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Disambig gray  本文章介紹的是中繼器。關於相關的礦石,請見「紅石礦」。關於相關的物品,請見「紅石粉」。關於相關的導線,請見「紅石線」。關於相關的火炬,請見「紅石火炬」。

關於高級紅石電路,請參閱紅石電路

紅石中繼器(Redstone Repeater)主要用作中繼器,二極管或延時器。該方塊能像網橋那樣重複自己收到的訊號,這樣就沒有必要再用紅石線傳導電能時每15個方塊就要用兩個非門了。紅石中繼器只接受來自特定方向的訊號,工作方式與電子電路中的二極管非常相似。它還能對訊號產生1-4刻(可選)的延時,這樣計時電路就不再需要大量反相器了。現存的僅由紅石火炬構成的傳統中繼器/延時器仍然能正常工作。[1]換句話説,紅石中繼器身兼二極管中繼器延遲器三種功能。

注意:
本篇用「刻」來表示紅石的最小脈衝寬度,1刻=0.1秒。

製造

材料 輸入 » 輸出
紅石粉
2個紅石火炬
3個石頭

用途

中繼器天性複雜,用法多樣。各種可能的方法如下所述。這些功能能夠被串聯地利用來減少電路所需的中繼器。紅石線會自動連接到中繼器上。

中繼器

中繼器的主要功能是"刷新"傳過去的紅石訊號,讓訊號能再傳遞15格。以前這只能用一個或兩個非門來實現。

導線/二極管

中繼器只接受來自"後面"(你放置中繼器時離你最近的一面)的輸入,並從"前面"("後面"的對面)輸出。它不與任何相鄰的空間產生相互作用。這在建造緊密封裝電路時非常有用。


當下列物品被放在中繼器後面的時候可以作為中繼器的輸入:

  • 一根紅石線。紅石線會自動依附到中繼器上。
  • 一個紅石火炬。
  • 用導線或者其他方法充能的方塊。
  • 各種開關(拉桿,按鈕,壓力板,等)。
  • 另一個指向相同方向的中繼器

當下列物品被放在中繼器前面的時候可以接受中繼器的輸出:

  • 任意走向的紅石線。
  • 任何能被充能的方塊(同時也會像放置在火炬上那樣傳遞充能)。
  • 任何能被紅石控制的裝置(門,礦車路軌,音符盒,等)。
  • 另一個指向相同方向的中繼器。

時鐘/延遲

玩家可以透過右擊中繼器將延遲設定在0.1-0.4秒之間。可以多個延遲器來獲得更長的延遲。例,一個設定為'4'的和一個設定為'1'的延時器能提供半秒的延遲(0.4秒 + 0.1秒 = 0.5秒)。

紅石中繼器的出現大大簡化了延遲電路,而且比起紅石火炬長鏈,中繼器更能夠提供精細的時間控制。例如,一條紅石火炬長鏈會比相同設計的紅石中繼器的訊號透過速度更快,從而能夠建造壓縮的長延遲時鐘。

在紅石中繼器出現之前,最簡單的時鐘訊號發生器被稱為「5刻時鐘」,亦即5個紅石火炬反相器的串聯(事實上這種結構具有10刻的振盪週期——5刻低電平,5刻高電平)。您現在可以只用一個紅石火炬與一個設定為4刻延遲(最大)的紅石中繼器的串聯來建造5刻時鐘。設定中繼器為3刻得到的是4刻時鐘,4刻時鐘在只用到紅石火炬的情況下是無法實現的。

File:1minute.jpg

構造容易但規模巨大的1分鐘延時電路,由150個中繼器構成。

如果中繼器的延遲設定小於3刻,火炬將因為變化速度太快而燃盡。但中繼器在同樣情況下不會燃盡。如果兩個相同延遲的中繼器互相連成環狀,從外部突然加入一個短脈衝,脈衝會在兩個中繼器之間來回無限次的傳導。如果您把延遲設定為只有1刻,那麼這個環狀結構就是一個1刻時鐘(週期為2刻)。不幸的是,如果您在電腦上重新載入這塊區域,這個時鐘將不會再發出訊號,所以有必要加入觸發開啟的電路。這裏(還未翻譯)有一個解決方法。(您也可以使用一個反相器構成的不穩定的1刻時鐘(首尾連接3個插有紅石火炬的方塊(反相器)即可)以重設1刻中繼器時鐘。

還有一種更加經濟的可以得到4-11秒延遲電路的方案。讓發射器發射出來的方塊落入水流中,水流末端為一個木質壓力板。缺點是每次使用過後都要人工復原。這裏有一個該種裝置的YouTube影片。

樂曲/音符盒中的應用

紅石中繼器經常被應用在音符盒的組合上。為了演奏出一首樂曲,中繼器應當被恰當地設定與放置。

向下傳導電能

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.

File:2011-05-29 14.40.24.png

向下傳導電能-空洞中有紅石線

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.

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

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