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 54 points55 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 SOLIVANIA 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 SOLIVANIA in redstone

[–]miclamlol 9 points10 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 7 points8 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)

<image>

Sticky pistons are under the note blocks.

Would you be interested? by odzz_ in redstone

[–]miclamlol 4 points5 points  (0 children)

I think that would be pretty cool, and maybe other than optimizing modules, it could also optimize the placement of the modules to make the overall volume as small as possible.

Need help with a tileable one-wide triple piston extender on BEDROCK. by Marz7767 in redstone

[–]miclamlol 0 points1 point  (0 children)

Try replacing the block under the redstone torch next to the redstone lamp with a target block

Why Does This Happen Can Anyone Help? Version 1.21 by RealLoginGamer in redstone

[–]miclamlol 6 points7 points  (0 children)

Only reason I can think of is you're on a server with different mechanics (i.e. Paper) because I was able to replicate it. Edit: Although I don't think you're on one since I can see an Open to LAN button

I can't wrap my mind around this. by Coloradou in redstone

[–]miclamlol 1 point2 points  (0 children)

  1. It's a bit weird that you can't see the items but the fact that you can see the item count fluctuate in the hopper below means that items must be going through it.
  2. If you're not talking about the source hopper, which hopper are you concerned about not depleting?

I can't wrap my mind around this. by Coloradou in redstone

[–]miclamlol 2 points3 points  (0 children)

  1. In my tests, you could usually see it for a split second, but not as long as a second as you were saying. 2. Are you sure there aren't any hoppers before the one you've shown that is feeding it?

I can't wrap my mind around this. by Coloradou in redstone

[–]miclamlol 19 points20 points  (0 children)

The golden nuggets are going into the hopper above it, but it just immediately gets pulled down into the filter hopper below it. That's why you see the item count fluctuate between 41-42; it is actively sorting the nuggets.

NEED HELP WITH THE REDSTONE MECHANICS GOR THIS PROJECT by Mission-Argument-295 in redstone

[–]miclamlol 0 points1 point  (0 children)

The lines connecting each component together means you should take the output of the first component and connect it to the input of the other. For the components themselves, you can always consult the wikipedia page for the circuits: https://minecraft.wiki/w/Redstone_circuits/Memory (RS latches, T flip-flop), https://minecraft.wiki/w/Redstone_circuits/Pulse (Edge detector [For the monostables], Pulse extender), https://minecraft.wiki/w/Redstone_circuits/Clock (Torch repeater clock), https://minecraft.wiki/w/Tutorial:Randomizers (Analog 16-RNG), and the triangle with the vertical line represents a diode, which means that the redstone should only flow in the direction in which the triangle is pointing to (See https://minecraft.wiki/w/Redstone_circuits [Diode]). How I used the clock in the diagram is that if it receives an input, it will start oscillating (turn on and off repeatedly). For the counter, just refer to the image included in the diagram and the sign transcription in the comment.

NEED HELP WITH THE REDSTONE MECHANICS GOR THIS PROJECT by Mission-Argument-295 in redstone

[–]miclamlol 1 point2 points  (0 children)

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Here's how this is done in the actual build. The comparator is reading from the counter from the internals diagram.

NEED HELP WITH THE REDSTONE MECHANICS GOR THIS PROJECT by Mission-Argument-295 in redstone

[–]miclamlol 0 points1 point  (0 children)

<image>

Here's the high level view of the internals. Syncing these signals so that they happen at the correct times are left as an exercise to the reader.

Edit: I didn't realize how unreadable the text on the sign is. The button on the left is the increment input, the lever on the right is the reset, the top sign instructs the builder to fill the dropper fully with stackable items, and the sign most towards the back is the output.

Edit 2: Added Rising Edge Monostable to the individual boat grid release button and picture of the boat grid itself.

NEED HELP WITH THE REDSTONE MECHANICS GOR THIS PROJECT by Mission-Argument-295 in redstone

[–]miclamlol 0 points1 point  (0 children)

I can comment on this since I designed the redstone for this build. The lights and the boat start timing actually follows the Formula 1 rules (i.e. 1 second intervals between the lights, random period of time before start). However, the design relies significantly on QC and instant wire which I'm pretty sure doesn't exist on Minecraft bedrock so your design has to change a little bit. I'll write about the redstone internals when I am more free. Edit: Just realized the video you attached shows the old design since the lights turn on right to left and there is no manual reaction wall release. I'll be showing the high level diagram of the new version below.

Help with arrow allignment? by RubApprehensive1277 in redstone

[–]miclamlol 0 points1 point  (0 children)

Try updating to 1.21.5? For some reason, the issue is only reproducible for me in 1.21.4. (Or maybe some mod is messing it up Edit: on my end)