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posted a message on Redstone Logic Gates and FAQs Compendium
Hmm, if I were to multiplex a binary output (12 bit) into a pulse signal, and attach it to a decade counter...

That would do nothing, right?

I mean unless I manage to make something like a 256 pulse generator on one input that's not going to work.

However.

Using multiple decade counters and probably some fewer pulse generators in place of mux, it could be possible to easily convert from binary to decimal.

For example the eighth place signal, 256 (on/off) could be attached to three pulse generators, a double pulse, a quintuple pulse, and a sextuple pulse. The respective pulses from each tens place would go to respective decade counters.
Honestly there are only even digits in the ones place of the binary place values, (and also one) so one would only need to build not as many pulse generators.

I wouldn't risk trying to make the design using only 9, however; and gates and timing with that probably won't work, at least to my understanding. (Haven't really thought it out though)

Pulse Generator Digits needed using this theory to 16bit:
```HUNDREDS: 0123 5 7
TENS:      123456 89
ONES:      12 4 6 8```
Posted in: Redstone Discussion and Mechanisms
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posted a message on Redstone Logic Gates and FAQs Compendium
Ahahaha, I've somehow made a standardized 32 bit multiplier (16bit x 16bit) with copypasteable floors.

No way to use the output, really.

It's painful.

And any way of making the 7447 chip? The one with the ripple blank i/o?
Posted in: Redstone Discussion and Mechanisms
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posted a message on Redstone Logic Gates and FAQs Compendium
I've been working on a four-function button-operated place value calculator, and have the addition/subtraction and multiplication modules done. I'm also trying to figure out a way to make division, but the only one I've made so far is a recursive replace subtracter that only calculates modulo. Can't figure out how to make it count the number of recursive subtractions. And another problem with recursive subtraction is the matter of dividing any large number by one.
Posted in: Redstone Discussion and Mechanisms
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posted a message on [REDSTONE] Help with creating a multiplication machine
Uh, dang.

Is it okay if I go up directly to my main project then?

I mean, the only thing I need to do is the extremely frustrating 90 output bindec converter.

90 outputs.

If I'm going to go to 16-32 bits and make the 32bit-4f-buttoncalc like in real life (still need to look into division) I ABSOLUTELY need to find the most efficient bin-dec converter. Else, I'll have to go around placing 4294967296 converters for possibly a few years. Or decades. But if I have to do that many I'd probably not do it in the first place.

Is there a generalized binary to decimal (lcd) display converter?
Posted in: Survival Mode
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posted a message on [REDSTONE] Help with creating a multiplication machine
So, I'm trying to create a 4 to 16 bit multiplier with a normal lcd display.

Right now I have the whole input configurations done and have the adder arrangements, but I'm stuck on converting the binary to a decimal display.

I know how to convert binary to decimal the long way but I'm sure that there are faster ways.

Even after sorting out the list of all the numbers I could get out of multiplication, I still end up with 90 numbers to make special gates for. That'll get 90 outputs linked to the lcd wires too, which would be a bit too much right now. (Of course, the outputs' wires that activate the same lcd segment could be combined, but still...)

Also, I think that the full and half adders I'm using are really inefficient.

Basically, I'm looking for:
-Efficient Full and Half adders
Found.
-An Efficient binary to decimal converter for up to 90 numbers
-A good way to stack adders onto each other and save horizontal room
-Should I use MCedit to copy-paste adders and repeated segments?

I personally am aiming to make a fully working four-function calculator (although division would have to be modulo instead) complete with negative signs. While making the adder array thing I also found out how to extend the number of bits even more (in an easy pattern), but without a good converter more bits would be pretty much impossible (for me at least).

If I do this, I'll need to know how many bits should be enough.

Still, this is probably pointless as many greater projects have been carried out before. It's fun though, and that's why I'm doing this.

If anyone needs any info, I'd be happy to give any.

However, the project is so far only on paper, so no screenshots. Yet.
Posted in: Survival Mode
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posted a message on new discovery, shroom powered Light sensor
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.
Posted in: Survival Mode
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posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
The trading works for me, but whenever I select an inventory item, Minecraft crashes.

(By the way, extremely amazing mod you've got here! :biggrin.gif: )
Posted in: Minecraft Mods
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posted a message on The City of Islands 2.0 [hey0][plugins][24/7][Ventrillo!]
Quote from SirHaywire »
I still cannot connect, so I've spent the meantime sifting through server mods.

Achievements:

Spleef arenas:

Spawncontrol:

Medry, you should think about adding these! (Roadbuild may be doubtful, but if it's okay, it should only be for admins.)
Posted in: Alpha - SMP Servers
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posted a message on [Software][Plugin][Bukkit] Runecraft [use bukkit page for download]
Hmm, maybe "Liquid Harvester?" This could be an enchantment for shovels, and once used, one can right click liquid to then make it drop its respective item, which could the be picked up.
[] []

[] []
Wherein red is redstone and white is cloth.

"Flash Flood," to basically elevate all surrounding liquids (That is, within a radius of inktier*2) to full level.

Wherein torches are redstone torches, and red is redstone.

Finally, "Chest Wall-master" (Please, change the name). This rune activates when the INK is clicked. It works similar to wall master in that this configuration will create a wall starting at the direction the ink faces from the chest, but works better in the way that all the blocks in the chest will be placed into a wall of TIER width until the supply of items in the chest is exhausted. Variations are welcome.
[] []
[] []
[] []
[] [] []
[] []
Wherein red is redstone.
Posted in: Minecraft Tools
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posted a message on The City of Islands 2.0 [hey0][plugins][24/7][Ventrillo!]
Quote from Delirix »
Not sure when i will be online next, but Can... *cough* Medry I just found this.

viewtopic.php?f=25&t=99045

Consider it, maybe? <3

Oh. My. Gosh.

Going to get that, RIGHT NOW.

Also, the server does seem to be a bit slow. I can't log in either.
Posted in: Alpha - SMP Servers
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posted a message on Minecraft's Own... Shining Mobs? -UPDATED-
If you don't give any more details about spawning, I won't place torches anymore. (Not literally, of course.)
Posted in: Suggestions
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posted a message on A simplified Geology in Minecraft
I can't believe this. It's just exactly what I've been looking for. I mean, here's something I wrote up a while ago:

Eh, I've had this in mind for a while.

Smoke: *removed due to irreleveance, but it's too complex anyways*

Regarding lakes above water level:
A variable water height could be used in conjunction with biomes. Of course, a base land height variable (if there is not one already) would have to be established and the water level would most likely be below that. Lakes could be created at points under the water height level, and/or by calculating if lakes would include water hanging in midair (Checking for walls). After generating high lakes and caves, (hopefully, if possible) SOMEHOW there could be a method by which lakes could lead to rivers, which (See above enclosed statement) could erode at the dirt during map generation (by 2 blocks, at least, and probably deposit sediment/gravel) and be able to flow.

I'm a lover of variety and will FERVENTLY SUPPORT THIS IDEA.
Posted in: Suggestions
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posted a message on The City of Islands 2.0 [hey0][plugins][24/7][Ventrillo!]
A very good idea. Backup space for everyone!
Posted in: Alpha - SMP Servers
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posted a message on The City of Islands 2.0 [hey0][plugins][24/7][Ventrillo!]
Power pick doesn't work!

...Medry, plan on starting another huge mining expedition? I need 150 stacks of dirt.

And VERY possibly helpers.

On another note, have you uploaded the previous map?
Posted in: Alpha - SMP Servers
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posted a message on The City of Islands[Private][24/7][Backups-Hourly]
It's the CoI 2.0 now.

This one's technically gone.
Posted in: Alpha - SMP Servers