I'm at a near total loss when dealing with redstone. I'm not interested in it. I don't find working with it fun. However, I do like the conveniences it can provide!
To that end, I've had a Nether portal in my main base with an "on/off" button. Works and looks great.
Unfortunately, using that same exact design on more than a dozen portals at once isn't as handy. So, I tried to use a more compact method.
Please take a look at the following screenshots, with captions below each:
(Above) This works. The top dispenser has flint and steal. It lights the portal. The bottom has a bucket of water. It gets one pulse to empty the water, and a second pulse to draw it back inside. I've been using this for a couple years. However, I'd like to avoid using a repeater and running a second line of redstone at each portal for that double pulse; that's my problem, the solution for which I'm seeking. So, I looked for a way to create a double pulse from one push of a button . . .
(Above) This works. There is a single item in one of the hoppers. Ignoring the restone to the right, pressing the button causes a double-pulse to be sent to the water dispensers. So, since this works, I figured this was my solution. However, when I connected it to a T flip-flop . . .
(Above) This does NOT work. I'm not sure why. It even sounds like it works! The water dispensers click twice, though the second click comes fairly fast after the first. Unfortunately, it doesn't retract the water.
Suggestions?
Thanks!
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Something that would work is a Duel edge detector which emits a pulse at both the start and end of an input signal.
The simplest of these is simply to run the output from a button into a RSD line leading to an observer, with the observer sending pulses to the dispenser.
Assuming you want to retain the moving RSBlock mechanism (in the first pic) to have a single button alternately light and extinguish the gate, the output pulse from the pulse limiter (Fe block on S-piston between two repeaters in the first pic) needs to be at least 3 RS ticks.
Running this output to an observer and thence to the water dispenser should give the rresult you want.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
The simplest of these is simply to run the output from a button into a RSD line leading to an observer, with the observer sending pulses to the dispenser.
Running this output to an observer and thence to the water dispenser should give the rresult you want.
It's very late; I just got home and I'm very ready for bed, but I wanted to reply real quick without thoroughly reading because I likely can't reply again until Monday.
The first pic works perfectly, but for one Nether portal. I'm trying to eliminate the repeater at each Nether portal, as there are 19, if I remember correctly. I wouldn't want to replace that repeater with an observer (which even more "expensive," but that's completely beside the point). Of course, I could be reading your reply completely wrong and I plan to revisit this thread Monday.
Assuming you want to retain the moving RSBlock mechanism (in the first pic) to have a single button alternately light and extinguish the gate, the output pulse from the pulse limiter (Fe block on S-piston between two repeaters in the first pic) needs to be at least 3 RS ticks.
I've set the repeater after the pulse limiter to 1, 2, 3 and 4, as well as added another repeater after it and tested it that way as well.
The reason why your 3rd attempt doesn't work is because the stone button has different timing than your circuit. I found a tutorial on how you can make a ON/OFF switch for a Nether Portal (found here). The only thing you need to do is connect these portals using redstone, so what you can do is just follow the video which you can find here. This does require a lot of resources, but if the portals are far away and your first attempt isn't what you want, this is one of the better options that I could find.
It's very late; I just got home and I'm very ready for bed, but I wanted to reply real quick without thoroughly reading because I likely can't reply again until Monday.
The first pic works perfectly, but for one Nether portal. I'm trying to eliminate the repeater at each Nether portal, as there are 19, if I remember correctly. I wouldn't want to replace that repeater with an observer (which even more "expensive," but that's completely beside the point). Of course, I could be reading your reply completely wrong and I plan to revisit this thread Monday.
I've set the repeater after the pulse limiter to 1, 2, 3 and 4, as well as added another repeater after it and tested it that way as well.
I think I've misunderstood the build…
I was working with the idea that the pictured RS was a test build to make the circuit visible and didn't notice the line of portals at left in the second picture. I stil don't see where the portal that the dispensers in the first pic control is located…
[I read "using that same exact design on more than a dozen portals at once isn't as handy" as indicating you had more than a dozen portal for which you wished to use the pictured build without realizing they were clustered and what you wanted was to control all of the clustered portals with a single (minimalist) circuit.]
Any chance of an overhead (spectator mode if needed) so the relationship between the parts is more clear?
For 19 portals, my impression is that you'll need 38 dispensers (19 each with Flint&Steel and Water) with two 19-branched control lines (one for each set).
I need to do a test build, but I expect only one observer will be needed (and this would replace the two hoppers, comparator, and the repeater in the second pic).
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
For 19 portals, my impression is that you'll need 38 dispensers (19 each with Flint&Steel and Water) with two 19-branched control lines (one for each set).
I need to do a test build, but I expect only one observer will be needed (and this would replace the two hoppers, comparator, and the repeater in the second pic).
That'd be probably much better than my solution. I tried to come up with something quick just to get it working. One way to do it may be to make a central unit which creates 2 types of pulses and connect each pulse to each of the appropriate Nether Portals (1 for Flint and Steel - any positive number of pulses, preferably 1; and one for the water - DED's even positive number of pulses, preferably 2).
If I'm understanding you correctly, you want to modify your circuit so you have a single redstone line running to all 19 water dispensers with no added redstone at the dispensers?
If so I think all you have to all you have to do is move the repeater that doubles the pulse to the iron block between the flip-flop and the first dispenser, then you run the single output from the iron block to all 19 dispensers, only needing the occasional repeater when the signal gets too weak.
It works for me with 3 dispensers anyway.
--
I just noticed that you have a piston under that iron block, to disconnect the water dispensers?
Also I don't have the flip-flop working properly, it doesn't do anything to the flint-n-steel dispenser so I'm not certain that the timing in my circuit is the same as in yours. All my flip-flop is doing is generating a short enough pulse for the water dispenser side of the build.
Ok, I'm pretty sure my design wouldn't work if the flip-flop was working as it was supposed to.
So I'm ignoring the flint-n-steel side of the circuit, this works for the water dispensers, I've tested it with a lever instead of the button and it still works so it should be easy to connect the output of a functioning flip-flop instead of the button.
Now I understand the piston under the iron block, thanks to ScotsMiser's first comment, it does the same thing my malformed not-a-flip-flop does, so I removed that, added the piston, and got a more streamlined circuit.
This is just the water side but just connect whichever output from the flip-flop works to the flint-n-steel dispensers.
I see a lot of replies, and I'm very thankful, but I only glanced at the last as I'm in a big hurry. Hex, your last two pics look like they will work to me!
Thanks, everyone, very much! I'll let you know when I get a chance!
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This is what I as thinking of (only two portals and with longer RSD runs to make things easier to see…)
The orange (lower) circuit is for the water dispensers; the upper (magenta wool line) for the ignition dispensers.
[The oversize portals, extra repeater in the ignition line, and the levers are just for testing]
From the side (behind the activating button):
from the front and back (as defined by the dispensers):
with just the water circuit [This is the repeater that need to be at 3+ RS ticks.]
Out of curiosity, for what is the cluster of portals used?
[The only thing that comes to mind is an overworld pigman farm and the surroundings don't look right for that…]
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Hi Sharpe! Managed to see your message via the notification email it sent, I still cant access my private messages thru the forum. Not really read this thread but below are two screenshots of how my deactivation system works. The first pic
shows the piston set up I use to create a monstable circuit i.e a very short pulse. The second part is the dispenser with a water bucket in and a repeater on top set to 2 ticks – the default 1 tick is too short a delay. Either side must be redstone. When the short pulse reaches the first bit of redstone before the repeater it fires the dispenser. The pulse passing thru the repeater then comes out the otherside where it triggers the dispenser again before the water can fall more that the source block. For the other portals you just branch off after the monostable circuit and repeat the dispenser line for each portal.
Edit: Ahh, i see you are trying to use a single control for both on/off functions? I think I tried that when i built my earlier gold farm but the redstone was beyond me then, I tried to think of a lever connected to two branches, one with a RED and one with a FED so i got a pulse down the RED when the lever was ON and a pulse down the FED when the lever was OFF. Add the monostable circuit to the FED line and i theoried it would work, but i couldnt do it then, I await to see the results!
Edit: Ahh, i see you are trying to use a single control for both on/off functions? I think I tried that when i built my earlier gold farm but the redstone was beyond me then, I tried to think of a lever connected to two branches, one with a RED and one with a FED so i got a pulse down the RED when the lever was ON and a pulse down the FED when the lever was OFF. Add the monostable circuit to the FED line and i theoried it would work, but i couldnt do it then, I await to see the results!
Even with two other solutions sussed, that is an idea interesting enough to be worth playing with… :>:
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Greetings again, and thanks again for all the help, everyone! I really appreciate it!
ScotsMiser's post (#11) did indeed work!
However, I'm now having a different issue. It may be ever simpler, but for someone like me who is absolutely clueless about redstone, it's totally confounding!
Step-by-step rundown of the issue with captions below the images:
(Above) The T flip-flop. Near line of redstone goes to the dispensers with flint and steel. Far line goes to dispensers with buckets of water. This all works just fine.
(Above) Here is the top of the redstone torch "elevator" that ends over the previous image. The redstone goes to a repeater, then to each dispenser with flint and steel. The dispenser that can bee seen in the center of this image works. None of the other flint and steel dispensers function, though the redstone dust running to them is clearly powered.
(Above) This is the working dispenser seen in the last image. The dust continues to run to each of the other dispensers. Though it is clearly powered, they do NOT fire.
(Above) Again, this dispenser fires; others do not.
(Above) Another look at the redstone dust. It's all powered, but none of these dispensers fire.
(Above; Ignore the top row of dispensers; they have water buckets and all work.) The bottom row all has flint and steel (I took the one out for easy access). The only one that works is the one sitting on the floor. Notice I also tried removing the stone brick block between the fire and water dispensers and that didn't change anything.
Moving them down one fixes the problem and the gold farm would run perfectly. However, with it being one lower, it would block pigmen from walking off the side and into the water collection stream. I know it's a very tiny issue, but I've been working on this for two years. I want to get it right, but I also want to understand what in the world is the problem here!
Thanks again very much for all your time and effort!
Finally, here is a low-quality video of the entire gold farm and a thorough description of the problem showing all aspects:
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My short story-like journals; quick-and-easy reads:
This maybe a lag issue. I had a similar problem when recently updating an early gold farm at one base by adding two extra portals, after i added them and tried the farm, some of the portals wouldnt come on. Off was no problem. After a few attempts i discovered the number that came on was random, so i added repeaters between the F&S dispensers set to 4 ticks each so the portals would come on a few ticks apart from each other. That did the trick. You've got one repeater i see on each feed line to the dispensers, so try setting that to 4 ticks and seeing if more portals come on. Other than that, perhaps you've had one of your wild drinking parties and built that bit in the aftermath ... assume the ones that dont work have flint & steel in?
Edit: Now i read more, can it be the F&S dispensers have to be that low i.e one block away from the horizontal?. I woulda thought it would not have worked even at one block high they would have to be directly adjacent. All mine are in the roof, adjacent to the top face.
Edit3: Actually, that bug is not relevant i dont think. I tried a dispenser in a test world and it worked in all positions along the vertical edge. I'm in 1.13. Try taking the F&S out of the one that works then try the system and see if you can here the others "click" ...
Edit4: Ok, i watched the video. As you have demonstrated, It seems to defy logic. Sometimes redstone can be weirdly buggy. I was wondering if you could raise the redstone line which fires the portals up one block so its level with the block that is behind the dispenser, then run the restone but use a repeater behind each dispenser instead of just redstone - the circuit will all be on the same level instead of stepping up to each dispenser. All that would do is change the way the circuit works, which shouldnt make any difference, but sometimes it does!
Greetings again, and thanks again for all the help, everyone! I really appreciate it!
ScotsMiser's post (#11) did indeed work!
Not relevant to the new problem, but post #11 (which duel edge detector is shown in use in the video) is by Hexalobular [Too many years in academnia not to ensure proper credit is given ]
Regarding the new issue: (Questions and diagnostics are bolded.)
In what version is this occuring? (This ought not make a difference, but merits checking: the test build I did was in 1.12.2 [I can't seem to find a mention in your posts, pardon if this is situational blindness.] )
Looking at the pics and vid, I agree this ought to work…
…but RS can be buggy and sometimes one just has to futz with it . [I've built doors that worked with the activating button/lever in one location but not in another (in both cases the same distance from the first repeater ) also Grizdale T-flipflops that would not work in one location, but did one block away.]
What is the orientation of the build ie. in what compass direction do the dispensers face? [This is a sometimes occuring part of RS wonkiness.]
Where are the chunk borders? (Using f3+G for a pic would be appreciated) [Yet another sometime cause of RS oddness.]
I can think of two separate failure modes for igniting the portals, either
the dispensers are not activating, or
the dispensers are firing and 'using ' the F&S, but the portals are not igniting.
(Check the above by using only one flint & steel [F&S] per dispenser and checking the durability, it wil not/will drop respectively.)
That all work properly with the manual placement of a RS-torch is very confusing… (The only difference there should be is the length of the pulse, which ought to have no effect.)
Does using a RS-torch also work if it is placed 1, 2, or 3 back from the + intersection of RSD (back being toward the edge detector)?
[This ought to make no difference, but RS wonkiness is not subject to logic ]
Temporarily adding blocks under each of the non-working F&S dispensers might be useful in diagnosing the problem.
Not likely to be satisfying, but some possible kluges that may get the build to work (if not perfectly in keeping with your vision)
[Roughly in increasing level of effort/annoyance.]
Possibly the system could be run by a controling a RS-torch (at the point you used one to manually work the system). This would require runnning the control signal through an inverter (a second RS torch) and into the block on which you placed the triggering torch.
DDT..DR
BBBDTBB note RS-torch [T] is attached to the side of the block
xxxBxxx where B= solid block, D= RSD, R= repeater (output of edge detector), T= RS-torch, .= air x= any non-RS
What happens if you switch the water and F&S dispensers? (This would require rerouting the input lines, but would give you all the F&S dispensers sitting on blocks and the water dispensers may not have the same issue…)
The portals are large enough the dispensers could be moved up to allow both F&S and water dispensers to sit on blocks – again this ought not matter, but might work.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Even with two other solutions sussed, that is an idea interesting enough to be worth playing with… :>:
And so i did! In the end all I needed was a lever, with a straight connection to the F/S dispensers and a monstable FED (which i found on YT) to the water dispensers and i made the test farm below, worked perfectly!
Not going to answer individual posts right now—it's late and I've failed to retain my sobriety—but I do want to say that I've read and appreciate you all very much!
I haven't played much since I started this thread until just a couple hours tonight. I remembered to test putting a block under the dispenser (didn't do anything), but forgot to check with F3 for the chunk borders.
I moved them all down one. They all light fine. That would be missioned solved except . . .
Now not all the dispensers for the water buckets double pulse. Can you believe that? After all that, now thee water—the one thing that worked—is left running. Clearly glitched behavior. Very, very frustrating and tiring, as I'm sure you guys know very well. That's why I'm here posting about it!
I really want to get this finished before Optifine comes out for 1.14. I saw no reason to upgrade to 1.13, so I never did, but I want stone brick fences and natural stone slabs and stairs, so I want to upgrade this time around. Trouble is, I'll have to retrofit my skeleton XP farm. I'd rather just use this.
I'll look more closely at Derman's latest build with the lever. Lever might be better anyway, and that looks really clean and light! Maybe a different build altogether is needed.
Thanks again!
PS: I remembered I wanted to post my PM to you, Mr N Derman:
I've been working on the gold farm once again. Can't believe I started this project in 2017. However, I'm going to need it once OptiFine for 1.14 comes out because I'd rather use the gold farm than the skeleton XP farm, which will need post-1.13 retrofitting. Instead of working on that, I'm working on the gold farm, which is a far better alternative anyway.
Greetings!
I'm at a near total loss when dealing with redstone. I'm not interested in it. I don't find working with it fun. However, I do like the conveniences it can provide!
To that end, I've had a Nether portal in my main base with an "on/off" button. Works and looks great.
Unfortunately, using that same exact design on more than a dozen portals at once isn't as handy. So, I tried to use a more compact method.
Please take a look at the following screenshots, with captions below each:
(Above) This works. The top dispenser has flint and steal. It lights the portal. The bottom has a bucket of water. It gets one pulse to empty the water, and a second pulse to draw it back inside. I've been using this for a couple years. However, I'd like to avoid using a repeater and running a second line of redstone at each portal for that double pulse; that's my problem, the solution for which I'm seeking. So, I looked for a way to create a double pulse from one push of a button . . .
(Above) This works. There is a single item in one of the hoppers. Ignoring the restone to the right, pressing the button causes a double-pulse to be sent to the water dispensers. So, since this works, I figured this was my solution. However, when I connected it to a T flip-flop . . .
(Above) This does NOT work. I'm not sure why. It even sounds like it works! The water dispensers click twice, though the second click comes fairly fast after the first. Unfortunately, it doesn't retract the water.
Suggestions?
Thanks!
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
Something that would work is a Duel edge detector which emits a pulse at both the start and end of an input signal.
The simplest of these is simply to run the output from a button into a RSD line leading to an observer, with the observer sending pulses to the dispenser.
Assuming you want to retain the moving RSBlock mechanism (in the first pic) to have a single button alternately light and extinguish the gate, the output pulse from the pulse limiter (Fe block on S-piston between two repeaters in the first pic) needs to be at least 3 RS ticks.
Running this output to an observer and thence to the water dispenser should give the rresult you want.
It's very late; I just got home and I'm very ready for bed, but I wanted to reply real quick without thoroughly reading because I likely can't reply again until Monday.
The first pic works perfectly, but for one Nether portal. I'm trying to eliminate the repeater at each Nether portal, as there are 19, if I remember correctly. I wouldn't want to replace that repeater with an observer (which even more "expensive," but that's completely beside the point). Of course, I could be reading your reply completely wrong and I plan to revisit this thread Monday.
I've set the repeater after the pulse limiter to 1, 2, 3 and 4, as well as added another repeater after it and tested it that way as well.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
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My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
The reason why your 3rd attempt doesn't work is because the stone button has different timing than your circuit. I found a tutorial on how you can make a ON/OFF switch for a Nether Portal (found here). The only thing you need to do is connect these portals using redstone, so what you can do is just follow the video which you can find here. This does require a lot of resources, but if the portals are far away and your first attempt isn't what you want, this is one of the better options that I could find.
I think I've misunderstood the build…
I was working with the idea that the pictured RS was a test build to make the circuit visible and didn't notice the line of portals at left in the second picture. I stil don't see where the portal that the dispensers in the first pic control is located…
[I read "using that same exact design on more than a dozen portals at once isn't as handy" as indicating you had more than a dozen portal for which you wished to use the pictured build without realizing they were clustered and what you wanted was to control all of the clustered portals with a single (minimalist) circuit.]
Any chance of an overhead (spectator mode if needed) so the relationship between the parts is more clear?
For 19 portals, my impression is that you'll need 38 dispensers (19 each with Flint&Steel and Water) with two 19-branched control lines (one for each set).
I need to do a test build, but I expect only one observer will be needed (and this would replace the two hoppers, comparator, and the repeater in the second pic).
That'd be probably much better than my solution. I tried to come up with something quick just to get it working. One way to do it may be to make a central unit which creates 2 types of pulses and connect each pulse to each of the appropriate Nether Portals (1 for Flint and Steel - any positive number of pulses, preferably 1; and one for the water - DED's even positive number of pulses, preferably 2).
If I'm understanding you correctly, you want to modify your circuit so you have a single redstone line running to all 19 water dispensers with no added redstone at the dispensers?
If so I think all you have to all you have to do is move the repeater that doubles the pulse to the iron block between the flip-flop and the first dispenser, then you run the single output from the iron block to all 19 dispensers, only needing the occasional repeater when the signal gets too weak.
It works for me with 3 dispensers anyway.
--
I just noticed that you have a piston under that iron block, to disconnect the water dispensers?
Also I don't have the flip-flop working properly, it doesn't do anything to the flint-n-steel dispenser so I'm not certain that the timing in my circuit is the same as in yours. All my flip-flop is doing is generating a short enough pulse for the water dispenser side of the build.
Just testing.
Ok, I'm pretty sure my design wouldn't work if the flip-flop was working as it was supposed to.
So I'm ignoring the flint-n-steel side of the circuit, this works for the water dispensers, I've tested it with a lever instead of the button and it still works so it should be easy to connect the output of a functioning flip-flop instead of the button.
The piston in my picture is a sticky piston.
Just testing.
Here you are, I figured out how the flip-flop worked and hooked it up.
Since it worked using just one output of the flip-flop I shortened it.
Just testing.
Ok, more fumbling around ;-)
Now I understand the piston under the iron block, thanks to ScotsMiser's first comment, it does the same thing my malformed not-a-flip-flop does, so I removed that, added the piston, and got a more streamlined circuit.
This is just the water side but just connect whichever output from the flip-flop works to the flint-n-steel dispensers.
Just testing.
I see a lot of replies, and I'm very thankful, but I only glanced at the last as I'm in a big hurry. Hex, your last two pics look like they will work to me!
Thanks, everyone, very much! I'll let you know when I get a chance!
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
This is what I as thinking of (only two portals and with longer RSD runs to make things easier to see…)
The orange (lower) circuit is for the water dispensers; the upper (magenta wool line) for the ignition dispensers.
[The oversize portals, extra repeater in the ignition line, and the levers are just for testing]
From the side (behind the activating button):
from the front and back (as defined by the dispensers):
with just the water circuit [This is the repeater that need to be at 3+ RS ticks.]
Out of curiosity, for what is the cluster of portals used?
[The only thing that comes to mind is an overworld pigman farm and the surroundings don't look right for that…]
Hi Sharpe! Managed to see your message via the notification email it sent, I still cant access my private messages thru the forum. Not really read this thread but below are two screenshots of how my deactivation system works. The first pic
shows the piston set up I use to create a monstable circuit i.e a very short pulse. The second part is the dispenser with a water bucket in and a repeater on top set to 2 ticks – the default 1 tick is too short a delay. Either side must be redstone. When the short pulse reaches the first bit of redstone before the repeater it fires the dispenser. The pulse passing thru the repeater then comes out the otherside where it triggers the dispenser again before the water can fall more that the source block. For the other portals you just branch off after the monostable circuit and repeat the dispenser line for each portal.
Edit: Ahh, i see you are trying to use a single control for both on/off functions? I think I tried that when i built my earlier gold farm but the redstone was beyond me then, I tried to think of a lever connected to two branches, one with a RED and one with a FED so i got a pulse down the RED when the lever was ON and a pulse down the FED when the lever was OFF. Add the monostable circuit to the FED line and i theoried it would work, but i couldnt do it then, I await to see the results!
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Even with two other solutions sussed, that is an idea interesting enough to be worth playing with… :>:
Greetings again, and thanks again for all the help, everyone! I really appreciate it!
ScotsMiser's post (#11) did indeed work!
However, I'm now having a different issue. It may be ever simpler, but for someone like me who is absolutely clueless about redstone, it's totally confounding!
Step-by-step rundown of the issue with captions below the images:
(Above) The T flip-flop. Near line of redstone goes to the dispensers with flint and steel. Far line goes to dispensers with buckets of water. This all works just fine.
(Above) Here is the top of the redstone torch "elevator" that ends over the previous image. The redstone goes to a repeater, then to each dispenser with flint and steel. The dispenser that can bee seen in the center of this image works. None of the other flint and steel dispensers function, though the redstone dust running to them is clearly powered.
(Above) This is the working dispenser seen in the last image. The dust continues to run to each of the other dispensers. Though it is clearly powered, they do NOT fire.
(Above) Again, this dispenser fires; others do not.
(Above) Another look at the redstone dust. It's all powered, but none of these dispensers fire.
(Above; Ignore the top row of dispensers; they have water buckets and all work.) The bottom row all has flint and steel (I took the one out for easy access). The only one that works is the one sitting on the floor. Notice I also tried removing the stone brick block between the fire and water dispensers and that didn't change anything.
Moving them down one fixes the problem and the gold farm would run perfectly. However, with it being one lower, it would block pigmen from walking off the side and into the water collection stream. I know it's a very tiny issue, but I've been working on this for two years. I want to get it right, but I also want to understand what in the world is the problem here!
Thanks again very much for all your time and effort!
Finally, here is a low-quality video of the entire gold farm and a thorough description of the problem showing all aspects:
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
This maybe a lag issue. I had a similar problem when recently updating an early gold farm at one base by adding two extra portals, after i added them and tried the farm, some of the portals wouldnt come on. Off was no problem. After a few attempts i discovered the number that came on was random, so i added repeaters between the F&S dispensers set to 4 ticks each so the portals would come on a few ticks apart from each other. That did the trick. You've got one repeater i see on each feed line to the dispensers, so try setting that to 4 ticks and seeing if more portals come on. Other than that, perhaps you've had one of your wild drinking parties and built that bit in the aftermath ... assume the ones that dont work have flint & steel in?
Edit: Now i read more, can it be the F&S dispensers have to be that low i.e one block away from the horizontal?. I woulda thought it would not have worked even at one block high they would have to be directly adjacent. All mine are in the roof, adjacent to the top face.
Edit2: Maybe a bug - https://bugs.mojang.com/browse/MC-135198
Edit3: Actually, that bug is not relevant i dont think. I tried a dispenser in a test world and it worked in all positions along the vertical edge. I'm in 1.13. Try taking the F&S out of the one that works then try the system and see if you can here the others "click" ...
Edit4: Ok, i watched the video. As you have demonstrated, It seems to defy logic. Sometimes redstone can be weirdly buggy. I was wondering if you could raise the redstone line which fires the portals up one block so its level with the block that is behind the dispenser, then run the restone but use a repeater behind each dispenser instead of just redstone - the circuit will all be on the same level instead of stepping up to each dispenser. All that would do is change the way the circuit works, which shouldnt make any difference, but sometimes it does!
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Not relevant to the new problem, but post #11 (which duel edge detector is shown in use in the video) is by Hexalobular [Too many years in academnia not to ensure proper credit is given ]
Regarding the new issue: (Questions and diagnostics are bolded.)
In what version is this occuring? (This ought not make a difference, but merits checking: the test build I did was in 1.12.2 [I can't seem to find a mention in your posts, pardon if this is situational blindness.] )
Looking at the pics and vid, I agree this ought to work…
…but RS can be buggy and sometimes one just has to futz with it . [I've built doors that worked with the activating button/lever in one location but not in another (in both cases the same distance from the first repeater ) also Grizdale T-flipflops that would not work in one location, but did one block away.]
What is the orientation of the build ie. in what compass direction do the dispensers face? [This is a sometimes occuring part of RS wonkiness.]
Where are the chunk borders? (Using f3+G for a pic would be appreciated) [Yet another sometime cause of RS oddness.]
I can think of two separate failure modes for igniting the portals, either
(Check the above by using only one flint & steel [F&S] per dispenser and checking the durability, it wil not/will drop respectively.)
That all work properly with the manual placement of a RS-torch is very confusing… (The only difference there should be is the length of the pulse, which ought to have no effect.)
Does using a RS-torch also work if it is placed 1, 2, or 3 back from the + intersection of RSD (back being toward the edge detector)?
[This ought to make no difference, but RS wonkiness is not subject to logic ]
Temporarily adding blocks under each of the non-working F&S dispensers might be useful in diagnosing the problem.
Not likely to be satisfying, but some possible kluges that may get the build to work (if not perfectly in keeping with your vision)
[Roughly in increasing level of effort/annoyance.]
Possibly the system could be run by a controling a RS-torch (at the point you used one to manually work the system). This would require runnning the control signal through an inverter (a second RS torch) and into the block on which you placed the triggering torch.
DDT..DR
BBBDTBB note RS-torch [T] is attached to the side of the block
xxxBxxx where B= solid block, D= RSD, R= repeater (output of edge detector), T= RS-torch, .= air x= any non-RS
What happens if you switch the water and F&S dispensers? (This would require rerouting the input lines, but would give you all the F&S dispensers sitting on blocks and the water dispensers may not have the same issue…)
The portals are large enough the dispensers could be moved up to allow both F&S and water dispensers to sit on blocks – again this ought not matter, but might work.
And so i did! In the end all I needed was a lever, with a straight connection to the F/S dispensers and a monstable FED (which i found on YT) to the water dispensers and i made the test farm below, worked perfectly!
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Not going to answer individual posts right now—it's late and I've failed to retain my sobriety—but I do want to say that I've read and appreciate you all very much!
I haven't played much since I started this thread until just a couple hours tonight. I remembered to test putting a block under the dispenser (didn't do anything), but forgot to check with F3 for the chunk borders.
I moved them all down one. They all light fine. That would be missioned solved except . . .
Now not all the dispensers for the water buckets double pulse. Can you believe that? After all that, now thee water—the one thing that worked—is left running. Clearly glitched behavior. Very, very frustrating and tiring, as I'm sure you guys know very well. That's why I'm here posting about it!
I really want to get this finished before Optifine comes out for 1.14. I saw no reason to upgrade to 1.13, so I never did, but I want stone brick fences and natural stone slabs and stairs, so I want to upgrade this time around. Trouble is, I'll have to retrofit my skeleton XP farm. I'd rather just use this.
I'll look more closely at Derman's latest build with the lever. Lever might be better anyway, and that looks really clean and light! Maybe a different build altogether is needed.
Thanks again!
PS: I remembered I wanted to post my PM to you, Mr N Derman:
I bold'ed the question.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures