Redstone/Power Challenge #1

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SReject

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Jul 29, 2019
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A few weeks ago I asked if users would be interested in doing redstone/power challenges, and the feed back was welcoming. So here is the first ever FTB redstone/power challenge.

Type: RedStone/Power
Difficulty: Intermediate
Deadline: 6PM GMT(+0hours), Saturday, Feb 23, 2013
Map: Can be found at bottom of post; the lamps in the containment area should have been inverted lamps, my apologies.



Pretext:
Our friend Kon Fuzed has spent the last few days farming 3 T5 Shards, and set himself up a bit of a farm. He has the containment area and control panel built. He's formulated a plan so he knows what he wants, but he just can't seem to get the redstone/wiring to work. He's come to you for help, and offers a diamond block in return for it.



Containment Area Setup:
Containment Area Front.png Containment Area side.png Containment Area Top.png
21 blocks long(Left to right),
11 blocks wide(front to back),
5 blocks high(bottom to top)
3 Inverted Lamps to act as our spawner proxies

Both the roof and floor are stone and centered from front to back and spaced 4 blocks apart hanging just below the roof are 'support pillars' for the spawners. Attached to the bottom of these pillars are the spawners. In the left side wall is an iron door.



Control panel Setup:
Control Panel.png
1 Red Caged Lamp
5 Green Caged Lampsabove each of the levers.
5 Levers:
  1. Door Closed/Opened
  2. Spawners On/Off
  3. Spawner 1 Enabled/Disabled
  4. Spawner 2 Enabled/Disabled
  5. Spawner 3 Enabled/Disabled
The levers are arranged horizontally and above each lever is a sign detailing what it does for each position. Above each lever's sign is a green caged lamp: when the lever is activated the lamp will come on if there are no errors(See 'Mission'; does not apply to the spawner enable/disable levers). To the left of these caged lamps is a red caged lamp to indicate any errors.



Mission:
Now that you have the layout, here's what ol' Kon Fuzed wants:
  1. Whenever the Spawner On/Off lever is in the "off" position, all 3 spawners should be deactived(receiving an "ON" redstone signal)
  2. Whenever the Spawner On/Off lever is in the "on" position, only enabled spawners(via the control panel) should be activated
  3. Whenever the Spawner On/Off lever is toggled to "on" while the door is opened, the error light should come on and no spawners should go active.
  4. Whenever the Door lever is toggled to "on" while the spawners are active, the error light should come on but the door should NOT open
  5. Whenever a specific spawner's lever is toggled to "Enabled" it should go active only if/when the Spawner on/off lever is on and there is NOT an error.
  6. Whenever an Error does occur, both the Door Open/Close light and the the Spawner On/Off lights are to turn off. The Spawner Enable/Disable lights are left to your discretion.
  7. Errors should resolve as soon as any/all preconditions are no longer met



Rules:
  1. All redstone/wire gadgets are allowed
  2. You may change the blocks that make up the containment area so long as its inner dimensions do not SHRINK in relation to the 'spawners'.
  3. You may change any part of the control panel to suit your needs. This includes being able to change levers to buttons, lamps to torches, etc.
  4. There is not a 'reaction' time limit between when a togglable-switch(lever, button, etc) is changed and when it completes its action so long as that time is reasonable
  5. You may submit as many times as you wish but only your latest submission will be judged.



Submitting:
As entries are submitted I will test them for validity as soon as I can, and if any problems/issues occur I will promptly tell you where you went wrong via a private message on this forum. I will not give details of how to fix it; just what is the reason the submission was invalid.
  1. Map*: Upload it somewhere and private message me(here on the forums) the link to it.
  2. Video**: Upload it somewhere and private message me the link.
  3. Images**: private message me your images or a link to where I may view your images
* I believe you can upload upto 1mb directly to the forums, as you would an image.
** I MUST be able to recreate your submission from what I see without having to make any assumptions; for this reason I RECOMMEND you use the default texture pack or Sphax(Its what I generally use). If I am unable to discern a section of your submission I will ask for more details about the general location, but not ask specifics(so I don't give anything away).



Judging:
After the deadline has passed I will check for validliness(?) and once confirmed I will release those submissions for users to rate as the best. Users will rate each submission 0-5 for each of the following. Those ratings will be totaled and the top of each catagory will be chosen:
  1. Originality
  2. Clearness - How easy it was to tell what each part of the solution is doing
  3. Size - Overall block size. This isn't literal block size compared to that of the other's, but a case-by-case basis for what each solution does.
  4. Preference - How well the user liked the submission compared to other's.



Questions Or Comments:
Post any questions or comments below unless you believe they might 'give away' something for the challenge. If your question is as such, private message me here on the forums
 

Attachments

  • Challenge #1.zip
    342.9 KB · Views: 94

MilConDoin

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Jul 29, 2019
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Question:
Is there any time constraint between flipping the lever and any action happening? Or just "react in a reasonable amount of time"?
Edit:
You didn't clearly define possibilites of resetting the ERROR state. Shall we assume, that the ERROR state can only be switched on, but never off? Shall we add a reset button for that (reset only if ERROR inducing state is no longer present)? Shall the ERROR switch off automatically, as soon as the precondition is no longer true?
Mission 4: "Spawners active" meaning master switch on, or master switch AND at least one individual switch on?
 

SReject

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Jul 29, 2019
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A reasonable time. I mean, I shouldn't be waiting around for 5minutes if all your contraption is supposed to be doing is turning a light on.

The error state should resolve as soon as any/all preconditions are no longer true.

As for the mission question the answer is either/or. Add your own flare to it as you see fit :)
 

SReject

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Jul 29, 2019
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As for the lighting. If an error occurs, the Door and Master switch lights should be turned off; The spawner-specific Enabled/Disabled lights are left up to you
 

SReject

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Jul 29, 2019
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@bh: private message it to me. That way you don't have people stealing ideas from your design :p
 

SReject

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Jul 29, 2019
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Bump to keep it on the front page. (Maybe mods could sticky until after deadline?)
 

Saice

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Jul 29, 2019
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Call me cynical but this seems a lot like a request for help with your personal build and less like an actual challenge.

But thats just my op. Have fun.
 

SReject

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Jul 29, 2019
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It's not; but I did get the idea from my current build. If you wish to see my what I have for my current build I can send you pictures. :)
 

Abdiel

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Jul 29, 2019
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I'll take a stab at it, but to be honest, this just seems like a bunch of arbitrary terms, not really a challenge.

I'd like to offer a second prize, to the person who fulfills the Mission using the least amount of logic gates. You are not allowed to use a computer (RP or CC). Every RP logic gate counts as a gate, and so do vanilla repeaters, redstone torches, and pistons. (And please no funny nonsense like water-, minecart-, or inventory-based logic! Although that could win a honorary award.)
 

SReject

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Jul 29, 2019
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@Abdiel, since this is the first, and a concern when I made the post asking if anyone would be interested was the difficulty. I figured I make it sort of advanced but very well do-able in an hour or so. Next round, I'll beef it up depending on how this turns out :)


(As for you 'pump it up' challenge, I'm down to 8 gates 7 now)
 

Abdiel

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Jul 29, 2019
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Alright, fair enough. Solution sent. Counting 9 gates if anyone is curious, without altering the interface. I could cut this down to 6 by switching on/off positions of the levers. (On when up, off when down.)
 

SReject

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Jul 29, 2019
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Also, you do not need to 'track' door position. So if the door is opened, and the spawners are switched on, the door is allowed to close durring the error 'state'. (Ended up over writing my challenge world when I went to test yours... back to the beginning with me)
 

Abdiel

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Jul 29, 2019
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Down to 4 gates with flipped levers :)

I'll see if I can save one or two if I don't need to keep the door open.
 

Abdiel

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Jul 29, 2019
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BTW, since when does vanilla redstone not transmit signals to redwire when connected directly?
 

SReject

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Jul 29, 2019
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BTW, since when does vanilla redstone not transmit signals to redwire when connected directly?
No clue. Now that I've had a taste of redwire I don't use redstone.

Edits:
Just tested. You can go from redwire to redstone, but not the reverse. Probably has something to do with the distances each is able to move the signal
 

Zjarek_S

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Jul 29, 2019
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You can go to redwire from redstone, it will work but signal strength will be too small to see it, however red alloy wire will power things correctly. Just remember that if you go through redstone that redpower will preserve normal signal strength loss, it also happens when you connect RP things to source, but initial strength is a lot higher. You also can't go redstone -> redwire -> redstone.
vALhfvH.png


Edit: additional testing, it will power redstone only if signal strength is at least 16, probably currently there is no easy way to power redstone with other strength: http://i.imgur.com/LTUtdmL.png
 

SReject

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Jul 29, 2019
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So my flop idea didn't actually work... back to seven gates... I wish there was a way to invert all signals in a bundle cable with a single gate