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- TheKeeperOfPie
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BenJ posted a message on BenJ's Ultimate Guide to Making Things Look Good (Update 1/18/14 Read latest post!)Posted in: Survival Mode -
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vRiddler posted a message on 1x2 Flush Door from GroundPosted in: Redstone Discussion and Mechanisms
when the double piston extender has pushed both blocks there is another circuit built in so if you are to open it the first sticky piston will grab it and then the first retraction block will grab it and then the double piston extender will fire to get the last block.Quote from ThatStrangeBloke
One of the crazy geniuses here might correct me on this but it's my understanding that a sticky piston CAN only pull one block. So your double piston extender would happily extend and push two blocks upwards but only retract one. This is why most people resort to using gravity-obeying blocks.
So your main problem isn't that the wiring is showing, but that you will end up with a block of stone brick that's out of reach of your pistons.
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Josh_d_boss posted a message on Properties of glowstoneAs some of you may or not be aware, since snapshot 12w06a, it is now possible to place redstone dust on glowstone. Now, this may not seem very important to some of you, but it actually has some pretty big implications and allows for smaller, faster designs of various redstone contraptions. In this short guide, I will try to go over and explain these features to those who don't know them yet. For those who do, let this be a small refresher. Let’s start with the basics.Posted in: Redstone Discussion and Mechanisms
Dust on glowstone
Here is an image showing redstone dust on glowstone. As you can see, it behaves exactly like you would expect it to. The signal from the torch travels on the glowstone as it would travel on any other block. The 15 block limit is also applied (though not shown here). The green wool is just there because you cannot place a redstone torch on glowstone, nor can you place a repeater.
Current fed to glowstone
Glowstone, if you didn’t already know, is a transparent block. This means that current fed to it, by means of a repeater or wire, will not propagate any further. Here are a few pictures showing the differences between feeding current to glowstone and feeding current to a regular block.
Glowstone will not power blocks on the same levelA redstone current passing on redstone does not actually power the glowstone (because it is a transparent block). That means you can place redstone next to items that would normally be activated by a current and they would not activate if placed on redstone. The only exception to this is if the redstone current goes directly into the block that you are attempting to power.
Glowstone will not create unwanted BUDsOften when playing with redstone and pistons, unwanted BUDs are created. This can be very frustrating in the long run, as it tends to bug circuits. Luckily, glowstone will stop this, since the block isn’t actually powered by the redstone current.
Glowstone will not burn torches out
As you can see in the above picture, a torch will not burn out if glowstone is placed on top of it, since the glowstone block doesn’t transmit the signal to the piece of wire next to it.
Glowstone behaves strangely going uphillWhen a redstone current goes uphill on glowstone, it does not properly bend as it should, even though it appears normal. The redstone current looks like it is turning left to the glowstone on the picture, but it is actually stopped and goes directly to the piston, while sending a current to the redstone on the glowstone.
Glowstone above a redstone signal going uphill.
Since glowstone is transparent, it will not stop a current going uphill (as shown below). Though, a regular block will stop this current. This property glowstone has, combined with the fact that dust can be placed above it, will allow for interesting things to be made, as discussed in the next sections.
Glowstone to split redstone signals (1 wide)Using the above property of glowstone, it is possible to use this material to split a redstone signal in two, with zero delay, while maintaining a 1-wide structure.
Glowstone can be used to transmit redstone signals vertically
Now, since glowstone will not hinder a redstone current that rises, and redstone can be placed on glowstone, a new way of transmitting redstone signals vertically arises. Previously, to transmit a signal vertically, you would have to do a staircase formation, which was bulky, or a series of torches powering one another, which was slow. With glowstone comes a 1x2 and instant way of transmitting signals vertically (although the 15 block limit still applies, so after sending a signal 15 meters up, you would have to add a repeater). Here is a picture comparing all three methods discussed.
From left to right: the torch design, the staircase design and the glowstone version.
Glowstone doesn’t transmit signals downwards
Something glowstone doesn’t allow though is transmitting signals downwards. In fact, a glowstone block will not carry any signal it receives to a block lower than it, so the design in the above section will work for transmitting signals upwards, but unfortunately not downwards.
Instant Diode
Using the above property of glowstone, an instant diode can be created (a diode lets current pass only in one direction, like a repeater). The current will flow from the right side to the left side (since the current goes up to glowstone) but not from the left to the right (since the current goes down from the glowstone).
Right lever is on, current passes through fine.
Left lever is on, the current stops at the glowstone diode, since the current is suppose to come in from the other direction.
Instant OR gate
Using the same property of glowstone, instant OR gates can be created. The way it works is if any of the inputs are on, the current is directly fed onto the glowstone, but does not bleed back to the other input which would be undesirable.
When either of the inputs is on, the output will be as well. As you can see, the current from the left lever doesn't bleed into the right lever.
Compact ABBA gateUsing the diode properties of glowstone, a very small and rather fast (2 ticks of delay) ABBA switch can be created. For those of you who do not know what an ABBA switch is, it is basically a circuit which powers output A then B when powering on and powers them off in the opposite order, hence the name. This is often used for pistons pushing other pistons, as extended pistons cannot be pushed/pulled.
Red is input, orange is A and magenta is B.
Glowstone can be used to detect redstone state changes or block updates.NOTE: THIS WILL ONLY WORK IF THE DESIGN IS FACING F0 OR F2 (NORTH OR SOUTH)There is a rather weird quirk with glowstone that happens when a glowstone diode powers itself and creates infinite power. Whenever a redstone update happens nearby, or a block update in some cases, the construction will simply lose power until it is given power again.
In the above picture, as soon as the redstone on the magenta wool block changes states (turns on or off, has a new redstone wire running to it or is removed) or if any of the red wool receives a block update, the wire on the green contraption will turn off. This is is due to the fact that the infinite current loop caused by the glowstone diode turns itself off when it receives an update. This quirk can be used to create instant SR Latches (or. RS NOR Latche if you prefer) and a glowstone-based BUD.
Instant SR LatchNOTE: THIS WILL ONLY WORK IF THE DESIGN IS FACING F0 OR F2 (NORTH OR SOUTH)
Using the above quirk, an instant SR Latch can be created. While it is certainly bigger than some designs, it is instant, which is certainly a plus. (credits to jp86ll for the design)
Whenever one of the buttons is pressed, the contraption on the side of the button will turn on and the other one will turn off. The outputs are the green wool in the picture.
Glowstone-based BUDNOTE: THIS WILL ONLY WORK IF THE DESIGN IS FACING F0 OR F2 (NORTH OR SOUTH)
With the same quirk discussed two sections above, it is possible to create a glowstone-based BUD. The unit will pulse for a short duration. The system works exactly like the SR Latch, except a single unit is used and the output of the unit is inverted and fed back into the input (with a slight delay) so the system auto-resets. (credits to yairxd for this design)
Whenever one of the red wool has a block update, the system will send a 1-tick pulse through the torch located on the magenta wool. This could easily be made into a T-BUD by adding a sticky piston next to the torch.
D Flip-FlopNOTE: THIS WILL ONLY WORK IF THE DESIGN IS FACING F0 OR F2 (NORTH OR SOUTH)
Using the same quirk that the SR Latch uses, a pretty fast D Flip-Flop can be created. It houses part of an SR Latch (the foundation stone of D Flip-Flops) and resets it every time the write button is pressed. An AND gate is then used to choose whether to set the SR Latch back on again. The only problem with this device is that it isn't tileable and is rather big (2 x 5 x 5). It is however, pretty fast (only 2 ticks to write and there is a 1 tick delay to change the data line).
Red is the write/enable line, yellow is the data line and magenta is the output line. Notice the repeater with a 2 tick delay on the orange block. This will stop a short pulse from happening when all three lines are on (data, write/enable and output).
Well that’s pretty much it for glowstone. I know this thread may seem short and the information more or less useful, but you will eventually find a use for glowstone in your redstone creations. If you find anything else you can do with glowstone that I did not think of, let me know, I’ll be glad to add it!
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FlippinSensation posted a message on One Block, Four Outputs!Hm, don't know what to call it.Posted in: Redstone Discussion and Mechanisms
Don't know what else to call it, or whether someone has created it prior. -
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caramba2654 posted a message on My Favorite 1.3 Piston Bug Fix! :DY U HAVE SUCH CLEAN AUDIO?Posted in: Redstone Discussion and Mechanisms -
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mnopjh posted a message on [Game][TowerDefence] Zombie Castle DefendersPosted in: Redstone Discussion and Mechanisms
Introduction
Since my previous map, (Sewer Survival) got quite a lot of downloads, I have decided to create another awesome map. This map has 99 waves of hungry zombies and you can play with as many people you want!. You must shoot the zombies that come every wave before they attack your castle!!! You have six lives and gain 2 sand every wave. The sand is used to buy weapons and towers throughout the game. Good luck heroes!!!!!
Video
Pictures
Arena
Rules
Snow Turrets
Weapons/Ammo
Random Chest/Color Turrets
Redstone
Rules
1. No Hacks (Duh)
2. No Breaking Blocks
3. Unlimited amount of Players
4. Stay above Peacefull
5. Other basic rules
Buy-able stuff
There are several stuff you can buy during the game. One of them are weapons/ammo, which are bows with enhancements and arrows. Another Upgrade are turrets. There are currently two types of turrets, color turrets and snow turrets. The Color turrets are fully auto turrets that shoot arrows on your command. The Snow turrets are Snow golems on the side of the map. They are upgradable to level 3. Lastly, you can buy Random Chests. As you can tell, they will give you random items, both good and bad.
Download
>V1.8<
>V1.7<
>V1.6<
>V1.5<
>V1.4<
>V1.3<
>V1.2<
>V1.1<
>V1.0<
Change-log
V1.8
+ New "People who helped" = Whitherrun
+ New rules = "no essentials plugin"
+ Fixed Random Chests
V1.7
+ Fixed spawn
V1.6
+ Random chest are TRUELY random (Thanks to Whitherunn)
+ fixed map not blowing up
V1.5
+ fixed mysterious event of loosing health...
+ Fixed mobs falling off of the edge by color turrets
+ Added pressure plates in stores to prevent sand from being placed in the wrong spot
V1.4
+ Fixed Squids
+ More TNT
+ Mixed secret chest
V1.3
+ Covered some dispensers
+ Fixed Water
V1.2 (Thanks to TheKeeperOfPie)
+ Added block on "Power V Bow" section
+ Fixed problem in Random Chests
+ Fixed Spawn
V1.1
+ Added TNT
V1.0
+ Release
Good luck!
People Involved with the map:
- mnopjh
- Empanaides
- Sh4d0w41ker
- Elites180
- Penguin9281
- Sandykandi
- chinchillarabbit
- 12MrMoo
- phonixcat
- corruptassasin
- jasper2121
- Whitherrun
Reviews
(I will now post your reviews here if you post them below!!!)
Robo_Chiz
Zombie Castle Defenders - 5 Diamonds
Overall:Better than Cake Defense
Zombie Castle Defenders or ZCD is a tower defence game. There is no avoiding it, that’s what it is. It’s on par with maps like cake defence, and sees the players shoot off waves after waves of zombies. That’s where the comparison ends however because ZCD is actually very clever and most of the time better then cake defence.
The map (By mnopjh) uses the currency of sand, and 2 sand blocks are given to you at the beginning of each wave (Which is started by pressing a golden button). You can use the sand to get some dispensers to fire some arrows, or to activate snow golem defences creative. There are also random gift boxes which can give you anything from food to super rare bows. All of these upgrades aid the process of zombie killing, and are all very creative. I cannot believe the outstanding use of red stone in this map. One example is a huge scoreboard that shows your remaining lives and what wave you are on. I investigated how this works, and was gob smacked by how much Redstone was behind the scenes. To buy upgrades, the player needs to drop sand blocks into a special chamber, and it is very impressive watching the sand disappear and then watching your item drop out. The map also uses a lot of the new features brought in recent minecraft updates. The scoreboard for one uses the new glow stone lamps.
This almost perfect map does have some flaws though. While I never tried it myself, the sand buying mechanism looks like it can easily be broken by impatient people, and griefers. Zombies also have a habit of escaping the path they are supposed to follow, and end up out of range. The 2 blocks of sand can also be discouraging, and I for one found it annoying that I couldn’t afford a lot of upgrades when I’d finished playing. Bad points aside this is still one of the most creative and interesting maps I’ve played in a while. I certainly had a fun time, and so did the people I played with. Definitely worth a go!
Cheesefryc00k
Zombie Castle Defenders / Zombie Castle Defenders
8.8/10
Zombie Castle Defenders is a redstone masterpiece. It keeps the player interested with turrets, random chests, and different types of bows. These were all easily paid for with blocks of sand received at the end of each round. So let's get started.
Creativity 25/25: The creativity of this map was obvious. The build itself was insane. The sandstone structures looked beautiful, and the redstone blew my mind. I can find nothing to criticize about the creativity of this map.
The originality was also over the top. I have seen defend the base maps like this one before, but never with such things implemented. Snow turrets, a health system, a money system, multiple waves, the list goes on and on.
Length 20/25: The length of this map is whatever the player wants it to be. The map can go on for 99 rounds, and will last as long as the player is skilled. I lasted for about 2 hours.
Fun 24/25: I had a blast playing this map. I enjoyed buying good weapons and power-ups and saving up for more. Sniping the zombies from a long distance was a really fun thing to do.
Story: Since this is a GAME map, there is not story. Therefore, the scores for the other categories are increased and this is not counted.
Difficulty 19/25: The difficulty of this map increased as time went on. The zombies got more plentiful as the the rounds rose. For me, it was very easy. Having tons of snow turrets and a power 5 bow really pays off.
So would I recommend to play it? YES! This is by far the best game map I have ever played.
Featured Lets Play
In-Depth explanation!
(by TheJasonTheHaitian)
Do YOU like my maps?
Well subscribe to my channel (here) for more maps (and previous ones)! You'll be the first to be notified So far I'm almost done with my third map involving mazes and of course, ZOMBIES . All of my maps include awesome redstone! I already have an idea for my fourth map.... (Call of Duty Zombies!!!)Previous map: Sewer SurvivalNext map: Infinite Creeper Maze
[url="http://www.minecraftforum.net/topic/1153335-gametowerdefensemultisingle-zombie-castle-defenders/"][img]http://i.imgur.com/VJZ2v.png[/img][/url]
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101_210 posted a message on Redstone help please!Build a big device that explode flashes redstone torches then detroy itself when powered. When your friend ask why it exploded, say the device was so intelligent that it would have eclipsed humankind given enough time. Because your device was benevolent by design, it chose to sacrifice itself to save us.Posted in: Redstone Discussion and Mechanisms -
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mnopjh posted a message on How to activate Tripwires without the Hooks :) + more tricks!Just as the title saysPosted in: Redstone Discussion and Mechanisms
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KidMischief posted a message on Automated Nether Portal V2: No Spill + Survival FriendlyFor deactivation, you can take advantage of the dispenser's quirkiness and do this and still deactivate without water spillage.Posted in: Redstone Discussion and Mechanisms
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101_210 posted a message on Improving my designUse a bud switch instead of the delay for a better device!Posted in: Redstone Discussion and Mechanisms - To post a comment, please login.
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Well, obviously. But I'm trying to use non-gravity affected blocks. I could easily just strap a double piston extender onto a pair of sand blocks, but sand/gravel doesn't fit with my color scheme. Thanks for the suggestion though.
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EDIT:
Hmm... interesting. I know what causes it. Due to your timing, upon firing, the misfiring piston gets BUD'ed, and when the repeater for the 2x2 set of pistons fire, it fires the bottom pistons of that set before the top row of pistons. This may be a hashset error, not completely sure. That bottom piston firing updates the BUD piston before the top row of pistons push it out. An ABBA switch should fix this though.
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P.S. I have a $300 laptop that runs MC fine, so you don't need a good one at all.
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HOWEVER, on the 2nd design, the 2nd repeater adds something significant. When you update the piston, yes, the piston extends, cutting off power. However, when the 4 tick repeater turns off, the 1 tick repeater is still on, continuing the power to the BUD piston. Only after 1 tick (because repeaters delay a signal turning off as well as turning on), does the repeater cut off the power. However, after cutting off the power, the first 4 tick repeater has already been turned off, and it will not cause a block update to the arm of the piston, so, it effectively only receives 1 block update, from your initial block update.
You, sir, have discovered the difference between a T-BUD and a BUD Switch. If you're still confused, don't hesitate to ask me.
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