Skip to content

Instantly share code, notes, and snippets.

Show Gist options
  • Select an option

  • Save winsrewu/4e87f32804d44c8ed034eb8ece7a4305 to your computer and use it in GitHub Desktop.

Select an option

Save winsrewu/4e87f32804d44c8ed034eb8ece7a4305 to your computer and use it in GitHub Desktop.
What Can We Do With Entity ID Wireless Redstone?

Entity ID Wireless Redstone Documentation

Note: This guide assumes basic familiarity with entity-ID-based wireless redstone mechanics.
It consolidates existing knowledge to prevent redundant design work.
For detailed discussions, visit the TickLink Discord.


Definition

Each channel has an address, typically set using repeater / comparator chains.


Capabilities

  • Reliability: Near 100% on multiplayer servers; near 100% on local (integrated) servers with additional setup.
  • Protocol Variety: Supports numerous signaling methods, including:
    • Single/multiple sender-receiver setups
    • Error-correction support
    • High-density data transmission
    • Two-way communication
  • Machine Implementations: Various form factors (horizontal, vertical, compact) for different protocols.
  • Channel Selectors: Redstone-controllable address selection, available in horizontal, vertical, and compact layouts.
  • Address Complexity: Configurable to encryption-level security.
  • Clock Systems: Dimensional-synced and self-synchronizing clocks.
  • Collision Prevention: Multiple methods to avoid signal interference.
  • Mobile Wireless: Functional wireless redstone on flying machines.
  • Security & Analysis: Includes interference, signal cracking, and reverse-engineering considerations.

Acknowledgments

Thanks to all contributors in the TickLink Discord for their research and developments.


Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment