There are a few ways. There are a few designs on the same principle (tons of AND gates) that are a lot smaller and faster. You could use fancy algorithm-based device (like double-dabble), but that's a bit overkill for this purpose.
The way I see it, the better way to do it is to simply cycle through the dispensers rather than use each one a specific amount of times. This still requires a ring counter (or a shift register) but there is no extra logic necessary, and you get the same effect overall.
Guys I made A MUCH better implies gate than the previous one, with a nand gate variation! Implies NAND
You're right It was useless :smile.gif:. I uploaded a better one now.
Also guys do you know how to make a tick counter? I need it for the computer I'm making.
Firstly, your NAND gate is the same size dimensionally. Secondly, your IMPLIES gate is one block LONGER than mine. Thirdly, your IMPLIES gate is actually a DOES NOT IMPLY gate.
Sorry about that.
As for a tick counter, what do you mean by that?
I made a one wide bud switch. Like all other bud switches, it uses a glitch for the block update, but, all bud switches do, so I don't know if you would want it. I don't have an image right now, but I can get it.
I guess I can concede to that. They are useful overall and I really can't be sure if that feature will ever be removed. Post it and I will add it to the original post at some point.
Admittedly, I did not see that. My main gripe was with the thread subtitle, which said it was five blocks long, while the the one you appeared to be showcasing was in fact six. This confused me a bit.
Simple design at all (there was one of a simple design called URAS that had a thread a while ago, which was vastly more optimized) The one crucial flaw though was that it broke horribly if you ever called a cart and then another without sending any back, or if you did anything too fast.
The most friendly storage I have found was a delay-based one by rolf-david that allowed you to select cart without returning the one you had, and they would simply be switched out. It only ever broke if you really tried to break it by selecting the cart farthest from the collection bay and then, quicker than the minecart could move, selecting the closest one. That usually causes either a mix-up of carts or them hitting each other and stalling.
The rising edge version is six blocks long, not five. After that though, its pretty good. However, I would still go with other versions that are either smaller or faster.
The way plants grow is every few minutes or so, they will attempt to grow. If the conditions fulfill those required (space or light or otherwise) the plant WILL grow. As long as the piston isn't occupying the space at the precise moment the check is made, it will not affect the growth at all.
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Not very special or efficient. TH
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Firstly, your NAND gate is the same size dimensionally. Secondly, your IMPLIES gate is one block LONGER than mine. Thirdly, your IMPLIES gate is actually a DOES NOT IMPLY gate.
Sorry about that.
As for a tick counter, what do you mean by that?
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That has to do with that it was too big to make a single picture. The left part is just the half-adder from the previous part.
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I guess I can concede to that. They are useful overall and I really can't be sure if that feature will ever be removed. Post it and I will add it to the original post at some point.
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Admittedly, I did not see that. My main gripe was with the thread subtitle, which said it was five blocks long, while the the one you appeared to be showcasing was in fact six. This confused me a bit.
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The most friendly storage I have found was a delay-based one by rolf-david that allowed you to select cart without returning the one you had, and they would simply be switched out. It only ever broke if you really tried to break it by selecting the cart farthest from the collection bay and then, quicker than the minecart could move, selecting the closest one. That usually causes either a mix-up of carts or them hitting each other and stalling.
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