Redstone in V6  (Read 2130 times)

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Darkwings

Redstone in V6
« on: 7 Oct 2013, 18:19:00 »
I'm planning some builds and I'd like to know how redstone will work in the new server.

There were delayed pistons before, due to the duplication glitch, and that came after a long time where we had no pistons at all. I wasn't active near the end on V5 so I also don't know the specific quirks and fixes that were implemented here.

So, will something like that be there in V6 too?

These are the main features I'm interested in:

-Pulsating redstone signals (not timers): is there going to be a delay bewtween ticks?

-Pistons: is there going to be a delayed activation?

-Is short-circuit burnout going to be a thing?

I need to know these things in order to figure out how to make the contraptions I'm working on, thanks in advance :P
« Last Edit: 7 Oct 2013, 21:21:35 by Darkwings »

FlammableCow800

Re: Redstone in V6
« Reply #1 on: 7 Oct 2013, 22:49:38 »
I know for a fact the pistons will still be delayed ive asked foob before:/

Darkwings

Re: Redstone in V6
« Reply #2 on: 8 Oct 2013, 02:41:12 »
I know for a fact the pistons will still be delayed ive asked foob before:/

I was kinda taking that for granted, but that alone isn't really a problem.
As long as the delay isn't on the redstone itself but just on the piston activation I'm going to be fine.

ItsLawrence

Re: Redstone in V6
« Reply #3 on: 8 Oct 2013, 17:18:20 »
We never purposefully delayed redstone signals themselves nor are we planning to. On the release of V6 we are likely to continue to have a delay on pistons triggering as there are still some known bugs caused by them rapidly pulsing. Hopefully that answers your questions regarding that.

We also don't plan to make any changes to the vanilla redstone other than the piston delay (as long as they aren't passing into unloaded chunks, which may not work as normal.) so anything which works for you locally should work on Noobstown (excluding things involving pistons).

Could you possibly explain what you mean by short-circuit burning out too if you still need that answering?

Olah0001

Re: Redstone in V6
« Reply #4 on: 8 Oct 2013, 23:09:00 »
I cant use redstone...

Darkwings

Re: Redstone in V6
« Reply #5 on: 9 Oct 2013, 03:29:11 »
Thanks for the answer, now I know I won't have to redo everything from scratch.

You already answered by saying that there are no delays in signals, anyway by short-circuit burnout I mean a [NOT] gate that feeds from itself:



The result is a fast pulse that ends up deactivating ("burning") the circuit until a section of the circuit is updated.
It's been used as a base for the most basic type of timers for a long time since it can be delayed with a repeater to obtain a constant clock signal.

Of course I'm not planning to build unmanned clocks or that particular design, it's just a measure of how fast the signal can be updated.

Darkwings

Re: Redstone in V6
« Reply #6 on: 13 Jan 2014, 08:18:21 »
Since this is relevant for the topic I'll continue here instead of opening a new one :P

I had quite a bit of time to optimize a certain build and I'd like to know how exactly the piston delay will work.
This will cut off a lot of trial and error (that I've already done locally) to adjust the timing and avoid a lot of manual work for the people using it.


What I'd like to know:

-Is the delay set on the extension of the piston or on its retraction?
-How long is the delay?

Jackmwoodall14

Re: Redstone in V6
« Reply #7 on: 13 Jan 2014, 16:08:41 »
Since this is relevant for the topic I'll continue here instead of opening a new one :P

I had quite a bit of time to optimize a certain build and I'd like to know how exactly the piston delay will work.
This will cut off a lot of trial and error (that I've already done locally) to adjust the timing and avoid a lot of manual work for the people using it.


What I'd like to know:

-Is the delay set on the extension of the piston or on its retraction?
-How long is the delay?


When the piston has turned on/off (retraction) the piston delay will start. The piston delay is 7 seconds. (This is what it was in V5, Unsure if they have made any changes to it for V6)

Batuus

Re: Redstone in V6
« Reply #8 on: 13 Jan 2014, 16:33:37 »
I hope the timer would be reduced a bit, for some redstone contraptions to work good, maybe 1/3 seconds?
This was to stop duplications, because of pistons firing fast, but that was alot faster then 1 second. I think a 1/3 second delay would allow different handy contraptions, yet prevent duplication.

Foob

Re: Redstone in V6
« Reply #9 on: 13 Jan 2014, 16:38:43 »
We discussed ways to potential only limit the piston of the player which is causing them to fire too fast, which wouldn't effect everyone with the delay. This may not be live on release but something we'll be actively looking into over the course of the version. Ideally we'd like the best experience possible, but due to dupes via the pistons; we would much prefer a fair and stable economy.

Darkwings

Re: Redstone in V6
« Reply #10 on: 14 Jan 2014, 05:46:50 »
Ok, if the delay is only after the retraction I shouldn't have any problem.

To avoid dupes 7 seconds seems a bit long anyway. The dupe glitch used fast pulses and even just a "normal" clock can't achieve that.

Basically what I'm going to do is a community service divided in "input" and "output" using a piston for each side:
It will detect a player, retract a piston to make way ahead, have the player wait a few seconds to be sure nothing is stuck (I can calibrate this so that it's the same as the piston delay); then extend the piston again to avoid clogging up the contraption.

The second piston will simply extend and retract once and manages the "output" so there shouldn't be any problem.