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how can i link memory cells in a series?
i want to make it so that each time you give power to the circuit (button in the exemple) you activate the next cell.
i'm not so good at that and every attempt i've made has failed.
http://castledraft.com/editor/15E0TL
can you link them?
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Well i'm quite terrible at these electronics but here is my idea.
A form of counter, (i'm assuming you could wire it up based on the timer mechanics.) that clicks every time you press that button. The timer counter thing would click powering the memory circuit that powers the voltage circuit allowing the timer to power the next.
I'm not sure if this is possible with these mechanics, and im not skilled enough to even try. but thats my attempted solution that you likely already tried...
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I might take a crack at this Do you want the next light to turn on when you step on the button (change the power on->off or off->on), or when you turn the power on? Here's a really quick way that should turn on the next light every time you step on the button: http://castledraft.com/editor/dOwoLk (It might not work, and it probably won't work if you add more lights with the same pattern). Also, do you want each circuit to be the only thing affecting the next circuit? (so you don't have a wire from the power source to each circuit, like there is in my example)
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I might take a crack at this Do you want the next light to turn on when you step on the button (change the power on->off or off->on), or when you turn the power on? Here's a really quick way that should turn on the next light every time you step on the button: http://castledraft.com/editor/dOwoLk (It might not work, and it probably won't work if you add more lights with the same pattern). Also, do you want each circuit to be the only thing affecting the next circuit? (so you don't have a wire from the power source to each circuit, like there is in my example)
wow wow... look who is back
i was trying to use a clock as main power source, i was trying to make it so that after n* cycles a door/pit gets powered/unpowered permanently so maybe linking the cells that way will take an awful lot of space
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So this if n*cycles means steps in the game then all you need is a counter.
For example this door is always powered after 10steps. http://castledraft.com/editor/LJHdcA
But I guess you mean something different.
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So this if n*cycles means steps in the game then all you need is a counter.
For example this door is always powered after 10steps. http://castledraft.com/editor/LJHdcABut I guess you mean something different.
i need the door to close permanently after n* cycles, while the clock keeps going.
that's why a was thinking about linking a series of memory cells to the clock, so that you have to reach that door at least in n*-1 step, otherwise you'll be locked out while the rest of the house keeps bipping.
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That's what eppfel's example will do. If you want to still use the clock, you can just connect other traps to the clock normally. In this case, the trapdoor will switch after every 2 steps:
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That's what eppfel's example will do.
yes, you're right, i didn't noticed the inverted switch beyond the door
ty guys
Last edited by mala (2015-01-28 19:20:56)
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