The idea is to isolate what is today very complex Redstone from ticks and block and lighting updates into a form that:
- Does not need the physical representation to be loaded (except endpoints)
- Can be JIT compiled
- Operates on 64-bit at a time
- Makes it easy for beginners to create simple logic/arithmetic systems
- Makes advanced Redstone (and also wiring) vastly more compact/visually concise
- Makes computational Redstone vastly more efficient/performant
Players attach Redstone cable endpoints and junctions (boxes 4x smaller than blocks) to blocks (they stick out there, not microblocks). No collisions, block or lighting updates, no cable Redstone interaction. Endpoints might receive/trigger block updates and network evaluation. Junctions and endpoints cannot overlap but can co-exist within block spaces. You can't piston push into them. Cable segments can store excess cables (1 item/m, GUI only invent): piston push attached block, or attach to select entity. Attachment position and block/entity dictates interaction (e.g. send saturated/receive regular directional redstone, read item type/count/NBT).
Junctions connect multiple in/out cables. Operation(operations?) and input/output cable or constant are configured by GUI. E.g.: Bitwise truth table on 1-3 inputs and outputs (recipe-like list for common operations), signed (two's complement) arithmetic (+,-,*,div&mod,compare,min,max), variable shifts.
Circuit feedback in a junction is identified and configurable with a fixed limit or tick delay.
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