A single-wide collapsible bridge can be made efficiently by following a Sierpinski triangle design. For example, a 12-wide bridge would look like this:
The bottom leg is optional, depending on whether you want the base on the side or middle. By following the pattern, you can create any bridge of length 3(2^i). Side note: apparently when using dynamite, the sand falls before the dynamite destroys blocks, so demolishing the bridge in this manner blows the whole thing up!
Collapsible Platform.
This one's a bit more complicated. A single block can support 5 blocks on top of it in a cross shape. This pattern tessellates if the crosses are arranged in a knight's move relative to one another. 5 crosses makes a single platform.
key:
=sand/gravel
= torch
[] = air
= central shafts (sand/gravel)
Level 5:
[] []
[] []
[] []
[]
[] []
[] [] [] []
Level 4:
[] []
[] []
[] []
[]
[] []
[] [] [] []
Level 3:
[]
[] []
[] [] [] [] []
[] [] []
[]
[] [] []
[]
Level 2:
[]
[] [] []
[] [] []
[]
[] [] []
[] [] []
[]
Level 1:
[]
[]
[] [] []
[] []
[] [] []
[]
[]
This platform, in turn, tessellates with a cardinal translation of 5 squares, so you can combine them into larger platforms. On the underside, you can connect them with another Sierpinski triangle framework.
Note: make sure that the central shaft of the platform can fall at least 5 squares, or the platform won't properly collapse.
I'll add other structures as I think of them. Feel free to contribute any others. Logic gates in particular come to mind, but I don't remember what they look like.
*edit*
3x3 tunnel floodgate.
Airlock will close if tunnel floods. However, you can automatically reopen the tunnel by hitting the torch in the side wall. This lets a second water source flow into the lower compartment and drop the floor, opening the floodgate. There's about a 3 second delay to drop the gate.
mind**** only part i understood was it works xD if you love us make a save file with these already set up so people who understand better by seeing can try it ...<3?
I had an idea for a XOR gate. I was going to use wood and lava but the speed of water and torches seems alot better.
2 of the following tunnels, linked will XOR if I remembered the design right:
Join sponge to sponge and shelf to shelf, inputs go in the top.
I'll also be adding a clocking input that starts the proccess when received and only exits the gate when processing is done; otherwise the gate won't know the difference between 0 input and null input.
see when multiplayer comes out i have an incase of raid idea:
imagin an platoue with a lake in the center, a very deep one.now imagin a city in the middle and its connect to land with three bridges and a support under it.now imagine in the center of the town a courtroom that houses: trials,judges,the king and a secret tunel with in it a block of tnt now when you destroy that block it blowes up all of the bridges preventing entering of the city by bandits
i'm trying to make addition gates, and so far i can add binary single-digits that can form a two digit binary number
so 1+1 = 2 1+0=1 0+1=1 and obviously 0+0=0... It took a ton of space to make, and i'm going to try for adding double digits to each other next. :biggrin.gif:
Rollback Post to RevisionRollBack
Life is like minecraft. You can build a castle, or you can bury yourself in the sand.
updated my XOR gate to show the mirrored switching design, has anyone managed to come up with anything simpler for XOR?
Could you take a pic of your XOR gate?
i've made an AND->XOR gate, which is in a video i'm about to upload, for just that gate, It would be almost exactly like yours, but with one layer off the middle, so that the water can reach the torch, and a canal on surface level so that you can actually see where the water is going... i'll try to make a diagram
Rollback Post to RevisionRollBack
Life is like minecraft. You can build a castle, or you can bury yourself in the sand.
= Rock
[iron] = Air
:!: = Torch
= sand/gravel
= Water input (wet=1)
Added delay: 2 ticks (vs. straight line)
(note: the torch in L2 connects to the sand block to its right)
Whew! This was way harder than such a simple thing has any right to be, but I think it turned out well. :smile.gif:
I haven't tested this to make sure the water behaves properly when the top stream drops down, but otherwise, this should work. One thing to keep in mind is that if you combine this gate with other gates, you may need to add a timing circuit so the other gates know when they've waited long enough for a 1.
I'll try and see if it is possible to do an all-sand version for things that need to be fast. In that scenario, the mere movement of water from one square to the next is slow enough to act as the timing circuit.
*edit*
Hell, the other gates become simple once you do it that way...
Collapsible structures:
A single-wide collapsible bridge can be made efficiently by following a Sierpinski triangle design. For example, a 12-wide bridge would look like this:
[] [] []
[] [] [] [] [] []
[] [] [] [] []
[] [] [] []
[] [] [] [] []
[] [] [] []
[] [] []
[] []
[]
key:
=sand/gravel
= torch
[] = air
The bottom leg is optional, depending on whether you want the base on the side or middle. By following the pattern, you can create any bridge of length 3(2^i). Side note: apparently when using dynamite, the sand falls before the dynamite destroys blocks, so demolishing the bridge in this manner blows the whole thing up!
Collapsible Platform.
This one's a bit more complicated. A single block can support 5 blocks on top of it in a cross shape. This pattern tessellates if the crosses are arranged in a knight's move relative to one another. 5 crosses makes a single platform.
key:
=sand/gravel
= torch
[] = air
= central shafts (sand/gravel)
Level 5:
[] []
[] []
[] []
[]
[] []
[] [] [] []
Level 4:
[] []
[] []
[] []
[]
[] []
[] [] [] []
Level 3:
[]
[] []
[] [] [] [] []
[] [] []
[]
[] [] []
[]
Level 2:
[]
[] [] []
[] [] []
[]
[] [] []
[] [] []
[]
Level 1:
[]
[]
[] [] []
[] []
[] [] []
[]
[]
This platform, in turn, tessellates with a cardinal translation of 5 squares, so you can combine them into larger platforms. On the underside, you can connect them with another Sierpinski triangle framework.
Note: make sure that the central shaft of the platform can fall at least 5 squares, or the platform won't properly collapse.
I'll add other structures as I think of them. Feel free to contribute any others. Logic gates in particular come to mind, but I don't remember what they look like.
*edit*
3x3 tunnel floodgate.
Airlock will close if tunnel floods. However, you can automatically reopen the tunnel by hitting the torch in the side wall. This lets a second water source flow into the lower compartment and drop the floor, opening the floodgate. There's about a 3 second delay to drop the gate.
key:
=sand/gravel
= torch
[] = air
= watersource
front half:
[]
[] []
[] [] [] []
[] [] [] []
----------------------floor
[]
[]
[] [] [] []
[] [] [] [] []
[]
back half:
[] [] []
[] [] [] []
[] [] [] []
----------------------floor
*edit* *edit*
Made a slight change to Level 2 of the platform design so that it can collapse fully with a single space drop.
EDIT:
Ninja'd
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
2 of the following tunnels, linked will XOR if I remembered the design right:
[gold]
[gold] [gold]
[gold] [gold]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold]
That is the tube layout, gold = air, brick is torch
Sponge and shelf are horizontal tunnels.
Other tunnel:
[gold]
[gold] [gold]
[gold] [gold]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold]
Join sponge to sponge and shelf to shelf, inputs go in the top.
I'll also be adding a clocking input that starts the proccess when received and only exits the gate when processing is done; otherwise the gate won't know the difference between 0 input and null input.
just made an AND gate.. goal is to eliminate a torch to make the value 1 otherwise, if the torch is lit, its zero.
will post a vid when its day again'
does an OR gate turn off if 2 values of 1 are input?
00->0
01->1
10->1
11->1
XOR:
00->0
01->1
10->1
11->0
:biggrin.gif:
[iron] [iron] [iron] [iron]
[iron] air
wood
tnt
as cobble stone
imagin an platoue with a lake in the center, a very deep one.now imagin a city in the middle and its connect to land with three bridges and a support under it.now imagine in the center of the town a courtroom that houses: trials,judges,the king and a secret tunel with in it a block of tnt now when you destroy that block it blowes up all of the bridges preventing entering of the city by bandits
in other words:
so 1+1 = 2 1+0=1 0+1=1 and obviously 0+0=0... It took a ton of space to make, and i'm going to try for adding double digits to each other next. :biggrin.gif:
Could you take a pic of your XOR gate?
i've made an AND->XOR gate, which is in a video i'm about to upload, for just that gate, It would be almost exactly like yours, but with one layer off the middle, so that the water can reach the torch, and a canal on surface level so that you can actually see where the water is going... i'll try to make a diagram
[iron]
[iron] :!:
[iron] [iron] [iron]
[iron]
L1
[iron] [iron]
:!:
[iron]
L2
:!:
L3
L4
= Rock
[iron] = Air
:!: = Torch
= sand/gravel
= Water input (wet=1)
Added delay: 2 ticks (vs. straight line)
(note: the torch in L2 connects to the sand block to its right)
Whew! This was way harder than such a simple thing has any right to be, but I think it turned out well. :smile.gif:
I haven't tested this to make sure the water behaves properly when the top stream drops down, but otherwise, this should work. One thing to keep in mind is that if you combine this gate with other gates, you may need to add a timing circuit so the other gates know when they've waited long enough for a 1.
I'll try and see if it is possible to do an all-sand version for things that need to be fast. In that scenario, the mere movement of water from one square to the next is slow enough to act as the timing circuit.
*edit*
Hell, the other gates become simple once you do it that way...
AND Gate
:!: [iron]
L1
[iron]
L2
------------------------------------------------------------------
OR Gate
[iron]
[iron] [iron] [iron]
L1
[iron] [iron]
L2
--------------------------------------------------------------------
NOT Gate
[iron]
[iron]
L1
[iron] :!:
L2
L3
L4
= input from timing circuit
--------------------------------------------
NOR Gate
[iron] [iron] [iron] [iron]
L1
:!: :!:
L2
L3