Template:Mcrs diagrams Template:Translation:未知参数。
一个时钟电路是一个产生一个时钟信号的红石电路:一种重复自身的脉冲模式。
介绍
时钟信号发生器(Clock Generators)是输出持续开启/关闭的设备。术语x刻时钟由时钟周期的一半而得(通常也就是时钟脉冲的宽度)。举个例子,一个经典5刻时钟会输出如下序列码:...11111000001111100000...。
仅使用红石火把和红石线路,可以创建短至4刻时钟的时钟,有时可以利用故障。使用中继器或活塞可以轻松构建低至1刻时钟的任何时钟电路,其他设备也可以一同使用。还有一种称为“快速脉冲发生器”的特殊电路, 它产生快速脉冲,如1刻度时钟,但它是由于火把燃烧不一致。实际上,基于火把的快速脉冲对于中继器而言可能太快。即使使用中继器,在其他电路中也难以处理1时钟信号,因为许多组件和电路不能及时响应。
要制造周期更长的时钟 (周期大于几刻) 会更加困难。 因为添加中继器会使时钟变得很笨重。即便如此,还是有很多方法将会在独立的一段中被讨论。
Clocks without an explicit toggle can often have one retrofitted, by wiring a lever or other switch to the controlling block of an inverter, or even to a redstone loop. In general, forcing the delay loop high will eventually stop the clock, but the output may not respond until the current pulse has made its way through the loop. Whether the output will be stopped high or low depends on the clock and where in the loop players force it. Another option is to use a lever-controlled piston to open or close one of those loops, using either a solid block to transmit power, or a block of redstone to supply it.
While it isn't much discussed in the circuit builds below, there is one extra concept which is occasionally important: Phase. The phase of a running clock is the point it has reached in its cycle. For example, at one moment a 5 clock might be 3 ticks into its ON phase, 4 ticks later, it will be 2 ticks into its OFF phase. A long-period clock might be noted as 2 minutes past the start of its ON phase. The exact beginning of a cycle depends on the clock, but it is usually the start of either the OFF phase or the ON phase. For most cases, phase doesn't matter very much, in that they just need pulses every 7 ticks or whatever. However, in-game computing circuits are more demanding, and if they are doing a daily clock, they should care whether the on phase is day or night.
各种时钟例子
时钟信号发生器与脉冲信号发生器
最简单、稳定的时钟信号发生器是5刻时钟(设计方案B与C)。如果按照类似的方法,您也可以建造1刻时钟与3刻时钟,但它们里面的红石火把会由于切换速度太快而燃尽,所以说它们是不稳定的。因而您需要应用其他方法来建造1刻时钟,这种结构被称为“快速脉冲发生器”(设计方案A与F)。 增长反相器链可以加大时钟信号的周期(设计方案B' 与C' 展示如何达到增大周期的目的)。或者,您只要串入一个设置为3刻或4刻的中继器就可以了。
通过使用一个完全不同的方法,我们可以建造4刻时钟(设计方案D)。4刻时钟信号是在不会使火把燃尽的前提下所能达到的最快时钟。
4刻时钟也可以像在设计方案E里那样使用5个火把就能达到。这种方案利用了南北向传输畸变的BUG。所以,此设计的整体朝向必须在南北方向上。
设计方案B(5刻时钟)会输出如下序列码(当然每一位持续1刻):...11111000001111100000...
设计方案F与G是可用的纵向设计。
设计方案H是一个特殊的、稳定的1刻时钟。激活方法为:如图建造,但最后放置活塞前的那个方块,这样,活塞会以极快速度伸缩。您不会看到红石粉的明暗变化——因为其状态的切换周期已经比游戏的运行基本周期更小了。在时钟的输出端仍然有信号。您可以在那里放一个活塞来测试。活塞应该会不断快速地伸出与缩回。
Torch clock
Rapid pulsar
Schematic Gallery: Rapid Pulsar
Redundancy can be used to maintain a 1-clock, even as the torches burn out; the result is the so-called "Rapid Pulsar" (designs X, Y and (vertical) Z). However, the signal may not be consistent.
Device R creates energy in an irregular sequence. It is a variant of the "Rapid Pulsar" design shown above, except that each torch pulses in an irregular pseudo-random pattern as each torch coming on turns the other three (and itself) off. Occasionally torches will burn out for a few seconds (until reset by a block update), during which time other torches blink. As of version 1.5.1, this is likely to favor one pair of torches, such as the east and west torches, which will blink while the others stay dark. Output can be taken anywhere on the circuit.
Although "pulser" is the correct spelling for any general circuit which produces pulses, the traditional spelling of a clock circuit created from short-circuited redstone torches is "rapid pulsar".
Torch loop
The basic torch pulser is the oldest clock circuit in Minecraft, simply an odd number of inverters (NOT gates) joined in a loop. The design has been mostly replaced by repeaters, but still works. Design A shows a 5-clock, which is the shortest clock that can easily be made this way. Its pulse length can be extended by adding pairs of torches and/or [./https://minecraft.gamepedia.com/Repeater repeaters]. Repeaters can be added into the loop, or can replace any pair of inverters. Adding repeaters also allows even-numbered clocks such as a 10-clock. The total interval will be "NOT gate count" + "repeater total delay".
Vertical Torch 5-clock (G)
Compact Torch Loops
Even torch based 5-clocks can be made more compact, as with designs B and C. However, these have fewer places where repeaters can be inserted without using more space. Using this method, 1-clocks and 3-clocks are possible, but these will be unstable and erratic as the torches will regularly "burn out". As with the basic clock, the compact clocks can be extended by making the chain of inverters longer, or with repeaters. A 5-clock can also be made vertical, as in G.
Torch 4-clocks
Design D uses a different method to produce a 4-clock. (A 4-clock is the fastest clock of this sort which will not overload the torches.) Design E may be obsolete as of version 1.7. By making use of the [./https://minecraft.gamepedia.com/Redstone_circuits#The_north.2Fsouth_quirk North/South Quirk], it was possible to produce a more compact 4-clock with a regular on/off pulse width, as seen in design E. This design uses five torches, but if the stacked torches are pointed north-south, it has a pulse width of 4 ticks.
中继器时钟
A clock signal can be generated by introducing a pulse into a loop of [./https://minecraft.gamepedia.com/Repeater repeaters].
- Repeater Loop 1-Clock
Repeater Loop 1-Clock – The torch and block of redstone can be removed after the clock is running.
- 2×3×2 (12 block volume)
- flat, silent
- clock output: 1 tick on, 1 tick off
- The simplest repeater clock is simply two repeaters connected with redstone dust in a loop.
- The tricky part is introducing a 1-tick pulse into the loop. If the pulse is too long, the repeaters will both be permanently powered and the only way to fix it will be to break and then fix the circuit.
- A simple solution to this is to use a lever; flipping it on and then off 1 tick later. The most common method seems to be to place a redstone torch next to the clock, then quickly break it. This may take several attempts to do correctly, requiring the clock be broken and fixed between attempts. A more reliable method (shown right) is to place the torch on a powered block (a block of redstone, or any block powered by another torch or other power source) – the torch will be on when placed, but will turn off 1 tick later because it's attached to a powered block. The torch and powered block can then be removed, but stopping the clock later will still require breaking it.
- Variations: The dust in front of the repeaters can be replaced with blocks to save on redstone.
- Additional repeaters can be added to the loop, increasing the clock period. As long as all the repeaters are kept to a 1-tick delay, the pulse will remain only 1 tick long no matter how many repeaters are added. If the delay is increased on any of the repeaters, the pulse length will increase to match the longest repeater delay.
- Switchable Repeater Loop 1-Clock
Switchable Repeater Loop 1-Clock – The piston is sticky.
- 3×4×2 (24 block volume)
- flat, silent (while running)
- clock output: 1 tick on, 1 tick off
- This repeater loop can be switched on and off, by moving a block to complete or break the circuit loop.
- How it works: When the lever turns on (t = 0 redstone ticks), the sticky piston begins to extend. At t=1, the torch turns off, but the left repeater stays powered for 1 more tick. At t=1.5, the piston finishes extending and the moved block gets powered by the left repeater. At t=2, the left repeater turns off. At t=2.5, the right repeater begins to output the power passed to it by the block. From here on, it just continues as a 1-clock until the lever is turned off, breaking the loop.
- Repeater Loop 10 Hz Clock
Repeater Loop 10 Hz Clock
- 3×4×2 (24 block volume)
- flat, silent
- clock output: 1 tick on, 0 ticks off
- This clock produces a 10 Hz clock signal (10 activations per second) consisting of 1-tick on-pulses separated by 0-tick off-pulses (the off-pulse exists, but it is replaced by an on-pulse in the same game tick).
- Start the clock with a 1-tick pulse (for example, by placing a torch on a powered block). Stop the clock by breaking a piece of redstone dust. Alternatively, the switchable method described above may be used.
- A 10 Hz clock runs too fast for some redstone components to respond to. [./https://minecraft.gamepedia.com/Command_block Command blocks] and [./https://minecraft.gamepedia.com/Note_block note blocks] can handle the rapid activation. [./https://minecraft.gamepedia.com/Door Doors], [./https://minecraft.gamepedia.com/Trapdoor trapdoors], and [./https://minecraft.gamepedia.com/Fence_gate fence gates] will produce sounds as if being activated and deactivated that quickly, but will appear and act as if constantly activated. Pistons will act as if constantly activated, but the 0-tick off-pulses will produce the flickering appearance of a deactivated piston overlapping the activated piston. Other redstone components will simply act as if constantly powered.
Torch-repeater clock
A compact torch-repeater clock, set to three ticks
Since the introduction of the repeater, the torch-loop clocks have been generally replaced with torch-repeater loops. In these clocks, most of the delay comes from repeaters, with a single torch to provide oscillation. Such clocks can't be shorter than a 3-clock (or the torch burns out), but they can be extended almost indefinitely (subject to space and material limits). However, once the loop reaches 9-16 repeaters (delays of 36-64 ticks), a [./https://minecraft.gamepedia.com/Memory_circuit#T_Flip-Flop TFF] or [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#Clock_multiplier clock multiplier] can increase the period more cheaply (and compactly) than adding huge numbers of repeaters.) These examples are all (R+1)-clocks where R is the total repeater delay (that is, they spend R+1 ticks OFF, then the same time ON. All have at least one potential input that will turn the clock OFF within half a cycle (after any current ON-phase passes the output). (Feeding an ON signal into the output will also stop the clock, but of course the output will then be high.) When the power turns off, the clock will automatically restart.
Basic Torch-repeater Clock
Design A shows a basic loop clock. The repeaters must have a total delay of at least 2 ticks, or the torch will burn out. Powering the block will turn the clock off. As many repeaters as needed can be added, and the loop can be expanded as needed with dust for cornering. The circuit as shown is flat, but large loops can be run onto multiple levels, to cut down on sprawl.
Vertical Extended Clock
Design E is an extensible vertical clock. Its minimum size is 1×5×4, but it can be extended indefinitely, adding 2 repeaters (up to 8 ticks delay) for each block of extension. As shown, it has a minimum delay of 5 ticks. (This can be reduced to 3 or 4 by replacing repeaters with dust, or by using D instead.) A lever or redstone signal behind the torch stops the clock with output OFF (once any current ON-phase passes the output).
The pink and magenta wool blocks or redstone trails can be used for output; the magenta side will be inverted.
Vertical Compact Clock
Design D is a tiny vertical clock, a compressed form of E, that can output a 3, 4, or 5-tick cycle.
Earliest Known Publication: June 30, 2011[1]
The period will be the repeater's delay plus 1, but the repeater must be set to at least 2 ticks or the torch will burn out. This circuit is formally 1×3×3, but is most commonly built as a "V" on the ground, and can easily be buried entirely.
- A lever on, or redstone signal to, any of the four solid blocks can stop the clock. The torch will be forced "off", while the dust will be lit.
- Output can be taken almost anywhere, with a few exceptions:
- The blocks "crosswise" from the redstone dust (pistons work, but dust or a repeater is likely to jam the clock).
- The block under the repeater (a repeater or piston next to it will be out-of-phase, and dust won't light).
- Output from the dust side will be reverse phase.
Comparator clock
[./https://minecraft.gamepedia.com/Comparator Comparators] can be used to make fast clocks and slow pulsers.
Subtraction clock
- Subtraction 1-Clock
- 2×2×2 (8 block volume)
- flat, silent
- clock output: 1 tick on, 1 tick off
- A subtraction 1-clock toggles on and off every tick. It uses a [./https://minecraft.gamepedia.com/Redstone_comparator redstone comparator] in subtraction mode, with the output feeding to the comparator's side input.
- When the comparator first receives full power, it outputs strength 15 to the block in front of it, which passes the same signal strength to the dust next to it. The signal strength then declines by 1 (to 14) as it moves to the dust next to the comparator. In the next tick, the comparator subtracts 14 from its 15 input to output only signal strength 1. This is enough to barely power the block and the dust next to the block, but isn't strong enough to reach back to the dust next to the comparator, so on the next tick the comparator subtracts 0 from its input and the cycle starts again.
- Only the redstone dust next to the comparator will actually toggle between on and off — the comparator, the block in front of it, and the dust next to the block only toggle between signal strength 15 and 1. Add additional dust lines to these points to take output from them and allow the signal strength to decline to at least 14 and 0.
- A subtraction clock doesn't require full power for input — it will work even with an input strength as small as 2.
- Variations: Players can use any full container as the "input" if a power source would be inconvenient in that location (such as right next to the output).
- Earliest Known Publication: February 9, 2013[2]
- Subtraction N-Clock
- 2×3×2 (12 block volume)
- flat, silent
- clock output: 2-5 ticks on, 2-5 ticks off
- With the repeater set to a 1-tick delay, this is a 2-clock (2 ticks on, 2 ticks off). Increase the repeater delay to slow the clock down, or even add additional repeaters. If the input strength is higher than 1, the block behind the repeater can be replaced with redstone dust; if higher than 2, the block in front of the comparator can also be replaced with redstone dust. Output can be taken from anywhere as long as the dot of redstone dust can power the block behind the repeater.
Fader pulser
A fader pulser is useful for making small clocks with periods less than 15 seconds (for longer periods, [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#hopper_clock hopper clocks] can be smaller), but they are difficult to adjust to a precise period. They use a fader circuit (aka "fader loop" – a comparator loop where the signal strength declines with every pass through the loop because it travels through at least one length of two or more redstone dust), renewed by a redstone torch every time it fades out.
- Fader 9-Pulser
- 1×4×4, 1-wide, silent
- clock output: 1 tick on, 8 ticks off
- When the input turns off, the redstone torch initially "charges" the fader loop at signal strength 15. There's only one comparator in the loop so each cycle through the loop takes only 1 tick, and the signal strength declines by 2 each time through the loop, so the fader loop will stay charged for 8 ticks. The redstone torch then turns on for only one tick because it short-circuits itself (the torch won't burn-out because it's held off most of the time by the fader circuit).
- Fader 29-Pulser
- 2×4×2, flat, silent
- clock output: 2 ticks on, 27 ticks off
- When the input turns off, the redstone torch initially "charges" the fader loop at signal strength 14 at the dust next to the block (the signal strength declined by 1 getting there from the torch). There are two comparators in the loop so each cycle takes 2 ticks, and the signal strength declines by 1 each time through the loop, so the fader loop will stay charged for 28 ticks. One tick later, the redstone torch turns back on, re-powering the fader loop (it stays on for 2 ticks so it overlaps the fader loop's on time by one tick).
- Variations:
- Add more comparators to increase the clock's period.
- Skip the redstone torch for a non-repeating version (pulse extender).
Hopper clock
A hopper clock (a.k.a. "hopper timer") uses the movement of items in hoppers to create a clock signal.
Schematic Gallery: Hopper Clock
Single-item hopper clock
A single-item hopper clock simply moves a single item in a loop of hoppers.
- Hopper-Loop Clock
Hopper-Loop Clock – [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 1×3×2 (6 block volume), 1-wide, flat, silent
- clock output: 4 ticks on, 4 ticks off
- clock period: 8 ticks
- This clock just bounces an item back and forth between the two hoppers every 4 ticks. This clock runs while the input is off, and turns its clock signal output off when the input turns on.
- Technically, the pulse is only 3.5 ticks long (and 4.5 ticks off), but for most purposes this can be treated as a simple 4-clock.
- Variations: Another comparator can be added to the other hopper to get another clock signal inverted from the other.
- N-Hopper-Loop Clock
N-Hopper-Loop Clock – Shown: 4-Hopper-Loop Clock. [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 2×(N/2+1)×2 (2×N+4 block volume), flat, silent
- clock output: 4 ticks on, 4×N-4 ticks off
- clock period: 4×N ticks
- An n-hopper-loop clock consists of a loop of hoppers moving a single item around which occasionally powers a comparator output. This clock runs while the input is off, and turns its clock signal output off when the input turns on. The clock period will be N × 0.4 seconds, where N is the number of hoppers.
- Variations: Other comparators can be added to the other hoppers to get other clock signals out-of-phase with each other.
- Cooldown Hopper Clock
Note: This circuit uses command blocks which cannot be obtained legitimately in survival mode. This circuit is intended for server ops and adventure map builds.
- 1×5×2 (10 block volume)
- clock output: up to 27 minutes off, 4 ticks on
- This clock uses a command block to slow the hopper transfer rate. The exact command will depend on the direction the clock is facing, but for clocks facing the positive X direction it will look something like this:
blockdata ~2 ~ ~ {TransferCooldown:X}, where X is the number of game ticks (up to 32,767) to hold the item in the back hopper.
- Hoppers usually have an 8 game tick cooldown between transfers (4 redstone ticks). The command block gets activated 2 game ticks after the item enters the back hopper (due to the comparator delay), so setting X to 6 would produce no change. Thus, this clock will have a clock period of 8 game ticks for the front hopper, plus X+2 game ticks for the back hopper, for a total of X+10 game ticks (X/2+5 redstone ticks).
- Variations: The output comparator can be replaced with a redstone torch on the command block, producing a signal strength 15 output. An additional command block can then be activated by the torch to set the cooldown of the other hopper to change the pulse length.
- Earliest known publication: February 2, 2014[3]
Multi-item hopper clock
| Items Required for Common Clock Periods | ||
|---|---|---|
| 20 seconds | 50 items | |
| 1 minute | 150 items (2 stack + 22 items) | |
| 2 minutes | 300 items (4 stacks + 44 items) | |
A multi-item hopper clock achieves longer clock periods by using multiple items in the hoppers, and using a latch to keep the items flowing first one way then the other (rather than just bouncing back and forth between two hoppers). For most of the multi-item hopper clocks, see the Items Required for Useful Clock Periods table (right).
- Ethonian Hopper Clock
Ethonian Hopper Clock – Both pistons are sticky. [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 2×6×2 (24 block volume)
- flat
- clock period: 8 ticks to 256 seconds (4m16s)
- When the items finish moving in one direction, the empty hopper's comparator turns off, allowing the associated sticky piston to pull the block of redstone to the other hopper, reversing the direction of item movement. The movement of the block of redstone also updates the other sticky piston (which has been powered for a while) causing it to extend and prevent the first sticky piston from extending again when its comparator turns back on.
- Powering the hoppers will freeze the clock. Powering one of the blocks or the redstone dust will allow the clock to finish its current cycle before halting.
- With a single item in the hoppers, the clock has a period of 7.5 ticks (0.75 seconds). Each additional item adds 8 ticks (0.8 seconds) to the clock period.
- There are a number of useful outputs from this clock:
- Clock: A regular on/off clock signal can be taken from one position of the block of redstone. The signal will last for half the clock period.
- Cycle Off-Pulse: Either block faced by a comparator stays powered most of the time, but will turn off for 3.5 ticks every full cycle (but at half-cycle intervals from each other). The power level of the block may vary, so an output repeater may be needed to keep the power level constant.
- Cycle Pulse: By placing a torch on one of the blocks powered by a comparator, the off-pulse is turned into a regular 3.5-tick on-pulse, once per cycle.
- Half-Cycle Off-Pulse: By placing two redstone dust alongside or under the positions of the block of redstone, a 1.5-tick off-pulse is generated every half-cycle when the block of redstone moves.
- Multi Clock: by attaching 4 interconnected hoppers next to the redstone block, every full cycle will run an item(s) through these hoppers once, before stopping by the redstone block. Attaching a comparator and then a repeater to the other end of these added hoppers makes a signal that is 1 tick on, N×2-1 tick off, where N is the amount of items in the Ethonian clock. The amount in the clock×2 equals the total clock ticks. The amount of items in the 4 hoppers determines how much of that time is powered.
- Variations: For highly precise hopper clocks, the missing half-tick of the first item can be smoothed out with a repeater set to 3 ticks or more. Additional repeaters can change the clock period to something other than a multiple of 8 ticks.
- Other configurations are possible. The "1-Wide Compact" version is 1×6×3 (18 block volume). The "1-Wide Tileable" and "1-Wide Upside-Down" versions are both 1×8×3 (24 block volume). [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematics]]
- Earliest known publication: January 19, 2013[4] (note that hopper transfer rates were changed soon after this video was made)
- RS NOR Latch Hopper Clock
RS NOR Latch Hopper Clock – [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 4×6×2 (48 block volume)
- flat, silent
- clock period: 8 ticks to 256 seconds (4m16s)
- A silent multi-item hopper clock which uses an RS NOR Latch to control the direction of item movement.
- Earliest known publication: January 19, 2013[5]
- 1-Wide RS NOR Latch Hopper Clock
1-Wide RS NOR Latch Hopper Clock – [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 1×7×5 (35 block volume)
- 1-wide, silent
- clock period: 8 ticks to 256 seconds (4m16s)
- A 1-wide version of the RS NOR Latch hopper clock.
- Hopper-Latch Hopper Clock
Hopper-Latch Hopper Clock – [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 2×4×3 (24 block volume)
- silent
- clock period: 8 ticks to 256 seconds (4m16s)
- A silent multi-item hopper clock which uses a hopper latch to control the direction of item movement.
- Earliest Known Publication: March 18, 2013.[6]
- SethBling's Hopper Clock
Sethbling's Hopper Clock – [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 6×6×2 (72 block volume)
- flat, silent
- clock period: 1.6 seconds to 512 seconds (8m32s)
- A loop of hoppers with multiple items, where each hopper prevents the next hopper from pushing items further until the previous hopper has emptied.
- This clock can create a clock signal twice as long as the other multi-item hopper clocks. However, in less space players could build a [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#mhdc multiplicative hopper-dropper clock] with a clock period hundreds of times longer.
- Variations: The "simplified" version uses slightly fewer resources, by simply replacing the repeaters with blocks. The "amputated" version (two "arms" have been removed) only goes up to 256 seconds, but is one-third the size. [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematics]]
- Earliest known publication: January 22, 2013[7]
Multiplicative hopper clock
A multiplicative hopper clock uses a hopper clock to regulate the item flow of secondary stages to produce very long clock periods (the secondary stages "multiply" the clock period of the first hopper clock).
- Multiplicative Hopper Clock (MHC)
- 5×6×2 (60 block volume)
- flat
- clock period: up to 45 hours
- The repeaters in the middle keep the bottom hopper clock from transferring items except for the brief period when the top hopper clock reverses direction. Thus, the bottom hopper clock will transfer 1 item every time the top hopper clock completes a full cycle (except when the bottom clock reverses direction, when the bottom clock transfers an item after only half a cycle).
- The bottom clock will have a clock period of X × (2Y - 1) × 0.8 seconds, where X is the number of items in the top clock and Y is the number of items in the bottom clock (both max. 320 items).
活塞时钟
活塞时钟
在Beta 1.7版被引入之后,活塞可用于制作新型的可更改脉冲长度的时钟,而且不需要用到脉冲信号发生器。这种特性使得建构更复杂、反应速度更快的活塞电路成为可能,就像设计方案A展示的那样。
设计方案B需要两个粘性活塞,但比起前一种设计更稳定,而且当红石火把状态相同时活塞不会出现卡住的BUG。您可以通过把一边的红石设为高电平以使时钟停止工作。中继器可以在数量上无限扩展(当然最大不能超过游戏载入地区的面积)。
设计方案C只需要一个粘性活塞,但至少要有一个中继器被设置为至少2刻。如果两个中继器都被设置为1刻,火把会很快燃尽。您可以从电路的任何地方引出输出信号。本设计方案也是可控的:来自T端的高电平输入会让时钟停止工作。
设计方案D是最简单的,只需要一个粘性活塞与红石线,而且也是可控的。只要T端有信号,时钟就能工作;切断T端输入的话时钟就会停止(切断T端信号时很可能会导致时钟永远无法工作 )。您可以在右半侧环路中加入中继器以延长时钟周期。
再加一种方案E最简单且很稳定可控(不坏(只在一种特殊情况下才坏)),只需要一个粘性活塞 一个红石线 一个红石块 ,先放一个粘性活塞,再在粘性活塞有粘性的一面放一个红石块,再在红石块下方放一个红石线,放完后时钟立即工作,若红石粉有信号信号时钟工作,反之亦然。
还有一种在低频率信号下输出高频率信号的装置(称其为加频器),先放一个粘性活塞,再在粘性活塞有粘性的一面放一个红石块,再在粘性活塞和红石块的右侧贴着活塞沿红石块方向直线放置三个红石线(这是输出口),输入口为活塞。
可以利用上述的加频器做一个时钟电路 {{
矿车时钟
一个简单的矿车时钟,建议使矿车载有生物
纵向矿车时钟
矿车时钟建造起来十分简单,修改起来也不困难,但并不十分可靠。矿车时钟主要由小规模环形铁轨组成,铁轨里会有一个或多个矿车加速器(在Beta 1.6之后矿车加速器作为一个BUG已被修复。现在主要依靠充能铁轨进行加速)与探测铁轨,以及在上面循环运行的矿车。
载有生物或玩家的矿车加速效果更明显,更不易被减速,所以建议您在矿车内放一个生物以提高矿车运行速度。
每次循环,矿车都会被加速装置推进,然后经过探测铁轨时输出一个红石信号。矿车时钟不像活塞时钟一样发出声音,而且您能够通过增减铁轨长度以轻松地调节每两个信号之间的间隔。但矿车时钟具有一个重大缺点:它很容易被玩家或者生物干扰;而且,合成充能铁轨所需的黄金也使矿车时钟的成本比较昂贵。
延时达半日的矿车时钟
一个多层半日时钟的例子。注:红线右侧的电路连线当且仅当您要将其连接到RS锁存器序列以控制时钟时才是必要的
注:这里的“半日”指Minecraft中的一个白天的一半,即现实中的5分钟。
改进的铁轨T触发器是半日时钟的核心部件。因为这个时钟利用了掉落的物品经过5分钟后会消失的特性来向充能铁轨输出能量,以及触发两个分离的探测铁轨,所以它能够即使电路本身具有延迟的情况下仍然可以每5分钟切换一次状态。半日时钟是目前Minecraft中最准确的时钟。
仙人掌时钟
此类时钟利用仙人掌的生长以产生脉冲,大约每25分钟产生5分钟宽度的脉冲(亦即周期约为25分钟,占空比20%)。此类时钟的缺点是脉冲周期较为随机,使得其不适用于钟表计时或是计算机时钟,但冗长的持续时间使得此类时钟较为适合用于甘蔗农场、西瓜农场与南瓜农场的定时收获功能。
建造方法:铺设3x3的红石线环,在环上铺设3x3的任何末影人无法搬动的固体方块(防止被末影人搬走),再在固体方块上的边缘8个方块放置木质压力板,中间的方块上放置一个沙子,沙子上放两格高的仙人掌,再在仙人掌能够长到第三格的同层悬空放置末影人无法搬动的固体方块环。保持适当的照明与栅栏隔离以防止攻击性生物破坏或生物误触发。
如果想将持续时间减半,将两个同样的时钟连接到或门即可;如果想将持续时间加倍,将该时钟连接到适当的计数器;如果将两个同样的时钟连接到与门,时钟周期会延长到大约15小时。
可控时钟
可控时钟是5刻时钟和与门,或者与非门的组合。 输出端位于时钟的第一个反相器,与门的一个输入端与时钟输出端相连。
可切换时钟
基于按钮的可切换时钟
在一个时钟里,用一个非门代替任意一个中继器,然后在非门的方块上增加一个拉杆输入,一个可切换时钟就完成了。 值得注意的是除了非门本身之外的环路延迟必须相当于至少3个未调节过的中继器的延迟(3刻),否则非门的红石火把会燃尽。
您也可以利用按钮(或其他脉冲发生器)与两个修改过的脉冲发生器创建一个压缩版的可切换时钟(见下)。您有可能必须调节第一个脉冲发生器中的中继器以得到更长的脉冲,从而更容易地完成切换。
基于活塞的可切换时钟k
您也可以利用活塞与红石信号和移动方块的关系制作压缩版的可切换时钟,时钟脉宽最小可以做到1刻。
闪烁设备
随机短脉冲信号发生器
闪烁设备
闪烁设备的内部结构
这类设备输出不稳定的信号序列。闪烁设备是先前所介绍的“快速脉冲信号发生器”的衍生型,但实质上内部的火把都处于伪随机状态:其他三个火把都熄灭时,剩下那个火把才会点亮,而且该火把会被上方的反馈回路在很短时间后再次偶然地燃尽(在此期间其他火把仍在闪烁)。
您可以这样建造:把一个方块的四侧都插上红石火把,在方块上方放置红石线,然后在每个火把上都放置方块。您可以把任意一个火把当做输出。
- ↑ "ZirumsHeroTWR" (June 30, 2011). "Cobblestone Factory" (Video). YouTube.
- ↑ "plzent3r" (February 9, 2013) “Easy and Fast Clock using Comparators - Minecraft”
- ↑ "Pertsa2000" (February 2, 2014 — “Minecraft: Fully Adjustable Hopper Clock (command block)”
- ↑ "Ethoslab" (January 19, 2013) — “Minecraft - Tutorial: Hopper Timer”
- ↑ "Ethoslab" (January 19, 2013) — “Minecraft - Tutorial: Hopper Timer”
- ↑ "TitiSurMinecraft" (March 18, 2013) “Minecraft Tutorial - Silent Hopper Timer”
- ↑ "SethBling" (January 22, 2013) — https://www.youtube.com/watch?v=ThsaI0iOZGg "7.5 Minute Hopper Timer -- Minecraft Tutorial





