Without mods... well... I guess you could make the sand block activate redstone which make a piston stick the block that replaces it out. If I could figure out how to make blocks activate redstone... I would make a video specifically for you. But I dont know how. Sorry.
BUD. Google "redstone bud", it's a mechanism that sends out a pulse when the block at a certain place changes.
Hi, I'm wondering which resources can be automatically harvested using redstone contraptions. Links to working examples would be nice. I want to make my base collect most of the resources itself while I'm collecting ores and such.
I know most of the foods can be harvested, and auto-cooked. I know you can auto-smelt things, but can you auto-harvest a burnable resource of any kind? I imagine you might be able to auto-harvest saplings which can burn by pushing logs from trees to make the leaves fall, but I haven't seen this done yet.
Here's what happened... I started programming for a job and going to school for it, and that made me hate it. I've decided to keep it as a hobby and not make it a career.
So, I'm making it now, and I'm more determined than ever.
Also, if anyone wants to try out the demo on the ps3 for "Akimi Village", it has a lot of the same mechanics I'll be putting into the RTS, so definitely check it out. Harvest, bring to "work bench", build new buildings using those resources, process resources, etc... Lots of similar mechanics. Just, minecraft themed.
Yeah what's the point? I mean sure, his takes a couple ticks per level to transfer the signal down where mine only takes 1, and sure mine doesn't have to be concealed whereas his definitely needs to be hidden in any kind of adventure map.
Comparing apples to oranges here. They are two completely different solutions to different problems. Plus, seriously, you could transfer my signal down again, too, just by hooking up the output of this one to the input of another, if you really needed to. It would be much speedier. Mine is mainly for looks. I'll be releasing a little extension video to show what I mean pretty soon, but while his goes on for a long time and is slow and ugly, mine is faster and pretty (most blocks can be used for the pillar) but can only go 9 blocks.
O no definitely not, I like your concept and if i wanted to control something in the depths of my base i would definitely use the tower method. I'll check out your other videos, keep the redstone tutorials coming!
Cool. If you have any requests, let me know, I have no idea what people would like to see.
That's GENIUS- The glowstone->lightning works so perfectly!
Also, I've decided, for maximum compatibility AND a fun, new venture, I'm writing it in pure JavaScript using OpenGL. Being free, and online, and using the very latest technology- WebGL- It will be very widely supported for a long time and only get better as the technology evolves.
For a very early demo (and to prove I'm working), you can go >here<. Please let me know if it renders correctly- There will be 3 options, Canvas, WebGL, and SVG, so if this one works then I'll develop in it until I get to adding in the options.
Quick edit- I realised how the infinite landscape will work in-game, a certain "radius" is plotted and shown with a red wall of light or something and units can freely leave, however, you lose when everyone INSIDE the ring is killed, which means venturing outside is slightly risky in-game but also potentially rewarding, and if you want to, with a friend, you could just build HUGE cities and go very far across land! It also means you're never quite safe, enemies can always come from all directions. I think it's a fantastic addition to the average RTS that could make it stand out from the crowd.. Infinitely huge battles.
Programming now. I've learned quite a bit in the past year, I'm financially stable now, and it should go well.
I re-read this whole topic (half a book, at this point). I came up with this layout, need a bit of help filling out the blanks.
Pigs- Create pigs, harvest lightning, depending on the dosage of lightning it'll change the pig. 6 shocks, it becomes a Creeper. 1 shock, a Zombie Pigman. Creepers can be charged by a shock. Can build a nether portal to summon a Ghast. Structures are needed for higher-dose/faster shocks. You harvest lightning by... <not sure yet> Harvests wheat to create pigs. Villagers convert to Pigmen when shocked.
Humans- Create humans, harvest wood/food/stone, use technology a lot, trains swordsmen/archers, harvest cows. Humans can build 1-use cannons in the field. Lots of building types. Recruits Villagers.
Hostile- Create zombies, harvest "Darkness", utilizes caves for spawning. Zombies can do damage. Generally few structures, but easy to access enemies. Good at rushing. Converts Villagers into Zombies.
Pigs are tilted to "turtling", humans to "booming", and hostile to "rushing", the holy trinity of RTS games.
Getting started right now.
Things that need a bit of discussion- Where do Enderman fit in? Should Humans somehow get Giants? How do Pigs harvest Lightning? What structures would Pigs have? How will Hostiles make Spider Jockeys?
As for the repeaters, yes, I was thinking about crossing wires, and even compacting the standard gates down a tiny bit, but I was also thinking about a totally custom repeater property where, when crafting, you would do a slightly different pattern to customize your repeater, allowing it to take input from multiple directions, or provide output in many directions.
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BUD. Google "redstone bud", it's a mechanism that sends out a pulse when the block at a certain place changes.
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It would also be nice if it was 1-block high and if Q and not Q were on opposite sides.
The 2-dropper version worked well, but doesn't work if you quickly hit the 2 inputs over and over.
Thanks!
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Does anyone have any tips on making custom clocks like that?
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I know most of the foods can be harvested, and auto-cooked. I know you can auto-smelt things, but can you auto-harvest a burnable resource of any kind? I imagine you might be able to auto-harvest saplings which can burn by pushing logs from trees to make the leaves fall, but I haven't seen this done yet.
Thank you, Daniel.
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Here's what happened... I started programming for a job and going to school for it, and that made me hate it. I've decided to keep it as a hobby and not make it a career.
So, I'm making it now, and I'm more determined than ever.
Also, if anyone wants to try out the demo on the ps3 for "Akimi Village", it has a lot of the same mechanics I'll be putting into the RTS, so definitely check it out. Harvest, bring to "work bench", build new buildings using those resources, process resources, etc... Lots of similar mechanics. Just, minecraft themed.
0
Comparing apples to oranges here. They are two completely different solutions to different problems. Plus, seriously, you could transfer my signal down again, too, just by hooking up the output of this one to the input of another, if you really needed to. It would be much speedier. Mine is mainly for looks. I'll be releasing a little extension video to show what I mean pretty soon, but while his goes on for a long time and is slow and ugly, mine is faster and pretty (most blocks can be used for the pillar) but can only go 9 blocks.
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So for all you zerg rushers out there, prepare to silverfish rush.
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Cool. If you have any requests, let me know, I have no idea what people would like to see.
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I thought you were just trying to say I'd overcomplicated it and I knew I hadn't, sorry about the misunderstanding. Thanks for watching tho.
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With this, when you turn off the lever, the signal turns off again.
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Also, I've decided, for maximum compatibility AND a fun, new venture, I'm writing it in pure JavaScript using OpenGL. Being free, and online, and using the very latest technology- WebGL- It will be very widely supported for a long time and only get better as the technology evolves.
For a very early demo (and to prove I'm working), you can go >here<. Please let me know if it renders correctly- There will be 3 options, Canvas, WebGL, and SVG, so if this one works then I'll develop in it until I get to adding in the options.
Quick edit- I realised how the infinite landscape will work in-game, a certain "radius" is plotted and shown with a red wall of light or something and units can freely leave, however, you lose when everyone INSIDE the ring is killed, which means venturing outside is slightly risky in-game but also potentially rewarding, and if you want to, with a friend, you could just build HUGE cities and go very far across land! It also means you're never quite safe, enemies can always come from all directions. I think it's a fantastic addition to the average RTS that could make it stand out from the crowd.. Infinitely huge battles.
0
I re-read this whole topic (half a book, at this point). I came up with this layout, need a bit of help filling out the blanks.
Pigs- Create pigs, harvest lightning, depending on the dosage of lightning it'll change the pig. 6 shocks, it becomes a Creeper. 1 shock, a Zombie Pigman. Creepers can be charged by a shock. Can build a nether portal to summon a Ghast. Structures are needed for higher-dose/faster shocks. You harvest lightning by... <not sure yet> Harvests wheat to create pigs. Villagers convert to Pigmen when shocked.
Humans- Create humans, harvest wood/food/stone, use technology a lot, trains swordsmen/archers, harvest cows. Humans can build 1-use cannons in the field. Lots of building types. Recruits Villagers.
Hostile- Create zombies, harvest "Darkness", utilizes caves for spawning. Zombies can do damage. Generally few structures, but easy to access enemies. Good at rushing. Converts Villagers into Zombies.
Pigs are tilted to "turtling", humans to "booming", and hostile to "rushing", the holy trinity of RTS games.
Getting started right now.
Things that need a bit of discussion- Where do Enderman fit in? Should Humans somehow get Giants? How do Pigs harvest Lightning? What structures would Pigs have? How will Hostiles make Spider Jockeys?
0
As for the repeaters, yes, I was thinking about crossing wires, and even compacting the standard gates down a tiny bit, but I was also thinking about a totally custom repeater property where, when crafting, you would do a slightly different pattern to customize your repeater, allowing it to take input from multiple directions, or provide output in many directions.