I haven't experienced any problems with redstone lately. When I look at peoples design, most of the time they do a design that is complicating. I've built 3 different elevators and all 3 work perfectly fine. What i'm thinking is that people are making BUD Switches. I can't explain that but I recommend going on youtube and figuring that out on your own. Other wise you're gonna have to make a whole new design of your own.
Thanks for them vids nose job cleared a few things up that have been puzzling me..
Do you know if there is a way to make a piston action for longer when useing a button?? I've got a shooting range where the blocks pop up in sequence but they go down to quick, any ideas??
Yes use a RS NOR Latch and extend it with a delay circuit, create an additional output from the delay circuit and wire both outputs to either an OR gate or a NOR gate depending on your need.
I'm having a difficult time picturing this, mind posting some screen shots? Anyway, PincherPFC, all you need is a device that sustains a pulse. Some people like to branch an output and use an array of repeaters so when one 10-tick pulse ends, the next begins. This is very heavy on resources, large, and looks sloppy, so I don't use it. I prefer a self-resetting SR latch. The easiest to use would probably be an RS NOR latch which, when set, will output a signal. You can branch this signal, one line leading to the device in question, and the other line (this is where you add however much delay you need) goes back to the "reset" input and clears the latch.
^^^ Here is the logic all nice and spread out, so that it's easy to see what is going on.
^^^ It can be compacted into something like this 1-wide design I came up with awhile back. The steel door represents the circuit you're trying to delay. In your case, a piston.
Redstone repeaters do the trick. Throw one down and you'll notice 2 redstone torches sticking up out of it. Face the repeater and press LT. See the one torch move? Each repeater has 4 settings: 1, 2, 3 and 4 (numbers are not visible on the repeater, though). The numbers are ticks which are something like 1/100 of a second. 1 is the shortest delay and 4 is the longest delay. You can put multiple repeaters down to extend the delay, all set to however many ticks you need. I probably explained this like an idiot so just look for repeaters on the wikia or youtube search for redstone tutorials. You may need to find a tutorial that's medium or advanced for the good stuff but don't forget the basics. It's a lot to learn but well worth it, especially if you like showing off to friends.
Redstone repeaters only delay a signal, they cannot extend it. Also, a redstone tick is 1/10 of a second. It is also twice as long as a game tick, which occurs in 1/20 of a second. Other than that, everything is more or less correct.
Mind posting some screenshots? It sounds like you've created a BUD, but I'm not entirely sure of what could be activating it from the description. Detection items are very unique and act much differently than other redstone tiles. And pistons differ largely from all other detection items and come with many perks, sometimes wanted, other times... not so much. This is why my next video (which has been extremely delayed now) will focus entirely on piston logic, as it is such an expansive topic. It is not entirely imbedded in Redstone Theory, but it is a very fundamental branch; something I like to call "Mechanical Redstone Theory"
this is everything working correctly. the two glass blocks are above two sticky pistons. the two raised dirt blocks were in a straight line before and in the detection range.
now that i know sticky pistons do this, it's not so bad.
Nose job cheers for the pics.. Would that hold the door open for a few more seconds then close?? and would i have to do one of them for each block that comes up??
If you make a direct copy of the design, it will output a 24-tick pulse, which translates to the door staying open for 2.4 seconds. To sustain a longer pulse, simply extend the middle section (with the two tiles of wire on blocks) and add more repeaters to the bottom line. Also, you could build one for each piston if you want, but it's unnecessary. Just make one of these self-resetting latches and branch the output to however many pistons you have. Delay in the output will have no effect on the length of the pulse. However, you will have to do a few fancy little maneuvers if you want them to be synchronized.
this is everything working correctly. the two glass blocks are above two sticky pistons. the two raised dirt blocks were in a straight line before and in the detection range.
now that i know sticky pistons do this, it's not so bad.
thanks again for the help, nosejob.
Ahh, I see what happened. The top line must come on as soon as or before the bottom line goes off. The pistons would become BUDs, and the dust turning off would deactivate the dirt acting as a receiver, updating the pistons, thus they never retract. (as update detection is instant) Nice job on figuring that one out. You don't actually need those glass blocks there, by the way. They don't exactly act as an insulator, per se; they can't negate the effects caused by a receiver in the +1 detection range. In terms of redstone mechanics, they are treated in the exact same way as a "block" of air. My favorite use for them is in mechanical memory. For example, you can simulate the abilities of a HDD (hard disc drive) by using a sequence of piston tapes. Say you have 8 piston tapes, each holding 31 blocks; this represents 31 lines (or locations/addresses) of 8-bit data words, 31 bytes of information. If you set up a torch and repeater inside each tape, with lines of dust on the opposing side, you can read the information from the piston tapes, which are now acting as a disc. In these tapes, a solid/opaque block (such as stone, iron, dirt, gold, wood, whatever) will read as a 1, while a transparent block (glass, glowstone, leaves, ice) represents a 0.
Ahh, I see what happened. The top line must come on as soon as or before the bottom line goes off. The pistons would become BUDs, and the dust turning off would deactivate the dirt acting as a receiver, updating the pistons, thus they never retract. (as update detection is instant) Nice job on figuring that one out. You don't actually need those glass blocks there, by the way. They don't exactly act as an insulator, per se; they can't negate the effects caused by a receiver in the +1 detection range. In terms of redstone mechanics, they are treated in the exact same way as a "block" of air.
yeah, the glass was a failed attempt. it worked nicely as reference. i didn't remove them because they were never in the way.
the +1 detection range confuses me a little still.. i feel like i need to set up a test area and figure out what extends a piston and what doesn't. oh well, at least i can get a piston door to open and close now.. and i have a slime farm, so when a creeper destroys a sticky piston while i'm trying to get music disks, i don't care much.
the +1 detection range confuses me a little still.. i feel like i need to set up a test area and figure out what extends a piston and what doesn't.
As you found, one area is exactly one meter above the piston. There or four more special detection zones, diagonally above the piston, where the blocks would be touching corners. A receiver anywhere beside or under the piston cannot create a BUD.
Yup, it's really that simple. What becomes interesting is using this special perk to your advantage. A BUD switch, for example, can be really useful for making that hidden door a little "extra" hidden.
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Retired StaffI'm having a difficult time picturing this, mind posting some screen shots? Anyway, PincherPFC, all you need is a device that sustains a pulse. Some people like to branch an output and use an array of repeaters so when one 10-tick pulse ends, the next begins. This is very heavy on resources, large, and looks sloppy, so I don't use it. I prefer a self-resetting SR latch. The easiest to use would probably be an RS NOR latch which, when set, will output a signal. You can branch this signal, one line leading to the device in question, and the other line (this is where you add however much delay you need) goes back to the "reset" input and clears the latch.
^^^ Here is the logic all nice and spread out, so that it's easy to see what is going on.
^^^ It can be compacted into something like this 1-wide design I came up with awhile back. The steel door represents the circuit you're trying to delay. In your case, a piston.
Redstone repeaters only delay a signal, they cannot extend it. Also, a redstone tick is 1/10 of a second. It is also twice as long as a game tick, which occurs in 1/20 of a second. Other than that, everything is more or less correct.
this is everything working correctly. the two glass blocks are above two sticky pistons. the two raised dirt blocks were in a straight line before and in the detection range.
now that i know sticky pistons do this, it's not so bad.
thanks again for the help, nosejob.
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Retired StaffIf you make a direct copy of the design, it will output a 24-tick pulse, which translates to the door staying open for 2.4 seconds. To sustain a longer pulse, simply extend the middle section (with the two tiles of wire on blocks) and add more repeaters to the bottom line. Also, you could build one for each piston if you want, but it's unnecessary.
Ahh, I see what happened. The top line must come on as soon as or before the bottom line goes off. The pistons would become BUDs, and the dust turning off would deactivate the dirt acting as a receiver, updating the pistons, thus they never retract. (as update detection is instant) Nice job on figuring that one out. You don't actually need those glass blocks there, by the way. They don't exactly act as an insulator, per se; they can't negate the effects caused by a receiver in the +1 detection range. In terms of redstone mechanics, they are treated in the exact same way as a "block" of air. My favorite use for them is in mechanical memory. For example, you can simulate the abilities of a HDD (hard disc drive) by using a sequence of piston tapes. Say you have 8 piston tapes, each holding 31 blocks; this represents 31 lines (or locations/addresses) of 8-bit data words, 31 bytes of information. If you set up a torch and repeater inside each tape, with lines of dust on the opposing side, you can read the information from the piston tapes, which are now acting as a disc. In these tapes, a solid/opaque block (such as stone, iron, dirt, gold, wood, whatever) will read as a 1, while a transparent block (glass, glowstone, leaves, ice) represents a 0.
yeah, the glass was a failed attempt. it worked nicely as reference. i didn't remove them because they were never in the way.
the +1 detection range confuses me a little still.. i feel like i need to set up a test area and figure out what extends a piston and what doesn't. oh well, at least i can get a piston door to open and close now.. and i have a slime farm, so when a creeper destroys a sticky piston while i'm trying to get music disks, i don't care much.
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Retired StaffAs you found, one area is exactly one meter above the piston. There or four more special detection zones, diagonally above the piston, where the blocks would be touching corners. A receiver anywhere beside or under the piston cannot create a BUD.
Yup, it's really that simple.