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    posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)
    I am in support of this idea with a catch.
    Colored sand means colored sandstone, and colored -sandstone digestives-, which is pretty cool, EXCEPT.
    Since the colors would be in code and NOT in textures, I expect it would work like dying leather armor, rather than dying wool, In that you could vary the amount of dye. THIS IS UNFEASIBLE. No I don't mean unfeasible to have that many colors of block, no no no. It would be unfeasible to have that much variation in colored lighting. It would be absurd, because you could have varied patterns of differently dyed glass and the light would have to mix. That's an absurd amount of calculations for a game. It could be done but omg the lag.

    Personally I still use the classic per-block lighting because I don't actually like smooth lighting. I'd suggest 4 lighting types.
    classic (Old per block type)
    Smooth (Current type)
    Classic Colored (per-block lighting as before, but with colors, including per-block color blending)
    Smooth colored (most advanced possible, including color blending, and if applicable flicker/waving if we get moving light sources, or variable light sources in the future)

    If this is more an issue of the lighting engine I'd be curious to know if moving/variable light sources are already supported or not.. I can't remember if furnace-in-a-minecart acts as a lightsource or not, that would actually answer the question.

    ANOTHER THING TO POINT OUT----
    This is important.
    Terraria has colored lighting and it is VERY hardware intensive. It's not the best coded game and engine ever, but that's still troubling if it was done on minecraft... I'd most likely keep it disabled unless I was taking screencaps.


    TL:DR I totally support both colored glass and colored lighting -- as long as the colored lighting can be disabled independent of fancy graphics.
    Posted in: Suggestions
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    posted a message on How are people not getting server lag in singleplayer?
    Quote from gerbil

    You should switch back to Java 6 but Update 32 as they recommend. Java 7 uses more memory than Java 6, which exacerbates your memory limitations. The memory is not Vista or better either, it's a recommendation for running Minecraft on any OS whatsoever.

    As who recommends?
    And 'memory' is not 'vista or better', no, this isn't a minecraft specific thing, Vista and on uses more memory than XP, ALL applications running on XP require about 0.5gb less ram than on vista and higher. Not specific to minecraft thing, Check the system requirements of damn near ANY game that lists requirements by OS.

    Also another thing I should point out I have a decent video card. OH yeah and even with these server lag issues I still get between 45-70 fps, and have no idea why it fluctuates that much, but it runs fairly constant in 1.1 and earlier.

    I have reverted back to 1.1 with a whole bunch of mods, and guess what? 60-70 fps, not a flipping problem. no lag spikes, no huge delay to loading chunks, no weird stuttering with anything that moves, and that's with java 7, unless the internal server adds a gig of ram to the requirements, this isn't an issue about meeting the requirements. I just don't remember how to check what ALL my hardware is to see if there's some kind of wonky incompatibility.

    Here's a better listing of my hardware.


    it's an upgraded E-machines T6212

    windows XP SP3 (32-bit, despite having a 64 bit processor, I didn't install windows, not my fault, i'm not able to change it due to being a shared computer)

    (what it came with) AMD Athlon 64 processor 3200+ (For some reason running at 1.99 ghz, even though it should be 2.00..., I don't know what to do about that)

    1.5 GB ram (0.5 on board I think, and 1 gb added, planing on getting another gig, but money is very tight atm.)

    NVidia GeForce 7600 GT (hooray friends who upgrade to a 9800 GT and where literally going to put the 7600 in the trash)

    I have the latest drivers for everything that is compatible.



    Is there any sort of hardware incompatibility with open gl, java, or minecraft itself? Does minecraft even support the graphics card? (I noticed a huge performance boost when I added it, so I'm guessing it does *something*)
    Posted in: Java Edition Support
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    posted a message on How are people not getting server lag in singleplayer?
    Quote from Hidinginthelight

    Your system is under the minimum system requirement for memory (Under on CPU and Memory for the recommended). So yes it's likely you see performance issues.
    As unfortunate as it is, the local server update would show more of a performance hit on a system under the minimum/recommended requirements for the game.

    I did not have ANY problems with 1.1 and early 1.2
    No problems what so ever. The minimum requirements linked are for vista, 7, and beyond. not XP which is what i'm running (which has lower ram requirements for everything)

    However I just noticed a tid-bit on those requirements that is likely relevent, Allow me to copy/paste it.


    Software Requirements:
    • Minecraft Release 1.2.5 or newer. Older versions will need to be updated to current versions
    • Java (Java SE 6 Update 32 or Java SE 7 Update 4 or newer is preferred)
    • Please note that some users experience issues playing Minecraft while using a mismatched version of Java for their operating system (32 or 64 bit), while using certain versions of Java 7, or while multiple versions of Java are installed

    I have never updated java itself, ever
    Uninstalled Java SE 6.25,
    Installed java SE 7.9


    Minecraft now runs WORSE not better. wtf game
    Posted in: Java Edition Support
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    posted a message on How are people not getting server lag in singleplayer?
    I'm afraid to say, I'm having the same issue and have been having it for just as long, and to clarify what he meant by 'lag'.

    Revert to a version of minecraft that didn't use an internal server, and hit ANY mob. It gets knocked back SMOOTHLY.
    Update to any version of minecraft that uses the internal server, and hit ANY mob, It shutters through the air.
    Watch a slime jump... It stutters and shutters in the air like the server can't decide where it's supposed to be.
    Creepers detonate at the wrong distances and don't register when you're far enough away to 'stop' exploding, and when they do explode they do damage to you from absurd distances away.
    some redstone machines that used to work in SSP but not SMP nolonger work in SSP because of server lag.
    3rd person. In SSP pre-internal-server updates, you would show up clearly inside a minecart or boat.
    Post internal-server, you get the shadowing/leading boat/minecart graphic bug. It's not just a graphic bug, it does have an affect on when you can and can not get hit, compared to the minecart.
    Monsters sinking into the ground because the mobs load before the chunks fall, then the chunks load fully, and they're inside a block. I've seen this happen to spiders, zombies, silverfish, and even giant slimes.
    falling objects do not fall properly and have additional lag, and do not travel smoothly, making anything that involves timing (such as side-steping falling gravel) virtualy impossible
    arrows jump around and spaz out when whoever fired the arrow was moving.
    general chunk load delay. At one point I reached what looked like the 'edge' of the world, and no chunks would load past a certain point for 5 minues.

    (I have 1.5 gb ram, 2.ghz processor, windows xp, and I've updated the jlwgl thing, and shouldn't have this issue)

    And that's just off the top of my head. I never had ANY of these problems before the internal server stuff for SSP. Now ever subsequent version has been like this.

    It also doesn't help that one of the reasons given for making the SSP run on the SMP engine is so they could update faster, but now it's updating so fast it feels like modders can't keep up, but that's an entirely different gripe
    Posted in: Java Edition Support
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    posted a message on 1 Thing You Would Add To Minecraft 1.4 Update
    in all seriousness, In order that the features should be developed.
    1. Internal server lag. Fixing this should take priority over absolutely everything else. it is a game breaker. It's a reason I've not updated.
    2. More control at world creation, such as biome size per biome, and biome frequency per biome, height variation of given biomes, mix-able biomes (Extreme hills swamp anyone?).
    3. Work on the modding API already
    4. Some sort of achievement/reward for defeating the ender dragon on a hardcore world.
    5. something to do with the ender dragon's egg.
    Posted in: Discussion
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    posted a message on [<=1.6.2] TehKrush's Mod Archive - Timber!, PlasticCraft, HiddenDoors, Squirrels
    So guys... I'm running Minecraft 1.1 And have the following mods. and I'm placing it here because its related to plastic craft.

    Buildcraft
    Plastic Craft
    EE2
    Balkons weapons mod.

    I can already hear you going 'wtf, why would you use plastic craft with EE2, Darkmater furnaces are better than extractors and microwaves, and aren't the alchemical explosives better than C4, what gives?' And now I'll tell you why. It's 3 reasons.

    Reason 1: Kevlar armor makes a good stand in for iron, and EMC wise, it is far cheaper.
    Reason 2: Unlimited food. Jello is win.
    Reason 3: Plastic craft as an intermediary power source.

    Here's how to use plastic craft as an intermediary power source with EE2 in minecraft 1.1. I am currently doing this on hardcore. here is the order of what to do starting at world creation
    1. basic minecraft starting shenanigans.
    2. acquire cows
    3. acquire wheat
    4. Acquire Sugar cane
    5. breed lots of cows for leather and beef to make plastic and leather armor
    6. Use Jello as food, as it is cheap
    7. upgrade to kevlar armor with plastic craft
    8. Do basic EE2 stuff up until getting a philosopher stone and alchemy table. DO NOT BOTHER with iron armor. Still need an iron pick. Don't bother with a diamond pick till later as you can make a nether portal with redstone/lava/water to convert redstone into obsidian. EE2 has Redstone and obsidian both worth the same EMC, so you're not wasting anything. upgrade iron and gold into diamonds w/PS for your pick to collect obsidian to make your alchemy table.
    9. ​ shenanigans start here
    10. Collect 720 EMC of matter, 96 of which can be in cobblestone, or be converted later. 64 of which in planks for woodflour (Averages 2 EMC per woodflour but can not be converted)
    11. collect at least 5 charcoal
    12. Use 512 EMC to make 8 raw chicken, beef, leather, whatever. they're 64 EMC each
    13. Use 48 EMC to make 8 bowls
    14. 8 bowls of gelatin costs a total of 560 EMC
    15. 8 bowls of gelatin becomes 32 stacks of gelatin
    16. 96 EMC into cobblestone for 32 cobblestone molds, 64 EMC for 8 planks, for 32 woodflour
    17. +4 coal to get 96 plastic balls, totalling 720 EMC in matter, and 160 EMC in fuel
    18. 96 plastic balls into 96 clear plastic balls
    19. 96 clear plastic balls into strings (2 clear plastic to 4 strings, for 192 strings)
    20. 192 strings into synthetic fiber (1/4 as many strings, or 1/2 as many plastic balls at start, for 48)
    21. Spend 192 EMC to make 48 sticks @ 4 EMC each.
    22. 1 synthetic fiber + 1 stick = 4 feathers
    23. Feathers are worth 48 EMC per feather.
    You have now spent a total of 1078 EMC (Including fuel and sticks)
    You have received an output of 9216 EMC (in the form of 192 feathers @ 48 EMC Each)
    Or *about* 900% EMC... 800% Profit!


    I have built a semi-complex machine with buildcraft with automated crafting tables, furnaces, etc. I manually make bowls of gelatin, and woodflour. Fill a bunch of chests with charcoal, woodflour, cobblestone, bowls of gelatin, and sticks, Flip a lever, Walk away, and come back to an absolutely preposterous amount of EMC in the form of feathers, pumped right into a condenser. It's unfortunately go the problem of needing 2-3 alchemy chests with black hole bands to handle the overflow in furnaces, but I've already started replacing them with darkmatter furnaces, which will have the same problem but much less frequency.

    The output of the aforementioned machine is about 1 darkmatter every 20-40 minutes depending on how much fuel, gelatin, and cobblestone I have. And it wouldn't be possible without Plasticcraft. I currently only have 2 solar collector MK3's and 1 Relay MK3. That tells you how early on I started doing this.


    My next objectives include building a ghast-proof rainbow-road out of plastic and covered in interdiction torches that leads from my nether portal to the nearest nether fortress... And keep in mind, i've been doing all this on SSP Hardcore. I'm probably gonna blow some stuff up with C4 in the process and I'll probably be wearing the longfall boots because I've been using my EMC to make solar collectors and EMC so I can't really afford SWRG yet, and the boots are hella cheap in comparison.


    Just thought I'd share with you guys. I'm not letting the lack of plasticcraft in the current version get in the way of my plasticky nonsense fun. It's really simple. Revert to 1.1 and use older versions of the mods. I mean really, Just what am I missing out on from 1.2x and 1.3x? iron golems, working NPC's, tripwires. cats. uh.... skulls?.... new biomes?.... emeralds?.... And if you want to play on an online server thats 1.2.x or 1.3.x just backup your minecraft folder, it's not that big unless you have super-enormous maps.
    Posted in: Minecraft Mods
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    posted a message on What is the real redstone?
    Quote from Ajawa

    Redstone is most definitely not silicon. I'm sorry, but I think a lot of this is wrong. I'm not going to say the part about speakers is wrong because I can find no information one way or the other about that, but I will say that redstone most definitely doesn't do that. Redstone must receive power from some external power source (which could be a pressure plate, in which case pressure plates could be equivalent to silicon). Silicon definitely doesn't react to electrical inputs the way you say, and silicon isn't even conductive of power without being doped with some other element. Silicon's main use in electronics is in specific components (ICs) and is used as an insulator as much as a conductor (see Silicon Dioxide). Redstone is much more closely related to copper, though there are many unique properties which do make it "magical" with respect to anything real.

    you can't make a diode without silicon.
    you can't make a logic gate without silicon.

    So redstone is a mix of iron and silicon.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on What is the real redstone?
    silicon.

    Silicon can receive pressure and outputs that kinetic energy as light and/or electricity, similarly, it reacts to electrical input by expanding and contracting. It is used in piezo transducers, Which can be used as cheap microphones, like those of a guitar pickup, or very cheap speakers.

    Redstone ore can recieve preassure in the form of footsteps and outputs that kinetic energy as light.

    Redstone isn't a magical powersource, It's silicon. The power in minecraft comes from sticks. I already made a rant about this, which can be found
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compound Clocks
    alright alright, my bad. and as for the bad math in the wiki, I would have just assumed wiki vandalism or a really bad copy/paste thing. and yeah, Most of my ideas have been theory. Primarily because I barely understand much more than how to make an AND gate, or how logic gates in general work in principal. the most complex things I've made have been a 2x3 piston door, and accidentally making what I THINK is an RSNOR latch with pistons, without even knowing what an RSNOR latch was. (I was trying to test a rail system idea with multiple destinations without looking anything up and was trying to figure out how to pick one from any number of destinations via button presses, and have one button re-set the others. the thing started like a piston clock that I just tore apart.)

    So yeah, My redstone knowledge is mostly theoretical. I'm not offended or anything, I'm just trying to explain my perspective.


    Also I totally agree with skyshockX, that machine, if it isn't already there, could probably be helpful enough to be on the wiki. Hell half this thread can probably be added really, but anyway. There's probably already a name for your circuit for real world circuits, after all, it is useful enough, I would assume comparing the duration of two signals would be pretty important, but I could be wrong.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compound Clocks
    HA, I spend a few minutes on the wiki and all the problems are figured out.

    1: taken from the wiki page on redstone torches.

    The torch can power the wire for a length of 15 blocks, and takes 1 "redstone tick"(2 game ticks) in Minecraft world time (approximately 0.1 seconds) for power to flow through it.

    the minimum input to toggle a redstone torch is 2 in-game ticks, as normal ticks and redstone ticks are 1:2 Therefor, the minimum tick-length to sync to clocks, according to *this*, is actually a 2-tick pulse. (assuming repeater ticks are game-ticks, rather than redstone ticks. I haven't checked yet--edit, repeater ticks use redstone ticks, but it's unclear if redstone ticks can be out of sync with eachother, unless it only checks for redstone updates every other tick, thus producing the 2-game-tick-to-1-redstone-tick effect.) HOWEVER...


    2: taken from the wiki-page for redstone circuits, in pulse limiters.
    When the limiter receives an off input, it generates a pulse with a length equal to the delay of the right repeater plus the delay of the torch minus the left repeater (make sure that this yields a positive value) or the length of the initial pulse, whichever is shorter. For example: in the picture, the pulse is calculated as .4 + .1 - .1 = .3 or three ticks, assuming the activation pulse is >= 3 ticks. Be aware of the North/South quirk, as this can affect the delay of the torch. When the input is turned back on, the limiter will not emit a second pulse.

    The side of a block that the output of the AND gate will have an affect, due to redstone torches, and the north/south 'quirk'


    well... There's that then. totally overlooked detail that affects every logic gate and machine that uses redstone torches. it means if you did your test of AND gates 4 times, each facing a different direction, you'd get different results. Now that's pretty damned arbitrary. and now my head hurts, because this doesn't change anything, because repeaters with more than 2-ticks delay have to have larger pulses than 2-ticks anyway, so AND gates with repeaters on 2-tick delays with 2-tick pulses should work, and your weird pulse-compair-machine with longer pulses would also still work the same way.

    nothings changed except our knowledge.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compound Clocks
    This post cleared up a LOT of stuff. I'm gonna try and tackle this problem a bit on a simpler level, but first I'm going to tell you exactly what I'm testing, and why i'm testing it.

    AND gates, require a minimum signal of 2 ticks, not 3.

    In your test results that you've provided, you have shown that 1-tick of overlap does NOT function, but a 3-tick overlap DOES.
    You have not obviously provided 2 ticks overlap. I understand the reasons you have for believing it to be 3 ticks, and there are very empirical tests that can be done.

    Test 1: reaction time of a redstone torch on its own, in one tick increments. this is the minimum input duration to toggle a redstone torch.
    Test 2: function time of a redstone torch on its own, in one tick increments. This is the minimum duration that a redstone torch will continue to have a changed output. in analogy, when you press a button, it only takes 1 tick to press the button, however the output lasts much longer than that.
    Test 3: compound effects of the above 2 tests, to determine the exact function times and process of AND gates


    Due to the 3-torch/1-redstone arrangement of an AND gate, we only need to test the function times of a single torch to start for the following reasons.
    1. if the function time of a redstone torch toggling was actually 1 tick, the total function time of an AND gate would be 2 ticks. tick one toggles the redstone torches on top, then on tick 2, the output torch would toggle. This is not true.
    2. If the function time of a redstone torch toggling was 2 ticks, the total function time of an AND gate would be 4 ticks, requiring minimum 2-tick pulses, synced perfectly. 2 ticks to toggle the torches on top, and another 2 to toggle the output torch.
    3. if the function time of a redstone torch toggling is 3 ticks, the total function time of an AND gate would be 6 ticks, and require a minimum 3 tick pulse. 3 ticks to toggle the top torches, and 3 more to toggle the output.
    The above 3 statements assume that the output duration of a torch is identical to the input. a single tick deviation between input and output of a redstone torch means that all function times are based on the output duration of a torch as the minimum pulse value, regardless of input response time.

    I don't know enough about design of the more complex redstone machines so my testing of this will be very limited. I'm just putting this information together so that anyone who wants to can figure out all the bare minimums.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compound Clocks
    Quote from TheMrTeraByte

    This idea is mentioned in the wiki here: http://www.minecraft...s_Clock.2FDelay



    It, like your idea, doesn't work.

    The first problem lays in that AND-gates can't register 1 tick signals. You need a signal that's at least 3 ticks long.

    The second problem lays in that when you have a 3 tick signal (or shorter) sending it through a repeater set to 3 or 4 messes up the signal. The signal lengthens and your output messes up, triggering multiple times.
    You could only use 2 tick delays on your repeaters, but then you'd need twice the amount of repeaters. Which is hardly ideal.

    I've never seen anyone else make a working model of this other then me, so I'll explain how I made mine.
    -----------------------------

    It basically works by measuring the first and last 3 ticks of a 5 tick signal and comparing them to the other 5 tick signal. If you want a more detailed explanation you can read this post: http://www.minecraft.../#entry18025728


    This partial quote taken from that thread.

    Quote from TheMrTeraByte

    So great right? You just need a signal that's 3 ticks long and some AND-gates and you're set. Only no. I don't know why but for some reason 3 tick signals trigger multiple decoders, when they shouldn't. I'm honestly not sure why this is. I suspect it might have something to do with the leading/falling edge, but I haven't looked into that much and I'm not quite sure I understand how that works anyway.


    You said later in that thread, that you went with testing 5-tick pulses, due to an accident and habit. the two examples you also gave where also staggered in increments of 2.

    Firstly, Are you absolutely sure that AND doesn't require 2 ticks and not 3? if you're sending 2 different 3 tick pulses, that are staggered 1 tick apart from each other, then your timing is
    011100
    001110
    and your output would have been triggered by the 2-tick overlap...wouldn't it? Impressive as it is, accidentally getting into the habit of using 5's and displaying tests in increments of 2, doesn't exactly work for clarification of AND gates requiring 3's. It's still quite impressive, though I don't understand how it works from the pictures or your description. the other thread described 3 and gates and a layout that way, That I kind of understand but it's a bit confusing to me.

    Second, doesn't this design you've given make this compound clock work, by simply replacing the AND gate, and using 5 tick pulses in the clocks, and judge the difference, or using 3-tick pulses and 2-tick repeaters (which would still save space and mats for 269&369 for +99K)? Sorry if I've completely misinterpreted something.


    ---Edit
    The reason for the errors with 3 and 4 ticks having 'overlap' may be due to the version of minecraft you're runing. If you're running the version in which SSP is built on the SMP engine rather than it's own, there is a delay between client side, and server side on even the same machine. This delay will vary dependent upon your hardware, which means a setup that works on one machine might not work on all. I'm currently running 1.1, which doesn't have this issue. (updating, causes SSP to have a 1/3 second delay to everything that happens on my machine, including between dealing enough damage to kill a mob, and when it actually dies. It messes with gameplay, it's sure as hell messing with sensitive machinery)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compound Clocks
    Okay...

    CLOCK A - 260 ticks with a 1 tick pulse
    CLOCK B - 365 ticks with a 1 tick pulse

    AND Gate triggers when A and B are at 0. This happens ONE TIME every 18,980 ticks

    Clock A 269 ticks 1 tick pulse
    Clock B 369 ticks 1 tick pulse
    Total time between A0 and B0, 99,261 ticks
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Compound Clocks
    So I'm not quite sure if I'm posting this correctly, but I think realized a really obvious way to make a clock that runs for absurdly long periods of time, with only a fraction of the repeaters. It was so simple It was just staring me in the face. I was making an automated sugar cane farm when I figured it out. This is likely NOT the most efficient arrangement, but I hadn't seen this arrangement before.

    A 480 clock, using 280 ticks worth of repeaters. 200 ticks, or 50 repeaters less than a simple loop.



    Step 1, make a 160 clock. that's 40 repeaters, or 2 lines of 20 repeaters, all on 4 ticks.

    Step 2, make a 120 clock, which is 30 repeaters, or 2 lines of 15 repeaters, on 4 ticks.

    Connect the same point of both clocks, to an AND gate.

    the AND gate will trigger on start when 0 ticks have passed, and will stay on until your input pulse is gone.
    neither clock will trigger at the same time until after 480 ticks. the 160 clock will run 3 times, and the 120 clock will run 4 times



    I haven't built it yet, but I built a smaller version and the length of time the initial pulse ran for DID mess it up, but that was like 1/6-1/8 the size, but I saw that it worked in principle I actually got the idea for this from the mayan calendar. well, 2 of the mayan calendars. They had a 260 day calendar, and a 360 day calendar (they had a 3rd calendar that was 365 & 1/4 one for taxes as well, but lets ignore that one). However, whenever the first of the year happened on the same day for both calendars they would put out all the fires in the kingdom, and all debts would be nullified. This event happened roughly once every 50 years.

    Essentially, you have 2 gears with arrows painted on them, and they have different numbers of teeth, and whenever the arrows point right at eachother, something happens. Now i'm not an engineer but i'm pretty sure we can use this to our advantage to create the most efficient ratio of ticks for 2 different clocks, to make the most compact, and resource saving clock. Like I said, I'm not an engineer, I don't even know what the math would be to find the most efficient ratio. probably something with the lowest common denominator. that would make sense. It's been forever since I was in a math class, I've gotten rusty. One of you guys could figure it out though and save alot of people alot of wasted resources... assuming it hasn't been done already.


    -edit.
    least common multiple of 2 clocks is the point they're in sync with eachother, assuming both clocks are started with a 1-tick pulse, otherwise, the duration of the starting pulse might cause additional overlap. This DOES happen with smaller clocks like this.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [<=1.6.2] TehKrush's Mod Archive - Timber!, PlasticCraft, HiddenDoors, Squirrels
    Hey tehkrush, Why don't you answer anyone's questions about plasticcraft? I mean, I can't imagine having so many repeats of the same question would be good.

    Can you at least give a reason why you won't answer?
    Posted in: Minecraft Mods
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