Drop your gate suggestions here!
amadornes opened this issue · 16 comments
What you need to do is post a comment with the following data:
- Name of the gate A... name for the gate?
- How it works A brief but concise explaination of what the gate does, how it operates, etc... (Also remember to specify if the gate is analogue or digital)
- I/O Inputs and outputs this gate has
- Design (Optional) If you can get us a design and we like the idea, we'll try to follow it
Thanks for your suggestions!
Name: Note Gate
How it works: Triggers a note according to signal strength.
I/O: Back sets note. Other sides trigger note.
Crafted with a noteblock. Instrument is set in a GUI slot. (put dirt/cobble/wood/etc in it)
Vanilla-in-a-gate
Acts like putting 2 slabs or 2 glowstone in a staircase pattern
1 input, 1 output
Straight line with a step
As I just told you on IRC, that gate makes no sense because it needs to use torches in some way and torches add delay to the signal. Also, having just one piece of wire doesn't make sense.
Various advanced bundled and analog IO controls:
- Name of the gate Three-way Toggle
- How it works Very similar to a lever (which is a binary toggle) this is a binary-output latching switch that is toggled with right-click. However, unlike an ordinary lever, this actually makes use of bundled redstone - it outputs to two colored wires at once. In the "Neutral" position, it outputs no signal. However, it can be flipped either up or down - up activates one color, down activates the other color. Right-clicking toggles up/off; shift-right-clicking toggles down/off. (Shift-clicking on a lever in the up state toggles it to the down state, and vice-versa for right-clicking on a lever in the down state)
- I/O Inputs and outputs this gate has No inputs besides Steve's hands. Has three internal states (1, 0, -1) and outputs to two colors of a bundled cable with (10, 00, 01). Should be able to output to a bundled cable from the bottom of the gate as well, much like an ordinary lever, so it can be placed on a hollow cover with a framed bundled cable running behind it, thus allowing it to be placed on walls without any unaesthetic visible rainbow wires.
Exactly which two colors are addressed by each position is configurable through shift-clicking with a screwdriver.
- Design (Optional) Similar to this real example: http://ocw.mit.edu/ans7870/SP/SP.764/imagegallery/lab3/images/1.jpg
The ability to label the up and down positions by putting sign-like text on the top and bottom of the gate would be nice, but probably difficult to code.
- Name of Gate Multiposition Knob
- How it Works Identical to the above, except capable of addressing up to 16 colors plus "off". Right-clicking increases the state number, shift-right-clicking decreases it. The number of states is configurable via the screwdriver. Similar to the Counter's pointer, the angle at which the knob displays depends on its state. (It also depends on number of states - a knob with just two positions will have its positions 180 degrees apart, a three-position knob will go through increments of 120 degrees, etc.) A 2-color multiposition knob is functionally indistinguishable from the three-way toggle, but looks different; a 1-color knob is indistinguishable from a lever with a custom model.
- IO inputs/outputs Outputs to a bundled cable; controlled by player clicks. Activates only 1 color at a time. Basically a more general case of the three-state toggle above.
- Design
Something like this: http://www.dialmfg.com/HighDefPictures/7115-20-21%20-%202011.jpg
Each state position should be labeled somehow - probably just with a number.
- Name of Gate Keypad (may actually be several different kinds of keypads)
- How it Works Contains 2, 3, 4, 6, 8, 9, 12, or 16 buttons arranged in neat columns and grids. When pressed by right-clicking a button, each button causes the keypad to emit either a specific strength of analog signal, or power a specific color in a bundled cable, depending on whether it's an analog or digital keypad. This is configured by opening a GUI with the screwdriver.
Comes in two flavors: Latched (where each button acts like a lever, emitting a constant signal until pressed again or reset) and Momentary (where each button acts like a button, emitting a short pulse when pressed). For latched keypads, the buttons will light to show they are active, and will be deactivated when right-clicked again. On analog keypads, all the active analog signals will add to produce the output; on digital keypads, the relevant colors will be activated at the same time. Shift-right-clicking with an empty hand will reset all buttons to the "off" state at once. (This is to make reading combinations easier; you can set up your circuitry to use whatever input combination it was getting immediately before the signal dropped to zero with a handful of latches and a bundled OR gate)
To help distinguish the buttons and make it easier to remember them, each button on a keypad may be colored with dye (unrelated to whatever bundled color it activates) and/or labeled. On a 2-button keypad, there may be enough space to write long labels; on full 12 or 16-button keypads, there's only room for a single character per button.
Name of the gate: BUD Gate (Block/tile update detector)
How it works: On block/tile update, output a redstone pulse (1 tick) on the front, left and right.
I/O: Digital. Front, left and right connections (back isn't needed as it has to be a block)
Taken from issue #92
Name of the gate: ?
How it works: Upon redstone pulse, emit n pulses with m ticks in between the pulses
M and n: Customisable trough GUI
I/O: Input: Back, Output: Front Left Right (Sides can be disabled)
Extra: I believe this can be achieved in a couple of gates, but would like to see it compacted into one gate.
Name of gate: Trigger(ator???)
How it works: Allows you to trigger events on supported blocks
I/O: Back, Left, and Right are bundled cable inputs, used as an argument
for the trigger. Front is a triggerable block.
On Wed, Jan 14, 2015, 2:16 PM Mathieu Coussens [email protected]
wrote:
Name of the gate: ?
** How it works:: Upon redstone pulse, emit n pulses with m ticks in between the pulses M
and n: Customisable trough GUI * I/O:* Input: Back, Output: Front Left
Right (Sides can be disabled)—
Reply to this email directly or view it on GitHub
#265 (comment).
- Name of the gate : Inverted Null Cell
- How it works : Similar functionality of the Null Cell, however it always output a redstone signal from the back and the front(outputs) , left and right (inputs) are always off, if you power the right side with Bluestone/Infused teslatite signal, back will be turn off, if you power left side with Bluestone/Infused teslatite front will be turn off (I suggest a Infused teslatite version and a Bluestone version of this gate, like in the regular Null Cell).
- I/O : Back and front are outputs, left and right inputs.
Crop growing statement, wooden/iron door/trapdoor when change from open to close, chest when open, when you break a block, when you place a block( in FMP you place a microblock in the same block as other microblock and it'll also be detected), when you plant a seed, when a tree grow.
I think those events are ok, maybe not all those if you want, but @ds84182 probably agree with me.
@ds84182 what kind of blocks and events do you have in mind?
Say if you have a record in a jukebox but it isn't playing. It would enable
you to trigger music playback again (there also could be triggers for
stopping the music). Another example would be triggering, let's say, a
wrapper to Computronic's tape drive. The trigger would change the playback
of a tape without needing a computer nearby. Really its just for mods to
implement a alternative, simpler interface for controlling a block.
On Wed, Jan 14, 2015, 7:14 PM CubeWrench202 [email protected]
wrote:
Crop growing statement, wooden/iron door/trapdoor when change from open to
close, chest when open, when you break a block, when you place a block( in
FMP you place a microblock in the same block as other microblock and it'll
also be detected), when you plant a seed, when a tree grow.
I think those events are ok, maybe not all those if you want, but @ds84182
https://github.com/ds84182 probably agree with me.—
Reply to this email directly or view it on GitHub
#265 (comment).
Name: ?
Function: emits a single of a set strength, 0-15, when receiving a signal. Can be set manually, like a repeater, or with a signal from the side of the desired output strength.
I/0: front->output, back->power, side-> strength setting.
@ds84182 It sounds like that is outside the scope of what a logic gate is and is closer to being a turtle or something. This isn't a magic mod.
Name of the gate: Variable Red\Bluestone Emitter\Torch
How it works: Depending on its default state it outputs a signal strength between 0 and 15. Default state can be set with the screwdriver along with plus and minus I/O ports on the sides. By default the circuit acts like a redstone torch outputting level 15 strength and is powered off by a signal from the back.
I/O: Output at front. On\Off input from back. Add and subtract level on sides. (Optional; Must use screwdriver.)
Design: