• 1

    posted a message on Redstone "Bug"
    That's a very good example as well. Even if the wire did not connect (i.e. it would be a plus), you would still expect it to switch off the torch.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on New way to send a signal down
    Not sure if it fits the OP's use-case, but you can also utilize water for a downwards vertical wire. It is rather slow but very efficient in terms of resource usage.

    This video (tinypic), shows a demo of a regular vertical upwards wire and the downwards wire using a variation of .
    Posted in: Redstone Discussion and Mechanisms
  • 2

    posted a message on Zombie Drop:
    Perhaps they should have a rare chance of dropping a red apple or a cookie. At least I can imagine them carrying around some food before they died. It also gives you a chance of acquiring some health items through combat.
    Posted in: Suggestions
  • 3

    posted a message on Ice block generator
    A clock-free design to prevent lag and piston noise.

    Concept:
    • build in snowy biome
    • 2 hidden water sources generate 1 revealed (i.e. open air) water source
    • revealed water source lifts a boat off a pressure plate
    • when the revealed water freezes, the boat falls onto the pressure plate triggering a circuit of pistons to extract the frozen block from the generator.
    The extracted blocks can be fed into any other piston machinery such as e.g. an automatic wall builder.

    Here we see the basic setup.
    Below the wool blocks are the two hidden water sources and the to be frozen water source is visible next to them. Below the left block of wooden planks is a pressure plate with the boat on top and below the right block of planks is water flow from the to be frozen source block (use this flow as boat loader).

    This shows the wiring for the piston extractors.
    The wire running up from underground is attached to the pressure plate. First it will toggle the torch off which retracts the horizontal (sticky) piston, pulling out the ice block. The left repeater (2 torch delay) will pull the frozen block up by retracting the vertical sticky piston. Finally the right repeater (4 torch delay) will push the ice block outwards towards whatever mechanism we decide to attach to this device. Once the frozen block is removed, a new water source will automatically form and (over time) will freeze as well.

    In this example I feed the ice blocks into a circuit which creates a 12x10 floor of ice. Ice blocks do not propagate redstone signals like solid blocks can, therefore a sand loop is placed on top to ensure that there is always a leading solid block to trigger the block detector at the end (once more avoiding the need for clocks).

    This picture shows the block detector at the end of the extracted blocks. Whenever a sand block is pushed between the wire and the repeater the pistons on the left will push all ice blocks one row forward and the pistons on the right will move the sand blocks upwards and shift the horizontal row of sand one block sideways dropping a fresh sand block at the beginning of the row for the next iteration.

    Old version for the vertical wall construction addon. Newer version below:

    Small update.
    This shows a quick example addon for constructing vertical walls. Since the loop functions horizontally here there is no requirement to use gravity affected blocks blocks. The glass blocks represent ice blocks and the logs the blocks that are pushed around in the loop. There should be one more log in front (i.e. right side) of the glass blocks to act as trigger for the block detector (I left it out to show where the pistons end).


    The block detectors can easily be replaced by clocks as well, but it will lag your game if applied in great numbers and you will constantly hear the pistons change state which I do not like.

    [edit2]Simplification.
    Time to eliminate that nasty block loop. Here is the non-conducting block detector:
    Essentially, we place a conducting block at the position where we want to detect a non-conducting block and attach a slightly modified block detector one space further on.

    The solid (wood) block gets pushed by the ice-blocks completing the circuit. The ice blocks will be pushed forward and the solid block is returned to its original position. Should apply to wall construction as well.
    [/edit2]

    [edit3]Vertical wall construction
    This shows a quick example addon for constructing vertical walls. The glass blocks represent ice blocks. Using the non-conducting block detector, this addon becomes almost trivial. The leftmost piston is there for testing purposes and represents where the ice blocks are fed into the addon.
    [/edit3]

    [edit4]Dual input, single output design (still clock free).

    Overview picture:
    Two revealed water sources in this design for double the output speed. It is a fairly modular design and we can easily merge the outputs of several of these for higher yields (though at this time it is still fairly large)

    Closer view of the piston work.
    The sticky piston will pull down the ice block and the regular piston will push it outwards.

    The following two pictures show how the wiring can be done in a compact manner.



    A wire below the pressure plate runs left, goes down one block and toggles the torch below the sticky piston. A torch on the side of the block which supports the pressure plate carries the signal towards the regular piston with a single torch delay extra.

    This image gives an overview of the output merger. It's a bit optimistic since two outputs being processed exactly at the same time can clog it.
    We have two side-pistons pushing the blocks inwards towards the single piston which drives the joined output line. The circuitry at the back is essentially two non-conducting block detectors.

    This image gives a better overview of the wiring of the non-conducting block detectors.
    The wood block is pushed forwards by the ice, triggers the side and center pistons to move the ice block and is returned to its original position again.
    [/edit4]
    Posted in: Redstone Discussion and Mechanisms
  • 7

    posted a message on Semi-automatic tree farm using pistons
    Here is an idea I've been wanting to build for a while (I don't use mods, so I had to wait for the official pistons). It's a semi-automatic tree-farm.

    [edit]Update.

    I refined my newer and cleaner version and greatly improved the timing. It seems to work perfectly now.
    Check my (admittedly crappy) demo video here. Apologies for the unconventional video upload location, but out of privacy considerations I refuse to register for Google services.

    Download available (cleaner version). Use the lever to start/stop the clock.
    [/edit]

    Original post follows.



    The farm will drive a sand/gravel column straight down through a tree and extracts all the logs from it. The logs are neatly packed at the side and the saplings will automatically fall. The device is capable of automatically detecting tree growth using the well known trick of placing a repeater against a sapling with a clock attached.

    Let's start with some common building blocks before looking at the tree farm itself:

    Block Detector:



    I'm sure most people have discovered this one themselves already. Useful and simple. Allows us to build contraptions without wiring them to a clock. Since pistons are very noisy we don't want a clock to trigger them when not needed.

    Block elevator:


    A block detector (front) which powers a (delayed) vertical piston and a horizontal sticky piston. This will pull any block placed in front of it and push it up.

    Here is a top-down view:



    Ok, keep those in mind. This is the output of our tree-farm:


    It will arrange logs in a horizontal plane (size: 8x12). A block detector at the end detects when a block moves into the eight position and moves the entire row to the left. Using the updated wiring of the repeaters, this is very simple to build.

    This is the ground area:


    The sapling is placed next to the piston. The top part (next to the sign) is a 5-clock which will pover the piston (through the tiny loop) whenever a tree has grown and pushes the bottom above the hole. The redstone wire running to/from this hole is what sets the entire machine in motion (it travels in a bigger loop upwards on the left).

    Wooden blocks will be pushed over the hole, while gravel and sand will drop down instead.



    The wire running upwards ends here on the left side. A torch at it's side triggers the floating piston. This piston has two purposes:
    First it caps the three to whatever height you choose to utilize. Second, it holds up the sand/gravel column preventing the device from pushing down. As long as a block is above the hole, this piston will be open.



    Here we look at the same level from a slightly different angle. The rightmost piston is powered by the negated signal of vertical wiring (i.e. whenever the floating piston is open, the rightmost piston will start pushing the sand column to the left. There is a downwards piston next to the column (barely visible behind the dirt block) which drives the column through the tree. Both these pistons are triggered by block detectors, though the vertical one triggers unconditionally.



    This picture shows the backside of the above part. The chest is there to block the the horizontal piston from pushing the column out further to the right.

    The remainder consists of the basic building blocks: block detector triggered pistons and block elevators as described above.

    Looking down the hole:


    At the bottom of the hole we push the column outwards:


    Towards a series of block elevators, this is the bottom one:


    And at the top we push the blocks over the edge, letting gravity complete our loop:


    Conclusion: a series of fairly simple building blocks to create a contraption which makes harvesting trees way more complex than it needs to be. :tongue.gif: Pistons are a good addition to the game :biggrin.gif:
    Posted in: Redstone Discussion and Mechanisms
  • 4

    posted a message on Semi-automatic tree farm using pistons
    Quote from Hans Lemurson

    This looks pretty cool. I'm a little unclear on how the gravel-column is supposed to be driven down the trunk of the tree. Also, how do deal with trees of different height?

    This is essentially just a vertical version of the infinite horizontal block loop that we've often seen.
    The gravel column is moved above the tree and pushed down by a piston. The reason that gravel and sand are used is because of the gravity effect which allows dealing with trees of unpredictable height. I.e. depending on the tree height a different amount of sand blocks will fall on top before the downwards pushing piston will start affecting the tree.

    Here is a world download so that you can give it a try and/or dissect it. [edit]Updated version with slightly better timing, gets stuck less.[/edit]. Don't forget to reset the clock (use the lever).

    I'm experimenting a bit with the depth of the hole, height of the column and the timing of the repeaters to optimize the size of the device. In the linked world I tried a very shallow drop into the underground hole. I hoped the device was fast enough to handle it, but this doesn't seem to be the case.

    In an earlier build (the one in the pictures) the drop was about the height of the maximum tree, this ensures that the gravel blocks can be sent into the hole at maximum speed and the device has plenty of time to circulate the blocks back upwards. The smaller drop in the newer version negatively affects the reliability and it gets stuck more often. To unstuck it, you need to find the piston which is powered but not extended (usually on the 1st plateau above the ground) and knock out a sand block.

    The world download should clarify it quite a bit.

    Quote from Wyattay

    Sounds insanely interesting, looks insanely interesting, sounds and looks insanely complicated :ohmy.gif: Please make a video if you can! :biggrin.gif:

    It's not really that difficult to understand, you can check the world download above to see how it works. I'll explain the basic idea below.

    Imagine a small piston loop which pushes a couple of blocks in a continuous circle (we've seen a couple of these, is an example of a small one). Since trees grow vertically, we need to have a vertical version of this. The block detector and block elevators show how to create corner pieces of the loop (i.e. to change direction of the moving blocks).

    Legend:
    --> = movement direction
    + = piston corner piece
    --- & | = moving blocks
    
         -->
       +----+ 
    ^  |    | |
    |  |    | V
       |    |
       +----+
         <--
    (side view)

    For larger versions of such loops you cannot remove any of the circulating blocks since pushing one block triggers a move of all adjacent blocks. This is a problem, since we need a gap in one of the sides (remember this is a vertical loop) to allow the tree to grow. To solve this, gravity affected blocks can be used which fall down from the top towards the bottom.
         -->
       +----+ (1)
       |      <--- sand/gravel blocks start falling here.
       |      
       |    t <--- tree grows here
       +----+

    Now that we have a gap, we can grow a tree (t) inside. Since the tree itself is not affected by gravity, the corner piece at position (1) needs to push the blocks downwards such that the tree is pushed into motion. However the goal is to extract the logs, so we must split the tree from other gravity blocks, which we can do by using the gravity once more:

        -->
      +----+
      | 
      |    t  -->
      |    +.---
      |
      +-----+
        <--

    At the position of the dot the logs move to the side and the sand blocks drop down separating the two. The sand returns to the loop and the logs are automatically extracted which solves the intended goal.

    The remaining problem is timing, spacing and having a sufficient amount of sand to always be able to push through the entire tree.
    Posted in: Redstone Discussion and Mechanisms
  • 21

    posted a message on Detecting pressure plate removal
    Apologies if this is known, but I haven't seen it before.

    I've seen several suggestions in the past about ways to construct traps which are harder to disarm. One recurring complaint is that traps aren't triggered when someone removes a pressure plate. This got me thinking about a way to do it, and I have succeeded.


    This is the part visible to the player. The floor is made of glass to show the wiring, normally this would be a solid block (preferably of the same material as the pressure plate to hide its presence). Whenever the player steps on the pressure plate, the signal will become high and trigger our trap.


    This is the actual wiring involved to make it work. On the right we have a clock. This clock is repeatedly toggling the state of the wire on top of the log. Because of the presence of the pressure plate, this signal bends towards the birch log preventing the sand block next to the left repeater from being powered. Take note of the stair block above the wire. Translucent blocks such as e.g. stairs and glass don't cut the redstone wire when connected diagonally as shown below (side view):
    :Glass: :RFlower:
    :RFlower: :cobblestone:

    where :RFlower: = redstone wire. Using a regular solid block here would not connect these wires.


    By removing the pressure plate the wire reroutes directly to the sand block. Putting a stable true signal on this wire will not work as it won't update properly, therefore we utilize the clock. Now that the sand block is powered, the repeater propagates the signal which joins up with the regular output of the pressure plate.

    When removing the pressure plate, the output signal will alternate between true and false. If this is unwanted, simply hook it up to an RS-nor latch.

    Hope this is of use.

    [edit]In case it wasn't obvious, by not joining the two output signals you can have different actions based upon if the pressure plate was stepped upon or removed.[/edit]
    [edit2]This circuit can also be used to detect pressure plate placement.[/edit2]
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Help a brotha/farmer out? (Picture heavy)
    Quote from EasyOff »
    If you really want to farm, try-
    :soil: :soil: :soil: :soil: :soil: :soil: :soil:
    :soil: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :soil:
    :soil: :cobblestone: :soil: :soil: :soil: :cobblestone: :soil:
    :soil: :cobblestone: :soil: :Water: :soil: :cobblestone: :soil:
    :soil: :cobblestone: :soil: :soil: :soil: :cobblestone: :soil:
    :soil: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :soil:
    :soil: :soil: :soil: :soil: :soil: :soil: :soil:

    The disadvantage of this design is that is has a strong negative effect on the crops growth rate. In practice this isn't too much of a problem as you don't visit your farm often enough to harvest it as soon as a crop is fully grown, but the effect is present and noticeable.

    Applying the growth algorithm to the pattern above gives the following growth rates:
    :Red: :Orange: :Green: :Green: :Green: :Orange: :Red:
    :Orange: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :Orange:
    :Green: :cobblestone: :Red: :Yellow: :Red: :cobblestone: :Green:
    :Green: :cobblestone: :Yellow: :Water: :Yellow: :cobblestone: :Green:
    :Green: :cobblestone: :Red: :Yellow: :Red: :cobblestone: :Green:
    :Orange: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :Orange:
    :Red: :Orange: :Green: :Green: :Green: :Orange: :Red:

    where growth rate is indicated as follows:
    :Green: = 4.5
    :Yellow: = 3
    :Orange: = 2.625
    :Red: = 2.25

    For the optimal growth rates you want all crops watered (which is the case) and crops to have only north and south neighbours OR east and west neighbours OR to be completely surrounded by other crops (the crops on the edges will do quite a bit worse though).

    These are good patterns for maximizing growth rate:
    :Teal: [] :Teal: :stone: :Teal: [] :Teal:
    :Green: [] :Green: :stone: :Green: [] :Green:
    :Green: [] :Green: :stone: :Green: [] :Green:
    :Green: [] :Green: :stone: :Green: [] :Green:
    :Green: [] :Green: :Water: :Green: [] :Green:
    :Green: [] :Green: :stone: :Green: [] :Green:
    :Green: [] :Green: :stone: :Green: [] :Green:
    :Green: [] :Green: :stone: :Green: [] :Green:
    :Teal: [] :Teal: :stone: :Teal: [] :Teal:

    :Orange: :Teal: :Teal: :Teal: :Teal: :Teal: :Teal: :Teal: :Orange:
    :Teal: :Green: :Green: :Green: :Green: :Green: :Green: :Green: :Teal:
    :Teal: :Green: :Green: :Green: :Green: :Green: :Green: :Green: :Teal:
    :Teal: :Green: :Green: :Lime: :Lime: :Lime: :Green: :Green: :Teal:
    :Teal: :Green: :Green: :Lime: :Water: :Lime: :Green: :Green: :Teal:
    :Teal: :Green: :Green: :Lime: :Lime: :Lime: :Green: :Green: :Teal:
    :Teal: :Green: :Green: :Green: :Green: :Green: :Green: :Green: :Teal:
    :Teal: :Green: :Green: :Green: :Green: :Green: :Green: :Green: :Teal:
    :Orange: :Teal: :Teal: :Teal: :Teal: :Teal: :Teal: :Teal: :Orange:

    where:
    :Green: = 4.5
    :Lime: =4.125
    :Teal: = 3.75
    :Yellow: = 3
    :Orange: = 2.625
    :Red: = 2.25
    Posted in: Survival Mode
  • 1

    posted a message on New Monster Suggestion: a Mummy
    I would like to see this depend on the biome you are in.

    E.g. a desert would spawn mummies instead of zombies and scorpions instead of spiders.
    Posted in: Suggestions
  • To post a comment, please .