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    posted a message on "red stuff" logic gates
    JK Flip flop

    :Blue: = J
    :Pink: = K
    :Red: = Q
    :Green: = ~Q
    :Purple: = Clock
    :grass: = Block
    :|: = Redstone
    :--+: = Redstone Torch

    1st Floor:
    [] [] [] [] [] [] [] [] []
    [] [] [] [] [] [] [] [] []
    :|: :|: :grass: [] [] [] [] [] []
    :Purple: [] [] [] [] [] [] [] []
    :|: :|: :grass: [] [] [] [] [] []
    [] [] [] [] [] [] [] [] []
    [] [] [] [] [] [] [] [] []

    2nd Floor:
    [] [] [] :grass: [] [] [] [] []
    [] [] [] [] [] [] [] :grass: []
    [] [] :--+: [] :grass: :grass: :grass: :grass: []
    [] [] [] [] [] [] [] [] []
    [] [] :--+: [] :grass: :grass: :grass: :grass: []
    [] [] [] [] [] [] :grass: [] []
    [] [] [] :grass: [] [] [] [] []

    3rd Floor:
    [] [] :grass: :|: :grass: :grass: :grass: :grass: []
    [] [] [] [] [] :grass: [] :|: []
    :Blue: :grass: :grass: :grass: :|: :|: :|: :|: :Green:
    [] [] [] [] [] :grass: [] :grass: []
    :Pink: :grass: :grass: :grass: :|: :|: :|: :|: :Red:
    [] [] [] [] [] [] :|: [] []
    [] [] :grass: :|: :grass: :grass: :grass: [] []

    4th Floor:
    [] [] :|: [] :--+: :|: :|: :--+: []
    [] [] :grass: [] [] :|: [] [] []
    [] :--+: :|: :--+: [] :grass: [] [] []
    [] [] [] [] [] :|: [] :|: []
    [] :--+: :|: :--+: [] [] [] :grass: []
    [] [] :grass: [] [] :grass: :grass: :grass: []
    [] [] :|: [] :--+: :|: :--+: [] []

    5th Floor:
    [] [] [] [] [] [] [] [] []
    [] [] :|: [] [] [] [] [] []
    [] [] [] [] [] :|: [] [] []
    [] [] [] [] [] [] [] [] []
    [] [] [] [] [] [] [] :|: []
    [] [] :|: [] [] :|: :|: :|: []
    [] [] [] [] [] [] [] [] []

    As you can see, the bottom two floors have barely anything on them. For that reason, I personally have them buried, so that the 3rd Floor is set on ground level and run the clock powering the flipflop underground as well.

    This is the best JK I've managed to come up with thus far. Can anyone beat it?
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on "red stuff" logic gates
    Quote from Clockwork »


    You must be working off of a different design than me, I didn't see a need for any
    3 input nands. I was working off a jk flipflop (which uses them), but realized that i didn't need the jk inputs >.<

    Also, Apparently I am very distracted tonight. Those "though"s in my previous post were rather hilarious.


    If you want to make the counter roll from 9 to 0 (for display on a 7 segment) then you do need separate J and K inputs for one of the flip flops. I assume you're using T flip flops right now?

    In other news, I think I've got a pretty good design for the JK taking advantage of the 3 input NAND gates. 7x8 footprint with a height of 5. Though you can drop it down 2 blocks, submerging only two torches that just happen to be the clock input. Works great if you're running an underground clock line *hint hint* I am!

    If I get a chance, I'll post the JK flip flop I designed. Just have to work up the motivation to draw it all out. Posted below.

    Quote from Cheeseyx »

    Wouldn't that be a NOR gate?


    No. It's a view from the side, so that torch on the bottom is actually below the other 2 torches in elevation. Means that all three torches power the redstone, and the only way to turn it off is to power all three torches.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Clockwork »


    That's the part i'm impressed with. Mine is large because I didn't want to find a way to do that.
    Also, i'm pretty sure you can make the flipflops smaller. you sound like your done though.
    I'd be interested in helping with a clock though. let me know if you want some help.


    Yeah, I know I can. The part that was holding me back before was finding a way for a 3 way NAND gate. Ironically, I discovered one while making the decoder.

    :|: =redstone

    Side View
    :--+: :|: :--+:
    :Blue: :Red: :Blue:
    [] :--+: []
    [] :Blue: []

    Red is the output, Blue is the input locations
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Clockwork »


    Nicely done. I have a similar counter. I am extreamly impressed by the decoder though.
    How did you go about it? well done!


    It was my third attempt at the decoder. My first one was all on one level and took up a HUGE amount of space. it ended up getting destroyed because I didn't fully understand NBTForge (Don't leave it open while working on your map in the game.....)

    You can see my second attempt at the decoder on the map. That was my first try using multiple floors for the different circuits.

    On my third try, I started by changing how I accessed the inputs. The input wires each run into torch towers that push the signal upwards. This let me access the inputs from one simple location and also let me access the inverses of them easily as well, without having to NOT them all over the place (though I still ended up doing that anyway...).

    Using this website as a guide, I took each circuit and tried to reduce it to fewer gates for simplicity sake. (like 'a' on that webpage is (a AND c) OR ( NOT a AND NOT c) OR b OR d but you can reduce it to (a XNOR c) OR b OR d). After doing that, I just started building in each circuit, starting with the more complicated ones first (d, f, g) and then moving on to the simpler ones (a, b, c, and e). TBH, it was kinda fun finding ways to bridge the different inputs around to where they were needed and slowly working everything together.

    I'm sure that a better one is still possible (especially since I think the redstone dust can work a little better. Having to pad the wires by one block to get them to power the gates causes a lot of bloat) , but someone else can find it =P
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on "red stuff" logic gates
    Heh, I'm 20 years old and studying computer science in college. I got a lot of the information for this from the two pages I linked on my first post, though. But I find this pretty interesting, so I'm able to sit here and mess with it without going insane =P

    As for deleting random blocks..... I hate you...

    I removed almost all of the unecessary blocks from the 7 segment decoder. There are a couple in there still that act as stepping stones to navigate it, but a lot of the blocks that look like they aren't doing anything are actually preventing connections between blocks below them and ones beside them.
    Posted in: Alpha - Survival Single Player
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I've been encountering some issues with copying redstone torches. Several of the ones attached to the side of bricks won't copy over still attached.

    The wierd thing is that some of them copy correctly, and others don't....


    Also, the newest version of the client crashes on startup for me still. Alpha 9 is works still.

    Windows 7 32 bit,
    Nvidia GeForce 8600M GT

    If there's any other information that would help you, just let me know!
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I've been encountering some issues with copying redstone torches. Several of the ones attached to the side of bricks won't copy over still attached.

    The wierd thing is that some of them copy correctly, and others don't....


    Also, the newest version of the client crashes on startup for me still. Alpha 9 is works still.

    Windows 7 32 bit,
    Nvidia GeForce 8600M GT

    If there's any other information that would help you, just let me know!
    Posted in: Minecraft Tools
  • 0

    posted a message on "red stuff" logic gates
    Been working with my counter some more and I managed to make it considerably better. I was able to shrink the size of the flip flops and the 7 segment decoder quite a bit, and the decoder operates a bit faster now too.

    Old flip flops:

    New flip flops:



    Old 7 segment:

    New 7 segment:


    I also updated the clock pulser to be much more consistent and to prevent one from being able to overload the flipflops by clicking the button too fast. On the map, there is a switch and a button. The switch allows for continual running of the counter, and the button lets you increment it by one.

    Map: http://www.megaupload.com/?d=662D8VW2

    Sorry I didn't make a video this time. Too lazy.

    BUT, I'm one step closer to making a functional clock!
    Posted in: Alpha - Survival Single Player
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    posted a message on redstone 7 segment display
    Quote from Conundrumer »
    Okay guys, I'm going to have to rebuild this now that the new update kills this one. I'll figure out some way to compress it a bit, despite requiring a larger volume. Maybe I'll attack a counter as well, if someone provides me some help with flipflops.


    I just finished a counter that deals with counting 0-9 and have it displayed on a 7-segment (though your 7 segment display looks much cooler =) ). If you'd like to see some rudimentary flip flops, feel free to check out my map.

    The large structure to the left of the display is where the flip flops are, 1 per floor. They are JK flip flops laid out flat, so it's pretty easy to see what's happening with them. (flat because I'm pretty bad at compressing things. I've since made a couple better JK flip flop designs that take up much less real estate, but I'm sure there is still improvement to be made.) It's a pretty crummy design to be honest, but it was my first attempt at making something with the redstone.

    Video demonstration.
    Posted in: Alpha - Survival Single Player
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    posted a message on "red stuff" logic gates
    Quote from Nathanmini »
    The website below shows a simple way to wire the JK flip flops together to convert to decimal. Makes it so the flip flops automatically rest to 0 after 9 without having to make a special decoder for it. I used it on my counter that I built this last week. Though it looks like you managed to build a much better JK flip flop then i did.

    It also shows how to wire 3 JKs together to count from 0-5 (for the tens place of the minutes and seconds).

    http://www.play-hookey.com/digital/decimal_counter.html


    The website you showed me actually contains the very circuit i am using. Although this circuit does not convert to decimal it counts from 0-9 in binary.

    The decoder i am making is for my seven segment display to display the time.


    We must be approaching the same problem in two different ways =) Are you planning on setting up a 5 bit counter to count all the way to 60, then decode that number into the 2 displays? Then a similar setup for the 12 hours?

    I'll just leave you be. Can't wait to see the end result. I've been kinda working on the same type of thing. Gotta say though, I need to find a better way to run the 7 segment display. My current setup is waaay too bulky and nasty.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on "red stuff" logic gates
    Quote from Nathanmini »
    Quote from Nathanmini »
    I have found a solution to the problem, i am using a different design for my counter although it still uses the same number of flip flops.

    I am going to have all the flip flops run on one clock input so although they all have a delay they will all delay at the same time.

    All there is now is to build the clock itself, wish me luck guys!


    CLOCK UPDATE:

    *image*

    Here is the clock so far, at the moment this includes 4 jk flip flops that make up the first counter. I have run out of red ore and i refuse to save edit so building is put on hold until i can find some.

    Next objective is build binary to decimal decoder.


    The website below shows a simple way to wire the JK flip flops together to convert to decimal. Makes it so the flip flops automatically rest to 0 after 9 without having to make a special decoder for it. I used it on my counter that I built this last week. Though it looks like you managed to build a much better JK flip flop then i did.

    It also shows how to wire 3 JKs together to count from 0-5 (for the tens place of the minutes and seconds).

    http://www.play-hookey.com/digital/decimal_counter.html
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on "red stuff" logic gates
    Quote from said603 »
    Quote from nekizalb »
    Hi! I made this in my free time over the last few days. It's my first experience messing with the redstone.

    It's a decimal counter with a 7 segment display. Push the button and it counts from 0 to 9, then resets....


    Awesome! maybe we can make digi. clock now, and... time bomb?


    TBH, my initial goal was to build two of them side by side to accomplish that. One of those links shows the changes necessary to make it count 0-5 instead of 0-9, but after seeing the amount of work just to make that one, haha.... I don't know if I have the energy ( or the room >.> ) to make a second one.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on "red stuff" logic gates
    Hi! I made this in my free time over the last few days. It's my first experience messing with the redstone.

    It's a decimal counter with a 7 segment display. Push the button and it counts from 0 to 9, then resets.


    Here's the map if you're interested. Megaupload link

    Don't press the button too fast. It will bug out. It's also a little buggy at times where it will revert back a number or sometimes skip a couple. Just a result of the button staying pressed too long usually.

    Edit: I used the following two resources to help in my construction =)
    http://www.physics.udel.edu/~watson/phys345/class/17-decoder-full.html
    http://www.play-hookey.com/digital/decimal_counter.html
    Posted in: Alpha - Survival Single Player
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