Neat, whole bunch of interesting designs. The problem I see with the pistons and the colored blocks as the pin is that there's no quick reset that would default everything back to white, in order to keep your pin secret. I like the concept though, might be worth doing for an adventure map.
This is a very interesting design, I love how simple redpower mod can make redstone wiring haha. I cant see anything wrong with this very well thought out. About how long did this take you because I am working on some redpower redstone creations along with the technic pack and it is taking me a long time to get things to work.. like you said redpower can be very confusing! Anyways nice work!
P.S. What texture pack are you using?? I really like it!
I believe it's the SMP revival texture pack.
Redpower actually simplifies things greatly instead of making it confusing. The only confusing part is how it reacts differently in the same situations. I've seen redpower transmit something straight up when normal redstone wouldn't have, essentially killing the whole mechanism.
So yeah, for compact mechanisms that aren't specifically made with redpower, you should keep the vanilla redstone designs.
In case I forgot to mention, this design is for 1.8.1, I hear the RSNOR latch arrays aren't working properly in 1.0.0
It does help indeed, although now I get to figure out how I want to go about making 8 potential pin numbers, instead of 2... I have an idea but I'm not sure how feasible it is. After today's job hunt I'll try some things and let you all know
Sounds great. I'm currently on a server the utilizes redpower, so making it more compact to fit shouldn't be too much of a problem, I just need a starting point and an understanding of how it all works together. (Once made a 16 bit calculator more compact using redpower without any prior knowledge of how the calculators work)
I look forward to seeing the results :biggrin.gif:
Basically I'm looking for what the title says. I can't seem to find any examples anywhere though.
Ideally it would be a 9 button, 4-PIN lock with different outputs depending on the combination. So if 2954, 8251, and 6391 were set as pins, each one would have it's own separate output when entered, while an incorrect combination would either have it's own output (wrong combo trap maybe?) or no output at all (traps aren't too necessary).
Any link to an existing design or thoughts on the design itself would be much appreciated.
Alright, I'm currently making an adventure map and I'm fairly sure this is possible, I just haven't figured it out yet.
A wall of levers, about 10 or so. Switching one of them locks out the other 9, so only one can be active at once. Each lever would need to have it's own output and be able to lock out all of the other levers. This needs to reset after the original lever is back in the off position. Also needs to be able to do this without locking itself out.
Well, I think it depends more on the type of adventure map you're making. If it's forest jungle type of adventure map, you'd want more pitfalls and arrow traps (indiana jones :biggrin.gif:)
You can attach 5 sticky pistons to blocks in the same shape as when you're crafting a helmet, and put a pressure plate in the empty spot. Link it up and when a person step there, they're trapped in a suffocation trap with no way to get out.
Can have a platform of sand/gravel suspended by torches or ladders, when something happens (pressure plate, switch, etc) a piston is fired and destroys a supporting torch or ladder, bringing the whole platform down.
I also believe that arrows have a degree of knockback when fired from a dispenser, so a narrow bridge with dispensers on the side would be interesting, just have a pressure plate at the start of the bridge engage the dispensers.
A sudden 2x2 room made by pistons, then fills the room with lava
There's always the lovely creature spawner with a waterway delivering them to a given spot
Can't forget about TNT either, often a good thing to have in a trap, as long as it doesn't destroy everything else in the process
Horrible horrible stuff that made logic gates illogical, made my brain hurt...
I managed to narrow it down to it being the redstone torch and the block it's on/in that is bugged. I've managed to create a pulsar in SMP using nothing but repeaters and a button to start it, and it works perfectly. A normal pulsar including torches = a dead pulsar.
Also it's not just pulsars. Logic gates aren't properly working due to these bugs. Moving the gate itself a few blocks over seems to fix this problem for a short while, only to have the problem come up again, maybe once the chunk unloads, I dunno.
My point is that redstone torches aren't functioning correctly in SMP, and for a person who loves redstone as much as I do, this is a very painful bug. I haven't managed to find it in the upcoming bug fixes, but it would be greatly appreciated.
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I believe it's the SMP revival texture pack.
Redpower actually simplifies things greatly instead of making it confusing. The only confusing part is how it reacts differently in the same situations. I've seen redpower transmit something straight up when normal redstone wouldn't have, essentially killing the whole mechanism.
So yeah, for compact mechanisms that aren't specifically made with redpower, you should keep the vanilla redstone designs.
In case I forgot to mention, this design is for 1.8.1, I hear the RSNOR latch arrays aren't working properly in 1.0.0
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http://i64.photobucket.com/albums/h184/VegaAoC/2011-12-09_003558.png
http://i64.photobucket.com/albums/h184/VegaAoC/2011-12-09_003606.png
http://i64.photobucket.com/albums/h184/VegaAoC/2011-12-09_003632.png
These are for anyone interested in the final result. Works great.
I didn't dare use redpower anywhere except the inputs and outputs... They like to act differently in the same situations, really messes with my brain.
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I look forward to seeing the results :biggrin.gif:
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Ideally it would be a 9 button, 4-PIN lock with different outputs depending on the combination. So if 2954, 8251, and 6391 were set as pins, each one would have it's own separate output when entered, while an incorrect combination would either have it's own output (wrong combo trap maybe?) or no output at all (traps aren't too necessary).
Any link to an existing design or thoughts on the design itself would be much appreciated.
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I'm not worried about the size, I just need to know how it could be done.
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A wall of levers, about 10 or so. Switching one of them locks out the other 9, so only one can be active at once. Each lever would need to have it's own output and be able to lock out all of the other levers. This needs to reset after the original lever is back in the off position. Also needs to be able to do this without locking itself out.
Size and delay is no issue.
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You can attach 5 sticky pistons to blocks in the same shape as when you're crafting a helmet, and put a pressure plate in the empty spot. Link it up and when a person step there, they're trapped in a suffocation trap with no way to get out.
Can have a platform of sand/gravel suspended by torches or ladders, when something happens (pressure plate, switch, etc) a piston is fired and destroys a supporting torch or ladder, bringing the whole platform down.
I also believe that arrows have a degree of knockback when fired from a dispenser, so a narrow bridge with dispensers on the side would be interesting, just have a pressure plate at the start of the bridge engage the dispensers.
A sudden 2x2 room made by pistons, then fills the room with lava
There's always the lovely creature spawner with a waterway delivering them to a given spot
Can't forget about TNT either, often a good thing to have in a trap, as long as it doesn't destroy everything else in the process
0
I managed to narrow it down to it being the redstone torch and the block it's on/in that is bugged. I've managed to create a pulsar in SMP using nothing but repeaters and a button to start it, and it works perfectly. A normal pulsar including torches = a dead pulsar.
Also it's not just pulsars. Logic gates aren't properly working due to these bugs. Moving the gate itself a few blocks over seems to fix this problem for a short while, only to have the problem come up again, maybe once the chunk unloads, I dunno.
My point is that redstone torches aren't functioning correctly in SMP, and for a person who loves redstone as much as I do, this is a very painful bug. I haven't managed to find it in the upcoming bug fixes, but it would be greatly appreciated.