I'm proud inventor of WTF gate, but I'm still not completely sure I understand how it all works :?
No. This is a serious business thread. Go troll someplace else.
WOAH WOAH WOAH! CLAM DOWN THOSE HORSES! Trolling is going out of your way to do stuff that annoys, insults and genreally just makes people wanna punch your lights out. At most that could be considered spam but he is talking about logic gates so he is on topic.
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Quote from Demoburd »
How to feel cool on Minecraft forums:
>New Feature is announced
>Begin claiming it ruins the game "MINECRAFT ISN'T A BED/DOG/HAVING FUN SIMULATOR, IT'S ABOUT STANDING IN YOUR HOUSE WITH NOTHING TO DO ALL DAY REMOVE EVERY FEATURE GUH"
I wanna provide justice answer: No, now YOUR trolling. He may not have the skils to do what you do but that dosent mean you have to be shitting on him for trying to contribute.
Now lets just let this go.
EDIT: Sorry, ignore this post.
Rollback Post to RevisionRollBack
Quote from Demoburd »
How to feel cool on Minecraft forums:
>New Feature is announced
>Begin claiming it ruins the game "MINECRAFT ISN'T A BED/DOG/HAVING FUN SIMULATOR, IT'S ABOUT STANDING IN YOUR HOUSE WITH NOTHING TO DO ALL DAY REMOVE EVERY FEATURE GUH"
In case you didn't know, it takes a two place binary number (hence the 2) and converts it to a signal on one of 4 lines (D0 if the number is 0, D1 if the number is one, etc.)
here's a picture of the diagram I used, it explains it better:
I wired it much differently than that, my AND gates were in a square so I wired A1 to a NOT gate wired to D0 and D1 then added another NOT and wired that to D2 and D3, which made the wires a lot less tangled. After doing a lot of similar things, my design only has two crossovers instead of four.
Next up is the 3-8 line decoder and it's ready to be in my computer design.
In case you didn't know, it takes a two place binary number (hence the 2) and converts it to a signal on one of 4 lines (D0 if the number is 0, D1 if the number is one, etc.)
here's a picture of the diagram I used, it explains it better:
I wired it much differently than that, my AND gates were in a square so I wired A1 to a NOT gate wired to D0 and D1 then added another NOT and wired that to D2 and D3, which made the wires a lot less tangled. After doing a lot of similar things, my design only has two crossovers instead of four.
Next up is the 3-8 line decoder and it's ready to be in my computer design.
You can make a NAND truth table, which is remarkably compact. That's how I made a 4-16 line decoder for my first 7 segment display.
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My Youtube channel.
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
In case you didn't know, it takes a two place binary number (hence the 2) and converts it to a signal on one of 4 lines (D0 if the number is 0, D1 if the number is one, etc.)
here's a picture of the diagram I used, it explains it better:
I wired it much differently than that, my AND gates were in a square so I wired A1 to a NOT gate wired to D0 and D1 then added another NOT and wired that to D2 and D3, which made the wires a lot less tangled. After doing a lot of similar things, my design only has two crossovers instead of four.
Next up is the 3-8 line decoder and it's ready to be in my computer design.
Thats pretty cool dude. If i could comprehend it, at least. It sounds cool though! all I saw was penises
Okay, a friend of mine wanted a gate or gates that would change output any time either one of two inputs changed. Is there anything like this? I don't feel like searching all 21 pages.
Okay, a friend of mine wanted a gate or gates that would change output any time either one of two inputs changed. Is there anything like this? I don't feel like searching all 21 pages.
I have a question; how do you slow down a circuit with as few pieces of red stone and/or torches as possible?
I have a direct line from a switch to a door, but I want it to take a while to get there... the problem is, even with 10 or so inverters, it's barely stalled at all.
So, uh... is there a smaller way to do this? Part of the reason is that this is for an adventure-style map, and space is a big issue in a lot of places.
So, uh... is there a smaller way to do this? Part of the reason is that this is for an adventure-style map, and space is a big issue in a lot of places.
He just told you, either chain a lot of inverters or build a counter+clock setup (which I would suggest, myself). Unless you want to get into one-time use mechanical stuff, that's the only way.
So, uh... is there a smaller way to do this? Part of the reason is that this is for an adventure-style map, and space is a big issue in a lot of places.
He just told you, either chain a lot of inverters or build a counter+clock setup (which I would suggest, myself). Unless you want to get into one-time use mechanical stuff, that's the only way.
One-time use is pretty much all I need it for; a lot of inverters takes up too much space in some cases... I might be able to fit them in other cases, although it's really difficult working underground.
How big does a counter+clock setup get?
I have found a solution to the problem, i am using a different design for my counter although it still uses the same number of flip flops.
I am going to have all the flip flops run on one clock input so although they all have a delay they will all delay at the same time.
All there is now is to build the clock itself, wish me luck guys!
CLOCK UPDATE:
*image*
Here is the clock so far, at the moment this includes 4 jk flip flops that make up the first counter. I have run out of red ore and i refuse to save edit so building is put on hold until i can find some.
Next objective is build binary to decimal decoder.
The website below shows a simple way to wire the JK flip flops together to convert to decimal. Makes it so the flip flops automatically rest to 0 after 9 without having to make a special decoder for it. I used it on my counter that I built this last week. Though it looks like you managed to build a much better JK flip flop then i did.
It also shows how to wire 3 JKs together to count from 0-5 (for the tens place of the minutes and seconds).
The website below shows a simple way to wire the JK flip flops together to convert to decimal. Makes it so the flip flops automatically rest to 0 after 9 without having to make a special decoder for it. I used it on my counter that I built this last week. Though it looks like you managed to build a much better JK flip flop then i did.
It also shows how to wire 3 JKs together to count from 0-5 (for the tens place of the minutes and seconds).
The website you showed me actually contains the very circuit i am using. Although this circuit does not convert to decimal it counts from 0-9 in binary.
The decoder i am making is for my seven segment display to display the time.
We must be approaching the same problem in two different ways =) Are you planning on setting up a 5 bit counter to count all the way to 60, then decode that number into the 2 displays? Then a similar setup for the 12 hours?
I'll just leave you be. Can't wait to see the end result. I've been kinda working on the same type of thing. Gotta say though, I need to find a better way to run the 7 segment display. My current setup is waaay too bulky and nasty.
It looks like no one has posted a working T flip-flop in the new redstone system, so I'll post mine. I had some success building this, but I had some connection issues, so it didn't work as expected. Design Source.
= Input (CLK) = Q = Q' = torch = wire = block = wire on block = bridge (wire on block above wire)
All torches are attached to adjacent blocks.
It'd be great if others confirmed the behavior of this flip-flop circuit. I think it's rising-edge triggered. I designed it after the link above, which uses NANDs, while using NORs in the design (because they are more basic in Minecraft) without making any other concessions, so I'm not sure about the specifics. I'm pretty sure, though, that a T flip-flop cannot be designed with fewer than 8 NANDs or NORs (which earlier attempts on this thread have done) without sacrificing the edge-triggering behavior necessary for binary counters.
EDIT: In other news, I have also found a more compact 5-clock. It utilizes the fact that torches can directly power blocks above them (which I didn't know myself until reading it here). It is 3x6x2, as compared to 3x7x2 on the wiki (counting redstone as a block).
Level 1: [] [] [] [] []
[]
Level 2:
[] [] [] [] [] [] [] [] [] [] [] []
To generalize, sequences of torches in a long cycle like this: (side view)
can be shortened to this:
[] [] [] [] [] [] [] []
which trades height for breadth (which is the more restrictive in most cases).
WOAH WOAH WOAH! CLAM DOWN THOSE HORSES! Trolling is going out of your way to do stuff that annoys, insults and genreally just makes people wanna punch your lights out. At most that could be considered spam but he is talking about logic gates so he is on topic.
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
I dont wanna start a flame war answer: yes.
I wanna provide justice answer: No, now YOUR trolling. He may not have the skils to do what you do but that dosent mean you have to be shitting on him for trying to contribute.
Now lets just let this go.
EDIT: Sorry, ignore this post.
I think that's a combination of a few types of gates. Looks like two NOT gates and an OR gate to me.
Edit: Although, your setup is a bit strange, so I could be mistaken about the actual gates, but it has the same effect.
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
In case you didn't know, it takes a two place binary number (hence the 2) and converts it to a signal on one of 4 lines (D0 if the number is 0, D1 if the number is one, etc.)
here's a picture of the diagram I used, it explains it better:
I wired it much differently than that, my AND gates were in a square so I wired A1 to a NOT gate wired to D0 and D1 then added another NOT and wired that to D2 and D3, which made the wires a lot less tangled. After doing a lot of similar things, my design only has two crossovers instead of four.
Next up is the 3-8 line decoder and it's ready to be in my computer design.
if you need to contact me I am currently trying this on this server.
You can make a NAND truth table, which is remarkably compact. That's how I made a 4-16 line decoder for my first 7 segment display.
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
Huh? I know what a NAND truth table is, but I don't see how it applies to this.
Thats pretty cool dude. If i could comprehend it, at least. It sounds cool though!
all I saw was penises
Actually, I think he was talking about one minetrack switch, controlled by two switches, which both act as though they are the only switch.
I have a direct line from a switch to a door, but I want it to take a while to get there... the problem is, even with 10 or so inverters, it's barely stalled at all.
Tell them Starvern sent you
Tell them Starvern sent you
He just told you, either chain a lot of inverters or build a counter+clock setup (which I would suggest, myself). Unless you want to get into one-time use mechanical stuff, that's the only way.
One-time use is pretty much all I need it for; a lot of inverters takes up too much space in some cases... I might be able to fit them in other cases, although it's really difficult working underground.
How big does a counter+clock setup get?
Tell them Starvern sent you
The website below shows a simple way to wire the JK flip flops together to convert to decimal. Makes it so the flip flops automatically rest to 0 after 9 without having to make a special decoder for it. I used it on my counter that I built this last week. Though it looks like you managed to build a much better JK flip flop then i did.
It also shows how to wire 3 JKs together to count from 0-5 (for the tens place of the minutes and seconds).
http://www.play-hookey.com/digital/decimal_counter.html
We must be approaching the same problem in two different ways =) Are you planning on setting up a 5 bit counter to count all the way to 60, then decode that number into the 2 displays? Then a similar setup for the 12 hours?
I'll just leave you be. Can't wait to see the end result. I've been kinda working on the same type of thing. Gotta say though, I need to find a better way to run the 7 segment display. My current setup is waaay too bulky and nasty.
I made a 4004 chip like you said. Can I have that cookie now?
Pigs go Oink and Cows go Moo
Sheep go Bah and Creepers go BOOM
[] []
[] []
[]
[]
[]
[]
[]
[]
[] [] [] [] [] [] [] []
All torches are attached to adjacent blocks.
It'd be great if others confirmed the behavior of this flip-flop circuit. I think it's rising-edge triggered. I designed it after the link above, which uses NANDs, while using NORs in the design (because they are more basic in Minecraft) without making any other concessions, so I'm not sure about the specifics. I'm pretty sure, though, that a T flip-flop cannot be designed with fewer than 8 NANDs or NORs (which earlier attempts on this thread have done) without sacrificing the edge-triggering behavior necessary for binary counters.
EDIT: In other news, I have also found a more compact 5-clock. It utilizes the fact that torches can directly power blocks above them (which I didn't know myself until reading it here). It is 3x6x2, as compared to 3x7x2 on the wiki (counting redstone as a block).
Level 1:
[]
Level 2:
[] [] []
To generalize, sequences of torches in a long cycle like this: (side view)
can be shortened to this:
[]
which trades height for breadth (which is the more restrictive in most cases).