This post inspired me to attempt my own 2 way zipper elevator. The best I could manage was 5x6 bi-directional but without floor selection. I made a post for it here on the forums.
So after finding some inspiration on the forums, I spent an evening designing and compacting an up/down capable zipper (stair) elevator. Overall, it is 5x6, but that includes the pistons and a space behind them so you don't have to look at the redstone. It should be built facing East or West. It travels up at max speed and down at 1 block per 2 ticks. The design is based off a 2 high subunit that is very simple to make.
Sorry that the audio is slightly out of sync, I'll make up for it, with pictures.
The bottom entrance of the proof of concept.
And with the pistons extended as if someone had just gone up.
The different components.
The core, front and back. The bluish (diamond) blocks compose the ascending pulse line, while the gold blocks form the descending pulse line. The iron block forms a signal line used to retract the pistons from the bottom.
One functional level (2 blocks high) of the elevator. The repeaters are set (starting from the rightmost and going clockwise) at 2-1-4-2. The highest sticky piston is placed to show how they receive and lose power together.
And some special stuff on the top:
The "down" line looping back to the descending pulse line.
The Nor latch that keeps all the pistons either extended or retracted.
And how the ascending pulse line terminates, powering the final regular piston and setting the Nor latch.
The first one shown is Ethos' design (I think.) It pulses on update.
The second one instead toggles on update.
The third is basically a clock, but with variable frequency. It also can't burn out since the only torch used is always on.
The final is a one block wide that toggles on update.
Youtube screwed up the beginning of the video somehow; it clears fairly quickly.
Take the "open" lever and put a redstone torch on it.
Wire that together with the "close" lever.
Set it up so that when the combination is off, the doors are open.
Noteblocks are sweet, sure, but how can they be better?
1. Having a sustain, aka. "holding" the note. Perhaps a note would sustain so long as it's block remains powered. Each instrument could have associated with it 3 sound files: intro, sustain, release. Anytime the noteblock's power goes low to high play the intro, high to high play the sustain, high to low play the release.
2. A greater range of pitches. "How" being the big issue. Maybe adding a "high" note block and "low" note block that are crafted slightly differently, perhaps by shifting the redstone part of the recipe up or down.
3. Redstone currently appears to update 10 times per second, so if people use a repeater per 16th note, a song that would normally be 60 BPM ends up at 75 BMP. Switching to 8 Hz or 16 Hz refresh would fix this, but it might be a huge coding issue.
4. More instruments! I personally think a brass or wooden wind instrument would be awesome. Perhaps the brass could use iron or gold blocks for a base.
I did some research, and this little bugger has a precision down to sixteenth notes(double flag/bar) played at 75 quarter-notes per minute (two temporally adjacent sixteenth-notes would be on opposite sides of the design.)
If 60 quarter-notes per minute is desired, you can place the quarter notes on every fifth output instead of every four, but you won't be able to use eighth- or sixteenth-notes.
Apparently redstone refreshes at 10 Hz - less lag, of course.
At 1:17 the top note of the chord should be a semi-tone higher I think. Otherwise great work!
Is that in Gerudo Valley or in Song of Storms- wait, SoS doesn't have chords! Yeah, I had issues as that note was supposed to be a high G (I think) and the blocks cap out at high F#.
Quote from Daniel_Rogers »
Would be awesome if you did the ganon battle theme from Oot. :3
EDIT: The first one was ok but the 2nd was 100% awesome!
I'll see about that. And yeah, the second is much better than the first, see below for explanation.
Quote from BloodFreak »
no end to the song of storm?
I was waiting for it, but i guess your trigger fail at doing it's job :tongue.gif:
Actually, Song of Storms loops indefinitely (why I let it go through 2 loops in the video,) I put the switch there to stop the next loop from occurring.
Quote from ArdyAileron »
As far as i know, all zelda songs are in C major. And don't mind the tones, what actually makes music is the difference from the notes (think the distance) so if a music is in G#, you can play it in C, just assume that G# is C, and so on.
What had happened was, I initially thought all of the music block bases (harp, bass guitar, etc.) all played F#2 through F#4, instead of just F#3 to F#5 and then shifted according to the "instrument". (I didn't know about transposing instruments and was not experienced enough to spot the difference. Plus I'm probably using all the terms incorrectly.) Anyway, I took the song (in C major) and transposed it down 6 semitones (minor seventh?, also, by hand) in an attempt to get all the notes into what I thought was the appropriate range. If I reconstruct Gerudo Valley, I'll do it in the right key. I deleted that world since that thing was a mess.
Quote from 33degree »
You could loop the four bars of "guitar" rythmn all throughout Gerudo Valley if you wanted extra work :tongue.gif:
I would just have an additional bass section nearby, just have an intro plus 4 measures that then feed back to themselves. That appears to use triads so I was afraid to attempt it as my first big project.
Anyway, I'm planning something very interesting (and rather large) but it still needs a large amount to work.
Redstone can be finicky. If some torches are randomly burning out, aka. not turning back on when they should, try saving and reloading or even restarting the game completely. I haven't noticed any issues since the 1.2_01 update, though.
All you people running around on pressure plates to trigger your note boxes, despair no longer. Let me show you how to trigger your boxes using only redstone. I do not claim to have designed this contraption (I forget who did,) I merely realized its use for the current situation.
This approximates one measure in 4/4 time. The eight lines sticking out the top would be where you would attach the note boxes for eighth-notes, alternate if you need quarter-notes. If your piece requires sixteenth-notes, you can attach those to the bottom.
Just switch the lever and the center torches will turn on left-to-right, add additional measures if you have additional notes.
Yes, I know it is redstone intensive, but it requires no interaction beyond the initial activation.
Use a tessellation of this pattern. I'm fairly certain it is the densest possible.
[] []
[] []
There are two ways (I call them left and right.)
[] [] []
[]
[]
[]
[] []
or its mirror
[] []
[]
[]
[]
[] [] []
Supposedly 4 empty blocks above the saplings is enough, but I find 5 works faster.
Wood yield grows with the area while edge losses (due to the pattern) grow with the perimeter so larger farms have higher efficiencies.
0
0
Sorry that the audio is slightly out of sync, I'll make up for it, with pictures.
The bottom entrance of the proof of concept.
And with the pistons extended as if someone had just gone up.
The different components.
The core, front and back. The bluish (diamond) blocks compose the ascending pulse line, while the gold blocks form the descending pulse line. The iron block forms a signal line used to retract the pistons from the bottom.
One functional level (2 blocks high) of the elevator. The repeaters are set (starting from the rightmost and going clockwise) at 2-1-4-2. The highest sticky piston is placed to show how they receive and lose power together.
And some special stuff on the top:
The "down" line looping back to the descending pulse line.
The Nor latch that keeps all the pistons either extended or retracted.
And how the ascending pulse line terminates, powering the final regular piston and setting the Nor latch.
0
The first one shown is Ethos' design (I think.) It pulses on update.
The second one instead toggles on update.
The third is basically a clock, but with variable frequency. It also can't burn out since the only torch used is always on.
The final is a one block wide that toggles on update.
Youtube screwed up the beginning of the video somehow; it clears fairly quickly.
0
Wire that together with the "close" lever.
Set it up so that when the combination is off, the doors are open.
0
dual = consisting of two components
0
1. Having a sustain, aka. "holding" the note. Perhaps a note would sustain so long as it's block remains powered. Each instrument could have associated with it 3 sound files: intro, sustain, release. Anytime the noteblock's power goes low to high play the intro, high to high play the sustain, high to low play the release.
2. A greater range of pitches. "How" being the big issue. Maybe adding a "high" note block and "low" note block that are crafted slightly differently, perhaps by shifting the redstone part of the recipe up or down.
3. Redstone currently appears to update 10 times per second, so if people use a repeater per 16th note, a song that would normally be 60 BPM ends up at 75 BMP. Switching to 8 Hz or 16 Hz refresh would fix this, but it might be a huge coding issue.
4. More instruments! I personally think a brass or wooden wind instrument would be awesome. Perhaps the brass could use iron or gold blocks for a base.
Any other ideas?
0
And INVedit open...
maybe one of those is causing the problem?
0
and this
.
0
If 60 quarter-notes per minute is desired, you can place the quarter notes on every fifth output instead of every four, but you won't be able to use eighth- or sixteenth-notes.
Apparently redstone refreshes at 10 Hz - less lag, of course.
0
Is that in Gerudo Valley or in Song of Storms- wait, SoS doesn't have chords! Yeah, I had issues as that note was supposed to be a high G (I think) and the blocks cap out at high F#.
I'll see about that. And yeah, the second is much better than the first, see below for explanation.
Actually, Song of Storms loops indefinitely (why I let it go through 2 loops in the video,) I put the switch there to stop the next loop from occurring.
What had happened was, I initially thought all of the music block bases (harp, bass guitar, etc.) all played F#2 through F#4, instead of just F#3 to F#5 and then shifted according to the "instrument". (I didn't know about transposing instruments and was not experienced enough to spot the difference. Plus I'm probably using all the terms incorrectly.) Anyway, I took the song (in C major) and transposed it down 6 semitones (minor seventh?, also, by hand) in an attempt to get all the notes into what I thought was the appropriate range. If I reconstruct Gerudo Valley, I'll do it in the right key. I deleted that world since that thing was a mess.
I would just have an additional bass section nearby, just have an intro plus 4 measures that then feed back to themselves. That appears to use triads so I was afraid to attempt it as my first big project.
Anyway, I'm planning something very interesting (and rather large) but it still needs a large amount to work.
0
0
0
It sounds perfect to my ears.
Opinions?
0
This approximates one measure in 4/4 time. The eight lines sticking out the top would be where you would attach the note boxes for eighth-notes, alternate if you need quarter-notes. If your piece requires sixteenth-notes, you can attach those to the bottom.
Just switch the lever and the center torches will turn on left-to-right, add additional measures if you have additional notes.
Yes, I know it is redstone intensive, but it requires no interaction beyond the initial activation.
0
[] []
[] []
There are two ways (I call them left and right.)
[] [] []
[]
[]
[]
[] []
or its mirror
[] []
[]
[]
[]
[] [] []
Supposedly 4 empty blocks above the saplings is enough, but I find 5 works faster.
Wood yield grows with the area while edge losses (due to the pattern) grow with the perimeter so larger farms have higher efficiencies.