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Third ID

The Repeater has a third ID: 356. I guess this should be in the article too, but i dont know how to implement a third ID. --Marvin 19:28, 22 February 2011 (UTC)

I've added the third ID as "Repeater item;" feel free to change as necessary. --Simian 02:23, 23 February 2011 (UTC)

not gate/invertor

after a bit of trying i can confirm that a repeater directly next to a door will work as a NOT gate/invertor, and it won't delay regardless of the selected mode

next to a dispenser it fuctions as nothing on the 2 shortest modes (1,2), the dispenser won't get activated in any way. on the 2 longer modes (3,4) it does act as a NOT gate/invertor. again no delays. -- Unsigned message


There is something subtle about the Repeater being a compact NOT. At first I thought it had something to do with the south west rule, but it seems that there is something subtle I don't get. When I tried to record a video of my tests, in order to make the video "cooler" I re-arranged the redstone pieces, and it did not act as a NOT anymore.--Ha3 21:10, 22 February 2011 (UTC)



Ok, It's not a compact NOT gate. The behaviour of this block is really weird. You don't deal with Inputs and Outputs there, you're dealing with wire updates, but not only wire updates.

Say you have Input A, and Input B. Then you do "(A or B)--(Repeater)(Note Block)".

If you activate A, it will be a NOT gate when you release A.

If you activate B, it will be a NOT gate when you release B.

This sounds weird, but that's the way it is, accotding to my tests.

If you activate A, then B, then release A, it will trigger the Note Block. Even if the Repeater input does not change state. When you release B it doesn't do anything.

If you activate A, then B, then release B, then release A, it will trigger the Note Block.

Of course, there may be something more subtle than that.

Video of my tests here : http://www.youtube.com/watch?v=6orTZPButAM --Ha3 21:41, 22 February 2011 (UTC)



So, just to clarify: A repeater placed directly next to a redstone capable bloack will turn into a NOT gate after one input is turned on and off.

Picture: http://oi52.tinypic.com/rm69o4.jpg Feel free to add it to the page, because I don't know how to... Frubban 21:51, 22 February 2011 (UTC)


"so that using two not-gates every 15 blocks will no longer be necessary".

Instead of using 1 not-gate every 15 blocks, you use 1 repeater. It costs you 1 more redstone wire, 1 more red torch and 3 more smoothstone per 17 blocks. Why is it better?

IMO this should be removed. DiEvAl 16:04, 23 February 2011 (UTC)

Confusion

Experimenting and came across a behavior that I don't understand the purpose.

For all intents I was using this block as a diode. Had 3 inputs that share a 'T' the south line received a south oriented diode. This would mean both the East and West inputs could effect South and South could effect nothing. BUT, my inputs/outputs were RS torches on blocks and the redstone lines ran to the sides of these blocks. If I place the southern diode 2 or more away from the southern torch the signal would pass though the diode and turn it off.

However if I placed it 1 away from the block, the incoming redstone signal would hit the diode, pass though to the single redstone on the other side but the torch would not go out. Removed the redstone and placed the diode flush against the RS torch block and it works fine.

Two, or more away fine...what is magical about being 1 block away from the side of the RS torch 'stand'?

Also works 1 away if there is another diode as the connection rather that wire.

Dctrjons 09:51, 23 February 2011 (UTC)

Thumbnail

the piture of the reapeter in the items box is a ladder do you think you could change it?

Clock Restarter

I created a 4/5 clock an hooked 17 inverters to the output of the Repeater and the 17th inverter output to the input of the Repeater. When reloading the world it take some random time until the clock starts running again http://dl.dropbox.com/u/16772102/2011-02-23_17.16.44.png

I don't know if this changes the clock rythm or something like that...

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