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    posted a message on Gamerule corrupted my world
    Quote from Fire_Fusion»

    Try going to %appdata%

    .minecraft

    saves

    Move your world to the desktop.

    Go onto minecraft and delete the world (if it's there)

    Move the world back to your saves.


    Hope this helps :D


    This actually worked! Thank you so freaking much! :D
    Also, thanks to everyone else who posted here, you're awesome ^.^
    Posted in: Java Edition Support
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    posted a message on Gamerule corrupted my world

    So, I played around with the /gamerule randomTickSpeed command in my single player world, setting it to random numbers just to see what it would do to crops and animal growth (numbers like 1000 or 500). I've set it back to the default (which is 3) but now my entire world is "lagging". That is, the sun jumps as if I'm on a laggy server, repeaters are slow, buttons are slow, tnt is slow, etc.


    My world used to have the doDaylightCycle gamerule set false beforehand and I set it to true before playing around with the randomTickSpeed so I don't see how that could have affected it... I'm out of ideas.


    Here's my problem in action: http://s1.webmshare.com/54ao8.webm

    Posted in: Java Edition Support
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    posted a message on No slimes spawning in "slime chunk"

    Make sure that the glowstone is not placed on the floor - they won't spawn that way because glowstone is a transparent block.

    Posted in: Java Edition Support
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    posted a message on New BUD switch?
    OOOoooo that's a pretty cool design
    Its concept is pretty old but I've never thought of doing it like that
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Brewing Station
    Quote from theBEEZ_NEEZ

    Sorry, like Ii said I don't have much idea what I'm doing...this is what I have and its not working..could someone show me what it should look like? Or give suggestions for an alternate setup?


    The problem you have there is that the repeater on top wont do anything since its not really connected to anything, and even if it were, it wouldn't be able to affect the hopper.
    You should do something like this: http://imgur.com/hfli1TJ,MNmYizw,8JgVqZx#0

    By the way I have a 2 wide tillable design if anyone is interested: http://www.mediafire.com/?y58buoh9ltfdapj
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 8 tick Pulser
    Quote from SReject

    I did find a much more compact version. 8 ticks of pulse, no matter the input:
    (That's ralph. He's been with me since I made my creative world)


    lol I used to have a chicken pet on my creative world too :D He was grounded though..... forever.

    Regarding the new pulser you made, wouldn't the repeater get locked while its on if the input is very short? (like, about 2 ticks)
    IMO, you should use a piston monostable to avoid repeater locking.

    Also, my design will add 4 ticks of delay (determined by the first repeater).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 8 tick Pulser
    There you go, OP.
    The chain of two repeaters on a 4 tick delay adds up to 8 ticks on the output.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need a kind of counter that dosen't have a pulse as input
    Thank you so much! This is exactly what i needed :D
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need a kind of counter that dosen't have a pulse as input
    I'm making a "if x or more levers are on then do something" machine, but I need some kind of an unary counter that doesn't have a pulse as an input.
    What I mean is that all inputs are levers and for how many levers that are on, there will be the same number of outputs on, but put next to each other.

    Truth table for better understanding:

    Input Output
    10110 11100
    11001 11100
    10010 11000
    11011 11110
    ...And so on.

    I have tried connecting the levers to dual edges monostable circuits, and from there to CodeCrafted's unary counter. The problem is that if 2 levers are activated at the same time, it registers as 1 pulse.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need help with vertical stackable 2bit De-Mux
    Thanks Entity, but your design dosen't fit what Im making. I should have mentioned there's a piston above the block the highest torch lays on.
    Also, I didnt know about the sand thing thanks for teaching me that :)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need help with vertical stackable 2bit De-Mux
    I'm having a hard time finding a one wide stackable 2bit demux, so I decided I'd make my own. After some testing I found a design that I like, but I was wondering if any of you guys know a better one?

    Posted in: Redstone Discussion and Mechanisms
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