A compiled list of everything I could find or think of that seems reasonable regarding inputs, outputs, and control blocks for redstone. Many of these are not my ideas! I encourage the mention of anything I forgot. I think redstone components should only afford you new possibilities, though, not just make things easier that you could already do (This is subtle sometimes - e.g., a vertically conductive block SORT OF does the same thing as stairstepping redstone up, but there are some uses where you really need a directly vertical conductive block, or a circuit would be literally impossible to build without shorting out.)
INPUTS
:Coal:Light sensor - Simple. If any face of the block is lit above some level (probably the level at which aggressive mobs stop spawning would be best), it acts like a redstone torch.
:Coal:Temperature sensor - Just like ice melts within range of lava or torches... in any situation where ice in the same position would melt, this block will act like a redstone torch.
:Coal:Metal (or maybe something else more useful) detector - if any metal blocks or players with metal armor or tools or anything in their inventory come within a short range, it acts like a redstone torch.
:Coal:Some kind of tripwire. The metal detector would act like this in most cases, but if it is too hard to code or weird, this could be done more directly. Basically something similar to bridge blocks in their placement. Anything passing between two of them makes both act like redstone torches.
:Coal:Moisture sensor - if bordered by water or snow, acts like a redstone torch.
:Coal:Pressure plates, or some other block, whould be directly able to be activated by arrows.
:Coal:Code block - Right click, enter in the correct code using some interface, and it activates current. The wrong code or destroying the block makes it act just like TNT that has been punched.
:Coal:Something like an air sensor - If any surrounding blocks are entirely air (redstone wires, pressure plates, etc. don't count), it activates current.
OUTPUTS
:Coal:Light - Basically, like a redstone torch, but actually usefully bright (and more expensive, obviously).
:Coal:Burner - Only when current is received, it burns on top with a fire. (which acts like any other fire)
:Coal:Magnet - When current is received, it pulls gravity-affected blocks toward it (along the most direct axis toward the magnet). It also pulls entities toward it in a straight line, and mobs/players in a straight line, too (but with shorter range than for entities or blocks). Strength of the magnet falls off quadratically up to a maximum range, where it hits zero (to save on calculations)
:Coal:Possibly a repelling magnet, but meh.
:Coal:Block placer - It faces a certain direction (depending on which way you face when you place it, like stairs), and at the moment it goes from not receiving current to receiving current, it places a block directly in front of itself, if that space is unoccupied. Any blocks to be placed have to be "loaded" into it, using a chest-like interface with only one space. This block is TNT-proof (but should be much more expensive to make than obsidian. Maybe even requires obsidian in the recipe to make sure of that)
:Coal:Block destroyer - Just like the block placer, but sort of opposite. It faces in one direction, and can only destroy the block directly in front of it in that direction. You can "load" it up with a tool, and it will take the same amount of time to break the block as the player would have taken with that same tool. If it loses current before breaking the block, it will abort, just like if you let go of your mouse button halfway through breaking a block yourself.
:Coal:Water gate / bridge block - something that can let water pass through it or not depending on current.
:Coal:If/when there is finite water, a pump block.
:Coal:Jukeboxes should be redstone-activat-able
:Coal:Trap door. Just like a door, but doesn't need to have a block underneath it, and is only 1x1.
:Coal:High voltage block? When powered, it electrocutes people who touch it OR come within X blocks of it via a water connection to the block (damage decreases quadratically from the block)
:Coal:Light shutter - always a solid block, but acts like glass when redstone powered, and is opaque when not powered.
:Coal:Arrow trap. Pretty simple. Shoots a (pre-loaded) arrow directly forward when activated by redstone.
FUNCTION BLOCKS
:Coal:6 way conductor block: As a recipe, just requires several redstone (making it more expensive than regular redstone wiring), but it will transfer power directly up and down, without having to rise in a stairstep like regular redstone.
:Coal:Circuit block: Some way of compacting edstone circuitry. This could be implemented in many ways... dedicated blocks that do certain things like AND/OR/XOR/REPEATER/NOT/etc.; or it could be like a workbench where there is a grid that comes up for you to make your own circuit on; or after placing the block and right clicking it, it could teleport you to a room where you build your circuit and then leave again. Whatever the method, though, it should require just as many resources as building the circuit would normally, PLUS extra for the circuit.
:Coal:Wireless receiver - Either paired with a dedicated wireless transmitter, or it just picks up signal from ANY transmitter in range. When a signal is being received, it acts like a redstone torch.
:Coal:Wireless transmitter - See wireless receiver above. Could send a signal to only one receiver, or just spam a signal over its whole range indiscriminately (easier to code and more minecraft-y/low tech) to any receiver.
Rollback Post to RevisionRollBack
Przerwap, upon looking at some code I had just written: "...Gav... That's not how programming works."
INPUTS
:Coal:Light sensor - Simple. If any face of the block is lit above some level (probably the level at which aggressive mobs stop spawning would be best), it acts like a redstone torch.
:Coal:Temperature sensor - Just like ice melts within range of lava or torches... in any situation where ice in the same position would melt, this block will act like a redstone torch.
:Coal:Metal (or maybe something else more useful) detector - if any metal blocks or players with metal armor or tools or anything in their inventory come within a short range, it acts like a redstone torch.
:Coal:Some kind of tripwire. The metal detector would act like this in most cases, but if it is too hard to code or weird, this could be done more directly. Basically something similar to bridge blocks in their placement. Anything passing between two of them makes both act like redstone torches.
:Coal:Moisture sensor - if bordered by water or snow, acts like a redstone torch.
:Coal:Pressure plates, or some other block, whould be directly able to be activated by arrows.
:Coal:Code block - Right click, enter in the correct code using some interface, and it activates current. The wrong code or destroying the block makes it act just like TNT that has been punched.
:Coal:Something like an air sensor - If any surrounding blocks are entirely air (redstone wires, pressure plates, etc. don't count), it activates current.
OUTPUTS
:Coal:Light - Basically, like a redstone torch, but actually usefully bright (and more expensive, obviously).
:Coal:Burner - Only when current is received, it burns on top with a fire. (which acts like any other fire)
:Coal:Magnet - When current is received, it pulls gravity-affected blocks toward it (along the most direct axis toward the magnet). It also pulls entities toward it in a straight line, and mobs/players in a straight line, too (but with shorter range than for entities or blocks). Strength of the magnet falls off quadratically up to a maximum range, where it hits zero (to save on calculations)
:Coal:Possibly a repelling magnet, but meh.
:Coal:Block placer - It faces a certain direction (depending on which way you face when you place it, like stairs), and at the moment it goes from not receiving current to receiving current, it places a block directly in front of itself, if that space is unoccupied. Any blocks to be placed have to be "loaded" into it, using a chest-like interface with only one space. This block is TNT-proof (but should be much more expensive to make than obsidian. Maybe even requires obsidian in the recipe to make sure of that)
:Coal:Block destroyer - Just like the block placer, but sort of opposite. It faces in one direction, and can only destroy the block directly in front of it in that direction. You can "load" it up with a tool, and it will take the same amount of time to break the block as the player would have taken with that same tool. If it loses current before breaking the block, it will abort, just like if you let go of your mouse button halfway through breaking a block yourself.
:Coal:Water gate / bridge block - something that can let water pass through it or not depending on current.
:Coal:If/when there is finite water, a pump block.
:Coal:Jukeboxes should be redstone-activat-able
:Coal:Trap door. Just like a door, but doesn't need to have a block underneath it, and is only 1x1.
:Coal:High voltage block? When powered, it electrocutes people who touch it OR come within X blocks of it via a water connection to the block (damage decreases quadratically from the block)
:Coal:Light shutter - always a solid block, but acts like glass when redstone powered, and is opaque when not powered.
:Coal:Arrow trap. Pretty simple. Shoots a (pre-loaded) arrow directly forward when activated by redstone.
FUNCTION BLOCKS
:Coal:6 way conductor block: As a recipe, just requires several redstone (making it more expensive than regular redstone wiring), but it will transfer power directly up and down, without having to rise in a stairstep like regular redstone.
:Coal:Circuit block: Some way of compacting edstone circuitry. This could be implemented in many ways... dedicated blocks that do certain things like AND/OR/XOR/REPEATER/NOT/etc.; or it could be like a workbench where there is a grid that comes up for you to make your own circuit on; or after placing the block and right clicking it, it could teleport you to a room where you build your circuit and then leave again. Whatever the method, though, it should require just as many resources as building the circuit would normally, PLUS extra for the circuit.
:Coal:Wireless receiver - Either paired with a dedicated wireless transmitter, or it just picks up signal from ANY transmitter in range. When a signal is being received, it acts like a redstone torch.
:Coal:Wireless transmitter - See wireless receiver above. Could send a signal to only one receiver, or just spam a signal over its whole range indiscriminately (easier to code and more minecraft-y/low tech) to any receiver.
I understand that you want discussion around it though, so I won't report it. Just saying that the mods might move it is all.