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    posted a message on JK-Flip-Flop Intergrated Circuit Block Mod
    Quote from electronicsRules »
    Could you add the following circuit blocks?

    RS NOR flip flop (JK is too complex for me :Sheep: )

    Use a JK with an OR gate. Use S = J and R = K. Also wire both inputs to an OR gate and the output of that to the Clock terminal. Ie:

    S --+--- J
        |
       OR -- C
        |
    K --+--- K


    " :tnt: delay" block - a block which delays a redstone current for the exact amount of time that it takes for a :tnt: to fuse. Great for :tnt: cannons!

    I might, depending on how useful this is. This may be achievable with a (future) clock block and a series of T FFs to reduce the frequency of the signal.

    Also, could you make a texture for the circuit blocks which (somehow) shows which input/output is which.
    I'll do it, but it'll come later.

    Lastly, SMP version? please?

    First thing on my agenda, apart from 1.2.3_1 compatability. I'm overriding the bookcase block though, not making a new block (so its compatible with unmodded clients, and Minecraft mania).
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from Devon64327 »
    Hey affores, when I hook my minecart dispenser to a button/switch/other it dispenses 2 carts at once. How do i stop that?


    It probably dispenses on the up ramp and the down ramp of the signal (turn on, dispense, turn off, dispense). What you need is a T-Flip flop between your button and the dispenser.

    Hey Affores, I'm working on making my JK-FF intergrated circuit block mod compatible with SMP and Minecraft Mania. When I've got it working would you consider adding it? I'm overriding the Bookshelf block.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from RustyDagger »
    ok this is driving me god dam nuts i cant get the fricking stone plate to swap the tack and let he player continue down the track.

    i managed to get 1 side of my train station to work by using a simple NOT gate. but the other side eiter needs no NOT gate or 2 NOT gates so the track is around the right way.

    thus making it some what impossible to get the spacing between the switch track and the plate and let the player continue.

    if any 1 is a so called PRO at this kind of thing try and catch up with me on my server Cow_go.mooo.com


    What you need is a T Flip Flop. What this does is convert a pulse (such as a cart running over a plate) into a constant high or a low. Remember to have another plate after the switch to reset it! This is a largish redstone circuit, but I've made a mod that allows you to place blocks that act like one.

    viewtopic.php?f=25&t=90332

    What you do is put a block like this down, and wire the 3 inputs together and to the pressure plate. Wire the output to the switch. Simple! Keep in mind that the integrated circuit requires that you have at least one block of straight redstone wire out of each terminal to get it to work!

    Keep in mind that this only works in singleplayer. I intend to make this said mod comparable with SMP and Minecart Mania (by overriding the Gold block in SMP). Should make station circuitry a lot easier.
    Posted in: Mods Discussion
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    posted a message on JK-Flip-Flop Intergrated Circuit Block Mod
    Quote from Timeroot »
    Damnit, I can't find the bug. :-/

    So, let me see if I got this right graphically:

    C ____/------------\_____/---\________/------
    Q ____/-------------------------\________/-----

    is that's it's doing, and it should be doing

    C ____/------------\_____/---\________/------
    Q ____/-------------------------\________/-----

    correct?


    It should be doing:

    C: \_____/--------\______/---------\_____/--------\______/---------
    Q: \___________/-------------------\___________/-------------------

    Ie, rechecking its state when it C turns on.

    What its doing is:

    C: \_____/--------\______/---------\_____/--------\______/---------
    Q: \__________________/----------\__________________/---------

    It has the same functionality for most practical purposes (such as a pressure plate toggled door), just the timing is a bit awkward.
    Posted in: Mods Discussion
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    posted a message on JK-Flip-Flop Intergrated Circuit Block Mod
    Quote from Timeroot »
    Nice! I haven't downloaded yet, but I definitely plan on using this. You really should set it up so that it has a direction for the output, similar to stairs (for example). I don't know if you've done this yet, but a texture identifying each side would be really cool.

    ...is there any way to add a clock? If J=K=1, does it just toggle once per tick?

    If J=K=1 yes it does toggle once per tick. However if toggles on the up slope of the first tick and the down slope of the second tick. I can't figure out why. If you look at the source (BlockJK.java), look up the function doFlipFlop, and think of a more intelligent algorithm, please inform me!

    I plan to add a clock block. You can currently make clock circuits by making a circle of NOT gates, but they are buggy on load/reload.


    -Edge-triggered T Flip Flop.

    This is currently edge-triggered. Just inconsistent edges :tongue.gif:.


    -Random number generator (each tick, randomly provides power or not.)

    This could be interesting.
    Posted in: Mods Discussion
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    posted a message on JK-Flip-Flop Intergrated Circuit Block Mod
    TheAttendee wrote :
    > Mind elaborating on exactly what this does for the people who failed their
    > engineering classes?

    For starters, it allows you to make T-Flip Flops as stated above (this will be the most useful thing to an average MC player). This basically turns pulses into high/low states. Put one of these between a Button and a door and you've got a button that can open/close the door (as opposed to opening the door to have it shut a second afterwards).

    They can also be used as counters, etc.
    Posted in: Mods Discussion
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    posted a message on JK-Flip-Flop Intergrated Circuit Block Mod
    Howdy all,

    I've made an block that acts as a JK-Flip-Flop. its 5am here so I'll be brief. If people are interested I may add more features.

    The output always faces in a certain direction (I think it may be north).
    EDIT: I've looked at the sun, the output terminal is facing the south.

    Download:
    http://www.snapperthetwig.com/stuff/icjkff.zip

    (Contains source files written by me)

    Craft using redstone and obsidian as follows:
    [] :Red: []
    :Red: :Black: :Red:
    [] :Red: []

    Lay on the ground like so to use:
    [] [] :Blue: [] []
    [] [] :Red: [] []
    :Yellow: :Red: :Black: :Red: :Red: Output
    [] [] :Red: [] []
    [] [] :Lime: [] []

    Wiring J and K together creates a T-Flip-Flop
    :--+: :Red: :Red: [] []
    :Red: [] :Red: [] []
    :Red: :Red: :Black: :Red: :Red: Output
    [] [] :Red: [] []
    [] [] :|: [] []

    Key:
    :Blue: : J
    :Yellow: : K
    :Lime: : Clock (send a pulse here to update)
    :Red: : Redstone
    :--+: : Redstone torch
    :|: input of some kind (such as a button).

    Known Issues:
    - J, K and C terminals must have a straight redstone wire comming out for 1 block.
    - If you create a T-FF, and pulse the Clock the output will be high for 3/4 of the cycle and low for 1/4. It will still be high and low once per two pulses (still good for making push buttons into switches).

    Cheers
    Twigz

    ------------------------------------------------
    Addition: What is a JK Flip Flop and what does it do?
    A JK Flip Flop is a basic circuit that is used to build more complex circuits. What J does is set the output to high (1). What K does is set the output to low (0). The output is set whenever a pulse is sent to the clock port (C). The output is denoted by Q.

    Its truth table is as follows:
    J K Q
    0 0
    1 0 1
    0 1 0
    1 1 Toggle State (If Q = 1, set to zero, if Q = 0, set to 1)

    The most useful application in Minecraft is to create a T Flip Flop. This allows you to convert a pulse (such as from a stone button being pressed or a minecart running over a pressure plate) into a single high or low signal (for opening/closing a door, or setting a set of points). A T Flip Flop can be created by either wiring all 3 inputs together (J, K and C), or wiring J and K to high and wiring C to the input.
    Posted in: Mods Discussion
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    posted a message on [Question] How do I set a redstone high with a block?
    Howdy everybody,

    I'm trying to make a integrated circuit mod that has a block that acts as a JK Flip Flop. My problem is that I can't even get just a basic high signal out of it! Does anyone know how to do this? And in a specific direction only (such as North)?

    Ie, want:

    [] :White: []
    :White: :Black: :Red:
    [] :White: []

    Where:
    [] is empty
    :Black: is the block in question
    :White: are redstone wires (state doesn't matter, just so that the block isn't overriding it)
    :Red: is the output set by the block

    Cheers

    EDIT I've got it working now (the output high in one direction, that is). If you want to know how, pm me.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Quote from Benie »

    <snip>
    I'm also throwing in an idea for better automated trains/rollercoasters. In SMP, the cart comes to a stop on the station. Someone else pushes a pressure plate down which links to a redstone wire, that makes the cart go again.

    In SSP, a timed pressure plate or something would be awesome. You pull in to a station, cart stops in the middle, the cart waits for like 30 seconds, then starts moving again to the next station. That to me would make my transit system automated.


    What I do is have a stone button near the stopping point in reach from the cart. You press it, it activates the obsidian and you go again. Easy! :iapprove:
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    Noes :sad.gif:. Minecarts are for point to point transport. If you want to have points set in advance, use redstone and have the switches at the station. If they are really far away use another station. Developing ingenious automated rail systems is the best part of this mod.
    Posted in: Mods Discussion
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    posted a message on [MOD]Minecart Mania!
    This is an epic mod! Seriously, its exactly what the minecart system is lacking. Thanks Gandolf!

    Oh, a request for the larger community out there: Does anyone know of a SMP server that runs this mod? Building automated railway networks is my favourite part of MC. Please PM me!
    Posted in: Mods Discussion
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    posted a message on Slope Tile Mode [Diagrams included]
    Quote from dexter »
    No, he means storage space. Each one of these blocks will obviously need more space to store the information.

    In my op I explain you can turn each vertex on or off using a bit. There are 8 vertecies, and thus you can store all this information in a byte. A normal block would have each vertex "turned on", and thus this byte will be set to 255. Yeah, assuming 1 byte is already allocated to each block, it would double space.

    I see you criticism of adding collision detection code. (Personally, I would have used a cylindrical bounding box, but I see the advantage of a rectangular prism). It'll be tricky to implemnt, but no more difficult than the current code required to detect colision between the player's line of sight and the enviroment.

    An easy work around would be to use only triangular sloped peices (ramps). Then extending the collision detection would be a simple case of factoring in a paramaterisation due to the slope.

    Quote from dexter »
    Also, alot of work will have to be put into preventing users from create illegitimate geometry (i.e. a single plane, only two points, etc.).

    To prevent players adding invalid geometry (such as planes), a Ramp block should require at least 5 "turned on" verticies - all you have to do is count them - easy. :biggrin.gif:
    Posted in: Suggestions
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    posted a message on Slope Tile Mode [Diagrams included]
    Quote from AlexVMiner »
    I was thinking about this, but this would possibly DOUBLE the amount of space blocks take up, because technically you are adding 28 more blocks.

    But I don't know much about programming. Good idea.

    Nah, It'll be just one block still, just drawn differently. What may take longer is checking which polys to draw, but this is clientside.

    I *think* that this game uses OpenGl, which means that it'll be drawing with GL_POLYGONS instead of GL_QUADS. I'm not sure if there's any speed difference, but again, this is clientside, and most computers are pretty powerful these days.

    Quote from citricsquid »
    This is speculation on my part, so I have no idea regarding the legitimacy of this claim, but I think this would require an entire rewrite of the movement and collision detection engine, I assume it's currently set to work with a specific size of block, if notch were to add angles and stuff there'd be a lot more collision detection needed increasing the overhead drastically.

    Not really, a sloped block can be treated as a normal block from underneath. On the sloped side(s), one only has to paramatise height vs x and y position on the block and act accordingly.
    Posted in: Suggestions
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    posted a message on Slope Tile Mode [Diagrams included]
    Howdy,

    I have a simple suggestion: add sloped block.

    ~= Suggestion =~
    Consider the following scenario: you wish to place a block in a corner of two blocks shown below:



    The normal behaviour of the program is to generate a preview of the block like this:



    And if you click, the block is added.

    What I propose is a “add sloped block” mode. The player holds down a button, say “X” or something. The program looks at the vertices, connects them, to generate something that looks like this:



    The player clicks, and the block is added.

    ~= Possible Implementation =~
    I once started writing a 3d FPS which used Minecraft style maps, so I thought about adding a slope block system to my game. The way I thought about implementation is as follows:

    + Assign a variable for each vertex, ie TopLeftFront, TopRightFront, etc.
    + Each vertex is either “on” or “off”, ie 1 or 0.
    + When a block is drawn, connect the “on” vertexes.

    Now a cube has 8 vertexes, and a byte has 8 bits. So you can take the mod of a byte by a power of two to get whether a vertex is “on” or “off”.

    Ie,
    TopLeftFront = Slope % 1;
    TopRightFront = Slope % 2;
    TopLeftBack = Slope % 4; etc.

    So, for one extra byte per block, a whole extra dimension of functionality!

    ~= Possible Player Interaction =~
    A player should be able to walk right up a slope. This should make mobility a lot better, because players can climb structures without jumpin all the time.

    ~= Stair mode =~
    Exactly the same as slope mode, but stairs are drawn instead. Players can walk right up them!

    Thoughts, opinions?

    Cheers,
    PokemonGuy
    Posted in: Suggestions
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