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    posted a message on NBT Custom Blocks in Minecart Lighting Bug - any fix?
    Quote from Tedster

    Sorry, I'm not really sure what's causing this.
    I think it's probably something in the code for the minecart. If you're feeling very powerful you might be able to persuade a modder to make a few modified classes to fix this for you.


    That's about what I figured; I appreciate you checking it out.
    Posted in: Java Edition Support
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    posted a message on Official Bug Reporting
    Quote from pookshuman

    OK, thank you .. please post if you find out anything.


    They're aware of the issue and fixing it; if you check the bug report site now there's a message saying as much.
    Posted in: Java Edition Support
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    posted a message on Official Bug Reporting
    Quote from pookshuman

    Hello, I have been trying to post a bug at the official bug tracking site but when I try to sign up for a new account I get this message..



    What does this mean and what should I do?

    Thank you


    I ran into the same problem.

    Accounts (as in, master accounts like "Mojang" that purchase JIRA services) are limited to a certain number of users. Once this limit is reach, no new users can make accounts unless the account owner (Mojang) upgrades to lift the limit, or deletes old accounts.

    I reported it on twitter ( https://twitter.com/MojangSupport ) several hours ago, still waiting on a real response.
    Posted in: Java Edition Support
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    posted a message on NBT Custom Blocks in Minecart Lighting Bug - any fix?
    non-block textures (Reeds, torches, tall grass, flowers, etc...) placed in minecarts with NBT edit have a bug where they are rendered darker than the surrounding environment.



    Using a custom lightmap0.png with optifine/mcpatcher doesn't have any effect; it's still the same amount darker.

    Any ideas what's causing it or any workarounds to fix it with a custom texturepack, or even a mod? I'm working on a minigame map that makes use of this and the extra darkness kind of ruins the effect.

    Know this is kind of a long shot and really niche, but figured no harm in asking.
    Posted in: Java Edition Support
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    posted a message on HopperDropper Memory Tape - Simple, Compact, 3-state, Pistonless, Writable
    Quote from JordanBerk

    Can I see a picture of the writable/resettable/reversible one?


    I intend to post it as soon as it's done (presentable/not a mess). Gimme a day or two, I've got other stuff going on.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on HopperDropper Memory Tape - Simple, Compact, 3-state, Pistonless, Writable
    Quote from Magix

    Yup

    Not sure why it doesn't work when you show it, it's fine for me. Might just be the inconsistency with how you flick the levers - if you use a stable 1 tick pulse as an input, it's fine

    Quote from Grizdale

    should work fine as long as you keep the off pulse below 3.5 ticks (hoppers take 3.5 ticks to pass on an item)

    droppers won't work though cause they have lame mechanics similar to pistons. (block updating mess)


    A chain of 6 hoppers with memory spaced (tape length of 3: pos1 / blank / pos2 / blank / pos3 / blank ) DOES work, but requires two pulses to cycle memory 1 position, as it needs to move two spaces.

    A chain of 6 hoppers with memory not spaced (tape length of 6: pos1 / 2 / 3 / 4 / 5 / 6 ) DOES NOT work, regardless of pull length, even 1 tick, for the reasons descriped in the video (items get piled up).

    Test it yourself filling each memory position with a different item to easily track it, and let it complete a cycle or two.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on HopperDropper Memory Tape - Simple, Compact, 3-state, Pistonless, Writable
    Quote from Magix

    Interesting variation of the one I posted in the collection a while ago, allowing outputs to be spaced out as opposed to together




    That's very similar to what I started out with (very spaced out items in hoppers, since tightly packed didn't work) before I came up with this design.

    I'm assuming the blue indicates an item, and that it's photoshopped rather than a mod?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on HopperDropper Memory Tape - Simple, Compact, 3-state, Pistonless, Writable
    Quote from Maizuma

    That's really nice. I was trying to use this concept to build a fast 7-segment display (with counter) a while ago. I tried to power the stacked tapes from the sides using pistons with redstone blocks but I was having to many issues with bud switches and lost the patience :-]


    Thanks. Trying to make a compact 7-segment display/counter for a game I'm making is what actually inspired me to figure out how to get this working.

    It's fully functional (counts 0-9 each pulse), 4 wide, and does not interact with adjacent ones if you tile them. Still want to polish it a bit before doing a video, I might be able to compact it further and want to add a few other features.



    On another note, I've just about finished a writable/resettable version working that you can reverse. It's not nearly as compact and simple though.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on HopperDropper Memory Tape - Simple, Compact, 3-state, Pistonless, Writable
    Quote from Burgled

    Do you know how fast it can be clocked? For comparison piston tapes can be on a 3 tick clock.


    1 tick.

    As fast as you can fire really, as the hoppers only update when unpowered/droppers when powered, they never interfere with eachother.

    Try it, it's really easy to build.
    (using a 1 tick pulse also has the benefit of getting rid of the flicker between states that you get with longer pulses).

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on HopperDropper Memory Tape - Simple, Compact, 3-state, Pistonless, Writable

    I've come up with a replacement to piston tape that I haven't seen around before.

    It can be theoretically any length, has 3 output states (off, 1 redstone signal, 2/3 redstone signal), and uses no pistons.

    It's super simple; a tape of hoppers and droppers facing into eachother, each hopper containing no item (0), a stackable item (1), or an unstackable item (2) to determine the output, redstone dust above it all, and a comparator facing away from one of the hoppers for the output. Every time you send a pulse to the redstone above, the tape advances and the output is updated.

    You can also make a version that can be reset (clear memory) and written to. Basically just hoppers underneath the hopperdropper tape that are powered (and then unpowered to clear memory), and to write to it, fire a dropper into a hopper chain that siphons into a slot on the hopperdropper tape, and advance the tape by 1.

    The video covers a number of usage cases, some things that don't work, a demo, and it's overall easier to understand when you look at it.
    Posted in: Redstone Discussion and Mechanisms
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