Tried building CNB's countdown from 0-9 and it's failing miserably. Tried rearranging redstone and everything but it will not display numbers. Instead it just displays random lines. Also I think the pistons move too fast since most times when I stop it the wool isn't attached to the piston. I only wanted the 1-10 count but CNB goes onto a whole damn clock which I might do later but not now. So he doesn't really show how to finish this up.
Haha this is funny, I tryed the same thing and also stuck on the same problem. Guess I'm not the only one that gets the random lines. I just gave up on it for now, at least it has a blinking 8 lol.
Haha this is funny, I tryed the same thing and also stuck on the same problem. Guess I'm not the only one that gets the random lines. I just gave up on it for now, at least it has a blinking 8 lol.
It seems my issue is the sticky piston moves too fast to move the wool block and just leaves it there. I'll try delaying it
Seems like you have created some accidental block-droppers. At this point it's impossible to tell what's wrong with it, without looking up and watching the tutorial. I'm guessing an incompatibility between MCPC and MCXBLA. I'll look at it next time we're both online.
First of I am not the best with redstone, although I do dabble a bit on the simplier things. Doors and Minecart stuff mainly. However have you tried adding more repeaters to slow the swap down a bit.
This might make it not so compact, and probably add bulk to it, but should at least slow the pistons down I would think. At least enough for the counter to function within reason. So try adding more delay to the pistons, and see if that works.
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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.
I've built his clock and a much superior version of it as well, which uses much less pistons, but a more complex decoder however its more reliable since it has less moving parts. I could build you a really quick 10 -> 0 countdown timer in a test world that you can then replicate in your real world if you want, that way you don't need to give me build permissions in your real world, or i could look at what you have done and offer some suggestions on a fix.
I've built his clock and a much superior version of it as well, which uses much less pistons, but a more complex decoder however its more reliable since it has less moving parts. I could build you a really quick 10 -> 0 countdown timer in a test world that you can then replicate in your real world if you want, that way you don't need to give me build permissions in your real world, or i could look at what you have done and offer some suggestions on a fix.
Your call, gt Cire360
I'm pretty sure this is the one he made, it's also the one I did. See if you could find a fix please. Thanks.
[video][/video]
It seems my issue is the sticky piston moves too fast to move the wool block and just leaves it there. I'll try delaying it
I'm having the same problem, I wish he showed in the video where to put the glass. When I cycle through each block I ended up with the blocks not moving and getting stuck.
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Add me if you like I play mostly COD, but I do play alot of Minecraft also.
I've built his clock and a much superior version of it as well, which uses much less pistons, but a more complex decoder however its more reliable since it has less moving parts. I could build you a really quick 10 -> 0 countdown timer in a test world that you can then replicate in your real world if you want, that way you don't need to give me build permissions in your real world, or i could look at what you have done and offer some suggestions on a fix.
Your call, gt Cire360
I got a capture card so I can just take some video of the one in your world if it's still exposed. My GT is Rushing Fox
Probably be on around 2:30PM unless someone starts watching Sunday football
You should know there are more issues with this then just what your experiencing. The second issue that your going to run into is caused by chunk unloads, and will cause a double piston fire. I did fix this by placing a unmovable block like obsidian or furnace, chest, whatever at each of the 4 spots that each piston is pushing to prevent throwing the whole array outa sync.
When I built this version i didn't use his timer method, it caused alot of issues for me, instead i used a total different timer, basically i didn't need it to fire each second, i wanted it to update each minute, so i used a stacked or staggered t-flip flow with 3 junctions or was it 4 can't remember, that was flipped each 15 seconds or something like that. In essence what i did was place 3 or 4 t-flip flops, at each 15 seconds, or 12 seconds can't remember the exact timer count, i would flip the first t-flip flop, on one side of the t-fip flop i tripped the second and so on, when they all lined up i fired the movement of the array. I worked it out so it fired exactly every 60.1 seconds.
There were a few other issues i had to work out with this as well, but i can't remember them all. I do have a working version on an old 1.7.3 world however the array is outa sync right now because of a double push, I strongly suggest you address this issue right away if you didn't like programing the array.
As i mentioned before theres a much better way to do this using just 4 pistons, and passing the output to a circuit to do the decoding. I'll try to get a screenshot to show the setup, its actually alot more easier to do and explain and follow then the complex array that CNB uses. Think of CNB's array, Lets take one of the smaller arrays (8 pistons per row/column), now drop off 7 of them, and instead of using a programmable array, you drop out all the solid blocks and replace all but 1 with a solid block. Now you read where that block is as it moves along and can tell what digit it should display by where it is within the array. Thus as it moves along it powers different circuits which tell what segments to light up to display the digit (thus nothing to program), nothing to fall outa sync, much less moveable parts.
I hope I described in enough detail above to make since, once i show a screenshot it would all make since, and I'm sure you all will agree its a superior method.
Ok couln't get on to the Xbox as the family is using it, so whipped up a few images from the PC that should port over rather nicely to the xbox. The first image is in respects to doing a 1 min timer with min effort.
Here we feed our timer input into the green wool, and the output will come at the red wool which we will feed into our system that rotates our display. The red will only be triggered after 10 passes, since we are aiming for a 1 min timer, we need (150 / 10 = 15 red stone repeaters set to max delay) looped. This isn't my favorite way of doing a 1 min timer (see next image), but it works and is pretty stable, however keep in mind of chunk unloads may cause pistons to double fire and thus you might want to prevent that by placing a unmoveable block in each of the 4 directions pistons are pushing.
Next we have the image
Here we feed our timer input again into the green wool and the output (which i should mention will be a pulse), will be coming out of the red wool. Its easy enough to change this to a constant power instead of the pulse. It will fire the pulse every 4 flips, thus your timer needs to be roughly 15 seconds long thus you will need 38 repeaters, 37 on full delay, and one with 2 ticks. Basically this works by each flip flop flipping the one after it only when on one side.
Finally here is a small piston array using 4 pistons. and 10 outputs. Apologies about the debug data, forgot i was encoding and was curious as to why i was lagging, (was running low on memory).
You pulse the system on the green wool, which will move the block along the path, you can think of each spot in the chain as a different digit, so red would be 0, pink would be 1, yellow would be 2, ect. Obviously you would need to send this to a circuit that would then adjust what segments in your clock to light up, which you should be able to compact rather nicely, because this uses so few pistons again its prone to much less lag and you only need to program each circuit rather then an entire array. I could show you a rather simple circuit if needed, but for the most part all segments can easily be linked to each circuit with a few properly placed repeaters should do what you need easily.
Oh FYI i have never had a T-Flip/Flop double fire, so no worries to protect those, at least not that i have seen yet.
Hope this helps, if not give me a yell i should be online in an hour or two at most.
Ok couln't get on to the Xbox as the family is using it, so whipped up a few images from the PC that should port over rather nicely to the xbox. The first image is in respects to doing a 1 min timer with min effort.
Here we feed our timer input into the green wool, and the output will come at the red wool which we will feed into our system that rotates our display. The red will only be triggered after 10 passes, since we are aiming for a 1 min timer, we need (150 / 10 = 15 red stone repeaters set to max delay) looped. This isn't my favorite way of doing a 1 min timer (see next image), but it works and is pretty stable, however keep in mind of chunk unloads may cause pistons to double fire and thus you might want to prevent that by placing a unmoveable block in each of the 4 directions pistons are pushing.
Next we have the image
Here we feed our timer input again into the green wool and the output (which i should mention will be a pulse), will be coming out of the red wool. Its easy enough to change this to a constant power instead of the pulse. It will fire the pulse every 4 flips, thus your timer needs to be roughly 15 seconds long thus you will need 38 repeaters, 37 on full delay, and one with 2 ticks. Basically this works by each flip flop flipping the one after it only when on one side.
Finally here is a small piston array using 4 pistons. and 10 outputs. Apologies about the debug data, forgot i was encoding and was curious as to why i was lagging, (was running low on memory).
You pulse the system on the green wool, which will move the block along the path, you can think of each spot in the chain as a different digit, so red would be 0, pink would be 1, yellow would be 2, ect. Obviously you would need to send this to a circuit that would then adjust what segments in your clock to light up, which you should be able to compact rather nicely, because this uses so few pistons again its prone to much less lag and you only need to program each circuit rather then an entire array. I could show you a rather simple circuit if needed, but for the most part all segments can easily be linked to each circuit with a few properly placed repeaters should do what you need easily.
Oh FYI i have never had a T-Flip/Flop double fire, so no worries to protect those, at least not that i have seen yet.
Hope this helps, if not give me a yell i should be online in an hour or two at most.
Ok thanks, the picture helped. Got a little distracted with another game so I wasn't able to do to much.
That's strange I have never had a double fire with CnB's design on the XBox. I even used the clock in testing loaded and unloaded chunks. Everytime you start a map on the XBox, and render the chunks in even if you go to the other end of the map the chunks stay partially loaded. I started the clock left the area for 15mins came back and my clock was still working flawlessly. The only modification I did was replacing the clock used to run the piston tape instead of using a piston moving a block over redstone torches, I simply used 4 repeaters on one tick in a circle. The clock seem to run much smoother after that.
Then you are one lucky fellow, During 1.7.3 i built this clock on multiple pc worlds (Yes this issue effects PC too), and on many many many friends xbox worlds, all of which have encountered the double piston push when unloading a chunk.
I believe what happens is the pistons fire as the chunk unloads, but it doesn't save the state that it already pushed the block, when the chunk is reloaded it knows that the pistons are firing, and pushes the blocks a second time.
However in time you'll see, this clock is highly prone to a double push, and when you need to redo the array, time and time again you'll take my word for it.
Anyone who has played with piston arrays should be able to confirm a double push. Granted its an easy fix as i mentioned just place something that can't be pushed where its pushing them too, so that it can't fall outa sync.
As I already stated this issue still to this day exists on PC, though i've never encountered with the use of a server, only in single player worlds.
Keep in mind however its not gona happen every time a chunk unloads, it only happens if there is a piston fire as the chunk unloads, which depending on how often your clock is firing well denote the frequency of a double fire.
just leave it alone for awhile, running and go do your thing away from the clock, helps to have multiple people in your world, check on it from time to time.
^Tested it again at lunch. Left it on for about 30 mins and went back and checked on it...you were right sure enough I had a double piston push, the piston tape got thrown out of sync and the clock froze haha. I think I lucked out the last time I tested it. I also had the repeaters running the piston tape all set at full delay so the clock would run smoother (even though it would not be accurate time wise ie: one second the display changes) I'm thinking that may have given me enough time to get out of render distance without having a piston fire...+1 for you good sir
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It seems my issue is the sticky piston moves too fast to move the wool block and just leaves it there. I'll try delaying it
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Retired StaffThis might make it not so compact, and probably add bulk to it, but should at least slow the pistons down I would think. At least enough for the counter to function within reason. So try adding more delay to the pistons, and see if that works.
Your call, gt Cire360
[video][/video]I'm having the same problem, I wish he showed in the video where to put the glass. When I cycle through each block I ended up with the blocks not moving and getting stuck.
I got a capture card so I can just take some video of the one in your world if it's still exposed. My GT is Rushing Fox
Probably be on around 2:30PM unless someone starts watching Sunday football
When I built this version i didn't use his timer method, it caused alot of issues for me, instead i used a total different timer, basically i didn't need it to fire each second, i wanted it to update each minute, so i used a stacked or staggered t-flip flow with 3 junctions or was it 4 can't remember, that was flipped each 15 seconds or something like that. In essence what i did was place 3 or 4 t-flip flops, at each 15 seconds, or 12 seconds can't remember the exact timer count, i would flip the first t-flip flop, on one side of the t-fip flop i tripped the second and so on, when they all lined up i fired the movement of the array. I worked it out so it fired exactly every 60.1 seconds.
There were a few other issues i had to work out with this as well, but i can't remember them all. I do have a working version on an old 1.7.3 world however the array is outa sync right now because of a double push, I strongly suggest you address this issue right away if you didn't like programing the array.
As i mentioned before theres a much better way to do this using just 4 pistons, and passing the output to a circuit to do the decoding. I'll try to get a screenshot to show the setup, its actually alot more easier to do and explain and follow then the complex array that CNB uses. Think of CNB's array, Lets take one of the smaller arrays (8 pistons per row/column), now drop off 7 of them, and instead of using a programmable array, you drop out all the solid blocks and replace all but 1 with a solid block. Now you read where that block is as it moves along and can tell what digit it should display by where it is within the array. Thus as it moves along it powers different circuits which tell what segments to light up to display the digit (thus nothing to program), nothing to fall outa sync, much less moveable parts.
I hope I described in enough detail above to make since, once i show a screenshot it would all make since, and I'm sure you all will agree its a superior method.
Here we feed our timer input into the green wool, and the output will come at the red wool which we will feed into our system that rotates our display. The red will only be triggered after 10 passes, since we are aiming for a 1 min timer, we need (150 / 10 = 15 red stone repeaters set to max delay) looped. This isn't my favorite way of doing a 1 min timer (see next image), but it works and is pretty stable, however keep in mind of chunk unloads may cause pistons to double fire and thus you might want to prevent that by placing a unmoveable block in each of the 4 directions pistons are pushing.
Next we have the image
Here we feed our timer input again into the green wool and the output (which i should mention will be a pulse), will be coming out of the red wool. Its easy enough to change this to a constant power instead of the pulse. It will fire the pulse every 4 flips, thus your timer needs to be roughly 15 seconds long thus you will need 38 repeaters, 37 on full delay, and one with 2 ticks. Basically this works by each flip flop flipping the one after it only when on one side.
Finally here is a small piston array using 4 pistons. and 10 outputs. Apologies about the debug data, forgot i was encoding and was curious as to why i was lagging, (was running low on memory).
You pulse the system on the green wool, which will move the block along the path, you can think of each spot in the chain as a different digit, so red would be 0, pink would be 1, yellow would be 2, ect. Obviously you would need to send this to a circuit that would then adjust what segments in your clock to light up, which you should be able to compact rather nicely, because this uses so few pistons again its prone to much less lag and you only need to program each circuit rather then an entire array. I could show you a rather simple circuit if needed, but for the most part all segments can easily be linked to each circuit with a few properly placed repeaters should do what you need easily.
Oh FYI i have never had a T-Flip/Flop double fire, so no worries to protect those, at least not that i have seen yet.
Hope this helps, if not give me a yell i should be online in an hour or two at most.
Ok thanks, the picture helped. Got a little distracted with another game so I wasn't able to do to much.
I believe what happens is the pistons fire as the chunk unloads, but it doesn't save the state that it already pushed the block, when the chunk is reloaded it knows that the pistons are firing, and pushes the blocks a second time.
However in time you'll see, this clock is highly prone to a double push, and when you need to redo the array, time and time again you'll take my word for it.
Anyone who has played with piston arrays should be able to confirm a double push. Granted its an easy fix as i mentioned just place something that can't be pushed where its pushing them too, so that it can't fall outa sync.
As I already stated this issue still to this day exists on PC, though i've never encountered with the use of a server, only in single player worlds.
Keep in mind however its not gona happen every time a chunk unloads, it only happens if there is a piston fire as the chunk unloads, which depending on how often your clock is firing well denote the frequency of a double fire.
just leave it alone for awhile, running and go do your thing away from the clock, helps to have multiple people in your world, check on it from time to time.