One thing I have noticed is how many redstone mechanisms run on clocks of some kind, whether they be powered with redstone torches, repeaters, comparators, etc. What if a block was added in the simply acted like a redstone clock. Maybe similar to a repeater in that it has 4 different speeds?
This seems similar (in the sense of providing a similar in-game function) to what I interpreted to be the function of the hourglass suggested by Clen_…
A configurable substitute for the daylight sensor, one that measured the actual passage of time rather than infering time passing from changes in light level. A limitation with any device of this sort is that it would only run while the chunk it is in is in processing range (or central spawn); something I don't think can be removed without creating worse problems.
Good idea :>:
Like the comparator introduced a block that (largely) incorporated the various BUD switches, and the repeater that compacted torch/dust lines, this could be a useful addition to the redstone tool kit.
Ideally,
one would be able to get a redstone signal from this (probably with a comparator)
one would be able to control the period timed (maybe from 1 to 64 minutes?) either when the hourglass was created or – better – interactively
one would be able to reset the 'glass (or maybe just invert it) by redstone (possibly this might require mounting the 'glass in a frame or gimbal*1)
A possible expansion [not something I'm advocating at present, but thrown out for discussion] : two types
• one short period (from 1 to 64 seconds?) using gravel in the 'glass • one long period (from 1 to 64 minutes?) using sand in the 'glass
*1Gimbal: requires cobblestone slabs center top & center bottom, iron bars in the four corners, and an hourglass in the center.
Blast resistance: as hourglass ( <- low? -> )
Non-flamable but item form can be destroyed by lava
Solid
Transparent
[Cobblestone slabs required as droppers/dispensors/observers require cobblestone; alternately stone slabs as repeaters/comparators.
Either avoids the expansion to a different type for each wood.]
While I don't agree with it, I can see an argument being made that this makes the RS for timimg circuits too cheap/easy/etc. [I see the addition of a one-block-clock as the same sort of thing as the comparator (largely) replacing BUDs.]
Additionally, introducing these blocks might offer a decrease in lag (certainly there would be fewer lighting updates).
I would, however, prefer more than four settings: clocks can frequently be both very fast (multiple pulses/second — for driving dispensers and item elevators) and very slow (once every 20 or 60 minutes for farms and ranches).
Of course multiple clock-blocks could be arranged to interact to produce variant timings, but this largely obviates the advantages of compaction and lag reduction achieved by introducing the block.
[Even using powers of ten, four settings would only span 1, 10,100, 1000 redstone ticks (1/10th second, 1 second, 10 seconds, 1 minutes 40 seconds). ]
A good idea would be that the clock is like any other redstone (observer, comparator) device. It is based on direction. One side is the input and the other is the output. The greater the signal for the input, the faster the speed on the output. Using a comparator chest system would be an easy way to control the speed of clock rather than switching between a hundred settings. This would also add more types of speed than just four settings.
quote=StickyPistonPig
The greater the signal for the input, the faster the speed on the output. Using a comparator chest system would be an easy way to control the speed of clock rather than switching between a hundred settings. This would also add more types of speed than just four settings.
:>: a very good idea
Assuming a clock_block has four internal setting (as described by spinscissors) and those settings represent periods of 1, 10,100, 1000 redstone ticks (1/10th second, 1 second, 10 seconds, 1 minute 40 seconds);
using the varying input strength (0-15) as a multiplicand would allow periods from 1/10th second to 25 minutes with a zero power input being the off switch.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
One thing I have noticed is how many redstone mechanisms run on clocks of some kind, whether they be powered with redstone torches, repeaters, comparators, etc. What if a block was added in the simply acted like a redstone clock. Maybe similar to a repeater in that it has 4 different speeds?
This seems similar (in the sense of providing a similar in-game function) to what I interpreted to be the function of the hourglass suggested by Clen_…
My reply quoted for reference:
While I don't agree with it, I can see an argument being made that this makes the RS for timimg circuits too cheap/easy/etc. [I see the addition of a one-block-clock as the same sort of thing as the comparator (largely) replacing BUDs.]
Additionally, introducing these blocks might offer a decrease in lag (certainly there would be fewer lighting updates).
I would, however, prefer more than four settings: clocks can frequently be both very fast (multiple pulses/second — for driving dispensers and item elevators) and very slow (once every 20 or 60 minutes for farms and ranches).
Of course multiple clock-blocks could be arranged to interact to produce variant timings, but this largely obviates the advantages of compaction and lag reduction achieved by introducing the block.
[Even using powers of ten, four settings would only span 1, 10,100, 1000 redstone ticks (1/10th second, 1 second, 10 seconds, 1 minutes 40 seconds). ]
EDIT corrected conversion error
A good idea would be that the clock is like any other redstone (observer, comparator) device. It is based on direction. One side is the input and the other is the output. The greater the signal for the input, the faster the speed on the output. Using a comparator chest system would be an easy way to control the speed of clock rather than switching between a hundred settings. This would also add more types of speed than just four settings.
quote=StickyPistonPig
The greater the signal for the input, the faster the speed on the output. Using a comparator chest system would be an easy way to control the speed of clock rather than switching between a hundred settings. This would also add more types of speed than just four settings.
:>: a very good idea
Assuming a clock_block has four internal setting (as described by spinscissors) and those settings represent periods of 1, 10,100, 1000 redstone ticks (1/10th second, 1 second, 10 seconds, 1 minute 40 seconds);
using the varying input strength (0-15) as a multiplicand would allow periods from 1/10th second to 25 minutes with a zero power input being the off switch.
Yes I completely agree. As long as people can't rapid fire arrows at the speed of sound, the four settings would be a great idea.
clocks are small enough