Since the new redstone block, tripwires came out, I've heard a few, okay, a lot of people call them useless, or, another pressure plate, but due to their ability to be placed in mid-air, and a unique property were webbed tripwires still activate the switches they are connected to in a straight line, tripwires have quite a few uses that are either not possible, or far more complicated.
1. A jump detector, a device that sends out a pulse if the player jumps (this isn't restricted to 2 wide rooms, and can be up to 19x19). This device can also be used as a damage detector in adventure maps or minigames, as every time you get hit and do a little jump, it triggers the mechanism (also applies for mobs)
2. A coordinate detector, while this could previously be done with spiders/wolves, a tripwire coordinate grid is much more reliable and works on every difficulty (so do wolves I know, but they require that you hit them first) this device opens up much in the way of redstone games/computers and interfacing with them.
3.a falling detector/occupied minecart detector, this device will trigger if a player falls through it, but more importantly, since minecarts don't trigger them, this serves as a detector for whether the minecart is occupied.
They could be used to count how many times an entrance has been used, and by what type of mob. Obviously, a tripwire being attached to a rs-nor array would be just like a pressure plate connected to an rs-nor array. The difference is, you could place two tripwires in a doorway, one two blocks above the ground, and one only one block above the ground. Players, zombies, some passive mobs, etc, would trigger the top and bottom tripwire, while shorter mobs would only trigger the bottom. This could be used to actively monitor what mobs are going in and out of an area. This could also serve as an early warning system for cave spider farms or something, I have no idea. A truth table of this would probably look something like this (This is used from a previous project of mine, I'm too tired to figure out a more accurate one.)
Another use that I've just thought of is a very simple randomizer based on mob movement. The direction in which an un-disturbed mob moves is unguessable. RNGs made very simple, finally.
Another use that I've just thought of is a very simple randomizer based on mob movement. The direction in which an un-disturbed mob moves is unguessable. RNGs made very simple, finally.
That's a great idea, I think that may well become the norm for randomisers in the future.
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Far as dealing with short mobs, you could wire a two-high tripwire set so that the bottom one runs a line of redstone to pistons that block an exit when it's activated, and the top tripwire has a piston cut the line from the bottom one. That way, chickens, pigs, spiders, etcm would shut the door before they get out, but something two high like a player would activate the bottom circuit but cut it at the same time, letting them walk right out.
1. A jump detector, a device that sends out a pulse if the player jumps (this isn't restricted to 2 wide rooms, and can be up to 19x19). This device can also be used as a damage detector in adventure maps or minigames, as every time you get hit and do a little jump, it triggers the mechanism (also applies for mobs)
3.a falling detector/occupied minecart detector, this device will trigger if a player falls through it, but more importantly, since minecarts don't trigger them, this serves as a detector for whether the minecart is occupied.
go fast like sanic.
I1 I2 O1 O2
0 0 0 0
1 0 1 0
0 1 0 0
1 1 0 1
That's a great idea, I think that may well become the norm for randomisers in the future.
go fast like sanic.
Also, MN avatar? I like it.
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