This is quite a smart idea, COuld be useful for your house, Only if it will work with a glass roof, Either way, It's a good idea and a nice invention, Good Job! :smile.gif:
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I wasn't always black... There was this freckle, and it got bigger, and bigger
Bill Cosby
This method kills a circuit, but if wanted one activated via Sensoshroom you could do this:
[] []
= Water source
= Water flow
= Shoom
= Wooden Pressure Plate
= Redstone
= Redstone torch
= dirt
Basically the mushroom will pop off with light, releasing the water one more block. The flow will push the shroom off the ledge and onto the pressure plate, activating w/e is after that!
Amazing find OP. I find it funny that the update with the most uses wasn't hatches or maps, it was making mushrooms spread. All it did was bring them to light (hurr hurr) and now everybody pays attention to them.
Couple o things...
Mushroom regrowth is too slow for an auto-reload (takes multiple MC days to regrow)
Wiki discussion on this links to this thread... so no, it didn't come first.
1.6 appears to have fixed this somehow, at any rate it doesn't work quite so easily. The flowers (or maybe it has to not be roses) seem to uproot too readily, and the mushrooms the same.
I am, of course, referring to the second video which has a multi-day setup. If someone could redesign it stably for 1.6 etc, etc, that would be lovely (although clocks aren't too hard to craft)
I'm not quite sure if this has been said before, but...
With day counters, I think it should be possible to use the sensors to trigger another block to fall around another block, allowing the shroom under the other sensor to pop after the next day.
Basically:
Day one. Mushroom drops, causes sand falls by nearby flower, making it harder for sunlight to reach it. A second mushroom is safe with several sand blocks around it protecting it from sunlight.
Night. Flower drops, causes sand to fall from around mushroom, allowing the sunlight to actually reach it when it can.
Day two. Mushroom drops.
I'm not quite sure if this has been said before, but...
With day counters, I think it should be possible to use the sensors to trigger another block to fall around another block, allowing the shroom under the other sensor to pop after the next day.
Basically:
Day one. Mushroom drops, causes sand falls by nearby flower, making it harder for sunlight to reach it. A second mushroom is safe with several sand blocks around it protecting it from sunlight.
Night. Flower drops, causes sand to fall from around mushroom, allowing the sunlight to actually reach it when it can.
Day two. Mushroom drops.
That was the idea with the second one, unfortunately it doesn't work too well right now.
iv been playing with a simple but interesting system i will call, for the lack of a better name,
the Sensoshroom.
when its daytime (or any level 15 light source) the light kills the mushroom and drops the sand block cutting power to the inverter turning it on
it can of course be used with a flower (to detect night instead of day) or a mushroom. a torch placed next to the flower is needed to place but can be removed after the sand is placed
sensoshroom video (courtesy of shandolum)
linked alternating sensoshrooms/flowers (courtesy of smapla)
sensoshroom is a registered trademark of shroom co
it has a flaw... it need to be reset by placing a new one
yeah, for time you could make a redstone clock easier, but for light/dark sensing you would still need to use this or something similar(saplings, long grass, grass blocks).
I'm thinking once we have them, Pistons and Grass blocks will be good to look into. Bit random about growing, but 100% reset capability for use with directing water/lava streams.
I think player traps and flood sensors would be the best use. Compact and wouldn't use something people would check for like a pressure plate.
This is exactly what i love about this game, its so versitile and open to creativity. this is awsome, i think i may experiment with it to where lights turn on through my fort at night, once pistons come out rig it so blocks slide away revealing torches or something.
Yeah well, when you bump a 3 month old thread that tends to happen.
I wasn't always black... There was this freckle, and it got bigger, and bigger
Bill Cosby
Or use an inverter..... like normal people..
http://www.minecraftforum.net/topic/361674-catbrainss-server-w-hamachi/page__p__5183855#entry5183855
Mushroom regrowth is too slow for an auto-reload (takes multiple MC days to regrow)
Wiki discussion on this links to this thread... so no, it didn't come first.
1.6 appears to have fixed this somehow, at any rate it doesn't work quite so easily. The flowers (or maybe it has to not be roses) seem to uproot too readily, and the mushrooms the same.
I am, of course, referring to the second video which has a multi-day setup. If someone could redesign it stably for 1.6 etc, etc, that would be lovely (although clocks aren't too hard to craft)
With day counters, I think it should be possible to use the sensors to trigger another block to fall around another block, allowing the shroom under the other sensor to pop after the next day.
Basically:
Day one. Mushroom drops, causes sand falls by nearby flower, making it harder for sunlight to reach it. A second mushroom is safe with several sand blocks around it protecting it from sunlight.
Night. Flower drops, causes sand to fall from around mushroom, allowing the sunlight to actually reach it when it can.
Day two. Mushroom drops.
That was the idea with the second one, unfortunately it doesn't work too well right now.
it has a flaw... it need to be reset by placing a new one
I'm thinking once we have them, Pistons and Grass blocks will be good to look into. Bit random about growing, but 100% reset capability for use with directing water/lava streams.
I think player traps and flood sensors would be the best use. Compact and wouldn't use something people would check for like a pressure plate.
Not always, water on the other hand does.
http://www.minecraft...crafters-guild/