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    posted a message on Red stone ideas?
    Quote from taggedjc »
    Since redstone clocks are based on the renderer's speed, I believe, it makes it difficult to synchronize.

    However, it's possible that the day/night cycle is based on the renderer's speed as well, so that means it would be possible to make a big "big ben"...

    I'll look into it.


    This is accurate. The redstone processing does have issues if the client begins to lag. Additionally, if you ever move too far away from the clock, and chunks unload, it will become wrong as well.

    I know these things because I already made a 12 hour digital clock =)

    EDIT: http://www.minecraftforum.net/viewtopic ... 50#p330044

    The link, in case anyone's interested.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Evanm7 »

    You forget that reddust must be on top of the NOT gates, thus making both equal in reddust and the former better then the latter.


    You forget that you don't know what you're talking about. Go try it in game, it will work.

    while the second design does use less redstone, it consequently introduces huge propagation delays.
    Posted in: Alpha - Survival Single Player
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    posted a message on Redstone Wiki page
    Quote from TeliaRS643 »
    I'm a little disappointed in the responses... especially the obvious/redundant 'If you don't know it, it won't make sense.' I'm not stupid, I just need a little more elaboration on the subject before I can understand it.
    I posted the topic so I can learn, not get shot down. So mean. Gawd.


    You made absolutely no effort to understand it on your own. Reading the Wikipedia entry alone would have answered both questions you asked.
    http://en.wikipedia.org/wiki/Flip-flop_(electronics)#D_.28Delay.29_flip-flop
    Posted in: Alpha - Survival Single Player
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    posted a message on Redstone Wiki page
    If you don't know what a D Flip Flop is, then of course they won't make sense to you. The inputs and outputs are named by convention, not by the author of the wiki page.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Conundrumer »
    Quote from Anerian »
    Can someone post a plans of 4 to 10 demultiplexer? So far i found 4 to 16, but it looks horrible even without changing it to redstone circuits.

    Besides 4to10 being the same as 4to16 except with less outputs, demultiplexers are usually an array of this.


    Didn't you use a demultiplexer for your original 7 segment display?
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Anerian »
    Can someone post a plans of 4 to 10 demultiplexer? So far i found 4 to 16, but it looks horrible even without changing it to redstone circuits.


    A 4-10 demultiplexer will be a 4-16 demultiplexer where you only use 10 outputs. The basic wiring concept is identical. You just don't account for all 16 states.

    @Baezon - Dude, I wouldn't even know where to begin to actually construct that, lol. You need the 4 inputs in so many different places, it scares me.
    Posted in: Alpha - Survival Single Player
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    posted a message on Redstone 4-Clock
    Congrats, you made a pulsar. Searching is a wonderful tool. Already several threads for redstone constructions, several posts about clocks, a wiki page on the subject....


    Also
    Quote from Zund »
    Digital clocks are basically counters, which as I said would just burn out.

    http://www.minecraftforum.net/viewtopic.php?f=35&t=16440&start=750#p330044
    Nice try.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Baezon »


    I've finally done it! I managed to make the equations for the 7-seg! Two important differences from the set you posted above is that 1) they also cover A-F, and 2) they use near-minimal number of torches. To expound on this second one a bit, allow me to compare two formulae for XOR: 1. !(a + !:cool.gif: + !(b + !a), 2. !(a +!(a + :cool.gif:) + !(b + !(a + :cool.gif:). Although the first equation appears to be smaller, the second one is the basis for most of our designs because !(a + :cool.gif: can be re-used, thereby decreasing the number of torches necessary (and the amount of wiring). So without further ado, behold!



    Although it appears gargantuan to the untrained eye, if you look closely, you'll notice repeated elements at every level, too many to highlight. It averages 5 torches per segment, which is pretty good, considering how much logic has to be done on 4 variables.


    What do you mean by 'they also cover A-F'? I posted equations for all 7 segments... just confused what you mean.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Baezon »
    Quote from nekizalb »
    @Baezon - These are the best expressions I've found (on the internet. not my own work) for each segment.

    *image*

    Full Article


    Those are definitely sub-optimal, though. To take an example, d can be done in two ticks, but yours:
    *image*
    takes 4 ticks. Remember that while the rest of the world optimizes for fewer gates, we optimize for fewer NORs, and XOR is a costly operation, especially if you use the 3-tick XOR (which I know is in your 7-segs).



    Ah, ok. I see what you mean. My equations looked prettier but were slower. How about this for d?


    I'm pretty sure this is correct. Double-checked it and everything.

    EDIT: btw, I kinda reversed the letters on this design. 8421 = DCBA whereas in the earlier picture 8421 = ABCD. Working off two different websites who expressed it differently.

    EDIT2: Super bored. Did the rest.


    I colored in similar sections of the different segments. Also, assuming I did this correctly, does this mean they can ALL be done in 2 ticks?

    Sources used.
    http://www.physics.udel.edu/~watson/phys345/class/17-decoder-full.html
    http://en.wikipedia.org/wiki/NOR_logic
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    @Baezon - These are the best expressions I've found (on the internet. not my own work) for each segment.



    Full Article
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    @sondre99v - I would advise building stuff like this above ground. It's not even funny how quickly things can become huge when dealing with redstone. What I did personally was make a new map and NBTForge'd my self a giant block of dirt in the sky (21 dirt think placed at level 90 across the entire generated map >.>) for playing around with redstone. Now, that particular map has 10-15 different things going on on it as well as a whole bunch of design experiments from before Baezon made his simulator.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Baezon - I was just about to go and replicate my 7segment display in your simulator. Went in with MCedit, copied each layer independent , placed them out all nice and neat, go to make sure I have your latest simulator version, and find out you can import .schematics =(

    Oh well, you took all the work out of it. You said you still had the clock world, but I have a .schematic if you want it of just a single digit (basically a couple aesthetic differences. Nothing functional). Seeing it in your simulator, I honestly pity anyone trying to recreate it from that diagram

    EDIT: Also, I noticed on the wiki that you don't have a guide for the 'wire on block above wire' block in your key. It shows up once or twice in the diagrams. Just a headsup.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Wow. It looks like the page got reverted back to August first... And it wasn't just undone changes, the revisions baezon made are just.... gone. Not even record of them.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    @rotten yes
    Posted in: Alpha - Survival Single Player
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