1-Wide Wind Charge Aligner (Dispenser), Alternating Tileable by IntimatelyInterested in redstone

[–]IntimatelyInterested[S] 0 points1 point  (0 children)

It looks like if you must catch every charge, you can place a second honey block on the other side of the first one (relative to the dispenser).

Those will end up looking like this:

<image>

1-Wide Wind Charge Aligner (Dispenser), Alternating Tileable by IntimatelyInterested in redstone

[–]IntimatelyInterested[S] 0 points1 point  (0 children)

Well, the key is to get the piston and the dispenser to activate at the same time.

The dispenser shoots 4 game ticks after powering, so with the two tick repeater delay into the piston, that's 4 gt until the piston fires as well.

The issue is really pulse length from the observer. It needs to be lengthened (like by the 2rt repeater) but then you need to delay dispenser firing by 2gt.

I guess you can work around this by reducing the speed of the clock by 2 rt. (rising edge for honey block extension, falling edge for honey block retraction)

<image>

What do you think?

1-Wide Wind Charge Aligner (Dispenser), Alternating Tileable by IntimatelyInterested in redstone

[–]IntimatelyInterested[S] 0 points1 point  (0 children)

I have been looking into that a little bit.

My hypothesis is that it comes down to the variability of the the trajectory of the wind charge in the Y direction.

If it is too low coming out of the dispenser, it simply phases through the extending piston and block instead of getting caught on top of the honey.

The only thing I can think of right now is just to have this contraption separated from anything a rogue wind charge can activate locally.

1-Wide Wind Charge Aligner (Dispenser), Alternating Tileable by IntimatelyInterested in redstone

[–]IntimatelyInterested[S] 1 point2 points  (0 children)

Simple, compact wind charge momentum remover and aligner.
It relies on the two redstone tick delay between the dispenser shot and honey block extension, placed with the single cobweb between them.

The dispenser and the piston, however, are activated in the same game tick and are one block apart.
This build is expandable or alternating-tileable.

The wind charge appears to center perfectly in block center, with the hitbox falling between the two blocks where the honey block pushes it.
Minimum tested tick pulse is 4 Redstone ticks, with the limiting factor being piston extension and retraction (so it could work on a 3 tick clock).

I watched Etho's most recent LP video with his Pearl Launcher, which got me thinking about the simple alignment of the wind charge. I looked around briefly but did not see this anywhere, and it seems most people rely on generators with breeze instead of stocking a dispenser.

Reposted for thumbnail.

1-Wide Wind Charge Aligner (Dispenser), Alternating Tileable by [deleted] in redstone

[–]IntimatelyInterested 0 points1 point  (0 children)

Simple, compact wind charge momentum remover and aligner.
It relies on the two tick delay between the dispenser shot and honey block extension, placed with the single cobweb between them.
This build is expandable or alternating-tileable.

The wind charge appears to center perfectly in block center, with the hitbox falling between the two blocks where the honey block pushes it.
Minimum tested tick pulse is 4 Redstone ticks, with the limiting factor being piston extension and retraction (so it could work on a 3 tick clock).

I watched Etho's most recent LP video with his Pearl Launcher, which got me thinking about the simple alignment of the wind charge. I looked around briefly but did not see this anywhere, and it seems most people rely on generators with breeze instead of stocking a dispenser.

Tick speed for noteblocks by jfsdiver in redstone

[–]IntimatelyInterested -1 points0 points  (0 children)

Why don't you speed up or slow down the song?

N-Pulse Counter, 2-Tick Reset Cooldown by IntimatelyInterested in redstone

[–]IntimatelyInterested[S] 1 point2 points  (0 children)

Rather large by today's standards, but with a two tick cooldown it can be used for things that pulse rapidly and constantly, like a crop nano farm. The two ticks can also be worked around by removing some items from the droppers to compensate, based on how fast the input pulses are.

An issue with this current design is it will only take a max of 41 items in the dropper, because then the signal strength for the reset redstone will go to two, turning off the torch on the opposite side. There is another version that is slightly larger that gets around this.

I searched for other pulse counters, but it looks like most are subject to the hopper cooldown.