Last Updated: Jan. 21 2013 Compliance: Minecraft v1.4.7 Support: Minecraft v1.2.5 Mods Supported*: Bukkit, Forge, WorldEdit, Voxel No Support: Minecraft Release v1.1 *Use of mods for creation only, not function or manipulation of mechanics within unmodified version of Minecraft.
* I'M BACK FOR 1.5 REDSTONE AWESOMENESS! *
Notice: UPDATING EVERYTHING
Activity: Low After playing Tekkit (having been restricted to 1.2.5) and in combination with college, I have been gone for quite some time. Now I play Tekkit Lite with 1.4.7+ support giving me more updated vanilla knowledge. The new items in 1.5 make vanilla more of a tekkit feel.
Please Read The Redstone Guide Before Reading This Thread
Please only discuss the chapters or populated codes in this thread you are reading now.
Please take discussions of the actual IRPE format and standards here. All discussions and debate regarding the format and standards within this thread (The Big Red Book of Redstone Standards) will be ignored.
(Thread, not just this post, under constant revision. Due to much being subject to change, there will be gaps intentionally left out and needing feedback and discussion.)
Welcome to the Big Red Book of Redstone Standards!
First, lets answer some questions...
What is the IRPE?
The IRPE is actually an acronym for Institute of Redstone and Piston Engineers or...
Institute of Redstone and Piston Engineering(s)
Index of Redstone and Piston Engineering(s)
Item(s) of Redstone and Piston Engineering(s)
This is similar to the real-life IEEE, where all who actively contribute are part of it. Without standards, there would be no industrial revolution. No set drill-bit measurements, no set motherboard standards, just a jumbled mess of inventions.
Why was this created?
This is more or less an advanced guidebook and an index of possible creations. Details are given more in depth in relation to real-life standards with some creations having a possible schematic download. If one supports the IRPE coding, they can tag within their forum post what code it would fall under. So rather than re-posting a similar thread that already exists, search for the code or keywords here.
Do I have to use these? Absolutely not, it only helps others understand what you've created because they will all be on the same level of understanding. Some redstoners are electrical engineers or computer technicians in real life, and all follow the same principles, standards, and etiquettes.
Do Mods Apply?
No, game mods are excluded, even if there are placeholders that are included in mods. The placeholders and reserved spots are actually meant for future versions of Minecraft or left up to the possible, logical, or both imaginative ways that it can be expanded of the current released version.
Please do not tag codes to mod-required creations as it may complicate things and create confusion.
What about Little Blocks Mod?
Yes and no. Due to it not modifying the original mechanics of Redstone it may be used. However, small to large connectivity cannot be used and will not be IRPE compliant. If an entire system is built using one size, it is compliant.
What about Eloraam's RedPower Mod?
Sadly, no, as many of the logic machines and blocks actually condense vanilla creations.
How do I start classifying?
At this point, I recommend reading the chapters... Chapters:
IRPE 0.17 - 10th Clock
IRPE 0.18 - 20th Clock
IRPE 0.19 - RS/SR-NOR Latch
P = NOT Q
R S | Q P
0 0 | Q P
0 1 | 1 0
1 0 | 0 1
1 1 | - -
IRPE 0.20 - Sequential Order Latch
P = Compliment Q
T = Time or Step
S = Signal
T | S | Q P
0 | 0 | 0 0
1 | 1 | 1 0
2 | 1 | 1 1
3 | 0 | 1 0
4 | 0 | 0 0
IRPE 0.21 - JK Latch
Technically a 1-bit ALU System 1 (IRPE 1.6)
Opcode 0 being "A GATE" (IRPE 0.4) and Opcode 1 being "NOT B" (IRPE 0.11) Gate.
JK Latch uses the previous Output as an input. Other than a primitive ALU it is
almost never used.
P = Previous Q
P J K | Q
0 0 0 | 0
0 0 1 | 0
0 1 0 | 1
0 1 1 | 1
1 0 0 | 1
1 0 1 | 0
1 1 0 | 1
1 1 1 | 0
IRPE 0.22 - D Flip-Flop
IRPE 0.23 - T Flip-Flop
IRPE 0.24 - JK Flip-Flop
IRPE 0.25 - Half-Adder
IRPE 0.26 - Full-Adder
IRPE 0.240 - Placement and Reservations for Population
IRPE 0.241 - Block Update Detector
IRPE 0.242 - Resistor Components
IRPE 0.243 - Inductive Components
IRPE 0.244 - Environmental Sensory Components
IRPE 0.245 - Limited Power Components
IRPE 0.246 - Power Generator Components
IRPE 0.247 - Antenna and Wireless Components
IRPE 0.248 - Chemical and Electrical Conversion Components
IRPE 0.254 - Submissions
IRPE 0.255 - Abstract
IRPE 1.0 - Systems of Logic (Introduction)
IRPE 1.1 - ROM System
IRPE 1.2 - RAM System
IRPE 1.3 - Shift Register System
IRPE 1.4 - CPU System
IRPE 1.5 - MUX System
IRPE 1.6 - ALU System 1
1-bit or 2-bit Opcoded ALU
1-Bit ALU System 1
(1-bit Opcode)
O A B Q
0 0 0 0
1-Bit ALU System 1
(2-bit Opcode)
OP A B Q
00 0 0 0
2-bit ALU system 1
OP AA BB QQ
00 00 00 00
IRPE 1.7 - ALU System 2
4-bit Opcoded ALU
2-bit ALU System 2
OPCO AA BB QQ
0000 00 00 00
4-bit ALU System 2
OPCO AAAA BBBB QQQQ
0000 0000 0000 0000
6-bit ALU System 2
OPCO AAAAAA BBBBBB QQQQQQ
0000 000000 000000 000000
8-bit ALU System 2
OPCO AAAAAAAA BBBBBBBB QQQQQQQQ
0000 00000000 00000000 00000000
IRPE 1.8 - ALU System 3
6-bit or Higher Opcoded ALU
4-bit ALU System 3
OPCODE AAAA BBBB QQQQ
000000 0000 0000 0000
6-bit ALU System 3
OPCODE AAAAAA BBBBBB QQQQQQ
000000 000000 000000 000000
8-bit ALU System 3
OPCODE AAAAAAAA BBBBBBBB QQQQQQQQ
000000 00000000 00000000 00000000
IRPE 1.10 - FPU System 1
IRPE 1.11 - FPU System 2
IRPE 1.12 - FPU System 3
IRPE 1.16 - Binary Coded Decimal 4-bit Component
-A system that decodes or encodes 4-bit binary into or from a single-digit decimal as well as “+”, “-”, and sometimes other notations. Extra: Used exclusively in BCD7 display translators.
IRPE 1.32 - Binary Coded Decimal 5-bit Component
-A system that decodes or encodes 5-bit binary into or from a signed decimal or hexadecimal. Coding: 1-4; Example: +9.
IRPE 1.33 - Binary Coded Decimal 6-bit Component
-A system that decodes or encodes 6-bit binary into or from a single signed decimal. Coding: 1-4-1, S-REAL-F; where base 10 parse is "{-1^S} * REAL + {F/2}". Example: +9.5.
IRPE 1.34 - Binary Coded Decimal 7-bit Component
-A system that decodes or encodes 7-bit binary into or from a single signed decimal. Coding: 1-4-1, S-REAL-F; where base 10 parse is "{-1^S} * REAL + {F/2}". Example: +9.5. Coding: 1-4-2, S-REAL-FR; where base 10 parse is "{-1^S} * REAL + {FR/4}". Example: +9.75.
IRPE 1.35 - Binary Coded Decimal 8-bit Component
-A system that decodes or encodes 8 bits into or from a single signed decimal. Coding: 1-4-3, S-REAL-FRA; where base 10 parse is "{-1^S} * REAL + {FRA/8}". Example: +9.875.
IRPE 1.36 - IEEE 754 Quarter Precision Float Component
-A system that decodes or encodes 8 bits into or from a single signed decimal equivalent to half-scaled floating precision point of the IEEE 754 16-bit standard. Coding: 1-2-5, S-EX-FRACT; where exponent (base 10) parse is "{-1^S} * 2^{EX-1} * FRACT". Extra: Used exclusively in a FPU.
IRPE 1.37 - Minifloat Component
-A system that decodes or encodes 8 bits into or from a single signed decimal equivalent to a binary minifloat. Coding: 1-3-4, S-EXP-FRAC; IEEE 754 format where exponent (base 10) parse is "{-1^S} * 2^{EXP-3} * FRAC". Extra: Used exclusively in a FPU.
IRPE 1.64 - Binary to Octet Decoder
-A system that converts Binary to individual Octet units; converts 3 inputs into 8 unique trace outputs.
IRPE 1.65 - Binary to Decimal Decoder
-A system that converts Binary to individual Decimal units; converts 4 inputs into 10 unique trace outputs.
IRPE 1.66 - Binary to Hexadecimal Decoder
-A System that converts Binary to individual Hexadecimal units; convert 4 inputs to 16 unique trace outputs.
IRPE 1.67 - Binary to Alphanumeric Decoder
-A System that converts Binary to individual Alphanumeric units; convert 6 inputs to 36 unique trace outputs.
IRPE 1.68 - Binary to ASCII (7-bit) Decoder
-A System that converts Binary to individual ASCII (7-bit) units; convert 7 inputs to 128 unique trace outputs.
IRPE 1.69 - Binary to ASCII (8-bit) Decoder
-A System that converts Binary to individual ASCII (8-bit) units; convert 8 inputs to 256 unique trace outputs.
IRPE 1.70 - Octet to Binary Encoder
-A System that converts individual Octet units to their Binary equivalent; convert 8 unique trace inputs to 3 outputs.
IRPE 1.71 - Decimal to Binary Encoder
-A System that converts individual Decimal units to their Binary equivalent; convert 10 unique trace inputs to 4 outputs.
IRPE 1.72 - Hexadecimal to Binary Encoder
-A System that converts individual Hexadecimal units to their Binary equivalent; convert 16 unique trace inputs to 4 outputs.
IRPE 1.73 - Alphanumeric to Binary Encoder
-A System that converts individual Alphanumeric units to their Binary equivalent; convert 36 unique trace inputs to 6 outputs.
IRPE 1.74 - ASCII (7-bit) to Binary Encoder
-A System that converts individual ASCII (7-bit) units to their Binary equivalent; convert 128 unique trace inputs to 7 outputs.
IRPE 1.75 - ASCII (8-bit) to Binary Encoder
-A System that converts individual ASCII (8-bit) units to their Binary equivalent; convert 256 unique trace inputs to 8 outputs.
IRPE 1.240 - Placements and Reservations for Population
IRPE 1.254 - Submissions
IRPE 1.255 - Abstract
IRPE 2.0 - Systems of Visual Display (Introduction)
IRPE 3.0 - Systems of Audio (Introduction)
IRPE 4.0 - Systems of Mechanics (Introduction)
IRPE 5.0 - Systems of Network and Communication
IRPE 6.0 - Systems of Assembly and Programming (Introduction)
IRPE 7.0 - Systems of Software
IRPE 8.0 - Systems of Interface
IRPE 9.0 - Systems of Abstract Functions
IRPE 10.0 - Simple Player Components (Introduction)
IRPE 11.0 - Vertical and Elevator Transport Systems
IRPE 12.0 - Horizontal and Tunnel Transport Systems
IRPE 13.0 - Vertical Entry and Gate Systems
IRPE 14.0 - Horizontal Entry and Gate Systems
IRPE 15.0 - Game Theory Systems
IRPE 16.0 - Puzzle Theory Systems
IRPE 17.0 - Intelligent Farming Systems
IRPE 17.1 - Automated Wheat Farming
IRPE 17.2 - Automated Sugar Farming
IRPE 17.3 - Automated Tree Farming
IRPE 17.4 - Automated Mushroom Farming
IRPE 17.5 - Automated Pumpkin Farming
IRPE 17.6 - Automated Cactus Farming
IRPE 17.7 - Automated Egg Farming
IRPE 17.8 - Automated Melon Farming
IRPE 17.16 - Automated Mob Farming Layout and Design
IRPE 17.17 - IRPE 17.16 via Gravity
IRPE 17.18 - IRPE 17.16 via Fire
IRPE 17.19 - IRPE 17.16 via Drown
IRPE 17.20 - IRPE 17.16 via Lava
IRPE 17.21 - IRPE 17.16 via Crushing
IRPE 17.22 - IRPE 17.16 via Dispenser
IRPE 17.23 - IRPE 17.16 via Daylight
IRPE 17.24 - IRPE 17.16 via Cacti
IRPE 17.25 - IRPE 17.16 via Other Mobs
IRPE 17.32 - Automated Item Collection Layout and Design
IRPE 17.33 - IRPE 17.32 via Path
IRPE 17.34 - IRPE 17.32 via Water
IRPE 17.35 - IRPE 17.32 via Pistons
IRPE 18.0 - Intelligent Housing Systems
IRPE 19.0 - Simple Player Components of Abstract Use
IRPE 240.0 - Placements and Reservations for Population
IRPE 254.0 - Submissions
Chapter 0 - What To Know - Crash Course(Beginner) Last Updated: Mar. 16 2012
Assuming you already read the guide to redstone, there is much more that may need explaining before diving in.
Computer Science
The study, implementation, and engineering of algorithms.
What is an algorithm?
A self terminating step-by-step process of manipulating input data and returning an output.
Why do I need to know this for redstone?
You don't...unless you're building operand CPU's.
What is an operand?
Scary stuff that live under your bed, so moving on...
How far can redstone simulate the real world of computers?
Assembly language interpreter would be the limit with a graphical display powered by a GPU. It would really be a working Intel 4004 with a 96x64 screen(2x2 pistons per pixel screen) and keyboard, but that's pushing it.
The massive redstone CPU's showcased are operand based with functions already programmed in the design itself. The player interface is usually bridged with predetermined op-codes and values.
Boolean
A Boolean is a single true or false value and used in the laws of logic.
True | False
+1 | -1
1 | 0
T | F
Yes | No
Y | N
+ | -
On | Off
Information Storage - The Bit
A Bit is a single unit value of 1 or 0.
Does that make a Bit a Boolean value?
Yes.
Does that make a Boolean a Bit?
No.
Acronyms thrown around on these forums...
ALU | Arithmetic Logic Unit
APU | Accelerated Processing Unit
BCD | Binary Compact Decimal Encoder
BCD7 | Binary Compact Decimal to 7-Segment Display Decoder
CPU | Central Processing Unit
FPU | Floating Point Unit
GPU | Graphical Processing Unit
MUX | Multiplexing and Organizer Unit
RAM | Random Access Memory, Writable Access Memory, Volatile Memory
ROM | Read Only Memory, Static Memory
TFF | Toggled Flip-Flop
DFF | Data Flip-Flip
JKFF | JK Flip-Flop
7DP | 7 Segment Display with Decimal Point
7SD | 7 Segment Display
Terms thrown around on these forums...
Core | A single ALU, CPU, or FPU, or APU
Circuitry In Real Life
Diode | Allows electricity to only flow in ONE DIRECTION
Capacitor | Storage of an electrical charge.
Transistor | Storage and conditional diode. (Commonly used as a Logical AND Gate)
Circuitry Components Relevance
REDSTONE | NEAR REAL LIFE EQUIVALENT
Repeater | Diode with Capacitor
Wire | Trace
Torch | Vertical Light-Emitting-Diode (LED)
Lamp | Spawn of Cthulhu and Destroyer of Servers
Piston | Active Integrated Circuit Switch
Logical Components Definitions
Gate | A logic function.
Latch | A double or conditional gate.
Flip-Flop | A toggled gate or latch.
Logical Systems Definitions
Encoder | There are more INPUTS than OUTPUTS.
Decoder | There are more OUTPUTS than INPUTS.
Translator | There are arbitrary, equal, or patterned outputs to the inputs.
What is a "number system"?
It is a system of counting and storing numbers represented by visual characters and symbols. Counting from 1 to 9 is counting from "1" to "9" in the English language and Arabic-origin type set. You do not need to know logarithmic scales but you will need to know what a base number system is and the common ones used.
Descriptions:
Base 2 or "Binary" is the most simplist number system there is, and is used in digital storage. Every other real-number system can be represented easily as binary.
Base 4 or "Quatenary" is a 2-bit designation number system often used in diagnosing half-adders and full-adders.
Base 6 or "Senary" is uncommon, but not rare enough to be included as an example as it is the multiple of the first 2 primes (2 & 3) and is used in experamental mathematics which include finding primes... all of them. Experamental usage can be in FPU (Floating Point Units) for factoring numbers.
Base 8 or "Octal" is one of the most common representation of data storage as it uses 3-bits which has the full advantage of representing both storage and adder solutions.
Base 10 or "Decimal" is what we humans commonly use for everyday use. You can thank ancient India giving the Arabics this system of representation at least. However it is one of the most bizzare ways of represention in mathematics itself... see 1 divided by 7 in a calculator for details.
Base 16 or "Hexadecimal" is the full nibble or 4-bit representation of a byte in digital storage. Because the Hindu-Arabic notation does not allow for anything above 9, we must start using the actual alphabet to represent 5 more numbers.
Base 3 or "Ternary" can mean one of two distinct in concept but both the same in principle. Logic and counting are different, but it is still a number system using three values per digit. In logic it is either True, False, or Both/Unknown/Impossible. In counting it can be either {-1,0,+1} or {0,1,2, then 10, 11, 12}.
What does this have to do with Redstone?
When storing or simulating information, it is often necessary to convert binary to a different number system for a human to easily understand. This is done through a binary encoder built by raw circuitry and often leads to a common 7-segment display.
What is a 7-segment display?
A single digital display using 7 interconnected segments.
Chapter 1 - Understanding of Logic(Beginner) Last Updated: Mar. 1 2012
Logic is how you made the decision to read this post. Developing the consequences of wasting time in reading this sentence. Now take that to the smallest scale of Yes and No. Did you read it? Was it worth your time? Was it both? Was it neither? However, this is not a very good example for complex logic, only a simple way to get the gears turning.
What is a "gate"?
Lets say we have a light switch. When it's up or on, the light is on, when its down or off, the light is off. This is called a gate, it translated an input into an output upon itself no less because there is only one input. We can create a NOT gate by flipping the gate, where on is off, and off is on.
When there are two inputs, things get more complex from the two previous ways before. There are now 16 different gates that can be generated from two inputs of the two values being "on" and "off." For this, we need to start using binary and truth tables.
What is binary?
We humans count from 1 to 10, computers actually count from...0..to..1. While you might think this is very inefficient way of counting, it's actually the most efficient way of calculating. There are 10 types of people in the world, ones who understand binary, and ones who do not.
Don't computers count in bytes?
A byte is actually 8 bits, or 8 "Boolean" values of 1 and 0, that can either add up to 256 total possible values or be used as conditional switches.
So what's a "truth table?"
A truth table is quite simply that, a table of true and false statements upon the inputs provided. A simple 2 input, 1-bit per input truth table template looks like this:
Binary Index Set...
A B Q
0 0 ?
0 1 ?
1 0 ?
1 1 ?
Boolean Truth Table...
..T F
T ? ?
F ? ?
You read it like...
Algebraic...
A * B = Q
Function...
Q(A, = ?
Conditional...
IF (A IS X) AND (B IS Y) THEN
Q = ???
END IF
Operand...
X A B (Y) = Q
Set...
X{A, B} = Q
MORE DETAILS:
IRPE-0 - Basic Components of Logic
IRPE 0.0
D.A [C] B
---------
0.0 [w] 0
Components of Logic Gates and Clocks – Basic Components of Logic
Basic Components of Logic
The definition of Redstone logic building. This includes every block
that can directly or indirectly be included in Redstone creations.
Also includes:
0.0 [w] 1 - Simple NOT and IS Gate
Basic Gates Defined...
IS GATE:
A Q
0 0
1 1
NOT GATE:
A Q
0 1
1 0
So what's "Q"?
Q is a variable commonly described as an output, the origin is actually based on how we use the English alphabet as a tool itself. There are many variables used and some are function-defined. Listing them all is not needed normally as many deal with more complex constructs. However, from my own personal experience and from further research, the following shows what variables are commonly used for:
A
-Logic: First input
-Programming: First Argument
B
-Logic: Second input
-Programming: Second Argument
C
-Logic: Third input
-Programming: Third Argument
D
-Logic: Forth input
-Circuit: Data
-Programming: Forth Argument
E
-Logic: Fifth input
-Programming: Constant e
F
-Logic: Sixth input
-Programming: File; Function
-Math: Function; First Integral Function
G
-Logic: Seventh input
-Programming: Function within Function; Function after
Function
-Math: Function within Function; Second Integral Function
H
-Logic: Eighth input
I
-Logic: Input
-Programming: Incremental Loop
-Math: Complex sqrt(-1)
J
-Logic: First Switch Input
-Programming: First Conditional; Incremental Loop within a Loop
K
-Logic: Second Switch Input
-Programming: Second Conditional; Incremental Loop after a Loop
L
-Logic: Not used (because it looks like #1 in lower case)
-Programming: Lower Bound of array
M
-Logic: Complementary to N; or (NOT N)
-Programming: N-1 (M always N subtract 1)
N
-Logic: Real Integer >= 0
-Programming: Real Integer Variable (Can be any real number.)
O
-Logic: Not used in logic (because it looks like #0)
-Programming: Output
-Math: Origin
P
-Logic: Complementary to Q statement
-Programming: Position
-Math: Used in matrices
Q
-Logic: Output statement
-Programming: P+1; P++
-Math: Used in matrices
R
-Logic: Reset; Last State; R = NOT Q
-Programming: Radius; Difference; Return
-Math: Radius
S
-Logic: Set (As a state conditional)
-Programming: String variable; Sum
-Math: Not commonly used due to similar look of #5
T
-Logic: Toggle; Complementary to N;
-Programming: N+1; N++; Ticks
-Math: Time
U
-Logic: Not used (because it looks like a Union symbol)
-Programming: Upper Bound of array
V
-Logic: Not used (because it looks like an Disjunction symbol)
-Programming: Common Variable
-Math: Volume; Velocity
W
-Logic: (4 Dimensional Boolean Matrix; Complex 4th Extension)
-Programming: Complex and Real Float Output/Input; Matrices
-Math: Matrices
-Circuit: Serial Data
X
-Logic: (3 Dimensional Boolean Matrix)
-Programming: Complex and Real Float Output/Input; Matrices
-Math: Matrices
-Circuit: Serial Data
Y
-Logic: (3 Dimensional Boolean Matrix)
-Programming: Complex and Real Float Output/Input; Matrices
-Math: Matrices
-Circuit: Serial Data
Z
-Logic: (3 Dimensional Boolean Matrix)
-Programming: Complex and Real Float Output/Input; Matrices
-Math: Matrices
-Circuit: Serial Data
What happens if there's more than two inputs?
It becomes complicated. At this point information theory (and theorems) are sometimes applied as conditionals to handle such inputs. Meaning exclusions of gates needed to process a single logic function with N amount of inputs due to laws of logic. In programming it's byte-by-byte, using the least amount of space for a program to occupy on a storage device or memory. In a nutshell, it's using logic to DO logic while occupying the least amount or most efficient use of space. Perfect Example Here
Some points to remember for multiple-input truth tables:
Truth tables hate odd-length inputs it's just a fact of math...
Notes:
i = Inputs
f = Possible Functions
q = Possible single outputs from one function
i f.... q
1 4 2
2 16 4
3 256 8
4 65536 16
q = 2^i
f = 2^q
Information Theory Applied:
Exclusion of identity, redundant gates, and apply logic law...
Rules:
1) Possible output matrix cannot be any input's identity matrix.
2) A gate must return a unique output matrix given the possibilities of input.
3) At least one possible input must have an effect on the resulting output from other inputs (if they exist.)
4) A gate cannot have another function within it.
i f.... q
1 1 2
2 12 4
3 64? 8
4 ?? ?
1 input can have 4 functions; 1 in reality
-2 being TRUE and FALSE whereby ignoring the input entirely.
-1 other gate which is its identity.
2 inputs can have 16 functions, 10 in reality
-2 being TRUE and FALSE whereby ignoring the inputs entirely
-2 other gates being identities whereby ignoring one of the inputs.
-2 other gates being functions on only one input whereby ignoring one of the inputs.
3 inputs can have 256 functions, less than 192 in reality
-2 being TRUE and FALSE whereby ignoring the inputs entirely
-3 other gates being identities whereby ignoring one of the inputs.
-10 + 10 + 10 (30) gates ignoring one of the inputs and following the rule for 2 gates.
-6 + 6 + 6 (18) gates already violating the both the rule for 2 gates and ignoring an input.
-3 other gates being functions on a single input.
-128? of other complexities due to the gate not being a gate, but a latch with A being the last Q, B, or C; and their functions upon them. Example: If A then Q = B XOR C, Else Q = B OR C.
q = 2^i
f = ??
(Still confirming...)
How distribution is handled. It may be in a linear layer (most common) or a binary tree (most rare and used under certain conditions.) Linear is a straight-across gate system while a binary tree accumulates the inputs by splitting and processing them in pairs with the final 2 pair being the same as an A and B input gate.
[size=large]Chapter 2 - Understanding of Logical Systems(Intermediate)[/size]
[size=x-small]Last Updated: Mar. 1 2012[/size]
A logical system can be thought of a real-life Intergrated Circuit. Although we Minecrafters cannot make one, without mods at least, we can absolutely simulate one. This is why some jaw dropping redstone creations are so large, we don't have the means to miniaturize them.
What is a component and what is a system?
A component can be small, large, or a system itself. What makes a component a component is if it can be part of a larger system. For example, a piston by itself is a component, A digit on piston clock is a system of pistons, but a component itself because it can also be a single component of the digital clock. In over simplification... a component is a gear, a system is what makes it turn.
What defines a CPU?
A CPU, or central processing unit, is in a constant state of activity regardless if the user is doing nothing at all. It is always waiting for input and always in the state of output even in a Null state. It cycles itself to see if there is new data to process, in today's world the speed is actually dynamic.
What is Null?
Nothing, or better yet, the possibility of nothing becoming something, an imaginary nothing. It is not an "empty set", or "Ø", more of an in-between and in computing it is normally represented by 0 or -1.
-What's the difference? (Caution, may cause head to explode!)
Null has the possibility to become a value other than 0. "Empty set", or "Ø", means the value(s) do(es) not even exist and by the laws of mathematics that also means it is infinitely large and small of a value at the same time; meaning it has the potential to be 0 or infinite. Computers cannot simulate this, but they can imagine it, which normally ends up in a BSOD or an unhandled exception.
What is a Redstone CPU?
Now it gets more complex, and much, much, bigger. If you could simulate a real life CPU with over 2,000 transistors and its functions in redstone, that is the very essence of a Redstone CPU. The Logical Systems made in redstone are very simple CPU's, but very slow, and very, very, large.
How fast can they go?
Theoretically limited to 10 Hz, or 10 Cycles per second. However, this has nothing to do with the amount of instructions per second which makes them quite slower or perhaps faster depending how many "core's" are synced to cope with every new input.
What are half-adders and full-adders?
Think of addition and subtraction in the means of binary. Computers need help adding 1 + 1, seriously. A half adder will only return the single digit result, a full-adder will carry it over to the next register and that full-adder will take the last carry as input to process.
What's a register?
A memory unit in over simplification terms. It could store a single Boolean value or an entire byte or word.
What be these "words"?
Well, if you want the complete list of all data-types...
Name_______Storage___Standard
Boolean....Bit.......IEEE 1541-2002
Crumb......2 Bits....Arbitrary to 8-bit
Nibble.....4 Bits....Arbitrary to 8-bit
Byte.......8 Bits....IEEE 1541-2002
WORD.......2 Bytes...Arbitrary to 8-Bit
DWORD......4 Bytes...Arbitrary to 8-Bit
QWORD......8 Bytes...Arbitrary to 8-Bit
HALF.......2 Bytes...IEEE 754-2008
SINGLE.....4 Bytes...IEEE 754-2008
DOUBLE.....8 Bytes...IEEE 754-2008
QUAD.......16 Bytes..IEEE 754-2008
DEC32......4 Bytes...IEEE 754-2008
DEC64......8 Bytes...IEEE 754-2008
DEC128.....16 Bytes..IEEE 754-2008
Text Standards:
ASCII......7 Bits....ASCII-1986
UTF-8......8 Bits....ISO/IEC 10646
UTF-16.....2 Bytes...ISO/IEC 10646
UTF-32.....4 Bytes...ISO/IEC 10646
CHAR.......1 UTF.....Arbitrary
Information Theory:
BCD........4 Bits....Arbitrary
Minifloat..8 Bits....Arbitrary
Anything that can be stored in a register can be considered a word.
What's an ALU?
An arithmetic logical unit, it's a system that does multiple functions in one. Think of it as a baby math coprocessor. It may be mostly comprised of half and full adders with an extension to Boolean functions.
What's a FPU?
A floating point (or precision) unit, it's a system that does heavy lifting of math. Think of one as part of a fighting duo next with the CPU, they both are incapable or crippled alone, but together, they are unstoppable. A common hand calculator consists of a CPU chip that has an FPU inside it. The CPU handles the inputs, the FPU crunches the math and throws it to the CPU, and the CPU spits it out in a nice clean manner for a human to read.
Doesn't this seem pointless in Minecraft for something to be so large?
For single-player survival, absolutely. But the mere fact it's an awesome logical teaching and creation tool makes it all the sweeter. In my youth (1998) we didn't have something like this, Lego Mindstorms was just coming out and before that we had to learn from programming in assembly code to have 2D tank robots to fight each other...good times. I would say, in my humble opinion, that Redstone is as good of a logic teaching tool than having to drag and drop or type out extremely short programming commands in sequence.[/size]
Chapter 4 - Devising Functional Uses In Minecraft(Intermediate) Last Updated: Jan. 21 2013
The common question is: How can this creation be made better?
Having something that does things for you is a nice thing to have. That's the basis for a device; something created out of necessity.
Take sugar farms in Minecraft, having to harvest by hand. "There's an app for that" to not do it by hand, but by pistons that automatically trim the top and a water flow to a central collection area.
There are lots of creations built just not for show, but for a functional purpose. Some to protect a base or player, others to destroy, kill, maim, farm, etc. I think there's more of the latter because there's nothing like a good gauntlet to run through without the risk of being obliterated.
Chapter 5 - Abstract and Creativity Using Redstone(Advanced) Last Updated: Mar. 1 2012
Standards destroy creativity don't they?
Although IRPE codes are a good way to classify creations, some may actually and should encouragingly break the system. There are finite possibilities in Minecraft, although the simple ones may be already created, mapped out, or both... the other 99.99% are not.
Case in point is Regular Hexahedron's inventorium. The creations thought up are sometimes beyond the "wtf? O.o" factor and some of them cannot even be classed due to multiple use of mechanics. These are what break any system: creativity, new ideas, and the means to pursue them.
Build the impossible, not the possible.
Creating Something New:
It is indeed quite difficult to come up with something that nobody has tried or created, it is actually quite a rare occurrence on these forums and on youtube. It's great to recreate something that works as planned, it's even better... when it's made better.
It comes down to solving a problem, and doing it without a mod. Then spending every waking hour doing so, that's commonly what it takes. If it's half-assed so be it, it's an attempt that others might follow suite and actually succeed. This is how exploitation works, manipulating ones environmental understanding.
Isn't exploitation a bad thing?
We as humans have exploited our understanding of the mechanics of nature to create everything you see today. It can also, and is, occurring in Minecraft. Some on the outside such as mods, but also some on the inside such as vanilla redstone and game mechanics. It can be a bad thing if it takes advantage and breaks the game (infinite diamonds? ZOMG!), but a very good thing if it makes the game better (holy hell we can fly! fire zee cannons!.)
[size=large]Chapter 6 - How to Classify a Creation(Beginner)[/size]
[size=x-small]Last Updated: Mar. 14 2012[/size]
(FORUM UPDATE) TAGGING WITH IRPE CODES:
If tagging with IRPE Codes please use the short hand of: IRPE D.A
Such as for example: IRPE 1.20
Also common arbitrary formats most will understand:
T-Flip
D-Flip
RS-NOR
WxHxD Door - 3x2x4 Door
LxW Bridge - 12x4 Bridge
(BITWISE) Gate - XOR Gate
LxWxH Elevator - 4x4x16 Elevator
Insant Wire
(this should populate itself with time as more people use what others commonly use to tag)
Cleaner the better.
RETRACTED
Submission will come 2 (proposed) weeks after release of Minecraft...
Steps of Classification:
Step 1) Look at the themed listing. Which category would it fall under?
Step 2) Look within the range of the themed listing. Where would it actually belong?
Step 3) Open up the spoiler in the selected IRPE-D# code, look for what describes yours the best. If it's not there, try another one, if none describe it ask for help by posting a new thread with a provided screenshot or schematic and describe what it does.
Extra) You do not have to post the IRPE code in the thread title or even in the forum post of the thread, just keep in mind, someone may be along to tag it with a code for population here or when submissions are up.[/size]
When is something not IRPE Compliant?
When it's a volcano with a house on top basically. Anything that does not directly or indirectly deal with redstone or pistons does not belong in IRPE or in this forum section for that matter. As long as it can be classed, it's IRPE Compliant. However, some of the hard-stone standards such as a common 7-segment display and hookups are a little different. The "pin-out" on some standards are what makes it compliant, much of them are based on real-life standards or real-life assumed standards. The 7-segment display in real life has never been standardized, but the majority of manufacturers keep the same clock-wise pin-out of ABCDEFG-DP, it should be the same in redstone.
RETRACTED
Can my creation be added to the index if it cannot be classed specifically?
It most certainly can. However, credit for it is handled different to prevent squabbles. It would only be a contribution with your name added onto the IRPE code, not a sole creation of you being the creator.
What if there's no class or pool for my creation?
Then it belongs in the IRPE-100 to IRPE-254 region with the rest of the abominations of awesomeness. That area really is a "no-mans-land" of quirks and creative exploitation in Minecraft. This also means it may be patched in future updates, hence the high index value.
Chapter 7 - How to Create a Schematic(Advanced) Last Updated: Jan. 21 2013
NEW FORUM GUIDLINES: SUBMIT ALL SHOWCASE CREATIONS >>> HERE <<<
What is a schematic?
A schematic is a circuit layout, for use of recreating a component or system.
How do I create one?
There are many ways to create a schematic, some you don't even need to be in Minecraft. However, the cell symbols are a little different but universally most schematic readers portray them as the same.
Wow, nice thread you've got yourself. Very interesting too
Rollback Post to RevisionRollBack
"I'm learning real skills that I can apply throughout the rest of my life ... Procrastinating and rationalizing.
I understand my tests are popular reading in the teachers' lounge." -Watterson
Yes! Thank god for this.
There is a lot of people that don't know the first thing about logic gates so including that guide is a good idea.
Also, I propose on networking standards for MC.
For 1-bit, 2-bit, 4-bit and 8-bit connection standards also, and I am talking about the wire/cord as the bits and by the standards I mean how the packet is going to be sent.
Oh and routing standards are a must. I will add an example in this post later.
P.S. - If you need to post another guide just PM me it and I'll replace this post with it. :biggrin.gif:
Yes! Thank god for this.
There is a lot of people that don't know the first thing about logic gates so including that guide is a good idea.
Also, I propose on networking standards for MC.
For 1-bit, 2-bit, 4-bit and 8-bit connection standards also, and I am talking about the wire/cord as the bits and by the standards I mean how the packet is going to be sent.
Oh and routing standards are a must. I will add an example in this post later.
P.S. - If you need to post another guide just PM me it and I'll replace this post with it. :biggrin.gif:
EDIT: Also that falls under "IRPE-D5 IRPE-1280 to IRPE-1535 Systems of Network and Communication" in the 255 child of it perhaps.
EDIT #2: I am waaaaaay too sleep deprived. But yes, That falls in the IRPE (5.x) area, and I'll throw up a placeholder soon. Thanks for the feedback. (And that discussion actually belongs in this very same thread, not the original.) :smile.gif:
I look forward to reading the rest off this, I've been interested in redstone machines for quite some time now, but I've never understood exactly how they work...
I will have you know that I have modified my thread to comply with IRPE standards. I did label some things as (AMBIGUOUS) though, because they did not fit well into any specified categories).
I will have you know that I have modified my thread to comply with IRPE standards. I did label some things as (AMBIGUOUS) though, because they did not fit well into any specified categories).
Thanks meta, yes, I'm slapping my self in the face for not including adders as I think my original reasoning was they are tied between both IRPE-D0 and IRPE-D1. Seeing as they are in the same realm of latches and flip-flops with no human input necessary, they might as well be in IRPE-D0.
EDIT: Added import. The system is already working, now it needs to be broken to tweak it, but I think RegularHex can do that just with a single screenshot. XD
Thanks meta, yes, I'm slapping my self in the face for not including adders as I think my original reasoning was they are tied between both IRPE-D0 and IRPE-D1. Seeing as they are in the same realm of latches and flip-flops with no human input necessary, they might as well be in IRPE-D0.
EDIT: Added import. The system is already working, now it needs to be broken to tweak it, but I think RegularHex can do that just with a single screenshot. XD
I think the description for Half adder should be "Returns the sum of two binary digits of input. The output has a Sum bit and a Carry Out bit."
The full adder should be "Returns the sum of two binary digits of input and a Carry In bit. THe output has a Sum bit and a Carry Out bit."
That seems fairly uniform with the rest of the descriptions.
Also, did you add reversible signal generators (which I suppose oughta be given a general name of "Sequential Modifiers" or "Special Sequencers") to the list, or does it already fall under something?
Also, did you add reversible signal generators (which I suppose oughta be given a general name of "Sequential Modifiers" or "Special Sequencers") to the list, or does it already fall under something?
By saying reversible signal generators, do you mean auxiliary controllers (like having a third input of manipulation) or something along the lines of alternating current and clock off-steps?
EDIT: Gonna have to build yours in minecraft because I can't do the logic in my head lol.
EDIT 2: Yay for redstone being partially broken, but I get the gist of your creation. Looks like it needs to be defined as something of a monostable latch. When I think of your design being stacked I think of being used like a progress bar. And if by understanding that, it's a partial sum counter...
Do
If (a == 1){
q = q + 1 //q++
} else {
q = q - 1 //q--
}
Loop
By saying reversible signal generators, do you mean auxiliary controllers (like having a third input of manipulation) or something along the lines of alternating current and clock off-steps?
EDIT: Gonna have to build yours in minecraft because I can't do the logic in my head lol.
My reversible signal generator is a vertical version of a much simpler device accredited to Hans Lemurson. Basically, the outputs turn on from top to bottom, but turn off from bottom to top.
My reversible signal generator is a vertical version of a much simpler device accredited to Hans Lemurson. Basically, the outputs turn on from top to bottom, but turn off from bottom to top.
This is a little troubling to classify as it is the "q++" and "q--" upon itself in a loop, but it's not an adder, or even a shifter (because it spawns bits). If was in an ALU it would be (2q + 1) and ((q-1)/2) when turned off. It's both a Shifter and Adder in one instantaneous thing of beauty? If so, it's a Level 3 ALU with only 2 functions (Shift<- then add, and subtract then Shift->), using only 1 2-value input. At least that's what it should at least do when stacked.
By itself it looks like a conditional monostable latch to be honest.
EDIT: Fun times:
A = 1
Value at ticks...
0001
0011
0111
1111 - DONE
A = 0
1111
0111
0011
0001
0000 - DONE
Progress bar in the most simplest format.
Compliance: Minecraft v1.4.7
Support: Minecraft v1.2.5
Mods Supported*: Bukkit, Forge, WorldEdit, Voxel
No Support: Minecraft Release v1.1
*Use of mods for creation only, not function or manipulation of mechanics within unmodified version of Minecraft.
Notice: UPDATING EVERYTHING
Activity: Low
After playing Tekkit (having been restricted to 1.2.5) and in combination with college, I have been gone for quite some time. Now I play Tekkit Lite with 1.4.7+ support giving me more updated vanilla knowledge. The new items in 1.5 make vanilla more of a tekkit feel.
Please Read The Redstone Guide Before Reading This Thread
Please Read The Collection of Redstone Circuit Designs If Needing Basic Designs
Please only discuss the chapters or populated codes in this thread you are reading now.
Please take discussions of the actual IRPE format and standards here.
All discussions and debate regarding the format and standards within this thread (The Big Red Book of Redstone Standards) will be ignored.
(Thread, not just this post, under constant revision. Due to much being subject to change, there will be gaps intentionally left out and needing feedback and discussion.)
First, lets answer some questions...
What is the IRPE?
The IRPE is actually an acronym for Institute of Redstone and Piston Engineers or...
Index of Redstone and Piston Engineering(s)
Item(s) of Redstone and Piston Engineering(s)
Why was this created?
This is more or less an advanced guidebook and an index of possible creations. Details are given more in depth in relation to real-life standards with some creations having a possible schematic download. If one supports the IRPE coding, they can tag within their forum post what code it would fall under. So rather than re-posting a similar thread that already exists, search for the code or keywords here.
Do I have to use these?
Absolutely not, it only helps others understand what you've created because they will all be on the same level of understanding. Some redstoners are electrical engineers or computer technicians in real life, and all follow the same principles, standards, and etiquettes.
Do Mods Apply?
No, game mods are excluded, even if there are placeholders that are included in mods. The placeholders and reserved spots are actually meant for future versions of Minecraft or left up to the possible, logical, or both imaginative ways that it can be expanded of the current released version.
Please do not tag codes to mod-required creations as it may complicate things and create confusion.
What about Little Blocks Mod?
Yes and no. Due to it not modifying the original mechanics of Redstone it may be used. However, small to large connectivity cannot be used and will not be IRPE compliant. If an entire system is built using one size, it is compliant.
What about Eloraam's RedPower Mod?
Sadly, no, as many of the logic machines and blocks actually condense vanilla creations.
How do I start classifying?
At this point, I recommend reading the chapters...
Chapters:
CLICK FOR CANDY
Don't want to read the next massive mess? Click here to go straight to the discussion.
IRPE 0.0 - Components of Logic (Introduction)
Last Updated: Mar. 16 2012
Assuming you already read the guide to redstone, there is much more that may need explaining before diving in.
Computer Science
What is an algorithm?
Why do I need to know this for redstone?
What is an operand?
How far can redstone simulate the real world of computers?
Boolean
A Boolean is a single true or false value and used in the laws of logic.
Information Storage - The Bit
A Bit is a single unit value of 1 or 0.
Does that make a Bit a Boolean value?
Yes.
Does that make a Boolean a Bit?
No.
Acronyms thrown around on these forums...
Terms thrown around on these forums...
Circuitry In Real Life
Circuitry Components Relevance
Logical Components Definitions
Logical Systems Definitions
What is a "number system"?
It is a system of counting and storing numbers represented by visual characters and symbols. Counting from 1 to 9 is counting from "1" to "9" in the English language and Arabic-origin type set. You do not need to know logarithmic scales but you will need to know what a base number system is and the common ones used.
Descriptions:
Base 2 or "Binary" is the most simplist number system there is, and is used in digital storage. Every other real-number system can be represented easily as binary.
Base 4 or "Quatenary" is a 2-bit designation number system often used in diagnosing half-adders and full-adders.
Base 6 or "Senary" is uncommon, but not rare enough to be included as an example as it is the multiple of the first 2 primes (2 & 3) and is used in experamental mathematics which include finding primes... all of them. Experamental usage can be in FPU (Floating Point Units) for factoring numbers.
Base 8 or "Octal" is one of the most common representation of data storage as it uses 3-bits which has the full advantage of representing both storage and adder solutions.
Base 10 or "Decimal" is what we humans commonly use for everyday use. You can thank ancient India giving the Arabics this system of representation at least. However it is one of the most bizzare ways of represention in mathematics itself... see 1 divided by 7 in a calculator for details.
Base 16 or "Hexadecimal" is the full nibble or 4-bit representation of a byte in digital storage. Because the Hindu-Arabic notation does not allow for anything above 9, we must start using the actual alphabet to represent 5 more numbers.
Counting to 16 in each common number system...
Other Systems
Base 3 or "Ternary" can mean one of two distinct in concept but both the same in principle. Logic and counting are different, but it is still a number system using three values per digit. In logic it is either True, False, or Both/Unknown/Impossible. In counting it can be either {-1,0,+1} or {0,1,2, then 10, 11, 12}.
What does this have to do with Redstone?
When storing or simulating information, it is often necessary to convert binary to a different number system for a human to easily understand. This is done through a binary encoder built by raw circuitry and often leads to a common 7-segment display.
What is a 7-segment display?
A single digital display using 7 interconnected segments.
Last Updated: Mar. 1 2012
Logic is how you made the decision to read this post. Developing the consequences of wasting time in reading this sentence. Now take that to the smallest scale of Yes and No. Did you read it? Was it worth your time? Was it both? Was it neither? However, this is not a very good example for complex logic, only a simple way to get the gears turning.
What is a "gate"?
Lets say we have a light switch. When it's up or on, the light is on, when its down or off, the light is off. This is called a gate, it translated an input into an output upon itself no less because there is only one input. We can create a NOT gate by flipping the gate, where on is off, and off is on.
When there are two inputs, things get more complex from the two previous ways before. There are now 16 different gates that can be generated from two inputs of the two values being "on" and "off." For this, we need to start using binary and truth tables.
What is binary?
We humans count from 1 to 10, computers actually count from...0..to..1. While you might think this is very inefficient way of counting, it's actually the most efficient way of calculating. There are 10 types of people in the world, ones who understand binary, and ones who do not.
Don't computers count in bytes?
A byte is actually 8 bits, or 8 "Boolean" values of 1 and 0, that can either add up to 256 total possible values or be used as conditional switches.
So what's a "truth table?"
A truth table is quite simply that, a table of true and false statements upon the inputs provided. A simple 2 input, 1-bit per input truth table template looks like this:
You read it like...
MORE DETAILS:
IRPE-0 - Basic Components of Logic
Read Redstone Guide v1.21 For Basic Understanding
THE FULL IRPE-1 TO IRPE-16 GATE LIST:
So what's "Q"?
Q is a variable commonly described as an output, the origin is actually based on how we use the English alphabet as a tool itself. There are many variables used and some are function-defined. Listing them all is not needed normally as many deal with more complex constructs. However, from my own personal experience and from further research, the following shows what variables are commonly used for:
What happens if there's more than two inputs?
It becomes complicated. At this point information theory (and theorems) are sometimes applied as conditionals to handle such inputs. Meaning exclusions of gates needed to process a single logic function with N amount of inputs due to laws of logic. In programming it's byte-by-byte, using the least amount of space for a program to occupy on a storage device or memory. In a nutshell, it's using logic to DO logic while occupying the least amount or most efficient use of space. Perfect Example Here
Some points to remember for multiple-input truth tables:
Truth tables hate odd-length inputs it's just a fact of math...
How distribution is handled. It may be in a linear layer (most common) or a binary tree (most rare and used under certain conditions.) Linear is a straight-across gate system while a binary tree accumulates the inputs by splitting and processing them in pairs with the final 2 pair being the same as an A and B input gate.
[size=x-small]Last Updated: Mar. 1 2012[/size]
A logical system can be thought of a real-life Intergrated Circuit. Although we Minecrafters cannot make one, without mods at least, we can absolutely simulate one. This is why some jaw dropping redstone creations are so large, we don't have the means to miniaturize them.
What is a component and what is a system?
A component can be small, large, or a system itself. What makes a component a component is if it can be part of a larger system. For example, a piston by itself is a component, A digit on piston clock is a system of pistons, but a component itself because it can also be a single component of the digital clock. In over simplification... a component is a gear, a system is what makes it turn.
What defines a CPU?
A CPU, or central processing unit, is in a constant state of activity regardless if the user is doing nothing at all. It is always waiting for input and always in the state of output even in a Null state. It cycles itself to see if there is new data to process, in today's world the speed is actually dynamic.
What is Null?
Nothing, or better yet, the possibility of nothing becoming something, an imaginary nothing. It is not an "empty set", or "Ø", more of an in-between and in computing it is normally represented by 0 or -1.
-What's the difference? (Caution, may cause head to explode!)
Null has the possibility to become a value other than 0. "Empty set", or "Ø", means the value(s) do(es) not even exist and by the laws of mathematics that also means it is infinitely large and small of a value at the same time; meaning it has the potential to be 0 or infinite. Computers cannot simulate this, but they can imagine it, which normally ends up in a BSOD or an unhandled exception.
What is a Redstone CPU?
Now it gets more complex, and much, much, bigger. If you could simulate a real life CPU with over 2,000 transistors and its functions in redstone, that is the very essence of a Redstone CPU. The Logical Systems made in redstone are very simple CPU's, but very slow, and very, very, large.
How fast can they go?
Theoretically limited to 10 Hz, or 10 Cycles per second. However, this has nothing to do with the amount of instructions per second which makes them quite slower or perhaps faster depending how many "core's" are synced to cope with every new input.
What are half-adders and full-adders?
Think of addition and subtraction in the means of binary. Computers need help adding 1 + 1, seriously. A half adder will only return the single digit result, a full-adder will carry it over to the next register and that full-adder will take the last carry as input to process.
What's a register?
A memory unit in over simplification terms. It could store a single Boolean value or an entire byte or word.
What be these "words"?
Well, if you want the complete list of all data-types...
What's an ALU?
An arithmetic logical unit, it's a system that does multiple functions in one. Think of it as a baby math coprocessor. It may be mostly comprised of half and full adders with an extension to Boolean functions.
What's a FPU?
A floating point (or precision) unit, it's a system that does heavy lifting of math. Think of one as part of a fighting duo next with the CPU, they both are incapable or crippled alone, but together, they are unstoppable. A common hand calculator consists of a CPU chip that has an FPU inside it. The CPU handles the inputs, the FPU crunches the math and throws it to the CPU, and the CPU spits it out in a nice clean manner for a human to read.
Doesn't this seem pointless in Minecraft for something to be so large?
For single-player survival, absolutely. But the mere fact it's an awesome logical teaching and creation tool makes it all the sweeter. In my youth (1998) we didn't have something like this, Lego Mindstorms was just coming out and before that we had to learn from programming in assembly code to have 2D tank robots to fight each other...good times. I would say, in my humble opinion, that Redstone is as good of a logic teaching tool than having to drag and drop or type out extremely short programming commands in sequence.[/size]
Last Updated: Jan. 21 2013
For redstone functions and mechanics itself see: Redstone Guide v1.21
For common redstone creations see: Ultimate Collection of Redstone Circuit Designs
(Revising due to 1.5 changes.)
Last Updated: Jan. 21 2013
The common question is: How can this creation be made better?
Having something that does things for you is a nice thing to have. That's the basis for a device; something created out of necessity.
Take sugar farms in Minecraft, having to harvest by hand. "There's an app for that" to not do it by hand, but by pistons that automatically trim the top and a water flow to a central collection area.
There are lots of creations built just not for show, but for a functional purpose. Some to protect a base or player, others to destroy, kill, maim, farm, etc. I think there's more of the latter because there's nothing like a good gauntlet to run through without the risk of being obliterated.
Notable Compendium Links:
Magix's Ultimate Collection of Redstone Circuit Designs
Regular Hexahedron's Inventorium!
Metapig's Conspectus of Vertical Logic
Grizdale's Compendium of Inventions
Redstone Logic Gates and FAQs Compendium - Very Outdated
Last Updated: Mar. 1 2012
Standards destroy creativity don't they?
Although IRPE codes are a good way to classify creations, some may actually and should encouragingly break the system. There are finite possibilities in Minecraft, although the simple ones may be already created, mapped out, or both... the other 99.99% are not.
Case in point is Regular Hexahedron's inventorium. The creations thought up are sometimes beyond the "wtf? O.o" factor and some of them cannot even be classed due to multiple use of mechanics. These are what break any system: creativity, new ideas, and the means to pursue them.
Build the impossible, not the possible.
Creating Something New:
It is indeed quite difficult to come up with something that nobody has tried or created, it is actually quite a rare occurrence on these forums and on youtube. It's great to recreate something that works as planned, it's even better... when it's made better.
It comes down to solving a problem, and doing it without a mod. Then spending every waking hour doing so, that's commonly what it takes. If it's half-assed so be it, it's an attempt that others might follow suite and actually succeed. This is how exploitation works, manipulating ones environmental understanding.
Isn't exploitation a bad thing?
We as humans have exploited our understanding of the mechanics of nature to create everything you see today. It can also, and is, occurring in Minecraft. Some on the outside such as mods, but also some on the inside such as vanilla redstone and game mechanics. It can be a bad thing if it takes advantage and breaks the game (infinite diamonds? ZOMG!), but a very good thing if it makes the game better (holy hell we can fly! fire zee cannons!.)
[size=x-small]Last Updated: Mar. 14 2012[/size]
(FORUM UPDATE) TAGGING WITH IRPE CODES:
RETRACTED
Submission will come 2 (proposed) weeks after release of Minecraft...
Steps of Classification:
Step 1) Look at the themed listing. Which category would it fall under?
Step 2) Look within the range of the themed listing. Where would it actually belong?
Step 3) Open up the spoiler in the selected IRPE-D# code, look for what describes yours the best. If it's not there, try another one, if none describe it ask for help by posting a new thread with a provided screenshot or schematic and describe what it does.
Extra) You do not have to post the IRPE code in the thread title or even in the forum post of the thread, just keep in mind, someone may be along to tag it with a code for population here or when submissions are up.[/size]
When is something not IRPE Compliant?
When it's a volcano with a house on top basically. Anything that does not directly or indirectly deal with redstone or pistons does not belong in IRPE or in this forum section for that matter. As long as it can be classed, it's IRPE Compliant. However, some of the hard-stone standards such as a common 7-segment display and hookups are a little different. The "pin-out" on some standards are what makes it compliant, much of them are based on real-life standards or real-life assumed standards. The 7-segment display in real life has never been standardized, but the majority of manufacturers keep the same clock-wise pin-out of ABCDEFG-DP, it should be the same in redstone.
RETRACTED
Can my creation be added to the index if it cannot be classed specifically?
It most certainly can. However, credit for it is handled different to prevent squabbles. It would only be a contribution with your name added onto the IRPE code, not a sole creation of you being the creator.
What if there's no class or pool for my creation?
Then it belongs in the IRPE-100 to IRPE-254 region with the rest of the abominations of awesomeness. That area really is a "no-mans-land" of quirks and creative exploitation in Minecraft. This also means it may be patched in future updates, hence the high index value.
Last Updated: Jan. 21 2013
NEW FORUM GUIDLINES: SUBMIT ALL SHOWCASE CREATIONS >>> HERE <<<
What is a schematic?
A schematic is a circuit layout, for use of recreating a component or system.
How do I create one?
There are many ways to create a schematic, some you don't even need to be in Minecraft. However, the cell symbols are a little different but universally most schematic readers portray them as the same.
Ones Recommended Due to Constant Updates...
Offline & Out Of Game:
Mordritch's Redstone Simulator - Recent (Last Update: September 24, 2012)
Redstone Circuit Simulator - Out of Date (Last Update: Minecraft 1.0.0)
JavaScript Redstone Simulator - Out of Date (Last Update: Minecraft 1.0.0)
Offline Studio (uses game files):
MCEdit has the ability to export schematics. (Last Update: Minecraft 1.4.7 (Jan 21, 2013)
In-Game:
WorldEdit, a Bukkit plugin can export clipboard objects as schematics. (Last Update: Minecraft 1.4.7)
More Questions:
Do I have to use a schematic file for the forums here?
No, a good screenshot of side angles will do just fine.
I understand my tests are popular reading in the teachers' lounge." -Watterson
There is a lot of people that don't know the first thing about logic gates so including that guide is a good idea.
Also, I propose on networking standards for MC.
For 1-bit, 2-bit, 4-bit and 8-bit connection standards also, and I am talking about the wire/cord as the bits and by the standards I mean how the packet is going to be sent.
Oh and routing standards are a must. I will add an example in this post later.
P.S. - If you need to post another guide just PM me it and I'll replace this post with it. :biggrin.gif:
Please take that discussion here.
EDIT: Also that falls under "IRPE-D5 IRPE-1280 to IRPE-1535 Systems of Network and Communication" in the 255 child of it perhaps.
EDIT #2: I am waaaaaay too sleep deprived. But yes, That falls in the IRPE (5.x) area, and I'll throw up a placeholder soon. Thanks for the feedback. (And that discussion actually belongs in this very same thread, not the original.) :smile.gif:
Thanks meta, yes, I'm slapping my self in the face for not including adders as I think my original reasoning was they are tied between both IRPE-D0 and IRPE-D1. Seeing as they are in the same realm of latches and flip-flops with no human input necessary, they might as well be in IRPE-D0.
EDIT: Added import. The system is already working, now it needs to be broken to tweak it, but I think RegularHex can do that just with a single screenshot. XD
I think the description for Half adder should be "Returns the sum of two binary digits of input. The output has a Sum bit and a Carry Out bit."
The full adder should be "Returns the sum of two binary digits of input and a Carry In bit. THe output has a Sum bit and a Carry Out bit."
That seems fairly uniform with the rest of the descriptions.
Also, did you add reversible signal generators (which I suppose oughta be given a general name of "Sequential Modifiers" or "Special Sequencers") to the list, or does it already fall under something?
By saying reversible signal generators, do you mean auxiliary controllers (like having a third input of manipulation) or something along the lines of alternating current and clock off-steps?
EDIT: Gonna have to build yours in minecraft because I can't do the logic in my head lol.
EDIT 2: Yay for redstone being partially broken, but I get the gist of your creation. Looks like it needs to be defined as something of a monostable latch. When I think of your design being stacked I think of being used like a progress bar. And if by understanding that, it's a partial sum counter...
So what would define that? O.o
My reversible signal generator is a vertical version of a much simpler device accredited to Hans Lemurson. Basically, the outputs turn on from top to bottom, but turn off from bottom to top.
This is a little troubling to classify as it is the "q++" and "q--" upon itself in a loop, but it's not an adder, or even a shifter (because it spawns bits). If was in an ALU it would be (2q + 1) and ((q-1)/2) when turned off. It's both a Shifter and Adder in one instantaneous thing of beauty? If so, it's a Level 3 ALU with only 2 functions (Shift<- then add, and subtract then Shift->), using only 1 2-value input. At least that's what it should at least do when stacked.
By itself it looks like a conditional monostable latch to be honest.
EDIT: Fun times: