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I've always thought that with all the similarities of redstone dust and glowstone dust would mean something, I would probably suggest this as the daylight detector. Creeperlunatic 01:32, 6 December 2012 (UTC)
Grammar, please! I can't understand what you're writing. --96.237.54.85 02:49, 5 January 2013 (UTC)
Jens has also stated that there would be an Allocator block(with a different name) capable of transporting items into Chests and similar containers. I couldn't think of a better place to suggest this, but how about a page on that? 62.195.80.189 12:23, 19 December 2012 (UTC)
Isn't that the hopper? MINEBLEMONE 04:57, 8 January 2013 (UTC)
Through testing, i have found Daylight detectors to detect normal light (from torches, glowstone etc.) BUT ONLY if it is not exposed to ANY skylight whatsoever, (even light from nighttime, which makes the device output no signal, will overwrite the light from the torches/glowstone) Will post pictures ASAP --204.14.13.53 12:56, 4 January 2013 (UTC)
EDIT: Never mind, i think its because it inverts the signal when you cut it off from sunlight --204.14.13.53 15:05, 4 January 2013 (UTC)
The page for this block states to invert the signal you can use a NOT Gate using a redstone torch, however this inverts the digital signal. To invert the analog signal one can use two comparators in subtraction mode with a lever or other high signal redstone device attached to input A and the Daylight Sensor attached to input B. In this form the output will be high during the night and gradually lower during the day until it reaches 0 at noon and then will ramp back to high towards the night again. Here's a video showing how this works Minecraft 13w01b Analog Test 2 (Don't link this video on the main page as it's unlisted on youtube and I plan on moving it to a different channel) Antiroot 14:40, 5 January 2013 (UTC)
This line in the trivia, "Despite most of minecrafts technology appearing from around the 18th century, the Daylight Sensor is a more modern thing." is worded horribly. Can't think of ways to fix it right now, but it just looks really bad. Zachman3334 00:52, 8 January 2013 (UTC)
These can be useful for jails. You must get in at day and can get out at night. The problem is that can daylight sensors be placed onto iron doors? I'm trying to make a server so plz help. Thanks: :) ppaxson
The description says the output varies with light level; however, the charts indicate that output actually varies based on time and weather. Because different conditions can produce identical outputs, the suggested devices such as "daylight indicator" would not be reliable. In reality, this is a modified clock, not a light sensor, and it's far less versatile than it could be with minor changes. For example:
-- KADC - "Be unreasonable." 02:01, 23 February 2013 (UTC)
I have been trying to hook daylight sensors to NOT Gates to invert the signal so it will provide electricity when there is less light, with no success. Can anyone tell me how to do this? A picture would be best.
24.153.55.252 21:18, 15 March 2013 (UTC)
Sir, this is what I use for properly controlling groups of lights at night: It uses two daylight sensors (but one can be used with slightly less accuracy), two comparators, two dust, and one torch. It uses a 2x3x2 footprint so it is very compact. The lights will turn off and on when the light level is above or below 8, which is when daylight is bright enough to shine indoors even on the 'moody' setting.
To explain, the rear comparator is in subtraction mode. The torch behind it is inputting a level 15 signal. The front comparator is in comparison mode, and both comparators are receiving the same amount signal from the daylight sensors. What happens, is when the daylight sensors reach level 8 signal (thus level 8 lighting) the rear comparator does this math: 15 - 8 = 7, which then means the front comparator sees 7 < 8 and therefore cuts the signal. This particular design will not work for any light level other than 8, however for automated lamps, those levels are most comfortable to switch from synthetic light to natural light during.
Steven archer (talk) 16:38, 20 December 2013 (UTC) steven_archer
The daylight sensor currently is a half block which does not allow for upside down placement, this prevents running Redstone wires underneath the sensor so as to power them from a distant source. It also keeps us from placing them flush with the ground, or flush with elevated half blocks for purposes of decoration and roofing.–Preceding unsigned comment was added by 99.88.186.46 (talk) at 17:53, 1 April 2013 (UTC). Please sign your posts with ~~~~
The daylight sensor, when surrounded by solid blocks on all four(4) sides, during a period in the night it will emit a 1 block current for short bursts of time around it, or pulse. This is useful when you surround it in RedStoneLamps since they will be powered by the pulsing sensor. This seems to work only between 14300 to 21640 at night. This means only during that time does it emit this pulsing signal, and during the day it is off. This also doesn't seem to be affected by rain. Also unaffected by being covered in shallow water or more solid blocks, seemingly unaffected by light levels at all. Its almost like a caution light, for the worst time of night when the mobs spawn.
I hope this isn't a bug, its pretty cool and I look forward to implementing it in future projects.
--71.168.223.175 20:38, 1 May 2013 (UTC) MC In-Game Name : BobRaygen
It is said that when hooked up to a NOT gate, "it will output a signal when the light level is LESS than 4". Anyone has an idea why it is specifically 4? I always thought NOT gates will only invert signal strengths of 0 into a "full" signal? --87.169.182.248 16:05, 21 May 2013 (UTC)
Snippet from the article:
| As a Weather Monitoring Station |
|---|
| Using an old fashioned redstone clock that is synchronised with the Minecraft day that is broken up into segments according to the daylight sensor power output schedule, it is possible to use many daylight sensors to build a rainstorm and thunderstorm detector. Use a comparator to reduce the redstone clock's signal strength to below that of the daylight sensor's clear day output. Wire this into the side of another comparator that has a daylight detector wired to the back. The wire coming out of the end of the comparator will deactivate whenever there is a storm. Using this you can detect both rain and thunderstorms using two lines with adequate comparator sensitivity. Using this you can signal an alarm whenever there is a storm, count the number of storms, count the duration of the storms using another clock and some type of memory, and even all three. |
Could someone post an example of this or describe exactly how to build one? This could be really useful to me. I'd like a circuit that can control a group of lamps, by turning them on at night, but also turning them on during daytime-rain without turning them on in daylight alone.
Steven archer (talk) 16:49, 20 December 2013 (UTC)steven_archer
Two issues...
Takkun324 (talk) 19:16, 7 August 2015 (UTC)
The daylight sensor measures a combination of three values:
The output of the daylight sensor is round( (SL - D) * TOD ), where values over 15 or below 0 are taken as 15 or 0 respectively. For a daylight sensor with a view of the sky, SL is 15 so "(SL - D)" is the same as the current brightness of the sky light. For a completely covered daylight sensor, SL is 0 so "(SL - D)" ranges from 0 to -11; at night, the negative values cancel with the negative TOD giving the "night sensor" behavior. But this also implies (and I've confirmed in-game) that if SL is greater than 0 and less than 11 then you'll get some signal during both day and night. A sensor with SL=5 will give a signal with strength 5 at both noon (during clear weather) and midnight. 98.26.128.215 19:00, 23 April 2014 (UTC)
I've been trying to go through the data table in 2.1.1, but there appears to be some missing information. It lists values like "536–933 (397 Gtk/19.85 sec)", without specifying what units "Gtk" stands for. Couldn't be gameticks per seconds, since that would always be 20, and the gametick duration in that example would be the "536–933" values. Jshox (talk) 03:52, 20 January 2025 (UTC)
how does the block behave in other dimensions: nether and end. Currently only mentions Overworld
The caption for the time/signal strength chart says "The red vertical line denotes the player sleep time, at 12,523." But my testing in the current bedrock version shows the sleep time being 12,542. I turned off daylight cycle, and used commands to set the time until it let me sleep. Is 12,523 the java time and bedrock is different? Or is there another mechanic at play that I'm unaware of? Thetoiletslayer (talk) 17:25, 15 March 2026 (UTC)