I'm attempting to build a rapid fire dispenser trap, I've watched all the youtube tutorials videos and have got it to work perfectly aside from one rather frustrating thing.
The rapid pulsars(or 5 part loop clock) will work great for awhile and then just randomly fail. There is no rhyme or reason to this, just happens.
Without seeing the clock hard to tell. I never really use rapid pulsars very long thou, as they tend to burn out for no rhyme or reason which i'm guessing is what your experiencing.
When using dispensers with a rapid pulsar I generally prefer to use short bursts for each button press. This way i can use a almost 2 tick pulse for say 5 seconds. This will pretty much fire about 1/4 of the dispenser before it stops. I do this by closing a circuit via a piston which starts the pulsar, once the piston retracts the circuit breaks and is free to fire again. I never have had a burnout via this method, though it takes more space to setup then a regular pulsar.
I realize this isn't the answer your looking for, but its the best I have to offer. Perhaps someone else will be able to offer better advice.
It's difficult to explain what I'm trying to do without being able to capture gameplay in videos or pictures and share them.
But basically I want is a dispenser to fire rapidly that is activated by a pressure plate.
The frustrating thing is that it would work flawlessly if the pulsars(and other methods I've tired like the 5 loop clock) didn't randomly fail/stop working.
I'm guessing that It's due to a bug that'll hopefully be fixed with the next update.
Are you setting up a trap? Like a rapid fire arrows You really shouldn't need to 'empty' the dispenser if that's the case. I quoted a button as an example, but the pressure plate could still signal a piston to extend to close your pulsar which once the pressure plate deactivates (player dead or steps off) will cause the piston to contract and then shut down the pulsar.
Its only when the pulsar is continuously running for periods of time at an end in which you will sometimes get burnout. More or less what i'm saying is only run the pulsar when the pressure plate is 'down'. If you are already doing this then forgive me.
I am fairly new to redstone and still experimenting.
So not sure how exactly to do that.
My problem right now is them randomly "burning" out.
So far my set-up is/has been pulsar itself is always on, pressure plate activates the dispenser(which allows for intended rapid fire when pulsar is working properly).
Not sure how I'd arrange things to have pulsar only activated when pressure plate is stepped on. Having trouble visualizing it.
Without seeing the clock hard to tell. I never really use rapid pulsars very long thou, as they tend to burn out for no rhyme or reason which i'm guessing is what your experiencing.
A rapid pulsar and a clock are not the same thing. A clock is fine-tuned and each cycle has the same duration as the last. The pulsar is pretty much the clock's autistic cousin.
OP: Rapid pulsars are designed to exploit torch burnout mechanics, it is how they function. If every torch happens to burn out at the same time, the pulsar will die. In the PC version, pulsars will often restart themselves, as each torch has a chance with each tick to update itself. This doesn't happen in MCXBLA, not sure why, but it's not a big deal, except in the case of pulsars, which are generally useless and inefficient. If you have your heart set on a pulsar, just add more torches to the burnout line. If you want to make a dispenser fire efficiently, use the alternative way. Just attach a 1-tick clock, but do note that an emitter will need to be placed in the dispenser's detection range. A redstone torch placed directly adjacent to the dispenser (not on top) will work just fine. This allows a dispenser to have a +1 detection range, similar to a piston, but that's not what's important here. It also has the nifty side-effect of giving a dispenser the ability to detect a 1-tick pulse, which it can't normally. I have no clue why it doesn't, or why this allows it to, but it works.
A rapid pulsar and a clock are not the same thing. A clock is fine-tuned and each cycle has the same duration as the last. The pulsar is pretty much the clock's autistic cousin.
OP: Rapid pulsars are designed to exploit torch burnout mechanics, it is how they function. If every torch happens to burn out at the same time, the pulsar will die. In the PC version, pulsars will often restart themselves, as each torch has a chance with each tick to update itself. This doesn't happen in MCXBLA, not sure why, but it's not a big deal, except in the case of pulsars, which are generally useless and inefficient. If you have your heart set on a pulsar, just add more torches to the burnout line. If you want to make a dispenser fire efficiently, use the alternative way. Just attach a 1-tick clock, but do note that an emitter will need to be placed in the dispenser's detection range. A redstone torch placed directly adjacent to the dispenser (not on top) will work just fine. This allows a dispenser to have a +1 detection range, similar to a piston, but that's not what's important here. It also has the nifty side-effect of giving a dispenser the ability to detect a 1-tick pulse, which it can't normally. I have no clue why it doesn't, or why this allows it to, but it works.
Would you happen to know a more detailed explanation of that and telling me how to make a 1 tick clock?
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hook up a pulse limiter to your clock set a a 1 delay tick, simple as that. (a pulse limiter can restrict the "pulse" a lever/button/pressure plate sends out, from 1 tick to 30 ticks, depending on the size of one you build) you could easily look up on youtube on how to build one.
I have a super fast shooting dispenser dealy. But yeah there is some funky stuff with the rapid pulsing. I have one and it never fails, doesn't burn out or anything.. But i've built it for others and several times, I have to break the redstone "chain" and reactive it and then it works... Once it's going it doesn't fail. Just seems to be that it has to get going and then it's good. It's black magic, the devil's work!
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Would you happen to know a more detailed explanation of that and telling me how to make a 1 tick clock?
Explanation of what, pulsars or clocks? A clock is just more reliable. It's accurately timed and completely synchronous. They're used to make other devices synchronous as well, as long as control bits are "tuned" correctly, such as a CPU.
hook up a pulse limiter to your clock set a a 1 delay tick, simple as that. (a pulse limiter can restrict the "pulse" a lever/button/pressure plate sends out, from 1 tick to 30 ticks, depending on the size of one you build) you could easily look up on youtube on how to build one.
Oh god no, that would just be pointless. Instability in torches already causes one tick pulses. The problem is the delay between burnouts that causes inefficiency. Not to mention, torches often have trouble reacting to a 1-tick pulse. I believe that issue is exclusive to the 360 version. It may have been fixed by now, I haven't had a reason to test it.
Not sure how I'd arrange things to have pulsar only activated when pressure plate is stepped on. Having trouble visualizing it.
Build the pulsar unit beneath where you want your pressure plate. Use a rs torch to keep the "pulse wire" active, which keeps all the torches on the pulsar off (ie pulsar is not running). The pressure plate turns off the first torch which then kick-starts the pulsar.
Edit - the first rs torch I mentioned is NOT part of the pulsar unit. Its only purpose is to deactive the pulsar. I have a feeling I wasnt too clear on that.
Oh god no, that would just be pointless. Instability in torches already causes one tick pulses. The problem is the delay between burnouts that causes inefficiency. Not to mention, torches often have trouble reacting to a 1-tick pulse. I believe that issue is exclusive to the 360 version. It may have been fixed by now, I haven't had a reason to test it.
i was talking about a repeater clock based one, not the torch, since the repeaters only delay the signal, they can't "alter" it, a button sends a 1.5 or 2 tick pulse i believe, so they *could* make your 1 tick clock technically a 2 tick clock, just on a 1 tick delay.
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I use the 5 part repeater thing. It works really well shooting anywhere from 1-4 arrows in a burst. You only need to hit the button once and it keeps having 1-4 round bursts until you turn it back off. It is a lot more reliable and faster than other ones.
You know I was messing with this last night, and the set up I have for a quick pulse never burnt out... and I notice my others have never burnt out..... my only problem is the dispensers catching the pulse when it does.. it GOES fast! But never burns out... Hmm.. Anyone know why it does that? like the dispenser doesn't catch the signal, but when it does.. it works gloriously.
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i was talking about a repeater clock based one, not the torch, since the repeaters only delay the signal, they can't "alter" it, a button sends a 1.5 or 2 tick pulse i believe, so they *could* make your 1 tick clock technically a 2 tick clock, just on a 1 tick delay.
Well, you were onto something but didn't quite make it. The best way to do that is through what you described... but in the opposite way. A button emits a 10-tick pulse. You could send it into a clock and limit the pulse as each cycle passes, but that's not very efficient. However, if you limit the pulse directly from the button, you will send a 1-tick pulse into the clock, and the monostable circuit only has to work once, as opposed to n where n is the cycle count. In the real world, this lowers power consumption. In Minecraft, this reduces lag.
I don't really have my heart set on using pulsars.
Mainly I just need a reliable way to have a dispenser continuously fire arrows while a pressure plate/s are stood upon and stop as soon as the pressure is removed from the plate.
If the pulsars weren't bugged, boom, already done and no problem.
But now it seems I need to find a work around that's possibly going to be more than a little complicated.
I'm new to redstone, still alot to learn, examples(pictures) would be the most helpful and greatly appreciated. Still have alot of youtube tutorials to watch.
Edit: I'm still experimenting, have gotten a 5 loop clock(I believe that's the proper term) to work, but afraid it'll be affected by the random burn out bug as well.
I don't really have my heart set on using pulsars.
Mainly I just need a reible way to have a dispenser continuously fire arrows while a pressure plate/s are stood upon and stop as soon as the pressure is removed from the plate.
If the pulsars weren't bugged, boom, already done and no problem.
But now it seems I need to find a work around that's possibly be more than a little complicated.
I'm new to redstone, still alot to learn, examples(pictures) would be the most helpful and greatly appreciated. Still have alot of youtube tutorials to
Edit: I'm still experimenting, have gotten a 5 loop clock(I believe that's the proper term) to work, but afraid it'll be affected by the random burn out bug as well.
add me my gt is right under my picture...I'll show you the one I built and it doesn't burn out out...and its crazy fast
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The rapid pulsars(or 5 part loop clock) will work great for awhile and then just randomly fail. There is no rhyme or reason to this, just happens.
What am I doing wrong?
Was this patched?
How do I fix this?
Is it possible to fix it?
When using dispensers with a rapid pulsar I generally prefer to use short bursts for each button press. This way i can use a almost 2 tick pulse for say 5 seconds. This will pretty much fire about 1/4 of the dispenser before it stops. I do this by closing a circuit via a piston which starts the pulsar, once the piston retracts the circuit breaks and is free to fire again. I never have had a burnout via this method, though it takes more space to setup then a regular pulsar.
I realize this isn't the answer your looking for, but its the best I have to offer. Perhaps someone else will be able to offer better advice.
But basically I want is a dispenser to fire rapidly that is activated by a pressure plate.
The frustrating thing is that it would work flawlessly if the pulsars(and other methods I've tired like the 5 loop clock) didn't randomly fail/stop working.
I'm guessing that It's due to a bug that'll hopefully be fixed with the next update.
But if it's not, I'd like to know how to fix it.
Its only when the pulsar is continuously running for periods of time at an end in which you will sometimes get burnout. More or less what i'm saying is only run the pulsar when the pressure plate is 'down'. If you are already doing this then forgive me.
Hope this makes since.
So not sure how exactly to do that.
My problem right now is them randomly "burning" out.
So far my set-up is/has been pulsar itself is always on, pressure plate activates the dispenser(which allows for intended rapid fire when pulsar is working properly).
Not sure how I'd arrange things to have pulsar only activated when pressure plate is stepped on. Having trouble visualizing it.
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Retired StaffA rapid pulsar and a clock are not the same thing. A clock is fine-tuned and each cycle has the same duration as the last. The pulsar is pretty much the clock's autistic cousin.
OP: Rapid pulsars are designed to exploit torch burnout mechanics, it is how they function. If every torch happens to burn out at the same time, the pulsar will die. In the PC version, pulsars will often restart themselves, as each torch has a chance with each tick to update itself. This doesn't happen in MCXBLA, not sure why, but it's not a big deal, except in the case of pulsars, which are generally useless and inefficient. If you have your heart set on a pulsar, just add more torches to the burnout line. If you want to make a dispenser fire efficiently, use the alternative way. Just attach a 1-tick clock, but do note that an emitter will need to be placed in the dispenser's detection range. A redstone torch placed directly adjacent to the dispenser (not on top) will work just fine. This allows a dispenser to have a +1 detection range, similar to a piston, but that's not what's important here. It also has the nifty side-effect of giving a dispenser the ability to detect a 1-tick pulse, which it can't normally. I have no clue why it doesn't, or why this allows it to, but it works.
Would you happen to know a more detailed explanation of that and telling me how to make a 1 tick clock?
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Retired StaffExplanation of what, pulsars or clocks? A clock is just more reliable. It's accurately timed and completely synchronous. They're used to make other devices synchronous as well, as long as control bits are "tuned" correctly, such as a CPU.
^^^ This is a 1-tick clock.
Oh god no, that would just be pointless. Instability in torches already causes one tick pulses. The problem is the delay between burnouts that causes inefficiency. Not to mention, torches often have trouble reacting to a 1-tick pulse. I believe that issue is exclusive to the 360 version. It may have been fixed by now, I haven't had a reason to test it.
Pulsars use torch glitches?
Not always. Early clocks were made with torches. A clock simply cycles after a certain number of preset ticks.
No. They use torch "burnout" mechanics. Nothing glitchy about it.
Build the pulsar unit beneath where you want your pressure plate. Use a rs torch to keep the "pulse wire" active, which keeps all the torches on the pulsar off (ie pulsar is not running). The pressure plate turns off the first torch which then kick-starts the pulsar.
Edit - the first rs torch I mentioned is NOT part of the pulsar unit. Its only purpose is to deactive the pulsar. I have a feeling I wasnt too clear on that.
i was talking about a repeater clock based one, not the torch, since the repeaters only delay the signal, they can't "alter" it, a button sends a 1.5 or 2 tick pulse i believe, so they *could* make your 1 tick clock technically a 2 tick clock, just on a 1 tick delay.
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Retired StaffWell, you were onto something but didn't quite make it. The best way to do that is through what you described... but in the opposite way. A button emits a 10-tick pulse. You could send it into a clock and limit the pulse as each cycle passes, but that's not very efficient. However, if you limit the pulse directly from the button, you will send a 1-tick pulse into the clock, and the monostable circuit only has to work once, as opposed to n where n is the cycle count. In the real world, this lowers power consumption. In Minecraft, this reduces lag.
Mainly I just need a reliable way to have a dispenser continuously fire arrows while a pressure plate/s are stood upon and stop as soon as the pressure is removed from the plate.
If the pulsars weren't bugged, boom, already done and no problem.
But now it seems I need to find a work around that's possibly going to be more than a little complicated.
I'm new to redstone, still alot to learn, examples(pictures) would be the most helpful and greatly appreciated. Still have alot of youtube tutorials to watch.
Edit: I'm still experimenting, have gotten a 5 loop clock(I believe that's the proper term) to work, but afraid it'll be affected by the random burn out bug as well.