| 稀有度 | |
|---|---|
| 创造标签页(JE) |
红石方块 |
| 创造分类(BE) |
物品 |
| 合适挖掘工具 | |
| 硬度 | |
| 爆炸抗性 | |
| 引燃几率 | |
| 烧毁几率 | |
| 熔岩可燃性 | |
| 窒息生物 | |
| 红石导体 | |
| 最大堆叠 | |
| 亮度 |
有, 9 (when on) |
| 可再生 |
? |
| 命名空间ID |
redstone_repeater |
关于高级红石电路,请参阅红石电路。
红石中继器(Redstone Repeater)主要用作中继器,二极管或延时器。该方块能像网桥那样重复自己收到的信号,这样就没有必要再每15个方块用两个非门了。红石中继器只接受来自特定方向的信号,工作方式与电子电路中的二极管非常相似。它还能对信号产生1-4单位时间(可选)的延时,这样计时电路就不再需要大量反相器了。现存的中继器/延时器仍然能工作。[1]
制造
| 材料 | 输入 » 输出 |
|---|---|
| 红石粉, 2个红石火把, 3个石头 |
使用
中继器天性复杂,用法多样。各种可能的方法如下所述。These functions may be exploited in tandem to reduce the required number of repeaters in a circuit.从Beta 1.7版本开始,红石线会自动依附到中继器上。
中继器
中继器的主要功能是"刷新"传过去的红石信号,让信号能再传递15格。以前这只能用一个或两个非门来实现。
导线/二极管
中继器只接受来自"后面"(你放置中继器时离你最近的一面)的输入,并从"前面"("后面"的对面)输出。它不与任何相邻的空间产生相互作用。这在建造紧密封装电路时非常有用。
当下列物品被放在中继器后面的时候可以作为中继器的输入:
- 一根红石线。红石线会自动依附到中继器上(从Beta 1.7开始)。
- 一个红石火把。
- 用导线或者其他方法充能的方块。
- 各种开关(拉杆,按钮,压力板,等)。
- 另一个指向相同方向的中继器
当下列物品被放在中继器前面的时候可以接受中继器的输出:
- 任意走向的红石线。
- 任何能被充能的方块(同时也会像放置在火把上那样传递充能)。
- 任何能被红石控制的设备(门,矿车铁轨,音符盒,等)。
- 另一个指向相同方向的中继器。
显著的中继器行为包括:
- 直接接收到中继器的输出的方块会传递能量(像放置在火把上那样传递充能)。
- 直接接收中继器输出的单个红石线能够无视'直通方块(straight-up-to-the-block)'定律。单个红石线默认是十字形,并且最多能给3个独立的方块充能。(*1.0.0中是错误的?)
从Beta 1.3开始,直接放置在中继器前面的方块会表现出奇怪的行为。如果中继器的输入是红石线或者火把,对设备的作用似乎就是反过来的。如果输入是其他东西,那个设备就完全不受中继器影响。如果中继器和设备之间由导线连接,那便一切正常。
Beta 1.3还有另一个bug。如果中继器的输入来自于一个被红石线充能的方块,那么当紧邻方块的红石线被破坏的时候,中继器不会更新状态。如果给中继器充能的导线被破坏,中继器会保持之前的状态,直到其他事件触发了中继器的更新,比如在中继器旁边放置一个方块。
时钟/延时
玩家可以通过右击中继器将延时设定在0.1-0.4秒之间。可以多个延时器来获得更长的延时。例,一个设定为'4'的和一个设定为'1'的延时器能提供半秒的延时(0.4秒 + 0.1秒 = 0.5秒)。
Repeaters greatly simplify the construction of delay lines and provide far more granular timing than chains of redstone torches. For example, a repeater with a long line of redstone for delay would blink faster than the same design with repeaters set to four every other piece of redstone, allowing for more compact slowed down clocks.
Previously, the simplest possible clock was a "5-clock" made by chaining five redstone torches (which actually has a period of 10 ticks—5 on and 5 off). This same clock can now be implemented with only one torch and one repeater, connected in a loop, with the repeater delay set to 4 (the highest setting). Setting the delay to 3 yields a 4-clock, which requires some fancy wiring to build from torches alone.
1 minute delay device made of 150 repeaters
With a delay lower than 3, the torch in this circuit burns out. However, repeaters don't burn out the way torches do. If two repeaters with the same delay are connected to each other in a loop and a short pulse is introduced externally, the pulse will bounce back and forth between the repeaters indefinitely. With the delay set to 1, this circuit has a period of 2 ticks, making it a 1-clock. Unfortunately, the bouncing pulse does not survive a reload of the world, so some circuit to automatically "kickstart" it is required. Some methods for doing this can be seen here.(You can use an inverter 1-clock to reset it, which is simply 3 redstone wires in a loop connected to a block with a redstone torch (Inverter). See the picture directly to the right, take out the repeater and move the 3 redstone to the left 1 block, placing one on top of the inverter.) It is also possible to create a faster clock by running both sides of the 1-clock through repeaters and combining the outputs.
An alternative (and cheaper) design to get a delay of 4–11 seconds is possible by using a dispenser to drop a block in a water current, which ends on a wooden pressure plate and triggers a redstone signal. The drawback is that after every use, a manual reset is necessary. An example video can be seen here.
Songs/Note Block usage
The Redstone repeater is often used in combination with note blocks. In the making of a song, several repeaters are used to create rhythm in a song.
Propagating Charge Downward
Repeaters can be used to propagate charge downward. This can be used to completely 'hide' redstone circuits below 1 risen block with a button or switch. Previously, you would need at least 2 risen blocks to hide the tunneling redstone wire. You can also create a 1 width (3-17 length) column to propagate charge downward. Previously, the smallest width column that could be used was a 2x2 column.
Propagating charge downwards- the holes have redstone in them.
It is much easier to learn this technique by starting at the bottom and building upwards. Once you understand, you can also easily build it downwards. If you are building a long 1x3 column and are unable to move into adjacent blocks outside the column, you MUST start at the bottom.
Place a piece of redstone wire on the lowest point you want charge. Place a block beside the wire. Place a repeater on that block, pointing towards the wire. Then, place a block above the redstone wire. The repeater should be pointing directly into the block. This will propagate charge from the repeater, into the block, downwards into the redstone wire. When the repeater is powered, the block behaves as if it were a redstone torch, powering all adjacent blocks above and below, except for the repeater itself.
To lengthen the chain; place a block behind the tallest repeater. Place redstone wire on that block. Place a block above that redstone wire. Place a block above the tallest repeater. And place another repeater on that block, pointing in the opposite direction. Repeat if you require more height.
You will end up with a 1x3 column of blocks, with repeaters "stacked" in the middle with alternating directions. This column will delay the circuit 1 tick for every (length - 1) blocks downward, 1 tick per 2 blocks downward at the smallest length (3). You can use either a 2x2 column or a 1x17 column for the smallest delay per depth traveled, 1 tick per 16 blocks.
Delay line memory
With simple and accurate delay circuits comes the potential for delay line memory. Using repeaters, such memory can, in fact, be built on a two dimensional plane, like the 900 bit grid on the right, with a density of 1 bit per square, far denser than any memory cell that can be built with torches (around 9X as dense (not including the amount of room required for input/output/reset wiring)). There can even be multiple layers, similar to a parking deck, where the last repeater on the grid winds up a short spiral staircase to the next level, where the grid goes back. This can be repeated for as many levels as needed, as demonstrated by the 3280 bit grid shown on the bottom right.
The only downside is that it is harder to see the data stream, and therefore it is harder to know when to safely inject data into the memory stream. If the input and output sources are given many repeaters to a remote, possible even underground location to get the grid out of the way, the memory size is limited only by the amount of free space. To reset the memory grid, simply remove one repeater, or preferably, one redstone anywhere on the line and wait for the data to get flushed out, alternatively you could have a conjoining redstone line extend two blocks downwards and link a sticky piston so that when it is activated; it cuts the circuit by pushing a block in front of the redstone making its journey downwards. Since this can be done from a great distance, it's far more affective than simply removing a redstone piece. If the grid is in a remote location, then at the loop around of the remote grid, it could form a detour, using repeaters as necessary, to have a piece of redstone accessible, then have it go back into the main grid. It should be noted that in larger grids, such as the 900 bit one shown, distant repeaters may not update their graphics, making them appear frozen, but the data stream will still get carried on anyways, regardless of the graphics.
Some possible uses of delay line memory include knowing how many times a person walked through a door, or which way (useful for counting players that raided your base in SMP) the intruder went, by having the inside inject a 0b101111101 and the outside pressure plate inject a 0b101000101 data stream into the memory (101 tags indicate that it is a door sequence, or even which door it is, and the 111 or 000 says which way they went). Using this method, if one sees a 0b101000101.......101000101.....101111101.................//................0b101000101.......101000101.....101111101........., he or she can know that one intruder is still in the base. However this type of system may run into overwriting issues.
Another use of these circuits is for strobe light effects. One can imagine lining the edges of their roof and the perimeter of their house/castle and looping the output underground back to the beginning, and adding a temporary lever to use to input a random strobe sequence until the strand of light is full of a pattern that one likes, then one removes the lever and watches the strobe light running around their house.
- 2011-10-12 20.37.57.png
Different ways to power a repeater
- 2011-10-12 20.40.07.png
By chaining repeaters with blocks instead of wire, the middle of a delay line can be tapped while keeping it fairly compact.
- 1clockstarter.PNG
A diagram of a 1-clock with starter
- 900-bit delay line memory grid.jpg
A 900-bit delay line memory grid.
- Memory Grid.png
A 3280-bit five level delay line memory grid.
Trivia
- It was originally implemented by Jeb.[2] Originally the 4 possible settings were "1, 2, 5 and 7",[3] but this was changed to "1, 2, 3, and 4" for simplicity's sake.[4]
- The block looks like two shortened redstone torches attached to a stone plate, that has the texture of the top of the old stone slab but with an arrow on it that denotes the direction of the current, for simulating diodes.
- Prior to beta 1.6, the particles generated when the block was destroyed looked like those of a Pumpkin.[5]
- If a Repeater is in a 2 block high space, like a tunnel, you will appear to sneak automatically as you walk over it. However, you will not sneak if the repeater is blocking the entrance of a tunnel. Your player animation does not change and you are not slowed down; you aren't actually really sneaking.
- You can link many repeaters together by placing a line of redstone on top of any block and then activating the redstone. However it will not work if you do not place the redstone on a block (it will work at all cases in beta 1.7). As seen/used in this video Redstone arrows floor
- If you save your world then come back to it any chains of redstone repeaters stay in the state of which was logged off. They do not change until a neighboring block is updated. Some ways to fix it can be seen here.
- If you change the time in a SMP server using an ops command, the repeaters will lock in the state that they were in when the time changed, and will freeze in the state unless they are moved to a different block. The block they are on will always freeze a repeater placed there following this.
- If you set the repeater to delay 4, it can stop a pulse that would burn out a redstone torch.
- In the coding, it is referenced as "diode".
- The reason why the torches look shorter is because the torches are actually off set from its y-axis.[6]
- Repeaters can be used as one-way doors by placing the repeater under an arch.
- Since Beta 1.7 redstone will now automatically face towards redstone repeaters like any other redstone mechanism. This was not the case in Beta 1.6.6 and earlier.
- When hitting the non-powered repeater with arrow, and then powering repeater the arrow shall make the sound of arrow stuck in a block.
- Before 1.0 repeaters would hold what state they are in when the game is quit but when the save was reloaded they would not pass on power. This meant that clocks had to be restarted every time you played the game.
References
- ↑ http://twitter.com/jeb_/status/33885928657264640
- ↑ http://twitter.com/jeb_/status/33875639920492544
- ↑ http://twitter.com/jeb_/status/33888465502339073
- ↑ http://www.reddit.com/r/Minecraft/comments/fmdtp/teammojang_redstone_repeater_video/c1gzrn6
- ↑ http://notch.tumblr.com/post/5775170768/the-changelist-for-1-6
- ↑ http://i54.tinypic.com/1orvpe.png


