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    posted a message on Interruptable 2-stage circuit

    Okay, i'm an Idiot. :P


    Yea, took me a second and then i did the ol' piston between vertical-step redstone and that did the trick perfectly. I must need sleep. :P


    Thanks

    J"SD"a'RR

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Interruptable 2-stage circuit

    Alright,


    I'm not sure this is even possible, but perhaps it is and someone can help. :)

    Um, i'm looking for a circuit that powers two separate "engines" so to speak, but i want to be able to "disable" the second circuit.

    Example


    So, yea, this is just a mock up of the nature of the circuit, and I can't really change much about the power design. The two torches are used to power on/off another set of torches, so when the blue switch is active, the torches are inactive and my "engines" are running. I deactivate the blue switch, and the torches become active and subsequently turn off my "engines".


    My problem exists at the red switch. I want a switch there that overrides the blue switch and turns the left torch on, basically deactivating the second of the two engines, but the first torch should remain deactivated keeping the first engine running. If the red switch is deactivated, however, I want the entire circuit to obey the behavioral state of the blue switch.

    Basically, I want the whole circuit to obey the blue switch's "deactivated" state, but I want the red switch to be able interrupt the redstone affecting the second half of the circuit only when the blue switch is active.


    Let me know if this is possible.

    Thanks

    Jaeden "Sifo Dyas" al'Raec Ruiner

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Single tap circuit - pulse once on event

    The falling edge detector was perfect. My mechanism takes two sticky pistons to achieve, but the end result was exactly what I wanted.


    Thanks!


    J"SD"a'RR

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Single tap circuit - pulse once on event

    Okay,

    So i have a Hopper, with a comparator. I want it to send a signal only once when it goes empty.


    So basically the circuit in blue is a simply a detector for when the mine cart is full, behind that comparator is a redstone leading to a repeater into the powered rail below my hand.

    The read arrows indicate a pathway from the hopper to the same circuit. Now i can use a sticky piston to block the completion of the circuit which powers the rail. So, the hopper is full the torch on the other side of the block goes off. I don't care about that part. But when the hopper goes empty, the comparator loses power, and thus the torch can turn on. I want that to send a signal to a circuit that un-powers the piston, allowing the torch to complete the circuit for the powered rail. but after a moment, i want the piston to reengage even though the hopper is still empty.


    How can i achieve this?


    Thanks

    Jaeden "Sifo Dyas" al'Reac Ruiner

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Detector Based Alternating Switch on not-empty Box Minecart

    Hexalobular

    That is perfect! Brilliant. I never thought about using the repeater on the other side to trigger the "empty" cart. I kept trying to use the toggling torches as you did, but couldn't get the pattern you achieved with placing power receivers on both sides of the detector rail. Will keep that in mind in the future.


    My image is facing due south, but the the model you provided was exactly what i needed. I'll have to tweak the timings and workout the logistics of how to fit in my "castle" so to speak, now that i have the circuit to achieve what I want.


    Thanks

    J"SD"a'RR

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Detector Based Alternating Switch on not-empty Box Minecart

    Okay, simple T-junction, with detectors and comparators on ether side of the junction.

    Image


    Coming from the left (red) when the minecart is empty, i want it to go straight. When it has any items in it I want it to turn right towards the screen.

    Coming from the right (blue) when the minecart is empty, i want it to go straight. When it has any items in it I want it to turn left towards the screen.


    I have powered the switch in the image so you can see which way it faces when powered. My problem getting the track switch to occur correctly for both sides. I can get it for one, but then the other fails.

    I would like to achieve this without pistons, but can use them if necessary.


    Thanks

    Jaeden "Sifo Dyas" al'Raec Ruiner

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on What happened to the clock?

    But Optifine 1.14.2

    A) Isn't available on the optifine.net website.

    B) I'm already using mincraft 1.14.4 with forge 28.0.55 so can i even use 1.14.2?


    Thanks

    J"SD"a'RR

    Posted in: Recent Updates and Snapshots
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    posted a message on Two directional vertical wiring?

    So,

    I've done the ladder, using slabs, but even though the button at the bottom triggers the powered rail at top, the button at the top won't power downwards. Is the only way to achieve this with the spiral?


    it isn't far, like may 10 redstone, but a single button can power the distance, so there are no torches, or repeaters, or anything like. Just redstone and two buttons. i just want the circuit to go up and down.


    Thanks


    Jaeden "Sifo Dyas" al'Reac Ruiner

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How can I create a daisy chain of boxes?
    Quote from Hexalobular»

    The easiest way is to stack them vertically, fill the top one and just use hoppers to move the items down the stack.


    I guess that might work, but you'd still end up with stacks of stuff in the hoppers. I'll keep thinking about it and perhaps if I solve it i'll share my solution. :)

    J"SD"a'RR

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on How can I create a daisy chain of boxes?

    So,

    I've been playing around with circuits and such, and trying to apply what tutorials say online for sorters, but i don't want to sort, just want to fill all the boxes against a wall. The thing I want to have a minecart and hoper fill the box on the left, but when i take from the last box on the right, i want to fill up from the box next to it. So i only have to reach from the closest box, and mine cart only has to fill the furthest away box.

    boxes


    I expect to use hoppers, droppers, red stone, comparators, you name it, but like i tried to stagger them and lock the hopper, but it wasn't working as expected.

    Any ideas?


    Jaeden "Sifo Dyas" al'Raec Ruiner

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Powered Rails with Buried redstone circuits

    So,

    I'm trying to created a track from my home to the mine. I have a lot of basics, but sometimes what is expected isn't what is, and my designs are thwarted.

    It's a long rail, so every so many tracks there needs to be a powered rail, this isn't an issue. However, for some reason if you have a two block high wall on both sides of the rail, the mine cart is extremely sluggish to move with the player in it, until you hit a powered rail. Sort of like there is friction against the sides of the mine cart. However, even though redstone dust beneath a block can receive a single from a pressure plate on the block above, it can't power a rail. The redstone dust must make direct contact with the rail or the block the rail is on. And also redstone can fit in the "half-block" space beneath a slab, so I'm now curious if this is even possible.


    What i want:

    A three-block wide tunnel, with the rail in the center.

    Redstone powered rails intermittently to provide the boost for the minecart.

    A switch (lever) to turn off power to the entire track.

    All redstone circuits buried.


    Now, i've managed to create some reasonably intricate circuits, not quite all up on the comparator circuits, but shouldn't need them for this.

    track


    So you can see i've got redstone circuits buried off to the side, with a repeater in the distance. Simply put this entire mechanism is powered by a single redstone torch, connected to a lever. lever on, track is powered, lever off, not powered. simple.

    However, the above displays the ONLY way i have found to get power to that powered rail, and have it connected to the lever for turning the power on/off. but i can put anything above it to bury it, i can't go under the rail, etc, etc, etc.


    So, is there a way to achieve this, or am simply going to have to either expose the circuit or but a slab to cover it up?


    Thanks

    Jaeden "Sifo Dyas" al'Raec Ruiner

    Posted in: Redstone, Commands and Mechanisms
  • 1

    posted a message on What happened to the clock?

    It wasn't a Texture Pack but is use different shader packs, which require OptiFine. And once I removed OptiFine the clock worked like regular. So that's a bug i need to report to them.


    Thanks

    J"SD"a'RR

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on What happened to the clock?

    So,

    when i updated to 1.14 (and subsequent Forge edition) i noticed that the Clock stopped animating while in the QuickBar. If i hold it in my hand it it animates Night/Day, but in the 1.12 version it used to animate while in the QuickBar so i didn't have switch to it to know the time. Did they remove this functionality?


    Thanks

    Jaeden "Sifo Dyas" al'Raec Ruiner

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Replacement for Ellian's Material Detector

    I must say, i get frustrated at these editors, that allow you to accidentally navigate away from the screen and then you lose everything you just wrote.


    Regardless to say, i do love playing minecraft, and enjoy creating my little worlds. I'm not an avid player, of any of my games, i just like having a little fun. I'm not really one for the Designer/Creator mode, because it feels a little like playing Doom on IDDQD. I like a challenge, but there are limits. There have times when i've spent nearly two hours mining, and barely have found enough diamonds, redstone, or even iron, to make the experience enjoyable. At this point, its just pure tedium.


    Enter Ellian's Meterial Detector. It was written for many different versions, the most recent being the 1.12 version of Minecraft (with Forge) and it was a godsend. The radar was circular, and limited to about ten squares from where you were standing, but would indicate by color if there were any mine-able ores in the vicinity. The ore's were listed by minecraft block id, and you could configure which ones were on or off, and what color they were represented with. Much like any real-to-life aspect of a video game, the mining in minecraft - especially in a generated world so massive - is going to involve a modicum of tedium. However, the idea of a material radar or detector that provides a scan of the surrounding area is not so far fetch, and still only speeds up the mining process slightly.


    However, I hadn't played in a while, and when starting up a game recently, thinking i would play a little with my old map, but likely start a new one to build a new castle and such, minecraft automatically updated to the 1.14 version. As such I needed to update my mods, like Forge, Xaero's Mini & World Maps, but the Ellian's Material Detector has no such update, and Forge said it was incompatible with the newest version.


    I am curious as to whether or not a suitable replacement has been made? As a programmer, I even wondered if it were possible for me to simply edit the .jar file to configure it to work with the most recent version of Forge. You know, like changing a version # in the config or something. It's probably a lot more complicated then that, but Java's never really been my strong suit. :)

    Anyway, just hoping there might be a replacement for this mod because it was seriously one of the most fantastic adaptations of the game that made playing more enjoyable for gamers like me.


    Regards,

    Jaeden "Sifo Dyas" al'Raec Ruiner

    Posted in: Mods Discussion
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    posted a message on Why won't the enchantment transfer from book to armor?

    Awesome. Thanks!

    Posted in: Discussion
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