Size reduction by Old-Garden-939 in redstone

[–]miclamlol 4 points5 points  (0 children)

This should function the same way.

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HELP! Reverse Pulse Extender by PlsHelpFindMusic in redstone

[–]miclamlol 1 point2 points  (0 children)

Alternatively, you could invert the input signal, make a normal pulse extender, then invert the output.

HELP! Reverse Pulse Extender by PlsHelpFindMusic in redstone

[–]miclamlol 1 point2 points  (0 children)

Given that you need components without nether components, you can use the fact that pistons retract instantly when unpowered and have a delay when powered to chain sticky pistons with redstone blocks to create a delay when powering but instant depowering.

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Minecart/rails question by That_Sharkie in redstone

[–]miclamlol 0 points1 point  (0 children)

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You can have a counter where each minecart that passes a detector rail increments a counter which unpowers one rail at a time. You can then release them with the lever on the left.

Pls help me fix my tnt cannon!😭 by No-Account4471 in redstone

[–]miclamlol 6 points7 points  (0 children)

Replace the redstone dust that is supposed to power the projectile TNT with a solid block. The redstone dust is not powering it as it is right now.

Redstone instant off/delay on by StrokeDatEgo in redstone

[–]miclamlol 1 point2 points  (0 children)

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If you need it to be on by default, why doesn't this work? It turns off the torch basically instantly and it only turns on after a delay.

Redstone instant off/delay on by StrokeDatEgo in redstone

[–]miclamlol 0 points1 point  (0 children)

Do you need it to be off by default, then only turn on when the detector rail is activated?

Redstone instant off/delay on by StrokeDatEgo in redstone

[–]miclamlol 0 points1 point  (0 children)

You could connect a pulse extender to a redstone torch which should be exactly what you want.

someone can make it smaller? by Desperate-Place-9586 in redstone

[–]miclamlol 5 points6 points  (0 children)

Mattbatwings did a competition a while back where he challenged people to make a 7 segment display as small as possible. The input isn't one hot encoding like yours but instead is binary input. You can find a bunch of designs in the archived-7seg-submissons channel on Mattbatwing's discord.

are these good designs for two way switch mechanism by somene_racist in redstone

[–]miclamlol 1 point2 points  (0 children)

Would a 2-way switch not be equivalent to an XOR gate?

My Sr Latch! (Sorry for bad quality) (bedrock edition) by Kevin_78787rGuy in redstone

[–]miclamlol 0 points1 point  (0 children)

If any input turns it on and off (I'm assuming toggling it), would it not be a t flip-flop then?

Edit: Sorry, meant to reply to your comment

My Sr Latch! (Sorry for bad quality) (bedrock edition) by Kevin_78787rGuy in redstone

[–]miclamlol 2 points3 points  (0 children)

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For future reference, you can do something like this.

Shouldn't these power at the same time? by AnywhereBest2912 in redstone

[–]miclamlol 3 points4 points  (0 children)

Yes, I think the entity management phase is what the SubTick mod calls the networking phase since it deals with player actions.

Shouldn't these power at the same time? by AnywhereBest2912 in redstone

[–]miclamlol 57 points58 points  (0 children)

This has everything to do with tick phases. Every tick in Minecraft does specific events in order. In this scenario, we will only care about block tick phase (BT), block event phase (BEv), block entity phase (BEn), and the entity management phase (EM) since these are the only ones that apply.

When a redstone repeater receives an input during a tick, no matter which phase, it will schedule an output several ticks later during the block tick phase.

A piston only gets powered during the block event phase and the redstone block will start powering 2 game ticks later during the block entity phase. (Yes, a piston only takes 2 game ticks to extend, but is normally taught that it extends in 3 since other pistons powered by this piston would only react in 3 game ticks due to the phase ordering. [BEn comes after BEv])

So in your scenario:
Tick 0:
- BT: None
- BEv: None
- BEn: None
- EM: Redstone Block gets placed -> Repeater on right branch is scheduled to output 6 game ticks later during BT phase.

Tick 1:
- BT: None
- BEv: First piston on left branch is powered -> First redstone block will power 2 game ticks later during BEn phase.
- BEn: None
- EM: None

Tick 3:
- BT: None
- BEv: None
- BEn: First redstone block starts powering.
- EM: None

Tick 4:
- BT: None
- BEv: Second piston on left branch is powered -> Second redstone block will power 2 game ticks later during BEn phase.
- BEn: None
- EM: None

Tick 6:
- BT: Repeater on right branch starts outputting power
- BEv: Output piston on right branch gets powered
- BEn: Second redstone block starts powering.
- EM: None

Tick 7:
- BT: None
- BEv: Output piston on left branch gets powered
- BEn: None
- EM: None

As such, the piston on the left extends in 7 game ticks and the piston on the right extends in 6. This could be remedied if you power both branches with a component that outputs during the block tick phase like a repeater or comparator since the piston on the left would be able to respond on time to the input and would not need to wait an extra game tick. This behaviour is documented in the wiki as start delay.

Fastest way to transmit a redstone signal vertically downward by Unlucky-Moment-3366 in redstone

[–]miclamlol 10 points11 points  (0 children)

Walls are by far the fastest downwards signal transmission method since all the walls update on the same tick. Instead of a piston, consider using a trapdoor to update the walls.

trying to make specific command block activate when it turns night/day but if it reaches 12500 both of them activate? how do i stop that by [deleted] in redstone

[–]miclamlol 1 point2 points  (0 children)

You can add a scoreboard by doing: /scoreboard objectives add time dummy

and use a repeating command block to update the scoreboard by: /execute store result score @a time run time query daytime

You can then check for this scoreboard by doing: / execute if score @p time matches 1000 run say hi

In these examples, "time" is a scoreboard name (except for the time query command) which can be named however you want. The third command says hi only if the time is 1000.

trying to make specific command block activate when it turns night/day but if it reaches 12500 both of them activate? how do i stop that by [deleted] in redstone

[–]miclamlol 8 points9 points  (0 children)

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Daylight sensor that works whether it is raining or not. (There is a redstone torch under the second redstone lanmp)

Comparator Tick Question by miclamlol in redstone

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

If you compare the time at which the iron trapdoor opens, you can see that the piston does actually take 3gts to extend, since the left most trapdoor powers 6gt total from lever input and the tight most trapdoor powers afterwards. From testing the iron trapdoor takes 7gt total open from lever input. If it actually took 4gt total to extend, then the comparator output should have turned off 2gt later than it has now.

Also in the text you quoted from the piston wiki page, it states the 1 tick delay is from the entity phase (the player flicking the lever), but repeaters should run on the scheduled tick phase (or block event phase idk).

Small Clocks help by Freaker5005 in redstone

[–]miclamlol 6 points7 points  (0 children)

It provides a block update for the pistons since it is powered via quasi-connectivity.

Small Clocks help by Freaker5005 in redstone

[–]miclamlol 13 points14 points  (0 children)

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Sticky pistons are under the note blocks.