I keep seeing a bit of controversy around the spawner filter in regards to it being vanilla. The general view being "its vanilla" from those that use it, "its not vanilla" from those that don't.
To me, it's not vanilla (and I'm one of those that do use it). The reason being even though I need zero mods/tools to experience the effect, I still have to use a mod/tool to create the cause. That is, these spawners can't be created with minecraft alone.
Most of us that do redstone don't do it for the effect. We lavish in the creation of the 'cause'(logic creating the effect). What makes it work and how. These spawners detract from that sort of attitude because its no longer "how can I build this in game" but rather, "how can I import this into the game".
-- Segway --
As far as your invention is concerned. This has been seen on the MC reddit at least twice that I know of. And my thoughts are this: Nice idea to use the spawner to create randomization BUT you've removed the CHALLENGE of creating such a device with JUST minecraft. As stated above, this is what most of us that do redstone enjoy. As such, I see this device only finding a niche within the map makers community (Which is where the structure spawner itself has found its niche)
-- Segway #2 (Im getting good at these) --
I apologize if this post comes off as snobish or arrogant. Its not my intention. I am merely giving my thoughts and experience on the subject. Nor do I wish to detract from your efforts or your creation.
Regards,
SReject
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SReject posted a message on Extremely Advanced RandomizerPosted in: Redstone Creations -
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H2211 posted a message on 1 Wide Tile-able Item Elevator!
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properinglish posted a message on Anti-Burnout Logic - Bringing CPU Speeds to the MaxPosted in: Redstone Discussion and MechanismsI thought up a new redstone concept over the weekend and I think it has a lot of potential. The basic idea is to use comparators as inverters because they are capable of receiving and inverting 1 tick pulses.
Once comparators have a proper delay it should be possible to build synced logic gates and stream data through them at a rate of 1 tick/process, which I think is as fast as possible. This means that with the proper design we should be able to stream data through a CPU.
I've built a 2-wide stackable anti-burnout XNOR and XOR and both should be easily synced (and should also be fast - if comparators are given a 1 tick delay, these gates would have a 2 tick delay).
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AlyssaNights posted a message on Minecraft is going down the crapper!Am I the only one that's noticed with the advent of the hopper, there are now three items made of iron that are dark grey instead of silver?Posted in: Recent Updates and Snapshots
And that they can be arranged like this?
Made me smile. Toilets in minecraft! -
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Wanderer posted a message on Mojang said they didn't want to add pipes, yet hoppers/droppers function as pipes?Posted in: Recent Updates and Snapshots
Which is precisely why the hopper's recipe was changed to require iron.Quote from Strottinglemon
Hoppers are meant to fill Minecarts with items, which are then used instead of pipes, instead of making a massive line O hoppers.
This is meant to put the "Minecart" back in "Minecraft". Without "Minecart", Minecraft is just... -
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jxu posted a message on Compact speedy (input) selectorThis nifty device here is pretty compact (1x3x6, not including input) and quite speedy from what I can tell (3 ticks set, instant reset?).Posted in: Redstone Discussion and Mechanisms
If the video looks warped, that's just youtube, it'll be fixed in a few minutes. -
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last_username posted a message on New pistonless BUD switch designThis is (as far as I know) a new type of BUD switch that exploits a glitch with redstone power levels. It uses no pistons and is totally silent. There are other BUDs that don't use pistons, but this design has some advantages (and disadvantages) over them.Posted in: Redstone Discussion and Mechanisms
Pros:
- Silent
- No glowstone
- Works in any orientation
- Can be reshaped in many ways
- Sensor is exposed on 5 sides, and it can sense the opaque block under it
- Exploits an old bug that is unlikely to be fixed
Cons:
- Not compact, hard to fit in machines
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DerpCrafturr posted a message on Invisible Trigger: Wall SwitchAn invisible trigger that requires you to touch a wall to activate it.Posted in: Redstone Creations
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101_210 posted a message on 1 KM (1000 blocks) in less than 5 secondes (1.2.3)SEE THE 3RD PART FOR THE UPDATED VERSIONPosted in: Redstone Discussion and Mechanisms
Hi, this is a new super-fast transportation system I made from scratch:
How it work: hum... lots of testificates pushes you
(PLEASE, DON'T PUT THIS IN A GOOD WORLD, THIS IS A PROTOTYPE THAT IS HEAVY ON COMPUTER RESSOURCES AND CAN CORRUPT YOUR SAVE!!) (if you have a pretty good computer, it should be ok)
Schematic: http://www.mediafire...8jwk9ump8kk4rpx
Good things:
-Ultra fast, and this setup isn't even optimal, I'm sure we can go even faster.
-You can ga back and forth
-You can stop between any "checkpoints" (the fence gates) (just stop jumping)
-Very low on ressources (something like 1 piston every 40 blocks, some redstone, blocks and fences)
-Not (too much) based on a bug, just the minecraft collision system.
-Works in survival
Things that need improvements:
-Require a lot of testificates. In my prototype, I have something like 90 testificate per cell, wich lag the game.
Please test different setups and post your discoveries here!
-You need to hold down the jump button, wich is a minor flaw, but still, if you can improve...
Thanks for reading and please, post you feedback!
Edit: Version 0.2 out! Faster, more stable, everything's improved!!
In fact, the only thing capping the speed is your computer. You could go 300 m/s if your computer can handle 1000 mobs in one spot...
How it work: with this setup, every 100 villagers make you move about 30 blocks farther per jump. My computer can handle 200, so I placed the villagers cells 75 blocks apart, so 75 blocks per jump... And a jump is a bit less than 1 sec, so... about 75 m/s! (You can't see it in the video because of the lag introduced by the world loading).
I cut by about an half the number of villagers, so its less ressources intensive. And by using 75 blocks between them, I never have more than 200 loaded at the same time!
You can clearly see in the video that minecraft cant keep up with the rendering, so I dont think anything could go faster... Edit: Oh god I was wrong...
VERSION 0.3:
Heavier on ressource, this setup make you travel close to 200 m/s (that's 720 km/h or 447 mph)
Pretty much the same setup, except it uses Iron golems above you. Hers the proof of concept video:
Note that I haven't made it 2-way, I'm working on it.
Here are pictures of the iron golems cells, wich each hold 350 iron golems. The game dont crash because each cell will send you more than 300 blocks forward, so theres never more than one cell loaded
In my 1km line, there is 4 cells, including the starting ones (at each end) (the distances are 350-350-300) -
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Builderboy2005 posted a message on Compact RAM moduleSo I have just finished up the latest design for two types of memory, RAM and ROM. The ROM is nothing special, 2x2 block footprint per bit, fully addressable, and modifiable by levers. However, the RAM I believe is very compact for the amount of memory it can hold. A single byte of memory costs only a 8x5 footprint! That's 1x5 for every bit! It's fast too, with updating the state taking only a couple of ticks.Posted in: Redstone Discussion and Mechanisms
The ROM uses good ol' redstone torches, but the RAM uses 2 pistons per bit, and relys upon the fact that Pistons remain extended if they are pushing a powered block upward. I have designed a fully addressable version of this RAM, and the length is only 5 blocks long! That means 10 Bytes of memory would only be 50 blocks long!
Another recent release is my upgraded custom high speed ROM module. You can check out the video here:
And the world file Here. Note that this is my general test world, so there are some other contraptions lying around.
This ROM unit is capable of reading up to 32 memory slots with only a maximum 8 tick delay! Every 32 slots after that is a mere 2 ticks longer. Meaning even with all 256 memory slots in place, the delay is still under 25 ticks!
This device also makes use of a decoder design by Shrogg, many thanks, and go check out his Redstone creations! They are uber fast and awesome! - To post a comment, please login.
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EDIT: Top right torch has to be a hopper with 69 items in it, annotated the wrong screen again, heh.
It works like this:
- Pick a value from 1 to 4 (rightmost 2 blue droppers)
- Apply 20% chance of overriding the picked value with a 0 instead (red dropper)
- Apply 50% chance of adding 5 to the picked value (left blue dropper)
Notes:
- This is a basic circuit, it makes no effort to hide the state transitions (should be easily fixed with a "delayed on, instant off" circuit to keep the output disabled until the circuit generated the number).
- You'll want an analog-to-unary circuit on the output.
- It's not all that fast, but it's quite fast
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I giggled at that
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As usual, 1 unstackable and 1 stackable item in the disp.. uh.. dropper!
The redstone dust over the hopper is necessary to delay the transfer back into the dropper until the input turns off (in this case the button). Without it the device may cycle too fast for it to give off a signal.
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On a serious note, this entire forum is dedicated to the "reporting of machines" (hence the title of the forum "Redstone Discussion and Mechanisms", and its subforum "Redstone Creations"). I suggest you browse through the posts instead of making posts like this, because honestly, you're not going to get any serious responses to requests that vague and broad.
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This is my latest creation.
A combo lock! But not just another combo lock!
- Flexible digit inputs from 0...15 (just leave out buttons if you want fewer choices per digit)
- Modular! make the combination as many digits as you want.
- COMPLETELY FLAT! easy to maintain and/or hide. (if you want a smaller footprint at the cost of height, you could build the digit checkers on top of the shift register)
Implementation details
Edit: There might be a timing issue (I've had lots of bizarre timing issues with the snapshot actually, sigh). See post #8 below for a fix if you run into problems building this.
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Sorry if that came across as offensive. You'll have to excuse me when I get a bit snarky when different people claim I'm wrong twice in the same thread when I know I'm not, though.
Edit: also, it seems we're arguing semantics. I guess you could consider the comparator to be acting as if it continuously places and removes a block in front of it, too. Meh, whatever.
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Can I have some of the stuff you're smoking?