Powering the hoppers will freeze the clock. The movement of the block of redstone also updates the other sticky piston (which has been powered for a while) causing it to extend and prevent the first sticky piston from extending again when its comparator turns back on. When the items finish moving in one direction, the empty hopper's comparator turns off, allowing the associated sticky piston to pull the block of redstone to the other hopper, reversing the direction of item movement. clock period: 8 ticks to 256 seconds (4m16s).The right hopper contains multiple items. An additional command block can then be activated by the torch to set the cooldown of the other hopper to change the pulse length. Variations: The output comparator can be replaced with a redstone torch on the command block, producing a signal strength 15 output. Thus, this clock will have a clock period of 8 game ticks for the front hopper, plus X+2 game ticks for the back hopper, for a total of X+10 game ticks (X/2+5 redstone ticks). The command block gets activated 2 game ticks after the item enters the back hopper (due to the comparator delay), so setting X to 6 would produce no change. Hoppers usually have an 8 game tick cooldown between transfers (4 redstone ticks). The exact command will depend on the direction the clock is facing, but for clocks facing the positive X direction it will look something like this: blockdata ~2 ~ ~, where X is the number of game ticks (up to 32,767) to hold the item in the back hopper. This clock uses a command block to slow the hopper transfer rate. clock output: up to 27 minutes off, 4 ticks on.
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