• 0

    posted a message on Acid's 1-wide Solid State Logic Gate Collection
    Yep, that's entirely possible. :D It's basically a D flip flop with an and gate thrown on to the output of it. Essentially what a d flip flop is is exactly what you described, except it doesn't have the ability to be "read" from. It's always outputing its state. So, if you simply throw an and gate onto the end (with the other input for the and gate being the read level) then you have exactly what you just described.
    Posted in: Redstone Creations
  • 0

    posted a message on Acid's 1-wide Solid State Logic Gate Collection
    Quote from Ivya»
    This is really useful! Thank you so much.

    No problem! Thanks for appreciating them. :)
    Quote from 2insanepeople»
    Now try to do this with registers. I personally believe it is impossible at that point.

    I'll have to look into that. Honestly I don't entirely remember how Minecraft registers work, as I've been on a bit of a Minecraft hiatus for a year or so. Although, if my memory serves me correctly, it's basically just a modified D flip flop, no?
    Posted in: Redstone Creations
  • 0

    posted a message on Acid's 1-wide Solid State Logic Gate Collection
    -Acid's 1-wide Solid State Logic Gate Collection-

    Hey, guys! As someone who enjoys redstone logic and who enjoys limiting myself for no obvious reason, I often make various 1-wide. Rather than keeping these creations locked up in my private world where I have no use for them, I thought I'd share them with the community! Keep in mind that this post will mostly contain solid state contraptions, meaning that most of these circuits will not have any moving parts. (That is, pistons and any type of entity.) If this post helps you out in anyway, be sure to comment about it! I'd love to hear about how you used a contraption of mine! :) Don't worry about giving me credit if you do use some of my stuff; only give me credit if you want to.

    And of course, leave any suggestions in the comments!



    Image Schematics:
    The format for the image schematics is as follows:

    Light Blue (#7f7fff) indicates the input and will always be on the left.
    • If the block contains no letter, it indicates a standard binary input.
    • If the block contains an "S", it indicates the "set" input.
    • If the block contains an "R", it indicates the "reset" input.
    • If the block contains a "D", it indicates the "data" input.
    • If the block contains a "C", it indicates the "clock" input.
    • If the block contains a "T", it indicates the "toggle" input.
    • If the block contains a "Rd", it indicates the "read" input.

    Orange (#ff7f00) indicates the output and will almost always be on the right.

    Light Yellow (#ffe07f)
    • Square indicates any solid block.
    • Rectangle indicates any transparent block. (Like a slab.)
    Red (#ff0000)
    • Rectangle indicates redstone dust.
    • Circle on brown base indicates a redstone torch placed accordingly. (Hopefully that's common sense.)
    • Circles on grey base indicate a redstone repeater. The number in black indicates the delay setting for the repeater, and the black arrow next to the number indicates the direction of the repeater.

    Additions will be made to this list as needed.



    -Basic Logic Gates-



    OR





    AND





    XOR





    -Latches-



    SR NOR Latch





    JK Latch





    -Flip Flops-



    D Flip Flop





    T Flip Flop





    JK Flip Flop





    -Registers-



    Register (Read Input on Top)





    Register (Read Input on Bottom)








    To be continued. :)

    Posted in: Redstone Creations
  • 0

    posted a message on 29-bit Parallel to Serial Converter & Serial to Parallel Converter
    Quote from Koala_Steamed

    Cool, does the output all activate at the same time?


    No, but it would not be hard to implement that, as there is a purple line which runs back to a purple rs-nor latch once the s2p converter is finished. You could hook up that purple line to some simple piston AND gates / rs latches which would transmit the signal from the rs latches (the pistons which are pushing black wool around.. The only pistons in the contraption, and they technically have nothing to do with the conversion process, so I still consider this a pistonless contraption. Sorry, I got on a bit of a tangent. You might want to reread this sentence and skip the parentheses. :) ) for each bit to the output. The way it is now, the latches hook up directly to the output.

    Or, if you'd like, I could do this for you.
    Posted in: Redstone Creations
  • 0

    posted a message on The Ultimate Double Dabble Module
    The schematic is a bit confusing. It would help a TON if you could upload a .schematic file (to mediafire, dropbox, or something similar) and post a link for a download to it. Or even a download to your world file would work. (I usually provide both, but that's just me.)
    Posted in: Redstone Creations
  • 0

    posted a message on 29-bit Parallel to Serial Converter & Serial to Parallel Converter
    I have managed to create a 29-bit pistonless parallel to serial converter and serial to parallel converter, which clock in at 3 bits/sec. The reason it's 29 bits is because of the fact that 29 redstone dusts is the most you can have in a single line and have every signal on the line detectable. (That'll make more sense when you see the contraption.)

    Here's both contraptions, with the P2S on the left and the S2P on the right.


    The entire design is based off of these three things:
    • This 1-wide tileable AND gate:

    • This 3-wide timing array:

    • The fact that if you have 29 redstone dusts in a single line with no repeaters, the central-most dust and only the central-most dust will be able to pick up any redstone signal applied to that single line from any point on the single line.
    Anyway, why you would ever need something like this is beyond me. I simply find it fun to occasionally try to push redstone to the limits. Also, the reason why the converters work at 3 bits/sec is because there is currently a bug in the game that won't allow it to work at 2 bits/sec. They are completely capable, theoretically, of working at 2 bits/sec, but this bug (which has been around for well over a year) simply won't allow it.

    Download the MCEdit schematic here or the world here.
    Posted in: Redstone Creations
  • 0

    posted a message on Snapshot 13w25c Ready For Testing!
    Wait, where's the server?
    Posted in: Minecraft News
  • 0

    posted a message on Lighting Rendering
    So, I'm assuming no body's messed with the lighting stuff?
    Posted in: Modification Development
  • 0

    posted a message on Gen
    Quote from darklord987

    I've seem to try this method acid you told me but It still spawns very often anyone have a better idea?

    If it spawns too often, change the rarity. That simple.
    Posted in: Modification Development
  • 0

    posted a message on [Help] Error
    package net.minecraft.src;
    import net.minecraft.client.Minecraft;
    public class mod_Palpa extends BaseMod
    {
    public mod_Palpa()
    {
    ObsidianPickaxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/Tools/Obsidianpick.png");
    ObsidianShovel.iconIndex = ModLoader.addOverride("/gui/items.png", "/Tools/Obsidianspade.png");
    ObsidianAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/Tools/Obsidianaxe.png");
    ObsidianHoe.iconIndex = ModLoader.addOverride("/gui/items.png", "/Tools/Obsidianhoe.png");
    ObsidianSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/Tools/Obsidiansword.png");

    ModLoader.addName(ObsidianherePickaxe, "Obsidian Pickaxe");
    ModLoader.addName(ObsidianShovel, "Obsidian Shovel");
    ModLoader.addName(ObsidianAxe, "Obsidian Axe");
    ModLoader.addName(ObsidianHoe, "Obsidian Hoe");
    ModLoader.addName(ObsidianSword, "Obsidian Sword");

    ModLoader.addRecipe(new ItemStack(ObsidianPickaxe, 1), new Object[] {"sss", " | ", " | ", Character.valueOf('s'), Block.obsidian, Character.valueOf('|'), Item.redstone});
    ModLoader.addRecipe(new ItemStack(ObsidianShovel, 1), new Object[] {" s ", " | ", " | ", Character.valueOf('s'), Block.obsidian, Character.valueOf('|'), Item.redstone});
    ModLoader.addRecipe(new ItemStack(ObsidianAxe, 1), new Object[] {"ss ", "s| ", " | ", Character.valueOf('s'), Block.obsidian, Character.valueOf('|'), Item.redstone});
    ModLoader.addRecipe(new ItemStack(ObsidianHoe, 1), new Object[] {"ss ", " | ", " | ", Character.valueOf('s'), Block.obsidian, Character.valueOf('|'), Item.redstone});
    ModLoader.addRecipe(new ItemStack(ObsidianSword, 1), new Object[] {" s ", " s ", " | ", Character.valueOf('s'), Block.obsidian, Character.valueOf('|'), Item.redstone});
    }
    static
    {
    new ItemPickaxe(1000, EnumToolMaterial.OBSIDIAN).setItemName("1");
    new ItemSpade(1001, EnumToolMaterial.OBSIDIAN).setItemName("2");
    new ItemAxe(1002, EnumToolMaterial.OBSIDIAN).setItemName("3");
    new ItemHoe(1003, EnumToolMaterial.OBSIDIAN).setItemName("4");
    new ItemSword(1004, EnumToolMaterial.OBSIDIAN).setItemName("5");
    }
    public String Version()
    {
    return "1.0.0";
    }
    public static Item ObsidianPickaxe;
    public static Item ObsidianShovel;
    public static Item ObsidianAxe;
    public static Item ObsidianHoe;
    public static Item ObsidianSword;
    }

    That should be your code. If it's not, there's your problem. If it is, I'm not sure what to tell you.
    Posted in: Modification Development
  • 0

    posted a message on Get light level of current position
    You're not useing the wrong method, you're misunderstanding game mechanics. If you're one block away from the glowstone (that is, any block adjacent to the glowstone) it will be 14. The glowstone block itself is 15.
    Posted in: Modification Development
  • 0

    posted a message on [*Resolved*] What is the problem with this code?
    You need a static instance of the BonzoiteBlock. If you don't know what that means, I'm not entirely sure if you'll know how to fix it. And I prefer not to give people full answers. Besides, you could fix yours in many ways, and I'm neither sure of your preference nor the rest of your code.
    Posted in: Modification Development
  • 0

    posted a message on [Help] Error
    You're missing a } at the very end of your code.
    Remember: every { must have a }.
    Posted in: Modification Development
  • 0

    posted a message on How do you make an item in your hot-bar render with a 3D model?
    -SNIP-

    Nevermind. :P Sorry, I can't delete my post or I would..
    Posted in: Modification Development
  • 2

    posted a message on Gen
    So, you want 15%. 15% is the same as saying '15 out of every 100.' So, using the wonderful thing that is mathematics, or, more specifically, fractions, you can figure out what to replace 'RARITY_INT_HERE' from your first reply with. So, first, you must know some stuff about the Random class. When you do 'random.nextInt(5)' what that is literally doing is picking a random number from 0 to 5-1 (4, of course.) So, it has 5 possibilities: 0,1,2,3,4. Therefore, it has a 1/5 (20%) chance of being a 0 or a 1 or 2 or 3 or 4. Now, all you have to do is make 15% (15/100) have a 1 on top rather than a 15. Just divide the top by 15 and the bottom by 15. So, 15/15=1. 100/15=6.666.... So, for 15%, you get 1/6.66666666.... So, you replace 'RARITY_INT_HERE' with 6.66666.... But wait, that's not an integer. But, there's a few solutions. One would be to pick another number, but that's neither good logic practice nor good programming practice. Another thing you could do is change the if statement. Instead of having it only work with 1 number, make it work with 3. (Because the smallest 15/100 can be divided down into is 3/20.) So, that's what you have to do. Make the if statement work with 3 numbers. However, I'm not going to tell you how to do that. I believe that practice makes perfect and that asking a bunch of random strangers on a forum is cheating. If you really want to be a good programmer (/mod maker/software developer/whatever), you have to figure stuff out with your brain. Not mine.
    Posted in: Modification Development
  • To post a comment, please .