I don't see a need to change the title. It's the transmission of a signal without a direct connection of blocks or Redstone Dust. I'm pretty sure that qualifies as wireless.
In the sense that there is no input going directly to the device, yes it is wirelessly getting a signal, but it's not Redstone Signal it's a Light.
The main function of this block is to get an output based on Light, the wireless capabilities are just an added bonus.
I am not trying to argue against you here, I just don't understand your point of view for why it should be a Wireless Redstone. And, I the way you're presenting the idea just doesn't seem like a good idea for an actual Wireless Redstone Device.
However there are actually a few problems with this.
1. It will probably power itself off the Redstone Light unless you can some how detect what light is coming from what kind of block.
This means your Original Post with the 3 pistons, probably won't work out as you wanted.
2. You want this block to take in Light & output that Light as a Redstone Signal matching the Light Level.
Due to the current available lighting options we have, the reach of one of the lights to the Light Sensor would not be that far apart like most people would want from an actual Wireless Redstone Device.
People would have to set up Light Transmitter & Receivers, around every 14 blocks or so at most.
3. Minecraft already has some issues with Light Update lagging the game a little, and the most practical uses for a block like this would maybe be farms. Which already cause a lot of lag.
There is still some potential with this idea, especially with something like these light blocks.
Block Light Levels: (Directly outside of the source block, no standing in Fire or Lava for this test.)
Tested in 1.6.4, lighting changes have happened in 1.7 to 1.8
But you are missing some important things. We already discussed the issue with which light. Instead of detecting the light, restricting it to just detecting a certain block within a certain radius on the same axis. cuts out all that risk.
As for the light issue, you already have the block type and distance. Simple math gets the light value. And longer Wireless Redstone won't happen for the same reason Redstone isn't infinite. Lag trying to activate 10 thousand pistons at once (Or other laggy actions). And this shouldn't add anything really to light lag, at least no more than if you just powered a bunch of lamps anyways.
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But you are missing some important things. We already discussed the issue with which light. Instead of detecting the light, restricting it to just detecting a certain block within a certain radius on the same axis. cuts out all that risk.
As for the light issue, you already have the block type and distance. Simple math gets the light value. And longer Wireless Redstone won't happen for the same reason Redstone isn't infinite. Lag trying to activate 10 thousand pistons at once (Or other laggy actions). And this shouldn't add anything really to light lag, at least no more than if you just powered a bunch of lamps anyways.
Checking for blocks can be a bit of an issue as I've experienced in my scrapped Block Breaker mod and a WIP Scaffolding Blocks mod. Those are just checking in exact coords and have some issues with detecting blocks properly. Even a small handfull of selected blocks, or a specific blocks.
It can also lead to an update loop where the block is constantly updating it and the blocks around it.
Suggesting that you scan blocks within a radius around the block would be kind of worse as you're intending to check for 1 spot, and the checking methods would have to check all possible block locations within that radius.
This is a bad idea especially because the light in 1.8 so far is increased. Lava now has a Light Level of 15, and this is what a small portion of a 15 Block Radius looks like. The center being the Command Block.
Imaging that going all the way around in a circle, and then imaging having a block check every one of those spots for 1 block. Then you also have to take in to account that a lot of people would use quite a few of these blocks in a small area for Farms or whatever they may want.
A 15 Block Radius is also larger than a single Chunk, so there could be a lot of Chunk issues as well with this.
Checking for blocks can be a bit of an issue as I've experienced in my scrapped Block Breaker mod and a WIP Scaffolding Blocks mod. Those are just checking in exact coords and have some issues with detecting blocks properly. Even a small handfull of selected blocks, or a specific blocks.
It can also lead to an update loop where the block is constantly updating it and the blocks around it.
Suggesting that you scan blocks within a radius around the block would be kind of worse as you're intending to check for 1 spot, and the checking methods would have to check all possible block locations within that radius.
This is a bad idea especially because the light in 1.8 so far is increased. Lava now has a Light Level of 15, and this is what a small portion of a 15 Block Radius looks like. The center being the Command Block.
Imaging that going all the way around in a circle, and then imaging having a block check every one of those spots for 1 block. Then you also have to take in to account that a lot of people would use quite a few of these blocks in a small area for Farms or whatever they may want.
A 15 Block Radius is also larger than a single Chunk, so there could be a lot of Chunk issues as well with this.
You're still missing some stuff that was said on the first page. Mainly the stuff where only certain light blocks would affect this (Lamps, lit Redstone Ore, Glowstone too I think), and where it would probably be checking only in one specific direction (set similar to how you aim Pistons), and only if it is a straight line between the two.
Basically every issue you brought up has already been discussed and resolved.
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You're still missing some stuff that was said on the first page. Mainly the stuff where only certain light blocks would affect this (Lamps, lit Redstone Ore, Glowstone too I think), and where it would probably be checking only in one specific direction (set similar to how you aim Pistons), and only if it is a straight line between the two.
Basically every issue you brought up has already been discussed and resolved.
Not exactly so.
Redstone Lamps in 1.8 have a Block Light of 15, so the 15 Block Radius would be the same, but from your idea cut to 'one direction', which I am not sure what you intend to mean exactly.
I do a lot of things with Directional stuff, 5 out of the 7 mods I am making are all orientation based, so this is where it gets a little confusing to know what you're expecting when you say "one direction".
The radius would still generally be the same idea, but the Check For methods would be limited to less than half of the entire radius, based on orientation.
This is what I mean:
The blue glass represents the Radius, and the ref glass represents what would actually be the area to be checked for whatever block. While it'd be less than half of the radius, it'd still be a lot of potential block spots to check, especially considering the max radius would be 15 or so.
There is also another issue which I am not sure you guys even thought about. Block Updates.
When a Redstone Lamp is activated or deactivated it updates the blocks around it within 2 blocks from it's coordinates. This is the case for just about any block that does anything or when it is placed into the world.
So even if you can detect changes for whatever block you want, you would either have to check all available block spots constantly (Which sounds like a lag machine). Or you make it check for check 1 by 1 each area and then loop back around to check the first spot again. Which this would make an delay between the block actually knowing if if the active block has turned off or not.
Not exactly so.
Redstone Lamps in 1.8 have a Block Light of 15, so the 15 Block Radius would be the same, but from your idea cut to 'one direction', which I am not sure what you intend to mean exactly.
I do a lot of things with Directional stuff, 5 out of the 7 mods I am making are all orientation based, so this is where it gets a little confusing to know what you're expecting when you say "one direction".
The radius would still generally be the same idea, but the Check For methods would be limited to less than half of the entire radius, based on orientation.
This is what I mean:
The blue glass represents the Radius, and the ref glass represents what would actually be the area to be checked for whatever block. While it'd be less than half of the radius, it'd still be a lot of potential block spots to check, especially considering the max radius would be 15 or so.
There is also another issue which I am not sure you guys even thought about. Block Updates.
When a Redstone Lamp is activated or deactivated it updates the blocks around it within 2 blocks from it's coordinates. This is the case for just about any block that does anything or when it is placed into the world.
So even if you can detect changes for whatever block you want, you would either have to check all available block spots constantly (Which sounds like a lag machine). Or you make it check for check 1 by 1 each area and then loop back around to check the first spot again. Which this would make an delay between the block actually knowing if if the active block has turned off or not.
We talked about this a while back. The Torch Sensor only detects the blocks straight in front of it. That's 15 blocks at max, 8 at minimum.
For simplification purposes and to minimize lag, it's not truly detecting light, but light sources. It simply spits out a check for the first 15 blocks, checking for these blocks:
Once the range for a specific block is bypassed, it can no longer be read by the Torch Sensor. Hence why Lamps, blocks capable of outputting a signal of 15, are the only block that can be read at 15 range.
If any non-transparent block is within the range, the Torch Sensor stops scanning immediately.
The check loop is only 15 counts, and blocks that it would detect would be registered in the game code as belonging to a specific group.
Also, the Redstone Lamp doesn't work as a BUD anymore. That got patched a while back.
We talked about this a while back. The Torch Sensor only detects the blocks straight in front of it. That's 15 blocks at max, 8 at minimum.
For simplification purposes and to minimize lag, it's not truly detecting light, but light sources. It simply spits out a check for the first 15 blocks, checking for these blocks:
Once the range for a specific block is bypassed, it can no longer be read by the Torch Sensor. Hence why Lamps, blocks capable of outputting a signal of 15, are the only block that can be read at 15 range.
If any non-transparent block is within the range, the Torch Sensor stops scanning immediately.
The check loop is only 15 counts, and blocks that it would detect would be registered in the game code as belonging to a specific group.
Also, the Redstone Lamp doesn't work as a BUD anymore. That got patched a while back.
Now it just sounds more like a Active Block Detector.
And, having it not work if there are ANY full blocks in the way doesn't sound too good to me though I don't know your full intent of this.
You could just use a Piston + Block to block the Block from getting any light on the detecting face of the Block.
Light from the source block will travel around any blocks in the way if it can. Meaning light will hit the face of the Detector if possible.
This would be a way of REDUCING the light, and that would be a GREAT mechanic of the detection of this block.
BUT, this would be if it was a LIGHT detector, and not a LIGHT SOURCE detector. If you're looking for the source, then you're looking for the source block's output and not the light hitting the face of the detector.
Yes, it is technically a light source detector. In order to not make it incredibly buggy and laggy, some simplification needed to be done. But it is still useful and still Wireless Redstone as it transmits a redstone signal without having to lay wire. At this point we are discussing semantics.
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Yes, it is technically a light source detector. In order to not make it incredibly buggy and laggy, some simplification needed to be done. But it is still useful and still Wireless Redstone as it transmits a redstone signal without having to lay wire. At this point we are discussing semantics.
In the sense that it detects a Light Source that is lit up by Redstone Power, yes it is a form of Wireless Redstone. Call it whatever you want, it doesn't really feel like the right fit for Wireless Redstone to me.
I like the idea of a Light Detector and have some ideas for it, but I will have to write it down as a To Do item for the future. I think I have Etho-Syndrome with all these projects I have going on...
In the sense that it detects a Light Source that is lit up by Redstone Power, yes it is a form of Wireless Redstone. Call it whatever you want, it doesn't really feel like the right fit for Wireless Redstone to me.
Isn't that how IR sensors work though?
The TV remote beams out an IR signal that the TV picks up, and then the TV follows the command according to it.
Yes, but that has different frequencies, where as this would have to be walled off completely to be able to use with others near by.
You don't have to wall it off.
Since it uses a straight-line detection system, you can place multiple Torch Sensors next to each other, all of which can be activated with different Lamps.
Well If you want to stick with light, ok by me, but if you wanted a WIRELESS redstone system then you could do something similar to the "WIFI" in a game I play called "Powder Toy," this "WIFI" block - In Minecraft - when clicked on would open up an interface similar to a command block, but instead of typing in a long and boring command for ONE line of redstone, simply type in a number in which you will have in BOTH of the "WIFI" blocks, then when one is activated the other (with the same frequency) detects, picks up, and outputs the signal. Now, with "WIFI" there should have to be NO wiring needed; All it would need is a signal sent from point "A" to point "B." When I first started playing on the console edition, I was instantly drawn to the redstone torch, mainly because somewhere I had read that it was used in transmission of a redstone signal, and here's me - not knowing any better - setting up some device that I hope will send a redstone signal through the air from one torch to another.
Since it uses a straight-line detection system, you can place multiple Torch Sensors next to each other, all of which can be activated with different Lamps.
Ah yes, it has to be directly aligned, not walled off. Too many responses to keep up with, lol.
But yeah, NorthMustang has more of the idea I think almost everyone looks for with Wireless Redstone. Being able to connect more than one Client Block to a Access Point Block would be a much greater advantage.
Even the Light Sensor could do that. The current idea would only be able to do up to 6, and the way it would be done is too limited which could be good or bad, but mostly just lacking.
True, but NorthMustang's idea has numerous drawbacks as well. First if it can have multiple frequencies, it basically requires it to be a tile entity. That means a much higher probability for lag, especially when using a lot of them. Plus, you have several other issues like setting off redstone made by others on the same channel.
Also, there is the matter that a Wireless Redstone block like that has much fewer limitations and makes it exponentially harder to balance, to the point where it basically needs to be Creative Only, and at that point I think you can do the same thing with Command Blocks. It would allow for ultra compact circuits, but they can be ultra spread out at the same time because you are no longer required to physically wire things, just wifi block inputs that go to the circuit that go to the output. Timing complex mechanisms would become a joke, as you can spread out the redstone much easier.
I can't fathom what crafting recipe can be expensive enough to make that device challenging enough to get while also not being insanely expensive.
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True, but NorthMustang's idea has numerous drawbacks as well. First if it can have multiple frequencies, it basically requires it to be a tile entity. That means a much higher probability for lag, especially when using a lot of them. Plus, you have several other issues like setting off redstone made by others on the same channel.
Also, there is the matter that a Wireless Redstone block like that has much fewer limitations and makes it exponentially harder to balance, to the point where it basically needs to be Creative Only, and at that point I think you can do the same thing with Command Blocks. It would allow for ultra compact circuits, but they can be ultra spread out at the same time because you are no longer required to physically wire things, just wifi block inputs that go to the circuit that go to the output. Timing complex mechanisms would become a joke, as you can spread out the redstone much easier.
I can't fathom what crafting recipe can be expensive enough to make that device challenging enough to get while also not being insanely expensive.
"setting off redstone made by others on the same channel." That can be a positive & negative. Someone else makes a clock, you can use their output instead of making another clock which would increase lag.
Wireless or not, people still accidentally screw up other people's contraptions by not paying attention, so I'm not sure how much of an issue this would really be.
Those things could be addressed with some other features of the block. If need be then you can put a cap on how many may connect to an access point.
But I'm not sure how a range on the wifi would work without checking updates. If that could work then you could also set a delay based on range making people need to move them closer. And, along with that you could make it to where if it is too far away it starts to become a little less consistent, and maybe sometimes doesn't receive an update.
People spreading their devices out more doesn't really sound like a good thing for something compact, but more so would be good for looks. You could create something like a gate of some sort without all kinds of Redstone sticking out, but you'd have to figure out what to do with the rest of the Redstone first. So that is also a positive/negative thing about it.
I am not sure why you'd need it to be creative only.
"setting off redstone made by others on the same channel." That can be a positive & negative. Someone else makes a clock, you can use their output instead of making another clock which would increase lag.
Wireless or not, people still accidentally screw up other people's contraptions by not paying attention, so I'm not sure how much of an issue this would really be.
Those things could be addressed with some other features of the block. If need be then you can put a cap on how many may connect to an access point.
But I'm not sure how a range on the wifi would work without checking updates. If that could work then you could also set a delay based on range making people need to move them closer. And, along with that you could make it to where if it is too far away it starts to become a little less consistent, and maybe sometimes doesn't receive an update.
People spreading their devices out more doesn't really sound like a good thing for something compact, but more so would be good for looks. You could create something like a gate of some sort without all kinds of Redstone sticking out, but you'd have to figure out what to do with the rest of the Redstone first. So that is also a positive/negative thing about it.
I am not sure why you'd need it to be creative only.
Maybe the recipes could be like this?
The problem with North's idea is something that I talked about within the first paragraphs.
It's overcomplicated.
The point of my suggestion was to make a Wireless Redstone system that was simple and could open up a large number of possibilities without rendering classical wiring redundant. It isn't supposed to replace the existing system, but rather, accompany it and increase its functionality.
For one, North requires both a sender and a receiver node to operate. Additionally, unlike every other block in the game, it operates on a set of static frequencies.
Because of this, it greatly weakens the block. It makes it impossible to reuse the same wireless channel without accidentally setting something off, either intentionally or not. Putting a cap on the number of connected blocks will do nothing but make it even more unreliable.
The system I'm suggesting has none of these drawbacks without being completely overpowered. How do you activate it?
You put a Lamp in front of it, then you power the Lamp.
There's no fiddling with channels, there's no managing your access point, and there's no juggling between available connections.
It's useful, it's reliable, and it's compact. Put it simply, it's something that anyone can learn how to use without being overly reliant on it.
The problem with North's idea is something that I talked about within the first paragraphs.
It's overcomplicated.
The point of my suggestion was to make a Wireless Redstone system that was simple and could open up a large number of possibilities without rendering classical wiring redundant. It isn't supposed to replace the existing system, but rather, accompany it and increase its functionality.
For one, North requires both a sender and a receiver node to operate. Additionally, unlike every other block in the game, it operates on a set of static frequencies.
Because of this, it greatly weakens the block. It makes it impossible to reuse the same wireless channel without accidentally setting something off, either intentionally or not. Putting a cap on the number of connected blocks will do nothing but make it even more unreliable.
The system I'm suggesting has none of these drawbacks without being completely overpowered. How do you activate it?
You put a Lamp in front of it, then you power the Lamp.
There's no fiddling with channels, there's no managing your access point, and there's no juggling between available connections.
It's useful, it's reliable, and it's compact. Put it simply, it's something that anyone can learn how to use without being overly reliant on it.
Wireless Redstone wouldn't make the classical wiring redundant, it would give us a bit of more options but it wouldn't be one of those things that everyone just uses because it's there.
Even if you have a basic version that does not allow for any channels and can only broadcast a signal to a small range, it would be used a lot, but still not as much as classic wiring would.
Just like my Directional Redstone Device mod it is definitely something that would be really useful and could be used a lot, but it's not going to fill every spot and the classic ways can be easier or more reliant.
Wireless Redstone would be used in the same way you seem to intend for your idea, it'd just be a way to give a connection without wiring in the middle. Your idea can be useful in its own ways if done properly, but I am still not sold on the idea.
Okay, here's the deal, you set the frequency of two blocks, each like a command block that only runs two basic commands: Detect, and output. Yes, these blocks could cause lag, and yes - they have both perks AND flaws (like all other interesting blocks in minecraft, namely pistons) Now, like some of you have said, and others quoted, "This would cause lag." Yes it would, but then there is a flaw with a perk... This flaw -Like with pistons- suggests to players that they probably don't want to use too many of these things at once, and for those that may not know about the lag this could cause; Simply put a warning somewhere in the blocks usage interface... Now that that bird has been killed, we can go onto the next... "It's overcomplicated" Well, like I said "you set the frequency of two blocks, each like a command block that ONLY RUNS TWO BASIC COMMANDS." We have already seen just how interesting and "un-laggy" command blocks are, and since this would basically just be two command blocks running only two possible commands, this should be very easy. (Mainly because we already have this in minecraft) And so if we were to look at this light sensor idea, then we would notice that we already have that too, so all it would really need is to be put in the form of a block and be able to detect artificial light, so there, I've just killed a couple birds with one stone.
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In the sense that there is no input going directly to the device, yes it is wirelessly getting a signal, but it's not Redstone Signal it's a Light.
The main function of this block is to get an output based on Light, the wireless capabilities are just an added bonus.
I am not trying to argue against you here, I just don't understand your point of view for why it should be a Wireless Redstone. And, I the way you're presenting the idea just doesn't seem like a good idea for an actual Wireless Redstone Device.
However there are actually a few problems with this.
1. It will probably power itself off the Redstone Light unless you can some how detect what light is coming from what kind of block.
This means your Original Post with the 3 pistons, probably won't work out as you wanted.
2. You want this block to take in Light & output that Light as a Redstone Signal matching the Light Level.
Due to the current available lighting options we have, the reach of one of the lights to the Light Sensor would not be that far apart like most people would want from an actual Wireless Redstone Device.
People would have to set up Light Transmitter & Receivers, around every 14 blocks or so at most.
3. Minecraft already has some issues with Light Update lagging the game a little, and the most practical uses for a block like this would maybe be farms. Which already cause a lot of lag.
There is still some potential with this idea, especially with something like these light blocks.
Block Light Levels: (Directly outside of the source block, no standing in Fire or Lava for this test.)
Tested in 1.6.4, lighting changes have happened in 1.7 to 1.8
Torches, Lava, Fire,Restone lamp, Beacon, End Portal Block: 13
Nether Portal Block: 10
Redstone Repeater. : 8
Redstone Ore Active: 7
Redstone Torch: 6
Redstone Dust & Comparator: 0
I believe that should be just about all the blocks with light for now.
As for the light issue, you already have the block type and distance. Simple math gets the light value. And longer Wireless Redstone won't happen for the same reason Redstone isn't infinite. Lag trying to activate 10 thousand pistons at once (Or other laggy actions). And this shouldn't add anything really to light lag, at least no more than if you just powered a bunch of lamps anyways.
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Checking for blocks can be a bit of an issue as I've experienced in my scrapped Block Breaker mod and a WIP Scaffolding Blocks mod. Those are just checking in exact coords and have some issues with detecting blocks properly. Even a small handfull of selected blocks, or a specific blocks.
It can also lead to an update loop where the block is constantly updating it and the blocks around it.
Suggesting that you scan blocks within a radius around the block would be kind of worse as you're intending to check for 1 spot, and the checking methods would have to check all possible block locations within that radius.
This is a bad idea especially because the light in 1.8 so far is increased. Lava now has a Light Level of 15, and this is what a small portion of a 15 Block Radius looks like. The center being the Command Block.
Imaging that going all the way around in a circle, and then imaging having a block check every one of those spots for 1 block. Then you also have to take in to account that a lot of people would use quite a few of these blocks in a small area for Farms or whatever they may want.
A 15 Block Radius is also larger than a single Chunk, so there could be a lot of Chunk issues as well with this.
You're still missing some stuff that was said on the first page. Mainly the stuff where only certain light blocks would affect this (Lamps, lit Redstone Ore, Glowstone too I think), and where it would probably be checking only in one specific direction (set similar to how you aim Pistons), and only if it is a straight line between the two.
Basically every issue you brought up has already been discussed and resolved.
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Not exactly so.
Redstone Lamps in 1.8 have a Block Light of 15, so the 15 Block Radius would be the same, but from your idea cut to 'one direction', which I am not sure what you intend to mean exactly.
I do a lot of things with Directional stuff, 5 out of the 7 mods I am making are all orientation based, so this is where it gets a little confusing to know what you're expecting when you say "one direction".
The radius would still generally be the same idea, but the Check For methods would be limited to less than half of the entire radius, based on orientation.
This is what I mean:
The blue glass represents the Radius, and the ref glass represents what would actually be the area to be checked for whatever block. While it'd be less than half of the radius, it'd still be a lot of potential block spots to check, especially considering the max radius would be 15 or so.
There is also another issue which I am not sure you guys even thought about. Block Updates.
When a Redstone Lamp is activated or deactivated it updates the blocks around it within 2 blocks from it's coordinates. This is the case for just about any block that does anything or when it is placed into the world.
So even if you can detect changes for whatever block you want, you would either have to check all available block spots constantly (Which sounds like a lag machine). Or you make it check for check 1 by 1 each area and then loop back around to check the first spot again. Which this would make an delay between the block actually knowing if if the active block has turned off or not.
We talked about this a while back. The Torch Sensor only detects the blocks straight in front of it. That's 15 blocks at max, 8 at minimum.
For simplification purposes and to minimize lag, it's not truly detecting light, but light sources. It simply spits out a check for the first 15 blocks, checking for these blocks:
1-8 : Redstone Torch, Redstone Ore, Torch, Activated Lamp
9-9 : Redstone Ore, Torch, Activated Lamp
10-14 : Torch, Activated Lamp
15: Activated Lamp
Once the range for a specific block is bypassed, it can no longer be read by the Torch Sensor. Hence why Lamps, blocks capable of outputting a signal of 15, are the only block that can be read at 15 range.
If any non-transparent block is within the range, the Torch Sensor stops scanning immediately.
The check loop is only 15 counts, and blocks that it would detect would be registered in the game code as belonging to a specific group.
Also, the Redstone Lamp doesn't work as a BUD anymore. That got patched a while back.
Now it just sounds more like a Active Block Detector.
And, having it not work if there are ANY full blocks in the way doesn't sound too good to me though I don't know your full intent of this.
You could just use a Piston + Block to block the Block from getting any light on the detecting face of the Block.
Light from the source block will travel around any blocks in the way if it can. Meaning light will hit the face of the Detector if possible.
This would be a way of REDUCING the light, and that would be a GREAT mechanic of the detection of this block.
BUT, this would be if it was a LIGHT detector, and not a LIGHT SOURCE detector. If you're looking for the source, then you're looking for the source block's output and not the light hitting the face of the detector.
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In the sense that it detects a Light Source that is lit up by Redstone Power, yes it is a form of Wireless Redstone. Call it whatever you want, it doesn't really feel like the right fit for Wireless Redstone to me.
I like the idea of a Light Detector and have some ideas for it, but I will have to write it down as a To Do item for the future. I think I have Etho-Syndrome with all these projects I have going on...
Isn't that how IR sensors work though?
The TV remote beams out an IR signal that the TV picks up, and then the TV follows the command according to it.
Yes, but that has different frequencies, where as this would have to be walled off completely to be able to use with others near by.
You don't have to wall it off.
Since it uses a straight-line detection system, you can place multiple Torch Sensors next to each other, all of which can be activated with different Lamps.
If all you focused on in life was purposefulness, then what would be the purpose?
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Ah yes, it has to be directly aligned, not walled off. Too many responses to keep up with, lol.
But yeah, NorthMustang has more of the idea I think almost everyone looks for with Wireless Redstone. Being able to connect more than one Client Block to a Access Point Block would be a much greater advantage.
Even the Light Sensor could do that. The current idea would only be able to do up to 6, and the way it would be done is too limited which could be good or bad, but mostly just lacking.
Also, there is the matter that a Wireless Redstone block like that has much fewer limitations and makes it exponentially harder to balance, to the point where it basically needs to be Creative Only, and at that point I think you can do the same thing with Command Blocks. It would allow for ultra compact circuits, but they can be ultra spread out at the same time because you are no longer required to physically wire things, just wifi block inputs that go to the circuit that go to the output. Timing complex mechanisms would become a joke, as you can spread out the redstone much easier.
I can't fathom what crafting recipe can be expensive enough to make that device challenging enough to get while also not being insanely expensive.
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Meh support
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"setting off redstone made by others on the same channel." That can be a positive & negative. Someone else makes a clock, you can use their output instead of making another clock which would increase lag.
Wireless or not, people still accidentally screw up other people's contraptions by not paying attention, so I'm not sure how much of an issue this would really be.
Those things could be addressed with some other features of the block. If need be then you can put a cap on how many may connect to an access point.
But I'm not sure how a range on the wifi would work without checking updates. If that could work then you could also set a delay based on range making people need to move them closer. And, along with that you could make it to where if it is too far away it starts to become a little less consistent, and maybe sometimes doesn't receive an update.
People spreading their devices out more doesn't really sound like a good thing for something compact, but more so would be good for looks. You could create something like a gate of some sort without all kinds of Redstone sticking out, but you'd have to figure out what to do with the rest of the Redstone first. So that is also a positive/negative thing about it.
I am not sure why you'd need it to be creative only.
Maybe the recipes could be like this?
The problem with North's idea is something that I talked about within the first paragraphs.
It's overcomplicated.
The point of my suggestion was to make a Wireless Redstone system that was simple and could open up a large number of possibilities without rendering classical wiring redundant. It isn't supposed to replace the existing system, but rather, accompany it and increase its functionality.
For one, North requires both a sender and a receiver node to operate. Additionally, unlike every other block in the game, it operates on a set of static frequencies.
Because of this, it greatly weakens the block. It makes it impossible to reuse the same wireless channel without accidentally setting something off, either intentionally or not. Putting a cap on the number of connected blocks will do nothing but make it even more unreliable.
The system I'm suggesting has none of these drawbacks without being completely overpowered. How do you activate it?
You put a Lamp in front of it, then you power the Lamp.
There's no fiddling with channels, there's no managing your access point, and there's no juggling between available connections.
It's useful, it's reliable, and it's compact. Put it simply, it's something that anyone can learn how to use without being overly reliant on it.
Wireless Redstone wouldn't make the classical wiring redundant, it would give us a bit of more options but it wouldn't be one of those things that everyone just uses because it's there.
Even if you have a basic version that does not allow for any channels and can only broadcast a signal to a small range, it would be used a lot, but still not as much as classic wiring would.
Just like my Directional Redstone Device mod it is definitely something that would be really useful and could be used a lot, but it's not going to fill every spot and the classic ways can be easier or more reliant.
Wireless Redstone would be used in the same way you seem to intend for your idea, it'd just be a way to give a connection without wiring in the middle. Your idea can be useful in its own ways if done properly, but I am still not sold on the idea.
If all you focused on in life was purposefulness, then what would be the purpose?
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