Timeline for How can I randomise the output of a redstone circuit?
Current License: CC BY-SA 4.0
34 events
when toggle format | what | by | license | comment | |
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S Jan 29, 2021 at 2:15 | history | bounty ended | Robotnik♦ | ||
S Jan 29, 2021 at 2:15 | history | notice removed | Robotnik♦ | ||
Jan 21, 2021 at 22:52 | answer | added | Diriector_Doc | timeline score: 0 | |
S Jan 21, 2021 at 22:41 | history | bounty started | Robotnik♦ | ||
S Jan 21, 2021 at 22:41 | history | notice added | Robotnik♦ | Reward existing answer | |
Jan 19, 2021 at 0:30 | history | edited | Robotnik♦ | CC BY-SA 4.0 |
added 250 characters in body; edited title
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Oct 20, 2020 at 12:54 | answer | added | aphid | timeline score: 10 | |
Oct 24, 2011 at 7:26 | history | edited | DMA57361 | CC BY-SA 3.0 |
reuploading broken image (broken i.igmur → i.stack.igmur convesion)
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Oct 23, 2011 at 21:38 | answer | added | Finn G | timeline score: 5 | |
Mar 22, 2011 at 21:26 | comment | added | Cyclops | @Kevin Y, thanks, it was tricky to develop. We'll see what the OP thinks. :) | |
Mar 22, 2011 at 19:56 | comment | added | Kevin Yap | @Cyclops My solution is a big non-functioning mess at the moment. Clocks are very finicky. Your solution, however, is great (better than anything I could come up with, lol). | |
Mar 22, 2011 at 15:24 | comment | added | Cyclops | @Kevin Y, you seemed very enthusiastic about this question - so where's your solution? It's been over a week. :) | |
Mar 20, 2011 at 1:55 | answer | added | Cyclops | timeline score: 4 | |
Mar 17, 2011 at 21:31 | answer | added | MoonBun | timeline score: 13 | |
Mar 15, 2011 at 22:24 | answer | added | zzzzBov | timeline score: 1 | |
Mar 15, 2011 at 21:06 | comment | added | RedstoneDwarf | @zzzzBov Incredible summary! That just about explains it perfectly. Now design it for me? lol.. | |
Mar 15, 2011 at 17:14 | comment | added | zzzzBov |
Let me see if i understand this correctly: Inputs: buttons 1-5, randomize Output: valid, invalid. When the circuit is randomized, one of the buttons is piped to the valid channel, the other 4 are piped to the invalid channel. Is this correct?
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Mar 12, 2011 at 23:32 | comment | added | RedstoneDwarf | @Cyclops In this example the end outputs are the same, one is just linked randomly to a single button whilst the other is linked to the remaining 4. In the above example its fairly useless, however I will be connecting it to a much larger circuit. The incorrect signal(right) will reset the larger circuit. The correct one will allow you to continue, this could be to enable the next circuit/open a door/etc. The "aim" is to have 5 buttons and not be able to know which one is correct, essentially making it chance if you are correct or not. But it must be in this format for my plans. | |
Mar 12, 2011 at 22:09 | comment | added | Cyclops | If both final outputs produce a true (positive) signal, what makes them different? I'm a little confused on the desired output sequence. I note that in your diagram, if you only press one button (say the left) you only get one signal. What is the ultimate goal of the two signals? Toggling the flip-flop? | |
Mar 12, 2011 at 18:20 | comment | added | RedstoneDwarf | @Kevin Y I thought so and that's fine. A reliable redstone based circuit is preferable over a mechanical method as mentioned by Stuart. Even though its quite an imaginative solution. Feel free to PM me via minecraftforums(username is "ops"), I have a private server full of complicated redstone :). | |
Mar 12, 2011 at 17:57 | comment | added | Kevin Yap | @redstonedwarf Unfortunately, a clock would be the only way to produce a (pseudo-)random result. I'm working on a design right now. | |
Mar 12, 2011 at 16:43 | comment | added | Stu Pegg | I'm thinking of a pig/cow herd fenced into an area with pressure plates, but I can't get any further than that without getting distracted by all the other possible uses for such (music generator, trap gauntlet automation...). | |
Mar 12, 2011 at 12:02 | history | edited | RedstoneDwarf | CC BY-SA 2.5 |
added 73 characters in body
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Mar 12, 2011 at 11:58 | comment | added | RedstoneDwarf | @Vlad The physical position and type must stay the same for everything outside the grey box. You can expand the box to allow room for the circuit though. For the random part: I want wire going to the left button to change which button it goes to. Obviously this isn't physically possible, so I need a circuit to randomise which button is associated with a "correct" signal whilst all other can still produce an "incorrect" signal. Oh and the 6th input on the right is only for triggering the randomisation. | |
Mar 12, 2011 at 11:52 | comment | added | RedstoneDwarf | @Kevin Y Yes. But I still require the "incorrect" buttons to produce a signal at the end also. | |
Mar 12, 2011 at 11:50 | comment | added | RedstoneDwarf | @Raven Dreamer So far I can't think of any limits as far as method used. However if it is at all possible to do it without a clock then its preferable, so as to reduce server load/lag. | |
Mar 12, 2011 at 10:55 | comment | added | MoonBun | can you explain what is your inputs and outputs? I've only got that you have 6 inputs, and you want to "change" or "randomize" the buttons. Not sure what do you mean by change the button. | |
Mar 12, 2011 at 4:54 | comment | added | Kevin Yap | Also, is there any size or amount of redstone constants? (please say no, please say no) | |
Mar 12, 2011 at 4:49 | comment | added | Raven Dreamer | I'm guessing you want some sort of clock for the randomization part, hm? | |
Mar 12, 2011 at 4:48 | comment | added | Kevin Yap | Yay, a redstone challenge! So basically, you want something in the middle of the diagram that will make it so the correct button is always random? | |
S Mar 12, 2011 at 2:38 | history | suggested | Private Pansy | CC BY-SA 2.5 |
Retag, and added image
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Mar 12, 2011 at 2:34 | history | tweeted | twitter.com/#!/StackGaming/status/46398633075159040 | ||
Mar 12, 2011 at 1:15 | review | Suggested edits | |||
S Mar 12, 2011 at 2:38 | |||||
Mar 12, 2011 at 1:09 | history | asked | RedstoneDwarf | CC BY-SA 2.5 |