So, I was playing around today, messin with my BUD switch example I had sitting on top of a hill. I made it to show some people how different redstone things worked. Anyway, I was just flipping it on and off again when I thought, "Man, it would be kind of cool to make this thing send a pulse rather than just a constant signal". Now, I realize you can just trigger the bud, and then do it again after the fact. But I wanted it all to happen from a single action. I thought that it would be a neat way to work around the fact that my cobblestone generator sometimes gets messed up after leaving the game and coming back. I mean, no...its not hard to dig down there and reset the loop. But, why do it if I don't have to? And, for that matter, why not also make the pulse generated hidden...so no one else would know how to activate it on a whim?
After a few moments of thinking it over, I came up with a way to make the switch pulse on its own. With a correctly attached loop, you can make that pulse repeat without affecting the BUD. I took the output signal, the one that is powered once the piston is extended, and split it. One split went to the loop, to start it. The other went through two inverters and then back into the redstone repeater line that powers the BUD. So now, when I till the dirt block that triggers it, it will pop out and in again really fast and start my generator up for me!
I've honestly never seen a video that showed such a thing before....and I don't think it has a ton of valuable uses. But I thought I'd share this with you guys, on the off chance that maybe you all had never thought of it either. Maybe still....one of you will have the smarts to do something far more innovative with it. I'm very positive that you could split the signal again and create a way to shut the loop off on a second trigger....making the whole thing a mega hidden switch for your generators.
I do apologize if this is incredibly old news. I'd never seen it before, so it was very interesting to me. I'm also sure that there is a much more compact way to make this work...my version adds 3 blocks to the width of the BUD switch, nearly doubling its size. i may try using more flip-flops or something to shrink it down some. But I'm also no redstone prodigy either. Any input on improving this would be nice. I suppose I could take screenshots if anyone would like, I haven't because I had assumed everyone was pretty familiar with what a BUD looks like...and could also imagine the things I added to it pretty easily. Also, I'm lazy and suck and should certainly feel bad at myself for such.
I have this hooked up to my slime farm and sugarcane farm so when I get drops on a pressure plate it sends a signal through a monostable circuit which activates a sticky piston to push a block in to a clock, which sends a signal to a note block. When I pick up the drops then the sticky piston retracts and turns off the clock. This can easily be set up to a BUD switch also.
Heh, thats actually a bit more complex than what I was even doing...mine is just a single pulse designed to start a looping circuit. I love the ideal you are using here though. I just wanted a way to reset my looping signals since they all tend to shut down each time you return to the game. Most people would have probably just done a simple button pulse...but I decided to make it all secret with a BUD. I do suppose the concept could be used to start the farms circuitry, since it relies on a clock. I may have to steal your wiring, however, to power my own slime farm at some point. I've been avoiding a wheat farm until breeding because I'm sick as sin of dealing with massive losses when, without fail, an army of chickens keep spawnin all up ins my business.
So is the clock being used for a repeating note sound while the pressure plate is active? Thats how I read that, but I might be wrong. If so, thats a great way to work that.
Yep, it sends a signal to the note block when the signal comes around to where I'm standing in the first and third pic. I do need to take about two of the pistons out since I can just extend the time on the other ones in the clock.
Why don't you just make lever controller clocks? When they are off (input is off) they don't burn out when the game restarts.
Mine don't anyways, I have I believe 4 examples and none burn out anymore.
I could, of course. But, you see, I was specific in wanting a hidden input device. Levers are, by nature, quite obvious. Now, I realize its totally not needed...but I also knew no one had posted such a thing before. Or, more accurately, I had never seen it. I've actually never seen a BUD configuration that ran a signal back into the BUD itself...and part of the whole thing was just me seeing what happens when you DO run a second pulse back into the BUD circuitry. At first it did nothing, but after a second inverter it double tapped the BUD trigger making it pop twice in such rapid succession that it only registered the first pulse. A rapid, single, pulse was needed to start a looping circuit because anything that lingers too long sets all the repeaters in the loop to permanently on.
Even though the BUD pulse isn't needed for what I used it for, the fact you CAN double tap that output from a single input might be something more experienced users can toy with. You could connect a breaker into the line so that the circuit is cut after a certain time....making for completely hidden ways to do a larger number of things than you could do with JUST a regular BUD switch. The BUD is, otherwise, only in an on or off state. This is the first I've seen for a person to make the BUD register a quick on/off and still be reset and fine when its all done from a single input action. i suppose you could also use a sticky piston to move and retract a block from the BUD to do the same thing. Would make the contraption larger, though, so I guess its nice that I didn't think of that first and made a smaller mechanism for it out the gate.
could use a mine cart to start loops back up, 3 powered rails, 1 detector rail, and 4 normal tracks (for the corners) in a circle redstone torch in middle, the cart will loop around the circle track hitting the detector rail sending signal to your loop. Minecarts being an entity wont stop when the game is ended etc.
could use a mine cart to start loops back up, 3 powered rails, 1 detector rail, and 4 normal tracks (for the corners) in a circle redstone torch in middle, the cart will loop around the circle track hitting the detector rail sending signal to your loop. Minecarts being an entity wont stop when the game is ended etc.
Is that true? I hadn't considered that possibility....and it makes for a really novel ideal anyway. There are tons of ways to do an infinite looping pulse, to think this one has escaped me makes me feel bad and want to go back into watching redstone videos non-stop. I mean, really....outside of some interesting glitches, (i.e. BUD triggers) most redstone is just a matter of thinking about what powers what. What blocks will this torch power, and what mechanisms will push that power through the block. How to get the right state, (on or off) for whatever object you need. I think its really interesting how people have made calculators with saved cells and would love to see what more you can do with the system.
I think we all just look at something others have done and recreate it. I actually wanna find new ways to push what redstone can be used for. To that end, I'd really enjoy it if they'd add things from industrialcraft and buildcraft to the game just for that purpose.
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After a few moments of thinking it over, I came up with a way to make the switch pulse on its own. With a correctly attached loop, you can make that pulse repeat without affecting the BUD. I took the output signal, the one that is powered once the piston is extended, and split it. One split went to the loop, to start it. The other went through two inverters and then back into the redstone repeater line that powers the BUD. So now, when I till the dirt block that triggers it, it will pop out and in again really fast and start my generator up for me!
I've honestly never seen a video that showed such a thing before....and I don't think it has a ton of valuable uses. But I thought I'd share this with you guys, on the off chance that maybe you all had never thought of it either. Maybe still....one of you will have the smarts to do something far more innovative with it. I'm very positive that you could split the signal again and create a way to shut the loop off on a second trigger....making the whole thing a mega hidden switch for your generators.
I do apologize if this is incredibly old news. I'd never seen it before, so it was very interesting to me. I'm also sure that there is a much more compact way to make this work...my version adds 3 blocks to the width of the BUD switch, nearly doubling its size. i may try using more flip-flops or something to shrink it down some. But I'm also no redstone prodigy either. Any input on improving this would be nice. I suppose I could take screenshots if anyone would like, I haven't because I had assumed everyone was pretty familiar with what a BUD looks like...and could also imagine the things I added to it pretty easily. Also, I'm lazy and suck and should certainly feel bad at myself for such.
In action:
I have this hooked up to my slime farm and sugarcane farm so when I get drops on a pressure plate it sends a signal through a monostable circuit which activates a sticky piston to push a block in to a clock, which sends a signal to a note block. When I pick up the drops then the sticky piston retracts and turns off the clock. This can easily be set up to a BUD switch also.
So is the clock being used for a repeating note sound while the pressure plate is active? Thats how I read that, but I might be wrong. If so, thats a great way to work that.
Mine don't anyways, I have I believe 4 examples and none burn out anymore.
I could, of course. But, you see, I was specific in wanting a hidden input device. Levers are, by nature, quite obvious. Now, I realize its totally not needed...but I also knew no one had posted such a thing before. Or, more accurately, I had never seen it. I've actually never seen a BUD configuration that ran a signal back into the BUD itself...and part of the whole thing was just me seeing what happens when you DO run a second pulse back into the BUD circuitry. At first it did nothing, but after a second inverter it double tapped the BUD trigger making it pop twice in such rapid succession that it only registered the first pulse. A rapid, single, pulse was needed to start a looping circuit because anything that lingers too long sets all the repeaters in the loop to permanently on.
Even though the BUD pulse isn't needed for what I used it for, the fact you CAN double tap that output from a single input might be something more experienced users can toy with. You could connect a breaker into the line so that the circuit is cut after a certain time....making for completely hidden ways to do a larger number of things than you could do with JUST a regular BUD switch. The BUD is, otherwise, only in an on or off state. This is the first I've seen for a person to make the BUD register a quick on/off and still be reset and fine when its all done from a single input action. i suppose you could also use a sticky piston to move and retract a block from the BUD to do the same thing. Would make the contraption larger, though, so I guess its nice that I didn't think of that first and made a smaller mechanism for it out the gate.
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Retired StaffIs that true? I hadn't considered that possibility....and it makes for a really novel ideal anyway. There are tons of ways to do an infinite looping pulse, to think this one has escaped me makes me feel bad and want to go back into watching redstone videos non-stop. I mean, really....outside of some interesting glitches, (i.e. BUD triggers) most redstone is just a matter of thinking about what powers what. What blocks will this torch power, and what mechanisms will push that power through the block. How to get the right state, (on or off) for whatever object you need. I think its really interesting how people have made calculators with saved cells and would love to see what more you can do with the system.
I think we all just look at something others have done and recreate it. I actually wanna find new ways to push what redstone can be used for. To that end, I'd really enjoy it if they'd add things from industrialcraft and buildcraft to the game just for that purpose.