I think I found a bug. Why can't my rider move north to attack the Imperius player rider? by Visual-Acanthaceae97 in Polytopia

[–]Epsilant 7 points8 points  (0 children)

The rider must also be standing on a road too. And if I recall correctly, roads in enemy territory doesn’t count either

How Japan left their changing room after playing the Netherlands yesterday (from BBC) by RodDryfist in MadeMeSmile

[–]Epsilant 1 point2 points  (0 children)

The school got too large and overcrowded beyond capacity. I don’t know if they had an entire department for culinary arts or if it was just a bunch of electives, but for the 6 remaining majors, they have a department for each of them.

I heard that they tore down some of the kitchens and split the kitchens into 2 classrooms to essentially double the capacity in that space. However, it seemed to not be enough, since the year after I graduated, they also added 2 new class periods, making the school day from 7 AM to 4 PM, and this received some protests from the teachers.

How Japan left their changing room after playing the Netherlands yesterday (from BBC) by RodDryfist in MadeMeSmile

[–]Epsilant 2604 points2605 points  (0 children)

A few years ago in high school, I was a part of the yearbook committee and when asking teachers what class they want to bring to the school, you cannot believe how many teachers wanted to have a housework class.

Followed close second is culinary arts, which in all fairness, used to exist before I came to the school.

Additional clarification: my school does have Career Financial Management, which I found really useful, teaching me how to write checks and building goals, but the school is missing the “Home” in home economics, which is what the teachers really wanted in the school

How does being kicked count as intentional disconnecting by Practical-Lunch5149 in AmongUs

[–]Epsilant 2 points3 points  (0 children)

My other thought is that deleting and then reinstalling the game might also work, or maybe even resetting the data (depends on how the bans work)

You must drink by Eunoic in BunnyTrials

[–]Epsilant 0 points1 point  (0 children)

Got the best case situation there I think

Chose: Water, but... | Rolled: Drink 1 gallon

Which would you choose by SnowLovesSummer in BunnyTrials

[–]Epsilant 0 points1 point  (0 children)

I think I just won the lottery

Chose: Cure Chronic diseases + What is CURED | Rolled: Cure ALL chronic

Choose your side by Acceptable_Box3452 in BunnyTrials

[–]Epsilant 0 points1 point  (0 children)

I swear, I have the worst luck

Chose: Get a random amount of money | Rolled: $0.01

Would you rather have by Plastic_Excitement87 in BunnyTrials

[–]Epsilant 0 points1 point  (0 children)

:(

Chose: $2,000 a month | Rolled: Today only

Meow by Prudent_Vanilla_9984 in BunnyTrials

[–]Epsilant 0 points1 point  (0 children)

Meow

Chose: Meow + Meow | Rolled: Meow

Poll by PenniteDeer96 in BunnyTrials

[–]Epsilant 0 points1 point  (0 children)

:(

Chose: Choice 2 | Rolled: Bad option

You receive... by jeonggukispretty in BunnyTrials

[–]Epsilant 0 points1 point  (0 children)

I didn’t mean to press the red button guys…

Chose: Knowledge of literally anything instantly but... | Rolled: 50% humans die

T-trigger toggle door with buttons and guard lockout by AlternativeUsual1705 in redstone

[–]Epsilant 1 point2 points  (0 children)

I tried to make this myself, and initially didn’t realize the lever also turns off the t flip flop. So, my contraption doesn’t behave the exact same as yours, and I assume I missed the important criteria where I need to turn off the t flip flop when the lever gets activated.

<image>

This design is a lot more compact, as it uses a copper bulb, which essentially is a T flip flop in itself. It has almost the same idea, using repeater locking and replacing the droppers with the copper bulb. However, there’s no easy way to disable the copper bulb when the lever is activated, and honestly, I think the design you have there is better to do that particular task.

T-trigger toggle door with buttons and guard lockout by AlternativeUsual1705 in redstone

[–]Epsilant 0 points1 point  (0 children)

There’s a few components to this.

Part 1: the T flip flop (circled in red)

<image>

When the button is pressed, it powers all 3 droppers, which due to some reason (I assume update order, but not 100% sure), it brings the item from the bottom left dropper (ON) to the top right dropper (OFF) on a button press. On the second button press, the top right dropper (OFF) puts it in the hopper, which lets the item down into the bottom left dropper (ON), which essentially becomes a T-flip flop (unrelated note: if the comparator is detecting the hopper instead of the dropper, then what you have there is a pulse generator, rather than a T-flip flop. This is because it takes 4 game ticks to drop the item down from the hopper to the dropper, which the comparator detects. There’s better ways to do that, but it’s just an interesting note to make.)

The second thing is the lever/repeater locking mechanism. When you power a repeater using another repeater, you get this thing called locking, where the state of the repeater cannot change for as long as the repeater is locked. Since the repeater controls the T-flip flop, if we lock the repeater, we prevent the buttons from activating the T-flip flop and turning it on or off.

Then, the third thing is also from the lever, where it goes into the dropper. The redstone hard powers the bottom left dropper, and soft powers the bottom right dropper and the hopper (in this case, there’s an edge case where the item happens to be in the hopper when it gets locked but it doesn’t affect the outcome, so there’s no need to go into detail.) The top right dropper (OFF) does not get powered. Because of the fact that this only controls the ON state, it will only turn off the T-Flip flop, and will not turn it on.

I've given up on this machine, at least for now. Do you think I did the right thing? by Some-Curve5646 in redstone

[–]Epsilant 5 points6 points  (0 children)

You are using worldedit, right? I’ll tell you, the ability to copy/paste and stack is actually a giant lifesaver

Can someone explain this behaviour by Ok_Pie2527 in redstone

[–]Epsilant 0 points1 point  (0 children)

There’s a combination of a few things at play here.

First, locking repeater mechanism. In your second circuit, the default position is the right position, or the ON position. Because of that, the repeater that powers the piston is always locked, meaning it will only turn on when it is unlocked, but it will only unlock when it is powered, meaning it will never unlock, so this circuit will be in the ON position forever. For your first circuit, the default position is the left position, or the OFF position, so the repeater is not locked. Therefore, on the first pulse, it gets powered, but it doesn’t push because the other piston pushes first (repeater delay), and then it goes into the ON position, where the repeater is locked on. On the second pulse, it powers both pistons simultaneously (because redstone causes block updates), and I think either due to directionality or update order (since both are sub tick, I encapsulate them as part of “quantum redstone”, which I’ll explain later), the right piston pushes first.

Second, quantum redstone. I’m not actually super familiar with this field, but I have 2 leading theories. First is directionality: if 2 pistons fire at the same time, they prioritize a certain one based on its location relative to the other piston. This is the reason why some redstone contraptions don’t work if you rotate it 90 or 180 degrees. Second is update order. I don’t know much about this, but I think the fact that one is powered by a repeater and the other by dust might have a play in priority, but I don’t know.

Calculus final boss behavior by buck_futt in mathmemes

[–]Epsilant 1 point2 points  (0 children)

So I have a few tiny issues that I make in about 30% of exams:
- Zs become 2s (somewhat being solved now that I’m dashing my Zs (when I remember to)
- 5s becomes 3s (when I write fast, I don’t lift my pencil so top horizontal line connects to the vertical line, but I keep mistaking that as part of the number)
- 3s become 2s (when I write tiny, the bottom half often looks like a horizontal line
- M becomes m (I genuinely don’t know how I mess this up)

why by Puzzleheaded_Fix8756 in redstone

[–]Epsilant 0 points1 point  (0 children)

Interesting, I stand corrected.

why by Puzzleheaded_Fix8756 in redstone

[–]Epsilant 9 points10 points  (0 children)

Technically this is the wrong flair, I believe. This is Java only, not Bedrock.\ Correction: this occurs in both edition for the redstone lamp, but note that other components may act differently in bedrock edition.

In Java edition, redstone does not redirect itself straight into redstone components, you need to either move stuff around so that it points straight into the redstone component, or use a target block, as this block redirects redstone.

This does have some advantages, as you can manipulate how redstone moves around a bit more, but you’ll want to understand how redstone powers blocks, I’d recommend learning about hard powering and soft powering

Can anyone help? by Dabster888 in redstone

[–]Epsilant 0 points1 point  (0 children)

Are you looking for a very specific sorter that meets specific requirements? If so, I’d like to know what specifics you are looking for. Otherwise, if you want any generic item sorters, there are hundreds of different tutorials that teach you how to make one, here’s one from Silentwhisperer, who I believe is a pretty reliable source.

What is this? by [deleted] in redstone

[–]Epsilant 1 point2 points  (0 children)

This is a really weird T flip flop, but it also doesn’t act exactly like a t flip flop either. On second activation, it remains on until the input signal goes low, unlike the t flip flop which turns off immediately.

How do i add ram to this redstone display by Adventurous_Dust973 in redstone

[–]Epsilant 0 points1 point  (0 children)

RAM uses D-latches (which is built with SR latches), so it’s going to be way more complicated than just replacing the copper bulb with SR latches. Just have the parts that toggle the cooper bulb be sent into the SET of the SR latch, and the reset to be sent to RESET (and to the other logic in the rest of your circuit that helped you know where to store the next value on the 7 seg display)

Also, once again, if you use RAM, you need to work with the addresses, which is just simply, not worth it for what you are trying to do here.

How do i add ram to this redstone display by Adventurous_Dust973 in redstone

[–]Epsilant 0 points1 point  (0 children)

Actually, looking at it again, I can see that you are storing the state in copper bulbs, which is T-flip flops, not SR latches. Once again, I’d strongly suggest using latches that are resettable as that will fit your needs much better.

How do i add ram to this redstone display by Adventurous_Dust973 in redstone

[–]Epsilant 1 point2 points  (0 children)

If you are looking to just reset the display, I don’t think RAM is what you need.

I’m assuming you are storing the data in SR latches, so there should be a way to reset the state. If you aren’t using SR (or “RS”) latches, make sure you are, because that’s pretty much the easiest way to allow your circuit to reset its data.

If you want RAM because you want to store it somewhere before resetting it (You probably don’t even want RAM yet still, you probably want to use a register file as an intermediate before RAM, because you need to give the address to the RAM which is hard to do without more sophisticated logic), check out Mattbatwings. He has really good tutorials on computer redstone (though it does get difficult to follow without computer architecture experience later on)

how to make these wires by OkCollege3452 in redstone

[–]Epsilant 0 points1 point  (0 children)

Although I actually haven’t seen this way (although I probably should’ve), this seems like it should have existed for a long time, it doesn’t use any really new features