Template:Translation:未知参数。
随机发生器是会产生随机信号的红石电路。它们能被应用在很多地方,从操纵一场灯光表演,到建造一个赌场。特别指出,随机发生器像大多数红石电路一样,只能在已加载出的区块里工作。如果是用于一个探险地图或一些玩家会走得很远的地图,可以将随机发生器建造在出生点区块
实体随机发生器
投掷器随机发生器
这个随机发生器利用了这样一个事实,投掷器以随机顺序发射物品。每当提供一个信号时,它会输出一个强度为1或3的信号。 要建造它,按照图中的方式放置一个投掷器,漏斗,和红石比较器。 然后把有不同堆叠上限的物品放入投掷器中,如一把剑和一块泥土。当你激活投掷器,它会把一个物品放入漏斗,从而激活比较器。 由于物品占用的空间不同,因此信号强度也会有所不同。看起来好像将物品数堆叠至16时会输出强度为2的信号,但不幸的是除非漏斗事先装了物品,否则将物品数堆叠至16只能得到强度为1的信号。
潜影盒随机发生器
潜影盒能被发射器放置,被活塞破坏,并保留其中的物品。当一个潜影盒被发射器随机放置时,比较器可以产生15种不同的红石信号。
生物随机发生器
生物随机发生器是利用生物随机移动的特性触发红石的随机发生器。当需要多个输出时,这种随机发生器是最好的。信号何时发生或持续多久都无关紧要。 猪随机发生器通常用压力板或绊线钩制作。用绊线钩是最简单的方法,但是需要更多铁。
随机发生器中使用的生物类型可以创造出一些重要的变种。一些常见的选择包括:
唱片机随机发生器
这种随机发生器使用唱片机和漏斗产生强度为1-12的随机红石信号。此机器的独特之处在于大多数其他的随机发生器不会产生具有如此多可能性的模拟信号。这种随机发生器的两个缺点是,它只能在每个音乐唱片播放完毕并取走后才会改变信号,并且这可能造价高昂。
Randomizers with analog signal output
Analog 2-RNG
- 1×3×2 (6 block volume), 1-wide, flat, silent
- circuit delay: 3 ticks (rising) and 1 tick (falling)
Outputs either power level 1 or 3 while on, power level 0 while off.
When the input turns on, the dropper will randomly choose to push either the stackable item or the non-stackable item into the hopper, causing the comparator to output either power level 1 or 3. Because the powered dropper is a solid/opaque block, it will also deactivate the hopper, preventing it from pushing the item back to the dropper until the input turns off.
- The output power level can be used as is (for example, to subtract 1 or 3 from a comparator in subtraction mode), but more often the output is connected to a line of two redstone dust so that the output is 0 or not 0 (to randomly power a repeater, activate a mechanism component, etc.).
Variations: If the dropper is powered indirectly (for example, by quasiconnecitvity or an adjacent powered block), the hopper won't be deactivated and will immediately push the item back into the dropper. This turns the circuit into a monostable rising edge detector with a 3.5-tick output pulse (still with a random power level of 1 or 3).
With only two items in the dropper, both output power levels will be chosen with equal probability. The probability of the output levels can be changed by adding additional stackable and non-stackable items to the dropper (which must all be different from each other so they won't stack). For example, with two different stackable items and three different non-stackable items, the RNG will output power level 1 40% of the time and power level 3 60% of the time.
Earliest Known Publication: March 14, 2013[1]
Analog 3-RNG
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The dropper contains one 64-stackable item, one 16-stackable item, and one non-stackable item.
The hopper contains five 16-stackable items in the far right slot.
5- 1×3×3 (9 block volume), 1-wide, silent
- circuit delay: 3 ticks (rising) and 1 tick (falling)
- Outputs power levels 1, 2, or 4 while on, power level 1 while off (but see variations below).
- When building this circuit, wait until the hopper is deactivated by the powered dust before putting five 16-stackable items in its far right slot. Then put a 64-stackable item, a 16-stackable item, and a non-stackable item in the dropper.
- Before the input turns on, the hopper's five 16-stackable items are enough to produce a power level 1 output from its comparator (even a single 64-stackable item would be enough for that). These five items should never be returned to the dropper, so the comparator's output will never drop below power level 1.
- When the input turns on, the dropper will push an item into the hopper, which will be placed in the hopper's left slot. It takes 23 64-stackable items (or five 16-stackable items and three 64-stackable items, or six 16-stackable items) to produce power level 2, so if the 64-stackable item is pushed that won't be enough to increase the output power level, but if the 16-stackable item is pushed the output power level will increase to 2. And if the non-stackable item is pushed, the output power level will increase to 4.
- The hopper is held deactivated by the powered dust when the circuit is off, and by the powered dropper when the circuit is on. But, when the input turns off, there is a brief 1-tick moment when the dropper has just turned off, but the torch attached to it hasn't turned on again. This allows the hopper to activate for 1 tick, pushing an item back into the dropper. A hopper always pushes items from its left slots first, so the hopper will push back the item the dropper pushed into it, rather than any of the 16-stackable items in its far right slot, allowing the circuit to reset itself.
- Variations: The player can remove one of the items from the dropper to create a 2-RNG with different power level outputs than the regular 2-RNG: removing the 64-stackable item outputs power levels 2 or 4, removing the 16-stackable item outputs power levels 1 or 4, and removing the non-stackable item outputs power levels 1 or 2.
- You can add additional redstone dust leading from the hopper to a block next to it, and then down to the side of the comparator. This 2-wide variation will keep the comparator's output off while the input is off.
- With only three items in the dropper, all three output power levels will be chosen with equal probability. The probability of the output levels can be changed by adding additional 64-stackable, 16-stackable, and non-stackable items to the dropper (which must all be different from each other so they won't stack). For example, with one 64-stackable item, one 16-stackable item, and two different non-stackable items, the RNG will output power level 1 25% of the time, power level 2 25% of the time, and power level 4 50% of the time.
- Additional items can be added to the hopper to increase all of the output power levels.
- Earliest Known Publication: 16 April 2013[2]
Analog 16-RNG
- 5×8×4 (160 block volume)
- circuit delay: 8.5 ticks
- Outputs power levels 0 to 15 while on, power level 0 while off.
- Uses four 2-RNGs to subtract 1, 2, 4, and/or 8 from 15.
- Reducing the number of 2-RNGs reduces the possible outputs: three 2-RNGs produces an 8-RNG, and two 2-RNGs produces a 4-RNG (the exact power levels depend on the power level provided to the subtraction comparators).
- Earliest Known Publication: June 10, 2013[3]
Schematic: Analog 16-RNG
参见:Mechanics/Redstone/Miscellaneous circuits/analog 16-rng [编辑]
Command randomizers
Tick-based
This randomizer uses a repeating command block adding 1 point to a score per tick, then another repeating command block truncating the value to its maximum. When a random value is needed, repeating command blocks testing for certain values are used. This setup is not completely random as it is based on the time is is activated, but is random enough for most purposes.
In this example, the minimum value is 10 and the maximum is 20.
To start, a dummy scoreboard objective must be created to store the values: /scoreboard objectives add randomizer dummy. Next, two repeating command blocks are needed, both set to "always active". The first one adds 1 point to the score every tick: /scoreboard players add ticks randomizer 1. The second one truncates the value to the aforementioned minimum and maximum: /execute if score ticks randomizer matches 21.. run scoreboard players set ticks randomizer 10 (where "21" is the maximum exclusive value and "10" is the minumum value). Finally, a set of command blocks testing each value are needed, all attached to the single input; for example, /execute if score ticks randomizer matches 2 run say hi will run /say hi (placing [@] hi in chat) if the random value between 10 and 20 is 2. The following schematic shows an example setup where the command blocks testing each value are attached to an input:
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- ↑ "HiFolksImAdam" (14 March 2013). "Minecraft 1.5 Tutorial: Simple Random Number Generator!" (Video) – YouTube.
- ↑ "Kwin van der Veen" (April 16, 2013). "Video response: Sharing is Caring #010: 1 Bit Randomizer & Silent BUD " (Video). YouTube.
- ↑ "Entity" (June 10, 2013). "Calling All Redstone Geniuses, I need Help. - advanced randomizer." – Minecraft Forum