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    posted a message on DEAD PRISON: Terror Behind Bars [Zombie-Adventure]

    He built "Dead Prison 2" and "Dead World", do you know?

    Posted in: Maps
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    The video does not exist.

    Posted in: Minecraft Mods
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    posted a message on How to manage a redstone-energy company?
    Quote from Yumdub»
    I found out a way to wire almost exactly what you want. I think making the central able to turn BOTH on and off all lamps while ignoring the substation levers is too complicated. I know a way to do either separately.



    The first image is a picture of the front which is wiring under the substation. These repeaters control the state of ALL the lamps. The comparator circuit you built is also there, with the synchronize/off lever in red and the central in blue (like before).



    The second two images are the back with no blocks to show redstone and how it should be built with blocks. It probably extends one more block outwards than your station otherwise would have, but it is just as good. It uses a similar idea to the video you posted, where repeaters power blocks diagonally below them, and allows for levers to be stacked together side by side.



    I hope this accomodates all the levers you need. Just make sure to be careful how you split the wires in the back, each repeater powers every block adjacent to the block it is powering of course.



    The current set-up makes it so the central lever turns all the lamps ON if not blocked at the substation. If you put a torch under each lamp, then you will invert all inputs and the central will force all lamps off. Note that will also invert the lamp input levers but that shouldn't be a problem, just flick em the other way and don't get too confused.



    Tell me if I missed something.

    This model does not not work, I tested now. There is nothing connecting the repeater of the lower levers to the wire adjacent.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from Yumdub»
    The comparator circuit you built is also there, with the synchronize/off lever in red and the central in blue (like before).

    Actually it's more complex, because I added three redstone torches to indicate: the central imput, the lever status and the output. But just for a schematic, it can be simplified like you did.

    I will test later the model you showed me, I don't want to play Minecraft right now.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from Yumdub»
    I want to say that it would be very helpful to map out what you want to have happen with logic. For instance, if lever A is set to on, and lever B is set to on, then lamp O will be 1 (on) or 0 (off)? Make a table like this, then you can figure out what logic gate you want.



    A B O (A implies B, an if/then statement)

    0 0 1

    0 1 1

    1 0 0

    1 1 1



    Then look here.



    If you can figure out which one you want, then tell us and we can make it for you in minecraft.

    Do multiple tables for each of the separate things, if there are multiple.



    Also, the logic gate you made with the comparator before is a NIMPLIES gate. It is a two input logic gate and something like that is necessary. You will need to make space, maybe way underground, in order to make this do what you want.

    I know how to make truth-tables an how to discover which logic gate I need. The problem is: there is no space on the substations to use them. I build wiring behind all blocks of the wall with levers. I intercalated -1m and -3m wires to prevent merging. But behind the levers I can't build logic gates.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from munin295»
    Here's a way to get the wires underground in the space you require, with the dense bank of levers (I've only built 2x4 levers, but you could have more):





    The drawback is that, after you flip the levers, you have to press the button before any changes actually go through*. But that can be cool too.

    The sticky pistons are all powered by quasi-connectivity, to activate them individually that densely, so none of them will actually change until they are updated by the line of redstone dust on the top slabs which is powered by the button.



    * An alternative is to put the line of redstone dust on a clock. Then the pistons will update as soon as the clock changes. But I prefer the button.

    I tried to build it now but could not make all the wires work. The light-gray wire is obstructed by the gold block, the energy can't pass!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from crockettguy1»
    Do it so that the main central station controls pistons that push up a block to allow the redstone signal for the houses to pass through.

    KEY:

    R= Repeater

    T= Redstone Torch

    D= Redstone Dust

    P= Sticky Piston

    B= Block

    L= Lever



    Central Station-------------------------------------------------------------------------------------------------Sub Station



    ------------------------------------------------------------------------------------------------------------------LRBDDDDDDDDDDDDDDD
    LDDDDDDDDDRDDDDDDDDDDRDDDDDDDDDDDDRDDDDDDDDDDDDDDDDRDDDDDDRP



    Hope this helped. If your still confused add me on Skype (crockettguy1) and I will help you further. Love the idea. If you have a server with this on I would love to help you do it!



    - crockettguy1

    I could not understand how is this schematic, can you please build it and post the screenshot here?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from Yumdub»
    What I believe you are trying to do is a major computing problem, not even a redstone space problem. Say you have 30 lamps at your beach house area, and you have 30 levers at the central station controlling every one of those beach house lamps, and then 30 levers at the substation controlling all those.... 60 inputs and 30 outputs is a lot of wires! Whatever you do.... put signs in the stations to know which lamp is which. Or you will get confused. And you will die. (Not really)

    No! The levers controlling the houses are at the substation. The Central controls the lights of the streets. I wanted to make the Central able to turn on or off all house lamps, but there is no space to that in the wirings. So I made at the substations a "synchronized/off" control: when the lever is on, the street lamps are controlled by the central (on or off), when is off, off.

    I put the signs at the top of the doors and on every lever of the substations showing the number of the house. The Central is only a draft now, but I will know which wire is which because I determined that each block of houses (or roads between them) will have a specific color codename. I put colored hardened clay below each wire.
    Quote from Yumdub»
    Since you said the goal is to save space, I recommend that you do not use command blocks. Command blocks require a complex setup, mapping coordinates that are not clear when you are done (you get three numbers, and you are supposed to find a lamp with that), and they have to take up two blocks of space every time you power a lamp, when redstone could be done in one theoretically. Of course with command blocks there would be no wires, which is a major help in many cases.

    Command blocks = cheating. I want the pleasure of solving puzzles.
    Quote from Yumdub»
    You need to construct a two input logic gate of some kind, sounds kind of like IMPLIES since the central station obviously has some kind of dominant input feature. The IMPLIES gate in redstone is like an AND gate but one doesn't have a torch on it, and the output can be torched to make NIMPLIES gates (Not IMPLIES).

    There is no space to build that, below the houses neither on the substations.
    Quote from Yumdub»
    Comparators are more complicated than you need to get, but because they compare inputs they may be space efficient. Keep in mind you can compare and subtract by right clicking, this could allow you to make a transistor-type gate in one block (Isn't that what comparators do? Never did much with them)

    I don't know how to make a transistor with comparators, neither what exactly is a transistor and neither how this could help me.
    Quote from Yumdub»
    Oh and if the question is about the lever panel, you've already got some awesome designs posted here. You can check out some youtube madness if you want it to be in some sort of arrangement, Cubehamster has some button panels that are 11x11 and smaller, absolute madness. But should give you ideas.

    I will search for this youtube user later, thanks.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from munin295»


    Quasi-connectivity means that pistons can be activated by anything that would activate the space above the pistons, no matter what is actually above the piston. Another way to think of it is that pistons have the same "activation shape" as doors. Anything that would activate the top of a door will also activate the bottom of a door, and so anything that would activate the space above a piston will activate the piston.

    For example, the lower levers power the wall blocks, and those powered wall blocks would activate something that was above the pistons (even though there isn't anything to activate there, just more wall blocks), so by quasi-connectivity the powered wall blocks can activate the pistons.

    The catch is that redstone components update at most two blocks away, and the pistons are three blocks away from the levers. So the pistons need to be updated by the redstone dust to "know" that they should activate.

    Try building just one segment (one top lever and one bottom lever, and the corresponding pistons) and see how it works.

    Thanks for the explanation, I will try other day.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from munin295»
    Here's a way to get the wires underground in the space you require, with the dense bank of levers (I've only built 2x4 levers, but you could have more):





    The drawback is that, after you flip the levers, you have to press the button before any changes actually go through*. But that can be cool too.

    The sticky pistons are all powered by quasi-connectivity, to activate them individually that densely, so none of them will actually change until they are updated by the line of redstone dust on the top slabs which is powered by the button.



    * An alternative is to put the line of redstone dust on a clock. Then the pistons will update as soon as the clock changes. But I prefer the button.


    I could not understand the scheme. For me it appears that none of the levers powers pistons, because they are not directly connected:
    1. The upper levers powers the gold blocks, but there is nothing connecting it to the pistons below. The quasi-connectivity would work only when the gold block is directly above the piston, without the air space.
    2. The lower levers powers the stone slab blocks, which can't be powered, thus not passing the energy to the pistons below.
    I prefer the clock.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    I decided that the lights of the houses will be controled by the sub-station of the district. The lights of the streets can be switched, in the sub-station, to "syncronized with the central" or "off".
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from kixty9»

    Can you show me please the space between the iron wall and the checkerboard? I think I did something wrong, because I'm hearing the "tss" sound, even with the torches turned off. The model looks pretty good, when I fix my error I will make more tests with it. If everything goes well, I will change the controls of the sub-station to it.

    I proceeded with the tests and concluded that, despite the levers looking pretty good, the model you suggested requires 11m to put all wires 1m below the ground. The actual requires only 4m. So your model is impracticable on the Sub-station. Maybe I use it on the Central, because there the wires are already underground.

    Comparison:


    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from Zassi12»
    this is exactly why i would suggest commandblocks no mess and much easier to handle than massive redstone cable bundles.

    but you could give it a try if you adapt the technic for spreading out redstone lamp lcd screens.

    Command Blocks remove the fun of learning how to make circuits.

    I watched this tutorial until 9:20. In this time he showed how to make the control of the segments of lamps. But this isn't related to my problem: he controls three lamps at a time, and I need control individually.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from Jaspurra»
    if you dont wanna do it with command blocks, its gonna take a ton of redstone wire, and a lot of underground circuits, but you basically got the right idea, just connect a lever in the energy building, with all the lights on a house, using a lot of redstone wire

    I don't mind using a ton of redstone wire, I'm on creative mode. What I'm saying is that there is no way to put all these wires (to house, from central and local) in a reasonable space.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to manage a redstone-energy company?
    Quote from MazeCraft»

    Rebuild it, make the rooms bigger. What a problem? And for time of the revamp make a total blackout.

    If I change the wires to have distance between them, the underground wires and the sub-station will become bigger than the block of houses. If this happens, there will be less space for the adjacent block, that will need more space than it can have, too. So I don't think it should be made.
    Posted in: Redstone Discussion and Mechanisms
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