Redstone circuit/cz

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This page is part of the Czech translation project.
Mcredstonesim icon.png
This article makes use of diagrams in the MCRedstoneSim format for compactness and clarity.
Some of the designs are more than two blocks high which is represented here by the layers being frames in an animated gif or labeled side by side. A full legend is on the Redstone schematics page.

For the repeater, see Redstone Repeater.

Redstone obvody byly představeny v alfa verzi, umožňují hráčům vytvářet spletité mechanismy založené na Redstone drátech.

Redstone obvody jsou příbuzné s číslicovou elektronikou (založené na booleově algebře) v reálním světě.

Je také možné použít písty v redstone obvodech.

Základní mechanismy[edit | edit source]

Redstone drát[edit | edit source]

Redstone drát může přenášet signál 15 bloků. Odstín drátu se mění v závislosti na jeho délce. Pro položení redstone drátu vemte do ruky prášek a klikněte pravým tlačítkem na blok. (Poznámka: nelze umístit redstone na sklo, ale může projít skrz.)

Napájení bloků[edit | edit source]

Každý blok v Minecraftu je buď napájený nebo nenapájený. Myšlenkou "napájený blok" je míněna kostka materiálu nebo prázdného prostoru (ačkoli žádný opravdu prázdný blok vzduchu nemůže být elektrifikován) která je neviditelně elektrifikovaná, ale bezpečná na dotek.

Proud může být přenášen z napájeného bloku do jednoho nebo více ze šesti sousedních bloků. K přenosu proudu musí být blok buď:

Je třeba být pečlivý při umisťování redstone pochodní na bok bloku, protože ty nejsou součástí původního bloku, ale sousedního ve kterém leží pochodeň. Podobné je to i u redstone drátu, ten se součástí bloku nad blokem, na kterém je umístěn drát. Nicméně jestliže blok, na kterém je redstone drát položený, je jakkoliv napájený, je napájený i redstone drát.

Každý aktivně napájený blok emituje elektřinu v mnoha směrech, záleží přitom na tom co blok obsahuje:

  • Redstone pochodeň napájí sama sebe a blok přímo nad ní, pokud to není vzduch. Z principu funkce redstone drátu se aktivuje také přilehlý vodič.
  • Nášlapná deska aktivuje blok na kterém leží plus ještě jeden blok pod ním.
  • Páka napájí blok na kterém je umístěn a blok ve kterém se nachází.
  • Tlačítko napájí blok na kterém je umístěn a blok ve kterém je umístěn.
  • Redstone drát napájí sám sebe, blok pod sebou, bloky ke kterým je připojen plus bloky pod nima.

Redstone drát a síla signálu[edit | edit source]

Jestli je blok slabě nebo normálně (silně) napájen ovlivňuje jak s ním redstone dráty reagují. Bloky jsou silně napájeny redstonovými zdroji; pochodněmi (zespodu), opakovači, pákami, nášlapnými deskami atd. Pokud je blok napájen pouze redstone drátem tak je napájen pouze slabě. Redstone drát který je přilehlý, nad nebo pod blokem je silně napáje a stane se aktivním. Nestane se aktivním jestliže je zmíněný blok slabě napájen.

Napájené jednotky[edit | edit source]

Zařízení, třeba dveře, minecart, nebo TNT, je aktivováno když je zařízení poháněno. Jako například, položení redstone torche vedle dveří je otevře. Stání na pressure platu přiléhajícímu ke dveřím je tedy aktivuje taktéž. Nicméně stání na pressure platu vzdálenému dva bloky od dveří je již neaktivuje, pokud signál není přenášen jiným způsobem.

Pokud chcete napájet vzdálená zařízení, je třeba přenést proud ze zdroje až ke kýženému "spotřebiči" (dveře, písty, apod.); k tomu se právě používá Redstonový prášek. Jak bylo psáno výše, redstonové vedení je přímo spojeno s blokem na kterém leží a ne s blokem na které je připojeno. Z funkčního hlediska má tedy redstonové vedení dva stavy, napájeno a nenapájeno.

Nejjednodušší cesta k aktivaci redstone drátu je položení redstone pochodňe, páky a nebo jiného zdroje přímo přilehlému k vedení. Za takovéto spojení je považován i stav, kdy zdroj signálu je přímo nad blokem redstonového drátu.

Redstonová pochodeň je sama o sobě považována za aktivní zdroj; její standardní stav je považován za napájený, přepne se ale do vypnutého stavu ve chvíli, kdy blok na kterém leží je sám z jiného zdroje napájen. Právě tato schopnost je ve spojitosti se směrovým vedením redstonových drátů je základem pro všechny další složitější obvody a také logická hradla používaná k "inteligentním" mechanismům.

Vnímat tato pravidla je potřeba velmi obezřetně, protože chybné zapojení může velmi jednoduše vést k neočekávaným omylům. Pro příklad si můžeme vzít třeba takový preasure plate. Jeho aktivování totiž nenapájí pouze blok na kterém ležé, ale také ostatní bloky po jeho stranách. Dokonce i drát položený pod něj bude také aktivován, protože leží na místě jím aktivovaného bloku. Redstone pochodeň pod ním ale vypnout nedokáže, protože pro její vypnutí potřebujete napájet blok pod ní, který už není v dosahu preasure platu -- ve výsledku tedy položení redstonové pochodně na daném místě kompletně onen preasure plate zablokuje právě pro to, že blok na kterém leží neustále napájí.

Specific Powered Devices[edit | edit source]

Certain devices act in specific ways, for example:

  • If a block is powered, a redstone torch attached to it will be deactivated.
  • If a block is powered, a door on top of it or adjacent to it will toggle its state from open to closed or vice versa. (The actual state will depend, because doors were implemented unintuitively.)
  • If a block is powered, and it is a note block/dispenser, it will play/shoot once.
  • If a block is powered, and rails are above it, they will toggle shape. (You can still have the wiring power the rail directly.)

Jak se vyhnout častým chybám[edit | edit source]

Abyste se vyhnuli problémům se zapojením redstone obvodů, nepokoušejte se...:

  • ...napájet blok položením napájeného drátu pod něj. Redstone drát napájí pouze bloky, s nimiž horizontálně sousedí. K napojení bloku zespodu použijte redstone pochodeň.
  • ...posílat redstone signal bloky, na nichž neleží redstone drát. Standartní bloky (hlína, písek, štěrk atd.) připojené ke konci drátu sice přijímají redstone signál, nicméně drát připojený k opačnému konci bloku tento signál nepřijme, jelikož tyto (standartní) bloky nejsou vodivé. Pokud tedy narazíte na blok, jímž nemůžete pohnout/zničit, jednodušše veďte drát okolo nebo přes něj. Zde ovšem pozor, na některé bloky redstone drát položit nelze. Jako alternativu můžete umístit před tento blok repeater ("opakovač"), který dokáže přenést redstone signál srkz něj (viz níže).
  • Jestliže je na bloku položen drát a na jeho boku redstone pochodeň, blok nad pochodní musí být vzduch, sklo nebo blok poloviční (slaby neboli desky). Pokud nad pochodeň umístíte jakýkoliv pevný blok, vytvoří to jakousi zpětnou smyčku a pochodeň zhasne.

Logická hradla[edit | edit source]

A logic gate can be thought of as a simple device that will return a number of outputs, determined by the pattern of inputs and rules that the logic gate follows. For example, if both inputs in an AND gate are in the 'true'/'on'/'powered' state, then the gate will return 'true'/'on'/'powered'. Much more in-depth information and a better explanation of this expansive topic is available on Wikipedia.

Below is a list of some of the basic gates with example images and MC Redstone Sim diagrams. There are many different ways to construct them other than those shown below, so use them as guidelines for creating one to fit your needs. Most circuits have multiple valid implementations, with various advantages and disadvantages between designs such as size, complexity, performance, maintenance overhead.

Keep in mind that :

  • tick is the delay between the events "redstone torch receives power" and "redstone torch turns off or on". (depending on its initial state);
  • repeaters can be set to 1,2,3,4 tick(s). One tick = 0.1 seconds.
Basic logic gate diagrams

Pístové obvody[edit | edit source]

Pístové obvody jsou obvody, umožňující vytvářet logická hradla s písty, která jsou v mnoha případech menší a kompaktnější než tradiční hradla.

Symboly v obvodu[edit | edit source]

Každý symbol reprezentuje od jednoho do tří bloků (nejčastěji jeden nebo dva) viděných shora. Všechny popisy jsou brány vůči "podlaze", úrovni, na které hradlo stavíte.

Symbol guide for Redstone Simulator v2.2

Zleva doprava:

  1. Vzduch: vzduch nad vzduchem, tzn. dva prázdné bloky jeden nad druhým nad podlahou
  2. Blok: vzduch nad blokem (jakéhokoliv typu)
  3. Dva bloky: blok nad blokem, tzn. dva pevné bloky nad podlahou
  4. Redstone drát: drát (s blokem pod ním na úrovni podlahy)
  5. Redstone pochodeň: vzduch nad pochodní (všechny pochodně jsou typu redstone)
  6. Drát na bloku
  7. Pochodeň na bloku
  8. Blok nad drátem (tzn: úroveň 1 je drát a úroveň 2 je blok)
  9. Blok na pochodni
  10. Pochodeň na drátu (tzn: úroveň 1 je drát, úroveň 2 je pochodeň připojená k bloku na stejné úrovni, není vidět)
  11. Most: drát na bloku, pod kterým vede drát (a nahoře ještě prázdný blok vzduchu, podívejte se na Redstone schémata)
  12. Páka (nebo taky přepínač): vzduch nad pákou
  13. Kamenné tlačítko: vzduch nad tlačítkem (tlačítko je zmáčknuté po 10 tiků)
  14. Nášlapná deska: vzduch nad deskou
  15. Dveře: 2 bloky vysoké
  16. Shadow
  17. Opakovač: vzduch nad opakovačem při jakémkoli nastavení, reprezentuje také opakovač na zemi ve svislých diagramech
  18. Opakovač na bloku
  19. Blok na opakovači
  20. Dávkovač
  21. Dávkovač na bloku
  22. Blok na dávkovači
  23. Vzduch na lepicím pístu
  24. Vzduch nad pístem
  25. Lepící píst na bloku jakéhokoliv druhu
  26. Píst na bloku jakéhokoliv druhu
  27. Blok jakéhokoliv druhu na lepicím pístu
  28. Blok jakéhokoliv druhu na pístu

Obvod NOT Gate (¬)[edit | edit source]

Obvod NOT Gate (invertor)

Jednotka, která invertuje vstup, jako takový je obvykle nazýván invertující obvod.

A ¬A
1 0
0 1
Design A B
Velikost 1x1x2 1x2x1
Pochodně 1 1
Redstone 0 0
Izolovaný vstup? Ano Ano
Izolován výstup? Ano Ano

Hradlo OR (∨)[edit | edit source]

Tří vstupé hradlo OR

Jednotka, u které je výstup kladný když je alespoň jeden vstup kladný.

Jednodušší verze hradla OR je designováno takto A: pouze propojení drátem všech vstupů a výstupů. Ze své podstaty lze takhle sestavit pouze hradlo OR. Pokud potřebujete použít vstupy i jinde, tak potřebujete verzi B.

Verze C (zatím bez obrázku) sestává z bloku s opakovačem vedle něj jako výstup. S tímto designem je možné přidat dodatečné vstupy přes drát seshora a pro 5 vstupů. Tento design je také rychlejší protože používá opakovač místo pochodně.


Poznámka: design B je jednoduchou inverzí hradla NOR.

A B A∨B
1 1 1
1 0 1
0 1 1
0 0 0
Design A B
Velikost 1x1x1 1x3x2
Pochodně 0 2
Redstone 1 1
Izolovány vstupy? Ne Ano
Izolován výstup? Ne Ano
Maximum vstupů 3 4

Hradlo NOR (⊽)[edit | edit source]

Design hradla NOR

Jednotka, u které je výstup v 0 když je alespoň jeden vstup v 1. Všechna logická hradla lze vytvořit buď z tohoto anebo z NAND hradla. V Minecraftu je toto základní logické hradlo implementované pochodní. Pochodeň může mít až 4 vzájemně izolované vstupy (design B), ale jen 3 je komfortnější (design A), a všechny jsou volitelné. Pochodeň s 1 vstupem je hradlo NOT a bez vstupů je to hradlo TRUE (v podstatě napájecí zdroj). Pokud je potřeba více než 4 zdroje, one must resort to the non-isolated OR gate with a NOT at the end (at expense of isolation), or multiple NOR gates, according to the formula ABC = A ⊽ ¬(BC) (at the expense of speed, due to the nested gates).


A B A⊽B
1 1 0
1 0 0
0 1 0
0 0 1
Design A B
Velikost 1x1x2 3x3x3
Pochodně 1 1
Redstone 0 5
Inputs 3 4
Izolovány vstupy? Ano Ano

Hradlo AND (∧)[edit | edit source]

Design hradla AND

A device where the output is on when both inputs are on. This behaves in a manner equivalent to a Tri-state buffer, where input B acts like a switch, so that if it is off, input A is disconnected from the rest of the circuit. The discrepancy from real-life tri-state buffers lies in the fact that one cannot drive a low current in Minecraft. (See the Wikipedia article for details.)

An example application would be building a locking mechanism for a door, requiring both the activating button and the lock (typically a lever) to be on.


A B A∧B
1 1 1
1 0 0
0 1 0
0 0 0
Design A B C
Velikost 3x2x2 2x3x2 1x6x5
Pochodně 3 3 3
Redstone 1 2 3




Hradlo NAND (⊼)[edit | edit source]

Design hradla NAND

Jednotka, u které je výstup 0 když jsou oba vstupy 1.


A B A⊼B
1 1 0
1 0 1
0 1 1
0 0 1
Design A B
Velikost 3x1x2 2x2x1
Pochodně 2 2
Redstone 1 1

Hradlo XOR (⊻)[edit | edit source]

Design hradla XOR

XOR is a device which activates when the inputs are not the same, when only one is on. XOR is pronounced "exor," and is a shortening of "exclusive or," because it's OR excluding when both inputs are true. The output will turn when exactly 1 of the inputs is on. Adding a NOT gate to the end will produce an XNOR gate, which activates when the inputs are equal to each other. A useful attribute is that an XOR or XNOR gate will always change its output when one of its inputs changes, allowing for 2 switches to be combined to open or close a door, or activate another device.

Design D is not useful unless you want the levers to be fixed to the circuit. Design F is the most widely used.

A B A⊻B
1 1 0
1 0 1
0 1 1
0 0 0
Design A B C D E F G !
Velikost 3x5x2 3x3x3 5x5x1 3x3x2 5x4x2 3x3x3 5x2x2
Pochodně 5 5 3 3 3 5 8
Redstone 6 5 14 3 12 4 4
Repeaters 0 0 0 0 0 0 0
Speed (ticks) 3 3 2 2 2 3 3
Output direction fwd. rev. fwd. fwd. fwd. fwd. fwd.
Potřebuje páku? Ne Ne Ne Ano Ne Ne Ne

Hradlo XNOR (≡)[edit | edit source]

Design hradla XOR (klikněte a prohlédněte si animaci).

V logice bývá častěji označený jako "když a pouze když" nebo "iff" pro zkrácení. Je to jednotka, která je aktivní pouze když jsou vstupy stejné. Jinak řečeno když se jeden vstup změní, tak se změní i výstup. To je docíleno invertováním výstupu nebo jednoho vstupu na hradlu XOR. V Minecraftu se tohoto využívá u připojení dvou páček k jedněm dveřím.

A B A≡B
1 1 1
1 0 0
0 1 0
0 0 1
Design A B C D E F
Velikost 4x3x2 4x3x2 2x5x4 3x5x3 4x5x2 4x5x2
Pochodně 6 4 4 4 4 4
Redstone 5 5 7 7 10 9
Speed (ticks) 3 2 2 2 2 2
Output direction fwd. fwd. fwd. fwd. fwd. rev.
Levers required? Ne Yes Ne Ne Ne Ne

Hradlo IMPLIKACE (→)[edit | edit source]

Hradlo IMPLIKACE

A device which represents material implication. Returns false only if the implication A → B is false. That is, if the conditional A is true, but the consequent B is false. It is often read "if A then B." It is the logical equivalent of "B or NOT A".

Design C has a speed of 2 ticks if output is 1, but 1 tick if the output is 0. If you must synchronize the output, consider to place a repeater in front of input A with 1 tick delay.

A B A→B
1 1 1
1 0 0
0 1 1
0 0 1
Design A B C D
Velikost 2x2x1 2x1x2 2x3x2 1x3x2
Pochodně 1 1 3 1
Redstone 1 1 2 2
Speed (ticks) 1 1 2 1
Izolovány vstupy? Only A Only A Ano Only A
Izolován výstup? Ne Ne Ano Ne

Čítače a klopné obvody[edit | edit source]

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.

RS NOR latch[edit | edit source]

RS NOR latch designs.
RS NOR latch E design.
Design H, viewed from the side (Source)

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.g. when Q is on, Q is off and vice-versa. This means that in certain cases, you can get rid of a NOT gate by simply picking the Q output instead of putting a NOT gate after the Q output.

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 you hit a reset button.

In the truth table, S=1, R=1 is often referred to as forbidden, because it breaks the inverse relationship between Q and Q. 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. In design E, S=1 and R=1 results in both Q=0 and Q=0.

Along with traditional redstone designs, a RS-NOR latch can also be achieved with a Sticky Piston. 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.


An example of a RS-NOR latch using a Sticky Piston.
S R Q Q
1 1 Undefined Undefined
1 0 1 0
0 1 0 1
0 0 Keep state Keep state
Design A B C D E F G H
Velikost 3x3x1 2x3x2 3x3x3 4x2x2 7x3x3 4x2x1 3x2x2 1x3x3
Pochodně 2 2 2 2 2 2 2 2
Redstone wire 4 4 8 6 18 4 3 3
Izolovány vstupy? Ano Ne Ano Ne Ano Ano Ano Ne
Izolovány výstupy? Ano Ano Ne Ne Ano Ano Ano Ne
Orientace vstupu opposite opposite adjacent either adjacent opposite adjacent opposite

RS NAND hradlo[edit | edit source]

RS NAND latch designs.

Since NOR and NAND are the universal logic gates, a design for an RS NAND latch is just an RS NOR with inverters applied to the inputs and outputs. The RS NAND is logically equivalent to the RS NOR as the same inputs for R and S give the same outputs. 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.

S R Q Q
1 1 Keep state Keep state
1 0 0 1
0 1 1 0
0 0 Undefined Undefined
Design A B
Velikost 6x3x3 6x3x2
Pochodně 6 6
Redstone 10 8
Input orientation adjacent opposite

Klopný obvod D[edit | edit source]

D flip-flop designs.
Side view of a vertical D flip-flop, design C (Source)
Design D (Source)
Design E is a more compact version of design A.
Design F

A D flip-flop, or "data" flip-flop, sets the output to D only on certain conditions. The basic level-triggering D flip-flop (design A), also known as a gated D latch, sets the output to D as long as the clock is set to OFF, and ignores changes in D as long as the clock is ON.

Design B includes an edge-trigger, and will set the output to D only at the moment the clock goes from OFF to ON.

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. The design to the right in the image however requires 1 more block ceiling allowance, but allows the edge trigger to act on a high input. This additional ceiling requirement can be circumvented by simply moving the vertical NOT gate, to a lateral position 2 blocks downward. There is also the option of simply providing a NOT gate on the clock for your data bank, thus preventing the requirement of a gate for each flip flop.

Design F holds its state while the clock is high, and switches to D when the clock falls low. Note the presence of blocks above the top wire to cut connections. These are indicated by yellow hashing on the image. The repeater serves to synchronise the signals that switch out the loop and switch in D. It must be set to 1 to match the effect of the torch.

Design G is designed to be built into walls. If you want to switch the state the lever must be flipped before you press the button, this works both ways. The circuit is one wide and somewhat small. Also it takes about 1 tick less time than the traditional 1 wide (Design C)

D Flip Flop Design G.
Design A B C D E F
Velikost 7x3x2 7x7x2 1x5x6 2x4x5 3x2x7 3x2x6 1x5x6
Pochodně 4 8 5 8 5 4 6
Redstone wire 11 18 5 5 13 8 6
Opakovače 1
Trigger Level Edge Level Level Level Level Level
Izolován výstup? Ne Ne Ne Ne Ne Ano Ne
Izolován vstup? Ano Ano C Only Ano Ano Ne C Only

Klopný obvod JK[edit | edit source]

JK flip-flop designs.

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, design C). When the flip-flop is triggered, if the input J = 1 and the input K = 0, the output Q = 1. When J = 0 and K = 1, the output Q = 0. 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.e., if Q = 1 before the clock trigger, Q = 0 afterwards. 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.g. design C), maintaining the clock signal at 1 for too long causes a race condition on the output. 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.

J K Q(t)
0 0 Q(t-1)
0 1 0
1 0 1
1 1 Q(t-1)
Design A B C D
Velikost 11x9x2 9x8x2 5x7x4 5x7x2
Pochodně 12 12 11 7
Redstone 34 35 22 20
Opakovače 0 0 0 6
Accessible Q? Ne Ne Ano Ano
Trigger Edge Edge Level Edge
Vertical JK Flip-Flop 15Wx10Hx1D

Pardon the non-standard art of the following circuit. I built this vertical JK Flip-Flop from the basis of design A. 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 you can get a binary counter. For optimal space saving you can pass input K through the block it hits by replacing the redstone wire with a relay. Then you 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.

POZNÁMKA: Although not marked on the page, all relays should be set to their first notch EXCEPT ONE. Starting from input K move 8 blocks over and 2 up. That gate needs to have the longest delay at 4 notches. Also, all gates will finalize at the same time when synced to the same clock. A clock speed of 1.5 seconds (4 relays in a loop) has proven to be the most effective on a multiplayer server; although the relays can freeze when warping or leaving the area.


T Flip-Flop[edit | edit source]

T Flip-Flops are also known as "toggles". Whenever T changes from 0 (off) to 1 (on), the output will toggle its state.

A useful way to use T Flip-Flops in Minecraft could for example be a button connected to the input. When you press the button the output toggles (a door opens or closes), and does not toggle back when the button pops out. (Designs C and D do 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.

T flip-flop designs.

Design A has a large footprint, but is easy to build. It (and B, which is a slightly compacted version of A) 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.


Design C has a smaller footprint and an easily accessible inverse output, but lacks an edge trigger. If the input is kept high, it will repeatedly toggle on and off, cycling quickly enough to burn out its torches. For example, if the button mentioned above is wired directly to its input, the device can toggle several times before the button shuts off. Even a 4-clock is too slow to reliably result in only one toggle. Adding an edge trigger by routing input through a separate pulse generator (design B' seems to work best) will prevent this problem, as will any other means of sending it a short (2-3 tick) pulse of power.


Side view of vertical T flip-flop designs.

Designs D and E are much taller than the others, but only a single block wide, making them good for situations where floorspace is limited. D is level-triggered like design C, which can save space when distributing one input pulse to multiple flip-flops. Design E has an edge trigger.

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.


T flip-flop designs H and J.

Design H uses timing; the repeaters exactly match the torches. The core of the design is a loop with two torches that acts as the memory cell. When the input is received, it temporarily substitutes in a loop with only one redstone torch - a not gate. This flips the input. The input must be held high and driven low with an edge. A suitable circuit is simply a torch and a repeater set on 4 in parallel. Without this, it will oscillate and burn out the torches, so lay the circuitry to hold the input high before putting in the loops. In addition to being small, the design is fast - the output flips almost as soon as the input goes low. It seems to be the smallest now if we do not include an edge detector on the input (the suggested edge detector is 3x4x1). Note that three blocks are needed above the redstone to stop cross-connections. In the diagram, these are shown with gray squares. You can put a fourth one in over the repeater for symmetry if you wish. These blocks do not add to the height of the unit, rather, they are at the same layer as the two upright torches.


Design I does not uses repeaters. The input is the Down block, the output can be the top left corner torch.
The Output blinks when toggled. Layout of the I T Flip-Flop.


Design J is the smallest design of T Flip-Flop on this page. It is a compact version of the H design 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.

A demo of this flip-flop working correctly can be downloaded at [1]. It is a zipped world from a local installation of the minecraft server (v1.6.6).

T flip-flop designs Z1 to Z3

With Beta 1.7.3 operation of the Sticky Pistons was changed. If a sticky piston is activated with a one-pulse, it will push or pull a block, but not push and pull it back. This makes it easy to build compact T flip-flops. Z1 is the design with the smallest footprint (sticky piston and movable block are on level 2 above the torches), Z2 is the lowest one - only one block height, Z3 is a vertical design. All include the necessary edge trigger. But keep in mind that it is currently not clear whether this behaviour of the sticky pistons is considered a bug or not. Watch this video for a tutorial on creating this basic T Flip-Flop (Design Z1).

POZNÁMKA: Some of the illustrated T Flip-Flops to the right don't include the typical Q outputs. If you want to use the Q then just add an inverter to Q.

POZNÁMKA: Using design E you 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


Design A B C D E F G H I J Z1 Z2 Z3
Velikost 7x9x2 7x8x2 5x6x3 1x7x6 1x12x7 6x8x2 6x5x2 3x7x2 6x5x2 3x7x2 (3x4x2) (3x7x1) (1x6x4)
Pochodně 10 10 8 7 12 5 5 4 5 5 (3) (3) (3)
Redstone 28 29 22 9 14 26 14 12 18 10 (4) 5 (4)
Opakovače 0 0 0 0 1 3 2 2 0 3 1 2 2
Sticky Pistons 0 0 0 0 0 0 0 0 0 0 1 1 1
Accessible Q? Ne Ne Yes Ne Ne Yes Ne Yes Ne Yes Ne Ne Ne
Trigger Edge Edge Level Level Edge Level Level Level Level Edge Edge Edge Edge

Other Redstone Components[edit | edit source]

see Piston circuits

Repeater/Diode[edit | edit source]

Redstonový repeater
Podívejte se na Redstone Repeater článek pro úplné detaily.

V beta verzi 1.3 ( a výš ) můžete vycraftit Redstone repeater blok ze 3 kamenů (nikoliv dlaždic/cooblestonu), dvou redstonových pochodní a jednoho redstonového prachu. Redstone repeater také zvětší dosah redstonu o dalších 15 bloků za cenu nutného zpoždění. Jestli děláte past, je to pytomost, to zpoždění je opravdu velké.

Traditional Repeater/Diode[edit | edit source]

Example of a Traditional Repeater

Using two Redstone torches in series can effectively extend your running wire length past the 15-block limitation. As of 1.0.2 (the July 6th 2010 update), there must be a strip of wire between the two Redstone torches. Repeaters make it possible to send long-distance signals around the map, but in the process, slow down the speed of transfer. To reduce delays, you can stretch out the repeater so that some areas of the wire are consistently in the opposite state, but as long as the number of Redstone torches, or, effectively, NOT Gates is even, the signal will be correct. In more advanced circuits, repeaters can be used as a semi-conductors to isolate inputs or outputs.

Kolejový klopný obvod T[edit | edit source]

Rail T Flip-Flop

The Rail T Flip-Flop is a T Flip-Flop which uses rails and redstone. It is slower than traditional redstone-only circuits, but takes up less space than a normal T Flip-Flop and allows for easy access to the input and output.

The wooden squares at the rail corners are pressure plates that will switch the conventional RS-NOR latch at the bottom.

Another T flip-flop design

Dvousměrný repeater[edit | edit source]

This circuit acts as a two-way repeater, essentially serving as an elongated strip of redstone. Unlike normal repeaters, which only work in one direction, this circuit allows a signal to be sent through it from either side. It does not have a traditional input or output, but rather two spots which serve as both input and output, depending on what is attached to them. Whenever either one of them is receiving power, the other one is also receiving power. Whenever one of them is off, both are off.

Also, this circuit even tells you the direction the signal is flowing. Of the two torches which appear unlit in the diagram, whenever the circuit is powered, one will be lit. It will be the only lit torch in the circuit, and it will face the direction the power is moving. Thus, if there is an input from A, the bottom-right torch will be lit.

Two Way Repeater

In short, the primary purpose of this circuit is to simulate the function of redstone wire without restricting signal direction like a repeater, but it also happens to indicate which direction the signal is flowing.

Using repeater blocks

This circuit can be made three blocks shorter using repeater blocks to prevent short-circuiting:

The North/South Quirk[edit | edit source]

Fig. 1 - The two possible orientations.
Fig. 2 - Equal-delay inverse outputs.

A specific arrangement of torches which would normally be expected to behave identically to a traditional 2-torch repeater, causing a 2-tick delay in signal transmission, instead causes only a 1-tick delay. (See figure 1.) When constructed with the torches facing east and west, this arrangement causes the expected 2-tick delay, but when facing north and south, the second (top) torch changes state at the same time as the first, after only a single tick.

The quirk can cause unexpected bugs in complicated circuit designs when not accounted for, but it does have several practical uses. For example, double doors require opposite power states, but inverting one signal delays that door's response by 1 tick. Prior to Beta 1.3 and the introduction of the Redstone Repeater, the only known way to perfectly synchronize them was with this 1-tick repeater. Another application is in creating a clock circuit (see below) with an even pulse width and period.

Finally, as a generalization of the double-door use, the North/South Quirk can be used to obtain two signals which are always inversely related without the additional 1-tick delay a NOT gate normally causes in the second signal. (See figure 2.) This can be especially useful in circuits where precise timing is important, such as signal processing that relies on the transition of an input from high to low and low to high (on to off and back), for example by sending each of the inverse signals through separate edge detectors (see pulse generators below) and then ORing their outputs.

Zpožďovací obvod[edit | edit source]

Kompaktní zpožďovací obvody použity k prodloužení času signálu na cestě.

Sometimes it is desirable to induce a delay in your redstone circuitry. Delay circuits are the traditional way to achieve this goal in a compact manner. However, in Beta 1.3 the single-block Redstone Repeater was introduced, which can be set to a 1, 2, 3 or 4 torch delay, effectively rendering these delay circuits obsolete. The historical circuits are shown here for completeness, and will still work should you choose to build one.

These two delay circuits utilize torches heavily in favor of compactness, but in doing so the builder must be aware of the North/South Quirk. For maximum signal delay, construct these designs so that the stacked torches face east and west. For a fine-tuned delay, adjust the design to rotate one of the alternating-torch stacks to face north and south, or add an additional stack in that orientation.

Design A gives a 4 tick delay, while design B gives a 3 tick delay.

Hodinové generátory[edit | edit source]

Clock generators and pulsars.
Variable clock generator using redstone repeaters. The delay can be increased almost infinitely with more repeaters.
Example of a piston clock.

Clock generators are devices where the output is toggling on/off constantly. The simplest stable clock generator is the 5-clock (designs B and C). Using this method, 1-clocks and 3-clocks are possible to make but they will "burn out" because of their speed, which makes them unstable. Redundancy can be used to maintain a 1-clock, even as the torches burn out; the result is the so-called "Rapid Pulsar" (designs A and F). Slower clocks are made by making the chain of inverters longer (designs B' and C' show how such an extension process can be achieved).

Using a different method, a 4-clock can be made (design D). A 4-clock is the fastest clock which will not overload the torches.

A 4-clock with a regular on/off pulse width is also possible as seen in design E. This design uses five torches, but can be constructed so that it has a pulse width of 4 ticks by employing the North/South Quirk. It is important that the orientation of this design (or at least the portion containing the stacked torches) be along the north/south axis.

The customary name x-clock is derived from half of the period length, which is also usually the pulse width. For example, design B (a 5-clock) will produce the sequence ...11111000001111100000... on the output.

Designs F and G are examples of possible vertical configurations.

Design H is a stable 1-tick piston clock from the user BlubQ. To activate this clock: Build it as shown in the image but place the block in front of the piston as the last block. The piston should now extend and retract quickly.
You won't be able to see the redstonedust turning on and off because it's faster than the game updates itself.
There is still a signal at the output of the clock. To check if its working correctly place a piston at the output wire. It should extend/retract fast.

Repeater Clocks[edit | edit source]

With the addition of Redstone Repeaters in the Beta 1.3 update, clock generators can be simplified to at most one block, one redstone torch and from one to any number of repeaters chained together.

Very rapid clocks with even pulsewidth can be designed out of only Redstone Repeaters. By increasing the delay on each repeater or by increasing the number of repeaters in the loop, the clock can be slowed. These clocks act as variable clocks, but have higher maximum speeds, but these can't be used as it soon burns out the torch, you have to set the repeater on its third setting to stop it burning out.

Pístové Hodiny[edit | edit source]

After their addition in Beta 1.7, Pistons can be used to create new types of clocks with a modifiable pulse delay without the use of pulse generators. This allows other pistons to be clocked in a fashion that only leaves the arm extended for the time required to push an adjacent block, which in turn facilitates the creation of more complex and faster piston contraptions.


Hodiny s vozíkem[edit | edit source]

A basic Minecart Clock

Minecart clocks are simple, easy to build and modify, but are somewhat unreliable. Minecart clocks are made by creating a small circular track of minecart rails with one or more minecart booster and detector rail, and running an empty minecart through the loop. The cart is propelled endlessly by the boosters and generates a redstone signal as it passes over the detector rail. Minecart Clocks are, unlike piston clocks, completely silent, and can be extended or shortened easily by adding and removing track to adjust the delay between signals. Perhaps the biggest disadvantage to using a minecart clock is the fact that it is easily disrupted by the player or mobs, or the fact that it requires more space to to be constructed in. Finally, the necessity of gold in the construction of the booster rails may be a limiting factor to players without access to it.

Půldenní vozíkové hodiny[edit | edit source]

An example of a multistage Half-Day clock, note the wiring to the right of the red line is only needed if you are hooking it up to a sequence of RS-latches to control a clock face

An advanced Rail T Flip-Flop is a critical component in the Half-Day Clock. As it relies on the item decay code to send power to booster rails and trigger two separate mine-cart pressure plates. The Half-Day timer always toggles state after 5 minutes even with large amounts of lag, making it the most accurate clock currently in Minecraft.

An example of both an advanced Rail T Flip-Flop and the Half-day timer can be viewed here:

Controllable Clocks[edit | edit source]

Controllable clocks are a combination of a 5 Clock and a AND or a NAND gate. The output ends at the first inverter of the clock, and one of the AND inputs is the output of the 5th inverter of the clock.

Toggleable Clock[edit | edit source]

By adding an inverter instead of a repeater at any point in an average clock and wiring a lever to the main block of this inverter, a clock that can be toggled on and off can be created. It is important to either use 3 or more repeaters (or delay if less are used), as it seems to burn out otherwise.

A button based toggleable clock

It is also possible to create a compact toggleable clock by means of a button (or other redstone pulse) using 2 modified pulse limiters (as shown below) in series.

You may have to modify the repeater(s) in the first pulse limiter to give more delay and therefor a longer pulse, and more reliable shut-off.

Generátor Pulzů[edit | edit source]

Pulse generator designs.

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.e., excluding Stone Buttons).

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 extra inverters, shown in 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 to represent both the increase of A and the decrease of A as separate outputs, these can then be read to show when the input changes, regardless of its state. Redstone Repeaters can be used to change the length of the pulse, by placing one or more in series in the delay circuit between the two redstone torches (referring to design A). POZNÁMKA: This design no longer works with the 1.6 update. In order for any pulse to be sent through, there must be at least one more torch of delay between the first off state and the second. Adding a repeater on the first setting will add the minimum one additional torch of delay without breaking the pulse generator.

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. This is the type used in designs A and B of the T and JK flip-flops (when J=1 and K=1) to briefly place these devices in the 'toggle' state, long enough for a single operation to take place.

  • These circuits seem to burn themselves out in single player and (apparently) in SMP after the 1.6 update.

Type D is unique in design. Due to its nature, there is no way to correctly build it. This is because there are multiple input and output locations you can specify to fit your needs. It uses only 4 components: redstone wire, a sticky piston, a solid block (e.g. dirt or stone), and an input.

PistonPulseGenerator.jpg

This design creates a faster tick rate than a redstone torch. Note that you will be able to use the 1st notch (Only on multiplayer please verify. Single player 1-tick designhere]) on the diode to create and very quick pulse since there isn't a redstone component to burn out.


You can also create some more compact pulse generator with sticky piston, redstone torch, invertor, redstone and lever. See the file over there

Compactpulser.jpg

Pulse Limiters[edit | edit source]

Pulse Limiter

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 expects a default "on" input (left) and by default gives an "on" output (right).

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. For example: in the picture, the pulse is calculated as .1 + .1 - .1 = .1 or one tick, assuming the activation pulse is >= 1 tick. Be aware of the North/South quirk, as this can affect the delay of the torch. When the input is turned back on, the limiter will not emit a second pulse.

Another pulse limiter design can be seen on the left.

Pulse Limiter

The repeater in the center must be set to at least a 3 click delay, or the signal will not be sent. Click here to see how to make an Edge Trigger.

Piston pulse limiter

piston Limiter

Another solution for having a shortpulse is using pistons instead of torches. the button will be spit up in two lines. one lines is delayed by a repeater. this repeater can be tuned in order to get the pulse length thats desired. The piston will be activated and blocking the second line.

Pulse Sustainer[edit | edit source]

Pulse Sustain Circuit (large)

A pulse sustainer is used to lengthen the duration of a pulse type input (such as a button or pressure plate). Essentially the pulse input opens a constant power source (redstone torch) via a piston switch (piston 1). After the signal is delayed by the redstone repeaters, the circuit is closed once again via piston 2. The output signal can be taken from anywhere along the redstone repeater circuit segment, as shown.

Monostabilní Obvod[edit | edit source]

Monostable Circuit (large)

A device that turns itself off a short time after it has been activated. Basically, it consists of a RSNOR-latch and delay hooked up to its reset. The trigger input activates the latch's SET input, and after a delay set by the repeaters, the RESET activates, turning the output off again. The delay (e.g. the length that the output is high) can be set to any value by adding repeaters into the chain.

As a pulse will often have a shorter duration as it passes through complex circuitry, monostable circuits are useful for relengthening the duration, as the output always lasts the same amount of time, regardless of input duration.

It can also be used to delay a signal by using its reset signal as output.


A more compact version fits into a (3x3x2). Very short pulse and repeater has to be set to one of the last two settings in order to work. Repeaters can be added to lengthen pulse.

(Compact) Monostable Circuit. The length of the pulse is one tick less than repeater setting.
Monostable Circuit/Pulse Lengthener (long)

Alternatively, a (1x7x2) vertical device can be built to fit neatly against/into a wall. As in the other cases, the length of time that the output is high can be adjusted by adding or removing repeaters. (N.B. the repeaters should be flat on the floor, in the positions shown). This design lacks the RSNOR-latch of other designs and will only be useful in constant-input circuits. For momentary circuits, this design will not lengthen an input signal like the other designs, just cut the signal early.

Monostable Circuit (vertical)


A compact yet simple 2-X-1 device can also be built if you're constricted to long hallways with little room for width. However, due to the design, this only works with pulsed inputs and not with constant-input circuits. Unlike the previous designs, however, it can deal with 1-tick pulses. Design A shows the basic device that lengthens the incoming pulse by 1. Design B shows how you can expand this to lengthen the pulse by 3. Design C, which lengthens incoming pulses by 6, shows how you can make the device more compact by lengthening the delay of the repeaters. Unfortunately, this particular design only works properly if the incoming pulse is at least two ticks long. Design D shows how you can skirt around this problem without terribly affecting the compact nature of the device. It lengthens pulses by 7 and works with any length pulse. Note that the number of ticks the device lengthens the pulse by is equal to the sum of the delays on the repeaters in the design, not including the first one.


Vertical transmission[edit | edit source]

Sometimes it's necessary or desirable to transmit a redstone state vertically (e.g. to have a central control or status for several circuits from a single observation point.) To transmit a state vertically, a 2x2 spiral of blocks with redstone can be used to transmit power in either direction, and the spiral is internally navigable (i.e. one can climb or descend within the tower).

If repeaters are necessary, there is a 1x1 design for transmitting a state upward, and a 1x2 design for transmitting a state downward. For this to be effective you must not finish the top torch on, only off will switch the current when needed. Internal navigability of these designs inside a 2x2 tower interior can be maintained using ladders.

A 1x1 tower of upward repeaters
A 1x2 tower of downward repeaters


Blink device[edit | edit source]

Blink device
Blink device on inside
Random short generator

This device creates energy in an irregular sequence. It is a variant of the "Rapid Pulsar" design shown in the Clock Generators section above.

You can build this device by placing a block with one redstone torch on every side. Place some redstone on top of the block, place a new block on top of each torch, and then wire it up to different circuits.

This device will stop working after the server restarts (multiplayer).

By connecting all the torches together, this device will keep going, because although the torches burn out, they are all connected, giving you a 1 tick timer.


Multiplexer[edit | edit source]

Multiplexer (Animated)

A multiplexer (mux) is a device that selects one of two or more inputs and outputs the selected input. This multiplexer can be chained together with itself, allowing for 3 or more bit multiplexing.

Note: The inputs are (NOT A), B, and C.
-Inputs A and B are on the bottom (left=(NOT A), right=B).
-Output is on the top. C (Control) is the uppermost layer of redstone. Any connection to it will work. Dimensions: 4x3x3 Redstone: 16 (12 wire, 4 torches)

Input Stabilizing Cell[edit | edit source]

Input Stabilization Circuit

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. -It consists of one repeater, and 5 wires, connecting the output of the repeater to the input. Dimensions: 2x3x1 Redstone: 8 (1 repeater [1 wire, 2 torches], 5 wire) One can also use a RSNOR latch. A variation on this design involves placing two NOT gates(this does not affect the actual output as the double inversion cancels itself) along the redstone wiring connecting before and after the repeater. A second button can be connected as an additional input to the second NOT gate. This allows the second button to stop the stabilization, effectively creating a lever out of two buttons. This is useful for elevators, locks (the security kind or the nautical kind), or anything else that requires two buttons in different places to turn a circuit on or off, respectively.

Relé[edit | edit source]

Velká Verze: [IMG]http://i1221.photobucket.com/albums/dd478/AJFayer/Relay.jpg[/IMG]

Střední Verze: [IMG]http://i1221.photobucket.com/albums/dd478/AJFayer/RelayM.jpg[/IMG]

Malá Verze:

Relé (malé)

The relay allows you to have one input be sent to two different outputs that you can switch between. It consists of two AND gates, and an RS NOR latch. The relay defaults to one output, and by setting the latch you can change to the secondary output. Unlike just an RS NOR latch, which outputs a constant signal from one output or the other, the relay allows you to send a non-constant signal, which allows you to send no signal, or to send a signal to either output. It is useful for locks, and other applications where you want a non-constant signal to go one output until a triggering event occurs. Unlike a real world relay, it doesn't require constant power to keep it sending to the secondary output. It also requires power to reset to the primary output.

An example of when you would want a relay. A lock that requires you to push multiple buttons in the correct order. A relay allows you the ability to have one button be used multiple times in the sequence by having the relay send the signal to different parts of the unlocking mechanism at different times. You could also make a multi-digit, binary combination lock that requires multiple numbers to be entered using switches. You can use four switches to enter a four digit number and a fifth switch to check the entered number. The fifth switch can flip relays to all the other switches allowing you to use the same switches to set the second number.

-A relay is built by linking two AND gates with an RS NOR latch sending its two outputs to either AND gate. Then split a single input to the other AND gate inputs. Trigger the latch to change outputs.

Detektory hrany[edit | edit source]

Rising (left) and falling (right) edge detectors.

These devices send a short pulse when they have a rising or falling edge as their input. A rising edge is when a signal changes from low (0) to high (1) and falling is the opposite, high to low.

Sequence Activator[edit | edit source]

A redstone sequence activator. The bars near the repeater indicate the repeater delay.

This device will set on the output so that when input S is pressed, output A goes first on, then B. When input R is pressed, output B goes first off, then A.

Generátor náhodných čísel/Randomizer[edit | edit source]

A random number generator is a device that can give numbers to the user without him or her noticing any sort of pattern in them. Here is a simple tutorial explaining how to make a randomizer:

Mechanical to Electrical Conversion[edit | edit source]

A Mechanical-Electrical Converter

Making use of a quirk involving the update function on blocks near a water or lava source, it is possible to convert the "mechanical" energy of updating a nearby block into a redstone signal. To do this, create a water or lava rig that will shift when the desired block updates (for more info, read this thread [broken]). Then position a redstone torch or powder trail so that the water/lava will wash/burn the torch or powder. Do this in such a way that the missing redstone component will change the input signal of your circuit.

Once this setup has been rigged, the next time an update function is called in an adjacent block to the water/lava source, it will trigger your mechanism. Update functions include: an adjacent block is placed by a user, gravel or sand falls into an adjacent block, grass grows, wheat grows, an adjacent block receives power, an item resting on an adjacent block changes state (such as a door being opened), or redstone ore is stepped on, destroyed, or right clicked.

This setup can only trigger once before needing to be manually reset.

Electrical to Liquid Kinetic Conversion[edit | edit source]

An Electrical-Liquid Kinetic Converter

It is possible to use the same quirk described in the Mechanical to Electrical Conversion section to make water or lava flow as desired. In order to do this, simply follow the instructions in this thread[broken] and run a redstone wire to the block adjacent to the water/lava source. Whenever the redstone wire toggles state, the water/lava source will update. If arranged properly, this can be used to redirect water or lava whenever the desired input is given via redstone circuit.

Alternatively, as of Beta 1.7, pistons provide multiple-use liquid control. The piston plate in its extended position blocks fluids from any direction, as does a block attached to the end of a sticky piston. It is far easier to use a piston (or multiple pistons) to control fluid flow using redstone circuitry, especially since they do not need to be manually reset.

Detekce dlouhých nebo krátkých signálů[edit | edit source]

Detektor délky signálu

Občas je užitečné být schopen detekovat délku impulsu generovaného monostabilním obvodem. Pro výrobu použijeme hradlo AND s připojeným redstone opakovačem. These will only allow the signal to pass through if it has a signal length longer than the delay of the repeaters. This has many uses, such as special combination locks, which require you to hold down the button. It can also be used to detect Morse code, based on the principle that a dot will not make it through the gate but a dash will.



A signal length detector that blocks signals longer than the repeaters.

The circuit can be altered and used with a piston to create a reverse effect. Only a signal length shorter than the repeaters will pass. The piston is pulled back at the same time the repeaters are activated. As long as the input is on, the piston is back and the circuit is incomplete. If the charge reaches the end of the repeaters before the piston is pushed out again, the charge was too long and did not pass through. This can be used in sequence-dependent locks so other players cannot hold the lock open with torches.

Spínací obvody[edit | edit source]

Trigger Circuit.png

Tento obvod může být použit pro cause a redstone event when a block is updated next to a repeater. It relies on a glitch that causes repeaters to not update if the block that powers them loses its power source, effectively giving a repeater that remains on with no power. When a block adjacent to the repeater is removed, the hra corrects the repeater a pohne to an off state, allowing a trap or other event to operate.

Příbuzné stránky[edit | edit source]