I would love for fishing to require the fish mobs to be present. Players are very slow in the water. If fish were quick and darted away from the player, hunting them with a sword would be very difficult. Likewise with a bow. If your aim is good enough to shoot a fish in the water, then you probably deserve that one fish exchange for your arrow...
I think it would be awesome to have near invincible whales that only spawn in the deep ocean that have rare drops, or turtles swimming around. I would love to see an upgrade to ocean life, if just to make those massive ocean journeys a little less dull.
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Even more so because I use this type of piston VERY often and have never run into the problem before. This video was made a long time ago.
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EDIT:
Literally built this in 30 seconds, added a lever, turned it off and on, did nothing else. This time only one piston did it. Nothing else was done to that piston to make it into a BUD in anyway.
xpew: The reason doing every block a piston works, is because the pistons are reset when an adjacent block is updated. So- although a line of redstone is /technically/ "instant" it's actually just very very fast. There IS an amount of time between each piece. Therefore, a piston touching another piston- one will retract, which, in turn, updates the one next to it, causing it to retract, updating the one next to it, so on and so forth.
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So, today's progress:
Built in the winning detection cancellers. This makes it so the hand that is carried on to the second stage of winning detection is only the single player's hand that won the previous check.
Then I connected a bunch of stuff that I didn't finish connecting last time.
Finally, pictures:
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Anybody know what is causing this or how to fix it?
At the moment, I found that putting a torch on the side of the block that is powering the piston will cause it to update and retract a tick later, which makes it fix. However, now I'm running into the same problem inside of compact circuits, and I can't really have a torch hanging on the wall as it is powering other pistons...
Anybody else run into this or know what is causing it?
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Then I made some huge busses, beginning the winner vs winner signals. I had to make them a little bit higher because I need the room on the front of the RAM for the game play module later.
One picture today, an update of what the final piece currently looks like:
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That's what I was thinking... O.o
FallingSand can be used to place items in blocks too.
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I definitely agree! I'm glad I caught them this early. It would have been a pain to have to go back and find them later. :S
I always try to do extensive tests to make sure everything up to that point is working the way it should.
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Changed the Decoder from Red to Hardened Clay. Red/Blue Wool/Clay will be used as players in the future.
Designed two new circuits: Up/Down Comparator, and Left or Right double Comparator.
(Please help me with these names! I'm sure they have real names and I have NO idea what they could be!)
Up/Down Comparator has two inputs and two outputs. If one input is on, then the same output is on. If both are on or both are off, there is no output.
This checks to see any draws that the players might have. For example, if they both have a Pair, then it deletes the fact that they have Pairs and goes on to check the High Card.
The Left or Right double Comparator is similar in the fact that it has two inputs and two outputs. Inversely, it does NOT check to see if the Up/Down both exist. The Up/Down comparator makes it so only 1 input can be activated at a time.
It's a stackable mechanism that passes on to a lower level the fact that it has ANY input at all. Input 1 OR input 2 (different players, same hands) will deactivate ALL outputs below that level.
So, let's say one player has a 9-high 3K, the other player has a Ace-high 2P. The 3K out-ranks all the other hands and likewise, those hands will not be allowed to pass. The single highest signal will succeed through.
It's a little hard to explain. Sorry if that was confusing.
Pictures!
The first one is the two comparators. Lime Clay is the Up/Down, Dark Green is the Left or Right Double.
The second is the two circuits added on to one side of the system.
The third is the new Progress.
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I think I spent approximately 1 hour fixing bugs, and another hour or so copying the hand calculations to the other players as well. Now all 4 players have their hands calculated and sorted/outputted into order of rank.
Pictures!
First up, example hand(Full House)
Next three pictures are simply angles of the entire thing. In FAR rendering distance, this time!
Front:
Iso:
Top:
EDIT: Also switched the B2D from Red to Hardened Clay. Red and Blue Wool/Clay will be used as players.
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First of all, I fixed the straight detector. No pictures because it's hard to actually notice. Basically, I un-inverted the original signals, split up each different straight, and inverted those signals at the end. This will detect any and all straights.
Next up, I sorted and bussed the hands in descending order. First picture is the bussing up, second picture is calculating the final hand, the Straight Flush, and the last picture is the line up of all the hands in descending order.
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Don't get me wrong, it's a nice design, but majorly over-hyped and falsely advertised.
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Got about an hour and a half in today.
Built the Pair, 2P, 3K, 4K, Full House, Straight, and High Card detectors.
Refer to original post for color legend.
Here you see most of the hand configurations. The yellow section is basically a 2 or more detector. 1 signal being inputted to it sends an output through the yellow circuit and out the end. The inputs are Pair and 3K. 2 or more signals will send an output through the orange line. This is most commonly meaning a 2P. However, it can also be combined with an AND gate to 3K to show that a Full House is chosen. This AND gate can be seen near the left edge, connecting to the gray(Full House) line.
That's the majority of what is going on here. The rest is just collecting all the inputs.
Here, we have the beginning of the Straight detector. As I'm typing this, I realized that I did it wrong... :S
I'll have to fix it when I get a chance. The straight detector works by dropping a signal from each number into a line. These SHOULD be inverted so that all the torches that are being dropped must be off, again, just a 5 long AND gate. The purple blocks with repeaters coming off will be used as the High Cards.
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