For the past week I have been spending a bunch of time researching and understanding day and night sensors. I very quickly started designing my own "working" sensors but they were very slow since there was only one sensor block per circuit. I was in the process of chaining single sensors to make an ultra sensitive light sensor capable of detecting day/night within seconds. Fortunatly before giving myself a headache and taking up too much space, I stubmbled across a brilliant design by last_username called the Light Sensor 12x.
This thing is exactly what I was looking for and is designed better than any light sensor out there. I built it immediatly but it didn't work right away. The xbox version of minecraft has a few weird quirks and as a result two tiny little tweaks were required to get this thing compatible. I am glad I built it on my map and it now works like a charm.
Anyone interested in this build can find it here with links to great youtube videos explaining how to build and how it all works. There are also a number of other wonderful sensors in this topic but last_username's 12x is by far his best and most current model containing a total of 24 sensors (12 night 12 day).
I posted my XBOX compatibility upgrade in his topic but then decided it would serve a better use here. I am initially trying to explain the steps in writing, but I may upload a video based on user interest.
LIGHT SENSOR 12x for XBOX
first follow last_username's video until he places his second redstone torch (bottom right corner beside a the right piston array and on the top side of a grass block). This torch won't invert properly the way it is now. My little tweak is going to fix that.
Pause the video and follow these step by step instructions for the first change you will need.
Modification Number One
Step 1: remove the redstone torch from the top of the grass block.
Step 2: Place a block to the right of the block that had the torch
Step 3: Place a block diagonally to the left and back of the block in step 2 (directally behind where the torch used to be). Should be hovering over redstone dust. this will block redstone dust from connecting where you dn't want it to.
Step 4: Locate the redstone dust directally behind the block you placed in step 3. Place dust up one block and to the right. Place dust forward one block and make sure it is heading directally into the back of the block you placed in step 2 (do not put redstone on the top of this block).
Step 5: Place a redstone torch on the forward side of the block you placed in step 2 (opposite side of the dust) and then place a block over this torch (you use this block to power the water control piston you will be placing later on).
That should be all for moving the redstone torch and the end of modification number one. should have been easy as long as I was able to explain it properly.
go back to the youtube tutorial and follow directions until you need to place leaf blocks. pause and follow these steps.
Modification Number Two
Step 1: place two wood blocks in the left most edge of the top layer(chop out a dirt block for each) (count 3 leaves in from the top and bottom edges). the xbox version of the game needs wood source blocks to keep even player placed leaves from dissappearing.
Thats it only one step here:)
Thats it everything else is exactly how it appears in last_username's youtube video. The machine is now xbox ready.
another note: At first glance there are seemingly easier ways of moving the torch that appear to work. My solution is the only way I have found that doesn't take out the first bud switch on the right side (which causes a machine breaking glitch when that piston is updated). To make sure after you replace the torch and finish wireing up the rest of the array test all the pistons on the in-line bud array. Compare to the video to see if it is acting properly.
Hope this helps anyone who is looking for a fantastic and extremely sensitive/efficient light sensor. If you run into any problems feel free to post here or send me a pm and I will do my best to help you out.
To any other keen redstoners out there if you see any way I could better explain my process please let me know. I find circuits easy to troubleshoot understand and build but I am not always the best at explaining things to others.
Final Note: Make sure to give last_username proper credit/thanks/pat on the back/hero cookie for creating and sharing this amazing device. He obviously put a lot of work into it.
I can already see worlds crashing when people try to use these with redstone lamps.
Not so. I have mine hooked up to a dual edge pulse generator which is hooked up to I don't know how many block swappers underground with glowstone. When night hits I have ground lights. Daytime all you see is a field of grass. In fact most times the daytime cycle switches as my character takes his first step out of bed. I wouldn't recommend hooking it up to every door machine and thingamabobber you have in your whole world though. I have all the swappers spaced out so glowstone pops up flush with the ground every 13 blocks in staggered rows. looks nice.
edit: oh redstone lamps lol I read glowstone but still I am sure redstone lamps won't be nearly as taxing as the block swappers I have going currently.
edit: oh redstone lamps lol I read glowstone but still I am sure redstone lamps won't be nearly as taxing as the block swappers I have going currently.
Yeah, I just know that redstone lamps caused a lot of lag when they were first introduced to the PC version(and still can to some extent). I figure if someone were to try to use them to light their city or village, it might cause some issues. But I guess we will just have to wait and see.
Quick question OP. Do your block swappers stay in sync bc mine only work right on single player. In multiplayer they always glitch and go out of sync.
mine currently stay in sync since they are a small 2 tick circuit. I am sure some lag a bit but it all comes down to my dual edge pulse generator being a long enough pulse that the signal wont get lost in lag and none of the swappers will completely fail. the onlt problem with the swapper that I use is they are no where near spam proof but since they are only getting input from the light sensor that's not a problem. it's a really small swapper design using 2 repeaters 3 torches 4 dust 2 pistons and one sticky. the whole circuit is 5Lx3Wx3H
Yeah, I just know that redstone lamps caused a lot of lag when they were first introduced to the PC version(and still can to some extent). I figure if someone were to try to use them to light their city or village, it might cause some issues. But I guess we will just have to wait and see.
I will probably be one of the first trying it lol
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Thanks I thought it was down to the blocks glitching when being moved by a piston but what you said makes more sense. I'll have to look into that dual edge pulse generator, sounds useful.
The block swapper sounds like the same design I use.
yeah the dual edge pulse generator is just two identical monostable circuits. one circuit gets input directally from the sensor the other gets input from an inverter which gets input from the sensor. you just merge the two outputs from both circuits into one and that one output gets sent to all your swapper inputs. any time you need to add a repeater to extend an output signal to a swapper you should add a repeater to all the other swappers to make sure they all activate in the same number of ticks.
All the circuit does is basically make any lever type input act as if it is a button. I was using a one repeater design for the monostable circuits and just threw in another repeater on both (both repeaters on both circuits set at 4 ticks).
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yeah the dual edge pulse generator is just two identical monostable circuits. one circuit gets input directally from the sensor the other gets input from an inverter which gets input from the sensor. you just merge the two outputs from both circuits into one and that one output gets sent to all your swapper inputs. any time you need to add a repeater to extend an output signal to a swapper you should add a repeater to all the other swappers to make sure they all activate in the same number of ticks.
All the circuit does is basically make any lever type input act as if it is a button. I was using a one repeater design for the monostable circuits and just threw in another repeater on both (both repeaters on both circuits set at 4 ticks).
Dual edge? Does this mean it's activated by both a rising and falling edge? If so, what would be the point? Also, do you use memory latches or do block swappers have latches built in?
Dual edge? Does this mean it's activated by both a rising and falling edge? If so, what would be the point? Also, do you use memory latches or do block swappers have latches built in?
The day night sensor output is a constant power either on or off much like a lever (off during the day on at night). the block swapper circuits I have in there work off of a pulse input. when a constant power is applied it only does half its cycle. So as a result if I put the light sensor direct in to the block swapper night time would apply power to the swapper starting half the cycle. When morning rolled around power would be cut from the swapper and the cycle would finish. the result of this would be one day would have glowstone showing and the next day would have a grass field and every night would have holes in the ground very undesireable.
so thats where the dual edge pulse generator (yes pulse on both the rising and falling edge) comes in. with that just after the light sensor a pulse is sent out in the morning and another at night to all the swappers. the pulse at night flips out all the glowstone flush with the ground and the morning pulse flips out dirt blocks flush with the ground.
the swappers work off the fact that all three pistons (2 reg 1 sticky) are constantly extended if there are no blocks attached. you have to break one of the 4 redstone connection to load blocks into the swapper. one on top of the sticky (which pushes up) and one against one of the regular piston(doesn't matter which. they both push horizontal toward the sticky) when the circuit is re connected one reg piston will be held retracted by the block against the extended sticky. The sticky will hold up the block in use and the other regular piston will stay extended this is basically the rest position. when a pulse is applied to the input of the circuit the sticky piston retracts while the other two are on a delay that is 1 tick more than the sticky. the sticky is fully retracted as the other two receive power. The piston without the block is already extended so it ignores the pulse and decides to retract as a result. the other reg piston pushes the block on the sticky off to the other piston and the block that was holding it back onto the sticky just before the sticky extends again. the result is a very fast 2 tick swap tiny circuit and only uses 4 rdust 2 repeaters at 1 tick and 3 torches. the downside is this swapper can't handle spamming pulses. if you put a button on the input and pressed it rapidly the sticky piston would end up holding both blocks in the air with both reg pistons extended. since there is no button involved in my circuit i'm not too worried. I hope I explained well enough it's quite hard to explain because it's kind of a visual thing. Basically all three pistons are powered by a torch. Repeaters are going from the sticky piston's torch to the blocks the other torches are on. Redstone is placed on top of those same blocks with another piece of redstone behind so the dust heads directly into each reg piston. the block that the sticky pistons torch is on is where the input signal goes into.
I would never use this type of swapper on a user input circuit
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The day night sensor output is a constant power either on or off much like a lever (off during the day on at night). the block swapper circuits I have in there work off of a pulse input. when a constant power is applied it only does half its cycle. So as a result if I put the light sensor direct in to the block swapper night time would apply power to the swapper starting half the cycle. When morning rolled around power would be cut from the swapper and the cycle would finish. the result of this would be one day would have glowstone showing and the next day would have a grass field and every night would have holes in the ground very undesireable.
so thats where the dual edge pulse generator (yes pulse on both the rising and falling edge) comes in. with that just after the light sensor a pulse is sent out in the morning and another at night to all the swappers. the pulse at night flips out all the glowstone flush with the ground and the morning pulse flips out dirt blocks flush with the ground.
the swappers work off the fact that all three pistons (2 reg 1 sticky) are constantly extended if there are no blocks attached. you have to break one of the 4 redstone connection to load blocks into the swapper. one on top of the sticky (which pushes up) and one against one of the regular piston(doesn't matter which. they both push horizontal toward the sticky) when the circuit is re connected one reg piston will be held retracted by the block against the extended sticky. The sticky will hold up the block in use and the other regular piston will stay extended this is basically the rest position. when a pulse is applied to the input of the circuit the sticky piston retracts while the other two are on a delay that is 1 tick more than the sticky. the sticky is fully retracted as the other two receive power. The piston without the block is already extended so it ignores the pulse and decides to retract as a result. the other reg piston pushes the block on the sticky off to the other piston and the block that was holding it back onto the sticky just before the sticky extends again. the result is a very fast 2 tick swap tiny circuit and only uses 4 rdust 2 repeaters at 1 tick and 3 torches. the downside is this swapper can't handle spamming pulses. if you put a button on the input and pressed it rapidly the sticky piston would end up holding both blocks in the air with both reg pistons extended. since there is no button involved in my circuit i'm not too worried. I hope I explained well enough it's quite hard to explain because it's kind of a visual thing. Basically all three pistons are powered by a torch. Repeaters are going from the sticky piston's torch to the blocks the other torches are on. Redstone is placed on top of those same blocks with another piece of redstone behind so the dust heads directly into each reg piston. the block that the sticky pistons torch is on is where the input signal goes into.
I would never use this type of swapper on a user input circuit
Don't worry, I read you loud and clear. I just have never built a block swapper and was wondering what the point of using a monostable circuit was. Basically you have built what's called a zero-crossing detector. When it detects any change to a solid signal in the input, it sends out a short pulse, whether the change be from high to low or low to high. So it's an edge detector that can pick up on both rising and falling edges.
I guess, in a way, the block swapper could be referred to as a memory storage device. It does have two states, it would just only be useful for an aesthetic application such as this, not very effective in a circuit. I suppose you could use it like a muxer, or enabler/disabler, if you used an opaque and transparent block in combination. This wouldn't be efficient at all though, since you can accomplish an instant muxer with one set of pistons, each using a single block.
The only downside is in the future, when piston's extension is delayed, it will probably break this design of block swapper. It wouldn't be hard to create a new design, but it would be at least twice as slow. But who knows, I think the update that changed pistons came after the official release, so 4J might not even do this. They might start their own updates then and decide to leave pistons instant.
Don't worry, I read you loud and clear. I just have never built a block swapper and was wondering what the point of using a monostable circuit was. Basically you have built what's called a zero-crossing detector. When it detects any change to a solid signal in the input, it sends out a short pulse, whether the change be from high to low or low to high. So it's an edge detector that can pick up on both rising and falling edges.
I guess, in a way, the block swapper could be referred to as a memory storage device. It does have two states, it would just only be useful for an aesthetic application such as this, not very effective in a circuit. I suppose you could use it like a muxer, or enabler/disabler, if you used an opaque and transparent block in combination. This wouldn't be efficient at all though, since you can accomplish an instant muxer with one set of pistons, each using a single block.
The only downside is in the future, when piston's extension is delayed, it will probably break this design of block swapper. It wouldn't be hard to create a new design, but it would be at least twice as slow. But who knows, I think the update that changed pistons came after the official release, so 4J might not even do this. They might start their own updates then and decide to leave pistons instant.
If they do slow the pistons I estimate I could change the repeaters on the swapper from a 1 tick pulse to a 2 tick to sync the regular pistons to the now slower sticky. Rest of the circuit should work the same. as long as the regular pistons are in sync with each other and 1 tick slower than the sticky piston it should work fine in theory.
again I believe this type of swapper should never be used in a direct user input circuit or any sort of fast clock circuit. it is fantastic for what I am doing with it but anything less than a 2 tick pulse going into the input seems to break it
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I gotta say this is a VERY cool topic. Interesting reading and new possibilities for redstone. (I didn't know this was possible) Thank You for the ideas!!!!!!!
I gotta say this is a VERY cool topic. Interesting reading and new possibilities for redstone. (I didn't know this was possible) Thank You for the ideas!!!!!!!
redstone is always a cool topic. There could be lots of good ideas to use this device. I'm trying to figure out a way to have this machine harvest my mushroom farm after 2 o 3 day cycles and auto harvest wheat after I figure it out. basically need a circuit with a tiny bit of memory to count how many times it triggers and then harvest circuit begins. and everything gets funnelled by water to a collection point in my house or the town well or something lol
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redstone is always a cool topic. There could be lots of good ideas to use this device. I'm trying to figure out a way to have this machine harvest my mushroom farm after 2 o 3 day cycles and auto harvest wheat after I figure it out. basically need a circuit with a tiny bit of memory to count how many times it triggers and then harvest circuit begins. and everything gets funnelled by water to a collection point in my house or the town well or something lol
Shift register, my friend, add a D flip flop for each day. Hook a monostable circuit to to the original circuit of your day/night detector, (not the pulse that comes after the zero-crossing detector) it has to send a one-tick signal to the clock input of all flip flops at the exact same time. When you first use it, force a bit into the last input of the register, make sure it can loop around to the first flip flop. You can't just force a bit into the beginning of the register or it will skip a day. From the output of the last flip flop, that's going to the input of the first flip flop, you can branch off and connect it to the circuit for your farm.
Shift register, my friend, add a D flip flop for each day. Hook a monostable circuit to to the original circuit of your day/night detector, (not the pulse that comes after the zero-crossing detector) it has to send a one-tick signal to the clock input of all flip flops at the exact same time. When you first use it, force a bit into the last input of the register, make sure it can loop around to the first flip flop. You can't just force a bit into the beginning of the register or it will skip a day. From the output of the last flip flop, that's going to the input of the first flip flop, you can branch off and connect it to the circuit for your farm.
that sounds brilliant and much more simple that what I was thinking. one question though. I realize the monostable circuit is just to generate a pulse on only one edge but shouldn't it be an inverted monostable circuit since when day rolls around the light sensor outputs no signal. it just seem as though with this setup I should be detecting the falling edge since falling edge = day. it just seems like your original idea will result in my auto farms doing their harvest during a night cycle. I could be missing something though thanks in advance
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that sounds brilliant and much more simple that what I was thinking. one question though. I realize the monostable circuit is just to generate a pulse on only one edge but shouldn't it be an inverted monostable circuit since when day rolls around the light sensor outputs no signal. it just seem as though with this setup I should be detecting the falling edge since falling edge = day. it just seems like your original idea will result in my auto farms doing their harvest during a night cycle. I could be missing something though thanks in advance
Yes, it would be harvesting during the night cycle, sorry I was a bit confused on when your sensor outputs a high signal. So, you will need a falling edge detector, like this:
As you can see in the photo below, it outputs when the torch is removed:
You can simply reverse delays on the repeaters to detect a rising edge, but that's not what you need. The detector itself is a monostable circuit, it just only sends a pulse when the input goes from high to low. It may not make any sense that the closest repeater is set to 3, but due to our glitchy redstone, a 1-tick pulse rarely works with this design. When set to where it should send a 2-tick pulse, it sends a one-tick pulse, I think the problem is caused by torches. It does send a 2-tick pulse sometimes, but rarely, and I don't think it's enough of a delay to cause errors in a shift register.
Yes, it would be harvesting during the night cycle, sorry I was a bit confused on when your sensor outputs a high signal. So, you will
[photo snip...]
You can simply reverse delays on the repeaters to detect a rising edge, but that's not what you need. The detector itself is a monostable circuit, it just only sends a pulse when the input goes from high to low. It may not make any sense that the closest repeater is set to 3, but due to our glitchy redstone, a 1-tick pulse rarely works with this design. When set to where it should send a 2-tick pulse, it sends a one-tick pulse, I think the problem is caused by torches. It does send a 2-tick pulse sometimes, but rarely, and I don't think it's enough of a delay to cause errors in a shift register.
Dude! that thing is a great monostable circuit. So very tiny. The ones I have been making have ended up being a more vertical and 1 wide design. it will make for easy wireing. my current wireing is 4 blocks under ground and since that thing is only 2 high I will be able to do my farms wireing on a different layer. no chance of crossing up wire. Thanks for the input
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Yes, it would be harvesting during the night cycle, sorry I was a bit confused on when your sensor outputs a high signal. So, you will need a falling edge detector, like this:
As you can see in the photo below, it outputs when the torch is removed:
You can simply reverse delays on the repeaters to detect a rising edge, but that's not what you need. The detector itself is a monostable circuit, it just only sends a pulse when the input goes from high to low. It may not make any sense that the closest repeater is set to 3, but due to our glitchy redstone, a 1-tick pulse rarely works with this design. When set to where it should send a 2-tick pulse, it sends a one-tick pulse, I think the problem is caused by torches. It does send a 2-tick pulse sometimes, but rarely, and I don't think it's enough of a delay to cause errors in a shift register.
i think that with a day night sensor it puts out both low and high just on different sides of the circuit basically youd just have to wire off from one side or the other. i think anyway, mine worked for a bit then something cuase a catastrohic failure in the redstone circuit and i could never get it to reset right after that. need to make a new one.
i think that with a day night sensor it puts out both low and high just on different sides of the circuit basically youd just have to wire off from one side or the other. i think anyway, mine worked for a bit then something cuase a catastrohic failure in the redstone circuit and i could never get it to reset right after that. need to make a new one.
I'm not sure exactly what you mean. I think Dew's sensor only has one output. The edge detector has nothing to do with making the sensor functional, it is just to send a pulse to an autofarm. Since the output is low during the day, the detector has to be set up to only send a pulse when the signal in its inputs goes from high to low. That's why he needs a falling edge detector, a.k.a. falling edge triggered monostable circuit... Damn, it sounds fancy when you put it that way.
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This thing is exactly what I was looking for and is designed better than any light sensor out there. I built it immediatly but it didn't work right away. The xbox version of minecraft has a few weird quirks and as a result two tiny little tweaks were required to get this thing compatible. I am glad I built it on my map and it now works like a charm.
Anyone interested in this build can find it here with links to great youtube videos explaining how to build and how it all works. There are also a number of other wonderful sensors in this topic but last_username's 12x is by far his best and most current model containing a total of 24 sensors (12 night 12 day).
I posted my XBOX compatibility upgrade in his topic but then decided it would serve a better use here. I am initially trying to explain the steps in writing, but I may upload a video based on user interest.
LIGHT SENSOR 12x for XBOX
first follow last_username's video until he places his second redstone torch (bottom right corner beside a the right piston array and on the top side of a grass block). This torch won't invert properly the way it is now. My little tweak is going to fix that.
Pause the video and follow these step by step instructions for the first change you will need.
Modification Number One
Step 1: remove the redstone torch from the top of the grass block.
Step 2: Place a block to the right of the block that had the torch
Step 3: Place a block diagonally to the left and back of the block in step 2 (directally behind where the torch used to be). Should be hovering over redstone dust. this will block redstone dust from connecting where you dn't want it to.
Step 4: Locate the redstone dust directally behind the block you placed in step 3. Place dust up one block and to the right. Place dust forward one block and make sure it is heading directally into the back of the block you placed in step 2 (do not put redstone on the top of this block).
Step 5: Place a redstone torch on the forward side of the block you placed in step 2 (opposite side of the dust) and then place a block over this torch (you use this block to power the water control piston you will be placing later on).
That should be all for moving the redstone torch and the end of modification number one. should have been easy
go back to the youtube tutorial and follow directions until you need to place leaf blocks. pause and follow these steps.
Modification Number Two
Step 1: place two wood blocks in the left most edge of the top layer(chop out a dirt block for each) (count 3 leaves in from the top and bottom edges). the xbox version of the game needs wood source blocks to keep even player placed leaves from dissappearing.
Thats it only one step here:)
Thats it everything else is exactly how it appears in last_username's youtube video. The machine is now xbox ready.
another note: At first glance there are seemingly easier ways of moving the torch that appear to work. My solution is the only way I have found that doesn't take out the first bud switch on the right side (which causes a machine breaking glitch when that piston is updated). To make sure after you replace the torch and finish wireing up the rest of the array test all the pistons on the in-line bud array. Compare to the video to see if it is acting properly.
Hope this helps anyone who is looking for a fantastic and extremely sensitive/efficient light sensor. If you run into any problems feel free to post here or send me a pm and I will do my best to help you out.
To any other keen redstoners out there if you see any way I could better explain my process please let me know. I find circuits easy to troubleshoot understand and build but I am not always the best at explaining things to others.
Final Note: Make sure to give last_username proper credit/thanks/pat on the back/hero cookie for creating and sharing this amazing device. He obviously put a lot of work into it.
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Retired StaffNot so. I have mine hooked up to a dual edge pulse generator which is hooked up to I don't know how many block swappers underground with glowstone. When night hits I have ground lights. Daytime all you see is a field of grass. In fact most times the daytime cycle switches as my character takes his first step out of bed. I wouldn't recommend hooking it up to every door machine and thingamabobber you have in your whole world though. I have all the swappers spaced out so glowstone pops up flush with the ground every 13 blocks in staggered rows. looks nice.
edit: oh redstone lamps lol I read glowstone
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Retired Staffmine currently stay in sync since they are a small 2 tick circuit. I am sure some lag a bit but it all comes down to my dual edge pulse generator being a long enough pulse that the signal wont get lost in lag and none of the swappers will completely fail. the onlt problem with the swapper that I use is they are no where near spam proof but since they are only getting input from the light sensor that's not a problem. it's a really small swapper design using 2 repeaters 3 torches 4 dust 2 pistons and one sticky. the whole circuit is 5Lx3Wx3H
I will probably be one of the first trying it lol
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yeah the dual edge pulse generator is just two identical monostable circuits. one circuit gets input directally from the sensor the other gets input from an inverter which gets input from the sensor. you just merge the two outputs from both circuits into one and that one output gets sent to all your swapper inputs. any time you need to add a repeater to extend an output signal to a swapper you should add a repeater to all the other swappers to make sure they all activate in the same number of ticks.
All the circuit does is basically make any lever type input act as if it is a button. I was using a one repeater design for the monostable circuits and just threw in another repeater on both (both repeaters on both circuits set at 4 ticks).
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Retired StaffDual edge? Does this mean it's activated by both a rising and falling edge? If so, what would be the point? Also, do you use memory latches or do block swappers have latches built in?
The day night sensor output is a constant power either on or off much like a lever (off during the day on at night). the block swapper circuits I have in there work off of a pulse input. when a constant power is applied it only does half its cycle. So as a result if I put the light sensor direct in to the block swapper night time would apply power to the swapper starting half the cycle. When morning rolled around power would be cut from the swapper and the cycle would finish. the result of this would be one day would have glowstone showing and the next day would have a grass field and every night would have holes in the ground very undesireable.
so thats where the dual edge pulse generator (yes pulse on both the rising and falling edge) comes in. with that just after the light sensor a pulse is sent out in the morning and another at night to all the swappers. the pulse at night flips out all the glowstone flush with the ground and the morning pulse flips out dirt blocks flush with the ground.
the swappers work off the fact that all three pistons (2 reg 1 sticky) are constantly extended if there are no blocks attached. you have to break one of the 4 redstone connection to load blocks into the swapper. one on top of the sticky (which pushes up) and one against one of the regular piston(doesn't matter which. they both push horizontal toward the sticky) when the circuit is re connected one reg piston will be held retracted by the block against the extended sticky. The sticky will hold up the block in use and the other regular piston will stay extended this is basically the rest position. when a pulse is applied to the input of the circuit the sticky piston retracts while the other two are on a delay that is 1 tick more than the sticky. the sticky is fully retracted as the other two receive power. The piston without the block is already extended so it ignores the pulse and decides to retract as a result. the other reg piston pushes the block on the sticky off to the other piston and the block that was holding it back onto the sticky just before the sticky extends again. the result is a very fast 2 tick swap tiny circuit and only uses 4 rdust 2 repeaters at 1 tick and 3 torches. the downside is this swapper can't handle spamming pulses. if you put a button on the input and pressed it rapidly the sticky piston would end up holding both blocks in the air with both reg pistons extended. since there is no button involved in my circuit i'm not too worried. I hope I explained well enough it's quite hard to explain because it's kind of a visual thing. Basically all three pistons are powered by a torch. Repeaters are going from the sticky piston's torch to the blocks the other torches are on. Redstone is placed on top of those same blocks with another piece of redstone behind so the dust heads directly into each reg piston. the block that the sticky pistons torch is on is where the input signal goes into.
I would never use this type of swapper on a user input circuit
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Retired StaffDon't worry, I read you loud and clear. I just have never built a block swapper and was wondering what the point of using a monostable circuit was. Basically you have built what's called a zero-crossing detector. When it detects any change to a solid signal in the input, it sends out a short pulse, whether the change be from high to low or low to high. So it's an edge detector that can pick up on both rising and falling edges.
I guess, in a way, the block swapper could be referred to as a memory storage device. It does have two states, it would just only be useful for an aesthetic application such as this, not very effective in a circuit. I suppose you could use it like a muxer, or enabler/disabler, if you used an opaque and transparent block in combination. This wouldn't be efficient at all though, since you can accomplish an instant muxer with one set of pistons, each using a single block.
The only downside is in the future, when piston's extension is delayed, it will probably break this design of block swapper. It wouldn't be hard to create a new design, but it would be at least twice as slow. But who knows, I think the update that changed pistons came after the official release, so 4J might not even do this. They might start their own updates then and decide to leave pistons instant.
If they do slow the pistons I estimate I could change the repeaters on the swapper from a 1 tick pulse to a 2 tick to sync the regular pistons to the now slower sticky. Rest of the circuit should work the same. as long as the regular pistons are in sync with each other and 1 tick slower than the sticky piston it should work fine in theory.
again I believe this type of swapper should never be used in a direct user input circuit or any sort of fast clock circuit. it is fantastic for what I am doing with it but anything less than a 2 tick pulse going into the input seems to break it
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redstone is always a cool topic. There could be lots of good ideas to use this device. I'm trying to figure out a way to have this machine harvest my mushroom farm after 2 o 3 day cycles and auto harvest wheat after I figure it out. basically need a circuit with a tiny bit of memory to count how many times it triggers and then harvest circuit begins. and everything gets funnelled by water to a collection point in my house or the town well or something lol
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Retired StaffShift register, my friend, add a D flip flop for each day. Hook a monostable circuit to to the original circuit of your day/night detector, (not the pulse that comes after the zero-crossing detector) it has to send a one-tick signal to the clock input of all flip flops at the exact same time. When you first use it, force a bit into the last input of the register, make sure it can loop around to the first flip flop. You can't just force a bit into the beginning of the register or it will skip a day. From the output of the last flip flop, that's going to the input of the first flip flop, you can branch off and connect it to the circuit for your farm.
that sounds brilliant and much more simple that what I was thinking. one question though. I realize the monostable circuit is just to generate a pulse on only one edge but shouldn't it be an inverted monostable circuit since when day rolls around the light sensor outputs no signal. it just seem as though with this setup I should be detecting the falling edge since falling edge = day. it just seems like your original idea will result in my auto farms doing their harvest during a night cycle. I could be missing something though
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Retired StaffYes, it would be harvesting during the night cycle, sorry I was a bit confused on when your sensor outputs a high signal. So, you will need a falling edge detector, like this:
As you can see in the photo below, it outputs when the torch is removed:
You can simply reverse delays on the repeaters to detect a rising edge, but that's not what you need.
Dude! that thing is a great monostable circuit. So very tiny. The ones I have been making have ended up being a more vertical and 1 wide design. it will make for easy wireing. my current wireing is 4 blocks under ground and since that thing is only 2 high I will be able to do my farms wireing on a different layer. no chance of crossing up wire. Thanks for the input
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i think that with a day night sensor it puts out both low and high just on different sides of the circuit basically youd just have to wire off from one side or the other. i think anyway, mine worked for a bit then something cuase a catastrohic failure in the redstone circuit and i could never get it to reset right after that. need to make a new one.
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Retired StaffI'm not sure exactly what you mean. I think Dew's sensor only has one output. The edge detector has nothing to do with making the sensor functional, it is just to send a pulse to an autofarm. Since the output is low during the day, the detector has to be set up to only send a pulse when the signal in its inputs goes from high to low. That's why he needs a falling edge detector, a.k.a. falling edge triggered monostable circuit... Damn, it sounds fancy when you put it that way.