Baezon's Redstone Simulator
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.settings
bin
media
src/com/carneiro/mcredsim
.classpath
.project
MCRedstoneSim 2.3.jar
MCRedstoneSim.jar
MCRedstoneSim13.zip
MCRedstoneSim14.zip
MCRedstoneSim16.zip
MCRedstoneSim17.zip
MCRedstoneSim18.zip
MCRedstoneSim182.zip
MCRedstoneSim20.zip
MCRedstoneSim21.zip
MCRedstoneSim22.zip
README.txt
README2.txt
TODO.txt
changelog.txt
jlfgr-1_0.jar

README.txt

Redstone Simulator v2.2

This program simulates the behavior of redstone
in Minecraft.

----- Controls -----

Left click to erase tiles or activate switches.
Right click to place the active material on the map.
Middle click on torches or switches to change the
wall they are attached to.
Use the scroll wheel to select a material from the
palette.

----- Menus -----


-- File --

New: reset field to empty 30x20x7 map.

Save/Open: save and load .rdat files to keep designs
between runs of the program. You can also open
.schematic files (exported by MCEdit) and .dat chunk
files from the game.

Export as GIF: creates a GIF file containing the
entire design, animated to show the layers (bottom to
top). Each frame stays for 2 seconds.

Exit: Take a wild guess.

-- Edit --

Clone: copy parts of a map. Click once to set one
corner, again to set the diagonally opposite corner
(use the layer buttons to make a tall selection box),
and once more to set the bottom corner of the paste
region. Press Escape to stop cloning before finished.
WARNING: separate torches from their blocks, chop
doors in half, etc. at your own risk.

Tick - step forward in time by one "tick" - that is,
the time for a torch to turn on or off from its
previous state.
Play - tick continually (at 10 ticks per second)
Pause - stop simulation

Options...: Opens the Options dialog. (See below.)

Look and Feel: Choose another interface style from
the menu if you prefer.

-- View --

Level up/down: Press these buttons (or up and down
arrow keys, or W and S) to go through horizontal
slices. Level 1 is ground level.

-- Adjust Size --

Adjust Size: Click this button to open a separate panel.

These 12 buttons move each face of the cuboid region
in or out, creating more or less space to work in.
The circled dot is an arrow pointing at you, and the
circled plus is an arrow pointing away from you.
If you shrink the area where you have placed
components, the program will warn you, unless you hold
Shift while doing so.

The two menus do the same thing, but are accessible
directly through the menu, or through the numpad key
combinations.

----- Options -----
There are several options in this dialog for
fine-tuning the interface. In order:

Cyclic (in X and Z only) - torches, wires, power, and
everything else "bleeds" over the edges and wraps
around. You can even connect a torch to a block on the
other side of the field!

"Natural" wire connections - A modification of
Minecraft's wire connection algorithm, intended to
help visualize the connections without extraneous
connections. Wires only point in a direction if they
are receiving power from or are powering the tile. To
avoid confusion, unconnected wires form "squares"
instead of crosses and singly-connected wires don't
extend all the way across the tile. That way,
screenshots in this mode should be distinctive enough
that the different pointing direction doesn't confuse
anyone who may be expecting something else.

Ground switches power blocks below - In Minecraft,
there are two kinds of ground switches -- E/W, and N/S.
One of them powers the block below them, and the other
doesn't. This option toggles the behavior of ground
switches to behave in on mode or the other.

Show only one layer / Show three layers - deselect both
checkboxes for 2 layer mode. In 1 layer mode, no 2-layer
palette options are available, and only 1 layer is
visible. In 2 layer mode, bridges and wire-block-blocks
are not visible. In 3 layer mode, all available tiles
are visible.

Show bridges - Enable this option to have a wire on a
gray background mean "wire over block over wire" or
disable it to show "wire over block over air" instead.
They cannot both be viewed simultaneously, as that would
cause ambiguity.

Block type - This will be used when exporting to
.schematic files. Choose which block you would like the
"generic block" to actually become. (Grass/Dirt grows
grass everywhere it can, and uses dirt everywhere else.)

----- Main view -----

This is where you make your design. Use the controls
described earlier to draw.

Note that you actually view 2 layers at once: the
level stated in the toolbar, and the one above that.
this is so that you can see most 2D designs. See
Palette.


----- Palette -----

Click on the buttons to select the active material,
or use the mouse wheel. From left to right, the
materials are:

Air: air over air
Block: air over block
Wire: air over wire (note that this will also place
                     a block below, if necessary)
Torch: air over torch (middle click to change orientation)
Switch: air over switch
Button: air over button (button lasts 10 ticks)
Wire over Block
Torch over Block
Switch over Block
Bridge: wire over block over wire (this is the only palette
  option that will change anything 2 levels above, but is
  provided for convenience in viewing and editing)
Block over Wire
Block over Torch
Block over Switch
Door: 2-high (unlike Minecraft, this door actually makes
  the right sounds for open and close, rather than random)
Shadow: special block (see below)

Note that not all combinations of two materials
stacked are represented here. In these cases (like torch 
over torch, switch over plate) only the bottom object
will be visible (although you can always use the level
up button to get a complete picture).

The shadow block appears the same color as the grid, but
is functionally equivalent to air. It is good for drawing
the bounds of an irregularly shaped circuit. When exported
as GIF, it appears transparent.

----- Status Bar -----

Layer number: This shows what layer you are on. The
numbering starts at 1 at the lowest level and goes up from
there. If it is blue, you are above or at ground level.
If you are underground (by using the "Back (ground)
face down" menu item or button), it will be brown.

Size: Number of blocks long, wide, and high. Order is
X,Z,Y (for backwards compatibility).

Location: Only visible if the cursor is over the field.
Shows the X.Y.Z position of the mouse (with 0-based
indices).

Redstone counts (right):
Keep track of your materials budget. The red cross is the
number of redstone wires placed, the torch is the number of
torches, and the ore is torches + wires = the total amount
necessary to mine.

-----

This is still very much a work in progress; please PM
or post to Baezon on the Minecraft Forum:

http://www.minecraftforum.net/

to report any behavior which does not match Minecraft
redstone, or any bugs, feature requests, or interface
ideas that might help me improve this work.