I implemented it, and it worked perfectly, so I saved and quit. The next day, when I went to enter my building by using this circuit, IT DIDN'T WORK. Nothing had changed since I made it... The pulse just doesn't make it to the second repeater (the one directly after the monostable). It activates the first sticky piston, pushing the monostable up, but no pulse ever makes it to the second repeater.
I spent hours trying to find out why this was happening, and trying to fix it. I gave up.
A few hours later, when I loaded my game back up, IT WORKED. But I loaded my game up just now, and it doesn't work again.
Question once started is it continuously on.... ? And if so does it have a shutoff?
There are some problems with saving the states of continuous running circuits that are not shut off before exiting. That is somewhat a bug I think. I don't know for sure, but I do know many people have had this type of problem here.
If it is not that then, that makes me clueless, as I mainly know how it roughly works, not a expert in it..lol
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
The best shut-off is to have a lever in there connected to the continuous pulse. Buttons aren't always reliable in shutting off sometimes, even if it were made by design to function that way. Wait Not what I meant... you would need the button to act like a lever in order for it to be able to shut off. That would be the only way I can think of without using a lever directly.:D
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
The XBLA version has a rough time handling pulse-size. I've been observing this for some time now, and it happens using any design of monostable circuit. When a pulse-limiter is set up to output a 1-tick pulse, that is what it will sometimes send, other times it won't register at all.
Pure redstone (meaning they use no pistons) designs are a bit more stable, and therefore more reliable. But, you could always go with a T flip flop that isn't based around a block-dropper. Here are a couple designs I use frequently:
^^^ This is a edge triggered D flip flop. It toggles 2 ticks after the falling edge. Invert the input and the mechanism will trigger on a rising edge.
^^^ Here's a design using the block-drop glitch, which I haven't had a problem with thus far. The monostable is rising edge triggered. Once again, invert the input to reverse the trigger.
Question once started is it continuously on.... ? And if so does it have a shutoff?
There are some problems with saving the states of continuous running circuits that are not shut off before exiting. That is somewhat a bug I think. I don't know for sure, but I do know many people have had this type of problem here.
If it is not that then, that makes me clueless, as I mainly know how it roughly works, not a expert in it..lol
Lol no, that's not the problem. A T flip flop is just a modified memory latch, particularly a form of SR latch. Whenever it receives an input, the latch switches states, and the output toggles. Pretty much the only time you will see T flip flops attached to any kind of clock, is in the design of a pseudo-random number generator.
Lol no, that's not the problem. A T flip flop is just a modified memory latch, particularly a form of SR latch. Whenever it receives an input, the latch switches states, and the output toggles. Pretty much the only time you will see T flip flops attached to any kind of clock, is in the design of a pseudo-random number generator.
So there is another way to make a button act like a lever? O_o hmm... I'll have to look into that... Still got quite a bit to learn, thank you.:D
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
So there is another way to make a button act like a lever? O_o hmm... I'll have to look into that... Still got quite a bit to learn, thank you.
Well, it's actually the only mechanism that forces a button to act exactly like a lever. Really though, that's a huge underestimation of how useful a T flip flop actually is.
So there is another way to make a button act like a lever? O_o hmm... I'll have to look into that... Still got quite a bit to learn, thank you.
There are a lot of different designs for many of the mechanisms out there, the T Flip-Flop is no exception. Some use pistons and others don't... The ones that don't use pistons, however, tend to be bigger.
Well, it's actually the only mechanism that forces a button to act exactly like a lever. Really though, that's a huge underestimation of how useful a T flip flop actually is.
I don't know. The only use I seem to be getting out of it lately is making pressure plates act like levers.
I don't know. The only use I seem to be getting out of it lately is making pressure plates act like levers.
I've used them at least a hundred times. Like I said before, they're an integral part of pseudo-random number generators. They're also used in the most basic binary counters. I've built counters with JK flip flops as well, which is the traditional method but, in the world of redstone, T flip flops can be altered to make a faster and more efficient counter. I've also used T flip flops for general indicators, override switches for clocks, and specific enablers. In my old calculators, I also used them for certain muxers as well as the UI digit inputs.
I've used them at least a hundred times. Like I said before, they're an integral part of pseudo-random number generators. They're also used in the most basic binary counters. I've built counters with JK flip flops as well, which is the traditional method but, in the world of redstone, T flip flops can be altered to make a faster and more efficient counter. I've also used T flip flops for general indicators, override switches for clocks, and specific enablers. In my old calculators, I also used them for certain muxers as well as the UI digit inputs.
I know they have other uses, I was just making a light joke about how I'm using them in my world to avoid having to give people build/mine permissions just so they can use levers/buttons, is all.
Well considering what I do with redstone isn't quite that advanced, it is no wonder I haven't yet used it a different way. Maybe in the future if and when I find a use for it in the types of redstone projects I do...
Like I have mentioned before, most of the time I usually use redstone for rail systems and basic door systems. One of these days I'll try an attempt at a mob system, but for now I have my hands full with rail systems primarily. Nothing really fancy in design though. Might be a contradiction, but i'm sure I'll use when needed. Bad tendancy to build as I go, although I plan out the rail way itself...
Anyway thanks for the input and light humour...:D
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
maybe you have to reset it after you join the game
or just us a door :)maybe you have to reset it after you join the game
or just us a door :)maybe you have to reset it after you join the game
or just us a door
maybe you have to reset it after you join the game
or just us a door
Can't use a door. Here's why:
I play exclusively as Grunty from the Banjo-Kazooie games. All my friends hate it. So I built a giant Grunty statue, and I live inside of it. My bedroom is in her head (with piston-activated roof access), and I have her hands rigged so that if I pull the levers in the right order, water comes out of them.
I enter at the base of the statue, but putting a door on her feet would look tacky. Instead, I simply put a single button on her heel, and this button opens a hole in the ground, which I enter.
I play exclusively as Grunty from the Banjo-Kazooie games. All my friends hate it. So I built a giant Grunty statue, and I live inside of it. My bedroom is in her head (with piston-activated roof access), and I have her hands rigged so that if I pull the levers in the right order, water comes out of them.
I enter at the base of the statue, but putting a door on her feet would look tacky. Instead, I simply put a single button on her heel, and this button opens a hole in the ground, which I enter.
So I must use this circuit. No doors allowed.
Wouldn't it be easier to hook up a sticky piston to an inverter so when you press the button, it retracts the piston just long enough to fall in?
Wouldn't it be easier to hook up a sticky piston to an inverter so when you press the button, it retracts the piston just long enough to fall in?
Technically, yes.
But my statue is fortified, and the surrounding area has traps and stuff for hostile mobs. If I miss the hole and it closes while mobs are chasing me or something, that would be bad.
But my statue is fortified, and the surrounding area has traps and stuff for hostile mobs. If I miss the hole and it closes while mobs are chasing me or something, that would be bad.
So I just prefer a manual open/close system.
If you place the button directly over the hole where the piston will contract that may solve that problem. Alternatively, I'd also suggest looking into using a XOR Gate.
Also, I keep running into this problem where sometimes Redstone just won't activate. Other times, I can place a single piston down in the middle of nowhere, and it will stay activated... with no redstone around it! I'll quit and load my game back up, and it will fix itself.
I mean, wtf? I spent 4 hours yesterday just trying to fix one of my doors that worked before the update... Both of the pistons would stay activated without any power source, and when I quit and loaded the game back up to try again, I couldn't get power to run through a basic repeater. It just stayed off, no matter what.
And I've been using Redstone for a while. I know what I'm doing. It's like the update messed with my game's mechanics or something.
http://www.minecraftwiki.net/wiki/File:Compact_flipflop.png
I implemented it, and it worked perfectly, so I saved and quit. The next day, when I went to enter my building by using this circuit, IT DIDN'T WORK. Nothing had changed since I made it... The pulse just doesn't make it to the second repeater (the one directly after the monostable). It activates the first sticky piston, pushing the monostable up, but no pulse ever makes it to the second repeater.
I spent hours trying to find out why this was happening, and trying to fix it. I gave up.
A few hours later, when I loaded my game back up, IT WORKED. But I loaded my game up just now, and it doesn't work again.
So my question to you guys is: WTF?
There are some problems with saving the states of continuous running circuits that are not shut off before exiting. That is somewhat a bug I think. I don't know for sure, but I do know many people have had this type of problem here.
If it is not that then, that makes me clueless, as I mainly know how it roughly works, not a expert in it..lol
Thanks, I'll try that!
The XBLA version has a rough time handling pulse-size. I've been observing this for some time now, and it happens using any design of monostable circuit. When a pulse-limiter is set up to output a 1-tick pulse, that is what it will sometimes send, other times it won't register at all.
Pure redstone (meaning they use no pistons) designs are a bit more stable, and therefore more reliable. But, you could always go with a T flip flop that isn't based around a block-dropper. Here are a couple designs I use frequently:
^^^ This is a edge triggered D flip flop. It toggles 2 ticks after the falling edge. Invert the input and the mechanism will trigger on a rising edge.
^^^ Here's a design using the block-drop glitch, which I haven't had a problem with thus far. The monostable is rising edge triggered. Once again, invert the input to reverse the trigger.
Lol no, that's not the problem. A T flip flop is just a modified memory latch, particularly a form of SR latch. Whenever it receives an input, the latch switches states, and the output toggles. Pretty much the only time you will see T flip flops attached to any kind of clock, is in the design of a pseudo-random number generator.
So there is another way to make a button act like a lever? O_o hmm... I'll have to look into that... Still got quite a bit to learn, thank you.:D
Well, it's actually the only mechanism that forces a button to act exactly like a lever. Really though, that's a huge underestimation of how useful a T flip flop actually is.
There are a lot of different designs for many of the mechanisms out there, the T Flip-Flop is no exception. Some use pistons and others don't... The ones that don't use pistons, however, tend to be bigger.
I don't know. The only use I seem to be getting out of it lately is making pressure plates act like levers.
I've used them at least a hundred times. Like I said before, they're an integral part of pseudo-random number generators. They're also used in the most basic binary counters. I've built counters with JK flip flops as well, which is the traditional method but, in the world of redstone, T flip flops can be altered to make a faster and more efficient counter. I've also used T flip flops for general indicators, override switches for clocks, and specific enablers. In my old calculators, I also used them for certain muxers as well as the UI digit inputs.
Just to let you know, that uses 1.4's new repeater locking feature which isn't on the xbox at this time. Somebody did not notice that.
If you're a small map maker, send me a PM and if it's good enough I'll advertise it in my sig.
Like I have mentioned before, most of the time I usually use redstone for rail systems and basic door systems. One of these days I'll try an attempt at a mob system, but for now I have my hands full with rail systems primarily. Nothing really fancy in design though. Might be a contradiction, but i'm sure I'll use when needed. Bad tendancy to build as I go, although I plan out the rail way itself...
Anyway thanks for the input and light humour...:D
or just us a door :)maybe you have to reset it after you join the game
or just us a door :)maybe you have to reset it after you join the game
or just us a door
Can't use a door. Here's why:
I play exclusively as Grunty from the Banjo-Kazooie games. All my friends hate it. So I built a giant Grunty statue, and I live inside of it. My bedroom is in her head (with piston-activated roof access), and I have her hands rigged so that if I pull the levers in the right order, water comes out of them.
I enter at the base of the statue, but putting a door on her feet would look tacky. Instead, I simply put a single button on her heel, and this button opens a hole in the ground, which I enter.
So I must use this circuit. No doors allowed.
Technically, yes.
But my statue is fortified, and the surrounding area has traps and stuff for hostile mobs. If I miss the hole and it closes while mobs are chasing me or something, that would be bad.
So I just prefer a manual open/close system.
I mean, wtf? I spent 4 hours yesterday just trying to fix one of my doors that worked before the update... Both of the pistons would stay activated without any power source, and when I quit and loaded the game back up to try again, I couldn't get power to run through a basic repeater. It just stayed off, no matter what.
And I've been using Redstone for a while. I know what I'm doing. It's like the update messed with my game's mechanics or something.