Redstone Circuitry Help With Redpower

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lbap

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Jul 29, 2019
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I'm not good at Redstone, but I think this is a very easy thing to pull off, I just don't know how to do it. What I what to do is the following:

Input -> check -> output with wireless transmitter-> check (does the initial side/first check still receiving a a signal ?)
... -> yes -> output
...-> no -> stops loop

I'm not sure if I'm supposed to use gates, a counter, or what.
 
Last edited:

namiasdf

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Jul 29, 2019
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I think what you want is a gate which pushes a block in between a comparator and some redstone wiring.

If the block is pushed in between, a redstone signal will go from the comparator to the wiring, if not the wiring will be deactivated. The gate will determine the yes/no. If it is a switch, use a T-flipflop, if it is a detector, a comparator will do (if it detects what you're looking for).
 

Someone Else 37

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Feb 10, 2013
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I'd be of more help if I had any clue as to what you were trying to do... but for producing a pulse of a specified length, a State Cell is the block for the job. If I remember correctly, the left side when you first place it down (the side that the pointer points to when it's not moving) will emit a pulse of the length specified in the cell's GUI whenever it receives a signal from the back or right. The front side (where the pointer reaches before being reset) will emit a very short pulse when the left side turns off, which is useful for delaying pulses.

If you wanted to, say, make a circuit that emits a 1-second pulse every 10 seconds, you could place down a timer, set it to 10 seconds, then place down a state cell next to it so that the pointer faces away from the timer, and set the cell to a 1-second delay.

Also, wireless receivers can only receive a wireless redstone signal. You'll need a wireless transmitter on your lever and another (on a different channel) in output of your circuitry.

What are you trying to use this setup for? Your flowchart makes me think that you want to remotely trigger a circuit that then remotely pulses an Ignitor, but I have no idea what your "check" things are supposed to do. If they act like AND gates or OR gates, you can use those. Are you trying to set fire to mobs in a room, then remove the fire before the drops get burned? Are you trying to automatically ignite then extinguish a Nether portal, for some reason? If we know what you're trying to do whatever you're trying to do and why you're trying to do it, we might be able to point out an entirely different and much simpler method of doing the same thing.

Which pack are you using? Are you actually using RedPower in MC 1.4.7 or earlier (i.e. FTB Ultimate, perhaps), or ProjectRed in more recent versions? If you're using ProjectRed, the gates will all show which of their sides are inputs or outputs when placed down, which should help. It won't tell you exactly what the different sides do, but it's better than nothing.
 

midi_sec

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Jul 29, 2019
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I'm not good at Redstone, but I think this is a very easy thing to pull off, I just don't know how to do it. What I what to do is the following:

Input -> check -> output with wireless transmitter-> check (does the initial side/first check still receiving a a signal ?)
... -> yes -> output
...-> no -> stops loop

I'm not sure if I'm supposed to use gates, a counter, or what.

it depends on what exactly you're doing.

Unless I'm misunderstanding how you're trying to implement, a simple AND gate should give you the function you're wanting, unless you want your output signal to be anything but constant.
 

lbap

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Jul 29, 2019
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I'm using the Mindcrack Pack.

I'm trying to have a have an ignitier on for a small amount of time to set chickens on fire (just enough to kill them without burning the drops), which are then picked up by a relay on which they are standing on. I want wired so that it can be easily turned off or on. Once the lever is outputting a signal, I want it to turn on a loop, where the igniter is briefly turned on every x seconds (turns off right before they die or so). If the lever is off, I want the loop to end, without the use of noisy pistons.
 

Cptqrk

Popular Member
Aug 24, 2013
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I'm using the Mindcrack Pack.

I'm trying to have a have an ignitier on for a small amount of time to set chickens on fire (just enough to kill them without burning the drops), which are then picked up by a relay on which they are standing on. I want wired so that it can be easily turned off or on. Once the lever is outputting a signal, I want it to turn on a loop, where the igniter is briefly turned on every x seconds (turns off right before they die or so). If the lever is off, I want the loop to end, without the use of noisy pistons.

Can't this be done with just plain lava? Put some hoppers beneath the killing floor, the hoppers will pick up the drops before they burn, that's the way the hoppers are coded.

It's cool if you want to do it another way, but if it's giving you this much grief..

Here is an example:


This farm will either cook or drown your chickens (raw chicken for villager trading) and get you all the drops. This is vanilla. (granted it's 1.7 vanilla, but the concept is still valid for 1.6)
 

Someone Else 37

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Feb 10, 2013
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I'm using the Mindcrack Pack.

I'm trying to have a have an ignitier on for a small amount of time to set chickens on fire (just enough to kill them without burning the drops), which are then picked up by a relay on which they are standing on. I want wired so that it can be easily turned off or on. Once the lever is outputting a signal, I want it to turn on a loop, where the igniter is briefly turned on every x seconds (turns off right before they die or so). If the lever is off, I want the loop to end, without the use of noisy pistons.
Where are you getting the chickens from? If you're throwing them in there manually, you could probably do quite well with a button connected to your pistons. If you're automatically dropping chickens (from eggs in Dispensers or Deployers, say), you'll probably have better luck with a state cell triggered by whatever triggers the dropping of the chickens.

Say you want to have a chest that, when you put eggs into it, will throw the eggs into a small hole, then set any chickens that spawn there on fire, then extinguish the fire and collect the drops.

If eggs are the only thing that will ever go into the chest, the simplest thing to do would be to replace the chest with a Relay, which will automatically eject anything in it into any Pneumatic Tubes on the side with the small hole. If you want to be able to place anything else in there and not have the items get sucked out and/or have more than nine slots of storage (in case the system gets backlogged), you'd be better off with a regular chest (or an iron chest, Factorization barrel, GregTech quantum chest, etc.) with a Filter attached (make sure the side with the large hole faces the chest, and the opposite side (with the small hole) faces the tubes) and a Timer on some short delay (I forget the optimal setting, you'll have to play around with it) attached to one of the other sides of the Filter. Put some eggs in the Filter's inventory- if you put one in, it'll pull only one egg from the chest at a time; if you give it a stack, it'll pull a stack at once.

Then, run a line of Pneumatic Tubes from the output of the Relay or Filter to the input of an Item Detector. I don't remember which side is the input and which is the output, so if it doesn't work, use a Screwdriver (or Sonic Screwdriver) to flip it around. There should be an option in the Item Detector's GUI to emit a pulse for every item that passes through. You'll need to click the button in the block's interface once or twice to get to it, but I don't remember how many times exactly or what the image shown in the proper setting looks like. Place a bit of redstone on the ground next to it and run a stack of items through; the setting that makes it flicker a whole bunch for a while is the one you want.

Then, on the output of this Item Detector, place a Deployer. When you run some eggs through the Detector, it will emit a redstone pulse for each of those items. This should, in turn, trigger the Deployer once for each egg, which will then throw them. If it doesn't work, you might need to use some redstone or red alloy wire to connect one of the sides of the Item Detector that doesn't have a tube attached to the Deployer- I don't remember if the Detectors emit redstone from the faces that connect to tubes or not.

Now, you should have a contraption that takes eggs and automatically throws them to occasionally produce chickens. You'll probably want the Deployer to throw the eggs into a 1x1x1 space, with one wall or ceiling being the Deployer itself, another being an Ignitor, and the floor being a Transposer. Make sure that the large hole of the Transposer faces upward, as this is the only way that it will collect dropped items. Below it, connect some more Pneumatic Tubes that lead to wherever you want to store the drops.

As for the Ignitor... I think the most effective way to wire it to the rest of your system would be to place a State Cell set to a 1-second or so delay such that the Item Detector connects to one of its inputs, and its second output (the one that faces away from you when you place it) connects to another State Cell, whose first output (which faces left, initially) then is wired to your Ignitor. Each item that passes through the Detector will restart the pointer on the first State Cell, which won't do anything of importance until a second after it stops being reset. By this time, all the eggs that triggered the Detector have already been deployed. When the first state cell's timer runs out, it will briefly pulse the second cell, which will then send a longer pulse to the Ignitor, which will burn the chickens and (if you've set it correctly) turn itself off before it burns the drops. You'll need to tweak the delays on the State cells so that everything works reliably, so that the Ignitor doesn't turn on while the Deployer is still throwing eggs, and it turns off just before before the chickens burn to death.

In short: Eggs in pneumatic tubes pass through an Item Detector and into a Deployer. The Detector, for each egg, triggers the Deployer and resets a State Cell. The Deployer chucks the eggs into a small hole; once all the eggs have been deployed, the Detector stops resetting the State Cell, which then triggers another State Cell, which in turn triggers an Ignitor for a second or two, which burns the chickens, which then die and drop their feathers and cooked meat into a Transposer, which sends them into your storage system.

Can't this be done with just plain lava? Put some hoppers beneath the killing floor, the hoppers will pick up the drops before they burn, that's the way the hoppers are coded.

It's cool if you want to do it another way, but if it's giving you this much grief..

Here is an example:


This farm will either cook or drown your chickens (raw chicken for villager trading) and get you all the drops. This is vanilla. (granted it's 1.7 vanilla, but the concept is still valid for 1.6)
He said he's on Mindcrack, which, if I remember correctly, is in MC 1.4.7. No hoppers there.
 

Cptqrk

Popular Member
Aug 24, 2013
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Yikes! My bad... Sorry, it's my bad for not seeing that!