| 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 (在开启时) |
| 可再生 |
否 |
| 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,这样就没有必要再用红石线传导电能时每15个方块就要用两个非门了。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刻(可选)的延时,这样计时电路就不再需要大量反相器了。现存的仅由红石火把构成的传统中继器/延时器仍然能正常工作。[1]换句话说,红石中继器身兼二极管、中继器与延迟器三种功能。
注意:
本篇用“刻”来表示红石的最小脉冲宽度,1刻=0.1秒。
制造
| 材料 | 输入 » 输出 |
|---|---|
| 红石粉, 2个红石火把, 3个石头 |
用途
中继器天性复杂,用法多样。各种可能的方法如下所述。这些功能能够被串联地利用来减少电路所需的中继器。红石线会自动连接到中继器上。
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。
- 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。
时钟/延迟
玩家可以通过右击中继器将延迟设定在0.1-0.4秒之间。可以多个延迟器来获得更长的延迟。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迟(0.4秒 + 0.1秒 = 0.5秒)。
红石中继器的出现大大简化了延迟电路,而且比起红石火把长链,中继器更能够提供精细的时间控制。例如,一条红石火把长链会比相同设计的红石中继器的信号通过速度更快,从而能够建造压缩的长延迟时钟。
在红石中继器出现之前,最简单的时钟信号发生器被称为“5刻时钟”,亦即5个红石火把反相器的串联(事实上这种结构具有10刻的振荡周期——5刻低电平,5刻高电平)。您现在可以只用一个红石火把与一个设置为4刻延迟(最大)的红石中继器的串联来建造5刻时钟。设置中继器为3刻得到的是4刻时钟,4刻时钟在只用到红石火把的情况下是无法实现的。
构造容易但规模巨大的1分钟延时电路,由150个中继器构成。
如果中继器的延迟设置小于3刻,火把将因为变化速度太快而燃尽。但中继器在同样情况下不会燃尽。如果两个相同延迟的中继器互相连成环状,从外部突然加入一个短脉冲,脉冲会在两个中继器之间来回无限次的传导。如果您把延迟设置为只有1刻,那么这个环状结构就是一个1刻时钟(周期为2刻)。不幸的是,如果您在电脑上重新载入这块区域,这个时钟将不会再发出信号,所以有必要加入触发开启的电路。这里(还未翻译)有一个解决方法。(您也可以使用一个反相器构成的不稳定的1刻时钟(首尾连接3个插有红石火把的方块(反相器)即可)以重置1刻中继器时钟。
还有一种更加经济的可以得到4-11秒延迟电路的方案。让发射器发射出来的方块落入水流中,水流末端为一个木质压力板。缺点是每次使用过后都要人工复原。这里有一个该种装置的YouTube视频。
乐曲/音符盒中的应用
红石中继器经常被应用在音符盒的组合上。为了演奏出一首乐曲,中继器应当被恰当地设定与放置。
向下传导电能
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.
向下传导电能-空洞中有红石线
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.
- If a redstone repeater is placed on the last layer of bedrock on superflat, and one was to break said repeater, they would fall through the bedrock with no hole for the player to go through.
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


