I have come upon a problem with switching tracks via logic gates (specifically NOR switches.)
I made a train station according to the design by CNB Minecraft (). However, the tracks won't switch when they lose power. Only when power is switched on.
The tracks will switch properly when you use a switch. Switching on and off changes the direction of the track as it should. When you use a button, the track switches when it receives power and switches back when the button's power runs out. But, using a NOR switch, it will NOT switch when it loses power.
Am I missing something or what's going on? Spent a good amount of time building this station and now it doesn't work.
So the update messed it up? Does this page get any developer attention (in other words, do you think it will ever be fixed)?
I've been trying for the last hour to get it to work. Built the design 3 more times (much smaller) in 3 different places just to see if I was doing something wrong and it STILL won't work.
Well all i know is redstone will get updated again. Hopefully things will fix or be fixed if not actually updated so things work better or work period.
I actually wanted to build that station myself, and this is kinda disheartening news, although something i would rather check out to make sure that i don't find another way or something. Unsure of how you have set up if exactly like the video, then not sure what to think. Now only if someone more versed in redstone would come in... Although I don't think i ever got tracks to switch like that. I always had use torches under is and led wires up to it for them to work.
Of course then I have only done switch type, for the exception of the button small turn around station. I have never used a NOR Latch of any kind before... Only a XOR, in which i can't seem to get a compact version i've seen to work. Only the ones in the wiki have i ever got working if not crudely...
So who knows. I guess I'll have to use levers, which kinda defeats the purpose of a NOR Latch in the first place..O_o At least the ways I have seen it used. Possibly might have to look into T-Flip Flops in order to get them to work for all I know. I am just guessing, but Those should work although unsure how you would put one those in this design...><
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Well all i know is redstone will get updated again. Hopefully things will fix or be fixed if not actually updated so things work better or work period.
Honestly, people need to stop having a fit over how "buggy" the redstone is. Since the update, I've only seen one very small bug. And this is in a huge machine that can use up to 96 mechanisms at the exact same time, all working simultaneously. On top of that, external to the accumulator, there are 64 more mechanisms in sequence, that would be operating 32 at a time, then 16, then another 16, if all were enabled simultaneously.
In 1.7.3 I had piston doors that were buggy... freaking doors. So yeah, I would say 4J did a damn good job of minimizing redstone glitches. Most users on here with "bugged" systems just don't know what they're doing and can't see their own errors because they just copy tutorials. I'm just saying, if someone doesn't understand redstone, they shouldn't blame the game when their creation won't work. Nine times out of ten, it's their fault it didn't work in the first place.
So the update messed it up? Does this page get any developer attention (in other words, do you think it will ever be fixed)?
I've been trying for the last hour to get it to work. Built the design 3 more times (much smaller) in 3 different places just to see if I was doing something wrong and it STILL won't work.
No. Redstone works far better than it ever has in the history of MCXBLA. Just a few days ago I ran a complete test on a 16-bit ALU with 13 functions. This means testing every single little piece of the system, in other words, I spent an hour manually powering combinations of input and control wires.
Throughout bug testing, I found 5 errors. 4 of them were my own errors that must have occurred during construction. Only one was an actual redstone glitch, it was in the B line of an adder. I tested this adder again, repeatedly, and never saw the issue again. Yes, we do still have redstone bugs, but not nearly as bad as we used to. At this point, I would say our redstone bugs occur just as often as they do on the current PC version.
Anyway, I'm not sure what a NOR switch is, but I assume you mean some sort of memory cell. Was it perhaps called an SR latch, or an RS NOR latch? In this case, when the latch is powered, it does not "un-power" itself. The S and R in SR latch stand for "set" and "reset". One input "sets" the latch, in which case you could consider it a 1. Whenever the other input is activated it "resets" the latch, this is considered a zero. These mechanisms can be very useful because they can remain stable in two different states, making them an absolute necessity for anything involving binary. More primitive creations typically use them to turn buttons into levers, but the functionality is very much the same.
I actually wanted to build that station myself, and this is kinda disheartening news, although something i would rather check out to make sure that i don't find another way or something. Unsure of how you have set up if exactly like the video, then not sure what to think. Now only if someone more versed in redstone would come in... Although I don't think i ever got tracks to switch like that. I always had use torches under is and led wires up to it for them to work.
I built it step by step identical to the video. Following along through the whole thing.
Anyway, I'm not sure what a NOR switch is, but I assume you mean some sort of memory cell. Was it perhaps called an SR latch, or an RS NOR latch? In this case, when the latch is powered, it does not "un-power" itself. The S and R in SR latch stand for "set" and "reset". One input "sets" the latch, in which case you could consider it a 1. Whenever the other input is activated it "resets" the latch, this is considered a zero. These mechanisms can be very useful because they can remain stable in two different states, making them an absolute necessity for anything involving binary. More primitive creations typically use them to turn buttons into levers, but the functionality is very much the same.
I meant RS NOR latch. Sorry. I'm still relatively new to redstone.
But I found a soluton-- Where the redstone comes out of the back to switch the tracks. Where it comes off of a block down to ground level where it's supposed to attach to the track, I placed a block with a redstone torch opposite the RS NOR (directly adjacent to the switching track) and an other block above it with the redstone torch facing back toward the RS NOR.
I built it step by step identical to the video. Following along through the whole thing.
I meant RS NOR latch. Sorry. I'm still relatively new to redstone.
But I found a soluton-- Where the redstone comes out of the back to switch the tracks. Where it comes off of a block down to ground level where it's supposed to attach to the track, I placed a block with a redstone torch opposite the RS NOR (directly adjacent to the switching track) and an other block above it with the redstone torch facing back toward the RS NOR.
Two blocks longer and it works. Still compact.
I actually built the exact mechanism you need awhile back. It allows only one latch to be selected at any time. Have a look:
Finished. Turns out, it's ridiculously easy. I was thinking about it all wrong the first few times. This new design is infinitely expandable, and each latch outputs in 4 ticks, and sets in 5 ticks.
^^^ Just an overview.
^^^ These are the latches I'm using this time around. It doesn't matter what design you use, but these are the fastest, they set and reset in 2 ticks. Also, I chose it because it's perfect if you want an output under your memory cell.
^^^ Branch your signal from the button. If you're using the RS NOR latch design I am, add a 3-tick delay to the input. If not, just make sure to have enough delay that it takes your latch at least 5 ticks to set.
^^^ Extend the other branch to control your pistons, make sure you have some repeaters here so the signal can hit all pistons. Also make sure the line doesn't go directly over the set torch on your latch. Place a torch on a block for your piston to push a block on top of, to reset the latches.
^^^ This is the handy thing about these latches. You can place a line directly under the output without much trouble.
Also, you don't have to invert the signals back to their original state. You're not going to be building an orthodox decoder, so it's not necessary. You can customize it so high signals keep their commands off and low signals will activate corresponding commands. And now that I think about it, this wouldn't even be a decoder at all. It's just inverting and branching signals.
P.S. Sorry about the rain, but the shots were pretty clear so I took them anyway.
You can just ignore that last paragraph. Although, you would be fine just using the inverted output as well.
If you heard of the South-East rule, then the problem is when the minecart tracks are facing south, you need to invert the output of the RS NOR Latch.
Again, being relatively unexperienced in redstone, I have not heard of that rule but, the train station I was building had all of the tracks going in and out of the north side of the building. So the return lines were facing east.
Well all i know is redstone will get updated again. Hopefully things will fix or be fixed if not actually updated so things work better or work period.
...
Honestly, people need to stop having a fit over how "buggy" the redstone is. Since the update, I've only seen one very small bug. And this is in a huge machine that can use up to 96 mechanisms at the exact same time, all working simultaneously. On top of that, external to the accumulator, there are 64 more mechanisms in sequence, that would be operating 32 at a time, then 16, then another 16, if all were enabled simultaneously.
In 1.7.3 I had piston doors that were buggy... freaking doors. So yeah, I would say 4J did a damn good job of minimizing redstone glitches. Most users on here with "bugged" systems just don't know what they're doing and can't see their own errors because they just copy tutorials. I'm just saying, if someone doesn't understand redstone, they shouldn't blame the game when their creation won't work. Nine times out of ten, it's their fault it didn't work in the first place.
...
Didn't quite mean it that way. I probably should have been more clear on that lil bit you quoted... I was only implying things would get more updated. And open other ways of doing things. I mean i have seen things that can be done on the pc that can not yet be done on the xbox. But when those things are put in then they will be able to be done that specific way. at least up to a point.
I don't really have much problems with the redstone, as there are always work arounds or like you mentioned failures on the builders part in contruction of the components.. I usually tweak my designs i make till it works... I do try a few other things, but in general I don't really mess with much restone as yourself. Most of my work with the stuff is built towards a rail system and doors... oddly enough.lol
Anyway thanks for pointing that out anyway, even though I didn't quite mean it quite like that...:D
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
I actually built the exact mechanism you need awhile back. It allows only one latch to be selected at any time. Have a look:
You can just ignore that last paragraph. Although, you would be fine just using the inverted output as well.
Do you have any youtube videos? I can't tell what's going on in back. I can't get it to stay latched and, when I use this design the tracks set and reset with power and when they lose power. Am I doing something wrong that they won't stay on or are they supposed to be that way?
Yes, that was the point of the topic. It worked when I built it on pc (1.3.2) but not when I tried to build it on 360. That is the entire function of the video I linked to, a compact train/minecart station.
I made a very similar train station in 1.6 without issues, i see you already fixed the problem but i could always jump in and see if i can find the issue, i am pretty good with redstone.
Didn't quite mean it that way. I probably should have been more clear on that lil bit you quoted... I was only implying things would get more updated. And open other ways of doing things. I mean i have seen things that can be done on the pc that can not yet be done on the xbox. But when those things are put in then they will be able to be done that specific way. at least up to a point.
I don't really have much problems with the redstone, as there are always work arounds or like you mentioned failures on the builders part in contruction of the components.. I usually tweak my designs i make till it works... I do try a few other things, but in general I don't really mess with much restone as yourself. Most of my work with the stuff is built towards a rail system and doors... oddly enough.lol
Anyway thanks for pointing that out anyway, even though I didn't quite mean it quite like that...
Yeah, I did come off a bit hostile about it. I was just irritated after seeing 50+ threads every day from people whining about the update. One of the biggest problems I see people run into is trying to use a feature that is not yet implemented. After which they say, "F*ck research, I'm going to blame this on 4J and call it a bug!" which annoys the hell out of me.
But yes, things will be updated, and redstone will become more amazing. We will get redstone lamps, glowstone logic, and a new repeater feature, allowing them to lock states. Sadly we will also suffer from the new piston mechanic, and they will no longer be instant.
You are trying to make it so can choose whether to go right or left at a junction?
It's a bit more than that. Using an RS NOR latch array, such as the one I posted above, you have a unary system where only one output is active at a time. Using this, you can set up a series of rails leading to different destinations. My design is infinitely expandable, with some slight modifications when the signal needs to be repeated. So theoretically, you could have any amount of locations you wanted. (Within reason, given the size of the world.)
Sure, you could set up separate rails and place minecarts on them. But that's not as much of a challenge and doesn't look nearly as awesome.
Do you have any youtube videos? I can't tell what's going on in back. I can't get it to stay latched and, when I use this design the tracks set and reset with power and when they lose power. Am I doing something wrong that they won't stay on or are they supposed to be that way?
I only have one YouTube video, it's of my old computer which I'm not very proud of. If the cell won't stay latched, the "set" input probably needs more delay. If you're using my design, make sure you copied it exactly, block for block. The repeaters where the lines branch are set to a 3-tick delay.
If you're not using my design, just make sure the latch sets at least one tick after all latches are reset.
I only have one YouTube video, it's of my old computer which I'm not very proud of. If the cell won't stay latched, the "set" input probably needs more delay. If you're using my design, make sure you copied it exactly, block for block. The repeaters where the lines branch are set to a 3-tick delay.
If you're not using my design, just make sure the latch sets at least one tick after all latches are reset.
I tried to make it exactly like in the picture but it won't work (tracks again facing north, for that south-east thing that other guy was talking about) unless I put an inverter at the end. Its not exactly a big deal at this point now that I know I have to use inverters to switch tracks. just kind of annoying.
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I made a train station according to the design by CNB Minecraft (). However, the tracks won't switch when they lose power. Only when power is switched on.
The tracks will switch properly when you use a switch. Switching on and off changes the direction of the track as it should. When you use a button, the track switches when it receives power and switches back when the button's power runs out. But, using a NOR switch, it will NOT switch when it loses power.
Am I missing something or what's going on? Spent a good amount of time building this station and now it doesn't work.
Thanks
-K
I've been trying for the last hour to get it to work. Built the design 3 more times (much smaller) in 3 different places just to see if I was doing something wrong and it STILL won't work.
I actually wanted to build that station myself, and this is kinda disheartening news, although something i would rather check out to make sure that i don't find another way or something. Unsure of how you have set up if exactly like the video, then not sure what to think. Now only if someone more versed in redstone would come in... Although I don't think i ever got tracks to switch like that. I always had use torches under is and led wires up to it for them to work.
Of course then I have only done switch type, for the exception of the button small turn around station. I have never used a NOR Latch of any kind before... Only a XOR, in which i can't seem to get a compact version i've seen to work. Only the ones in the wiki have i ever got working if not crudely...
So who knows. I guess I'll have to use levers, which kinda defeats the purpose of a NOR Latch in the first place..O_o At least the ways I have seen it used. Possibly might have to look into T-Flip Flops in order to get them to work for all I know. I am just guessing, but Those should work although unsure how you would put one those in this design...><
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Retired StaffHonestly, people need to stop having a fit over how "buggy" the redstone is. Since the update, I've only seen one very small bug. And this is in a huge machine that can use up to 96 mechanisms at the exact same time, all working simultaneously. On top of that, external to the accumulator, there are 64 more mechanisms in sequence, that would be operating 32 at a time, then 16, then another 16, if all were enabled simultaneously.
In 1.7.3 I had piston doors that were buggy... freaking doors. So yeah, I would say 4J did a damn good job of minimizing redstone glitches. Most users on here with "bugged" systems just don't know what they're doing and can't see their own errors because they just copy tutorials. I'm just saying, if someone doesn't understand redstone, they shouldn't blame the game when their creation won't work. Nine times out of ten, it's their fault it didn't work in the first place.
No. Redstone works far better than it ever has in the history of MCXBLA. Just a few days ago I ran a complete test on a 16-bit ALU with 13 functions. This means testing every single little piece of the system, in other words, I spent an hour manually powering combinations of input and control wires.
Throughout bug testing, I found 5 errors. 4 of them were my own errors that must have occurred during construction. Only one was an actual redstone glitch, it was in the B line of an adder. I tested this adder again, repeatedly, and never saw the issue again. Yes, we do still have redstone bugs, but not nearly as bad as we used to. At this point, I would say our redstone bugs occur just as often as they do on the current PC version.
Anyway, I'm not sure what a NOR switch is, but I assume you mean some sort of memory cell. Was it perhaps called an SR latch, or an RS NOR latch? In this case, when the latch is powered, it does not "un-power" itself. The S and R in SR latch stand for "set" and "reset". One input "sets" the latch, in which case you could consider it a 1. Whenever the other input is activated it "resets" the latch, this is considered a zero. These mechanisms can be very useful because they can remain stable in two different states, making them an absolute necessity for anything involving binary. More primitive creations typically use them to turn buttons into levers, but the functionality is very much the same.
I built it step by step identical to the video. Following along through the whole thing.
I meant RS NOR latch. Sorry. I'm still relatively new to redstone.
But I found a soluton-- Where the redstone comes out of the back to switch the tracks. Where it comes off of a block down to ground level where it's supposed to attach to the track, I placed a block with a redstone torch opposite the RS NOR (directly adjacent to the switching track) and an other block above it with the redstone torch facing back toward the RS NOR.
Two blocks longer and it works. Still compact.
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Retired StaffI actually built the exact mechanism you need awhile back. It allows only one latch to be selected at any time. Have a look:
You can just ignore that last paragraph. Although, you would be fine just using the inverted output as well.
Damn. Thats awesome. I'm gonna go try and build one of those right now. Thanks man. You're awesome.
Again, being relatively unexperienced in redstone, I have not heard of that rule but, the train station I was building had all of the tracks going in and out of the north side of the building. So the return lines were facing east.
Didn't quite mean it that way. I probably should have been more clear on that lil bit you quoted... I was only implying things would get more updated. And open other ways of doing things. I mean i have seen things that can be done on the pc that can not yet be done on the xbox. But when those things are put in then they will be able to be done that specific way. at least up to a point.
I don't really have much problems with the redstone, as there are always work arounds or like you mentioned failures on the builders part in contruction of the components.. I usually tweak my designs i make till it works... I do try a few other things, but in general I don't really mess with much restone as yourself. Most of my work with the stuff is built towards a rail system and doors... oddly enough.lol
Anyway thanks for pointing that out anyway, even though I didn't quite mean it quite like that...:D
You are trying to make it so can choose whether to go right or left at a junction?
Do you have any youtube videos? I can't tell what's going on in back. I can't get it to stay latched and, when I use this design the tracks set and reset with power and when they lose power. Am I doing something wrong that they won't stay on or are they supposed to be that way?
Yes, that was the point of the topic. It worked when I built it on pc (1.3.2) but not when I tried to build it on 360. That is the entire function of the video I linked to, a compact train/minecart station.
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Retired StaffYeah, I did come off a bit hostile about it.
But yes, things will be updated, and redstone will become more amazing. We will get redstone lamps, glowstone logic, and a new repeater feature, allowing them to lock states. Sadly we will also suffer from the new piston mechanic, and they will no longer be instant.
It's a bit more than that. Using an RS NOR latch array, such as the one I posted above, you have a unary system where only one output is active at a time. Using this, you can set up a series of rails leading to different destinations. My design is infinitely expandable, with some slight modifications when the signal needs to be repeated. So theoretically, you could have any amount of locations you wanted. (Within reason, given the size of the world.)
Sure, you could set up separate rails and place minecarts on them. But that's not as much of a challenge and doesn't look nearly as awesome.
I only have one YouTube video, it's of my old computer which I'm not very proud of. If the cell won't stay latched, the "set" input probably needs more delay. If you're using my design, make sure you copied it exactly, block for block. The repeaters where the lines branch are set to a 3-tick delay.
If you're not using my design, just make sure the latch sets at least one tick after all latches are reset.
I tried to make it exactly like in the picture but it won't work (tracks again facing north, for that south-east thing that other guy was talking about) unless I put an inverter at the end. Its not exactly a big deal at this point now that I know I have to use inverters to switch tracks. just kind of annoying.