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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)
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. –Preceding unsigned comment was added by Triodes (Talk|Contribs) 20:34, 22 February 2011 (UTC). Please sign your posts with ~~~~
1. WireOFF->RepeaterOFF->DoorSHUT
2. WireON->RepeaterOFF->DoorSHUT - turn input ON, update from Wire at this time,, Repeater is OFF, Door remains SHUT
3. WireON->RepeaterON->DoorSHUT - update was in previous tick, Door remains SHUT
5. WireOFF->RepeaterON->DoorOPEN - turn input OFF, update from Wire at this time, Repeater is still ON, Door OPENS
6. WireOFF->RepeaterOFF->DoorOPEN - update was in previous tick, Door remains OPEN
7. WireON->->RepeaterOFF->DoorSHUT - turn input ON, update from Wire at this time, Repeater is still OFF, Door SHUT
8. WireON->RepeaterON->DoorSHUT - update was in previous tick, Door remains SHUT
9. GOTO 5. Repeat ad infinitum.
"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)
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)
the piture of the reapeter in the items box is a ladder do you think you could change it? –Preceding unsigned comment was added by Ak471998 (Talk|Contribs) 13:46, 23 February 2011 (UTC). Please sign your posts with ~~~~
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...
EDIT: seems not always to work one vid shows it working and one shows it not working http://dl.dropbox.com/u/16772102/javaw%202011-02-23%2017-29-35-60.avi http://dl.dropbox.com/u/16772102/javaw%202011-02-23%2017-17-08-64.avi (first vid up second needs some time) --Djerun
UPDATE: I noticed that even when a block next to a repeater was chaned (which had nothing to do with its circuit) it would make the repeater running again so I build a 5-five clock right next to it with no connections. The five clock was also frozen on restart... I modified it a bit http://dl.dropbox.com/u/16772102/2011-02-23_23.49.56.png and it works I also made another vid showing it (needs some time though - both the vid to upload and the time to start the clock again) Djerun 23:20, 23 February 2011 (UTC)
Im not good at editing wiki pages, but i invented a 1 clock starter. I added the image but someone may want to edit the text. I dont know the diagram for the repeater, so i made it up with subscript numbers in the corner to show the setting they're in. It mostly relies on a quick off pulse, that will pass through the inverter torch, and start the clock. image: http://fadeddreamz.com/games/1clockstarter.PNG --pspprogramer –The preceding undated comment was added on 04:24, 25 February 2011. Please sign your posts with ~~~~
Edit: Regarding the automatic restart I have finished testing a circuit that will attempt a restart on it's own, but if it fails it won't try again, and you will have to press a button to override. typically on reason it will fail if there's something wrong with the clock. I'll make and post diagram tomorrow, but for now here is a screenshot of the test version. (not final compact design) http://fadeddreamz.com/games/2011-02-25_00.24.52.png pspprogramer –The preceding undated comment was added on 05:26, 25 February 2011. Please sign your posts with ~~~~
I just noticed that the no update on reload bug is not limited to repeaters. Torches have the same problem. Build a plain old 5-clock from torches, reload the world, and it gets stuck until you trigger an update. I've never noticed this before so I assume it's a new bug with beta 1.3, though it's possible that it's been around longer. I'll report it on GetSatisfaction and I won't bother trying to hack around it since that would be practically impossible. It's a bug and it just needs to be fixed. Last username 08:24, 25 February 2011 (UTC)
No this has always happened It is something to do with how the game is saved I remember this happening a long time ago in the beta 109.125.50.17 10:16, 25 September 2012 (UTC)Kondroid
I found that placing a repeater, giving it power, making sure the output is one block higher than itself, and then destroying it, would leave the higher wire still powered. I made a short clip of this here: [3]
As you can see, it also allows you to make torches that stay off (of course only until a block near it updates) --Tarnasa 20:09, 5 March 2011 (UTC)
Apparently there's still some controversy on exactly how long a "delay" lasts. I can't understand the code for repeaters, but here it says a delay is 0.1 seconds. I just tested it in 1.4, and a line of 10 delay-1 repeaters is lit after 1 second. A line of 10 delay-4 repeaters takes 4 seconds. This would imply that a delay is indeed 0.1 seconds, and thus 2 ticks. Am I just misunderstanding something? -AlphapT~C 03:04, 7 April 2011 (UTC)
I came here looking for the official word on what delay each setting gives; I can't remember if it's 1-2-3-4 or something else - could someone who knows add that to the main page? --JamesOfJames 06:53, 27 May 2011 (UTC)
Since the official ingame name of this item is Redstone Repeater, is there a reason for the brackets around "Repeater" in the article title? -AlphapT~C 06:24, 19 April 2011 (UTC)
Why doesn't Redstone wire automatically bend to accommodate repeaters like it does torches? Is this intentional, or a bug? Right now, I need a line of three unbent blocks to place a repeater, stretching circuits. Weckar 16:40, 29 May 2011 (UTC)
I thought that each tick was 0.05 seconds (1/20 of a second). It says in the article it's 1/10 of a second. Is this a typo or a mistake or am I wrong? –Preceding unsigned comment was added by Kjaisb (Talk|Contribs) 08:09, 20 June 2011 (UTC). Please sign your posts with ~~~~
I was testing with some redstone and it appears that the repeaters don't propogate downward anymore. Can anyone else confirm this? CertainlyNot 12:53, 20 June 2011 (UTC)
As shown here, the middle line of redstone, where the diode is one block from the raised torch, the torch is not altered by a charge being given. –Preceding unsigned comment was added by Nklvh (Talk|Contribs) 19:34, 17 August 2011 (UTC). Please sign your posts with ~~~~
On my 1.8.1 Server Repeaters in simple clock circuits (4 Repeaters + 1 Redstone Inverter) get stuck if you disconnect and connect again! Sleeping doesnt matter. It seems like the server didnt save the state or elapsed delay time of the Repeater rightly. The circuit continues if you change the delay time or destroy and replace the Repeater. The same even happens with a normal 5-Torch-Inverter Clock! Quite annoying and a serious Redstone bug in my oppinion! –Preceding unsigned comment was added by 86.32.239.44 (Talk) 17:57, 23 September 2011 (UTC). Please sign your posts with ~~~~
EDIT: The Redstone clock seems to start itself randomly again after some time, the Repeater clock doesnt –Preceding unsigned comment was added by 86.32.239.44 (Talk) 09:04, 24 September 2011 (UTC). Please sign your posts with ~~~~
EDIT2: Setting time manually (time set xxxxxx) also stops the Repeater Clock –Preceding unsigned comment was added by 86.32.239.44 (Talk) 17:01, 25 September 2011 (UTC). Please sign your posts with ~~~~
The main page says:
"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."
On my SMP 1.0 server, I'm still seeing stuck repeaters. The wiki page says otherwise. Can anyone confirm/deny that this is fixed on SMP? Yoss 17:51, 10 January 2012 (UTC)
I've been having this trouble too in 1.4.6 SMP. My clocks stop sometimes after I've logged out. Screenshot of a stuck repeater: http://imgh.us/2013-01-10_23.14.23.png Alvilda 22:22, 10 January 2013 (UTC)
Why is there no statement about the triangle symbol commonly used in redstone circuit designs? –Preceding unsigned comment was added by 134.129.22.152 (Talk) 00:44, 27 July 2012 (UTC). Please sign your posts with ~~~~
Lets say there is a straight 20-block redstone line and there is a redstone repeater thing on the side of the line about midway to keep the current on throughout the line. How do you make the redstone repeater part so that you can turn the redstone line on and off from the first redstone whithout breaking the straight redstone line? –Preceding unsigned comment was added by MuttonChops77 (Talk|Contribs) 06:06, 31 July 2012 (UTC). Please sign your posts with ~~~~
I think that the delay for the default state of a repeater should be 0 ticks, like (as an example) on a random death machine, that would randomly decide when you would die, and the screen is a good 100 blocks away for clarity. At which point you would have to add a crap ton of repeaters and it would create a ton of delay. Not so useful when it is something like the ender dragon coming at you, or another big angry thing. Or lava, possibly incoming water. Trigger hurt 20:29, 3 October 2012 (UTC)
I have not any access to a pc that can run minecraft, so feel free to test it out yourselves:
If you can please correct the ? boxes. It is a loop, and the repeaters should be facing the other way... Trigger hurt 21:02, 3 October 2012 (UTC)
{{BlockSprite}}. -- Orthotope 01:31, 4 October 2012 (UTC)
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the latch page should be merged with this page, as the latch is just a function of a redstone repeater.19:38, 22 October 2012 (UTC)
Repeater
[edit source]The primary function of the repeater is to "refresh" the redstone signal passing through, allowing it to travel another 16 blocks. Previously this could only be accomplished by using one/two NOT gates. However it is worth noting that although the delay and size is smaller than using NOT gates, it is impossible to extend a signal more than 16 blocks without at least a one-tick delay.
This is incorrect. If one uses a solid block between the wire and the repeater, it's possible to extend the signal 18 blocks horizontally using a single repeater (one-tick delay).
I.e.
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instead of
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--95.178.213.51 04:08, 3 January 2013 (UTC)
After 1.8, apparently repeaters no longer provide light when on, much like comparators. Morenohijazo 21:31, 6 September 2014 (UTC)
pros only. im not a pro so i cannot comprehend what this does