Would the problem be having more than one pulser or looper in close proximity to each other?
I built a looper for testing purposes, once it kept going even after several saves and exits without failing, I then moved a few blocks over to my actual trap and attempted to set up and built two more loopers, each one powering a different dispenser. Both new loopers ran for awhile before randomly burning out, they were built exactly the same as the test looper(which has yet to fail).
So I just linked both dispensers to the single "test" looper and the arrow trap portion seems to be working. That is if the current looper doesn't fail.
What block is best used for the "foundation" of circuits?
I've heard building on grass blocks can be buggy, so I'm using gold(creative mode).
Without seeing how you wired your circuits its hard to tell whats happening. But if your 5-clock (one of the most stable clocks) is shorting out you likely have a feedback loop from the pulsar.
Honestly I dont see a reason to have both a clock and a pulsar. One or the other can get the job done just fine. It really depends on how fast you want the dispensers to fire.
Would the problem be having more than one pulser or looper in close proximity to each other?
Not unless they are wired wrong. The only thing that might do is cause lag from light-updates. Flood the area with glowstone.
What block is best used for the "foundation" of circuits?
. . . I'm using gold(creative mode).
Gold is fine. Any solid block will do - the type of block doesnt affect redstone. I use smooth stone in creative builds because it has the best contrast, IMO.
Never heard of a bug with grass. Unless there is a block-update-detection when the grass changes states (ie dies or grows). That doesnt affect what youre trying to do though.
Would the problem be having more than one pulser or looper in close proximity to each other?
I built a looper for testing purposes, once it kept going even after several saves and exits without failing, I then moved a few blocks over to my actual trap and attempted to set up and built two more loopers, each one powering a different dispenser. Both new loopers ran for awhile before randomly burning out, they were built exactly the same as the test looper(which has yet to fail).
So I just linked both dispensers to the single "test" looper and the arrow trap portion seems to be working. That is if the current looper doesn't fail.
What block is best used for the "foundation" of circuits?
I've heard building on grass blocks can be buggy, so I'm using gold(creative mode).
Again, I built one in offline creative and another in my MP server both on grass and it doesn't fail even if the game gets laggy.
Also are you hooking up one loop per each single dispenser? o_0
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I had my stable(at least I thought it was) bug out and fail. I think it was due to moving too far away from it, and the thing is that it wasn't really all that far(at least in my opinion).
I do not have both a pulsar and a 5 clock tied to the same circuit, infact I destroyed the pulsars because the 5 clock seemed to be better. 1 5 clock is running both dispensers.
I just really wish they'd fix this already, should've been in TU9, but apparently TU9 just broke lighting....
I just need a good stable reiable circuit that won't bug out for any reason, doesn't matter how far I move from it. Set it and forget it, everytime the pressure plate is triggered, the dispenser fires until the pressure is removed from the plate. But so far due to this game's high amount of bugs(it's literally starting to seem like only half the things in the game work correctly), that's going to be an impossible goal to get working simply, rather than turning into something needless complicated.
I would like to see your circuit Overlook, mind if I add you?
I had my stable(at least I thought it was) bug out and fail. I think it was due to moving too far away from it, and the thing is that it wasn't really all that far(at least in my opinion).
I do not have both a pulsar and a 5 clock tied to the same circuit, infact I destroyed the pulsars because the 5 clock seemed to be better. 1 5 clock is running both dispensers.
I just really wish they'd fix this already, should've been in TU9, but apparently TU9 just broke lighting....
I just need a good stable reiable circuit that won't bug out for any reason, doesn't matter how far I move from it. Set it and forget it, everytime the pressure plate is triggered, the dispenser fires until the pressure is removed from the plate. But so far due to this game's high amount of bugs(it's literally starting to seem like only half the things in the game work correctly), that's going to be an impossible goal to get working simply, rather than turning into something needless complicated.
I would like to see your circuit Overlook, mind if I add you?
Yeah add me sir...
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Check it out for awesome tutorials and constant content!
I built a looper for testing purposes, once it kept going even after several saves and exits without failing, I then moved a few blocks over to my actual trap and attempted to set up and built two more loopers, each one powering a different dispenser. Both new loopers ran for awhile before randomly burning out, they were built exactly the same as the test looper(which has yet to fail).
So I just linked both dispensers to the single "test" looper and the arrow trap portion seems to be working. That is if the current looper doesn't fail.
What block is best used for the "foundation" of circuits?
I've heard building on grass blocks can be buggy, so I'm using gold(creative mode).
Honestly I dont see a reason to have both a clock and a pulsar. One or the other can get the job done just fine. It really depends on how fast you want the dispensers to fire.
Not unless they are wired wrong. The only thing that might do is cause lag from light-updates. Flood the area with glowstone.
Gold is fine. Any solid block will do - the type of block doesnt affect redstone. I use smooth stone in creative builds because it has the best contrast, IMO.
Never heard of a bug with grass. Unless there is a block-update-detection when the grass changes states (ie dies or grows). That doesnt affect what youre trying to do though.
Again, I built one in offline creative and another in my MP server both on grass and it doesn't fail even if the game gets laggy.
Also are you hooking up one loop per each single dispenser? o_0
I do not have both a pulsar and a 5 clock tied to the same circuit, infact I destroyed the pulsars because the 5 clock seemed to be better. 1 5 clock is running both dispensers.
I just really wish they'd fix this already, should've been in TU9, but apparently TU9 just broke lighting....
I just need a good stable reiable circuit that won't bug out for any reason, doesn't matter how far I move from it. Set it and forget it, everytime the pressure plate is triggered, the dispenser fires until the pressure is removed from the plate. But so far due to this game's high amount of bugs(it's literally starting to seem like only half the things in the game work correctly), that's going to be an impossible goal to get working simply, rather than turning into something needless complicated.
I would like to see your circuit Overlook, mind if I add you?
No Prob Sir! Glad to have been of some assistance...