So while going over my own designs of vanilla mob spawners, I started to wonder if anyone else had some shortcuts for a few things.
Mob Spawner:
In my original dungeon crawler builds, I made redstone circuits hooked to dispensers. A pressure plate put in the doorway sends a pulse to a circuit beneath the floor that, depending on the delay on the repeaters, sent a pulse that turned off a redstone torch that triggered a dispenser to spawn mobs at different speeds. It sounds a lot more complicated than it is. Or maybe I'm bad at reading...anyways.
But there were some fatal flaws:
A) They weren't compact. They couldn't be, they had to have plenty of room to work right and even then they could break.
If the player stood on the plate for too long, the signal would get too long and stop itself unless you had enough repeaters on the right delay. Also, if multiple players walked over the plate it would lead to a similar problem that had to be fixed a similar way. The solution to both also led to A.
C) I was limited in where I could place dispenser because of the machinery.
So recently I've been working on something that works similar to how you can set up a button to act as a lever with the 1/2 pulse sticky piston glitch. But I haven't quite got the design down so I decided to see if anyone else had something they used for spawning.
Puzzle Door:
Because of my lack of experience in puzzle doors, I'm still on the lever-torch-redstone-piston combination locks. Nothing fancy, just the basic "turn the correct lever off" type thing. Complex means non-compact with these and they're still pretty easy, albeit time consuming. I've seen people do really big and fancy logic doors but I was hoping for something compact(say...no bigger than a 16x16x16 area) because I'm trying to fit it into a dungeon crawler and at most I just want it to be(on the outside) a wall with levers/buttons and a 1x2xhowever long hallway that opens up.
Elevators:
Still cant find a working design.
So yeah...if you have anything for those or questions about what I've found, lemme know.
So while going over my own designs of vanilla mob spawners, I started to wonder if anyone else had some shortcuts for a few things.
Mob Spawner:
You could hide the dispensers in the ceiling and have them fall into the area where you want them, using a water break to keep them from taking fall damage.
As to the burnout issue, you should use a clock cycle to regulate the dispensing rate to avoid redstone burnout/lock
Basic clock: 1+ Repeater(s) looped through a redstone torch inverter
output tied in with the inverted output of a pressure plate (signal is always on unless pressure is applied)
invert the signal again for the dispenser output, it will fire at the rate of the clock cycle.
Puzzle Door: Sounds like you don't have a true combo lock??? This is actually one of the easier ones.
Have each lever's output or inverted output (as desired for your combination) tied into the same line (button with inverted output is optional as an 'enter' button). Invert the final output a second time so that the all 'off' state is what triggers the combination event.
[quote=Kaiju;/members/Kaiju;/forums/minecraft-xbox-360-edition/mcx360-discussion/2263630-vanilla-redstone-contraptions?comment=1]
Elevators:
I'm pretty simplistic with elevators, but I've seen a number of designs on youtube that look pretty slick.
You could hide the dispensers in the ceiling and have them fall into the area where you want them, using a water break to keep them from taking fall damage.
As to the burnout issue, you should use a clock cycle to regulate the dispensing rate to avoid redstone burnout/lock
Basic clock: 1+ Repeater(s) looped through a redstone torch inverter
output tied in with the inverted output of a pressure plate (signal is always on unless pressure is applied)
invert the signal again for the dispenser output, it will fire at the rate of the clock cycle.
I like the door. I've never tried anything like that so it should be a fun experience(provided I dont create a death trap).
And I found an elevator from MonkeyFarm that I like but every time I try to recreate it, something just doesn't work right.
As for the clock and dispensers, how about string instead of plates? I feel having a string contraption would lend itself to not getting stuck as often.
T = redstone Torch on Block
<> = Repeaters (facing left and right)
d = redstone Dust
This will never burn out, is super-simple and can be switched on or off. (The lever is the simplest way, but can also be done remotely.) Constant power to the block forces the torch to stay low, stopping the clock. Powering down the block will send the torch high, and the state of the output will flip-flop indefinitely with full stability, since the number of inverters is odd. Changing the ticks on the repeaters will alter the speed of the cycling.
T = redstone Torch on Block
<> = Repeaters (facing left and right)
d = redstone Dust
This will never burn out, is super-simple and can be switched on or off. (The lever is the simplest way, but can also be done remotely.) Constant power to the block forces the torch to stay low, stopping the clock. Powering down the block will send the torch high, and the state of the output will flip-flop indefinitely with full stability, since the number of inverters is odd. Changing the ticks on the repeaters will alter the speed of the cycling.
How well would this work in a mob spawner? Would the player have to manually trigger it or could it be hooked up?
I was thinking of manual power, but anything can send an inverted power signal to the torch block. (As I said, it can be done remotely.) It's a bad idea to leave redstone contraptions operating while you go elsewhere on the map. That's what leads to many of the burnouts. I always have an off switch, and I use it when I'm done with whatever the contraption was doing for me.
I was thinking of manual power, but anything can send an inverted power signal to the torch block. (As I said, it can be done remotely.) It's a bad idea to leave redstone contraptions operating while you go elsewhere on the map. That's what leads to many of the burnouts. I always have an off switch, and I use it when I'm done with whatever the contraption was doing for me.
They're generally single use anyways because I usually build them all over the place. But I do know about the chunk unloading redstone burnout thing as well as the lag multiple machine running in close proximity can cause. Each spawner usually spawns 3-6 mobs(more if it's zombies) to slow you down/add difficulty.
The clock cycle I suggested, (which is pretty much the same design as illustrated by cobra951) is a very stable design, one change that I would make is that I would try to have the output come off a separate branch from the torch than from the redstone dust, this makes it more protected/insulated from backfed signal causing problems with the clock.
I haven't had any issues with the clock stopping/getting locked when moving away from it and coming back or even in quitting and saving and reloading.
But an on/off trigger isn't a bad idea either, and you could set that to an RS Nor Latch so that the players could activate it when they enter the area and step on a pressure plate or tripwire or something. View from above design:
B d --- Reset
T T
d B --- Set
B = Opaque block with a button (for manual setting/resetting) and redstone dust on it.
T = redstone Torch attached to the adjacent Block (above or below respectively)
d = redstone dust.
Output can be taken off the Left-hand torch straight out... the Set Lines and the Reset Lines can be fed in from other areas depending on if you want this turned on or off.
The output on this could then be used to replace the manual lever for turn systems in the area on/off. (ie. you can feed it into the clock)
The clock cycle I suggested, (which is pretty much the same design as illustrated by cobra951) is a very stable design, one change that I would make is that I would try to have the output come off a separate branch from the torch than from the redstone dust, this makes it more protected/insulated from backfed signal causing problems with the clock.
I haven't had any issues with the clock stopping/getting locked when moving away from it and coming back or even in quitting and saving and reloading.
But an on/off trigger isn't a bad idea either, and you could set that to an RS Nor Latch so that the players could activate it when they enter the area and step on a pressure plate or tripwire or something. View from above design:
B d --- Reset
T T
d B --- Set
B = Opaque block with a button (for manual setting/resetting) and redstone dust on it.
T = redstone Torch attached to the adjacent Block (above or below respectively)
d = redstone dust.
Output can be taken off the Left-hand torch straight out... the Set Lines and the Reset Lines can be fed in from other areas depending on if you want this turned on or off.
The output on this could then be used to replace the manual lever for turn systems in the area on/off. (ie. you can feed it into the clock)
I made something that works but needs simplified. The plate triggers the clock but also causes a piston to move the trigger block out of the way so it cant have additional power added to it. The clock is a machine gun clock so it dispenses mobs a little faster than before but I dont think that matters. It seems to take up less space and the bulkiest part of it is the plate mechanism. I'm no good at writing specs so I'll upload a pic of it asap.
What you want off the pressure plate is a nor latch with a pulse generator, it can be compacted pretty well, and easlly stop/start a clock, or act as its own clock. Basically the nor latch prevents the system from triggering itself multiple times or building up a constant charge that might come from the user 'standing' on the plate. You can have the latch release itself after some time or by any other means. I use the standard inverted "L" latch myself, and its included in nearly every device I build at least once and more often then not multiple times. By combining the output with an and gate you could actually have it randomized, so that 'it may or may not' trigger the spawning.
I won't mention anything on the puzzle doors because as Greg already said just have the correct combination of leavers that are off/on by inverting them lead to a line so that the line is either powered or unpowered as you need. Pretty simple and very easy to compact.
Finally in respects to elevators, trust me if your looking for a redstone elevator that multi-user friendly, forget about it. I've tried just about every design I could find and think off, and they all break, with the exception of the carousal ones, and they have too many limitations to be of any real use. You are best off using a minecart/boat elevator, or a ender pearl elevator (the fastest). If you haven't seen a ender pearl elevator it basically consists of throwing a ender pearl directly up, where there is some trip wires. The trip wires will trigger when the pearl hits them, and these in turn close a set of sticky pistons just below the trip wire, The user will land on the trip wire, fall 1 block onto the blocks that the sticky piston pushed in place. JL2579 from the zipcrowd server has a great tutorial on it, and I can dig it up if needed. The advantage of the ender pearl elevator is that its faster then 'default flying speed' in creative, (so very fast), is compact, and can be stacked on top of each other for HUGE up/down distances. The biggest disadvantage is that users should have feather falling boots to lessen damage taking by throwing ender pearls if the elevator has multiple stacks.
The clock cycle I suggested, (which is pretty much the same design as illustrated by cobra951) is a very stable design, one change that I would make is that I would try to have the output come off a separate branch from the torch than from the redstone dust, this makes it more protected/insulated from backfed signal causing problems with the clock.
Fair point. I typically use an extra repeater (as a diode) in the output if backwash can happen. But the fact is that backwash won't cause any issues even without the extra repeater. For example, using a button on the output line will light up the repeaters leading to the torch block. If the clock is off, the block is already high, and absolutely nothing will happen to the clock. If the clock is running, it will be interrupted while the signal from the button stays high. Then it will resume as before. The effect on the output will be the same either way--constantly high output while the button signal is high, and flip-flopping when the button signal is low.
But for the sake of best design, I agree with you. Your solution takes away even the slightest need for an extra repeater.
Well, there's already some great minds working on this....
As for the mob system... My only suggestion would be to place your inverter First in the circuit, not Last. In other words, if you are triggering the whole thing by pressure plate, put a RS torch on the same block as the PP --- then wire it up to your clock. This way when the PP is not being stepped on, power is being supplied to the clock, which keeps it in the "off" state. If you are using a stable clock (basically anything 3 ticks or higher) there should be absolutely no chance of burnout.
PS- Dispensers have a weird quasi-connectivity feature related to redstone components. (I created a thread to try to discuss it, but it floundered so I let it drown.) Using this weirdness, it's possible to increase the firing rate of each dispenser beyond what the clock can provide.
Well, there's already some great minds working on this....
As for the mob system... My only suggestion would be to place your inverter First in the circuit, not Last. In other words, if you are triggering the whole thing by pressure plate, put a RS torch on the same block as the PP --- then wire it up to your clock. This way when the PP is not being stepped on, power is being supplied to the clock, which keeps it in the "off" state. If you are using a stable clock (basically anything 3 ticks or higher) there should be absolutely no chance of burnout.
PS- Dispensers have a weird quasi-connectivity feature related to redstone components. (I created a thread to try to discuss it, but it floundered so I let it drown.) Using this weirdness, it's possible to increase the firing rate of each dispenser beyond what the clock can provide.
The quasi connectivity is what machine guns run on. I had actually forgotten about that part. That would actually make the design smaller.
Place a block next to the dispenser and add a lever to power it.
Build the clock/circuit directly under the dispenser and have the plate turn it on.
i made a command block that spawns a command block that spawns mobs on to a enderdragon sitting in a minecart. (so it dosent move) and fires them 75 blocks away!!
more photos later
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Hit Counter(Included in all of my media sources a.k.a forum sigs and ect): Since 2nd of May 2015
Mob Spawner:
In my original dungeon crawler builds, I made redstone circuits hooked to dispensers. A pressure plate put in the doorway sends a pulse to a circuit beneath the floor that, depending on the delay on the repeaters, sent a pulse that turned off a redstone torch that triggered a dispenser to spawn mobs at different speeds. It sounds a lot more complicated than it is. Or maybe I'm bad at reading...anyways.
But there were some fatal flaws:
A) They weren't compact. They couldn't be, they had to have plenty of room to work right and even then they could break.
If the player stood on the plate for too long, the signal would get too long and stop itself unless you had enough repeaters on the right delay. Also, if multiple players walked over the plate it would lead to a similar problem that had to be fixed a similar way. The solution to both also led to A.
C) I was limited in where I could place dispenser because of the machinery.
So recently I've been working on something that works similar to how you can set up a button to act as a lever with the 1/2 pulse sticky piston glitch. But I haven't quite got the design down so I decided to see if anyone else had something they used for spawning.
Puzzle Door:
Because of my lack of experience in puzzle doors, I'm still on the lever-torch-redstone-piston combination locks. Nothing fancy, just the basic "turn the correct lever off" type thing. Complex means non-compact with these and they're still pretty easy, albeit time consuming. I've seen people do really big and fancy logic doors but I was hoping for something compact(say...no bigger than a 16x16x16 area) because I'm trying to fit it into a dungeon crawler and at most I just want it to be(on the outside) a wall with levers/buttons and a 1x2xhowever long hallway that opens up.
Elevators:
Still cant find a working design.
So yeah...if you have anything for those or questions about what I've found, lemme know.
You could hide the dispensers in the ceiling and have them fall into the area where you want them, using a water break to keep them from taking fall damage.
As to the burnout issue, you should use a clock cycle to regulate the dispensing rate to avoid redstone burnout/lock
Basic clock: 1+ Repeater(s) looped through a redstone torch inverter
output tied in with the inverted output of a pressure plate (signal is always on unless pressure is applied)
invert the signal again for the dispenser output, it will fire at the rate of the clock cycle.
I'm pretty simplistic with elevators, but I've seen a number of designs on youtube that look pretty slick.
I like the door. I've never tried anything like that so it should be a fun experience(provided I dont create a death trap).
And I found an elevator from MonkeyFarm that I like but every time I try to recreate it, something just doesn't work right.
As for the clock and dispensers, how about string instead of plates? I feel having a string contraption would lend itself to not getting stuck as often.
Build Planes, Boats, Cars, Airships and fight!
What?
B = opaque Block
L = Lever switch on Block
T = redstone Torch on Block
<> = Repeaters (facing left and right)
d = redstone Dust
This will never burn out, is super-simple and can be switched on or off. (The lever is the simplest way, but can also be done remotely.) Constant power to the block forces the torch to stay low, stopping the clock. Powering down the block will send the torch high, and the state of the output will flip-flop indefinitely with full stability, since the number of inverters is odd. Changing the ticks on the repeaters will alter the speed of the cycling.
How well would this work in a mob spawner? Would the player have to manually trigger it or could it be hooked up?
They're generally single use anyways because I usually build them all over the place. But I do know about the chunk unloading redstone burnout thing as well as the lag multiple machine running in close proximity can cause. Each spawner usually spawns 3-6 mobs(more if it's zombies) to slow you down/add difficulty.
I haven't had any issues with the clock stopping/getting locked when moving away from it and coming back or even in quitting and saving and reloading.
But an on/off trigger isn't a bad idea either, and you could set that to an RS Nor Latch so that the players could activate it when they enter the area and step on a pressure plate or tripwire or something. View from above design:
B d --- Reset
T T
d B --- Set
B = Opaque block with a button (for manual setting/resetting) and redstone dust on it.
T = redstone Torch attached to the adjacent Block (above or below respectively)
d = redstone dust.
Output can be taken off the Left-hand torch straight out... the Set Lines and the Reset Lines can be fed in from other areas depending on if you want this turned on or off.
The output on this could then be used to replace the manual lever for turn systems in the area on/off. (ie. you can feed it into the clock)
I made something that works but needs simplified. The plate triggers the clock but also causes a piston to move the trigger block out of the way so it cant have additional power added to it. The clock is a machine gun clock so it dispenses mobs a little faster than before but I dont think that matters. It seems to take up less space and the bulkiest part of it is the plate mechanism. I'm no good at writing specs so I'll upload a pic of it asap.
I won't mention anything on the puzzle doors because as Greg already said just have the correct combination of leavers that are off/on by inverting them lead to a line so that the line is either powered or unpowered as you need. Pretty simple and very easy to compact.
Finally in respects to elevators, trust me if your looking for a redstone elevator that multi-user friendly, forget about it. I've tried just about every design I could find and think off, and they all break, with the exception of the carousal ones, and they have too many limitations to be of any real use. You are best off using a minecart/boat elevator, or a ender pearl elevator (the fastest). If you haven't seen a ender pearl elevator it basically consists of throwing a ender pearl directly up, where there is some trip wires. The trip wires will trigger when the pearl hits them, and these in turn close a set of sticky pistons just below the trip wire, The user will land on the trip wire, fall 1 block onto the blocks that the sticky piston pushed in place. JL2579 from the zipcrowd server has a great tutorial on it, and I can dig it up if needed. The advantage of the ender pearl elevator is that its faster then 'default flying speed' in creative, (so very fast), is compact, and can be stacked on top of each other for HUGE up/down distances. The biggest disadvantage is that users should have feather falling boots to lessen damage taking by throwing ender pearls if the elevator has multiple stacks.
Fair point. I typically use an extra repeater (as a diode) in the output if backwash can happen. But the fact is that backwash won't cause any issues even without the extra repeater. For example, using a button on the output line will light up the repeaters leading to the torch block. If the clock is off, the block is already high, and absolutely nothing will happen to the clock. If the clock is running, it will be interrupted while the signal from the button stays high. Then it will resume as before. The effect on the output will be the same either way--constantly high output while the button signal is high, and flip-flopping when the button signal is low.
But for the sake of best design, I agree with you. Your solution takes away even the slightest need for an extra repeater.
As for the mob system... My only suggestion would be to place your inverter First in the circuit, not Last. In other words, if you are triggering the whole thing by pressure plate, put a RS torch on the same block as the PP --- then wire it up to your clock. This way when the PP is not being stepped on, power is being supplied to the clock, which keeps it in the "off" state. If you are using a stable clock (basically anything 3 ticks or higher) there should be absolutely no chance of burnout.
PS- Dispensers have a weird quasi-connectivity feature related to redstone components. (I created a thread to try to discuss it, but it floundered so I let it drown.) Using this weirdness, it's possible to increase the firing rate of each dispenser beyond what the clock can provide.
The quasi connectivity is what machine guns run on. I had actually forgotten about that part. That would actually make the design smaller.
Place a block next to the dispenser and add a lever to power it.
Build the clock/circuit directly under the dispenser and have the plate turn it on.
BAM! 4+ mobs a second.
i made a command block that spawns a command block that spawns mobs on to a enderdragon sitting in a minecart. (so it dosent move) and fires them 75 blocks away!!
more photos later
Hit Counter(Included in all of my media sources a.k.a forum sigs and ect): Since 2nd of May 2015