The big problem with the above kind of stuff, is that if they had implemented it in this way, it would instantly break any builds that used the blocks in their old behavior.Sage wrote:Actually, the idea of analogue redstone is kinda neat, the first time I used it, I thought that dispenser and such responded differently to different input strength, and pressure plates had different output levels, before realizing that there was no way of manipulate a signal level in logic gates (both torches and repeaters reset the signal strength). In fact, Mojang implemented it in a very inelegant way (the comparator), while they could simply do some version of the torch that responded to a signal p with a signal (1-p), and that would have sufficed. So I'm not totally opposed, but I don't like how it turned out.
Can you imagine the chaos for example if dispensers or pistons suddenly stopped firing because the input signal was too low?
This is another reason why I feel if they were going to include analog in MC, it really needed to be a brand new system. Then, the old blocks could have been retrofitted to respond to the new signal type without any build breakage whatsoever.
Instead, we are left with what is basically a half-ass implementation where only new blocks that are added to the game will respond to variable signal strength, making it feel very much like a tacked-on addition to the game rather than how it's actually supposed to work.
This is another problem I'm looking at here, as I suspect "doing it right" in this case would mean me adding on a brand new system to the game because the way it's done now is pretty frigging lame, and has very little potential for improvement.