Jopilatje
Headless Horseman
I noticed that there aren't many threads about the new wiring mechanics of 1.3.1 yet, so I decided to start one and post some of my findings so far.
First of all, I figured out how to make an elevator using the new conveyor belts. In the picture below you can see the basic wiring of the structure, in which a 1 second timer triggers the actuators on some parts of the belts, which are all hammered diagonally. The belts all roll upward, so a combination of clockwise and counter-clockwise is required. Make sure the wire does not connect with any belts that are not actuated, otherwise they will change directions. The second picture shows the right structure elevating some items.
The structure on the right is a little wider so that players can also fit through. This is not a fast way of climbing, but it's fully automatic so why not, right?
I also included a picture of my statue farm. The elevator works largely the same, and I attatched some statues to a bird engine (Yri has a good video on this). I found that spiky balls shooting horizontally is a very effective way of dealing with mobs from statues, if you have access to the Lihzahrd Temple I highly reccommend using spiky ball traps.
Something else I tried figuring out was a randomizer, to use for random teleporter destinations and other happenings. This method is likely not the most efficient way to build it, but It kind of works right now. For the time being I have connected the output wires to a couple of announcement boards to check the output.
The upper lever is used to activate the faulty lamps to randomize the output of the blue express gates (the red and yellow wire connect to a timer and bird engine for constant results). For fair chances I gave both gates two other lamps; one on and one off. This will give the gates a 50% chance of activating and switching the lamps on top of the NOR express gates (two red bulbs). The starting configuration of those lamps is important, to make sure there will always be exactly one gate of which the upper two lights are turned off.
Now when the lower switch is flicked (third image), the bottom row of lamps on the NOR gates will turn off, and one of them will turn on the lamp directly below. Because the light below that turned off at the same moment this lamp turned on, the AND express gate (four green bulbs) will emit some smoke, but also give off one single signal. Being connected to an announcement board (in this case, output A), a red notice will be shown in the lower left corner of the screen, showing the text on the announcement board.
(the green wire attatched to a switch was meant for some torches, but I replaced those with the boards and forgot the wire)
This is all for now, please share your own wiring creations below or ask me if anything is not quite clear yet.
First of all, I figured out how to make an elevator using the new conveyor belts. In the picture below you can see the basic wiring of the structure, in which a 1 second timer triggers the actuators on some parts of the belts, which are all hammered diagonally. The belts all roll upward, so a combination of clockwise and counter-clockwise is required. Make sure the wire does not connect with any belts that are not actuated, otherwise they will change directions. The second picture shows the right structure elevating some items.


The structure on the right is a little wider so that players can also fit through. This is not a fast way of climbing, but it's fully automatic so why not, right?


I also included a picture of my statue farm. The elevator works largely the same, and I attatched some statues to a bird engine (Yri has a good video on this). I found that spiky balls shooting horizontally is a very effective way of dealing with mobs from statues, if you have access to the Lihzahrd Temple I highly reccommend using spiky ball traps.
Something else I tried figuring out was a randomizer, to use for random teleporter destinations and other happenings. This method is likely not the most efficient way to build it, but It kind of works right now. For the time being I have connected the output wires to a couple of announcement boards to check the output.




The upper lever is used to activate the faulty lamps to randomize the output of the blue express gates (the red and yellow wire connect to a timer and bird engine for constant results). For fair chances I gave both gates two other lamps; one on and one off. This will give the gates a 50% chance of activating and switching the lamps on top of the NOR express gates (two red bulbs). The starting configuration of those lamps is important, to make sure there will always be exactly one gate of which the upper two lights are turned off.
Now when the lower switch is flicked (third image), the bottom row of lamps on the NOR gates will turn off, and one of them will turn on the lamp directly below. Because the light below that turned off at the same moment this lamp turned on, the AND express gate (four green bulbs) will emit some smoke, but also give off one single signal. Being connected to an announcement board (in this case, output A), a red notice will be shown in the lower left corner of the screen, showing the text on the announcement board.
(the green wire attatched to a switch was meant for some torches, but I replaced those with the boards and forgot the wire)
This is all for now, please share your own wiring creations below or ask me if anything is not quite clear yet.