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    posted a message on need help on simple lever operated door
    Use a XOR gate, look it up.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on KiloBites: Mobs as high density information storage
    Sorting mobs is one thing.. counting is another, is that solved? Also you can't kill your data if you want to store it... one time storage seems pretty useless to me.

    If you have 4 mobs that you can sort then you can have 4 bits/pen, using the sorting to read the bits. Should also be possible to reset it, though complicated and hard/impossible to ensure you've added only one mob (not that that's necessary). Pens can perhaps be 2x2 or at most 3x3, mobs inserted from top, released from bottom. Even if that managed to work it would be very slow and laggy.

    Your math is only justified if you can count mobs. Also using 64 mobs to represent 24 bits seems rather inefficient compared to 4 bits for 4 mobs(and you don't need to count them).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Auto Closing Castle Gate
    Please elaborate.
    Posted in: Alpha - Survival Single Player
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    posted a message on Forum section for minecraft electricians/railway engineers
    Quote from shairn »
    Quote from gaaraxebeard »
    If you make too many subsections in the forum, new people are gonna have trouble knowing where to post what they want, or where to find what they need.

    Not if they're properly labeled. It would actually be easier for them to find what they want if it's all cleanly organized.


    Yarr its hard to find anything now and as far as I'm concerned new people should go to the wiki, or youtube. The forum isn't much use to them.
    Posted in: Forum Discussion & Info
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    posted a message on The Voxel Box server has moved to a new thread.
    I would be very interested in joining if possible. Name is Burgled.
    Posted in: Alpha - SMP Servers
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    posted a message on Forum section for minecraft electricians/railway engineers
    There are certain complex constructions involving redstone and minecart tracks that I think need their own area to be discussed about by "experts" on them.

    What I mean to say is that there are good things I would like to share on the forum but I know if I just stick it in the survival alpha section it won't be understood well by the majority of players and will just get buried within days. I request a section of the forum specific to these types of constructions so the topics can be more persistent and discussed by the relatively few people who could make full use of the knowledge.

    It's great that minecraft is so popular but its a bit crowded in the singleplayer forum. Sorry in advance if this has been suggested before. Also if you know of an alternate site that has what I'm looking for please point me to it.

    Hopefully that all made sense lol
    Posted in: Forum Discussion & Info
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    posted a message on Multiplayer traps (when damage can be taken)
    Ah yes I see, it took me a while to understand what you meant, there is in fact a non- :tnt: method.

    A minecart will hold up gravel even if there is no track beneath it, but if the minecart is moved (say by another minecart going past it) the block will fall.

    You would need to construct an automated minecart system that will switch tracks on command, sending a constantly boosted minecart to push the supporting minecart off of the empty space and onto a track, dropping the gravel. It would be a bit of a pain to reset but no more so than other gravity torch based set ups. Hope this helps and looking forward to seeing what you make with it.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Is there any (aesthetically pleasing) way...
    Perhaps you could use wood blocks with ladders on them as "rope ladders" maybe experiment with making them look wavy for added effect.
    Posted in: Alpha - Survival Single Player
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    posted a message on Multiplayer traps (when damage can be taken)
    Quote from Raisins »

    I haven't done much with redstone circuits yet, is there any mechanic that joins them to block physics other than TNT? The other way around is easy.


    Gravel blocks fall faster than water so it is quicker to make the gravel fall and complete a horizontal channel for the water.

    Indeed I was thinking of collapsing two blocks instead of one to increase the odds, the idea of the ore placement is to lead them into a narrow corridor and force them to stand on the trap (hopefully) with my prototype I was mostly just wracking my brains about how to make a torch/gravel based trap trigger ASAP while being undetectable.

    The best way to connect the trap to redstone would probably be a wooden pressure plate at the bottom of the trap pit, when the player falls and dies their loot will trigger the plate and you can make it signal you.
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Multiplayer traps (when damage can be taken)
    Feel free to post ideas or blueprints of traps you have thought of specifically for catching other players whether it be devious like mine or intended only to protect your loot.

    I've been working on a particular player trap designed to be undetectable.
    It would be embedded in the wall of a cave and lure unsuspecting players with the promise of iron or gold.

    Essentially they mine the first two ores and everything is OK then they go in for the last one and the floor collapses making them fall into a deadly pit.

    :--+: = redstone torch

    [] :gravel: :gravel: :ironore: :Notch:
    :cobblestone: :--+: :ironore: :ironore:
    :cobblestone: :Water: :gravel: :gravel: :stone:
    :cobblestone: :Water: :--+: :--+: :cobblestone:
    :cobblestone: :Water: :cobblestone: [] :cobblestone:
    :cobblestone: :cobblestone: :cobblestone: [] :cobblestone: <-- Pit o death
    [] [] :cobblestone: [] :cobblestone:
    [] [] :cobblestone: [] :cobblestone:
    [] [] :cobblestone: [] :cobblestone:

    The water flow is cut off as soon as the trap triggered so there is no slow gentle descent, the placement of gravel and torches for this must be precise. The water in this set up does not make flowing sounds until triggered and redstone torches do not create smoke through the gravel on top to warn the player.

    This is the fastest triggering design I can come up with at the moment being less than a second but I'm curious if anyone has or can design one which triggers faster?
    Posted in: Alpha - Survival Multiplayer Discussion
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