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Posts: 1,076 Member Since: 6 April, 2013


26 April, 2013 09:11:39

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This is just my response to Voidghoul's request and my aching want to actually create this guide so
If you want to find something, just scroll down far enough. I arranged this as well as I could. And also i will be splitting this in a few posts so please don't reply until i say it is finished.

An Electric Guide(As of 1.21)
1) Gates
There are 7 gates.
  • And
  • Or
  • Xor
  • Not
  • Delay
  • Random
  • SR Latch
Think of gates as a some kind of gate which only allows certain things to be let in.
Gates can also be rotated by tapping on them and so their input and output areas also change too so be careful.

A) The And Gate
  • This is the gate that has the letter "A" on it
  • This gate  requires the two signals on its side to be on
  • Once both signals are on, the gate will transmit a signal from its top or point
  • However, if only on signal is on or no signal is on at all, the gate will be off
Off when both are off:

Still off when the one is on and the other is off:

And vice versa:

When both are on:

Just to recap,
And Gate gives off a signal only if the two signal so its  side are on
It will give off that signal when this signal AND that signal are on. Explaining "And"

B) Or Gate

  • This is the gate with the "O" on it.
  • It gives off a signal  if either signal from its side is on
  • Even if both signals are on, the Or Gate will still give off a signal

Off when both are off

On when one is on and the other is off

And still when the other way around

And it is still on when both are on

Just to recap.

  • Or gates give off a signal if at least one of the inputs are on
  • It will give of a signal if this one OR this one is on. Explaining "Or"
  • This gate can be used for redirection in compact circuits

C) XOR Gate

  • This is the gate with "X" on it
  • XOR Gates will gives off a signal if only one signal is on
  • Unlike Or Gates, XOR Gates will turn off when both signals are on

Off when both are off

On when one is on and the other is off:

And vice versa

But it is Off when both are on

Just to recap

  • XOR Gate is almost like the Or Gate except that it turns off when both are on
  • Think that X means exactly
  • So exactly or?
  • When you use the word "Or", you mean that you can only have option but not both
  • This gate uses that definition exact definition.
  • It will turn on when one input is on but not both

D) Not Gate

  • This is the gate with the "N" on it
  • This gate only has one input and that is at the bottom
  • This gate inverts the signal
  • If the signal is on, it turns it off
  • And vice versa, if the signal is off it turns it off

When the signal is off, it turns it on

When the input is on however, the gate turns it off

You can string them together and if you know math or grammar well enough, two negatives negate each other(when in a positive operation)

Think of the childish not not not not ... thing.
An even amount of Nots make a positive while An odd makes things negative

Like this example, the switch is off and since there are two gates, nothing happens and the output is still off

And when I turn it on the output becomes on

OK another recap

  • A Not gate will turn the signal to the other state ( i.e. on to off, off to on)
  • This functions like the not word in English. Explaining not
  • These things can be chained together
  • If the chain has an even number of not gates then it just negates itself
  • This is useful for compacting circuits.
  •  If the chain has an odd number of gates then it functions as a normal not gate would.
  • Also useful for compacting circuits.

E) Delay Gates

  • This is the gates with "D" on it
  • This gate uhh.... delays a signal.
  • This gate also has one input.
  • This gate delays the circuit for 0.2 seconds

I pull the lever....

And after a 0.2 second delay it gives off the signal

Now. This Delay Gate can be chained also but
If you chain two Delay Gates, it will delay for one second
If you chain three Delay Gates, it will delay for five seconds
What it I only wanted to delay for 0.6 seconds or 0.4 seconds?
Just add a wire in between.
Chaining gates means you place a gate after a gate with no wire in between.

So here is a delay tree

And an example of the how to get 0.4, 0.6, 0.8, etc.

We now know that delay gates delay on signals but did you know that delay gates also delay the off signal?
They delay the off signal by the same amount of time they would with the on signal.


  • A Delay gate delays a signal. Explaining delay.
  • The Delay Gate delays the on signal and the off signal
  • They can also be chained to produce longer delays but only up to 5 seconds
  • If you chain 4 Delay Gates then that delays the signal by 5.2 seconds total

F) Random Gate
  • A Random Gate appeared in Survivalcraft version 1.21
  • It is the gate that has random looking scribbles on it
  • It gives off a signal at a random interval on a random length
  • It has something called a clock input
  • But you don't need to connect the clock input in order for this gate to work

What is a clock input?
-- A clock input is present in both the SR Latch and the Random Gate.
--Think of the sound a clock makes. Tic TOC tic TOC 
Notice the pause in betweens these tics and tocs.
Think of it now as an on and off
On, off, on, off
That, my friend is what you call a clock mechanism
Something that goes on then off then on again and again.
A clock input is something that turns on 
Don't worry, I will explain clocks more at non-gate electrics
Here is my clock (you are not limited to my design. I saw another clock design somewhere)

Now remember this clock inputs because that is really important in SR Latches

Time to Recap

  • Random Gate is random
  • Random Gate gives a signal at a random time and will keep the signal for a random length
  • Picky little thing isn't it?
  • It has something called a clock input

G) SR Latch

  • This is the gate with S and R on it
  • This is dubbed as a memory gate
  • It has the most inputs of all the gates
  • How many? It has 3 inputs
  • Set input (S)
  • Reset input (R)
  • And Clock input (^)

Since this gates has many features I shall cut it up a bit.

The Set Input ( S )

Where is the set input?
It is at the side where the S is at.

What does it do?
It sets a signal to be stored in its memory and it will give off that stored signal

What if I turn off the set input?
Nothing will happen. Since the signal is stored in its memory, it will still give off a signal

Is there any way to remove the stored signal?
Yes. Turn on the Reset Input.

Where is the Reset Input?
Over where the R is.

What about the clock input?
You see. The clock input locks the Set and Reset inputs when wired and only will unlock the inputs when on the start of the on state of a clock.

The clock input will stop any signal of set and reset unless it senses an signal from what was previously off but only for a short time UNLESS the signal is a clock mechanism then it will be the same as when it did not have any clock input.

So, do you have pics?
Yeah. Here,

Here is an SR latch connected by all 3 inputs

And when I turn the Set input on,

Then turning on the clock

Then turning off the clock

Then turning off the set, turning on the Reset and turning on the clock

What is that thing under the clock?
That is my version of a togglable clock.

Why didn't you show all inputs on?
Because all that happens is that is turns on and off repeatedly

Anything you would like to say?
Yes. SR Latches will always follow the Set input even if the Reset input is on after the set is on.

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Posts: 857 Member Since:28 December, 2012

#1 [url]

26 April, 2013 09:30:53

Wow never an excuse to not know gates and how they work. Well done +1 and sticky.

Elswyr¬© EPIC  Stage V Hellsfire OUT NOW!

-Dropbox link:
-In-game link:
-Recommended texture pack = default

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Posts: 1,076 Member Since: 6 April, 2013

#3 [url]

26 April, 2013 09:59:39

2) Non-Gate Electrics

There are other electric items aside from the gates discussed.
They are not as complex as the gates but they as important.
The Topic includes the following items:

  • Wire and Wire Through Block
  • Switch
  • Button
  • Battery
  • Pressure plates
  • Photodiode
  • Lightbulb
  • LEDs
  • Electric Detonator

These things either give an input,(giving off a signal) or receive a signal.

A) Wire

  • They are the connector of your electrical stuff
  • Can be places on the floor, wall, and ceiling
  • They can be placed on almost any block
  • They cannot be place in water, lava, and other electrical objects
  • They connect to each other or other electrical things when they are one block side away
  • They transfer electrical signals
  • A lone wire looks like a dot and can be hard to see so be careful
  • If there are 2 inputs and one is off and one is on, it will use the input that is on( like the Or gate)

Wire through Blocks
  • They act like wires and have the form of a block
  • When you place them, the wires side is always based on where you are looking
  • They can have wires on the side and it will not interfere with the signal of the inside wire
  • When you want to have the wire go out, place a wire on the open wire side and connect it to something else.

B) Switch
  • Gives off a signal when on and will turn off the signal when on
  • It will continue the signal as long as it is in the same position

C) Button
  • Gives of a signal for only 0.1 seconds when pressed
  • It can be toggled by all throwable objects (Including Spears)

D) Battery
  • Always gives a constant signal
  • Also good for decoration
  • It is possible to stack but only until two blocks high.

E) Pressure Plates
  • They give a signal as long as an item, creature or player presses it
  • Can be placed on a ceiling, wall or floor
  • All thowable items can also activate it

F) Photodiode
  • Gives a signal if there is light
  • The light is not just sunlight, it also detects light from torches, wicker lamps, lightbulbs, lava and jack-o-lanterns
  • It will turn off the signal if there is no more light

G) Lightbulbs
  • They emit light if there is a signal
  • Uhh. I just need to meet a quota of two lines per item so...

  • Light Emitting Diode
  • It gives off a seeable light but they do not light up the area
  • There is a green LED and a red LED

I) Electric Detonator
  • When there is a signal, it will explode
  • The explosion is weak, it only affects the block it was placed on
  • If there is an explosive barrel or another detonator nearby( in a 3X3) radius, it will make it explode instantly

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Posts: 1,076 Member Since: 6 April, 2013

#5 [url]

26 April, 2013 11:15:07

J) Clock mechanism

  • I nearly forgot about this, sorry.
  • It is any device that can give a signal then turn off the signal afterwards.
  • The most compact clocking mechanism? The button
  • It is possible to create a togglable clocking mechanism
  • The clock mechanism can be continuous or one-time only.

3) Mechanical Parts
(You guys probably did not see the first part... but never mind that. Thank you guys )

Mechanical parts?
Yes. What I mean by that are objects that are controllable by electricity

These objects include:

  • Doors and Trapdoors
  • Wooden Spikes
  • Signs
  • Gunpowder Kegs

A) Doors
  • You probably have a door at your hours right? You probably know how these things work.
  • You cannot place doors on wicker lamps, glass blocks, stair blocks, half-slabs and leaves
  • They can only be wired when you place the wire at the hinges
  • Either at the top or at the bottom
  • Once you electronically connect them, the iron and cell doors cannot be manually opened anymore
  • Wooden doors can still be opened manually even when wired electronically
  • They change from open to closed when a signal is received
  • This means that a switch is not a good way to open and close the door.


  • They act the same as doors except they are on a horizontal plane.
  • They have the same properties as the doors.
  • If the trapdoor is placed on the lower half of the block, the wire should be below the trapdoor like in the picture below

  • If the trapdoor is on the upper part of the block then, the wiring should be placed above

  • However there is an exception but please see the electronic exploits

B) Wooden spikes
  • They are....wooden spikes
  • They cause damage when you or a creature is in contact with its spikes
  • Can Extend or contract when a signal is connected.
  • Will also change state if a signal is detected just like the doors

C) Signs
  • As of 1.21, the content of signs will show up on screen when a signal is received by the sign

D) Gunpowder kegs
  • When ignited, it will have a delay time of five seconds before it explodes
  • Depending on the size, the explosion size will differ
  • Small- 5 wide crater
  • Medium -7 wide crater
  • Large - 11 wide crater
  • It will explode instantly if there is another nearby explosion
  • Remember, a detonator explodes instantly so it triggers a chain reaction

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Posts: 1,076 Member Since: 6 April, 2013

#6 [url]

26 April, 2013 11:18:16

You didn't explain the Sr latch and random generator well enough. You actually made it more confusing.


Sorry if it did. Just tell me which parts made it confusing for you and I will be happy to explain it in more detail for you

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Posts: 1,076 Member Since: 6 April, 2013

#7 [url]

26 April, 2013 11:44:14

4) Possible electrical exploits or problems ( However you think of them)

I found many things that you can exploit when it comes to electronics.

A) Signs will resay their contents

This only happens when you feed a sign with a constant power source.
Once you have that go far away until the sign is certainly out of your view.
When you come back the sign will resay their content.

Why is it a problem?
It is annoying when you are in creative mode and the sign just keeps yapping once you go close enough

How can you exploit it?
I remember I saw somewhere in the forums about this occurrence and I saw someone say that you can use it as motion detector in adventure maps.

B) Water will remove all electronics

Why is this a problem?
When you make a circuit and then accidentally flood it. Yeah. You must get frustrated.

How can you exploit this?
I am currently using this idea for my adventure map.
A pressure plate will give a signal to a sign. Once you do a certain task, (I don't want to reveal any details) water will flood the electronics and when you step on the pressure plate again the sign content will not appear again.

C) Trapdoors can still be used even when the block where it was placed is gone.

Here are pictures.

Why is this a problem?
This is not a problem at all. So please don't assume that everything that I put here has a problem. :P

How can you exploit this?
I don't know. It is just a really nice decorative piece.

That is all I know. So if you have any questions or problems please ask and I will gladly answer or help you.
Thank you for reading.

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Posts: 1,204 Member Since:31 January, 2013

#8 [url]

26 April, 2013 14:32:26


Thanks! Looks like I have all the knowledge I need for my adventure map, no one shall survive!! lol.

- -V

ps- hopefully you(or anyone else who has knowledge of this) keep updating this guide with every new... electrical piece Kaalus puts in SC in the future - -d.

Administrator of Survivalcraft Forums, vanquisher of werewolves, eater of cows.

-Feel free to message me if you need assistance.

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Posts: 2 Member Since:26 April, 2013

#9 [url]

26 April, 2013 20:27:27

I understand the set and reset part but the clock part is still confusing. Do You need another clock to work the clock part on the latch?

Oh and talking signs. You know how like there is 4 lines to write stuff in. And when you use a button to make the sign talk the text comes up as for lines like on thee sign. I was on a map and their was a bunch of signs that had stuff written on all 4 lines but when it talked only 2 or 3 lines showed up. Did they use a mod or cheat or whatever?

I forgot, is the clock part of the generator supposed to work the same was the latch. Cuz there is no set and reset part on it.

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Posts: 1,076 Member Since: 6 April, 2013

#10 [url]

26 April, 2013 23:45:53

Huntsright, I see why you might be confused. Let me explain the clock part in more detail.

A clock input ,as said in the recepedia, responds to the rising edge of an electric signal.
This means that the clock input responds to a signal from what was previously no signal.
And the purpose of the clock input is to act as a momentary stop for the set and reset inputs.

For example, I have the clock wired, I turn on the input, because there is no sudden signal from the clock input, the SR latch does not stored the set signal....yet.
If you gave it a sudden signal like from a button or switch, it will allow the set input to be stored, assuming that the set input is still on.
And if we repeat the scenario with the reset function.
Reset input is on, clock is wired but the SR latch will not reset the signal...yet.
If again, gave it a sudden signal, it will allow the reset to function

Just to summarize, the clock input controls whether or not the set and reset inputs will go through.

Possible questions:

You said the clock responds to a sudden signal, what if I gave it a constant signal?
-- Well, nothing happens. The clock input won't let the set and reset go through. It will at the start of the constant signal but after that, it will not allow them to go through.

You didn't answer my question. Do you need another clock to work the clock part in the latch?
-- Yes. Because the clock part in the SR Latch is just an input. It only receives signals and it uses the signal to do its function.
A clock mechanism is, technically, something which gives a signal then turns off the signal
Clock input is a input that responds to a sudden signal from what was previously off.
And these two together like....uhhh..... bread and butter.
However, you can make it so that it can allow a signal to go through only once, by connecting the clock input to a source of constant power.

I notice you keep using the SR Latch for the clock input examples, what is the function of the clock input in the random gate?
-- It is really simple. Everytime the clock input detect a sudden signal, the random gate will either give a signal or won't give a signal at all.
So it will generate a random signal but without any more length because the signal will last infinitely or until the clock input of the random generator will detect another sudden signal.

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Full Fledged

Posts: 589 Member Since:15 March, 2013

#12 [url]

27 April, 2013 11:27:16

i found a trick with a photodiode XD if you leave it in sunlight and connect it to a light bulb then it's infinite supply of light

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Posts: 349 Member Since:17 January, 2013

#13 [url]

29 April, 2013 14:07:32

Well done Ritehunter! 

1 question though.. could you combine the extra posts with the first posts in a new thread? Then it's easier to follow, and then I or another staff member will sticky it again. This is perfect!



How does one craft survival? - Philosoraptor

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Posts: 1,204 Member Since:31 January, 2013

#14 [url]

7 May, 2013 23:46:36

Mind explaining how to use talking signs?

- -V

Administrator of Survivalcraft Forums, vanquisher of werewolves, eater of cows.

-Feel free to message me if you need assistance.

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Posts: 1,076 Member Since: 6 April, 2013

#15 [url]

8 May, 2013 00:27:34

Talking signs are signs connected to electrics.
When they are powered , they show the words written in them on the lower parts of the screen, just above the hot bar.
They display each of the written stuff for five seconds then it fades.
Although they have little to none purpose in survival, they are a great tool for adventure map makers

What can you do with Talking Signs?

1) They can be used to explain things without the need of a wall of signs. This means you can have the player press a button and the entire situation is explained.

         Possible question:
How you you chain multiple signs?
Easy. You place delay gates. Although, you need to be careful that the signs change too quickly for the player to read. A recommended delay for each new sign is 2 - 5 seconds, depending on how much was written on each sign.

2) They can be used as a way to advance the plot. Not just by explaining the situation but by creating a situation like saying that the hull was breached or what was that?

3) NPC's! Although this can be fully exploited by the use of texture packs. But you can make makeshift scarecrows, block people and animals to act as NPC for the default texture pack.

4) Conveying a player's thoughts or making him say something. Again this can be used to advance the plot or maybe some comic relief if you make the character's thoughts of words humorous.

5) Making signs easier to read. The entire writing on the sign is enlarged and readable in any lighting condition so you can use it in case you cannot read a sign.

Hope this helps

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Full Fledged

Posts: 21 Member Since: 8 May, 2013

#16 [url]

8 May, 2013 13:39:37

This is a really nice guide. But then again for some reason, i just dont get the SR Latch at all. The simple diagram - i understood quite fast. But when im trying to make something a bit more complicated on my own, i get no results.

Ive been trying to recreate this which is a TrapdoorSpikeTrap with AlarmLED but cant get it to work. Well, it does work but every time i try to step on the plate again, nothing happens. I tried understanding the logic behind it but i get lost somewhere in the middle to be honest.

Maybe someone can shed some light on this matter for me please. Perhaps, a more "noobish" explanation of the SR Latch.

Thank you

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Posts: 1,076 Member Since: 6 April, 2013

#17 [url]

8 May, 2013 14:13:30

Gdmt, OK, your first question first,

Show me how you connected the wires and everything. I know that schematic very well. 
The design shown has the flaw of making the pressure plate usable only once and not showing the drawing well enough for electrical beginners.
I am afraid that you did the diagram EXACTLY.

Here is my corrected version of the trap:

This thing should work for you...

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Posts: 1,076 Member Since: 6 April, 2013

#18 [url]

8 May, 2013 14:24:59

Gdmt, Now is time for a simple SR Latch explanation.

  • The "S" Side makes the Latch remember a signal
  • The "R" Side makes the Latch Forget a signal
  • The "^" Side is the clock input

  • If the clock input is wired, it makes the S and R sides stop working. Something like freezing the system.
  • The clock input will give a signal if and only if it detects a pulse. A signal that turns on then turns off afterwards
  • If the Clock input detects a pulse it will unfreeze the S and R sides.
  • But if it doesn't then it will continue to freeze.

So do you have any further questions? Feel free to ask. I love answering questions. It gives me a sense of happiness that I helped a person. 

Hope this helps

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Full Fledged

Posts: 21 Member Since: 8 May, 2013

#19 [url]

8 May, 2013 21:39:49

Lol yeah, actually i did follow that first diagram. What you said bout the plates being usable only once was spot on. Gonna try this out later after work probably.

I kinda understand the SR latch now. The clock part however, is it mandatory to have something there or not really? Or is it for use on the expert side on electric logic?

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Posts: 1,076 Member Since: 6 April, 2013

#20 [url]

9 May, 2013 00:42:17

The SR Latch's Clock is not really mandatory. It is useful for creating a more complex circuit where you want something to happen once something else happened. Something like an event checker. 

But ever since the 1.21 update, I have been trying my best to not use the clock input in the SR Latch since it requires me to make the circuit bulkier and I don't like that really.
If you want to use the SR Latch I recommend just using the S and R sides to create your circuits.
Once you get the hang of all the electrics, then you can experiment on the clock input.

Hope this helpsgrin

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