Are you saying that I could use a certain well-known local memory editing program to change the amount of light being emitted by a block?
Search for a 256-byte array, where each byte is the light emission amount for that blocktype. Torches are 14, Furnaces are 14, Lava is 15. Some other blocks have light emission values, too. It's likely to be near the light-absorption array.
I can't seem to be able to copy down the T-Flip-Flop listed on the wiki and have it work. Has anyone had any success in this regard, and if so, could they post the circuit here?
The simulator - I haven't tried it in the game yet, but its listed on the wiki as a t-flip flop and its not the t-flip flop from before Notch's redstone update.
I was just messing around with latches, trying to do something. I'm also way behind on sleep atm. When I finish it I'll upload the binary adder I'm working on with a "digital" display.
Rollback Post to RevisionRollBack
"BTW is made in the spirit that Minecraft, like bondage, gets better as you become more restrained."
Dunno if this is the right place to post. But I am working on a nice Redstone project atm, using your simulator. Saving me a lot of time, not only in building but collecting/hacking to have over 2000 redstone >.<
Anyway, the project is an Advanced Lock of sorts. It has 11 button, 0-9 and a reset button. The idea is that you have to enter a 10 number sequence where each number button is pressed once, if you press the wrong button you have to start over.
At the moment I have only completed the basic function. The model doesn't reset when you press the wrong button, otherwise it is fully functional. Was hoping to build this someday and fraps it, put up a video on youtube.
Anyway, I was wondering if anyone would be interested in looking at my save, perhaps come with constructive feedback. It has taken a lot of hours to build and hopefully I don't get massacred to much by you people.
If interested, where should I upload it to?
Features.
Finished - Number buttons: 0-9/1-10
Finished - Reset button.
Hack mechanism, if the wrong button is pressed, you need to reenter the entire code from the beginning.
Think it is finished - As easy to reprogram as possible.
Door automatically closing after about 20 seconds.
Not sure if I will add progress torches. For each button you press, right or wrong, you have a redstone torch lighting up.
Dangit, I thought I was being original with that idea.
I have 2 bugs to report:
1. This is an important bug because the behavior from the game differs:
(the middle torch has been edited in, it is attached to the gray block)
Try building this in the game, and you will see that the whole bottom line has to be lit. Your simulator probably treats the torch like the block and doesn't connect the left and right part of the wire.
2. This isn't really that important, but gets kinda annoying:
You can see that the lower part of the toolbar has been cut off. This happens when the Y axis of the grid is longer than the Y of the window.
Bug #1 is definitely a serious problem and I am glad you caught it. You are correct; wires were only transmitting down if there was air at-level (instead of non-blocks). I'll get 1.41 out as soon as possible. EDIT: Done.
Bug #2 for me only cuts off a tiny bit of the bottom border, and leaves all the designs intact. Are you using Vista or 7? (I have Win7 x64)
I have the same issue as toi. The larger your layout the more cutoff it becomes, at least it seems that way, and though I can still use it, it looks rather strange. I'm also running Win7 x64.
Rollback Post to RevisionRollBack
"BTW is made in the spirit that Minecraft, like bondage, gets better as you become more restrained."
[*:23ekdylo]torch over air, switch over air, button over air, etc.
[*:23ekdylo]torch over wire, switch over wire, button over wire, etc.
[*:23ekdylo]wire on block on block
-.- It's starting to get difficult to tell what layer I'm editing. Could you add an option to change display modes?
Like...
A) show wire, torch, block, and air (ONLY this layer)
:cool.gif: show A, plus wire on block, torch on/over block, air over block (this layer and layer +1)
C) show B, plus shadow blocks on layer +2, and torches attached to shadow blocks (torches on layer +2)
[*:17y9ciyi]Make the Esc button cancel cloning.
[*:17y9ciyi]Make so that when you select what you want to clone, it automatically goes down to the lowest layer of what you are cloning (I often make mistakes by not going down myself, and can imagine other people having the same problem)
[*:17y9ciyi]Status bar with the coordinates of the tile under the cursor. (Maybe put all the counters there as well?)
First two make sense, and are simple enough. I actually have pressed escape automatically when I wanted to get out of clone mode. Usually, if I press it on accident, I just click three times in the same spot. Also, I'm going to self-report a bug I've seen, where I occasionally delete one of the corner tiles while cloning. Will address.
Status bar would be nice, but is farther down the list. It will probably coincide with a toolbar and menu (to make it look more like a standard win app).
Quote from toi333 »
More difficult:
[*:17y9ciyi]Make an option (possibly a check box) to make the wires face the more intuitive directions, not the normal way it is made in the game. For example, the picture in the post I quoted below. This intuitive way wouldn't bend the wire, it would just make a straight line (or probably even better, make it end in the middle of the square). One of the more extreme examples is a 2 tick tiny XNOR I made, you can see how counter intuitive the two side wires are. Could this prove to be good for the wiki?
Although this is not too difficult (screenie of the dev version):
I don't know whether it would be best for the wiki. Although it is counter-intuitive, people have mostly gotten used to it, and some parts can be counter-intuitive in the new version as a result. For example, after making this design in the new system, I realized that the center-left redstone was unnecessary. I removed it, but it didn't work. After a while I realized why: in Minecraft's system, a wire which doesn't connect to anything points in all directions, and will power any blocks around it. That means it would power the blocks above and below it, and for the circuit, that's not desired. So should I make the wire point that way or not? After all, it does receive power from that block (through the switch), but it doesn't transmit it back, unless the other wire is deleted. (Goes without saying that I don't intend to change the actual propagation of power.)
Quote from toi333 »
[*:17y9ciyi]Selection system. You would select the same way you clone now. When you have something selected than you can copy, cut or delete it, or...
[*:17y9ciyi]screenshot every layer of it automatically...
[*:17y9ciyi]and make a gif!
Interesting thought. Although the possibility of automatic screenshots has come up before, combining it with a selection tool considerably increases the versatility of the feature. I'll see what I can do.
(Fun fact: the selection colors for clone came -- directly -- from the portal colors from my favorite game.)
Quote from toi333 »
[*:17y9ciyi]Add the letter blocks (with the same font as in the pictures on the wiki, I like it).
Although I like the idea, I'd been hoping to export to .schematic file format (see earlier in this thread), and that basically means that I can't store any data that doesn't survive import/export from Minecraft (by way of MCEdit). I just Photoshop the letters in (using GIMP :tongue.gif: ) after the fact. If you must know, I'm using 22 point Arial Black. I also add in the bars by hand, since Black doesn't have much Unicode support.
Quote from toi333 »
Quote from cooldudetb »
I found what might be a bug.
The two upright and raised torches in the image should both be off, as they are both powered. However the top torch remains on. It's probably because the wire connected to the top torch is cornered. I don't think this is intended logic, but it might be.
Other than that, great simulator.
Nothing weird about that. It's the way it is supposed to work. Yeah, it's counter intuitive, but that's the way Notch made it.
Not much more I can say. Remember: my first allegiance is to Notch, not to reason.
EDIT: I guess there is more I can say. From the first page:
Quote from Baezon »
Quote from Kairuni »
Buttons operate like switches, but only stay on for a moment. t's very easy to delete a switch when you try to simulate a button's delay.
Also, for some reason, things like this aren't working:
= redstone on ground
= a block with a torch on top of it
But
works fine.
Try it yourself in Minecraft to see that that is intended behavior, although I agree it is very counter-intuitive. The way I have the logic is this: a block which is figuring out if it is wire-powered first looks around for adjacent powered wires. (Both examples have this.) Then is ascertains that the powered wire has nothing to its left or right which it wants to connect to (i.e. other wires, switches, or torches). If there are things there, the block won't power, and the torch will stay on. (Even if the wires seem to imply that they are connecting.) Try adding a bit of wire off to the side of your second example and watch the light turn back on. Go figure. [EDIT]
Although I like the idea, I'd been hoping to export to .schematic file format (see earlier in this thread), and that basically means that I can't store any data that doesn't survive import/export from Minecraft (by way of MCEdit).
I'm not sure how you're gonna fit all of that into one of your grid cells, though.
The new version (v1.6) is all you dreamed of and more! Two major new features:
Import of .schematic files and .dat chunk files. Sorry, no export yet.
A new button, "Options...", which opens up a mini-dialog with these options:
[*:1bhkaqlz]Cyclic (in X and Z only) -- torches, wires, power, and everything else "bleeds" over the edges and wraps around. You can even connect a torch to a block on the other side of the field!
[*:1bhkaqlz]"Natural" wire connections -- this is the mode Toi333 just suggested above. Wires only point in a direction if they are receiving power from or are powering the tile. To avoid confusion, unconnected wires form "squares" instead of crosses and singly-connected wires don't extend all the way across the tile. (Try it out to see what I mean.) That way, screenshots in this mode should be distinctive enough that the different pointing direction doesn't throw anyone off.
[*:1bhkaqlz]Ground switches power blocks below -- As you may or may not know, there are two kinds of ground switches -- E/W, and N/S. I forget which is which, but one of them powers the block below them, and the other doesn't. Until I implement proper support for this, you can satisfy yourself with this option, which will make all ground switches behave in one of these manners.
[*:1bhkaqlz]Show 1/2/3 layers / Show bridges -- Feature asked for a moment ago. In 1 layer mode, no 2-layer palette options are available, and only 1 layer is visible. In 2 layer mode, bridges and wire-block-blocks are not visible. In 3 layer mode, you have the option to have a wire on a gray background mean wire-block-wire (as it is now) or wire-block-air (with the "show bridges" option disabled). They cannot both be viewed simultaneously, as that would cause ambiguity (which I have tried very hard to avoid).
Another thing that would greatly improve this natural mode are arrows. If a wire is getting input from something then make a small arrow pointing in (like letter 'Y'), if inputting into something then make a normal arrow pointing out, and if it is both then make it look like it is now, just a normal line.
Interesting. The one thing I have against this idea is that I want the tiles to be iconic, so that you don't have to squint to see details. This is in conjunction with a dormant feature (since 1.2): the ability to change the scale. This is currently visible when you resize the window and the palette shrinks to fit. The minimum size is 1/3 of the current one, and I want tiles to be distinguishable at that scale. Adding little fins to the wires will complicate the picture. What about colored tips? Like the door hinge, but using different (non-power-related) colors, like black and green or something. In any case, it's low on my priority list (as well as yours, apparently).
Quote from toi333 »
I suggested the letter blocks because they can be used in conjunction with automatic screenshots to make images like the ones for the wiki with a click of a button. One way you could implement letter blocks is to make them behave just like wires. I have two ideas of how to select them. First is having a separate palette you can invoke with a special button. Second is to have one letter block in existing palette and when you place it you get letter A, then you can rotate between all letters by simply pressing the middle mouse button, or even better, turning the mouse wheel forward gives you the next letter, and backward the previous.
I figured that was the reason for your suggestion, but you should realize that I do quite a few things in post-production to make those images.
[*:2wytfosv]I add the letters.
[*:2wytfosv]I add multiple layers for designs that need it.
[*:2wytfosv]I cut out the designs (and leave transparency) to make it obvious what constitutes the design as separate from others.
[*:2wytfosv]I label the designs with bigger letters.
[*:2wytfosv]I add level indications for animated multi-level designs.
[*:2wytfosv]I limit the palette to 32 colors for size reasons (at some loss to anti-aliasing).
Even if I add letters, it would only cover the first two bullets. So I still wouldn't be able to make them in one step. Anyway, I would make the letters behave like switches (without powering any neighboring blocks, like regular switches), and I would have them as an extra palette option, which would require a key to be typed immediately after being placed. Typing ~ first would draw a bar and wait for another letter.
Quote from toi333 »
About the cyclic field, I don't really see any use to this. What did you have in mind? (Maybe Minecraftlandia is a planet like ours, and you can circumnavigate it. That means you could also build a ridiculously over-sized circuit around the whole planet (if not for 300 blocks limit). If that proves to be true, there might be some potential to that feature. xD)
It was actually a dormant feature from 1.4 or so, and I added it while I was designing my rule 30 CA. In a cellular automaton, each cell computes its value based on the previous values of itself and its neighboring cells. This way, I can design with wires actually going off the edge and wrapping around, and mimicking the many-times-copied-over version which I would eventually build in Minecraft.
In short, it's great for cell-based designs where wires need to wrap around because there will be 100 of them in the real thing. Too bad you can't have it in the real thing, since then you have to deal with edge cases and the like.
Quote from toi333 »
Why didn't you implement first two of my suggestions? They are pretty easy, and you seemed to agree that they would be useful.
Sorry, I got ahead of myself with all the new features. I just added them to the dev version, so you'll see it in the next version.
Quote from toi333 »
About the levers, you wrote that on the wiki, I wasn't aware of that fact before. Notch really knows how to make things more complicated than necessary, but I guess it can have it's uses.
If you ask me for an opinion on priorities, I'd say:
(0. Easy stuff regarding cloning I mentioned)
1. Exporting .schematic
2. Selection system
3. Screenshot system
4. Letter block (if you agree to add it)
5. Arrows for natural mode (again, if you agree to add them)
I doubt Notch planned for it to be that way. It's just a semi-bug which isn't worth fixing.
I see from your list that you expect me to get to work on exporting .schematic's. I was hoping to do that for 2.0, which would then mean a lot of architectural changes (see page 2 for a list). I feel now like I'll never get that done. Oh well. I guess I can implement it. Prepare for 1.7!
Are you prepared yet? Well too bad, 'cause v1.7 is here!
Features:
[*:3nt666sh]Escape to escape clone mode
[*:3nt666sh]automatically returns to the bottom of your selection after step 2 of clone mode
[*:3nt666sh]Exporting of .schematic files!
There are a few choices which have to be made to translate an MCRedstoneSim diagram into a piece of Minecraft real estate, and until I implement a way for you to choose, I'm choosing for you. All doors are iron doors. All switches and pressure pads are switches (not that I had pressure pads to begin with, but these are converted on import). All blocks are grass/dirt (grass is grown everywhere it can, with dirt everywhere else). I guess choices in this regard can be added to the requested feature list.
EDIT: I forgot, but I also modified some tick stuff in 1.6. The speed is now 16 ticks per second instead of 10 ticks per second, as this is apparently the limit speed for ticks in Minecraft. I'm not sure about this, so tell me whether you think it is too fast. Also, press enter to pause/play and period to tick.
One quick question. Are the states of wires preserved after exporting? If that is true, you wouldn't believe how much time you have just saved me.
I can confirm that this is the case. I saved a small circuit, craned it in, and checked the Data values. They matched what I expected. (I also found an error in my material names.)
Good job, Baezon! I'll play around with this some more tomorrow.
Awesome stuff man, and that was really fast.
Now I don't have to rebuild these monstrous clocks in MC! Thank you!
One quick question. Are the states of wires preserved after exporting? If that is true, you wouldn't believe how much time you have just saved me.
As codewarrior has stated, I preserve everything which I can, including the power states of wires. But I am curious, why does it matter to you? Aside from looking a little odd and perhaps needing a little refreshing, what would happen if they weren't preserved? I imagine it is the power states of torches that need to be preserved.
Search for a 256-byte array, where each byte is the light emission amount for that blocktype. Torches are 14, Furnaces are 14, Lava is 15. Some other blocks have light emission values, too. It's likely to be near the light-absorption array.
Good luck finding it!
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Edit: Works in-game.
Just something cool I came up with after some fiddling. Basicly it's a self closing door. A few moments after you press the button, it closes.
Dangit, I thought I was being original with that idea.
*Sigh*
Guess it's back to mining for me, then.
Bug #1 is definitely a serious problem and I am glad you caught it. You are correct; wires were only transmitting down if there was air at-level (instead of non-blocks). I'll get 1.41 out as soon as possible. EDIT: Done.
Bug #2 for me only cuts off a tiny bit of the bottom border, and leaves all the designs intact. Are you using Vista or 7? (I have Win7 x64)
I have the same issue as toi. The larger your layout the more cutoff it becomes, at least it seems that way, and though I can still use it, it looks rather strange. I'm also running Win7 x64.
New tiles:
[*:23ekdylo]torch over air, switch over air, button over air, etc.
[*:23ekdylo]torch over wire, switch over wire, button over wire, etc.
[*:23ekdylo]wire on block on block
Fixed palette compression bug
Like...
A) show wire, torch, block, and air (ONLY this layer)
:cool.gif: show A, plus wire on block, torch on/over block, air over block (this layer and layer +1)
C) show B, plus shadow blocks on layer +2, and torches attached to shadow blocks (torches on layer +2)
This is not a spammy link, but rather a handy guide
DISCLAIMER: any diagrams I post should be taken with a grain of salt.
First two make sense, and are simple enough. I actually have pressed escape automatically when I wanted to get out of clone mode. Usually, if I press it on accident, I just click three times in the same spot. Also, I'm going to self-report a bug I've seen, where I occasionally delete one of the corner tiles while cloning. Will address.
Status bar would be nice, but is farther down the list. It will probably coincide with a toolbar and menu (to make it look more like a standard win app).
Although this is not too difficult (screenie of the dev version):
I don't know whether it would be best for the wiki. Although it is counter-intuitive, people have mostly gotten used to it, and some parts can be counter-intuitive in the new version as a result. For example, after making this design in the new system, I realized that the center-left redstone was unnecessary. I removed it, but it didn't work. After a while I realized why: in Minecraft's system, a wire which doesn't connect to anything points in all directions, and will power any blocks around it. That means it would power the blocks above and below it, and for the circuit, that's not desired. So should I make the wire point that way or not? After all, it does receive power from that block (through the switch), but it doesn't transmit it back, unless the other wire is deleted. (Goes without saying that I don't intend to change the actual propagation of power.)
Interesting thought. Although the possibility of automatic screenshots has come up before, combining it with a selection tool considerably increases the versatility of the feature. I'll see what I can do.
(Fun fact: the selection colors for clone came -- directly -- from the portal colors from my favorite game.)
Although I like the idea, I'd been hoping to export to .schematic file format (see earlier in this thread), and that basically means that I can't store any data that doesn't survive import/export from Minecraft (by way of MCEdit). I just Photoshop the letters in (using GIMP :tongue.gif: ) after the fact. If you must know, I'm using 22 point Arial Black. I also add in the bars by hand, since Black doesn't have much Unicode support.
Not much more I can say. Remember: my first allegiance is to Notch, not to reason.
EDIT: I guess there is more I can say. From the first page:
I'm not sure how you're gonna fit all of that into one of your grid cells, though.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Import of .schematic files and .dat chunk files. Sorry, no export yet.
A new button, "Options...", which opens up a mini-dialog with these options:
[*:1bhkaqlz]Cyclic (in X and Z only) -- torches, wires, power, and everything else "bleeds" over the edges and wraps around. You can even connect a torch to a block on the other side of the field!
[*:1bhkaqlz]"Natural" wire connections -- this is the mode Toi333 just suggested above. Wires only point in a direction if they are receiving power from or are powering the tile. To avoid confusion, unconnected wires form "squares" instead of crosses and singly-connected wires don't extend all the way across the tile. (Try it out to see what I mean.) That way, screenshots in this mode should be distinctive enough that the different pointing direction doesn't throw anyone off.
[*:1bhkaqlz]Ground switches power blocks below -- As you may or may not know, there are two kinds of ground switches -- E/W, and N/S. I forget which is which, but one of them powers the block below them, and the other doesn't. Until I implement proper support for this, you can satisfy yourself with this option, which will make all ground switches behave in one of these manners.
[*:1bhkaqlz]Show 1/2/3 layers / Show bridges -- Feature asked for a moment ago. In 1 layer mode, no 2-layer palette options are available, and only 1 layer is visible. In 2 layer mode, bridges and wire-block-blocks are not visible. In 3 layer mode, you have the option to have a wire on a gray background mean wire-block-wire (as it is now) or wire-block-air (with the "show bridges" option disabled). They cannot both be viewed simultaneously, as that would cause ambiguity (which I have tried very hard to avoid).
Keep those feature requests coming!
Interesting. The one thing I have against this idea is that I want the tiles to be iconic, so that you don't have to squint to see details. This is in conjunction with a dormant feature (since 1.2): the ability to change the scale. This is currently visible when you resize the window and the palette shrinks to fit. The minimum size is 1/3 of the current one, and I want tiles to be distinguishable at that scale. Adding little fins to the wires will complicate the picture. What about colored tips? Like the door hinge, but using different (non-power-related) colors, like black and green or something. In any case, it's low on my priority list (as well as yours, apparently).
I figured that was the reason for your suggestion, but you should realize that I do quite a few things in post-production to make those images.
[*:2wytfosv]I add the letters.
[*:2wytfosv]I add multiple layers for designs that need it.
[*:2wytfosv]I cut out the designs (and leave transparency) to make it obvious what constitutes the design as separate from others.
[*:2wytfosv]I label the designs with bigger letters.
[*:2wytfosv]I add level indications for animated multi-level designs.
[*:2wytfosv]I limit the palette to 32 colors for size reasons (at some loss to anti-aliasing).
Even if I add letters, it would only cover the first two bullets. So I still wouldn't be able to make them in one step. Anyway, I would make the letters behave like switches (without powering any neighboring blocks, like regular switches), and I would have them as an extra palette option, which would require a key to be typed immediately after being placed. Typing ~ first would draw a bar and wait for another letter.
It was actually a dormant feature from 1.4 or so, and I added it while I was designing my rule 30 CA. In a cellular automaton, each cell computes its value based on the previous values of itself and its neighboring cells. This way, I can design with wires actually going off the edge and wrapping around, and mimicking the many-times-copied-over version which I would eventually build in Minecraft.
In short, it's great for cell-based designs where wires need to wrap around because there will be 100 of them in the real thing. Too bad you can't have it in the real thing, since then you have to deal with edge cases and the like.
Sorry, I got ahead of myself with all the new features. I just added them to the dev version, so you'll see it in the next version.
I doubt Notch planned for it to be that way. It's just a semi-bug which isn't worth fixing.
I see from your list that you expect me to get to work on exporting .schematic's. I was hoping to do that for 2.0, which would then mean a lot of architectural changes (see page 2 for a list). I feel now like I'll never get that done. Oh well. I guess I can implement it. Prepare for 1.7!
Features:
[*:3nt666sh]Escape to escape clone mode
[*:3nt666sh]automatically returns to the bottom of your selection after step 2 of clone mode
[*:3nt666sh]Exporting of .schematic files!
There are a few choices which have to be made to translate an MCRedstoneSim diagram into a piece of Minecraft real estate, and until I implement a way for you to choose, I'm choosing for you. All doors are iron doors. All switches and pressure pads are switches (not that I had pressure pads to begin with, but these are converted on import). All blocks are grass/dirt (grass is grown everywhere it can, with dirt everywhere else). I guess choices in this regard can be added to the requested feature list.
EDIT: I forgot, but I also modified some tick stuff in 1.6. The speed is now 16 ticks per second instead of 10 ticks per second, as this is apparently the limit speed for ticks in Minecraft. I'm not sure about this, so tell me whether you think it is too fast. Also, press enter to pause/play and period to tick.
I can confirm that this is the case. I saved a small circuit, craned it in, and checked the Data values. They matched what I expected. (I also found an error in my material names.)
Good job, Baezon! I'll play around with this some more tomorrow.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
As codewarrior has stated, I preserve everything which I can, including the power states of wires. But I am curious, why does it matter to you? Aside from looking a little odd and perhaps needing a little refreshing, what would happen if they weren't preserved? I imagine it is the power states of torches that need to be preserved.