Thanks to Static24 for pointing out that I could eliminate a middle step while I was experimenting with this mechanism!
Ever get tired of having to restart your redstone clocks every time you log on? well not anymore!
This redstone device will unfreeze your clocks and other redstone contraptions AUTOMATICALLY(no need to flip a lever or press a button!) after you log out or have the chunk un-load!
Eh. How about just placing a single torch next to the clock or a lever etc.
Placing a torch or flipping a lever is manual, this is automatic so you don't have to manually fix the clock every time the chunk unloads or you log out and in.
If you have to manage with multiple clocks and you wire a lot of pulsars to just one button, it would be way faster to reset them all.
You don't need a button, the pulsar will keep pulsing no matter what. I usually put my pulsars on a lever so I can control if I want the circuit to auto-restart or not.(no point having the auto-restarting pulsar on if you want the rest of the circuit to be off)
Or you can just make the clock toggleable with a lever.
Rapid pulsar can be toggled on/off with a lever.
The clock I am using pulses slower and requires the frozen repeaters to be updated so the clock will continue. The pulsar is not hooked directly into the clock, it is a redstone device that does not freeze and causes redstone updates adjacent to the repeaters.
This device will unfreeze the clocks AUTOMATICALLY. There is no need for a lever, no need for you to flip the lever every time you relog or the chunk unloads. It removes player interaction so the clock will continue to work on and on and on.
When the redstone adjacent to the repeaters updates, it causes the repeaters to update and unfreezes the slower ticking clock.
So you hooked a rapid pulser to your clock...wouldn't an RS-NOR latch work too?
No.... redstone clocks freeze. The repeaters will freeze, not sending the redstone signal forward even when in the 'on' state. an RS-NOR latch will not automatically unfreeze the clock.
If you want to manually un-freeze the clock, then a button hooked up to redstone that ran adjacent to the repeaters would work. (could use a RS-NOR latch for manual unfreezing as well, but a button is simpler)
Its called block update. Basically like a BUD-switch but you have to log off to make it work, so it's not very useful for that, but good to see you something that works (I never managed something like that :tongue.gif:). Pistons can solve your problem, but it's better if you are in early-game. Keep thinking with porta.. redstone.
Do you have a better way to quickly, easily,and automatically update a long line of blocks without any player interaction?
How can pistons automatically un-freeze clocks? I would love to know if you can and if it is a better solution than this.
Do you have a better way to quickly, easily,and automatically update a long line of blocks without any player interaction?
How can pistons automatically un-freeze clocks? I would love to know if you can and if it is a better solution than this.
With a little tinkering, you can convert the piston based T-Flip-Flop into a three clock that never freezes (by the time the level loads, it is already firing away).
You can also use a minecart loop, some powered rails and a detector rail.
Both of these provide updated redstone, which can be used to unfreeze your repeaters.
With a little tinkering, you can convert the piston based T-Flip-Flop into a three clock that never freezes (by the time the level loads, it is already firing away).
You can also use a minecart loop, some powered rails and a detector rail.
Both of these provide updated redstone, which can be used to unfreeze your repeaters.
Think i'll stick to what i've made... I have so much redstone that it is just cheaper, and I don't usually trust infinitely looping minecarts.
Rapid pulsar can be toggled on/off with a lever.
The clock I am using pulses slower and requires the frozen repeaters to be updated so the clock will continue. The pulsar is not hooked directly into the clock, it is a redstone device that does not freeze and causes redstone updates adjacent to the repeaters.
the point of that video isn't to show that you can make rapid pulsers toggleable. It's to show that you can make really long clocks toggle-able. In other words, instead of having a clock that loops indefinitely, you can simply have one that you can stop after use.
There really is no need for such a device, as there are better alternative methods to achieving a clock without worrying about redstone freezing up on you.
Oh, and also, you'd probably be better off using a 5 clock instead of a rapid pulsar, simply because the time it takes for the torches to begin burning out again once you reload the game is unpredictable (as shown in your video), where as with a redstone torch 5 clock, it'll likely start up instantly.
the point of that video isn't to show that you can make rapid pulsers toggleable. It's to show that you can make really long clocks toggle-able. In other words, instead of having a clock that loops indefinitely, you can simply have one that you can stop after use.
There really is no need for such a device, as there are better alternative methods to achieving a clock without worrying about redstone freezing up on you.
Oh, and also, you'd probably be better off using a 5 clock instead of a rapid pulsar, simply because the time it takes for the torches to begin burning out again once you reload the game is unpredictable (as shown in your video), where as with a redstone torch 5 clock, it'll likely start up instantly.
The redstone minute video? There were no long clocks in that video, just a toggleable pulsar, please explain.
I already know of and have built really long clocks which I can stop after use. Heck, I can toggle this design on and off anytime I want as well.
The point of this is if I never want the clock to stop, I can just hook something like this up and I never will have to manually toggle it to start it.
Better alternative clocks, eh? have any examples of alternate clocks with long cycle times?
redstone torch 5 clock - I'll have to test that
Also, people are neglecting to realize that this can also be used to unfreeze really long repeater timers. For someone who builds automated contraptions, unfreezing repeaters is a big deal.
The redstone minute video? There were no long clocks in that video, just a toggleable pulsar, please explain.
I already know of and have built really long clocks which I can stop after use. Heck, I can toggle this design on and off anytime I want as well.
The point of this is if I never want the clock to stop, I can just hook something like this up and I never will have to manually toggle it to start it.
Better alternative clocks, eh? have any examples of alternate clocks with long cycle times?
redstone torch 5 clock - I'll have to test that
Also, people are neglecting to realize that this can also be used to unfreeze really long repeater timers. For someone who builds automated contraptions, unfreezing repeaters is a big deal.
lol that's because the design was originally meant for a toggle-able 1 clock. See how there's 2 repeaters in that video? Well, when you can extend the length to however long you want, with whatever delay.
Also, for unfreezing repeaters, it may be a big deal (it isn't really), but the huge problem is that this device takes up much a lot of space. When you're building big contraptions such as a time clock or something (which is really the only scenario where I can see a constant clock being needed), you're going to be short on space, and for this to effectively force you to build adjacent redstone wires 3 blocks away from the repeater can really hurt with the space.
But yeah, unfreezing repeaters really isn't a big deal. If you have a really large contraption, such as a cpu or something, and you decide to shutdown the game while in the process of using it (for whatever reason), you can just use power to reset it. Similarily, with a small contraption where you have a monostable circuit, once again, I see no reason as to why you would ever shut down the game in the middle of the running of that circuit, but if you do, all you have to do is once again, send power through.
Making the clock completely and absolutely automated is really only useful in the case of a clock that tells time; other contraptions just need a clock that is toggle-able (unless you can come up with other situations, because I'm drawing a complete blank).
Making the clock completely and absolutely automated is really only useful in the case of a clock that tells time; other contraptions just need a clock that is toggle-able (unless you can come up with other situations, because I'm drawing a complete blank).
I have a significant number of uses. Most of them involve traps and some of them involve mods. Since I have a use for it, i'm sure other people will have a use for it too.
Ever get tired of having to restart your redstone clocks every time you log on? well not anymore!
This redstone device will unfreeze your clocks and other redstone contraptions AUTOMATICALLY(no need to flip a lever or press a button!) after you log out or have the chunk un-load!
Placing a torch or flipping a lever is manual, this is automatic so you don't have to manually fix the clock every time the chunk unloads or you log out and in.
You don't need a button, the pulsar will keep pulsing no matter what. I usually put my pulsars on a lever so I can control if I want the circuit to auto-restart or not.(no point having the auto-restarting pulsar on if you want the rest of the circuit to be off)
Or you can just make the clock toggleable with a lever.
Rapid pulsar can be toggled on/off with a lever.
The clock I am using pulses slower and requires the frozen repeaters to be updated so the clock will continue. The pulsar is not hooked directly into the clock, it is a redstone device that does not freeze and causes redstone updates adjacent to the repeaters.
This device will unfreeze the clocks AUTOMATICALLY. There is no need for a lever, no need for you to flip the lever every time you relog or the chunk unloads. It removes player interaction so the clock will continue to work on and on and on.
When the redstone adjacent to the repeaters updates, it causes the repeaters to update and unfreezes the slower ticking clock.
No.... redstone clocks freeze. The repeaters will freeze, not sending the redstone signal forward even when in the 'on' state. an RS-NOR latch will not automatically unfreeze the clock.
If you want to manually un-freeze the clock, then a button hooked up to redstone that ran adjacent to the repeaters would work. (could use a RS-NOR latch for manual unfreezing as well, but a button is simpler)
Do you have a better way to quickly, easily,and automatically update a long line of blocks without any player interaction?
How can pistons automatically un-freeze clocks? I would love to know if you can and if it is a better solution than this.
With a little tinkering, you can convert the piston based T-Flip-Flop into a three clock that never freezes (by the time the level loads, it is already firing away).
You can also use a minecart loop, some powered rails and a detector rail.
Both of these provide updated redstone, which can be used to unfreeze your repeaters.
Think i'll stick to what i've made... I have so much redstone that it is just cheaper, and I don't usually trust infinitely looping minecarts.
You could do this.
EDIT: I just noticed that this was Vanilla Minecraft and I don't know if you can use pistons in that version of minecraft.
My Redstone Videos & Tutorials [Click Me]
the point of that video isn't to show that you can make rapid pulsers toggleable. It's to show that you can make really long clocks toggle-able. In other words, instead of having a clock that loops indefinitely, you can simply have one that you can stop after use.
There really is no need for such a device, as there are better alternative methods to achieving a clock without worrying about redstone freezing up on you.
Oh, and also, you'd probably be better off using a 5 clock instead of a rapid pulsar, simply because the time it takes for the torches to begin burning out again once you reload the game is unpredictable (as shown in your video), where as with a redstone torch 5 clock, it'll likely start up instantly.
The redstone minute video? There were no long clocks in that video, just a toggleable pulsar, please explain.
I already know of and have built really long clocks which I can stop after use. Heck, I can toggle this design on and off anytime I want as well.
The point of this is if I never want the clock to stop, I can just hook something like this up and I never will have to manually toggle it to start it.
Better alternative clocks, eh? have any examples of alternate clocks with long cycle times?
redstone torch 5 clock - I'll have to test that
Also, people are neglecting to realize that this can also be used to unfreeze really long repeater timers. For someone who builds automated contraptions, unfreezing repeaters is a big deal.
lol that's because the design was originally meant for a toggle-able 1 clock. See how there's 2 repeaters in that video? Well, when you can extend the length to however long you want, with whatever delay.
Also, for unfreezing repeaters, it may be a big deal (it isn't really), but the huge problem is that this device takes up much a lot of space. When you're building big contraptions such as a time clock or something (which is really the only scenario where I can see a constant clock being needed), you're going to be short on space, and for this to effectively force you to build adjacent redstone wires 3 blocks away from the repeater can really hurt with the space.
But yeah, unfreezing repeaters really isn't a big deal. If you have a really large contraption, such as a cpu or something, and you decide to shutdown the game while in the process of using it (for whatever reason), you can just use power to reset it. Similarily, with a small contraption where you have a monostable circuit, once again, I see no reason as to why you would ever shut down the game in the middle of the running of that circuit, but if you do, all you have to do is once again, send power through.
Making the clock completely and absolutely automated is really only useful in the case of a clock that tells time; other contraptions just need a clock that is toggle-able (unless you can come up with other situations, because I'm drawing a complete blank).
I have a significant number of uses. Most of them involve traps and some of them involve mods. Since I have a use for it, i'm sure other people will have a use for it too.