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posted a message on Producing Pulses of Various Quantities (Help Wanted)
It's quite a coincidence that you both responded in the same minute. Many thanks to you both for solving this problem.
Quote from m3Zz

I got something that might solve your problem:
It consists of a pulse generator for every button, which i hooked up to a line of repeaters, set to 3 ticks each.

I love this design! This is so simple and compact, I can't imagine how I didn't think of doing that. To you, sir, a +1.

Quote from Peppe

A toggle-able clock would be more expandable.

Each button then sends a pulse the length required for the number of pulses you desire to be generated.

If each button adds a certain number of pulses and they are in order you should be able to wire each button so it goes through the path of the previous, so all the repeaters in the system are re-used to generate the correct pulse length.

Example:

This seems to do what you want, but hard to tell 100% since it is 1 tick pulses every other tick.

Buttons:

Red - Any pulse limiter to reduce button down to 1 or 2 ticks - doesn't matter:

Light blue - each limited pulse feeds into the previous extending the pulse length 2 ticks:

Special case if you are going farther than 15 blocks (add a tick to the button line and a repeater to the dark blue line):

You should be able to go 8 buttons between these extensions.

Toggleable pulsar clock - Snapshot may change how this clock works, but there should be options:

Every 2 ticks the clock is on it sends out 1 tick. Each button down the line adds 2 ticks to the pulse length, which should output the desired number of pulses.

This is marvelous as well! I had thought about using the concept you showed, but I couldn't get it to work properly. While this is not quite as compact as the above solution, I think this is just as useful, due to its greater speed. To you, sir, a +1.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Producing Pulses of Various Quantities (Help Wanted)
I was really hoping that I could get some help on this; the Minecraft community has never let me down before.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Producing Pulses of Various Quantities (Help Wanted)
I am trying to create a mechanism that will produce a single 1-tick pulse when the first button is pressed, two t-tick pulses when the adjacent button is pressed (separated by one tick), three 1-tick pulses when the next adjacent button is pressed, etc. I was able to do this, but quite poorly; my method wasn't expandable beyond four buttons, and it is very large. I greatly appreciate any help any of you can give me on this, for I am sure that there is a simple solution that I haven't realized. If multiple solutions arise, then my first priority is that it is infinitely expandable, followed by it being as compact as possible.
Here are some images of what I have thus far:
The first image is the control panel that I've been using. The output is the block that is sticking out; there is a piston behind it. This is just a sample output I used, and it is not the final result I am trying to accomplish.

A great many bonus points will be given if you can fulfill the desired task with the below input and output arrangement, but I doubt it's possible.

This is the set-up that I managed to create. The pistons at the top are monostable circuits, and the output is on the right. It is, obviously, not compact at all.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Redstone Power Interfering Question
Quote from Z_MiLLLa

I'm worried I've overlooked something, because I found a very simple solution to this.

http://i.imgur.com/Gsm8s.png

Just to make sure I have this correctly, in the above image you would like a button on the backside of the circle block that gives power to the piston on the left without giving power to the piston on the right. Assuming I have that correct, the solution is to put a piece of glowstone under the circle block that has the wire for the second piston.

http://i.imgur.com/mCkjo.png

There is my solution (same image as above, just from the backside). Since the glowstone is transparent, it does not receive power from the wire and thus it does not power the initial piston. Hopefully this is what your asking for and you find this helpful!

Yes, that will work quite nicely. I've always been rather bad at the whole glowstone thing, ever since it got added. Thank you very much for your help.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Redstone Power Interfering Question
I have adjusted some things, and now you can place anything above the blocks that are beyond the wall on which the button is placed. That might make this easier.
Quote from Magix

Well, from that picture it would seem as if anything 'towards' the camera or to the left of that picture is free space, so you can use that. One option would be something like this.

Cyan is a representation of your setup, blue is the circuitry for that piston.

Quote from m3Zz

Or something like this, what is basically just the same as Magix's ( ):

I have spent quite a bit of time compacting the circuit I am building, so I really hate to see it extended like it is. I would really like to see a technique that doesn't increase the width of the mechanism by two (there is one on each side) if it is possible. I'm sorry about not making that clear, but thanks for the help. I'm not so bad at redstone that I can't do that.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Redstone Power Interfering Question
Quote from Magix

It's very hard to say because you're not showing the whole area to work with.

Post a picture of where this actually is, and it'll be easier to help.

If it's hard to show in a picture, post a save =P

I have added an additional image to the first post. Is that what you were looking for?
Posted in: Redstone Discussion and Mechanisms
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posted a message on Redstone Power Interfering Question
Quote from Ralath0n

I can't see any way to do this. It would be very easy if the button was just a bit to the side. But as it stands it is impossible to get the signal away from the button block without interfering with the piston.

Edit: Damn, thought there was supposed to be a wall behind it all. Just use a repeater to get the signal away from the lower piston.

No, you were right originally-there must be a wall behind it; I'm sorry for the confusion. Hopefully this isn't impossible, for I've worked quite long on the device it is a part of. I've managed to accomplish this before, except for the clause that the signal must be negated, using pistons.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Redstone Power Interfering Question
I am trying to transmit power from a button to a piston in a very small space, but I am having quite a bit of trouble with making it not interfere with a piston below the system. Is there any way of transmitting the power from the button to the correct piston, without the wrong piston firing? If there are multiple solutions, then I would like to use the fastest one available. For the set-up to work, the piston must be extended in its default state, and retract when the button is pushed. Pictures of the set-up are below.

In the below image, the higher piston is the piston I want to push, and the lower one is the one I want to remain not powered. The button input is on the top right block, but isn't visible from this view. If it is possible, I would like the solution to only occupy the existing sandstone blocks; the wall can be used, but not the top of it. Any of the lower sandstone blocks (except the one the piston is pushing) can be mined to reveal a wall directly below the top row of sandstone, which can be used. Please ignore what is in the background-it is irrelevant to the project.

Below is a back view of the system, showing the button input.

The entire mechanism this is a part of is pictured below. The circle stone brick is the block that has a button on it.

Posted in: Redstone Discussion and Mechanisms
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posted a message on Different adder ideas?
I came up with a rather neat idea. If you take a system in which the numerical value of the input is the number of pulses of an output, then you can make the output connect to a binary adder, and then you can add an infinite number of numbers together, not just two. This is probably not original, but I thought of it independently and thought it could be helpful.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Survive the Above User's Attack
I'm disappointed to see the poster in my room of me laughing at you now become a frying pan.

enjie_ninja, was that a BTD5 reference?

The next person to post suffers the supreme embarrassment of posting, and thus fulfilling my prophecy.
Posted in: Forum Games
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posted a message on Quantum Computation Gates
Quote from Thom

I see what you're getting at, but that's not what I said. The quantum analogue to P is BQP, just as the nondeterministic analog to P is NP. These definitions are compatible with any relationship among P, NP, and BQP.

You, of course, are right; I was not being serious.
Posted in: Redstone Discussion and Mechanisms
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posted a message on Quantum Computation Gates
Quote from Thom

You can't store three states in one bit, by the definition of bit. If you're storing three states, you have lg 3 bits of information. In addition, quantum superposition is not at all like having three discrete states.

That's a nondeterministic machine. In general, quantum computers do not behave like classical computers plus nondeterminism. For example, the quantum analogue of P (problems solvable in polynomial time by a deterministic Turing machine) is not NP (problems solvable in polynomial time by a nondeterministic Turing machine) but BQP (problems solvable in polynomial time with >50% probability on a quantum computer).

I'm glad to hear that the P vs. NP problem has finally been solved! Congratulations!
Posted in: Redstone Discussion and Mechanisms
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posted a message on Quantum Computation Gates
To my knowledge, a quantum computer implies one of two things:
1) The ability to cary three states in one bit of information: 1, 0, and a superposition of both, making quantum computers compute in tertiary
2) The ability to interact with itself simultaneously; in essence to be able to compute all possible results to all possible scenarios, and use these results to compare and monitor its functions
In my experience with Minecraft, I have been unable to replicate neither.
Posted in: Redstone Discussion and Mechanisms
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posted a message on What Would Improve Redstone In Vanilla Minecraft?
Quote from waspbloke

Let's face it, Lapis is the most useless block in the game. So...change it to bluestone! Works identical to redstone with all manner of craftable components as per redstone, only it works isolated from redstone - so adjacent RS/BS circuits. Then all that's needed is 1 more block - a RS-BS crossover.

Red/Bluestone repeaters should cross the wires over, because there is no way for the inputs to interfere considering repeaters have only one input.
Posted in: Redstone Discussion and Mechanisms
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I'm looking for a system in which the first time you press a button, torches are illuminated sequentially, the next time, the torches' states are saved, then on the third press all torches are turned off at once, with all subsequent presses would cycle through again. I would sacrifice a small size for less delay if the option arises. I appreciate any help I can get. Thanks in advance!
Posted in: Redstone Discussion and Mechanisms