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redstone circuit alteration to work on Xbox


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61 replies to this topic

#1

paspinall

Posted 23 December 2012 - 09:18 PM

Hi all,

I had seen CNBs potions lab a while back on youtube but had ignored it as we didnt have brewing, now we do however I notice he uses Glowstone in the circuit which we cant do yet so I wondered if anyone had any ideas on how to convert the circuit to work on the xbox, I believe it should be doable, just bigger, but i havent managed to figure it out yet.

The circuit in question is in the video here

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#2

wolfeuk
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Posted 24 December 2012 - 12:12 AM

hmmm, seems its more than just a problem with the glowstone, for some reason repeaters dont work against dispensers either,

ive managed to get the top 4 dispensers working (using just redstone dust) lift them all up 1 lvl to the same hight as the side, not sure why he did it this way, but i managed it with a simple wiring,

the side dispensers are abit more tricky as you need the repeaters to stop the redstone buddying up the other dispenser but they dont work, will have a play and see what i come up with

#3

Nose_Job_for_a_Cowboy

Posted 24 December 2012 - 12:38 AM

View Postwolfeuk, on 24 December 2012 - 12:12 AM, said:

hmmm, seems its more than just a problem with the glowstone, for some reason repeaters dont work against dispensers either,

ive managed to get the top 4 dispensers working (using just redstone dust) lift them all up 1 lvl to the same hight as the side, not sure why he did it this way, but i managed it with a simple wiring,

the side dispensers are abit more tricky as you need the repeaters to stop the redstone buddying up the other dispenser but they dont work, will have a play and see what i come up with
I'll be warming the bench if you need me, coach. ;)

#4

wolfeuk
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Posted 24 December 2012 - 12:50 AM

View PostNose_Job_For_a_Cowboy, on 24 December 2012 - 12:38 AM, said:

I'll be warming the bench if you need me, coach. Posted Image

i think its me that needs coaching lol

got it resolved though pretty much, dont understand why repeaters dont work against dispensers though, even running into a block first they dont work, but put redstone there instead and it works ?

must be a bug of sorts :)

#5

wolfeuk
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Posted 24 December 2012 - 01:22 AM

ok, have manage to get it all working and still keep it compact
make sure you dont put repeaters where CNB did or it wont work...

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NOTE - i did not design this just modified it for the MC360 version, original works of CNB

#6

paspinall

Posted 24 December 2012 - 01:56 AM

Thank you ! That would explain why I wasnt getting it to work ! I was seemingly blind to not notice. Thank you VERY much !

#7

wolfeuk
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Posted 24 December 2012 - 02:13 AM

your welcome :)

ive tried and tested but if you come across any probs let me know...

#8

paspinall

Posted 24 December 2012 - 02:32 AM

View Postwolfeuk, on 24 December 2012 - 02:13 AM, said:

your welcome Posted Image

ive tried and tested but if you come across any probs let me know...

Thank you very much, I shall build this next (probably tomorrow given its getting on a bit) And then go back to trying to figure out how I messed up the combination lock

#9

Nose_Job_for_a_Cowboy

Posted 24 December 2012 - 02:34 AM

View Postwolfeuk, on 24 December 2012 - 12:50 AM, said:

i think its me that needs coaching lol

got it resolved though pretty much, dont understand why repeaters dont work against dispensers though, even running into a block first they dont work, but put redstone there instead and it works ?

must be a bug of sorts Posted Image
Yeah, that makes absolutely no sense to me. In my understanding, "detection" for a dispenser should work in the same way it does for pistons. I've turned a dispenser into a BUD before, so this is just what I assumed. I also made a solid 5 x 5 wall of dispensers for a user here, and I'm pretty sure I used repeaters directly emitting into dispensers. I used the same concept as I would for a wall of pistons. The bottom piston isn't actually powered directly, the repeater diagonal to it turns this into a BUD, it is also powering the top piston at the same time, which triggers the bottom piston.

I'm going to go look for that thread now. If I can't find it, I'll just test it out again.

#10

Nose_Job_for_a_Cowboy

Posted 24 December 2012 - 02:42 AM

View Postwolfeuk, on 24 December 2012 - 12:50 AM, said:

i think its me that needs coaching lol

got it resolved though pretty much, dont understand why repeaters dont work against dispensers though, even running into a block first they dont work, but put redstone there instead and it works ?

must be a bug of sorts Posted Image

Found it... and it turns out I did have to come up with a workaround. It was a fairly simple one, though.

View PostNose_Job_For_a_Cowboy, on 21 October 2012 - 10:58 PM, said:

Posted Image
^^^ There you go, it's a tileable and stackable setup to activate 4 dispensers at once.

Posted Image
^^^ Follow the pattern, improvise for the top line and last vertical line of dispensers.

(For the glitch to place redstone on top of a dispenser, you just have to "place" the dust on the side of a block above and beside the dispenser.)

EDIT: Slight revision. All blocks in front of repeaters need a block under them with dust on it. Also, the set up on the last line needs to be changed to this:

Posted Image
^^^ Sorry about the rain

Now just connect all the wires together and attach it to a button/clock/whatever!

Posted Image
Posted Image

Here's the thread.

#11

wolfeuk
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Posted 24 December 2012 - 03:27 AM

@ Nose_Job_For_a_Cowboy

have you tried it since the TU7 update though, the way you got it set up there doesnt work ?

a repeater into a dispenser be it top or bottom wont activate it

#12

Nose_Job_for_a_Cowboy

Posted 24 December 2012 - 04:02 AM

View Postwolfeuk, on 24 December 2012 - 03:27 AM, said:

@ Nose_Job_For_a_Cowboy

have you tried it since the TU7 update though, the way you got it set up there doesnt work ?

a repeater into a dispenser be it top or bottom wont activate it
Yes, but look at my post I quoted from a different thread. I must have noticed this, as I had a pretty interesting setup to pull it off. None of the dispensers are directly powered by repeaters. It's times like this where I wish my memory wasn't terrible. x_x I'll test this out tomorrow to see if it still works.

#13

paspinall

Posted 24 December 2012 - 04:06 AM

View Postwolfeuk, on 24 December 2012 - 03:27 AM, said:

@ Nose_Job_For_a_Cowboy

have you tried it since the TU7 update though, the way you got it set up there doesnt work ?

a repeater into a dispenser be it top or bottom wont activate it

i dont see repeaters directly powering them, arent they all redstoned after the repeater ?   Ugh i knew i didnt use redstone much for a reason lol (example being my code lock seemingly opening with just the last button, so much for sequential)

#14

wolfeuk
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Posted 24 December 2012 - 04:27 AM

View Postpaspinall, on 24 December 2012 - 04:06 AM, said:

i dont see repeaters directly powering them, arent they all redstoned after the repeater ?   Ugh i knew i didnt use redstone much for a reason lol (example being my code lock seemingly opening with just the last button, so much for sequential)

yes, but thats my point, it needs to be repeater next to the block, as its redstone dust its buddying with the other dispensers, and we dont want them all firing like in Nose_Job_For_a_Cowboy setup, on CNB tut hes got the repeaters directly with the block so you dont have to worry about it buddying up with other dispensers

#15

paspinall

Posted 24 December 2012 - 01:26 PM

Wolfeuk Ah I see what you mean, feel quite dense right now LOL thanks for pointing that out

#16

paspinall

Posted 24 December 2012 - 05:45 PM

Well the lab is working, Thanks or the help Wolfeuk  


I havent had a chance to look at my combination lock unfortunately other than to realise any button other than the last is reseting the flip flop and the last of the combo is opening the door regardless of any other combination prior to it :(

#17

Nose_Job_for_a_Cowboy

Posted 24 December 2012 - 05:49 PM

View Postpaspinall, on 24 December 2012 - 05:45 PM, said:

Well the lab is working, Thanks or the help Wolfeuk  


I havent had a chance to look at my combination lock unfortunately other than to realise any button other than the last is reseting the flip flop and the last of the combo is opening the door regardless of any other combination prior to it Posted Image
Screenshots. You gimme dem.

#18

wolfeuk
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Posted 24 December 2012 - 06:01 PM

View Postpaspinall, on 24 December 2012 - 05:45 PM, said:

Well the lab is working, Thanks or the help Wolfeuk  


I havent had a chance to look at my combination lock unfortunately other than to realise any button other than the last is reseting the flip flop and the last of the combo is opening the door regardless of any other combination prior to it Posted Image

your welcome

if its the 4 button one ive built about 5 of them and they work, even with the lastest update, so id go back and check everything step by step, i would say possibly your missing a line of redstone dust or redstone torch somewhere

#19

paspinall

Posted 24 December 2012 - 07:13 PM

View Postwolfeuk, on 24 December 2012 - 06:01 PM, said:

your welcome

if its the 4 button one ive built about 5 of them and they work, even with the lastest update, so id go back and check everything step by step, i would say possibly your missing a line of redstone dust or redstone torch somewhere

Its an expanded version of it, its again based of CNB stuff, probably because I find I can follow his videos quite well, its currently a 9 pin, wonder if I should cut it down to 4

#20

wolfeuk
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Posted 24 December 2012 - 07:17 PM

View Postpaspinall, on 24 December 2012 - 07:13 PM, said:

Its an expanded version of it, its again based of CNB stuff, probably because I find I can follow his videos quite well, its currently a 9 pin, wonder if I should cut it down to 4

i like CNB's stuff, well though out and explained well, the 4 button with reset is just as fool proof regarding security, it would take hrs to crack the combination, id go for the 4 button