So I followed this tutorial to set up a self-building/repairing bridge:
I got it to work fully and everything, had to replace the blocks behind the pistons that push out the newly created cobblestone because if the bridge was complete the pistons started moving themselves lol. But yeah, the bridge works perfectly with one problem: because of the nature of the repeater clock, once you turn the bridge on you can't turn it off without a redstone dust from the repeater clock. I was thinking adding a monostable repeater to the repeater clock would fix this but I'm not sure how to go about doing that, and I could only get this (Click here to see the picture of the monostable repeater) monostable repeater to work when replacing the switch with a block with a button on the side; The monostable repeater didn't work using a lever like the picture shows (I tested the repeater by itself away from the self-repairing bridge of course).
Tips or a method to fix this are basically what I'm looking for, but if it comes to it I can upload the map and let someone else fix it (Which I would prefer to not have to do, I'm adamant about learning at least the basics of redstone).
Thanks in advance guys, I know there are some serious redstone experts out there and you guys have successfully helped me before.
After looking at the different redstone circuits on the wiki I think a T-Flop circuit may be able to fix this, not sure where I would link it up in the self-building bridge circuitry but it's an idea lol.
I do this: I use a lever with 2 outputs
the 1st output goes through a pulse limiter and then to the clock (a pulse limiter makes signals just a few tics long so it's good to turn on clocks, look it up here
the 2nd output goes directly to a sticky piston that (when extended) puts a block in front of one of the repeater of the clock (so that the block is part of the loop of the clock
so when u switch the lever on the first time u turn on the clock, and when u turn the lever off the piston retracts and cuts the loop of the clock (thus tuning it off). And there u have a switchable clock!
There's more efficient cobblestone generators out there that can resolve that issue by removing the clock. Redstone torch under spot where the cobblestone is generated at can power the block being pushed.. run a wire off that spot to the piston to power it which will extend the piston and thus the cobblestone that was powering the wire thus cutting power to the piston so it retracts again and then a new cobblestone is created and repeats.
Effectively it turns the piston into the clock so A) you create cobblestone faster by having the most effective clock possible and :cool.gif: don't have to worry about restarting a clock. If for whatever reason you want the ability for it to not stay on and regenerate constantly just run a lever to the block that the torch is on.
I do this: I use a lever with 2 outputs
the 1st output goes through a pulse limiter and then to the clock (a pulse limiter makes signals just a few tics long so it's good to turn on clocks, look it up here
the 2nd output goes directly to a sticky piston that (when extended) puts a block in front of one of the repeater of the clock (so that the block is part of the loop of the clock
so when u switch the lever on the first time u turn on the clock, and when u turn the lever off the piston retracts and cuts the loop of the clock (thus tuning it off). And there u have a switchable clock!
Wait so about the block I'll use stuck to a sticky piston should it be on the same level as the repeater clock (like right next to it) or above it (like if I put a block onto the same level as the repeater clock)? Also, do I need to have redstone or a repeater on the block being moved or should it be blank? Sorry to be retarded but I'm not sure how this would work functionally so it's hard for me to understand how to put it together lol.
Nevermind this, posted this before I saw Crackerbear's post.
Use a toggleable clock (design above by DaftasBrush).
You could go one step further and make it automatically stop after a set amount of time by linking a monostable circuit to it:
Or a more fancy method would be to have block detection at the end of the bridge. If there's no block at the end, the clock keeps going until there is.
Okay so I created the toggle-able clock as seen in the first image and it works and all, but how lol? Why exactly does putting a block next to some redstone wire let the power continue along the circuit?
Your post has not gone unseen, I will try out your tutorial on my single-player redstone testing map after I fix the bridge I have now on my multi-player server.
The bit on the left creates a pulse that feeds into the repeater clock to the right. Repeaters placed directly next and pointing into blocks can power them, which is why the signal carries on through.
DboDesigns, the clock in your version doesn't ever stop, which is what rbr8299 wanted in the first place.
Alright I'm going to try to add the pulse limiter or whatever it's called to my clock. And DboDesigns' bridge's clock may not stop but it IS stupid fast lol.
That toggleable clock already has a pulse limiter, it's what starting the clock.
Everything that Live__AI said is in the top image of my original post.
Pulse limiters and even that clock with a built-in pulse limiter keep breaking, as in they work for a while and then just stop working. I'm playing on a multiplayer server that I'm hosting on this computer if that matters.
The toggleable clock only needs to be powered on or off when you need it. The clock part (repeaters side by side) should never "break" unless no one else in the chunk it's in or the server restarts.
Just not getting any electricity output at all.
Here's a picture of the clock not working
Just not getting any electricity output at all.
Here's a picture of the clock not working
This may sound stupid: have u tried switching the lever? from that picture 1st time should do nothing 2nd should start the clock
edit: I found the problem: right click the repeaters of the clock at least twice each
and then it should work and if not then set the repeaters to maximum
This may sound stupid: have u tried switching the lever? from that picture 1st time should do nothing 2nd should start the clock
Doesn't matter how many times I flip the switch, it never outputs any electricity :sad.gif:
Edit: Apparently if I replace both torches on the clock it will emit ONE pulse when the final torch is placed, but after doing this and getting one pulse out, the lever will not get it to emit a pulse.
This may sound stupid: have u tried switching the lever? from that picture 1st time should do nothing 2nd should start the clock
edit: I found the problem: right click the repeaters of the clock at least twice each
and then it should work and if not then set the repeaters to maximum
I tried that but still it doesn't work. Not sure why this isn't working, I'm going to go try the clock in singleplayer real quick to see if it works.
Edit: Doesn't work with repeaters on maximum either.
K so it works fine in single-player, blarglfargl. I'm using the standard minecraft server from minecraft.net, should I download craftbukkit and move the world save over to that? Maybe craftbukkit has bug fixes for this stuff because clearly bugs are the problem.
K so it works fine in single-player, blarglfargl. I'm using the standard minecraft server from minecraft.net, should I download craftbukkit and move the world save over to that? Maybe craftbukkit has bug fixes for this stuff because clearly bugs are the problem.
I noticed that in your picture the repeater of the pulse limiter is set to maximum wile it should be at 3 tics, could that be it?
Sometimes torches burn out for no reason, it's just a bug, it can even happen in single player. I don't really know how to fix that other than completely restarting the server.
I now use only piston gates for that same reason...
but this simple circuit shouldn't burnout
I got it to work fully and everything, had to replace the blocks behind the pistons that push out the newly created cobblestone because if the bridge was complete the pistons started moving themselves lol. But yeah, the bridge works perfectly with one problem: because of the nature of the repeater clock, once you turn the bridge on you can't turn it off without a redstone dust from the repeater clock. I was thinking adding a monostable repeater to the repeater clock would fix this but I'm not sure how to go about doing that, and I could only get this (Click here to see the picture of the monostable repeater) monostable repeater to work when replacing the switch with a block with a button on the side; The monostable repeater didn't work using a lever like the picture shows (I tested the repeater by itself away from the self-repairing bridge of course).
Tips or a method to fix this are basically what I'm looking for, but if it comes to it I can upload the map and let someone else fix it (Which I would prefer to not have to do, I'm adamant about learning at least the basics of redstone).
Thanks in advance guys, I know there are some serious redstone experts out there and you guys have successfully helped me before.
the 1st output goes through a pulse limiter and then to the clock (a pulse limiter makes signals just a few tics long so it's good to turn on clocks, look it up here
the 2nd output goes directly to a sticky piston that (when extended) puts a block in front of one of the repeater of the clock (so that the block is part of the loop of the clock
so when u switch the lever on the first time u turn on the clock, and when u turn the lever off the piston retracts and cuts the loop of the clock (thus tuning it off). And there u have a switchable clock!
Effectively it turns the piston into the clock so A) you create cobblestone faster by having the most effective clock possible and :cool.gif: don't have to worry about restarting a clock. If for whatever reason you want the ability for it to not stay on and regenerate constantly just run a lever to the block that the torch is on.
Wait so about the block I'll use stuck to a sticky piston should it be on the same level as the repeater clock (like right next to it) or above it (like if I put a block onto the same level as the repeater clock)? Also, do I need to have redstone or a repeater on the block being moved or should it be blank? Sorry to be retarded but I'm not sure how this would work functionally so it's hard for me to understand how to put it together lol.
Nevermind this, posted this before I saw Crackerbear's post.
Okay so I created the toggle-able clock as seen in the first image and it works and all, but how lol? Why exactly does putting a block next to some redstone wire let the power continue along the circuit?
Your post has not gone unseen, I will try out your tutorial on my single-player redstone testing map after I fix the bridge I have now on my multi-player server.
Alright I'm going to try to add the pulse limiter or whatever it's called to my clock. And DboDesigns' bridge's clock may not stop but it IS stupid fast lol.
Pulse limiters and even that clock with a built-in pulse limiter keep breaking, as in they work for a while and then just stop working. I'm playing on a multiplayer server that I'm hosting on this computer if that matters.
Just not getting any electricity output at all.
Here's a picture of the clock not working
This may sound stupid: have u tried switching the lever? from that picture 1st time should do nothing 2nd should start the clockedit: I found the problem: right click the repeaters of the clock at least twice each
and then it should work and if not then set the repeaters to maximum
Doesn't matter how many times I flip the switch, it never outputs any electricity :sad.gif:
Edit: Apparently if I replace both torches on the clock it will emit ONE pulse when the final torch is placed, but after doing this and getting one pulse out, the lever will not get it to emit a pulse.
I tried that but still it doesn't work. Not sure why this isn't working, I'm going to go try the clock in singleplayer real quick to see if it works.
Edit: Doesn't work with repeaters on maximum either.
I noticed that in your picture the repeater of the pulse limiter is set to maximum wile it should be at 3 tics, could that be it?
I now use only piston gates for that same reason...
but this simple circuit shouldn't burnout