Sorry, I'll edit my post after this. I wasn't really clear when I read through it again. I want to be able to do this under the floor. I don't like to have wires showing. ;3
Also, rather than opening / closing a door, I'm actually looking to be able to have a light source be turned on / off from a distance. I have a small attic / monster spawning area that is pitch black further in the back, and I'd like to have some sort of switch that I can activate from my safe room that will allow me to see inside.
Sorry, I'll edit my post after this. I wasn't really clear when I read through it again. I want to be able to do this under the floor. I don't like to have wires showing. ;3
Also, rather than opening / closing a door, I'm actually looking to be able to have a light source be turned on / off from a distance. I have a small attic / monster spawning area that is pitch black further in the back, and I'd like to have some sort of switch that I can activate from my safe room that will allow me to see inside.
Well the principal is the same, I have, however, just recently done exactly that, having a light turn on when a touchpad is down and off otherwise, essentially what I had to do was this:
[] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] []
Except the torch on the far right is simply placed on the stone block underneith, and not on the side of a block, ill grab some pictures of my setup it might make things clearer
Edit: ^ oh god the blocks dont line up D:
Replaced with to be the redstone powder
Edit2: Still didn't help, ill just grab some screenshots
Edit3:
Had to rework the touchpad to work for a lever, here is my setup:
Reworked to use a toggle lever:
Just had to have the powder beside the block the lever is on, instead of below, since the lever wont toggle stuff below it
And here is the rest of the system:
With the red torch up top being the visible alert light
One thing though, as far as using the red torches as light goes, they dont emit anywhere near as much as the regular torches, but you could split the path in the last screenshot and have multiple torches underneith and above, like so:
(Top View)
Why do people seem to think the only way of transmitting signals at a distance is using two inverters (AKA "an extender") every 15 blocks?
I use two inverters for 30ish blocks.
(side view)
[] [] [] [] [] ... [] [] [] [] [] [] ... [] [] [] [] [] []
... ... -> misc. electronic project
= lever or other input that affects first torch
= torch attached to cobblestone (or anything else torches can attach to)
= redstone dust (ON)
= redstone dust (OFF)
... = 11 of the same blocks
Here's what I plan to use for a T flip-flop (un-clocked), though it's probably sub-optimal (and untested... it might needs more space for the AND loopbacks... :S )
If anyone wants to, they can try this, i THINK it makes a blinker.
iron = red powder
stone = any block
torch = red torch
mossy cobblestone = AND gate
brick = XOR gate
stick = lever
[] [] [] []
[] [] [] []
[] [] [] []
[] [] []
[] [] [] []
[] [] [] []
EDIT: Hmm. i tried it and didn't get it to work, I guess it only works on custom servers.
= Blocks where Redstone powder will be lit directly by the torch.
= Block where a solid block will get a signal.
= Blocks where Redstone powder will be lit if gets a signal from the torch. (Torch is on)
Notes: Torches do not send signals to the block on which they are mounted. They do however receive signals from that block. Sending a signal to a torch causes it to go out. Toggling the state of a torch too rapidly will cause it to 'burn out' for a period of time.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
It was the first complete CPU to be sold on one chip, and Intel released the manual + hand-drawn schematics (though anyone without a degree in electrical engineering will find the schematics mostly worthless) to celebrate it's 35th anniversary in 2006.
Will this "2d" simulation have multiple layers (like DF) or just one level for circuits (piece of paper)?
Multiple layers are required for crossing wires (well, without many, many extra logic gates)...
Er, powered blocks don't transfer power to dust around them on the same level, only dust directly above the block.
If there is dust sitting on a block, and that dust is receiving power, THEN it can transfer power dust adjacent to the block.
I just made an alarm system using a RS NOR Latch, hooked to a 5 speed timer, hooked to a torch, and some pads, so when you step on the pads, the door closes, the timer starts to go, which makes the torch thats hooked to the timer start to blink. It all turns off with a press of the other RS NOR latch input. ill upload a video a bit later of it.
I know its not as impressive as super locks or 7 segment displays, but its complicated for my knowledge.
The 2 ticks of ON dust should trigger the AND gates *just* long enough to send only one signal, toggling the T-latch as intended. Oh, and it still works if you want to call a torch update / dust update cycle a tick.
What should happen when the signal turns back OFF:
tick 0 - stable ON input state
[] [] []
[] [] [] []
[] [] []
tick 1 - signal turns OFF (dust update)
[] [] []
[] [] [] []
[] [] []
So, if I haven't done anything incorrectly, it should transmit exactly one ON/OFF pulse for every clock cycle (or button toggle, w/e)
DISCLAIMER: I assume that torches and dust trails get updated separately in the code. If they don't, this won't work, at least not most of the time. Clocks seem to indicate that they are, in fact, separate. (follow my representation of time through one cycle of a 5-clock to see what I mean.)
It doesn't? It's hooked up to the T-latch, right?
I'm not sure if you would be able to see the signal on it's own... 2 ticks is pretty quick.
FFFFFFF...
Try replacing the NOT in the edge detector with 3 NOTs in series ( [>>-i>] [>>-i>] ). If that doesn't delay it long enough, I don't think anything will.
A block is powered by a torch underneath it, or by dust on the same level as it.
Dust carries power to any adjacent dust on the same level.
Torches power blocks above them, and dust around them on the same level.
Powered blocks give power to dust sitting on the block. CHANGED
Torches only give out power if the block that they're attached to (Down + NSEW) is not powered.
I won't be simulating torch burnouts. Not yet at least.
Are these statements correct?
Almost right.
If a block is powered by a torch it will also power dust next to it.
If a block is powered by dust it will only power dust on top of it.
For example:
(side view )
[] [] []
[] [] []
Where:
= Powered Dust
= Unpowered Dust
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
If a block is powered by dust it will only power dust on top of it.
That is wrong..
Try this example(sideview):
[]
The top wire can't send signals to the bottom wire, and the bottom wire can't send signals to the top wire.
I knew I was leaving something out. Yea, that won't work. It's more like a wire powers the air block above it and that air block transfers power to wires next to it on the same level. (As opposed to the stone block being powered and transferring power to the wire on top of it.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
If you need to extend beyond 15 blocks:
= Lever
= redstone powder
= any block(except glass)
= red torch attached to the stone block
= the door
Also, rather than opening / closing a door, I'm actually looking to be able to have a light source be turned on / off from a distance. I have a small attic / monster spawning area that is pitch black further in the back, and I'd like to have some sort of switch that I can activate from my safe room that will allow me to see inside.
Well the principal is the same, I have, however, just recently done exactly that, having a light turn on when a touchpad is down and off otherwise, essentially what I had to do was this:
[] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] []
Except the torch on the far right is simply placed on the stone block underneith, and not on the side of a block, ill grab some pictures of my setup it might make things clearer
Edit: ^ oh god the blocks dont line up D:
Replaced with to be the redstone powder
Edit2: Still didn't help, ill just grab some screenshots
Edit3:
Had to rework the touchpad to work for a lever, here is my setup:
Reworked to use a toggle lever:
Just had to have the powder beside the block the lever is on, instead of below, since the lever wont toggle stuff below it
And here is the rest of the system:
With the red torch up top being the visible alert light
One thing though, as far as using the red torches as light goes, they dont emit anywhere near as much as the regular torches, but you could split the path in the last screenshot and have multiple torches underneith and above, like so:
(Top View)
[] [] [] []
[] [] [] []
[] [] [] []
[] [] [] []
[>>-i>] = switch
= dirt
= upright torch
= torch against a block
(side view)
[]
(How does one align the emoticons correctly?)
EDIT: Bah.... ninja'd!
'Elmer Fudd Blues' Still tragically lethal.
I use two inverters for 30ish blocks.
(side view)
[] [] [] [] [] ... [] [] [] [] [] [] ... [] [] [] [] [] []
... ... -> misc. electronic project
= lever or other input that affects first torch
= torch attached to cobblestone (or anything else torches can attach to)
= redstone dust (ON)
= redstone dust (OFF)
... = 11 of the same blocks
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
BUT ITS INEFFICIENT!!!1!one
~
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
Here's what I plan to use for a T flip-flop (un-clocked), though it's probably sub-optimal (and untested... it might needs more space for the AND loopbacks... :S )
(top view, input on left, output on right, Q is currently OFF)
[] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] [] []
[] [] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] []
[] [] [] [] [] [] [] [] [] []
[] [] []
Legend:
= redstone dust (ON)
= redstone dust (OFF)
= block
= block + redstone
= block at level+1, with redstone above and below (wire crossing)
= vertical torch above a block
= torch on adjacent block
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
iron = red powder
stone = any block
torch = red torch
mossy cobblestone = AND gate
brick = XOR gate
stick = lever
[] [] [] []
[] [] [] []
[] [] [] []
[] [] []
[] [] [] []
[] [] [] []
EDIT: Hmm. i tried it and didn't get it to work, I guess it only works on custom servers.
then after that we'd need to be able to tell it to perform instructions in like shifting bits for instance :3
(side view)
[] []
[] []
= Blocks where Redstone powder will be lit directly by the torch.
= Block where a solid block will get a signal.
= Blocks where Redstone powder will be lit if gets a signal from the torch. (Torch is on)
Notes: Torches do not send signals to the block on which they are mounted. They do however receive signals from that block. Sending a signal to a torch causes it to go out. Toggling the state of a torch too rapidly will cause it to 'burn out' for a period of time.
That's what I meant by "fully programable" :smile.gif:
First one to build a functional 4004 gets a cookie.
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
what is a 4004?
It was the first complete CPU to be sold on one chip, and Intel released the manual + hand-drawn schematics (though anyone without a degree in electrical engineering will find the schematics mostly worthless) to celebrate it's 35th anniversary in 2006.
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
Multiple layers are required for crossing wires (well, without many, many extra logic gates)...
Er, powered blocks don't transfer power to dust around them on the same level, only dust directly above the block.
If there is dust sitting on a block, and that dust is receiving power, THEN it can transfer power dust adjacent to the block.
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
I know its not as impressive as super locks or 7 segment displays, but its complicated for my knowledge.
EDIT: Here it is.
< explicatives >
Try adding this before the input (called an edge detector, according to http://hyperphysics.phy-astr.gsu.edu/hbase/electronic/tflipflop.html)
(top-view)
[] [] []
[] [] [] [] to AND gates
[] [] []
(same legend as before)
This SHOULD (in theory) work, because one cycle SHOULD look something like this:
LEGEND:
= dust (ON)
= dust (OFF)
[>>-i>] = torch attached to left block (ON)
= torch attached to left block (OFF)
= block + dust (OFF)
= block + dust (ON)
= block + toch (ON)
= block + torch (OFF)
tick 0 - pre-button press / clock pulse
[] [>>-i>] [] []
[] [] [] []
[] [] []
tick 1 - ON reaches edge detector (dusts update)
[] [>>-i>] [] []
[] [] [] []
[] [] []
tick 2 - torches toggle
[] [] []
[] [] [] []
[] [] []
tick 3 - dusts update
[] [] []
[] [] [] []
[] [] []
tick 4 - torches toggle
[] [] []
[] [] [] [] [>>-i>]
[] [] []
tick 5 - dusts update
[] [] []
[] [] [] [] [>>-i>]
[] [] []
tick 6 - torches toggle
[] [] []
[] [] [] []
[] [] []
tick 7 - dusts update (STABLE)
[] [] []
[] [] [] []
[] [] []
The 2 ticks of ON dust should trigger the AND gates *just* long enough to send only one signal, toggling the T-latch as intended. Oh, and it still works if you want to call a torch update / dust update cycle a tick.
What should happen when the signal turns back OFF:
tick 0 - stable ON input state
[] [] []
[] [] [] []
[] [] []
tick 1 - signal turns OFF (dust update)
[] [] []
[] [] [] []
[] [] []
tick 2 - torch update
[] [>>-i>] [] []
[] [] [] []
[] [] []
tick 3 - dust update
[] [>>-i>] [] []
[] [] [] []
[] [] []
tick 4 - torch update (STABLE)
[] [>>-i>] [] []
[] [] [] []
[] [] []
So, if I haven't done anything incorrectly, it should transmit exactly one ON/OFF pulse for every clock cycle (or button toggle, w/e)
DISCLAIMER: I assume that torches and dust trails get updated separately in the code. If they don't, this won't work, at least not most of the time. Clocks seem to indicate that they are, in fact, separate. (follow my representation of time through one cycle of a 5-clock to see what I mean.)
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
I'm not sure if you would be able to see the signal on it's own... 2 ticks is pretty quick.
FFFFFFF...
Try replacing the NOT in the edge detector with 3 NOTs in series ( [>>-i>] [>>-i>] ). If that doesn't delay it long enough, I don't think anything will.
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
Almost right.
If a block is powered by a torch it will also power dust next to it.
If a block is powered by dust it will only power dust on top of it.
For example:
(side view )
[] [] []
[] [] []
Where:
= Powered Dust
= Unpowered Dust
I knew I was leaving something out. Yea, that won't work. It's more like a wire powers the air block above it and that air block transfers power to wires next to it on the same level. (As opposed to the stone block being powered and transferring power to the wire on top of it.)