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General Behaviour

Upon a general block update

Diode updating behaviour

Repeaters and Comparators inherit code from the redstone diode class. This section will explain the behaviour of redstone diodes.

When a diode gets updated it will check whether the block below it has a solid top surface. This is the case for all solid blocks, redstone blocks and all kinds of upside-down slabs. If the block below has no solid top surface the diode will get destroyed, drop as an item, and update all blocks directly around it. If the block below has a solid top surface the diode will check whether the redstone power of the block the diode is facing away from is greater than 0 and the diode is in a unpowered state, or whether the power of the block the diode is facing away from is 0 and the diode is in a powered state. If either should be the case the diode will do something depending on whether it´s a repeater or comparator.

Repeater specific updating behaviour

After doing all the previous checks, if the diode is a repeater a new tile tick will be created inside the position of the repeater. The priority of the tile tick is -1 under normal circumstances, -3 if the repeater is directly facing into another diode, and -2 if the repeater is in a powered state when the tile tick gets created. The delay of the tile tick is 2 multiplied by the setting (called field_176410_b in the code) of the repeater. The id of the tile tick will have the same id as the repeater block.

Upon right-clicking

If the player who right-clicked the repeater is capable of editing the world, the setting (called field_176410_b in the code) of the repeater will be cycled once. The setting of the repeater can be any number from 1 to 4. If the setting is cycled once the setting will be increased by 1, and go back to the beginning if the setting would exceed the maximum. Additionally all the normal stuff that happens upon rightclicking, like updating the block and resynchronization of the block happens.

When being updated by a tile tick

Repeater is in a powered state

If the power of the block the repeater is facing away from is 0 and the powered repeater is in a powered state, he will change his state to an unpowered state. If the power of the block the repeater is facing away from is greater than 0 and the repeater is in a powered state nothing will happen.

Repeater is in an unpowered state

If the repeater is in a unpowered state, he will change his state to a powered state. If the power of the block the repeater is facing away from is 0 another tile tick will be scheduled. The priority of the tile tick will always be -1, the delay will be 2 multiplied by the setting (called field_176410_b in the code) of the repeater, and the id will be the one of the repeater block.

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