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Redstone feature tracking #1228

Description

@HashimTheArab

Feature Tables

Core wiring & logic

Feature Impact Difficulty
Redstone repeater (delay 1–4t, locking) High High
Redstone comparator (compare/subtract, container read) High High
Observer (block-update detector pulse) High Medium
Scheduled-tick infrastructure tightening (for repeaters/comparators/pistons) High High

Power sources

Feature Impact Difficulty
Buttons (wood, stone, polished, mangrove etc.) High Low
Pressure plates (stone, wooden variants) High Low
Weighted pressure plates (light/heavy, analog 1–15) Medium Low
Trapped chest (powers from viewer count) Medium Low
Daylight detector (regular + inverted) Medium Medium
Target block (analog output on projectile hit) Medium Low
Tripwire + tripwire hook Low Medium
Lectern (comparator output from page) Low Low
Lightning rod (pulse on strike) Low Low
Sculk sensor / calibrated sculk sensor Low High

Mechanism components

Feature Impact Difficulty
Piston / sticky piston (push, retract, 12-block limit, immovable list) High High
Dispenser (per-item behaviors: arrows, water, fire charges, eggs, armor) High High
Dropper Medium Medium
TNT (redstone priming + fuse) High Medium
Redstone lamp Medium Low
Crafter (auto-craft on pulse) Medium High
Copper bulb (toggle-on-pulse + oxidation/wax states) Low Medium
Bell (rings on power) Low Low

Doors / movement blocks

Feature Impact Difficulty
Iron door (redstone-only open) Medium Low
Iron trapdoor (redstone-only open) Medium Low
Fence gate (open on power) Medium Low
Trapdoors (wooden, power-driven) Medium Low

Rails

Feature Impact Difficulty
Powered rail (accelerate / brake) Medium Medium
Detector rail (cart-presence pulse) Medium Medium
Activator rail (eject riders, prime TNT cart) Low Medium

Containers / interaction

Feature Impact Difficulty
Hopper locking when powered Medium Low
Comparator container reading (chest, hopper, barrel, brewing stand, jukebox, cake, composter, beehive) High Medium

Bedrock parity polish

Feature Impact Difficulty
RedstonePowerRelayer audit of remaining mis-marked transparent blocks (TODO from 4710626) Medium Low
1-tick repeater / instant-repeater behavior parity Low Medium
Update-order determinism vs Bedrock RNG ordering Low High

Checklist

Core wiring & logic

  • Redstone repeater (delay 1–4t, locking)
  • Redstone comparator (compare/subtract, container read)
  • Observer (block-update detector pulse)
  • Scheduled-tick infrastructure tightening (for repeaters/comparators/pistons)

Power sources

  • Buttons (wood, stone, polished, mangrove, etc.)
  • Pressure plates (stone, wooden variants)
  • Weighted pressure plates (light/heavy, analog 1–15)
  • Trapped chest (powers from viewer count)
  • Daylight detector (regular + inverted)
  • Target block (analog output on projectile hit)
  • Tripwire + tripwire hook
  • Lectern (comparator output from page)
  • Lightning rod (pulse on strike)
  • Sculk sensor / calibrated sculk sensor

Mechanism components

  • Piston / sticky piston (push, retract, 12-block limit, immovable list)
  • Dispenser (per-item behaviors: arrows, water, fire charges, eggs, armor)
  • Dropper
  • TNT (redstone priming + fuse)
  • Redstone lamp
  • Crafter (auto-craft on pulse)
  • Copper bulb (toggle-on-pulse + oxidation/wax states)
  • Bell (rings on power)

Doors / movement blocks

  • Iron door (redstone-only open)
  • Iron trapdoor (redstone-only open)
  • Fence gate (open on power)
  • Trapdoors (wooden, power-driven)

Rails

  • Powered rail (accelerate / brake)
  • Detector rail (cart-presence pulse)
  • Activator rail (eject riders, prime TNT cart)

Containers / interaction

  • Hopper locking when powered
  • Comparator container reading (chest, hopper, barrel, brewing stand, jukebox, cake, composter, beehive)

Bedrock parity polish

  • RedstonePowerRelayer audit of remaining mis-marked transparent blocks (TODO from 4710626)
  • 1-tick repeater / instant-repeater behavior parity
  • Update-order determinism vs Bedrock RNG ordering

Activity

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