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Redstone Repeater/se

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This page is part of the Swedish Translation project.
Redstone Repeater
Redstone (Repeater, Inactive).gif
Redstone (Repeater, Active).gif

Redstone Repeater

Typ

Solitt block

Krav

?

Fysik

Nej

Transparens

Nej

Ljus

Ja, 9 (om påslagen)

Sprängtålighet

0

Verktyg

Detta block kan förstöras med alla verktyg, men en spade är det snabbaste

Förnyelsebar

Nej

Stapelbar

Ja (64)

Brandfarlig

No

Tillgänglighet

?

Första uppkomsten

Beta 1.3

Data Värden
Off state
dec: 93 hex: 5D bin: 1011101
On state
dec: 94 hex: 5E bin: 1011110
Item
dec: 356 hex: 164 bin: 101100100

Sidan är inte klar ännu, håller på att översätta den - Oggehej


En Redstonerepeterare (också känd som Redstone Repeater) har tre huvudfunktioner: att vara en repeterare, en diod och en fördröjare. Blocket repeterar signaler som den tar emot som en nätverksbrygga så att man inte behöver två inte-portar (se redstonekretsar för inte-portar) som använder inte-portar var 15:e block är inte längr nödvändigt. signaler är bara accepterade från ett håll som gör att blocket fungerar ganska likt en diod i en elektrisk krets. Den fördröjer också signalen med 1-4 lägen (valbart) så att långa tidskretsar av omriktare inte behövs längre för tidsmekanismer. Existerande repeterare/fördröjare fungerar fortfarande.[1]

Contents

[edit] Tillverkning

Ingredienser Input » Output
Redstonedamm,
2 redstonefacklor,
3 stenar



Grid layout Arrow (small).png Rödstensrepeterare
Rödstensfackla Rödsten Rödstensfackla
Sten Sten Sten

[edit] Användning

Repeteraren har flera användningsområden på grund av sin komplexa miljö. Varje möjlig funktion beskrivs här nedanför. Dessa funktioner kan vara utnyttjade i rad för att minska den nödvändiga antalet repeterare i en krets. Från och med Beta 1.7 kommer en redstonetråd att automatiskt fästa på repeterare.

[edit] Repeterare

Den huvudsakliga användningen av repeterare är att "förnya" redstonesignaler som passerar den så att den kan färdas 15 blocks till. Förut kunde det bara åstadkommas genom att använda en/två inte-portar.

[edit] Som Tråd/Diod

Repeteraren accepterar bara inmatningar från dess "baksida" (sidan som är mot dig när du placerar den) och skickar bara utmatningar från dess "framsida" (dess motsatta sida). Det är väldigt användbart i väldigt packade kretsar. Sätter man däremot en till repeterare på sidan av den första, och sätter på den så stängs den första av, med en liten pinne av berggrund på texturen. Detta innebär att den oavsett om redstonetråden bakom är på eller av, så har framsidan på den låsta repeteraren samma status.


Någon av sakerna i listan kan bli inmatning när den är placerad bakom en repeterare:

  • En redstonetråd, som automatiskt sätter ihop sig med repeteraren
  • En redstonefackla
  • Ett block som är laddat med en tråd eller någon annan metod
  • Någon typ av strömställare (spak, knapp, tryckplatta, etc.)
  • En annan repeterare som pekar åt samma håll


Någon av sakerna i listan kan bli utmatning när den är placerad framför en repeterare:

  • En redstonetråd, oberoende av orienteringen
  • Någon block som kan bli laddat (som kommer sprida laddningen i samma väg som när den placeras över en fackla)
  • Någon apparat som kontrolleras av redstone (dörr, gruvvagnsspår, notblock, etc.)
  • En annan repeterare som pekar åt samma håll


Anmärkningsvärt beteende av repeteraren:

  • Ett block som tar emot repeterarens utmatning direkt kommer att sprida laddningen (på samma sätt som när den är placerad ovanför en redstonefackla)

[edit] Som Klocka/Fördröjning

Genom att högerklicka på en repeterare kan du ställa in dess fördröjning från 0.1 till 0.4 sekunder. Längre fördröjningar kan göras med fler repeterare. Till exempel: en repeterare som är inställd på '4' och en annan på '1' kommer att ge en halv sekunds fördröjning (0.4s + 0.1s = 0.5s).

Repeterare förenklar konstruktionen av fördröjningslinor och ger mycket bättre timing än kedjor av redstonefackor. Till exempel: en repeterare med en lång lina av redstone med fördröjning kommer att blinka snabbare än samma design med repeterare som gör att man kan ha långsammare och mer kompakta klockor.

För en extrem lång fördröjning, hook up two pulsars to an AND gate. As an example, a pulsar with a tick delay of 50 and a second pulsar with a delay of 51 will ultimately give you a delay of 50 × 51, or 2550 ticks (255 seconds). This is because the two pulsars will not both be powering the AND gate until they reach their least common multiple (2550 ticks).

Previously, the simplest possible clock was a "5-clock" made by chaining five redstone torches (which actually has a period of 10 ticks—5 on and 5 off). This same clock can now be implemented with only one torch and one repeater, connected in a loop, with the repeater delay set to 4 (the highest setting). Setting the delay to 3 yields a 4-clock, which requires some fancy wiring to build from torches alone.

1 minute delay device made of 150 repeaters

With a delay lower than 3, the torch in this circuit burns out. However, repeaters don't burn out the way torches do. If two repeaters with the same delay are connected to each other in a loop and a short pulse is introduced externally, the pulse will bounce back and forth between the repeaters indefinitely. With the delay set to 1, this circuit has a period of 2 ticks, making it a 1-clock.

[edit] Songs/Note Block usage

The Redstone repeater is often used in combination with note blocks. In the making of a song, several repeaters are used to create rhythm in a song.

[edit] Propagating Charge Downward

Repeaters can be used to propagate charge downward. This can be used to completely 'hide' redstone circuits below 1 risen block with a button or switch. Previously, you would need at least 2 risen blocks to hide the tunneling redstone wire. You can also create a 1 width (3-17 length) column to propagate charge downward. Previously, the smallest width column that could be used was a 2x2 column.

Propagating charge downwards- the holes have redstone in them.

It is much easier to learn this technique by starting at the bottom and building upwards. Once you understand, you can also easily build it downwards. If you are building a long 1x3 column and are unable to move into adjacent blocks outside the column, you MUST start at the bottom.

Place a piece of redstone wire on the lowest point you want charge. Place a block beside the wire. Place a repeater on that block, pointing towards the wire. Then, place a block above the redstone wire. The repeater should be pointing directly into the block. This will propagate charge from the repeater, into the block, downwards into the redstone wire. When the repeater is powered, the block behaves as if it were a redstone torch, powering all adjacent blocks above and below, except for the repeater itself.

To lengthen the chain; place a block behind the tallest repeater. Place redstone wire on that block. Place a block above that redstone wire. Place a block above the tallest repeater. And place another repeater on that block, pointing in the opposite direction. Repeat if you require more height.

You will end up with a 1x3 column of blocks, with repeaters "stacked" in the middle with alternating directions. This column will delay the circuit 1 tick for every (length - 1) blocks downward, 1 tick per 2 blocks downward at the smallest length (3). You can use either a 2x2 column or a 1x17 column for the smallest delay per depth traveled, 1 tick per 16 blocks.

[edit] Delay line memory

With simple and accurate delay circuits comes the potential for delay line memory. Using repeaters, such memory can, in fact, be built on a two dimensional plane, like the 900 bit grid on the right, with a density of 1 bit per square, far denser than any memory cell that can be built with torches (around 9X as dense (not including the amount of room required for input/output/reset wiring)). There can even be multiple layers, similar to a parking deck, where the last repeater on the grid winds up a short spiral staircase to the next level, where the grid goes back. This can be repeated for as many levels as needed, as demonstrated by the 3280 bit grid shown on the bottom right.

The only downside is that it is harder to see the data stream, and therefore it is harder to know when to safely inject data into the memory stream. If the input and output sources are given many repeaters to a remote, possible even underground location to get the grid out of the way, the memory size is limited only by the amount of free space. To reset the memory grid, simply remove one repeater, or preferably, one redstone anywhere on the line and wait for the data to get flushed out, alternatively you could have a conjoining redstone line extend two blocks downwards and link a sticky piston so that when it is activated; it cuts the circuit by pushing a block in front of the redstone making its journey downwards. Since this can be done from a great distance, it's far more affective than simply removing a redstone piece. If the grid is in a remote location, then at the loop around of the remote grid, it could form a detour, using repeaters as necessary, to have a piece of redstone accessible, then have it go back into the main grid. It should be noted that in larger grids, such as the 900 bit one shown, distant repeaters may not update their graphics, making them appear frozen, but the data stream will still get carried on anyways, regardless of the graphics.

Some possible uses of delay line memory include knowing how many times a person walked through a door, or which way (useful for counting players that raided your base in SMP) the intruder went, by having the inside inject a 0b101111101 and the outside pressure plate inject a 0b101000101 data stream into the memory (101 tags indicate that it is a door sequence, or even which door it is, and the 111 or 000 says which way they went). Using this method, if one sees a 0b101000101.......101000101.....101111101.................//................0b101000101.......101000101.....101111101........., he or she can know that one intruder is still in the base. However this type of system may run into overwriting issues.

Another use of these circuits is for strobe light effects. One can imagine lining the edges of their roof and the perimeter of their house/castle and looping the output underground back to the beginning, and adding a temporary lever to use to input a random strobe sequence until the strand of light is full of a pattern that one likes, then one removes the lever and watches the strobe light running around their house.

[edit] Trivia

  • It was originally implemented by Jeb.[2] Originally the 4 possible settings were "1, 2, 5 and 7",[3] but this was changed to "1, 2, 3, and 4" for simplicity's sake.[4]
  • The block looks like two shortened redstone torches attached to a stone plate, that has the texture of the top of the old stone slab but with an arrow on it that denotes the direction of the current, for simulating diodes.
  • Prior to beta 1.6, the particles generated when the block was destroyed looked like those of a Pumpkin.[5]
  • If a Repeater is in a 2 block high space, like a tunnel, you will appear to sneak automatically as you walk over it. However, you will not sneak if the repeater is blocking the entrance of a tunnel. Your player animation does not change and you are not slowed down; you aren't actually really sneaking.
  • You can link many repeaters together by placing a line of redstone on top of any block and then activating the redstone. However it will not work if you do not place the redstone on a block (it will work at all cases in beta 1.7). As seen/used in this video Redstone arrows floor
  • If you save your world then come back to it any chains of redstone repeaters stay in the state of which was logged off. They do not change until a neighboring block is updated. Some ways to fix it can be seen here.
  • If you change the time in a SMP server using an ops command, the repeaters will lock in the state that they were in when the time changed, and will freeze in the state unless they are moved to a different block. The block they are on will always freeze a repeater placed there following this.
  • If you set the repeater to delay 4, it can stop a pulse that would burn out a redstone torch.
  • In the coding, it is referenced as "diode".
  • The reason why the torches look shorter is because the torches are actually off set from its y-axis.[6]
  • Repeaters can be used as one-way doors by placing the repeater under an arch.
  • Since Beta 1.7 redstone will now automatically face towards redstone repeaters like any other redstone mechanism. This was not the case in Beta 1.6.6 and earlier.
  • When hitting the non-powered repeater with arrow, and then powering repeater the arrow shall make the sound of arrow stuck in a block.
  • Before 1.0 repeaters would hold what state they are in when the game is quit but when the save was reloaded they would not pass on power. This meant that clocks had to be restarted every time you played the game.

[edit] References