wow, that's nice. I guess I assumed I could really only do it one way just because of the way I currently have it, but that is great. Now, I must make a decision
First I want to play around with xclark's and see if I can improve it in any way, compact it, change commands. I do see some sure improvements I could make.
Entity, do you have a download, tutorial, anything I could work off of: not just a picture.
People asking for guides for single layer contraptions make me sad.
Here is an analog decimal (0-9) random number generator. it -should- be unbiased, hopefully.
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
Took me a little while to understand and do the maths behind this, but it seems to check out to be unbiased.
Starting with a value of 10 the randomisers then subtract from that. So the last 2 hopper droppers are straight binary 1/4 -0, 1/4 -1, 1/4 -2, 1/4 -3, then the 2nd hopper dropper give them a 4/5 chance to be active so multiplying them gives 4/20 -0, 4/20 -1, 4/20 -2, 4/20 -3 as well as the 1/5 chance with 3rd one to get -4 they can all be turned into 1/5 chances. Then the very first hopper is just a 1/2 chance of -5 which is added to the others giving an additional 5 outputs.
Yep. Had the idea earlier, but never really had a need for non-binary ones so I didn't bother making it before.
Also in part because of the rather big downside of these. You really have to build this sort of RNG specifically for the range you want it for, they can't be extended.
Also, it's possible to make this a lot more compact, but the OP said no pistons
Couldn't use a system like What trazlander discusses in his most recent Genius Map Making episode? (Link:)
It uses spawners, but it's not location dependent and it's 100& reliable and redstone controlled. It spawns one falling sand entity when you set it up correctly, and it can activate a wood pressure plate and also they are able to be set not to drop the sand when they break, ,so there's virtually no issues with it that anyone has come up with. you just need mcedit and Trazlander's filters to set it up.
Watch the video, since i can't give it justice just via text. it's sweet anyways
Trazlander is awesome, and a genius. if you don't follow him you should. lol
Couldn't use a system like What trazlander discusses in his most recent Genius Map Making episode? (Link:)
It uses spawners, but it's not location dependent and it's 100& reliable and redstone controlled. It spawns one falling sand entity when you set it up correctly, and it can activate a wood pressure plate and also they are able to be set not to drop the sand when they break, ,so there's virtually no issues with it that anyone has come up with. you just need mcedit and Trazlander's filters to set it up.
Watch the video, since i can't give it justice just via text. it's sweet anyways
Trazlander is awesome, and a genius. if you don't follow him you should. lol
ive already seen the video. it would make for a compact design, but does not exactly fall under the requirements
so, I tried installing your previous design on the map, but I was having an issue:
when the randomizer is changing signal strength to change the output, the torches between the final output and the previous output light up and send a signal. is there an easy way around this?
so, I tried installing your previous design on the map, but I was having an issue:
when the randomizer is changing signal strength to change the output, the torches between the final output and the previous output light up and send a signal. is there an easy way around this?
I already said that on page 1.
Edit: pro tip: RS latch hooked to the input that turns on the output after a delay, but instantly turns off when input turns off again.
I hate to be a show off , but yea watch it all, and one last thing, this radomiser is based on fractions so its compactly editable by useing odds and fractions....
I hate to be a show off , but yea watch it all, and one last thing, this radomiser is based on fractions so its compactly editable by useing odds and fractions....
{hint} Be good at math!
Sorry to be the one to tell you this, but a stack has the same chance as a single item to be chosen, you just made a lot of 1/9 randomisers.
Just for funzies i morphed Entity and Xclak's randomisers together. Using fractions and the decoder to make a 0-9 output.
Koala is correct -- each of the droppers doesn't have a 1 in 512 chance, it has a 1 in 9 chance of turning off a torch (droppers and dispensers choose slots randomly, not items in slots -- and there were actually 513 items in the dropper, so…).
If they did have a 1 in 512 chance, 14 of them wouldn't be 1 in 7,168 (i.e., 14×512), 14 would be 1 in 512^14. But it's actually 1 in 9^14.
I hate to be a show off , but yea watch it all, and one last thing, this radomiser is based on fractions so its compactly editable by useing odds and fractions....
{hint} Be good at math!
I agree with the other guys, this is not a very good design, plus, it is irrelevant to my original post. that is probably the most common 'randomizer' that people show off, but in all honesty. it is really bad.
Koala:
Nice!I may do a YouTube tutorial on different randomizers things like my variation of XClak's, Entity's, and mabey Koala's if I figure out that one too.
Although this may seem a bit simple to some people, what I would do is just hook up a ton of 1/0 generators up to each other and have a binary to decimal converter.
Although this may seem a bit simple to some people, what I would do is just hook up a ton of 1/0 generators up to each other and have a binary to decimal converter.
You can do that, but then you need to check the output and keep re-running the rngs until it's in the correct range. Completely doable, but it makes the circuit delay unknowable and thus unreliable for a clocked rng (you can never know if it will produce a valid result within any specific time, although you can get effective reliability).
If i may say, the thing that realy screwed my up was my thought that the dropper selected an item not a slot, and also, i was just showing off the overall and gate design not the dropper system, thats been done so many times ,so sorry for the misconception. well thanks for telling my i was wrong.
Investigate the inner workings of his "Oversized Enchanting Table" for quite possibly the best randomizer concept in the game, it doesn't have to be for enchants and even though it is for the purpose used in the video, it doesn'thave to be triggered by a player, it can be triggered in a large number of ways.
Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
People asking for guides for single layer contraptions make me sad.
Oh well. If you insist: Download
or mabey I wanted it so I can just copy it to mcedit buddy : )
Took me a little while to understand and do the maths behind this, but it seems to check out to be unbiased.
Starting with a value of 10 the randomisers then subtract from that. So the last 2 hopper droppers are straight binary 1/4 -0, 1/4 -1, 1/4 -2, 1/4 -3, then the 2nd hopper dropper give them a 4/5 chance to be active so multiplying them gives 4/20 -0, 4/20 -1, 4/20 -2, 4/20 -3 as well as the 1/5 chance with 3rd one to get -4 they can all be turned into 1/5 chances. Then the very first hopper is just a 1/2 chance of -5 which is added to the others giving an additional 5 outputs.
Very nice design, did you come up with it Entity?
Question you have on redstone? Feel free to pm me here, or on my Youtube account.
Yep. Had the idea earlier, but never really had a need for non-binary ones so I didn't bother making it before.
Also in part because of the rather big downside of these. You really have to build this sort of RNG specifically for the range you want it for, they can't be extended.
Also, it's possible to make this a lot more compact, but the OP said no pistons
It uses spawners, but it's not location dependent and it's 100& reliable and redstone controlled. It spawns one falling sand entity when you set it up correctly, and it can activate a wood pressure plate and also they are able to be set not to drop the sand when they break, ,so there's virtually no issues with it that anyone has come up with. you just need mcedit and Trazlander's filters to set it up.
Watch the video, since i can't give it justice just via text. it's sweet anyways
Trazlander is awesome, and a genius. if you don't follow him you should. lol
ive already seen the video. it would make for a compact design, but does not exactly fall under the requirements
Sir, you are a true redstone badass
so, I tried installing your previous design on the map, but I was having an issue:
when the randomizer is changing signal strength to change the output, the torches between the final output and the previous output light up and send a signal. is there an easy way around this?
I already said that on page 1.
Edit: pro tip: RS latch hooked to the input that turns on the output after a delay, but instantly turns off when input turns off again.
That's pretty nice. I would hate to have to put up with the spam that generates when randomizing though
once the command block programming is done you do ./gamerule commandBlockOutput false, and you wont see any of that anymore
{hint} Be good at math!
Sorry to be the one to tell you this, but a stack has the same chance as a single item to be chosen, you just made a lot of 1/9 randomisers.
Just for funzies i morphed Entity and Xclak's randomisers together. Using fractions and the decoder to make a 0-9 output.
Question you have on redstone? Feel free to pm me here, or on my Youtube account.
If they did have a 1 in 512 chance, 14 of them wouldn't be 1 in 7,168 (i.e., 14×512), 14 would be 1 in 512^14. But it's actually 1 in 9^14.
I agree with the other guys, this is not a very good design, plus, it is irrelevant to my original post. that is probably the most common 'randomizer' that people show off, but in all honesty. it is really bad.
Koala:
Nice!I may do a YouTube tutorial on different randomizers things like my variation of XClak's, Entity's, and mabey Koala's if I figure out that one too.
Investigate the inner workings of his "Oversized Enchanting Table" for quite possibly the best randomizer concept in the game, it doesn't have to be for enchants and even though it is for the purpose used in the video, it doesn't have to be triggered by a player, it can be triggered in a large number of ways.
Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoatnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.