2 alternating 3-pixels "thick" "rings", one red on the most outside, and then a white ring, then a central 4-pixels wide red "dot", generic wooden furniture color "corners" (total = 3+3 +4 + 3+3 = 16 pixels). Any similarity to some big store brand name logo is 100% unintentional. There just ain't any other way to make a classic looking "red & white" target using only 16x16 pixels, ya know!
- Side (16x4 vanilla texture pixels): Generic wooden furniture color.
- A player doing the "Use Item / Place Block" action (by default, this is a Right-click)
anywhere on a Target will trigger a Button-duration redstone signal of strength 15.
Thus, a Target can be used just like a really big soundless button.
- Any Arrow hitting a Target in one of it's "scoring areas" will trigger
a soundless Button-duration redstone signal of strength equal to 9+ scoring value:
Target Scoring Area: Target Scoring Value (Redstone Signal Strength):
- Central red dot: 3 (14)
- Middle ring (white): 2 (13)
- Outside ring (red): 1 (12)
- Anywhere else: no signal
- In both cases, the signal extends like that of a button, including strongly to the block to which the Target is attached to (like Buttons). However, the target output power will be equal to 15 (when Using), but only 12 to 14 (when hit by an Arrow). This is an exception to strong redstone signals which normally strongly power only to strength 15, as this allows having Targets will fully hidden-from-player complete scoring logic (for example, a display board showing the score).
- Also, if a new triggering input occurs before the previous redstone Button-duration pulse signal has ended, this won't create a second pulse, instead the current pulse's duration is simply prolonged.
- If an Arrow strikes the front side of a Target and hits near the same spot as one or more already-stuck Arrows, the new Arrow becomes stuck at a semi-random angle, checking a couple times if needed to make sure the angle is different from all nearby arrows that did hit too near that spot. Only the first 12 arrows hitting the target are "memorized" by the Target. Additional arrows just get stuck straight, without this feature kicking in.
- Arrow "stuck" in Targets and part of the 12-limit do not despawn and cannot be picked up the normal way. This allows counting the score from up close without risking picking up arrows by mistake or risking despawning (a particularly good game can even be "left there" forever, as a trophy of some kind). Sneaking + Right-Clicking on the Target will make ALL these arrows drop from the Target, "as if" it had been destroyed (but leaving the Target empty and intact), and then they can be picked up normally afterwards (once they have hit the ground for the normal "item pick up cool down delay"). This counts as "fully clearing the board" for the Target. Non-player-pickable arrows in the 12-limit simply immediately despawn when their Target is cleared. Arrows over the 12-limit despawn and are picked up normally.
- Arrows over the 12-arrows-limit still trigger scoring of redstone signal output.