Has anyone been able to find a good tutorial on Youtube for a 60 second countdown timer that works on MCX360 1.8? I'm having a little trouble trying to locate one. I would like to build one for my Hunger Games map.
I don't have a tutorial, but i know that a block falling through a cobweb takes roughly 30-35 sec (human error buffer zone) so 2 of them should be about a min, so maybe just hook up a dispenser to some kind of Redstone gate/circut where all people need to hit their buttons/levers so the dispenser would fire a block, and the block would then hit a wooden pressure plate that then hooks up to your wall drop system. you would want to test it a little bit to fine tune the dispenser element, but it should make for a very compact timer system.
I can build you one not a problem, I can even teach you as we go if you like. They are actually pretty simple once you understand the mechanics behind them. Making a 1 minute..hell even a 24 hour digital display clock is just as easy as a ten second clock.
All you need is some 7-segment displays, data rolls, and a clock. Technically you don't have to use piston tapes as memory, but it's more compact. You'll need something in the 1's digit's memory that triggers the memory of the next segment to advance one cycle, which would actually be going down a digit, but redstone doesn't know the difference. The best way I can think of to do this would be an extra piston tape, that triggers the next array when the displayed digit is 9. From the default display 60, this tape should read 0100000000.
It could be a better idea to run each segment on a separate clock, to avoid seeing 69 ( ) for a fraction of a second before 59 appears, and other similar issues. I haven't built any counters like this, so I'm not exactly sure of what problems you may come across. If you do this, 1's digit will run on a 10-tick clock, 10's digit will run on a 100-tick, but must be activated from a point where it outputs after 10 ticks, then continues on its regular cycle.
Does this structure need to face a particular way like North? I tried to build a CNB train station and had to build it 4 different times before it was facing the right direction.
Does this structure need to face a particular way like North? I tried to build a CNB train station and had to build it 4 different times before it was facing the right direction.
I don't think so. I haven't built this, so I couldn't tell you for sure. Though nothing I've listed should have such an issue, with the designs I've seen/used.
i have just built a ten second clock but making a 60 second clock seemed so time consuming that i almost just gave up is there any shortcuts in making it.
Thanks, everyone. That was the same tutorial a friendly forum user directed me to. I got through part 1 & was completely lost. Didn't have a clue what to do after that. I guess I'll just save this countdown timer till a later date. I'm not good with Redstone. Sure, I can follow a tutorial, but when I have to change things around to make it countdown, then I'm completely lost. lol
Sure, I can follow a tutorial, but when I have to change things around to make it countdown, then I'm completely lost. lol
It's pretty much the exact same thing, you just have to set up the memory of the display differently. Just program the segments to appear to count down, instead of up.
CNB's clock is a great begginer clock, but there are much more compact and more CPU/stable clocks available. The advantages to CNB's is that the decoder is very easy to follow and work with, but the array itself can be somewhat confusing to look at and follow at first. The main disadvantage to it is the amount of pistons that need to fire each digit change, 8x4 = 32 pistons not counting the display which consists of 2 per segment which can consist of an additional 14 pistons firing.
I've done alot of work on more detailed clocks and displays, now there's not alot we can do yet with displays other then switching it to redstone torches which makes reading the display during the day and even during the night if your close hard to read. Soon enough we will have redstone lamps which will help. I've reduced the amount of pistons firing per segment from 8 and 10 arrays using 4 rows each (32 and 40 pistons) to just 4, however the decoder is much more complicated.
I've also used a Staggered T-Flip Flip suit to handle timer for a 1 min interval rather then 75 repeaters, or cob webs with falling items. The idea here is to trigger flip flops every 15 seconds and staggered 3 or 4 of them (can't remember) so that they line up exactly every 60.1 seconds, you trigger on 15 second intervals.
Its a very bad idea to try and update your display with a 1 second clock as well, your users will very quickly complain about lag, however using lamps and reduced array should make a huge difference but as i already mentioned we don't have redstone lamps yet.
CNB's clock is a great begginer clock, but there are much more compact and more CPU/stable clocks available. The advantages to CNB's is that the decoder is very easy to follow and work with, but the array itself can be somewhat confusing to look at and follow at first. The main disadvantage to it is the amount of pistons that need to fire each digit change, 8x4 = 32 pistons not counting the display which consists of 2 per segment which can consist of an additional 14 pistons firing.
I've done alot of work on more detailed clocks and displays, now there's not alot we can do yet with displays other then switching it to redstone torches which makes reading the display during the day and even during the night if your close hard to read. Soon enough we will have redstone lamps which will help. I've reduced the amount of pistons firing per segment from 8 and 10 arrays using 4 rows each (32 and 40 pistons) to just 4, however the decoder is much more complicated.
I've also used a Staggered T-Flip Flip suit to handle timer for a 1 min interval rather then 75 repeaters, or cob webs with falling items. The idea here is to trigger flip flops every 15 seconds and staggered 3 or 4 of them (can't remember) so that they line up exactly every 60.1 seconds, you trigger on 15 second intervals.
Its a very bad idea to try and update your display with a 1 second clock as well, your users will very quickly complain about lag, however using lamps and reduced array should make a huge difference but as i already mentioned we don't have redstone lamps yet.
Anyhow, hope this helps.
That's honestly not that many pistons, and shouldn't cause much of a problem. With 8 players, you may be looking at some lag no matter what, unless the host has a decent upload speed. Lag while the clock is running doesn't matter much anyway, that should go away once the clock hits zero.
P.S. What the hell is a "staggered" T flip flop? I've seen someone else talk about this before, yet I've never heard about it in my life. It certainly doesn't exist in electronics.
It is alot of pistons and will lag, i know I've built this and the anyone near it was complaining of lag, but if you don't believe me try it yourself. The Xbox is NOT optimized and seems to be very cludgy when it comes to pistons, anymore then 10 + firing at once will lag. I don't exactly remember what version it was when notch slowed down the fire rate of pistons which made quite a big difference in the lag they generate. On my pc i can fire hundreds of them at a time at intervals of 1 or 2 seconds and not lag, right now can't say that on the Xbox. However got to remember that the Xbox version is still a 'BETA' version.
The clock is only running when players are in their "cage" waiting to be released at the start of the match. When it hits zero it stops itself and the clock. Lag will not be an issue. If I can build these on a persons map from the UK (I live in Canada) and it work flawlessly there is no reason it couldn't be done by anyone the only change I made is to his clock which runs the piston tape. Instead of a piston moving back and forth I used a circle of four redstone repeaters all on one tick. It gives the same timing as the piston method but it's much more stable and helps reduce lag.
I agree that this seems overly complicated for a countdown timer. I prefer the wool/glass conveyor for timing as you only need 4 pistons to rotate the counter.
Check the 12th comment in this topic, there's some great info there on how to build one, and it works on Xbox just fine.
Links are most welcome.
Thanks.
What I want is a 60 second countdown clock that will show the tributes how long they have until the cells are raised.
You can adapt this clock for your cool down timer by reducing it to 2 digits and reversing the order of the numbers.
Part 1 Memory array: Part 2 Display: Part 3 24 H clock:
Also what is that seed?
Edit: NVM on the idea, but what seed is that?
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Retired StaffIt could be a better idea to run each segment on a separate clock, to avoid seeing 69 (
Does this structure need to face a particular way like North? I tried to build a CNB train station and had to build it 4 different times before it was facing the right direction.
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Retired StaffI don't think so. I haven't built this, so I couldn't tell you for sure. Though nothing I've listed should have such an issue, with the designs I've seen/used.
It's a superflat world.
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Retired StaffIt's pretty much the exact same thing, you just have to set up the memory of the display differently. Just program the segments to appear to count down, instead of up.
I've done alot of work on more detailed clocks and displays, now there's not alot we can do yet with displays other then switching it to redstone torches which makes reading the display during the day and even during the night if your close hard to read. Soon enough we will have redstone lamps which will help. I've reduced the amount of pistons firing per segment from 8 and 10 arrays using 4 rows each (32 and 40 pistons) to just 4, however the decoder is much more complicated.
I've also used a Staggered T-Flip Flip suit to handle timer for a 1 min interval rather then 75 repeaters, or cob webs with falling items. The idea here is to trigger flip flops every 15 seconds and staggered 3 or 4 of them (can't remember) so that they line up exactly every 60.1 seconds, you trigger on 15 second intervals.
Its a very bad idea to try and update your display with a 1 second clock as well, your users will very quickly complain about lag, however using lamps and reduced array should make a huge difference but as i already mentioned we don't have redstone lamps yet.
Anyhow, hope this helps.
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Retired StaffThat's honestly not that many pistons, and shouldn't cause much of a problem. With 8 players, you may be looking at some lag no matter what, unless the host has a decent upload speed. Lag while the clock is running doesn't matter much anyway, that should go away once the clock hits zero.
P.S. What the hell is a "staggered" T flip flop? I've seen someone else talk about this before, yet I've never heard about it in my life. It certainly doesn't exist in electronics.
Check the 12th comment in this topic, there's some great info there on how to build one, and it works on Xbox just fine.
http://www.minecraftforum.net/topic/1603584-need-some-serious-redstone-helpadvice-urgent