So here is my situation. I'm learning the ins and outs of redstone by researching various circuts, creations, and logic gates online. I am them applying them by creating simple concepts within Minecraft. Sadly I've hit a wall and can't seem to find the answer online. I'm sure its out there I just don't know the correct terminology for a proper web/forum search.
I've got this simple game design. You have three switches on the wall. Only one combination of On/Off postions will allow the door to open. Once you have arranged the switches in the position you believe is correct you hit a "submit" button next to the door. This checks to see if the switches are arranged correctly, if so then opens the door, if not does nothing. That much I have gotten done.
What I need help on is how I could give the user only three chances to guess correctly. If on the third chance the switches have still not been arranged correctly then upon "submiting" an output triggers an event (trap door, lava, etc). Basicly I need a circut/logic gate that will register three inputs before giving an output. Any and all help is much apreciated and like I said I'm sure this has been answered I just couldn't find it
Is there a particular counter that will pause after each input before making the next count. From what I read the ones I saw on that page just counted continuosly from x-y. I may be wrong or just mis inturpreting the information. I know you said you would let me figure it out but I'm at work (as I assume you are) and I'd like to be able to start when I get home. If I'm being a bother don't worry about it I'll just start testing when I get back.
I guess I should have stated I was using the Xbox 360 version in the begining. I couldn't get the Pulse limiter to work properly or rather consistantly. However I quick search and I found one that worked better for the Xbox. I also modified the counter using pistons to interupt the circut (which had been ran one block down and then back up) This was not really to make it better but just to understand the whole concept a little better. Either way the game works like a dream now and you were ALL very helpful. Thanks and I'll be sure to return with any other issues or questions I run into.
P.S. Before I continue is there any diffirent about the Xbox version Redstone vs. the PC. (Are the things I won't be able to do)
Each time you press the button, it sends a pulse to a sticky piston that pulls the bottom sand out from a pile of sand. The sand then falls into a 2 deep hole. When the third sand is pulled out, it is above ground level and a repeater can send power through it.
Each time you press the button, it sends a pulse to a sticky piston that pulls the bottom sand out from a pile of sand. The sand then falls into a 2 deep hole. When the third sand is pulled out, it is above ground level and a repeater can send power through it.
or use a programmable lock and an AND gate... allows the combination to be changed easily and allows for expansion... shift registers, counters... all way too complex for something so simple
Edit: nevermind missed that last part... yeah counter or shift register for the trap part... invert the signal from the lock to a second AND gate that goes to the counter
I'm assuming the asker wants to be able to reset it without breaking blocks, and both of mine reset automaticly. The second one is also infinitly expandable, and can be adapted to more than 3 tries. I added RSNOR latches to your design, and it's actualy the same thing as my second design, albiet with horizontal latches as opposed to vertical.
It's reasonalbe to assume both of these will be hidden behind a wall with levers on it that will be serving as the combination for this door. Therefore, considering footprint and materials, the gravel design is best. And it's also significantly faster.
Not so sure about the three-strikes thing, but I'm sure RS Nor Latches would do the trick. As for the lever combination, this is a simple one I know (it can use as many levers as you want, so don't fret):
Put torches behind the levers that need to be down inside your combination, and put redstone behind the levers that need to be up inside your combination. The only combination which will make the door open is the one you set (again, torches behind levers that go down, redstone behind those that go up). Also, don't forget to link up the redstone underneath the torches, also.
The repeater that the combination line powers keeps the input button set on at all times, which keeps the door shut, even if the button is pressed. When the combination is correct, the locked repeater will become unlocked, but stay on until the input button is pressed. That will open the door.
Honestly, this is the first use I've discovered on my own for repeater locks.
I figured out that for the nasty stuff happening to failures, here's a counter that will count 3 times...the third time, it will output a signal, possibly setting loose the nasty effects, then reset itself. You could change the time it takes to reset itself, but this is an example. This will need to be connected to the input button (you'd have to make it so it only activates if the combination is wrong). Maybe even hook up some note blocks to let the player know how many times they've failed.
Just mess around with it and see what you can come up with from this and the lever combo lock I showed above.
All you need is a basic password door connected to an and gate with the password and the button and have that lead to a RS NOR latch. Connect that to the door
I've got this simple game design. You have three switches on the wall. Only one combination of On/Off postions will allow the door to open. Once you have arranged the switches in the position you believe is correct you hit a "submit" button next to the door. This checks to see if the switches are arranged correctly, if so then opens the door, if not does nothing. That much I have gotten done.
What I need help on is how I could give the user only three chances to guess correctly. If on the third chance the switches have still not been arranged correctly then upon "submiting" an output triggers an event (trap door, lava, etc). Basicly I need a circut/logic gate that will register three inputs before giving an output. Any and all help is much apreciated and like I said I'm sure this has been answered I just couldn't find it
Yeah, he really didn't though
P.S. Before I continue is there any diffirent about the Xbox version Redstone vs. the PC. (Are the things I won't be able to do)
This seems rather difficult to reset.
Edit: nevermind missed that last part... yeah counter or shift register for the trap part... invert the signal from the lock to a second AND gate that goes to the counter
It's actually pretty easy, two pistons underneath can push them all back up and into the pile.
First, mine.
Step 1:
Step 2:
Step 3: (Note that I reversed the position of the repeater sending the power through the gravel in order to easier have it trigger the reset)
This I just came up with now, someone else might have mentioned it.
Front:
Back:
Put torches behind the levers that need to be down inside your combination, and put redstone behind the levers that need to be up inside your combination. The only combination which will make the door open is the one you set (again, torches behind levers that go down, redstone behind those that go up). Also, don't forget to link up the redstone underneath the torches, also.
The repeater that the combination line powers keeps the input button set on at all times, which keeps the door shut, even if the button is pressed. When the combination is correct, the locked repeater will become unlocked, but stay on until the input button is pressed. That will open the door.
Honestly, this is the first use I've discovered on my own for repeater locks.
I figured out that for the nasty stuff happening to failures, here's a counter that will count 3 times...the third time, it will output a signal, possibly setting loose the nasty effects, then reset itself. You could change the time it takes to reset itself, but this is an example. This will need to be connected to the input button (you'd have to make it so it only activates if the combination is wrong). Maybe even hook up some note blocks to let the player know how many times they've failed.
Just mess around with it and see what you can come up with from this and the lever combo lock I showed above.