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    posted a message on Redstone Contraption

    Okay, I understand what you guys are saying now, sorry. I have tried, but it doesn't work, it stays on for a bit, then it turns off the redstone signal completely, it only works for a bit, but when the signal gets only a bit less, I think it thinks it is a redstone clock then turns it off, but thanks for teaching me this! I appreciate it a lot!

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Contraption
    Quote from MazeCraft»

    What about decaying signal strength?

    When the input signal is cut off (blue) the comparators loops start losing the signal strength until complete unpowering after several seconds. This enables output torches (orange). You can increase the delay by adding more comparators.

    The longer the loop the longer signal it requires to stop decaying (bump it back to 15) and deactivate the output. It is about 4 ticks for the smallest loop. Too short signal for a longer loop just creates a clock (also decaying) with a blinking torch.

    Replacing the orange block with redstone dust will reduce the dacay slightly. Also not providing the full input strength (15, like the torch) will shorten the timing. So it may be the best way for fine tuning.


    However I am not sure it will work on your server. The loop may be considered as a clock because the signal is going in circles losing its strength by 1 every turn.




    Quote from Blackopsteam»

    A cauldron with water is what you need. It will work threw a comparator. You can turn the power up or down to you likes. It's like a torch that don't power up and down. You can get rid of most that redstone and make a super small one that works with less headache. I will send you some ideas in PM.



    Quote from Blackopsteam»

    I did put this together the other day. It kinda like a strong man game. You have to spin the redstone dust to power it. You have to turn it super fast to get all the way powered up. Try it out for fun. I'm making a mini game board so two people race to power it up. Then locking til powered is all the way down. Then start over. So two power bars to fill.


    Its not about decaying signal strength, it litterally turns off the redstone so that it won't do anything and stay unpowered. So yeah sorry, thanks for trying anyways, that is what is happening with my system, my clock still works but the redstone turns off and does not react to the signal before it can even get to any pistons.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Contraption

    Okay, this sort of works, I don't know if it actually works, but on the server I'm on, redstone clocks break by turning off circuits that go on and off repeatedly, it also for some reason disables redstone torches only after a few pulses, I am sorry for this but is there a way to not use too much redstone torches? This is a example of what I did, and I think it doesn't work.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Contraption

    Yes.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone Contraption

    So hello people,

    I am trying to make a contraption that only activates when the redstone put into it activates long enough, can someone help me? Thanks!

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Permanant Potion Effects
    Quote from nigathan»

    Care to share? For anyone else wondering the same thing.


    Okay I will share it, but I will change what I said about I found a way around it, I used his way but have my own settings for it, and I didn't watch the video cause I already knew how to use attributes, but I just found something out within it, that is hard to explain so I won't show that, only show the example.

    And also, I used this website to make it, since I'm too lazy to type it myself:


    https://minecraftcommand.science/armor-generator

    After I used that website, I just changed it to replaceitem.


    /replaceitem entity @a slot.armor.feet leather_boots 1 0 {display:{Name:"Running Shoes",color:0},AttributeModifiers:[{AttributeName:"generic.maxHealth",Name:"generic.maxHealth",Amount:20,Operation:0,UUIDMost:99682,UUIDLeast:624947}],ench:[{id:0,lvl:5}],HideFlags:3}

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Giving bow rapidly

    I made it so that it always kills all items, so yeah... And Thanks! You solved the problem!!!

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Giving bow rapidly

    Is there a way to rapidly give a bow to a specific slot without disturbing its charge? When I rapidly replace the item slot, I can't shoot my bow, I think it is because it keeps on resetting the charge on the bow every time I replace the item, but I also don't want it to be able to be dropped, is there another way of getting around this?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Permanant Potion Effects

    Thanks, but I found another way around it. Solved now.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Permanant Potion Effects
    Quote from Greengrex»

    how did I copy the OP in any way I was just stating that fact that he could use that method.


    He means the text under what he said was what he copied from my text, to show you what I said, I believe.


    --------------------------------------------------------------------------------------------------------------------------------------------------


    Is there a way to detect WHEN a player respawns? because I think it will help a lot, i can just give it to them when they respawn, if there is such a thing.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Permanant Potion Effects

    Thanks willy4win for making it more clear to everybody, I made it so that a few seconds after they die they get the Health boost, but It kind of depends on luck, if they are lucky enough to respawn in time... :(

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Permanant Potion Effects

    How can I add permanent Health boost? If I rapidly give it to people, it will just reset their health every time, and I must let them respawn to give health boost, is there another way to add Health Boost forever without resetting their health? Even if they die?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on First join actions

    Thanks!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on First join actions

    So I want to make some thing happen to a user when they first join, I believe you are supposed to use teams, but I also want more teams, like blue and red.


    This is the command I made up, I know it works, but if I join another team, it will make me join the team finished again.

    /scoreboard teams join fJoin @a[team=!finished]


    fJoin is the first join actions team, so I do the actions then I send the player into team finished, but I also want to have other teams like blue and red, if they join blue, they will no longer be in finished and they will no longer be in team blue, then will be in finished, is there any way to fix this?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on NBTExplorer - NBT Editor for Windows and Mac
    Ah, I don't really mind now because I just put the command blocks in not negative positions then ctrl-middle click the mouse to copy it then bring it back to where it was suppose to be.
    Posted in: Minecraft Tools
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