How long can redstone go




















You ought to have plenty if you have run into it in your mines. To finish making the repeater you will need three regular stones. Not cobblestone or smooth stone, but the state in between. Take your ingredients to a crafting table and place a row of stone, a torch on either end, and a redstone dust in the middle. Utilizing redstone can be intimidating. It helps to know some basics like a redstone pulse will only go out to fifteen blocks.

Much of redstone is straightforward and logical, it becomes easier to understand when you see it for yourself. There are four applications for a redstone repeater, you can transmit signals further, you can delay the signal from reaching its output, they can also prevent signals from moving backwards if you need another input further up the wiring, and finally you can lock signals into a certain state.

It will transmit signals when the back is powered with a powered redstone dust, redstone torch, redstone block, and other power sources. It will transmit the signal to the block in front of it, this can be the output you want like redstone lamps, another redstone repeater, more redstone dust, etc.

Another thing to note is that a redstone repeater powering a block will input a strong signal rather than a weak signal from redstone dust. A strongly powered block can power adjacent blocks. The top lamp is not being powered because the redstone signal peeters out before it reaches the lamp. Redstone repeaters can be used to repeat the signal and act as a new power source as long as it is receiving power.

By placing a repeater down its track the redstone signal becomes repeated and will continue until it reaches another fifteen blocks. You can use this repeating signal as many times as you want as long as the repeaters are still being powered. Once this clock has been powered it will slowly travel around the ring of redstone repeaters and power the lamps set to the sides at a set interval. A repeater at max delay will take half a second to emit its signal. For this particular clock, it will take 2.

With multiple repeaters you can set this delay to whatever specific delay you need for a redstone contraption. As shown above, a redstone repeater will not accept a signal from the opposite direction that it is facing. If you want to prevent a signal from looping back into itself you can use redstone repeaters for that. You may run into situations where the redstone has to come back to its input.

A redstone signal will not go through the back of a repeater. Show 1 more comment. In single player you are limited to 81 chunks, blocks. Pat Pat 21 1 1 bronze badge. GnomeSlice Xero1of1 Xero1of1 21 1 1 bronze badge. This, of course, is assuming that the player isn't moving. Simple: 15 Blocks is your answer. With repeaters it can be infinite. Evan Darwin Evan Darwin 3 3 silver badges 7 7 bronze badges.

Please refrain from making posts that don't add anything already mentioned by other answerers. Jamie Jamie 1. Andy Andy 1. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta. Now live: A fully responsive profile. Screenshot of Week 51 [Submissions Closed]. Linked 2. Related Hot Network Questions. Design C has a speed of 2 ticks if output is 1, but 1 tick if the output is 0.

If one must synchronize the output, consider placing a repeater in front of input A with a 1 tick delay. Latches and flip-flops are effectively 1-bit memory cells. They allow circuits to store data and deliver it at a later time, rather than acting only on the inputs at the time they are given. Functions using these components can be built to give different outputs in subsequent executions even if the inputs don't change, and so circuits using them are referred to as "sequential logic".

They allow for the design of counters, long-term clocks, and complex memory systems, which cannot be created with combinational logic gates alone. The common feature at the heart of every redstone latch or flip-flop is the RS NOR latch, built from two NOR gates whose inputs and outputs are connected in a loop see below. The basic NOR latch's symmetry makes the choice of which state represents 'set' an arbitrary decision, at least until additional logic is attached to form more complex devices.

Latches usually have two inputs, a 'set' input and a 'reset' input, used to control the value that is stored, while flip-flops tend to wrap additional logic around a latch to make it behave in different ways. A device where Q will stay on forever after input is received by S. Q can be turned off again by a signal received by R. This is probably the smallest memory device that is possible to make in Minecraft.

Note that Q means the opposite of Q, e. A very basic example of use would be making an alarm system in which a warning light would stay turned on after a pressure plate is pressed, until a reset button is hit. Also, some designs where the input is not isolated from the output, such as B and D, will actually result in Q and Q both apparently being 1 in this case.

As soon as either S or R becomes 0, the output will be correct again. However, if S and R both become 0 on exactly the same tick, the resulting state could be either Q or Q , depending on quirks of game mechanics. In practice, this input state should be avoided because its output is undefined. If a repeater is connected into itself, and given power, the power is maintained until the circuit is disconnected. If a Sticky Piston is positioned with a block to cut off power, it can be connected to the R input and reset it.

This method is much simpler than traditional redstone designs, but takes up somewhat more space. Design H is vertically oriented and is shown from the side. If E is true, the memory cell works as normal. If E is false, the memory cell will not change state. This device will stabilize an input once received even after the input source stops.

For example, a stone button or pressure plate signal could be turned into a permanent power source with one push. When the second right hand torch is powered, the state returns to 0. This can also be achieved with a piston. They are useful for traps where the trapped player has to stand on a pressure plate or button as they can't be reset.

This circuit is impractical in Minecraft because a single redstone torch acts as a NOR gate. When S and R are both off, Q and Q are on. When S is on, but R is off, Q will be on.

When R is on, but S is off, Q will be on. When S and R are both on, it does not change Q and Q. They will be the same as they were before S and R were both turned on. One can often turn a gated D latch into a D flip flop by including an edge trigger. In these designs, the output is not isolated; this allows for asynchronous R and S inputs which override the clock and force a certain output state.

To get an isolated output, instead of using Q simply connect an inverter to Q. Design C is a one block wide version of A , except for using a non-inverted clock. It sets the output to D as long as the clock is ON turning the torch off. This design can be repeated in parallel every other block, giving it a much smaller footprint, equal to the minimum spacing of parallel data lines when not using a "cable".

A clock signal can be distributed to all of them with a wire running perpendicularly under the data lines, allowing multiple flip-flops to share a single edge-trigger if desired. The output Q is most easily accessed in the reverse direction, toward the source of input. Q can be inverted or repeated to isolate the latch's Set line the unisolated Q and Q wires can do double duty as R and S inputs, as in design A. Design E provides a more compact version of A , while still affording the same ceiling requirement.

E' allows the edge trigger to act on a high input. Design F holds its state while the clock is high, and switches to D when the clock falls low. The repeater serves to synchronize the signals that switch out the loop and switch in D. It must be set to 1 to match the effect of the torch. A JK flip-flop is another memory element which, like the D flip-flop, will only change its output state only when the clock signal C changes from 0 to 1 xor 1 to 0 edge-triggered, design A and B , or while it holds a certain value level-triggered latch, design C.

If both J and K are 0, then the JK flip-flop maintains its previous state. If both are 1, the output will complement itself — i. The below table summarizes these states — note that Q t is the new state after the trigger, while Q t-1 represents the state before the trigger. The JK flip-flop's complement function when J and K are 1 is only meaningful with edge-triggered JK flip-flops, as it's an instantaneous trigger condition.

With level-triggered flip-flops e. Although this race condition is not fast enough to cause the torches to burn out, it makes the complement function unreliable for level-triggered flip-flops. This circuit can be built together in series side-by-side by spacing the circuit one block apart and alternating the direction of the circuit left-to-right, right-to-left, etc. By adding an AND gate combining K and Q at the end of this circuit and outputting the result into the inputs J and K of the next gate one can get a binary counter.

For optimal space saving one can pass input K through the block it hits by replacing the redstone wire with a relay.

Then one can just add additional redstone wire on the other side to bring the input of K over to Q. There is also enough space to begin a vertical AND gate to where the result is just to the right of output Q. T flip-flops are also known as "toggles. A useful way to use T flip-flops in Minecraft could for example be a button connected to the input. When one presses the button the output toggles a door opens or closes , and does not toggle back when the button pops out.

Design D does not have an incorporated edge trigger and will toggle multiple times unless the input is passed through one first. It is also the core of all binary counters and clocks, as it functions as a "period doubler", turning two input pulses into one output pulse.

Design A has a large footprint, but is easy to build. It is essentially a JK flip-flop with the inputs for J and K removed so that it relies on the edge trigger right side of the diagram to keep it in the stable state and only allow a single operation per input.

Designs D and E are much taller than the others, but only a single block wide; both are shown from the side. D is level-triggered, which can save space when distributing one input pulse to multiple flip-flops.

Design E has an edge trigger. The output Q is accessible in two locations; if Q is needed as well, an inverter can be connected to one of them. The edge trigger makes the unit insensitive to the duration of the input pulse, thus it's easy to daisy-chain multiple units to create a binary counters or period-doublers for slow clocks. These designs are based on the vertical gated D latch design C with the inverse output looped back to the input.

Design J is the smallest design of T Flip-Flop on this page and has an edge trigger. Depending on a combination of game mode SMP or single player , orientation, and game version, the repeater delay may need to be adjusted to eliminate output flickers on state changes.

In some situations, it will not work at all unless the repeater delays are adjusted. It has been reported that for proper operation in some cases, the repeaters have needed to be set to 2—1—4 or even 4—2—4. Design K is a simplification made on the design J. The period of the looping part is increased to 3 ticks in order to match the length of pulses which adjusted by the edge trigger. It is likely to be a solution to the stability problem in design J.

With Beta 1. If a sticky piston is activated with a one-tick pulse, it will push or pull a block, but not push and pull it back. This makes it possible to build more compact T flip-flops. Z1 is the simplest design, with just one repeater.

Z2 is the lowest one - only one block height, Z3 is a vertical design. Z4 has the smallest footprint 5x2x2. If it is to be triggered by a button or pressure plate, the first repeater and block ahead of it can be omitted by placing the button or plate on the next block on level 2.

Diagram L is larger and more complex, but provides both Q and Q. All of these designs include the necessary edge trigger. But keep in mind that it is currently not clear whether this behavior of the sticky pistons is considered a bug or not.

NOTE: Using design E one may require a delay in the connection between the edge trigger and flip-flop in order to maintain a high input long enough to toggle the flip-flop. A monostable circuit sends an output pulse of determined length when triggered by an input pulse.

They can be triggered by either a rising or falling edge of a pulse or both. The term monostable refers to the fact that only one state of the circuit is stable, while the unstable state reverts to the stable state after a set period a bistable circuit is a latch.

A pulse generator is a device that creates a pulsed output when the input changes. A pulse generator is required to clock flip-flops without a built-in edge trigger if the clock signal will be active for more than a moment i. Design A will create a short pulse when the input turns off. By inverting the input as shown in B, the output will pulse when the input turns on.

The length of the pulse can be increased with repeaters, as shown in A' and B'. This is an integral part of a T flip-flop, as it prevents the flip-flop changing more than once in a single operation. Designs A and B can be put together in parallel to represent both the increase of input A and the decrease of A as separate outputs, these can then be read to show when the input changes, regardless of its state.

A pulse generator which causes a short pulse of low power instead of high can be made by removing the final inverter in design B' and replacing it with a wire connection. Design C is the same as B', but in a vertical orientation. Design D can be used when a pulse generator is required to pulse both when the input turns off and when it turns on.

It produces a six tick pulse, and requires approximately double the space required by design C. A pulse limiter limits the length of a pulse. It is useful in sequential bit activation to prevent multiple bits from being activated by the same pulse. The construction of design A expects a default "on" input and by default gives an "on" output. When the limiter receives an off input, it generates a pulse with a length equal to the delay of the right repeater plus the delay of the torch minus the left repeater make sure that this yields a positive value or the length of the initial pulse, whichever is shorter.

This can be exploited to build moderately large memory buffers utilizing delay-line memory, for fun and profit. Note that there might be practical limits to how much the game engine can handle before it blows up. When you consider the fact that redstone repeaters will reset current to 15, the actual distance itself is infinite, but there is a practical distance; loaded chunks.

Edit: It's worth noting that in an all-repeater configuration; while you get upwards of square meters of active redstone; said redstone won't be able to power anything much; and any escape gap you make to allow devices to draw power will carry a pretty big penalty to the number of blocks that can be powered upwards of an entire row.

In an all-repeater configuration, you can also use several levels; up to about 62 allowing for bedrock and sky layers of tightly packed redstone; giving you somewhere north of 1,, meters of redstone current; or a little south of 1. In a single player game this kB is as such the absolute maximum storage any Minecraft-based computer can have. Of course, you would have no space to build the music player and still have the memory work, but that's not the point.

Not pictured: A monostable circuit allowing 1-tick input and a loopback device turning it into permanent memory.



0コメント

  • 1000 / 1000