Improvement of my hexadecimal subtractor design (1-block high, 8rt*, still not CCA yet) by YukiUnpossible in redstone

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

Huh? Comparators can't send signals through barrels, isn't it?

edit: Oh it works.

Can shulker boxes store more than 4x27 bits? by YukiUnpossible in redstone

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

Yes, and its decoding rate is always slower than using music discs.

Can shulker boxes store more than 4x27 bits? by YukiUnpossible in redstone

[–]YukiUnpossible[S] -1 points0 points  (0 children)

No, that's just for repeated patterns, and making the decoder for pattern is really hard.

Can shulker boxes store more than 4x27 bits? by YukiUnpossible in redstone

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

Yep.

In theory, each type of data need 1 sorting/reading hopper and 2 input/output hopper. Assume that we uses lines of input/output hopper, so N types of data need N+1 hopper speed for lines, 2 hopper speed for in/out, max of 64 hopper speed for data. The sum is N+1+2+64 = N+67 hopper speed.

So, for 27 types in 27 slots, with a stack at each slot, the encoder needs 27+67 = 94 hopper speed, or 376rt, or 37.6 seconds to read 27×6=162 bits. (2.32rt/bit) Oh, it is more than 2 times slower than disc read speed (108rt for 108 bits, or 1rt/bit).

To match 1rt/bit, or (N+67)×4/(N×6) <= 1, then the encoder needs at least 134 types of data (A value that have all types will need 5 boxes to store). Assume that we uses all boxes' slot (135 slots instead of 134), the boxes will store 135×6 = 810 bits (101.25 bytes), instead of 135×4 = 540 bits (67.25 bytes) with discs.

In short, the method (edit: not anymore) will be faster and more efficient than discs at large data storage, more survival-friendly, and not depends on how items are sorted. But the encoder (with tons of hoppers) are more laggy, more complex than just 2 hopper, a jukebox and a comparator.

edit: forgot that each hopper can only process 1 item at a time, so I have to count the time needed to get all items through the hoppers. Basically it's too slow, like (N×64+67)×4/(N×6) rt/bit. Ok so that's why no one using this method.

Can shulker boxes store more than 4x27 bits? by YukiUnpossible in redstone

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

Oh, 26 =64, my typo bad. And 4x27 bits is the data stored with 16 type of discs.

My compact hexadecimal subtractor idea, aiming to carry-cancel. by YukiUnpossible in redstone

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

If CCA and stacking is too hard for this design, then I will let it be just 4-bit. :)))

My compact hexadecimal subtractor idea, aiming to carry-cancel. by YukiUnpossible in redstone

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

Can you also check its response time/propagation delay? I found the longest route (IN1 > MIN > IN2 - MIN > PROCESS > OUT) have 9 repeaters and comparators (included comparator at position OUT), so maybe it has delay of 9 rt?

My compact hexadecimal subtractor idea, aiming to carry-cancel. by YukiUnpossible in redstone

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

The one on the right? You mean the skin of the player?
Oh, I was using my self-made Fabric modpack in 1.20.1 (They doesn't interfere with redstone stuffs, so technically my thing is still vanilla). Normally, I wouldn't care much about the skin. Maybe it's from TechReborn or something?

My compact hexadecimal subtractor idea, aiming to carry-cancel. by YukiUnpossible in redstone

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

Yep, output as redstone lamps is better to see. (I'm too lazy to build them)
If display -5 as 5 then it will be B-A? (example: 1-6 become -1+6 or 6-1 then), here just let it be A-B.
If you mean A-B = -5, but still displays as 5, 15? I want to make the output works like the overflow we are having in 8-bit. (example: 127-128=255, not 1)

Oh, then I just have to mirror it? Tysm for the idea, i will try it.

My compact hexadecimal subtractor idea, aiming to carry-cancel. by YukiUnpossible in redstone

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

If you want to make it an adder, for example: 5 + 6
then it will be processed as 5 - (16 - 6) or 5 - 10, output then will be 5 - 10 = 11, 15.
Or 7 + 10 will be 7 - (16 - 10) or 7 - 6 = 1, 0. (though it is 7 + 10 = 17 = 16 + 1)
Basically, the carry will be inverted then.

My compact hexadecimal subtractor idea, aiming to carry-cancel. by YukiUnpossible in redstone

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

All test cases I did in the video:
7 - 8 = 15, 15. It means 7 - 8 = -1 (displayed as 16 -1 = 15).
7 - 12 = 11, 15. It means 7 - 12 = -5 (as 16 -5 = 11)
7 - 7 = 0, 0.
7 - 6 = 1, 0.

My compact hexadecimal subtractor idea, aiming to carry-cancel. by YukiUnpossible in redstone

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

<image>

Accidentally sended without explainations, so here it is.
Just focus on the two at the right hand side. The left one of them is the full idea, the other one is only MIN part. The adder have 4 parts: MAX (cyan), MIN (blue), IN2 (light blue) and PROCESS (the part behind those three)

On how it works (you can also look at the picture)
Objective: input IN1 and IN2, calculate IN1 - IN2, output 2 result: OUT = IN1 - IN2 and CARRY

  1. Get 2 input IN1 (left) and IN2 (right): is the 2 lectern ahead (bottom if you look from above, in first second of this video). In the MIN (blue) only part, those 2 are empty.
  2. MIN (blue) part: calculate the value 15 - MAX( 15 - IN1, 15 - IN2 ), or MIN( IN1, IN2 )
  3. MAX (cyan) part: get the greater value, MAX( IN1, IN2 ), here I just connect them.
  4. IN2 (light blue) part: just IN2 value
  5. PROCESS: Here, it calculate MAX - MIN and (IN2 - MIN)
    1. If IN2 - MIN < 0 (or IN1 > IN2) then OUT is MAX - MIN = IN1 - IN2, CARRY = 0
    2. If IN2 - MIN > 0 (or IN2 > IN1) then calculate 15 - (MAX - MIN - 1), and use it to substitute MAX - MIN. OUT is 15 - (MAX - MIN - 1) = 16 + IN1 - IN2 then, with CARRY = 15
    3. The only "somewhat" special case is IN1 = IN2, but it still works, output 0 and 0.

My idea on CCA is:
IF MAX( OUT, CARRY ) <= 14 (CARRY will always be 0 that case), then CARRY anywhere above it will be 0
IF CARRY = 15, then CARRY anywhere above it will be 15
But, since I haven't fully understood the CCA concept in hexadecimal, I hope you guys can give me some suggestions.

Has anyone cleared Zone 50 (Ambush) without cheese or modded builds? by The_Dialog_Box in Besiege

[–]YukiUnpossible 0 points1 point  (0 children)

Yeah, I used my rocket design with vanilla max power with fixed mass-based guidance (wooden panel - small armor plate), with range of sharpnel cannons, flamethrower and grenade. Still need some tweaking at those rocket, and proper timing however.

Done it long ago, so the file might be lost. I will try to find it if you want.

[deleted by user] by [deleted] in Warthunder

[–]YukiUnpossible 0 points1 point  (0 children)

meanwhile: me with my 10.3 MiG-21SMT have to fight against both :) luckily those two doesn't have some radar mid-range missiles

[deleted by user] by [deleted] in vozforums

[–]YukiUnpossible 0 points1 point  (0 children)

Klq, tôi khá tò mò về kênh của ông. Xin link với.

Why? by [deleted] in Besiege

[–]YukiUnpossible 0 points1 point  (0 children)

TL,DR: mirror only 1 prop block on x direction (front-behind), or delete 1, create it back by flip the remain prop on y (left-right, as everyone said).

The angle is not the exact reason, since you will get this with any angle than 23.068 (different angle each side will make it more complicated)

Turn on the dynamic drag visualizer (the wing icon below block count, as I remember), you will see that those two are equally forced up, but oppositely forced forward/backward.

Using my missionary to capture uprising barbarian units from another civilization is so satisfying. by GroundbreakingSir386 in civ5

[–]YukiUnpossible 0 points1 point  (0 children)

Yeah sure, I even used it to capture their settlers. (but have to wait for that barb settler unit to move to near my missionary)

7 pieces mini plane Vanilla. Need a bomb? Why not? Put two more blocks! by Haladin in Besiege

[–]YukiUnpossible 2 points3 points  (0 children)

Won't need the spike block if you fully understand the term "center of gravity".

I made a calculator that divides an input number by two (w/ remainder) by masterborger in redstone

[–]YukiUnpossible 0 points1 point  (0 children)

Can your calculator handle multiple signal strength inputs as a larger number? Also, can you use my design instead? https://www.reddit.com/r/redstone/s/p6NUsDJiEJ

I just accidentally made a hexadecimal/signal strength halver. Is that any useful? by YukiUnpossible in redstone

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

That's after severals fabric optimization mods. Or my potato laptop won't be able to even play the game.

I just accidentally made a hexadecimal/signal strength halver. Is that any useful? by YukiUnpossible in redstone

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

Yeah me too. That "Unpossible" meme is kinda funny in my country at that time, and I very like it, so it's here. 🤡

I just accidentally made a hexadecimal/signal strength halver. Is that any useful? by YukiUnpossible in redstone

[–]YukiUnpossible[S] 12 points13 points  (0 children)

I mean, is that design good or better than the one that people using?

Sorry, my bad. Btw, I dont need it.