I saw the same video, Lao. That was really impressive!
Can you happen to find a link? I should've saved that... XD
For the noise issue, you could just chain extenders to and from the counter and bury it deep and/or put it far away. Of course, this introduces a longer delay, depending on how far away it is. So there's a tradeoff- noisy, but fast; or quiet, but slow. You pick!
Well, I guess it depends on the application. Time-sensitive circuits would have trouble dealing with that, if the source and/or output were at the surface. Circuits that didn't care about the counter delay would be fine.
It's possible to make a 2x2xn vertical wire, though, since a wire on one level connects to an adjacent wire on the layer above, as long as there's no block above the first wire. Just make the wire coil around itself, potentially up to 15 blocks upward. It's no worse than having wires carrying signals around horizontally with more complex systems, I think. Any idea how far down it needs to be to not be heard?
Also, do you think this guide (and the Compendium) would be more helpful in the Beta - Survival forum?
Hmm, I would keep it here. It seems more appropriate.
Can anybody explain the 'levels' of redstone? What i mean is that sometimes I try to build a simple warning light from a wooden pressure plate over to a redstone torch, and it either works or doesn't work depending on how I create the wires and whether they go up a block or two blocks in height from where the main wiring is etc.
Also, I'm trying to build an alarm system on my roof using wooden pressure plates (about 16 of them) and have them all link up via redstone wires to a redstone inverter over to a redstone torch that when the pressure plates are stepped on the light should come on, however it's always on, and I don't know if this has to do with so many pressure plates being wired up or the direction that the wires go etc.
Since we forgot to answer the second part of your question:
Are you wiring all the pressure plates to one inverter and one final torch?
(Shouldn't have made that into a .gif)
It should be something like that. The final output (the torch at the top) will always be off until at least one of the pressure pads is stepped on.
Guide is updated. It's not dramatic, but I made the section on Proper Inputs more prominent and added in some more to the end of the Transmission section.
I'm afraid I have trouble interpreting the Redstone Simulator gifs that everybody's posting whenever a discussion about redstone gizmos comes up, and the readme for the Simulator isn't helping much either. Would you kindly explain what the symbols mean?
I also have trouble understanding all this jargon in the Wiki. Material implication? Conditional? Latches and Flip-Flops? Clocked and unclocked? Whaaa?
I'm afraid I have trouble interpreting the Redstone Simulator gifs that everybody's posting whenever a discussion about redstone gizmos comes up, and the readme for the Simulator isn't helping much either. Would you kindly explain what the symbols mean?
I also have trouble understanding all this jargon in the Wiki. Material implication? Conditional? Latches and Flip-Flops? Clocked and unclocked? Whaaa?
Redstone Simulator
Material Implication
Material Implication and conditional (material conditional) are the same thing, and it is a tough one to grasp. I suggest mastering the basics first. Basically, it's a "if this then that" statement.
If I'm your uncle, then you can have a million dollars. This statement is true. Although I'm not your uncle, you can have a million dollars, some how. Just because the first part is false doesn't mean the second part is as well.
If I'm your uncle, then your username is sneeze. This statement is true as well. I'm not your uncle, and your username isn't sneeze. Since the first part of the implication is false, then it doesn't matter what the second part is. The statement as a whole will always be true. So I could have said "then you're a three-legged, four-eyed paraplegic" and the statement would have been true still. Why? I don't know. I don't understand it completely.
If my username is trunksbomb, then your username is sneeze. This statement is the only statement in material implication that can be false. My username is trunksbomb, so the first part of the implication holds true. That means that the second part must hold true as well. Is your username sneeze? Nope, so this statement is false.
And naturally, if my username is trunksbomb, then your username is sniff. This statement is true, because truth implies truth.
Hope that was understandable.
Latches, Flip Flops, and Clocks
Latches are the simplest form of memory. Basically, a latch will be off until you give it a signal. Once you give it a signal, the latch latches (hence the name) into that state and holds it until you reset it.
If something is clocked, that means that it will only operate when the clock lets it. A clock is just a device that puts out a fixed-interval pulse of power. The easiest clock to make in MC is a 5-clock (it's in the Wiki). Basically, you run some wire out of your clock and watch it. You'll see that it flashes with power at a fixed-rate ( off off off ON ON ON off off off ON ON ON off off off ON ON ON). When something is said to be clocked, it means that it has an input that the clock goes to to power that circuit at a fixed-interval. Unclocked simply means that there is no clock (on a circuit that would normally have a clock).
Flip-flops can perform various functions and behave in various ways. There are two ways to change a clock- by "edge" or by "level". If you see that a flip flop (FF for short) is "edge-triggered", it means that the output will only be allowed to change when the clock goes from OFF to ON (positive edge). There are also edge-triggered FFs that change when the clock goes from ON to OFF (negative edge). Then there are the FFs that are level-triggered, meaning that as long as the clock is ON, the output will be allowed to change.
For example, we'll look at a clocked JK flip flop (JKFF). There are three inputs to a JKFF- J, K, and CLK (clock). There are two outputs- Q and ~Q (pronounced Q inverse or NOT Q). As you might guess, ~Q will be the opposite state of Q (Q is ON, ~Q is OFF; Q is OFF, ~Q is ON).
When CLK is off, no changes in the output are allowed. You could change J and K any number of times while the CLK is off, but it won't do anything. When CLK is ON, however, the output is allowed to change if it needs to. So if at some point while CLK was OFF, J and K got change such that the output would toggle, it would do so as soon as CLK turned on. It would continue to hold that state until the inputs changed and CLK came on again.
I'm afraid I have trouble interpreting the Redstone Simulator gifs that everybody's posting whenever a discussion about redstone gizmos comes up, and the readme for the Simulator isn't helping much either. Would you kindly explain what the symbols mean?
I also have trouble understanding all this jargon in the Wiki. Material implication? Conditional? Latches and Flip-Flops? Clocked and unclocked? Whaaa?
Redstone Simulator
Material Implication
Material Implication and conditional (material conditional) are the same thing, and it is a tough one to grasp. I suggest mastering the basics first. Basically, it's a "if this then that" statement.
If I'm your uncle, then you can have a million dollars. This statement is true. Although I'm not your uncle, you can have a million dollars, some how. Just because the first part is false doesn't mean the second part is as well.
If I'm your uncle, then your username is sneeze. This statement is true as well. I'm not your uncle, and your username isn't sneeze. Since the first part of the implication is false, then it doesn't matter what the second part is. The statement as a whole will always be true. So I could have said "then you're a three-legged, four-eyed paraplegic" and the statement would have been true still. Why? I don't know. I don't understand it completely.
If my username is trunksbomb, then your username is sneeze. This statement is the only statement in material implication that can be false. My username is trunksbomb, so the first part of the implication holds true. That means that the second part must hold true as well. Is your username sneeze? Nope, so this statement is false.
And naturally, if my username is trunksbomb, then your username is sniff. This statement is true, because truth implies truth.
Hope that was understandable.
Latches, Flip Flops, and Clocks
Latches are the simplest form of memory. Basically, a latch will be off until you give it a signal. Once you give it a signal, the latch latches (hence the name) into that state and holds it until you reset it.
If something is clocked, that means that it will only operate when the clock lets it. A clock is just a device that puts out a fixed-interval pulse of power. The easiest clock to make in MC is a 5-clock (it's in the Wiki). Basically, you run some wire out of your clock and watch it. You'll see that it flashes with power at a fixed-rate ( off off off ON ON ON off off off ON ON ON off off off ON ON ON). When something is said to be clocked, it means that it has an input that the clock goes to to power that circuit at a fixed-interval. Unclocked simply means that there is no clock (on a circuit that would normally have a clock).
Flip-flops can perform various functions and behave in various ways. There are two ways to change a clock- by "edge" or by "level". If you see that a flip flop (FF for short) is "edge-triggered", it means that the output will only be allowed to change when the clock goes from OFF to ON (positive edge). There are also edge-triggered FFs that change when the clock goes from ON to OFF (negative edge). Then there are the FFs that are level-triggered, meaning that as long as the clock is ON, the output will be allowed to change.
For example, we'll look at a clocked JK flip flop (JKFF). There are three inputs to a JKFF- J, K, and CLK (clock). There are two outputs- Q and ~Q (pronounced Q inverse or NOT Q). As you might guess, ~Q will be the opposite state of Q (Q is ON, ~Q is OFF; Q is OFF, ~Q is ON).
When CLK is off, no changes in the output are allowed. You could change J and K any number of times while the CLK is off, but it won't do anything. When CLK is ON, however, the output is allowed to change if it needs to. So if at some point while CLK was OFF, J and K got change such that the output would toggle, it would do so as soon as CLK turned on. It would continue to hold that state until the inputs changed and CLK came on again.
I'm afraid I have trouble interpreting the Redstone Simulator gifs that everybody's posting whenever a discussion about redstone gizmos comes up, and the readme for the Simulator isn't helping much either. Would you kindly explain what the symbols mean?
I also have trouble understanding all this jargon in the Wiki. Material implication? Conditional? Latches and Flip-Flops? Clocked and unclocked? Whaaa?
Redstone Simulator
Material Implication
Material Implication and conditional (material conditional) are the same thing, and it is a tough one to grasp. I suggest mastering the basics first. Basically, it's a "if this then that" statement.
If I'm your uncle, then you can have a million dollars. This statement is true. Although I'm not your uncle, you can have a million dollars, some how. Just because the first part is false doesn't mean the second part is as well.
If I'm your uncle, then your username is sneeze. This statement is true as well. I'm not your uncle, and your username isn't sneeze. Since the first part of the implication is false, then it doesn't matter what the second part is. The statement as a whole will always be true. So I could have said "then you're a three-legged, four-eyed paraplegic" and the statement would have been true still. Why? I don't know. I don't understand it completely.
If my username is trunksbomb, then your username is sneeze. This statement is the only statement in material implication that can be false. My username is trunksbomb, so the first part of the implication holds true. That means that the second part must hold true as well. Is your username sneeze? Nope, so this statement is false.
And naturally, if my username is trunksbomb, then your username is sniff. This statement is true, because truth implies truth.
Hope that was understandable.
Latches, Flip Flops, and Clocks
Latches are the simplest form of memory. Basically, a latch will be off until you give it a signal. Once you give it a signal, the latch latches (hence the name) into that state and holds it until you reset it.
If something is clocked, that means that it will only operate when the clock lets it. A clock is just a device that puts out a fixed-interval pulse of power. The easiest clock to make in MC is a 5-clock (it's in the Wiki). Basically, you run some wire out of your clock and watch it. You'll see that it flashes with power at a fixed-rate ( off off off ON ON ON off off off ON ON ON off off off ON ON ON). When something is said to be clocked, it means that it has an input that the clock goes to to power that circuit at a fixed-interval. Unclocked simply means that there is no clock (on a circuit that would normally have a clock).
Flip-flops can perform various functions and behave in various ways. There are two ways to change a clock- by "edge" or by "level". If you see that a flip flop (FF for short) is "edge-triggered", it means that the output will only be allowed to change when the clock goes from OFF to ON (positive edge). There are also edge-triggered FFs that change when the clock goes from ON to OFF (negative edge). Then there are the FFs that are level-triggered, meaning that as long as the clock is ON, the output will be allowed to change.
For example, we'll look at a clocked JK flip flop (JKFF). There are three inputs to a JKFF- J, K, and CLK (clock). There are two outputs- Q and ~Q (pronounced Q inverse or NOT Q). As you might guess, ~Q will be the opposite state of Q (Q is ON, ~Q is OFF; Q is OFF, ~Q is ON).
When CLK is off, no changes in the output are allowed. You could change J and K any number of times while the CLK is off, but it won't do anything. When CLK is ON, however, the output is allowed to change if it needs to. So if at some point while CLK was OFF, J and K got change such that the output would toggle, it would do so as soon as CLK turned on. It would continue to hold that state until the inputs changed and CLK came on again.
Latches are the simplest form of memory. Basically, a latch will be off until you give it a signal. Once you give it a signal, the latch latches (hence the name) into that state and holds it until you reset it.
If something is clocked, that means that it will only operate when the clock lets it. A clock is just a device that puts out a fixed-interval pulse of power. The easiest clock to make in MC is a 5-clock (it's in the Wiki). Basically, you run some wire out of your clock and watch it. You'll see that it flashes with power at a fixed-rate ( off off off ON ON ON off off off ON ON ON off off off ON ON ON). When something is said to be clocked, it means that it has an input that the clock goes to to power that circuit at a fixed-interval. Unclocked simply means that there is no clock (on a circuit that would normally have a clock).
Flip-flops can perform various functions and behave in various ways. There are two ways to change a clock- by "edge" or by "level". If you see that a flip flop (FF for short) is "edge-triggered", it means that the output will only be allowed to change when the clock goes from OFF to ON (positive edge). There are also edge-triggered FFs that change when the clock goes from ON to OFF (negative edge). Then there are the FFs that are level-triggered, meaning that as long as the clock is ON, the output will be allowed to change.
For example, we'll look at a clocked JK flip flop (JKFF). There are three inputs to a JKFF- J, K, and CLK (clock). There are two outputs- Q and ~Q (pronounced Q inverse or NOT Q). As you might guess, ~Q will be the opposite state of Q (Q is ON, ~Q is OFF; Q is OFF, ~Q is ON).
When CLK is off, no changes in the output are allowed. You could change J and K any number of times while the CLK is off, but it won't do anything. When CLK is ON, however, the output is allowed to change if it needs to. So if at some point while CLK was OFF, J and K got change such that the output would toggle, it would do so as soon as CLK turned on. It would continue to hold that state until the inputs changed and CLK came on again.
Good?
Yep, all good. It really, really helps to learn all this when all the jargon is explained in plain, layman's English. Thank you very, very much.
It seems though, that if I want to start building bigger, better things with redstone, I'm going to need to dabble a bit in computer logic/programming. It's a bit intimidating.
It may be intimidating but don't let that stop you. After all, binary is just a bunch of 0s and 1s! Redstone just makes it more complicated. If you start with a solid understanding of binary in general, figuring out how to implement it in redstone is trivial.
The table of contents helped me. I found this thread through your signature, though, not through thread bumping.
I have to say that although I understand the gates you've explained, I have no programming background, no understanding of Boolean logic and definitely no knowledge of binary. It's still nonsense to me, however it is a great place to start. I should be able to expand upon this by researching for myself.
Rollback Post to RevisionRollBack
I'm usually a Treehugger, but someone got to that name before me. Now I just fug trees.
Hm.. if it's still nonsense to you, do you feel like there's something missing from the guide that could possibly help? If so, let me know and I'll gladly add it in and credit you.
Hm.. if it's still nonsense to you, do you feel like there's something missing from the guide that could possibly help? If so, let me know and I'll gladly add it in and credit you.
I don't think there's anything missing. You explained the different logic gates, suggested various possibilities and provided good pictures. I just don't have much of a programmer's mind—I'm better at seeing an overall picture and then breaking it down, rather than putting together the small pieces. I'll get there eventually :wink.gif:
Rollback Post to RevisionRollBack
I'm usually a Treehugger, but someone got to that name before me. Now I just fug trees.
Well, I guess it depends on the application. Time-sensitive circuits would have trouble dealing with that, if the source and/or output were at the surface. Circuits that didn't care about the counter delay would be fine.
It's possible to make a 2x2xn vertical wire, though, since a wire on one level connects to an adjacent wire on the layer above, as long as there's no block above the first wire. Just make the wire coil around itself, potentially up to 15 blocks upward. It's no worse than having wires carrying signals around horizontally with more complex systems, I think. Any idea how far down it needs to be to not be heard?
Hmm, I would keep it here. It seems more appropriate.
Since we forgot to answer the second part of your question:
Are you wiring all the pressure plates to one inverter and one final torch?
(Shouldn't have made that into a .gif)
It should be something like that. The final output (the torch at the top) will always be off until at least one of the pressure pads is stepped on.
Guide is updated. It's not dramatic, but I made the section on Proper Inputs more prominent and added in some more to the end of the Transmission section.
Enjoy!
:smile.gif: Let me know when you read it. Feedback is always great.
I also have trouble understanding all this jargon in the Wiki. Material implication? Conditional? Latches and Flip-Flops? Clocked and unclocked? Whaaa?
Redstone Simulator
Material Implication
Material Implication and conditional (material conditional) are the same thing, and it is a tough one to grasp. I suggest mastering the basics first. Basically, it's a "if this then that" statement.
If I'm your uncle, then you can have a million dollars. This statement is true. Although I'm not your uncle, you can have a million dollars, some how. Just because the first part is false doesn't mean the second part is as well.
If I'm your uncle, then your username is sneeze. This statement is true as well. I'm not your uncle, and your username isn't sneeze. Since the first part of the implication is false, then it doesn't matter what the second part is. The statement as a whole will always be true. So I could have said "then you're a three-legged, four-eyed paraplegic" and the statement would have been true still. Why? I don't know. I don't understand it completely.
If my username is trunksbomb, then your username is sneeze. This statement is the only statement in material implication that can be false. My username is trunksbomb, so the first part of the implication holds true. That means that the second part must hold true as well. Is your username sneeze? Nope, so this statement is false.
And naturally, if my username is trunksbomb, then your username is sniff. This statement is true, because truth implies truth.
Hope that was understandable.
Latches, Flip Flops, and Clocks
Latches are the simplest form of memory. Basically, a latch will be off until you give it a signal. Once you give it a signal, the latch latches (hence the name) into that state and holds it until you reset it.
If something is clocked, that means that it will only operate when the clock lets it. A clock is just a device that puts out a fixed-interval pulse of power. The easiest clock to make in MC is a 5-clock (it's in the Wiki). Basically, you run some wire out of your clock and watch it. You'll see that it flashes with power at a fixed-rate ( off off off ON ON ON off off off ON ON ON off off off ON ON ON). When something is said to be clocked, it means that it has an input that the clock goes to to power that circuit at a fixed-interval. Unclocked simply means that there is no clock (on a circuit that would normally have a clock).
Flip-flops can perform various functions and behave in various ways. There are two ways to change a clock- by "edge" or by "level". If you see that a flip flop (FF for short) is "edge-triggered", it means that the output will only be allowed to change when the clock goes from OFF to ON (positive edge). There are also edge-triggered FFs that change when the clock goes from ON to OFF (negative edge). Then there are the FFs that are level-triggered, meaning that as long as the clock is ON, the output will be allowed to change.
For example, we'll look at a clocked JK flip flop (JKFF). There are three inputs to a JKFF- J, K, and CLK (clock). There are two outputs- Q and ~Q (pronounced Q inverse or NOT Q). As you might guess, ~Q will be the opposite state of Q (Q is ON, ~Q is OFF; Q is OFF, ~Q is ON).
When CLK is off, no changes in the output are allowed. You could change J and K any number of times while the CLK is off, but it won't do anything. When CLK is ON, however, the output is allowed to change if it needs to. So if at some point while CLK was OFF, J and K got change such that the output would toggle, it would do so as soon as CLK turned on. It would continue to hold that state until the inputs changed and CLK came on again.
Good?
Redstone Simulator
Material Implication
Material Implication and conditional (material conditional) are the same thing, and it is a tough one to grasp. I suggest mastering the basics first. Basically, it's a "if this then that" statement.
If I'm your uncle, then you can have a million dollars. This statement is true. Although I'm not your uncle, you can have a million dollars, some how. Just because the first part is false doesn't mean the second part is as well.
If I'm your uncle, then your username is sneeze. This statement is true as well. I'm not your uncle, and your username isn't sneeze. Since the first part of the implication is false, then it doesn't matter what the second part is. The statement as a whole will always be true. So I could have said "then you're a three-legged, four-eyed paraplegic" and the statement would have been true still. Why? I don't know. I don't understand it completely.
If my username is trunksbomb, then your username is sneeze. This statement is the only statement in material implication that can be false. My username is trunksbomb, so the first part of the implication holds true. That means that the second part must hold true as well. Is your username sneeze? Nope, so this statement is false.
And naturally, if my username is trunksbomb, then your username is sniff. This statement is true, because truth implies truth.
Hope that was understandable.
Latches, Flip Flops, and Clocks
Latches are the simplest form of memory. Basically, a latch will be off until you give it a signal. Once you give it a signal, the latch latches (hence the name) into that state and holds it until you reset it.
If something is clocked, that means that it will only operate when the clock lets it. A clock is just a device that puts out a fixed-interval pulse of power. The easiest clock to make in MC is a 5-clock (it's in the Wiki). Basically, you run some wire out of your clock and watch it. You'll see that it flashes with power at a fixed-rate ( off off off ON ON ON off off off ON ON ON off off off ON ON ON). When something is said to be clocked, it means that it has an input that the clock goes to to power that circuit at a fixed-interval. Unclocked simply means that there is no clock (on a circuit that would normally have a clock).
Flip-flops can perform various functions and behave in various ways. There are two ways to change a clock- by "edge" or by "level". If you see that a flip flop (FF for short) is "edge-triggered", it means that the output will only be allowed to change when the clock goes from OFF to ON (positive edge). There are also edge-triggered FFs that change when the clock goes from ON to OFF (negative edge). Then there are the FFs that are level-triggered, meaning that as long as the clock is ON, the output will be allowed to change.
For example, we'll look at a clocked JK flip flop (JKFF). There are three inputs to a JKFF- J, K, and CLK (clock). There are two outputs- Q and ~Q (pronounced Q inverse or NOT Q). As you might guess, ~Q will be the opposite state of Q (Q is ON, ~Q is OFF; Q is OFF, ~Q is ON).
When CLK is off, no changes in the output are allowed. You could change J and K any number of times while the CLK is off, but it won't do anything. When CLK is ON, however, the output is allowed to change if it needs to. So if at some point while CLK was OFF, J and K got change such that the output would toggle, it would do so as soon as CLK turned on. It would continue to hold that state until the inputs changed and CLK came on again.
Good?
Redstone Simulator
Material Implication
Material Implication and conditional (material conditional) are the same thing, and it is a tough one to grasp. I suggest mastering the basics first. Basically, it's a "if this then that" statement.
If I'm your uncle, then you can have a million dollars. This statement is true. Although I'm not your uncle, you can have a million dollars, some how. Just because the first part is false doesn't mean the second part is as well.
If I'm your uncle, then your username is sneeze. This statement is true as well. I'm not your uncle, and your username isn't sneeze. Since the first part of the implication is false, then it doesn't matter what the second part is. The statement as a whole will always be true. So I could have said "then you're a three-legged, four-eyed paraplegic" and the statement would have been true still. Why? I don't know. I don't understand it completely.
If my username is trunksbomb, then your username is sneeze. This statement is the only statement in material implication that can be false. My username is trunksbomb, so the first part of the implication holds true. That means that the second part must hold true as well. Is your username sneeze? Nope, so this statement is false.
And naturally, if my username is trunksbomb, then your username is sniff. This statement is true, because truth implies truth.
Hope that was understandable.
Latches, Flip Flops, and Clocks
Latches are the simplest form of memory. Basically, a latch will be off until you give it a signal. Once you give it a signal, the latch latches (hence the name) into that state and holds it until you reset it.
If something is clocked, that means that it will only operate when the clock lets it. A clock is just a device that puts out a fixed-interval pulse of power. The easiest clock to make in MC is a 5-clock (it's in the Wiki). Basically, you run some wire out of your clock and watch it. You'll see that it flashes with power at a fixed-rate ( off off off ON ON ON off off off ON ON ON off off off ON ON ON). When something is said to be clocked, it means that it has an input that the clock goes to to power that circuit at a fixed-interval. Unclocked simply means that there is no clock (on a circuit that would normally have a clock).
Flip-flops can perform various functions and behave in various ways. There are two ways to change a clock- by "edge" or by "level". If you see that a flip flop (FF for short) is "edge-triggered", it means that the output will only be allowed to change when the clock goes from OFF to ON (positive edge). There are also edge-triggered FFs that change when the clock goes from ON to OFF (negative edge). Then there are the FFs that are level-triggered, meaning that as long as the clock is ON, the output will be allowed to change.
For example, we'll look at a clocked JK flip flop (JKFF). There are three inputs to a JKFF- J, K, and CLK (clock). There are two outputs- Q and ~Q (pronounced Q inverse or NOT Q). As you might guess, ~Q will be the opposite state of Q (Q is ON, ~Q is OFF; Q is OFF, ~Q is ON).
When CLK is off, no changes in the output are allowed. You could change J and K any number of times while the CLK is off, but it won't do anything. When CLK is ON, however, the output is allowed to change if it needs to. So if at some point while CLK was OFF, J and K got change such that the output would toggle, it would do so as soon as CLK turned on. It would continue to hold that state until the inputs changed and CLK came on again.
Good?
Yep, all good. It really, really helps to learn all this when all the jargon is explained in plain, layman's English. Thank you very, very much.
It seems though, that if I want to start building bigger, better things with redstone, I'm going to need to dabble a bit in computer logic/programming. It's a bit intimidating.
Adding a table of contents now.Added a table of contents.Anything that's worth Minecraft'ing, is worth Minecraft'ing right.
Did the table of contents help anyone navigate the guide? It seems like the guide could be a little cluttered. Does anyone share the same sentiment?
I have to say that although I understand the gates you've explained, I have no programming background, no understanding of Boolean logic and definitely no knowledge of binary. It's still nonsense to me, however it is a great place to start. I should be able to expand upon this by researching for myself.
I don't think there's anything missing. You explained the different logic gates, suggested various possibilities and provided good pictures. I just don't have much of a programmer's mind—I'm better at seeing an overall picture and then breaking it down, rather than putting together the small pieces. I'll get there eventually :wink.gif:
Besides, we need more regular posters on the redstone thread!