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Scada system Explained by Www Minecraftwiki Net

Scada system Explained by Www Minecraftwiki Net

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Published by BENJA SIMON
http://www.minecraftwiki.net/wiki/Redstone_circuit

A redstone circuit is a structure that can be built to activate or control mechanisms.
Circuits can be designed to act in response to player activation, or to operate autonomously -- either on a loop, or in response to non-player activity such as mob movement, item drops, plant growth, etc. The mechanisms that can be controlled by redstone circuits range from simple devices such as automatic doors and light switches, to complex devices such as elevators, automatic farms, or even in-game computers. Understanding how to build and use redstone circuits and the mechanisms they can control will greatly increase the range of things that can be accomplished in Minecraft.

The subject of redstone structures is huge — this article provides only an overview of the many different types of redstone circuits which can be built. For full details and examples of these redstone circuits, see the main articles for each topic.
http://www.minecraftwiki.net/wiki/Redstone_circuit

A redstone circuit is a structure that can be built to activate or control mechanisms.
Circuits can be designed to act in response to player activation, or to operate autonomously -- either on a loop, or in response to non-player activity such as mob movement, item drops, plant growth, etc. The mechanisms that can be controlled by redstone circuits range from simple devices such as automatic doors and light switches, to complex devices such as elevators, automatic farms, or even in-game computers. Understanding how to build and use redstone circuits and the mechanisms they can control will greatly increase the range of things that can be accomplished in Minecraft.

The subject of redstone structures is huge — this article provides only an overview of the many different types of redstone circuits which can be built. For full details and examples of these redstone circuits, see the main articles for each topic.

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Published by: BENJA SIMON on Sep 10, 2013
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[edit][edit]
Redstone circuit
This article is about redstone circuits. For other redstone-related articles,seeRedstone (disambiguation).
 A
redstone circuit
is a structure that can be built to activate or controlmechanisms.Circuits can be designed to act in response toplayer activation, or to operateautonomously -- either on a loop, or in response to non-player activity such asmob movement, item drops, plant growth, etc. The mechanisms that can becontrolled by redstone circuits range from simple devices such as automaticdoors and light switches, to complex devices such as elevators, automatic farms,or even in-game computers. Understanding how to build and use redstone circuitsand themechanisms they can control will greatly increase the range of thingsthat can be accomplished in
Minecraft 
.The subject of redstone structures is
huge
— this article provides only an overviewof the many different types of redstone circuits which can be built. For full detailsand examples of these redstone circuits, see the main articles for each topic.
Contents
 
1 Redstone basics1.1 Redstonecomponents 1.2 Power 1.3 Power level1.4 Redstone update1.5 Redstone tick1.6 Signals and pulses1.7 Circuit vs. mechanism1.8 Size1.9 Features2 Circuit types2.1 Transmission circuit2.2 Logic circuit2.3 Pulse circuit2.4 Clock circuit2.5 Memory circuit2.6 Miscellaneous circuits3 Building circuits3.1 Planning3.2 Construction3.3 Problem-solving3.4 Refining4 Video
Redstone basics
Before describing the blocks used to build redstone circuits, or the types of circuits which can be built, an understanding of some basic concepts is required.
Redstone components
Main article:Redstone components
 A redstone component is a block that provides some purpose to a redstonecircuit. A
power component
provides power to all or part of a circuit --
e.g.
,redstone torch, button, lever, redstone block, etc. A
transmission component
passes power from one part of the circuit to
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[edit][edit][edit][edit][edit][edit]another --
e.g.
, redstone dust, redstone repeater, redstone comparator. A
mechanism component
affects the environment (by moving, producinglight, etc.) --
e.g.
, piston, redstone lamp, dispenser, etc.
Power 
Redstone components and blocks may be powered or unpowered. Think of a"powered block" as a block that is electrified (but safe to touch). Someblocks will show their powered state visibly (for example,redstone dustlightsup, apistonextends, etc.), but other blocks may give no visual indication of their powered state other than their effect on other redstone components. Anopaque block(e.g., stone, sandstone, dirt or grass, etc.) powered by apower component, or by a repeater or comparator, is said to be
strongly-powered
(a different concept frompower level). A strongly-powered blockcan power adjacent redstone dust (including dust on top of the block or dustbeneath it). An opaque block powered only by redstone dust (and no other components)is said to be
weakly-powered
because a block powered only by redstonedust will not power 
other 
redstone dust (but can still power other components or devices).No opaque block can directly power another opaque block -- there must bedust or a device in between. A transparent block can't be powered byanything. "Strong" vs. "weak" power applies only to opaque blocks, not todust or other redstone components. A powered block (strong or weak) can affect adjacent redstone components.Different redstone components react differently to powered blocks -- see their individual descriptionsfor details.
Power level
Power level can vary from 0 to 15. Most power components provide power level 15, butredstone comparatorsanddaylight sensorsprovide a variable amount of power.Redstone dust transmits power to adjacent redstone dust, but its strengthdecreases by 1 for each block of redstone dust traveled. Redstone dust canthus transmit power up to 15 blocks before needing to be
maintained 
(with aredstone comparator ) o
re-strengthened 
with arepeater . Power level onlyfades with dust-to-dust transmission, not between dust and a device or block.Power level can also be adjusted directly with aredstone comparator incomparison or subtraction mode.
Redstone update
When a change occurs somewhere in a redstone circuit, it can produce other changes in surrounding blocks in what is called a
redstone update
(not tobe confused with
Minecraft 
1.5, known as the "Redstone Update"). Each of these changes can then produce other changes in their surrounding blocks.The update will propagate following the redstone circuit rules within loadedchunks. A common source of confusion comes when attempting to sendredstone signals long distances, and finding that the signal stops when it hitsan unloaded chunk or that conversely, a sensing signal from an unloadedchunk never arrives.
Redstone tick
 A
redstone tick
is the moment when
Minecraft 
updates redstonecomponents. Redstone updates occur 10 times per second, so a redstonetick occurs every 0.1 seconds. Redstone torches, redstone repeaters, andmechanism components require one or more ticks to change state, so it cantake a number of ticks for a signal to propagate through a complicated circuit.Redstone ticks differ from "game ticks" (20 per second) and "block ticks" (block updates that occur at each game tick). When discussing redstonecircuits, a "tick" is always a redstone tick, unless otherwise specified.
Signals and pulses
Circuits with a stable output are said to produce a
signal
-- an ON signal(also "high" or "1") if powered, or an OFF signal ("low", "0") if unpowered.When a signal changes from OFF to ON and then back again, that isdescribed as a
pulse
(or ON pulse), while the opposite is described as anOFF pulse. ON pulses are far more common, and in casual discussion, "asignal" often refers to an ON pulse.Very short pulses (1 or 2 ticks) can cause problems for some components or circuits because they may fail to keep up with the rapidly changing states.For example, a redstone torch will not respond to an exterior 1-tick pulse.
Circuit vs. mechanism
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[edit][edit][edit]
 
These terms are sometimes used interchangeably to describe structureswhich incorporate redstone components, but a useful distinction can be madebetween the two: A
circuit
performs operations on signals (generating, modifying,combining, etc.). A
mechanism
manipulates the environment (moving blocks, openingdoors, changing the light level, producing sound, etc.). All mechanisms will necessarily incorporate redstone components or circuits,but a circuit by itself doesn't have to have an effect on the environment(except possibly incidentally, such as a redstone repeater changing its lightlevel when changing its power state, or a piston moving a block to fulfill a rolewithin the circuit). Making this distinction allows us to talk about circuitswithout having to define a specific in-game purpose for them, allowing playersto find their own reasons to use them.This article, and the other articles on redstone circuits, discuss only circuitswhich operate on signals. For articles about mechanisms, see thelist of tutorialsat the end of the article.
Size
The wiki describes circuit size (the volume of the rectangular solid itoccupies) with the notation of 
shorter width
×
longer width
×
height 
, includingsupport/floor blocks, but not including inputs/outputs. Another method used for describing circuit size in the
Minecraft 
community isto ignore non-redstone blocks simply used for support. However, this methodis unable to distinguish between "flat" and "1-high" circuits, as well as someother circuit differences.Sometimes it is convenient to compare circuits simply by the area of their footprint (
e.g.
, 3×4 for a circuit three block wide by four blocks long), or by asingle dimension important in a particular context (e.g., length in a sequenceof sub-circuits, height in a confined space, etc.).
Features
 A number of features may be considered desirable design goals:
1-Tall:
A structure is 1-tall (aka "1-high") if its vertical dimension is oneblock high (meaning it cannot have any redstone components whichrequire support blocks below them -- seesize). Also seeflat.
1-Wide:
A structure is 1-wide if at least one of its horizontal dimensions isonly one block wide.
Flat:
A structure is flat if it generally can be laid out on the ground with nocomponents above another (support blocks under redstone componentsare okay). Flat structures are often easier for beginners to understand andbuild, and fit nicely under floors or on top of roofs. Also see1-tall.
Flush:
A structure is flush if it doesn't extend beyond a flat wall, floor, or ceiling and can still provide utility to the other side. Flush is a desirabledesign goal for piston-extenders, piston doors, etc. Also seeseamless.
Instant:
A structure is instant if its output responds immediately to itsinput (a circuit delay of 0 ticks).
Seamless:
A structure is seamless if it is
hidden
behind a flat wall, floor,or ceiling and can still provide utility to the other side. Seamless is adesirable design goal for piston-extenders, piston doors, etc. Also seeflush.
Silent:
A structure is silent if it makes no noise (such as from pistonmovement, dispenser/dropper triggering, etc.). Silent structures aredesirable for traps, peaceful homes, and for reducing lag produced bysound.
Tileable:
To tile a structure means to repeat the structure in one or moredimensions (like the way tiles on a floor repeat in multiple directions). Allstructures are repeatable, given enough space, so a useful definition of "tileable" is that a structure can be placed
directly 
next to another copy of itself without interference. Structures might be described as "2-widetileable" (tileable every two spaces in one dimension), or "2×4 tileable"(tileable in two directions), etc. Some structures might be described as"alternating tileable", meaning they can be placed next to each other if every other one is flipped or a slightly different design.Other design goals may include reducing the delay a sub-circuit adds to alarger circuit, reducing the use of resource-expensive components (redstone,nether quartz, etc.), and re-arranging or redesigning a circuit to make it assmall as possible.
Circuit types
 Although the number of ways to construct circuits is endless, certain patterns of 
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