I'm currently working on a board game, but I've yet to find a good dice tutorial for the xbox. All the ones I do find don't really explain enough, so can anyone point me in the right direction? Also, would it be better to use Pistons or Redstone torches for the display system? I've seen it done both ways...
Not too sure about that one, but is the dispenser always random? Even if you put the item back in, will you still have the same possibility to get it again?
"Currently each stack in the dispenser is picked with equal probability. That is, if there are x stacks in the dispenser, the probability that a particular stack is picked is 1/x."
Have 6 stacks, there ya go.
"Most items will simply be ejected as items and land 3 by 3 blocks away if on level ground, similarly to items dropped by a player."
Does that mean that they'll land in like, a 3x3 area marked 1-9. Besides, they also have a random variation.
Both ways would work, but I like the first way if the dispensers really are random on the 360. Not sure if there's any difference there between the PC version or not...However would it be possible to hookup 2 dispensers, and have one of them randomly fire at the press of a button? I need two "randomizers" with 16 options, so is there a simple way to do this?
Dice is alot more simply to do then one makes it out to be, or at least a 'simple' method.
To start you create a circle circuit that you will pulse to begin, this pulse will travel around and around (like a timer). with 6 repeaters to break to slow down the pulse but make sure there is no delay in these. The repeaters should feed into a block that acts as a way to break the circular circuit. off of these blocks you will also power a shunt which for now will not lead anywhere, but eventually will when the user presses the button.
When a button is pressed you break the main circular circuit by lifting the blocks the repeaters are feeding into with pistons, but also on each of the shunts you will push a block in place allowing the pulse someplace to go, depending on which shunt or circuit it goes down is the number that the user would roll. You of course would setup values for each separate circuit it would travel down.
There are alot of other ways to do it but this one is pretty sound, providing my description above made any since. If not send me a friend request I can either go to your world or you can drop into one of my test worlds and i'll whip up an example for you.
Yeah I have no clue what you just said because I know nothing when it comes to redstone. If you want to show me you can shoot me a FR at ActiveHate. Anyways would the randomizer I mentioned above be possible? I want 16 options on it, and a dispenser only holds 9 items.
Dice is alot more simply to do then one makes it out to be, or at least a 'simple' method.
To start you create a circle circuit that you will pulse to begin, this pulse will travel around and around (like a timer). with 6 repeaters to break to slow down the pulse but make sure there is no delay in these. The repeaters should feed into a block that acts as a way to break the circular circuit. off of these blocks you will also power a shunt which for now will not lead anywhere, but eventually will when the user presses the button.
When a button is pressed you break the main circular circuit by lifting the blocks the repeaters are feeding into with pistons, but also on each of the shunts you will push a block in place allowing the pulse someplace to go, depending on which shunt or circuit it goes down is the number that the user would roll. You of course would setup values for each separate circuit it would travel down.
There are alot of other ways to do it but this one is pretty sound, providing my description above made any since. If not send me a friend request I can either go to your world or you can drop into one of my test worlds and i'll whip up an example for you.
There's a way even easier than that. You just need a pseudo-random number generator with 6 outcomes. There are many ways to do this, so that part is up to you. If you would like, I could throw together an example real quick and take a few screenshots.
There's a way even easier than that. You just need a pseudo-random number generator with 6 outcomes. There are many ways to do this, so that part is up to you. If you would like, I could throw together an example real quick and take a few screenshots.
Well I've built a rough design, but there are some bugs that need to be worked out. I'm not feeling too well, so I'll get on that tomorrow, sorry. But for now, this is what I've got.
Here's the clock, it's later set to 4-tick delay on each repeater. If I can't come up with a better solution, it will actually need a longer cycle, which will increase the size of this thing massively. Those other repeaters, proceeded by dips will make sense shortly.
Infinite loop circuits are positioned in front of aforementioned repeaters. These will soon become memory cells, and will act similar to a gated D latch. Though, the logic at work here is much different, and exclusive to redstone engineering.
Pistons, m'boy! These act as the clock input for your latches, a control line if you will. Pulsing this will save all inputs at the same time, hopefully leaving you with a single positive result. This is where the issues arise, and you will sometimes find two outputs.
Use some sort of monostable circuit as a pulse limiter to precisely control the clock input. Make sure it outputs a 2-tick pulse, so you don't accidentally turn the control pistons into block-droppers. The design of monostable circuit I'm using in the shot is affected by the north-south quirk, so watch out for that if you plan on using it. Have the I/O of it facing east or west and you should be fine.
Like I said, I'll fine-tune this tomorrow. I just wanted to give you some insight into my progress and share with you an idea of how this works. I think that's much more intuitive than some block-by-block YouTube tutorial.
Thanks a million, those screenshots are pretty clear and helpful! You sort of lost me there at the last part when you mentioned the monostable circuit. Is that the thing on the ground, and if so how does it control the whole setup up top? Sorry, I'm still a novice when it comes to using redstone, so I'm basically just copying block placement in those screenshots. Honestly I don't know how you guys create such intricate machines with this stuff, it must take some sort of deep knowledge that I'm just not able to grasp yet.
I'm still wondering though is it possible to hookup two dispensers to a single button, and have one of them randomly fire when you press it? Something like this sounds pretty simple, but like I said before redstone isn't my strong point.
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If it's just 6 sided die, couldn't you just hook up a dispenser, and assign values to each item?
Put 6 different items, and if you get a rose, it's a one. If you get a fish it's a two etc.
Not fancy, but I've never been big on redstone to be honest...
Wooden pressure plates for each block leading to a different area.
Have 6 stacks, there ya go.
"Most items will simply be ejected as items and land 3 by 3 blocks away if on level ground, similarly to items dropped by a player."
Does that mean that they'll land in like, a 3x3 area marked 1-9. Besides, they also have a random variation.
To start you create a circle circuit that you will pulse to begin, this pulse will travel around and around (like a timer). with 6 repeaters to break to slow down the pulse but make sure there is no delay in these. The repeaters should feed into a block that acts as a way to break the circular circuit. off of these blocks you will also power a shunt which for now will not lead anywhere, but eventually will when the user presses the button.
When a button is pressed you break the main circular circuit by lifting the blocks the repeaters are feeding into with pistons, but also on each of the shunts you will push a block in place allowing the pulse someplace to go, depending on which shunt or circuit it goes down is the number that the user would roll. You of course would setup values for each separate circuit it would travel down.
There are alot of other ways to do it but this one is pretty sound, providing my description above made any since. If not send me a friend request I can either go to your world or you can drop into one of my test worlds and i'll whip up an example for you.
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Retired StaffThere's a way even easier than that. You just need a pseudo-random number generator with 6 outcomes. There are many ways to do this, so that part is up to you. If you would like, I could throw together an example real quick and take a few screenshots.
Sure thing. That would be greatly appreciated.
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Retired StaffWell I've built a rough design, but there are some bugs that need to be worked out. I'm not feeling too well, so I'll get on that tomorrow, sorry. But for now, this is what I've got.
Here's the clock, it's later set to 4-tick delay on each repeater. If I can't come up with a better solution, it will actually need a longer cycle, which will increase the size of this thing massively. Those other repeaters, proceeded by dips will make sense shortly.
Infinite loop circuits are positioned in front of aforementioned repeaters. These will soon become memory cells, and will act similar to a gated D latch. Though, the logic at work here is much different, and exclusive to redstone engineering.
Pistons, m'boy! These act as the clock input for your latches, a control line if you will. Pulsing this will save all inputs at the same time, hopefully leaving you with a single positive result. This is where the issues arise, and you will sometimes find two outputs.
Use some sort of monostable circuit as a pulse limiter to precisely control the clock input. Make sure it outputs a 2-tick pulse, so you don't accidentally turn the control pistons into block-droppers. The design of monostable circuit I'm using in the shot is affected by the north-south quirk, so watch out for that if you plan on using it. Have the I/O of it facing east or west and you should be fine.
Like I said, I'll fine-tune this tomorrow. I just wanted to give you some insight into my progress and share with you an idea of how this works. I think that's much more intuitive than some block-by-block YouTube tutorial.
I'm still wondering though is it possible to hookup two dispensers to a single button, and have one of them randomly fire when you press it? Something like this sounds pretty simple, but like I said before redstone isn't my strong point.