Minecraft's game loop normally runs at a fixed rate of 20 ticks per second, so one tick happens every 0.05 seconds. An in-game day lasts exactly 24000 ticks, or 20 minutes. However, if the computer is unable to keep up with this speed, there will be fewer game ticks per unit time. What I suggest is a simple way to keep track of it all: The Hour Glass.
The Hour Glass is:
- A peaceable item that takes up one block of space.
- Crafted with one Glass Block and two Gold Ingots above and below the Glass Block.
- A tool for keeping track of Minecraft's time simply.
- A compact tool for Redstone mechanisms that involve precision timing.
- Dependant on Sand in order to function.
Crafting recipe visually:
How to use the Hour Glass:
Once clicked on in block (placed) form, a GUI will appear.
Within this GUI there will be three slots: One to the right and two to the left vertically.
You place your Block of Sand into the slot to the right then the sand gets converted into 1000 Grains of Sand, but up to 24 Blocks of Sand can be placed within to create 24000 Grains of Sand.
You can then type how much of that you want moved into the upper right slot.
The Grains of Sand trickle down into the lower left slot from the upper right slot at a rate of one Grain per tick (0.05 real time seconds).
By the time it takes 1000 Grains of sand to trickle down to the Lower left slot, one Minecraft hour has passed (50 real time seconds).
Once 1000 Grains of Sand reach the lower left slot, it will be converted back into a Block of Sand for you to take out or put back in.
When the Hour Glass stops, it creates a Redstone signal.
If you want your Sand back but can't wait for it all to convert back into Blocks of Sand, you can always brake it to drop all the Sand placed within.
Finally, Dispensers may dispense Sand into them and Hoppers can remove Sand from them.
This can be useful in adventure maps and probably automatic farms, so I don't see why not. How about an inverted version of it where the redstone signal is always emitted until the glass stops.
This can be useful in adventure maps and probably automatic farms, so I don't see why not. How about an inverted version of it where the redstone signal is always emitted until the glass stops.
Can't that be done with just a NOT gate? I don't see the need for an inverted version.
However, this is very useful and one of the most creative ways to make a redstone delayer. I'll admit it, it's better than mine.
Okay, stupid question time...if the game skips ticks because of lag, how is this device going to be any more accurate? All the updating and stuff it's designed to do is already being done by the game's core code and we've already established it's having trouble at times keeping up.
It's an interesting idea, sure, but I don't see how it wouldn't also fall victim to the troubles that plague the underlying system it's meant to expose.
Introduction:
Minecraft's game loop normally runs at a fixed rate of 20 ticks per second, so one tick happens every 0.05 seconds. An in-game day lasts exactly 24000 ticks, or 20 minutes. However, if the computer is unable to keep up with this speed, there will be fewer game ticks per unit time. What I suggest is a simple way to keep track of it all: The Hour Glass.
The Hour Glass is:
- A peaceable item that takes up one block of space.
- Crafted with one Glass Block and two Gold Ingots above and below the Glass Block.
- A tool for keeping track of Minecraft's time simply.
- A compact tool for Redstone mechanisms that involve precision timing.
- Dependant on Sand in order to function.
Crafting recipe visually:
How to use the Hour Glass:
Once clicked on in block (placed) form, a GUI will appear.
Within this GUI there will be three slots: One to the right and two to the left vertically.
You place your Block of Sand into the slot to the right then the sand gets converted into 1000 Grains of Sand, but up to 24 Blocks of Sand can be placed within to create 24000 Grains of Sand.
You can then type how much of that you want moved into the upper right slot.
The Grains of Sand trickle down into the lower left slot from the upper right slot at a rate of one Grain per tick (0.05 real time seconds).
By the time it takes 1000 Grains of sand to trickle down to the Lower left slot, one Minecraft hour has passed (50 real time seconds).
Once 1000 Grains of Sand reach the lower left slot, it will be converted back into a Block of Sand for you to take out or put back in.
When the Hour Glass stops, it creates a Redstone signal.
If you want your Sand back but can't wait for it all to convert back into Blocks of Sand, you can always brake it to drop all the Sand placed within.
Finally, Dispensers may dispense Sand into them and Hoppers can remove Sand from them.
BA
This can be useful in adventure maps and probably automatic farms, so I don't see why not. How about an inverted version of it where the redstone signal is always emitted until the glass stops.
Can't that be done with just a NOT gate? I don't see the need for an inverted version.
However, this is very useful and one of the most creative ways to make a redstone delayer. I'll admit it, it's better than mine.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Yes, but having things more compact makes everything prettier.
It'd be in the same boat as inverted daylight sensors.
This will really help me in my redstone builds, and would look nice aesthetically.
Support.
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Okay, stupid question time...if the game skips ticks because of lag, how is this device going to be any more accurate? All the updating and stuff it's designed to do is already being done by the game's core code and we've already established it's having trouble at times keeping up.
It's an interesting idea, sure, but I don't see how it wouldn't also fall victim to the troubles that plague the underlying system it's meant to expose.