Showing posts with label demo. Show all posts
Showing posts with label demo. Show all posts

Thursday, October 13, 2011

Demo 2: The Idiot Trap

If you're wondering what you could use latches for, here's an example...
The set-up I'll show will do this: if someone goes into the left room and presses the S input button, the iron door closes and the redstone torch in the right room comes on. Someone pressing the R input will then shut the alert torch off and open the door again, releasing the person in the left room.

As with the previous demo, clay blocks are where full walls or floors would go, and white wool is mainly there so the redstone shows up nicely. In this demo, the blue wool represents where another wall would go, so I could show the boundary of the rooms without obscuring the wiring.

I labeled the images this time, so they should hopefully be fairly self-explanatory.
(No errors here, nope...)
A better view of some of the wiring.
There's a mistake here: The vertical "steps" that bring the R input line to ground level will cause a loop if you add in the blocks for the floor, rendering the input nonfunctional. The second step should be one to the right instead of one in front. I might fix the image eventually but not tonight.

And here's the back of the wiring that transfers the signal from the S input.
(If you're wondering why I went with the relatively complicated two-torches set-up here, the answer is that I was working on this way too late at night. It would work just as well with a set-up similar to the wiring from the R input, but with the second wool block one to the left instead of to the right.)
And this is just another alternative view of the wiring. The redstone torch placed along the middle of the inverse output line is placed pretty arbitrarily - it just needs to be somewhere along the line there in order to balance out the torch that's powering the iron door.

The title for this one is pretty much all in how you present it, of course...


For extra credit: add some pistons in the ceiling of the sucker room that are also connected to the inverse output, acting as floodgates and holding back flowing lava until someone presses the button.

Saturday, October 1, 2011

Demo 1: 2-Lever Door

Here's a demo of a use for an AND gate.
Clay blocks - excluding that one on the floor that I missed - are visible wall or floor blocks. White wool would not be visible in a finished set-up, but supports redstone wiring.

I was thinking vaguely of an adventure map when I set this up.
The two chambers on the left each have a one-way pressure plate triggered iron door as their entries and exits. As it is there's not much point to that, but if it were a real map you could set it up in a more interesting way. Each chamber contains one of the inputs for the AND gate.

When both input levers are switched on, the door to the right chamber opens. There's a path of redstone and torches leading to it to power the door - in order to power it properly in a way that's concealable, they have to end with a torch directly underneath the block that the door is on.

Here's an alternate view of the torch/wire trail to the door, in the off position.

And for good measure, an alternate angle of the two chambers with the levers, so you can see all the pressure plates.
All of the redstone in this set up is either between rooms or below floor level, so it's concealable.

(Updated this 10/03/11 to fix an error in the wiring leading to the door.)