Nice find, but not that hard either. As soon as I spawned a skeleton popped and started shooting which updated the sand making it collapse. Grabbed a few pieces of sand and was able to suffocate the skelly.
Just noticed that items flowing in my mob trap water canals now flow faster than they used to. I haven't noticed a change with boats or mobs, but the change in speed for items is definitely noticeable.
You can either have it break on a slope, and powering it up afterward would cause it to continue. You can also place a block behind a booster, which will determine the direction for the booster, and send you off.
Do this for me then... using no glitch boosters, make a station that will stop a cart when it arrives, let the player get out, then get back in and get boosted in the same direction it was originally traveling.
I understand that you can stop it on on incline to achieve this, but how much of a pita is it going to be resetting that cart every time you exit when it gets bumped off the track due to player collision? Not only that, but how aesthetically pleasing will your stations look with angled slopes coming in and out?
...snip... A classical booster will send you maybe an additional 150 blocks or so than your current momentum would have, for that 10-11 iron, provided you were already at full speed. ...snip...
I don't know what type of boosters you used prior to the 1.5 update, but I get 600-800 block boosts from my stable setups with 12 track pieces and 2 carts. How much gold + redstone would it take you to get that amount of boost from the new system?
I'm not saying that I don't like the powered rails and detectors (I absolutely love them), but the material cost for the amount of distance achieved doesn't mean that I will be abandoning my current system for powered rails anytime soon.
It looks like once the glitched boosters are gone, unless gold becomes more common, this game gains it's first "grind" if you wish to achieve any sort of distance using minecarts.
I'll make you a .schematic real quick, but first check if this is right; [*:uhx4k1i0]Button is pressed: [*:uhx4k1i0]Output A goes on
[*:uhx4k1i0]After a short while, it goes off
[*:uhx4k1i0]Button is pressed: [*:uhx4k1i0]Output B goes on
[*:uhx4k1i0]After a short while, it goes off
And this cycle repeats, is that correct?
Or in words:
Build the A, B or E version of the Toggle flipflop on the wiki. And then hook up the 2 outputs of the Toggle flipflop to the C design of the pulse generators. It basicly doesn't matter wether you use a rising edge or a falling edge, since you'll toggle between 2 states anyway.
Yes, that is what I am looking for.
I understand the operation of the flipflop, but why would the pulse generator be used over a monostable circuit?
I'm not questioning the advise, just trying to get a better understanding for future reference.
I have a pretty basic understanding of redstone and can make most of the simple gates, however, I'm at an impasse as to what I need to accomplish the following:
Using a single button, the first press powers outputs A then turns them off. Then with a second press, the button powers outputs B, then turns them off.
I know that I probably need a memory cell of some sort, but am unsure as to which I would need. If anyone could post a diagram that would be great.
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Twelve pieces of redstone and one redstone torch. You can use it with or without buttons or pressure plates.
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Has anyone else experienced this?
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Do this for me then... using no glitch boosters, make a station that will stop a cart when it arrives, let the player get out, then get back in and get boosted in the same direction it was originally traveling.
I understand that you can stop it on on incline to achieve this, but how much of a pita is it going to be resetting that cart every time you exit when it gets bumped off the track due to player collision? Not only that, but how aesthetically pleasing will your stations look with angled slopes coming in and out?
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I don't know what type of boosters you used prior to the 1.5 update, but I get 600-800 block boosts from my stable setups with 12 track pieces and 2 carts. How much gold + redstone would it take you to get that amount of boost from the new system?
I'm not saying that I don't like the powered rails and detectors (I absolutely love them), but the material cost for the amount of distance achieved doesn't mean that I will be abandoning my current system for powered rails anytime soon.
It looks like once the glitched boosters are gone, unless gold becomes more common, this game gains it's first "grind" if you wish to achieve any sort of distance using minecarts.
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Ummm... Creepers do in fact make footstep sounds while walking.
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Wow, how big is your attic?
Put a creeper spawner in it, seal it up, and be scared by the footsteps over your head every time you come in.
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Yes, that is what I am looking for.
I understand the operation of the flipflop, but why would the pulse generator be used over a monostable circuit?
I'm not questioning the advise, just trying to get a better understanding for future reference.
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I have a pretty basic understanding of redstone and can make most of the simple gates, however, I'm at an impasse as to what I need to accomplish the following:
Using a single button, the first press powers outputs A then turns them off. Then with a second press, the button powers outputs B, then turns them off.
I know that I probably need a memory cell of some sort, but am unsure as to which I would need. If anyone could post a diagram that would be great.
Thanks!
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