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    posted a message on How to make out of sync clocks?
    I saw your thread yesterday and started experimenting a bit. You can get two clock generators a bit out of synch if you connect them in certain ways.



    I'm a fan of the 4-clock design 'E'. If you create two copies of this clock, try making a wire from the bottom right torch output of the first clock to the top left torch input of the second clock. I know this is a horrible description, but maybe you'll get the gist of it until I can draw up a schematic for you.
    Posted in: Survival Mode
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    posted a message on Redstone circuit help


    Outputs go to the left.
    Posted in: Survival Mode
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    posted a message on Note Block Challenge
    Well I've gotten about half the first "room" of my design completed. I have a 3-bit beat indicator that properly increments and is about as synchronized with itself as I can imagine I'll get.

    So, for every note, you are going to build that logic? If the beat is 2 bits, and the measure number is 4, then that means you have a 6-bit bus running to every single note, and a wire out from each note to note block. That sounds crazy big. You'll be lucky to get 10 notes to play per minute, given the delays.


    I'm not too worried about the delay to be honest. Once I get the timing lines synchronized it should only be a 4-5 gate delay from timing line to noteblock. The timing lines should be cycling quite fast (the 3-bit lines I have are currently running in 8-tick/16-tick/32-tick periods, which is something like 0.5s/1.0s/2.0s in real time). Theoretically I could get subdivisions as short as 1 tick if I add some customized delay circuits, so note frequency could get as low as the Minecraft update limit of 1/16th of a second, i.e. not limited at all by my circuit complexity. If I can get this working I'll upload a video to show it off for sure!

    Luckily, musical scores are information-sparse, so the actual circuitry it will take to program a song will be far less than 6 bits times 24 pitches times 4 instruments. Also, many notes in music are repeated on regular intervals, often just a constant modulus of a binary number, so if a note occurs on every 3rd beat of every 2nd measure, I'll only need to use 3 bits to encode that timing instead of the 6 in your example.
    Posted in: Survival Mode
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    posted a message on Clock Generators
    Can you post a schematic of the 7-clock you're using?
    Posted in: Survival Mode
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    posted a message on Note Block Challenge
    I've been planning a system like this in my head since the music block update. I need one room with a circuit that creates a beat counter + measure counter (the measure counter increments after each cycle of the beat counter, with a customizable period on the beat counter) that determines the tempo and rhythm of the song.

    I need another room with each note block tuned to each of the 24 pitches possible (I think it's 24...).

    I need a third room that determines the song itself. This third room would contain circuitry that wires together the signals from beat and measure indicators in AND gates for every time a certain note is played in the song. Each instance of a note would be triggered by a gate like this:

    play note = (beat == x) AND (measure == y)

    Where x and y are determined by where in the song that note appears. Of course some notes are played multiple times throughout a song, so each instance of the note would be wired together in one big OR gate. The result of that OR gate is transmitted to the note block room.

    A new logic gate room could be made for each song. A series of switches selects which song to play.

    I accept your challenge. This is going to be a lot of work.
    Posted in: Survival Mode
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    posted a message on Troubleshooting a redstone signal. Advice needed.
    It's possible that chunks within view distance of the spawn point on SMP servers are always loaded for the event of a new client logging on.

    Let's say that an area of ~100 blocks around the first clock is always loaded due to the SMP spawn point. Let's also assume that an area of 160 blocks around you is always loaded. If you are 260 blocks from your clock, all repeaters are loaded so the signal successfully reaches your latch. If you move 270 blocks away, there may be a repeater just out of range of the spawn location that is not loaded, so the signal doesn't bridge the gap from clock to latch.

    You have to use your imagination on the specific numbers, but I think the concept in general could explain what you're seeing.

    [edit] If you want to extend the range of your transmission, I think I know how you could do it. First find the maximum transmission range away from the spawn point (i.e. whatever the range on your second clock circuit is). Then replicate your clock circuit on the transmission line just short of that maximum range. (We'll call the original clock C0, and replicated clocks C1, C2, etc.) You can wire it up such that the signal from C0 causes C1 to fire in synchrony in case you have some specific timing you want to maintain. Now, no matter where along the line you are standing, at least one clock circuit will be loaded and your transmission will be functional.

    I can think of a couple bugs that would arise from this design, especially if you intend for C0 to be turned on or off, but it might do well enough.
    Posted in: Survival Mode
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    posted a message on Minecarts- Perpetual Propulsion Stabilized *SECOND Update*
    Quote from Moridin »
    For those who were wondering, minecarts pick up a certain amount of energy X as they go down a single sloped track section, and lose that same X amount of energy when they go up a track section. They gain and lose the same amount...so yes, the gigantic hill in that test of yours did nothing but to lengthen the amount of time it took for a test.

    Also, I think the OP mentioned that you could make perpetual motion using this, and I would say that yes, you probably can. Only problem is that you shouldn't have any flat track sections between the slopes, otherwise the minecart will eventually lose all its energy.


    Does the cart not still get slowed by friction on the uphill and downhill slopes? If it does, then an up-and-down hill track should have the same amount of perpetual-ness as a flat loop of the same track length.

    Momentum change on the upslope:
    -friction
    -gravitational potential energy

    Momentum change on the downslope:
    -friction
    +gravitational potential energy

    The net change in GPE is 0, so for every loop of the hill completed the height change has no net effect. The track length is the same as an equivalent flat loop, so the losses due to friction should be the same.

    TL;DR - A sloped loop demonstrates "perpetual" motion just as well as a flat loop does.
    Posted in: Survival Mode
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    posted a message on Need a "cycler"
    Try replicating the redstone circuitry from this thread:
    viewtopic.php?f=35&t=98635

    Posted in: Alpha - Survival Single Player
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    posted a message on Minecarts- Perpetual Propulsion Stabilized *SECOND Update*
    It seems like the redstone circuitry for this is entirely unnecessary. You should be able to set up multiple double boosters that run the proper number of times without repeating. I will try building what I mean tonight and post some screenshots.
    Posted in: Survival Mode
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    posted a message on Let's play minecraft drunk new series
    Face hurts from laughing too much. Best. Idea. Ever.
    Posted in: Alpha - Survival Single Player
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    posted a message on Ideas For Underwater Area
    Quote from Madgvox »
    Whoah, what is that from?

    Otoh Gunga (sp?) the Gungan city in Star Wars.
    Posted in: Alpha - Survival Single Player
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    posted a message on Ideas For Underwater Area


    Make underwater sphere-houses!
    Posted in: Alpha - Survival Single Player
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    posted a message on The best way to fight creepers
    Lure them into a 2-block high pit/trench or against a 2-block high ridge. You can then beat on them with your sword from just close enough that you can hit them but they won't blow up.

    "Carefully" is the definitive answer though!
    Posted in: Alpha - Survival Single Player
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    posted a message on Do you have a least favorite Block?
    I hate cobblestone. I also hate coal. Both are always in the way when I try to mine the good stuffs. Cobble is also ugly as hell, and being the most common building material ends up sneaking its way into all my lazily built stuff, just sitting there mocking me with its ugliness. I hate cobblestone.

    (I actually typed "I hate grav" when I started this post before I realized what I was doing. I don't hate gravel! This thread has just brainwashed me!)

    Also, @OP - I hate steel the most.
    Posted in: Alpha - Survival Single Player
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    posted a message on Anyone done underwater lights?
    Quote from The_Battousai »
    I found you can make insets in walls directly behind water with torches kept safe - here's a shot of some integrated into my water elevator:



    Hmm, that could be adapted to fit on a sea floor...

    :Water: :Water: :Water: :Water: :Water:
    :Water: :Water: :Glass: :Water: :Water:
    :Water: :Water: :--+: :Water: :Water:
    :soil: :Water: :soil: :Water: :soil:
    :soil: :soil: :soil: :soil: :soil:

    1. Place a piece of dirt in the location you want the torch.
    2. Place glass on top.
    3. Dig 1 block deep on all adjacent sides (North/South/East/West).
    4. Remove dirt where you want the torch.
    5. Place torch.


    Ok, well I just tried this and it works... only it's more complicated than I thought it would be. It seems like if there are two blocks of water adjacent to the torch block, any change to the torch block will cause water to invade the space. You have to be pretty clever to keep the water out.

    (top views)

    Step 1 (steps 1-3 from above - place glass, dig drain holes):
    Layer 0 (the glass layer):
    :Water: :Water: :Water:
    :Water: :Glass: :Water:
    :Water: :Water: :Water:
    Layer -1 (the torch layer):
    :Water: :Water: :Water:
    :Water: :soil: :Water:
    :Water: :Water: :Water:
    Layer -2 (the water drain layer):
    :soil: :Water: :soil:
    :Water: :soil: :Water:
    :soil: :Water: :soil:
    All water blocks must be source blocks at this point, with no flow.

    Step 2 (place dirt to prevent water inflow to torch block):
    Layer 0 (the glass layer):
    :Water: :Water: :Water:
    :Water: :Glass: :Water:
    :Water: :Water: :Water:
    Layer -1 (the torch layer):
    :Water: :soil: :Water:
    :soil: :soil: :soil:
    :Water: :soil: :Water:
    Layer -2 (the water drain layer):
    :soil: :Water: :soil:
    :Water: :soil: :Water:
    :soil: :Water: :soil:

    Step 3 (remove center dirt and place torch):
    Layer 0 (the glass layer):
    :Water: :Water: :Water:
    :Water: :Glass: :Water:
    :Water: :Water: :Water:
    Layer -1 (the torch layer):
    :Water: :soil: :Water:
    :soil: :--+: :soil:
    :Water: :Water: :Water:
    Layer -2 (the water drain layer):
    :soil: :Water: :soil:
    :Water: :soil: :Water:
    :soil: :Water: :soil:

    Step 4 (remove adjacent dirt):
    Layer 0 (the glass layer):
    :Water: :Water: :Water:
    :Water: :Glass: :Water:
    :Water: :Water: :Water:
    Layer -1 (the torch layer):
    :Water: :Water: :Water:
    :Water: :--+: :Water:
    :Water: :Water: :Water:
    Layer -2 (the water drain layer):
    :soil: :Water: :soil:
    :Water: :soil: :Water:
    :soil: :Water: :soil:
    Be careful to remove the dirt from above in this step. If you accidentally punch/dig once too many you will hit either the torch or the surface it's resting on, triggering an update of the block and flooding your torch.

    Result:
    Posted in: Alpha - Survival Single Player
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