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    posted a message on I think I've lost my heart for minecraft.
    Definitely agreed. The only reason I stopped playing for a year was because the terrain got boring. I came back as they added structures, which I thought brought back a bit of the interesting terrain, but now I just find myself running around looking for interesting terrain when before, it found me.
    Posted in: Discussion
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    posted a message on Sliding Doors and Angled Repeaters
    Real simple ideas.

    1) Sliding Glass Door. You place it down like a normal door, but when you "right click", the glass will slide to the side or slide back into its original spot. The frame stays where you placed it, but the glass pane slides out.

    2) Angled repeaters. Help us shrink our Redstone stuff quite easily. Just a repeater where the power comes in one side, then goes out in a different direction (like a right angle). Also possible repeaters with multiple sides accepting inputs / giving output, for perfectly directed current.

    Thoughts?
    Posted in: Suggestions
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    posted a message on Is there a Diamond Rush server?
    I was just wondering if there are servers which reset the moment someone finds obtains a diamond, possibly keeping track, so it's a constant race to hone your diamond-finding skills in a PVP environment?

    Does anyone know of one? I'd love if someone could make one.
    Posted in: Server Recruitment
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    posted a message on Special XOR Gates
    That's why I asked. There's no standard for how an XOR gate would scale up.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Special XOR Gates
    How would an XOR have multiple inputs? Current, it returns true if only 1 of them is true, so I guess to scale it, you'd want it to return true if exactly one of MANY inputs are true.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Full-color high-density display?
    I don't want to use a map display. :)

    I guess I'll try to get a working proof of concept up... Sadly, it's no small thing. There's so many huge components and some of them (RAM) I've never actually dealt with.

    Would anyone more experienced than I like to try and figure this out with me on a server?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Instant redstone 1x1 downwards transfer!
    Selulance, I'm actually confused as to how that works. Why use a BUD switch instead of just wiring it directly to the piston?

    Also, I know it's easy, not everything has to be unbelievably complex. :)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Full-color high-density display?
    Yeah, pistons are a little slow, but I think that we could have a wool screen in the back too, as soon as a pixel is changed in memory it could swap that one pixel out, send out that column, and build the new one in the back...

    It might be a little slow, let's see... To push 11 blocks upwards would take, at minimum, 2 seconds? So feeding it into the "push-upper" pistons below the screen could be synced to match, and then there's a little bit of delay preparing the changed pixel..

    So all in all, I see the time between the display changing in memory to the display changing on screen taking between 2 to 2.5 seconds, so while slower than our current displays, it does give a LOT of visual power.... It's not just binary on/off anymore.

    Also, another idea.. What if we made a piston "arm" that would reach out to the x/y on the screen from behind, pull out the pixel, and push the new color into it's place? That should be much, much faster, I think, but the piston arm would be pretty slow...
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Instant redstone 1x1 downwards transfer!
    Yep. :)

    Just a quick note, if you use a repeater clock, it would be silent!

    I'm using this to make a wonderful PVP map.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Full-color high-density display?
    That's the point- I'm trying to get a 1 pixel screen with full color by "preparing" a column and then pushing it up into the screen. It limits it to a 11 high screen, but could be I think 22 pixels wide (pretty decent aspect ratio, 2:1)

    So any time a pixel changes in memory, it replaces that entire column of wool by creating the new column out of wool "behind" the screen, flat, and then triggering a clock which would push the new column up into the old column's spot.

    The last part, just to make it re-usable, would be using the wool that comes from the top and pushing it back into the wool containers, by looking up what pixel WOULD have been in that spot, so the computer would essentially keep track of what the screen holds, and when a column changes, it would copy that column from memory to ram, and then as the wool is pushed out of the top of the screen, it would read what color the wool was from ram and sort it appropriately.

    So, a 11-high, 22-wide, 11-color display should be possible, and if we had wool streaming in at a decent speed, it could "refresh" a column in as little as 12 ticks, right? Then as I said, it could not be wool, but instead "dirt", "stone", "diamond", etc.. Allowing you to completely generate a small "Minecraft" game on the screen that is textured.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Full-color high-density display?
    I had an idea that makes sense in my head.

    Basically, if you have an "image" in RAM, and printed it out in wool vertically, if we could get the speed of this "wool" printing down to a few ticks (should be a 3-tick minimum speed), then we could have full-color, high-density screen...

    Then I thought, if we could store the history of each pixel, we could recycle the wool, giving us a never ending supply of "ink"... It means any time something on the screen changes, it would need to be refreshed- However, I realised we would only actually need to refresh just the 1 column with the changed pixel.

    It would be a lot of work but I think it would be possible, and it would allow for over a dozen different colors with a fairly fast screen, requiring enough memory to hold the pixels on a row (so we know which "ink cartridge" to put the wool into as it cycles off the top of the screen). It reminds me of a lot of older calculators or debit card readers that refresh the whole screen when something changes.

    As a random extra benefit, when someone wants to make "minecraft in minecraft", they could actually use the real blocks from the game and push the into place, which means the minecraft in minecraft would actually be textured!

    Thoughts?

    The needed parts:
    Enough RAM to hold the entire display (4 bits x 10 px x 10 px = 400 latches for a 16 color display...)
    Very fast device to pull the correct color wool out of a container and put it into the correct row
    Extra ram to hold the wool that's been put out, so that as it's fed back in we can refill the wool containers
    Some sort of CPU to update a specific column any time a pixel in that column changes.

    Here's a picture of a very quick mockup, this was printed (but I used sand to keep it being pushed and pre-loaded the image).

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 8 values in 1 wire, has it been done?
    I meant 3x3 using just 1 wire. :P I could do up to a 3x4 using 1 wire, because remember, I can only have 12 inputs on this thing, and 4x4 would require 16 inputs.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 8 values in 1 wire, has it been done?
    Updated it to the new mechanism, it's on youtube now!


    It's very neat and usable now and tiles easily, and I color coded it this time!

    Magix, yes, it could make a very decent 9-button input that uses just 1 wire. I'm wondering if I could actually get it to work with a 3x3 grid of control panels.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Transfer Redstone Directly Up/Down 1x1 Pillar
    Interesting. His is a little different- It can only send a pulse. It's got a delay on it which pushes the tower back up after so many ticks.

    It's still impressive, of course, but all it means is that it can't be rigged to a lever. Mine can do either a lever or a pressure pad. A lever would be really cool in that map, of course- Lever on points towards "Gold", lever off points towards "Silver". It would make the towers even smaller and more out the way, and only 1 lever would be up there, making it an even tighter match.

    I might have to make a map like that now using my version. However, thanks for the link, it's always fun to see how other people tackled the problem.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecraft Fangame Poll.
    You'll all be happy to know that I am back into Minecraft quite heavily! I also had a few breakthroughs in the dev tree that will make this project smooth and buttery.

    Also, I see the poll wants a story-based RTS in a Minecraft setting. With all the new mobs and updates, there's a few refined teams.

    Humans: Human, Swordsman, Archer, Giant.(limit 1, melee)
    Team Special: TNT Cannon can be made.

    Pigs: Pig (can be converted to Pigman on the field), Pigman, Ghast, Creeper (limit 1, siege, can be charged)
    Team Special: Lightning Tower can be made, Portal can be made.

    Undead: Zombie, Spider, Skeleton, Spider Jockey (limit 1, ranged)
    Team Special: Mob Spawners can be built in the field which pop out units if you have the funds.

    Ender: Enderman (melee, can teleport or build), Ender Dragon (limit 1, does melee, ranged, and siege)
    Team Special: Ender Dragon only functions when close enough to an Ender Crystal which must be built.

    So they all have a worker (who also specialize in siege), a melee, a ranged, and a "hero" which has strength in one of those 3 classes, so if you prefer ranged, you can go for the Undead with it's hero ranged unit.

    The map is going to be height-mapped (and, of course, destructible) and you will have to clear out an area before you can build on it (by collecting the dirt). You can upgrade your units weaponry from an Weapons Store.

    I'm not going to take donations until I have a playable demo of some kind, and I'll be getting about 10-20 hours a week of work done on it, as well as posting youtube videos of my progress.

    -Dan
    Posted in: General Gaming
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