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圓石生產器能於不破壞地形的情況下生產圓石。 當流動岩漿接觸水時會形成圓石,圓石生產器的運作原理就是基於這個現象。當圓石形成後,這塊新形成的圓石會隔開岩漿和水。而當新形成的圓石被移走後,岩漿和水便會再接觸,從而再形成另一塊圓石。
圓石生產器有不同的設計,當中最簡單的是建造一個十格長的溝,於兩端分別放置一個水方格和一個岩漿方格,圓石會在岩漿方格旁邊形成。
建造時必須避免意外地製造出黑曜石,因為當水接觸到靜態岩漿時便會形成黑曜石 (詳見 教程/黑曜石生產器)。對不同液體有所了解能避免建造時遇到這個錯誤。
標準圓石生產器
标准生成器这种东西,很早就有了。但是流行程度一直不高,因为圆石这种东西实在是唾手可得。标准圆石生成器需要玩家把生成的圆石刨下来然后收集起来。这种生成器最大的问题就是刨下的物品很容易掉进岩浆里被烧掉——就算圆石是可再生资源,可这么开采效率未免太低了点吧。
设计实例:
建议采用黑曜石堵住岩浆的背面,这样可以防止你不小心挖穿背面露出岩浆陷入危险。
这种设计可以降低物品掉进岩浆被烧掉的几率,但是这套装置体积就庞大多了。
活塞式圆石生产器
活塞能用于使圆石生产器自动化。活塞式圆石生产器和标准圆石生产器的工作原理相同,但会使用一个活塞来推开新生成的圆石或石头,这样就能接着生成新的圆石。活塞式圆石生产器有两种用途:一种是给玩家生成一个很大的圆石矿,另一种是用来建设能自我维修的建筑。 在1.9版中,岩浆从上方落入水中会生成光滑的石头。石头比圆石更容易被挖掘,也可以通过带有精准采集效果的镐来直接获得石头。以这种方式制作的自我维修建筑会得到一个不同的、更自然的外观。
组成
要制作活塞式圆石生产器,可以考虑采用以下3个组成部分:
核心
Stone-generating core surrounded by glass.
Cobblestone-generating core surrounded by glass.
推石头/圆石用的活塞可不要用粘性的哦!
这部分与标准圆石生成器类似:让岩浆和水在活塞前相遇。要确保能让红石触及活塞。在水流末端留一个洞,以便把水以竖直形状吸收掉。当把活塞连接到红石时钟信号上之后,这套系统就可以自动产生一排13块的圆石(因为活塞一次推动方块的数量上限为12)。
很少有石头生成器不用活塞的,因为要制造石头岩浆必须要生成石头的位置的正上方,岩浆向下流至活塞前的水流上。它和圆石生成器一样,一批可以产生一排13块石头。
Redstone Clock Generator
Simple redstone pulse-generating clock. Repeater delays are 3-3-3.
A basic understanding of redstone is helpful but not necessarily required.
The ideal clock will send a pulse shortly after the stone/cobblestone has been created, making way for a new piece of stone/cobblestone. The generator can be toggled by placing a lever on the side of the block with the redstone torch.
This simple clock is created by placing a redstone torch onto the side of a block, with a piece of redstone dust on the direct opposite of this block. Note that the redstone torch must be attached to the side of the same block that will have the diode on it. The diode should have a maximum delay for a cobblestone generator. The connection to the pistons can branch off the redstone torch or dust.
所需的时钟(侧视图):
Secondary Pistons
Since pistons can only push a maximum of 12 blocks, the core will only produce a limit of 13 cobblestone blocks. This can be greatly increased with secondary pistons that guide the row of cobblestone in other directions. In a way, it is a similar idea as the core piston in that it removes the fresh cobblestone in order for more to be created. Self repairing structures tend to use several secondary pistons and one or two cores.
Triggering a secondary piston can be done a few ways. The secondary pistons can be connected to the same redstone clock as the core, which periodically extend the piston. This can be annoying if you are working in the area as pistons make considerable noise. Alternatively, a Redstone Repeater can send a signal through the block which detects when a piece of cobblestone is present. This can then send a signal to a line of secondary pistons which trigger simultaneously.
Video Tutorials/Examples
This design offers a completely covered and compact version of a cobblestone farm. This design's size should minimize possible lag and includes a switch, to control production.
This design is a very efficient cobble generator, doesn't lag your game, is very small, and fairly easy to build. Unlike others, this version has a built-in failsafe, so it never breaks.
This uses a four sided repeater clock, but with uneven delay. The piston is retracted 5/6th of the cycle.
This compact design triggers when cobblestone is generated rather than using an external clock which means it provides the player fresh cobblestone much faster.
This shows how secondary pistons move the row of cobblestone from the core. They trigger at every clock cycle.
This shows how signals can go through solid blocks using repeaters. This will trigger independently of a central clock and is a viable way of setting up secondary pistons to minimize noise.
This generator uses no redstone and is quite efficient. It works using the 'tight' spacing block on the fence to let the cobblestone fall, while keeping you up.