makes things that work and that are entertaining.
Anyway, my general advice for redstone (or anything else in life) is if you want to accomplish something stop focusing on trying to learn some magic secret you think someone else has, they don't exist. Just get to work. Be stubborn, fail often and well.
I'm not sure I understand the purpose of the chests? Could you explain that part?
Reminds me of this thread that popped up a few years ago, later Simnik managed to get it 2 wide tileable using similar logic to yours. A bit later I made a 2 tick version, also 2 wide tileable, it's on my plot if you want to take a peek. Uses pretty well the same logic, just vertical and such. Lately I've been toying around a bit with compacting it since it's a little long, since you understand the logic perhaps you can help.
Google two's complement, its a way of representing negative number in binary. The idea is instead of needing a "subtractor" you just negate the number you want to subtract and add it normally. His comment will make more sense if you read up on two's complement.
People often see videos of completed builds without seeming to realize that the builder went through many version to get to the final product.
Generally speaking the first (working) version of anything you make is gonna be big slow and ugly. Then you iterate, compact, simplify, rearrage etc. A half dozen iterations later and you'll have something decent. The sooner you commit to this process the quicker you can learn compact techniques and wiring and ultimately the less time you'll waste on future projects.
Also, attempt to build things that you think are impossible, set goals that are unrealistic, don't give up until you know exactly why and how they aren't possible (or you succeed, then push even further). Sheer stubbornness has been one of my greatest tools in redstone design.
First of all you shouldn't really need a separate decoder for read and write, is it important that you can write to one address while reading from a different one? Generally the logic is set up so that you can write only to the cell you are reading. Here is a video with a better decoder you could use.
Next while just decoding single bits is good for a first try what you really want (as I'm you sure you are aware) is to decode a whole word of memory (say a byte). For this you need a "Ram cell", not just a d flip flop, the difference is that ram cells are designed to minimize space while including the necessary bussing and are designed to be stackable (tileable) with each other. Generally speaking input and output lines will be parallel to each other and perpendicular to the read and write lines coming from the decoder side. It takes getting used to thinking in terms of tiling but its a powerful concept once you get the hang of it (particularly with helpful mods like world edit).
The smallest cells I know of are 2x2x13 (possibly 12), that's in length/width/height which is fairly standard format for redstone components. But specialized designs have their place such as 4x4x4 ram cells for vertical stacking or dual read (two read lines, two outputs) or using comparators to store 4 bits in one cell at the cost of speed, the list goes on. This should give you an idea of what is possible depending on your needs in the future.
You can view some designs for various circuits if you go on the ORE server (just google it I'm lazy) and do /warp pol
That's the "Plot of Logic" on the server, its far from comprehensive as people add things to it only rarely but it may give you a flavor for designs, you'd have to ask around for most things though.
In real life standards exist out of necessity and practicality. Nothing we make in redstone computing is necessary or practical, so there isn't much demand for standards. Custom designed things will always be faster than something modular because the busing/layout can be more intricate. Point being, if you want to throw something together to test other components, modular parts are fine. But if you want to build something as best you can, it's going to have to be quite customized.
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Looks like some interesting stuff going on with the decoding. Why the decision to control it all from one line? ye show off.
I wonder also if you could comment on the pros and cons of 16 segment vs just 2x2 pixels? Very rarely have I seem them used though I can imagine the possible efficiencies. I'm curious generally about the details of how things ultimately get from ROM to screen.
I could probably hook you up with some fast decent sized (256 word) RAM, I can show you it on the ORE server sometime if you're interested.
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Oh and in terms of redstone I wouldn't bother, get a good enchanted axe and a large enough farm and you won't have any problem.
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As far as blocking access for some time that should be simple with pistons, you only have to prevent them standing on one exact spot yes?
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If you only want to know when the moon is in a certain state you could do as mazecraft suggested above. If you want to know what particular faze it's in at any time you could use a 3 bit counter (8 possible states) hooked up to a decoder. You should be able to find designs for those parts easily enough, it won't be too large either.
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1. Two way horizontal flying machine with switching stations.
2. Two way vertical flying machine with switching stations.
3. Proof of concept for arbitrarily large doors (and more).
4. Teaser.
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Anyway, my general advice for redstone (or anything else in life) is if you want to accomplish something stop focusing on trying to learn some magic secret you think someone else has, they don't exist. Just get to work. Be stubborn, fail often and well.
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Reminds me of this thread that popped up a few years ago, later Simnik managed to get it 2 wide tileable using similar logic to yours. A bit later I made a 2 tick version, also 2 wide tileable, it's on my plot if you want to take a peek. Uses pretty well the same logic, just vertical and such. Lately I've been toying around a bit with compacting it since it's a little long, since you understand the logic perhaps you can help.
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Generally speaking the first (working) version of anything you make is gonna be big slow and ugly. Then you iterate, compact, simplify, rearrage etc. A half dozen iterations later and you'll have something decent. The sooner you commit to this process the quicker you can learn compact techniques and wiring and ultimately the less time you'll waste on future projects.
Also, attempt to build things that you think are impossible, set goals that are unrealistic, don't give up until you know exactly why and how they aren't possible (or you succeed, then push even further). Sheer stubbornness has been one of my greatest tools in redstone design.
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First of all you shouldn't really need a separate decoder for read and write, is it important that you can write to one address while reading from a different one? Generally the logic is set up so that you can write only to the cell you are reading. Here is a video with a better decoder you could use.
Next while just decoding single bits is good for a first try what you really want (as I'm you sure you are aware) is to decode a whole word of memory (say a byte). For this you need a "Ram cell", not just a d flip flop, the difference is that ram cells are designed to minimize space while including the necessary bussing and are designed to be stackable (tileable) with each other. Generally speaking input and output lines will be parallel to each other and perpendicular to the read and write lines coming from the decoder side. It takes getting used to thinking in terms of tiling but its a powerful concept once you get the hang of it (particularly with helpful mods like world edit).
The smallest cells I know of are 2x2x13 (possibly 12), that's in length/width/height which is fairly standard format for redstone components. But specialized designs have their place such as 4x4x4 ram cells for vertical stacking or dual read (two read lines, two outputs) or using comparators to store 4 bits in one cell at the cost of speed, the list goes on. This should give you an idea of what is possible depending on your needs in the future.
You can view some designs for various circuits if you go on the ORE server (just google it I'm lazy) and do /warp pol
That's the "Plot of Logic" on the server, its far from comprehensive as people add things to it only rarely but it may give you a flavor for designs, you'd have to ask around for most things though.
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