Redwater would be a simple thing, it's water with all the same characteristics except one, it can't infinitely duplicate itself. Redwater is normally a dullish hue, similar to redstone dust, but powering it will make it a characteristic glowing red. Obviously, you would get it by crafting redstone dust with a water bucket.
Redwater has unique properties that redstone dust does not.
1: Redwater powers in all directions except up. This means that all blocks redwater touches will be powered, unless they are transparent blocks.
2: Redwater signals travel an infinite amount of space. This means if redwater is powered anywhere, all other redwater blocks that touch it will be powered. Signals that flow through redwater are delayed 1 tick for every block they move. This can allow for some interesting signals, as well as aesthetics.
3: Flowing redwater has a one-way signal. If you power redwater source blocks, it will flow downstream, but powering any part of the stream will not send power up it, only down. This means red waterfalls can be used as an effective straight-down signal, though it will not go upwards.
Redsnow is crafted by mixing a bucket of redwater with a block of snow (you get the empty bucket back). It's time consuming to make, but has an interesting property. Redsnow is a block that acts exactly like redstone dust. It carries signals the same length, and does not cause any delay when transporting a signal. Redsnow inherits the signal strength of a redstone signal flowing into it, so as to prevent instant repeaters of any length. What it can do, interestingly enough, is allow signals to travel straight up without delay.
Redsnow can be crafted into 8 red snowballs. When you throw a red snowball, the block it hits will get a redstone signal as if you pressed a button. Useful for puzzlemaking.
Redwater has unique properties that redstone dust does not.
1: Redwater powers in all directions except up. This means that all blocks redwater touches will be powered, unless they are transparent blocks.
2: Redwater signals travel an infinite amount of space. This means if redwater is powered anywhere, all other redwater blocks that touch it will be powered. Signals that flow through redwater are delayed 1 tick for every block they move. This can allow for some interesting signals, as well as aesthetics.
3: Flowing redwater has a one-way signal. If you power redwater source blocks, it will flow downstream, but powering any part of the stream will not send power up it, only down. This means red waterfalls can be used as an effective straight-down signal, though it will not go upwards.
Redsnow is crafted by mixing a bucket of redwater with a block of snow (you get the empty bucket back). It's time consuming to make, but has an interesting property. Redsnow is a block that acts exactly like redstone dust. It carries signals the same length, and does not cause any delay when transporting a signal. Redsnow inherits the signal strength of a redstone signal flowing into it, so as to prevent instant repeaters of any length. What it can do, interestingly enough, is allow signals to travel straight up without delay.
Redsnow can be crafted into 8 red snowballs. When you throw a red snowball, the block it hits will get a redstone signal as if you pressed a button. Useful for puzzlemaking.
Why wub wit!
Electrocution damage at the same rate as suffocation damage. It would make a nice mob trap, wouldn't it?
I have a map now! It can be found here.