Something I should mention: the reason you see item entities on top of the stacks towards the end of the video, is because I placed floating string near the top of every stack. This is so that the piles wouldn’t physically overflow and stop up the machine. When the falling blocks fall directly onto the string, they break and turn into an item, which was useful for demonstration purposes so I could continuously run the device.
Nope, cause those can’t be pushed by piston; anvils can’t be moved, and dragon eggs break upon trying to move them with a piston. It only works with concrete powder, sand, red sand, and gravel. It also doesn’t work with suspicious sand/gravel cause those would break upon falling.
I have barely understood piston power mechanics for so long... why has no one ever mentioned that theyre just fance doors? Like the 2 block power thing makes so much sense when its cuase theyre a reskinned door and not juat a wacky piston thing.
Yes, this really is how it happened. They just used the code from the door and later didn't get to change it. And when they did think about changing it, it already became such crucial part of the game, that they had to keep it... I don't know why more people don't use this explanation. It's so easy and instantly makes sense to everyone when explained this way...
@@flameofthephoenix8395 1) Hell no 😆Programmer don't really do anything else 🤣 2) Actually, it isn't copy pasted. The code is there only once and it uses inheritance...
@@leoncalusic51 Yeah, way too many people use it to slack off instead of spending a year or two learning the mathematics behind what they're actually doing. And then they also do stupid things like this if they do use copy/paste.
Really cool. Understanding the 'like for like' 2 tick check to make sure the block falling is not only a block that could fall in general but the same kind of block.
Yeah. It's to prevent the player from turning other blocks into falling blocks. Because if it didn't check and you did this but with stone instead of blue concrete you would get a falling block of stone.
@@Zetaggwp I do find it weird why they didn't program it so that the timer is removed when the block is no longer there... I'm assuming that's some kind of thing where they didn't think about it and that it's such a specific scenario that they don't have any reason to do so...
@@filval387 There's also the fact that doing such a check isn't free, and you _really_ don't want stuff that runs every tick (like timers) to be any slower than absolutely necessary.
Just realized this can also be used to program the printer. first build a map with concrete powder, and then while sorting it you detect wich pixel was sorted into wich colour then save that to memory. I had previously build a scanner for that purpuse, but it had to break the block in order to detect the color
@@squiddler7731 imagine the map art made frames of a video and then a contraption involving a player would place them on a wall with item frames infront a long water stream and u recorded kinda like a timelapse where it would take a picture of your screen every x seconds and make a video
Could also be used as more dense (slow) memory for minecraft computers. You could use the 16 colors of the concrete power to represent 4 bits of data, meaning that in a single stack from Y -63 to Y +320 you can store up to (theoritically, you obviously need some room to move the blocks) up to 192 bytes ! It wouldn't be fast enough for a mineraft computer directly I think, but I think you could store your "files", and then load it into RAM when you need it, just like in an oldschool piston loop, except it's 4 times more dense !
I love how even now we are learning to do new things in Minecraft. From the explanation this seems like it would work in way older versions too. Fantastic stuff!
This is actually not new knowledge, I personally used this with observers, since they use the same scheduled ticks. Older versions have more interesting falling block mechanics though, like being able to change different blocks into each other.
That's awesome, I thought I would not work with concrete powder again for a while, but this will make it so much simpler. I already have some ideas what im going to use this for. Thank you :)
All the huge minecraft redstone youtubers talk about quasi connectivity and sometimes try to explain it but always fail at making it make sense. Some of them like Mumbo even acknowledge it sometimes like his one recent video where he mentioned the term and then said something along the lines of "everyone knows what it is but nobody explains what it is in the same way and nobody really even knows how to explain it anyway". But this is the first time anyone has ever explained not only what it is perfectly but also _why_ it is. Well done lmao.
3:45 I never heard thats *why* it works. That genuinely sounds like a glitch but you know. This is exactly why they should have left the copper bulb at 1 tick.
@kaja3932 exactly, can you imagine what will happen when people realize minecraft is actually an automation game with 1.21? It would be mayhem, way too many new redstone users. It is my (and mojangs) belief that players should not be using new blocks for fun uses, and should only be using redstone for doors, and trampolines, everything else is against our philosophy.
Oh wow that's a really clever solution to the problem of sorting gravity blocks. This really can be handy. I didn't know the game does that thing but it now makes sense
You did a good job of making this very understandable. Before I watched, it felt like I had no clue how this could possibly work. Mid way through the video, I realized how obvious it is. Good job 👍
This is really interesting. Recently there have been a lot of videos about using this interesting falling block scheduler to cause it to incorrectly make things fall when they really shouldn't (essentially abusing it to make it incorrectly do the block id check, turning things like nether portals into falling blocks), but I hadn't even thought of just using this mechanic the way that it's intended to work, preventing things from falling when they shouldn't. That way it's not really using any sort of glitch, so it's extremely simple, but it's also a really clever use of this game mechanic to do something that would otherwise be impossible (save from using other glitches - we all know of the old systems that could change the metadata of blocks, turning sand into red sand, or changing the colour of concrete powder).
Incredible video! You explained it extremely clearly. So I assume this is a new discovery that this can be done? I’ve never seen it before and it’s so genius and yeah, quite revolutionary. Huge congrats to those who discovered it!! Also, I’m so glad that a CubeKrowd related video is getting traction!! I used to play there for many years and I recognise you Michael, as well as Xeoran and Melody :) I hope things are good for all you guys at CK 🧡
I made my way here from Gergville. I am here with a hug (or a fist bump) and a sub! I play on Bedrock so I can't use this but I still want to thank you for showing this off. Awesome stuff!
This is soo cool, it could speed up multi colored displays so much and it takes so much less space than other sorting systems Imagine someone finding a way to build a full display with this.
Gerg sent me with LOVE (Laser, Osmium Oxide, Venom, and EXPLOSIONS!) Real note, the fact that this work is so much nicer then breaking the blocks then sending them over a bunch of hoppers in a lot of situations.
mistake 1: laser is already an acronym, you cant use it in another mistake 2: osmium oxide doesnt exist, the toxic stuff is osmium tetroxide, learn your IUPAC mistake 3: i want to have 3 mistakes pointed out in this comment
Damn, that's such an interesting device! I love the essence of the "bug" this relies on. It's not that someone made a very sloppy mistake (which seems to be the case with quasi connectivity). Someone really thought carefully about the scheduled events, and how one should perform a check to ensure the event that occurs corresponds to the block that scheduled it. They did however not account for the fact that it being the same exact same block type does not necessarily imply it's the same block, which is not that obvious. Great builds, and great video and explanation!
An incredible contraption, and just as amazing of a video to explain it! Absolutely fantastic stuff, I could easily see this being used in tons of survival minigame projects
If this is combined with falling block storage (FBS), you could make the machine technically more compact, plus FBS can make block transit far easier, since you could have the system send the whole collection into a stationary storage cluster elsewhere, which can use all 3 dimensions to store falling blocks in their solid state for lag reduction purposes.
gerg sent me and this is an absolutely amazing video. your explanations are amazing and it made me feel so smart when you pointed out that the gravity is attributed to the coordinates and not the blocks. blew my mind
wow this is crazy, reminds me of when i first heard about bedrock breaking or rayswork getting bedrock in survival, just stuff i never would have thought possible in vanilla! keep up the good work to the creators, and this was a wonderfully produced explanation video so good job to you too! [i like your other content as well this isnt the first video of yours ive seen]
I have one crazy idea for improvement for you - in minecraft you can stack certain number of falling block entities in one place (e.g. with explosions) and they should be processed at the same time. When they fall and get placed they can form a huge pillars in one tick (at least that was a thing once, idk if its still in the game). This means that the theorethical thoughput could magnified and counted in "pillars" of falling blocks. The limit would then possibly the height of such a stack.
The issue with that is that the blocks need to be in their solid block state while *inside* the machine in order for the falling block check to sort them. Using the compression trick would just have them explode into a pillar while they're in the machine and brick it
I remember that you could actually modify the data of falling concrete powder in earlier versions of Minecraft... It really reminds me of that. Cool build, subscribed
Extremely cool. Unrelated to video: never knew that Xeoran (also known for making Wynncraft OST covers a few years ago) also does stuff like this, particularly.
This is really impressive. My mind keeps getting blown by what the redstone "wizkids" keep creating. While this is miles beyond what i would ever do, i do love seeing this stuff
The explanation was amazing. This "discovery" (if I could say, I may attribute credits to the wrong people) is frankly amazing. Working with the scheduler & the fact that falling blocks are POSITION-checked, and not BLOCK-checked is something I didn't even think of when playing the game. Amazing job!
I guess it makes some sense programming-wise. If they were checked based on the block itself, then every single block would have to be unique, kind of like entity UUIDs, which would slow down the game considerably (or maybe even break it) because of the sheer amount of blocks.
fyi comparators facing directly into a repeater or comparator have +1 priority, so the same priority as a normal repeater. So yes, in some cases they can have the same priority.
You mentioned building connect 4 using the sorter. Since I watched the video I have been working on a prototype for it (with super messy redstone lol), currently have the game itself working, except it's not replayable yet, because my system to empty the concrete from the game is too fast for the sorter to handle. Gotta figure that out, but when I do, I'm 100% gonna build it on our SMP, so I'll let you know when that video is up!
Well you can always divide flow of blocks into 2 or more sorters to match the speed of the emptying system. I don´t think you can make the sorting system itself quicker, and slowing the empying system doesn´t seem like a good thing either.
@@CZminecraftvideos Great idea! I was thinking of storing the blocks in a giant tower and then sorting one block at a time whenever a player makes a move, but that would become very bulky very soon!
@@ScubaKay Storing blocks is helpful too. Instead of player input to sort them one by one, just sort them all at once automatically . So build the sotrage size to fit one game, or even more games and you can start sorting by designated button, or maybe just sort in background while playing (not sure how laggy the whole system will be).
man, this is genius! it’s such a simple concept, but I’d always just dismissed sorting falling blocks as being impossible without actually thinking through how one might go about it. hats off to the creators and thanks to you for showcasing it!
my understading of this went from "how doed this work all falling block are the same" to "oh thats so cool the game only checks if its the same type of block!" when you mentioned that sand takes 2gt to fall
You can't really imagine how helpful this is going to be for me. I'm trying to update the Mr_Korwaldski map to a faster version and you just saved me a LOT of time with this video. Thanks for sharing this
Hmmm I wonder, is there a possibility to implement this sorting to endportal duping ? I personally don´t know about any way to solidify stucked falling blocks one by one (except using water for concrete powder and making concrete of it). Not sure about practicality of sorting either, just cool stuff to have in the world.
Crazy that you can sort falling blocks with pistons by only 1 tick difference due to a few lines game code for scheduled block updates checking the block ID
No, the only reason you see items is because I intentionally placed string near the tops of the piles in order to prevent the piles from stacking too high and stopping up the system. By placing floating string, the falling blocks break upon dropping onto said string, which for demonstration purposes allows me to continuously run the machine without worrying about it clogging up. I should’ve mentioned it in the video but oh well
8:27 dude when you finished explaining this I wasn’t really paying attention very well but once I realized what was actually going on I out loud said what the fuck
Question about the last machine; isn’t the gravel sorting module superfluous? It has already been sorted for every other block it could be, why “check” if it’s gravel then?
I can be wrong, but I think 0 tick contraptions fire in the same redstone tick, not game tick. The reason I say this is, that there are 2 game ticks for every redstone tick, with redstone ticks being 20 per second. Not sure if I'm right here. Just heard this once before... But I believe I'm somewhat right as there needs to be one tick to actually process the block movement from how I understand the game logic.
“the same gametick” is accurate here. redstone ticks don’t actually exist as far as the game code is concerned; they’re just named as such to approach understanding redstone components which usually work in multiples of 2 gameticks. for example, repeater delay is stored as a numerical blockstate from 1-4, but they calculate delay per blockstate by multiplying the blockstate value by 2 (1 -> 2 gametick delay; 2 -> 4 gametick delay; 3 -> 6 gametick delay; 4 -> 8 gametick delay). zero tick technology operates on the fact that minecraft is a single-threaded game which means no 2 things can truly schedule to happen at the exact same time. it will always prioritise one event over another, even when they occur within the same gametick. these distinctions are measured as “subticks”, and by manipulating the order in which they occur, you’re able to create circumstances where the activation is scheduled “before” the instantaneous deactivation. the reason why the repeater and comparator are used in this video’s demonstration is because of tile tick priority or ttp. the first thing the game does is schedule the repeater to activate the piston. this happens first because repeaters have a higher ttp than comparators. next, the comparator is scheduled to power the piston which cuts off the power source the repeater provided. these two things happen in the same gametick, so the piston extends and begins retracting instantaneously. it’s a little bit confusing and i didn’t explain it very well here. ttp and other similar ideas are hard to work around since you can’t really see them. my reference to “nothing can truly happen at the same time” is really in reference to the way the code orders things that happen, not literal time-wise distinction. i hope this helped anyway! :)
Something I should mention: the reason you see item entities on top of the stacks towards the end of the video, is because I placed floating string near the top of every stack. This is so that the piles wouldn’t physically overflow and stop up the machine. When the falling blocks fall directly onto the string, they break and turn into an item, which was useful for demonstration purposes so I could continuously run the device.
what about dragon egg and anvil?
Nope, cause those can’t be pushed by piston; anvils can’t be moved, and dragon eggs break upon trying to move them with a piston. It only works with concrete powder, sand, red sand, and gravel. It also doesn’t work with suspicious sand/gravel cause those would break upon falling.
@@XyndraNerdtl;dr those blocks can't be pulled and/or pushed by pistons so that design won't work for those
I have barely understood piston power mechanics for so long... why has no one ever mentioned that theyre just fance doors? Like the 2 block power thing makes so much sense when its cuase theyre a reskinned door and not juat a wacky piston thing.
@@dantuu1648 He's talking about the quasi-connectivity explanation in the video, i.e. how it explains why doors work the way they do.
Gerg sent us with a gun, knife, bomb etc...
yes he did
Sent me too
I have a pipe bomb
Me too
we too
Gerg sent me with a gun, a knife, a bomb, and a cut-off threat.
This is red sand, can you guess where it goes?... That's right, it goes in the square hole.
😭😭😭😭😭
nuh uh, it goes into the triangle hole
@@TotallyNotSusBob nuh uh, *aggressivly shoves it up the a hole*
@@TotallyNotSusBob(*it indeed did not go in the triangle hole and instead went into the square hole*)
@@blacklight683 (*NUH UH*)
“Pistons use the same code as doors.” This is the first time I’ve fully understood why quasi-connectivity exists at all
Yes, this really is how it happened. They just used the code from the door and later didn't get to change it. And when they did think about changing it, it already became such crucial part of the game, that they had to keep it...
I don't know why more people don't use this explanation. It's so easy and instantly makes sense to everyone when explained this way...
@@youtubak777 This is why copy and paste should be disabled when programming...
@@flameofthephoenix8395 1) Hell no 😆Programmer don't really do anything else 🤣
2) Actually, it isn't copy pasted. The code is there only once and it uses inheritance...
@@flameofthephoenix8395As a programmer:
??????????
@@leoncalusic51 Yeah, way too many people use it to slack off instead of spending a year or two learning the mathematics behind what they're actually doing. And then they also do stupid things like this if they do use copy/paste.
Really cool. Understanding the 'like for like' 2 tick check to make sure the block falling is not only a block that could fall in general but the same kind of block.
Yeah. It's to prevent the player from turning other blocks into falling blocks. Because if it didn't check and you did this but with stone instead of blue concrete you would get a falling block of stone.
@@Zetaggwp I do find it weird why they didn't program it so that the timer is removed when the block is no longer there... I'm assuming that's some kind of thing where they didn't think about it and that it's such a specific scenario that they don't have any reason to do so...
@@filval387 well that's because the 0tick instantly teleports the block in, so there's no point whrre there's no block there.
@@filval387 There's also the fact that doing such a check isn't free, and you _really_ don't want stuff that runs every tick (like timers) to be any slower than absolutely necessary.
Is this for Java and Bedrock?
Just realized this can also be used to program the printer.
first build a map with concrete powder, and then while sorting it you detect wich pixel was sorted into wich colour then save that to memory.
I had previously build a scanner for that purpuse, but it had to break the block in order to detect the color
imagine someone makes a multicolor display with this, a redstone computer, and that game speedup mod
Something like that for making map art would actually be really cool
@@squiddler7731 imagine the map art made frames of a video and then a contraption involving a player would place them on a wall with item frames infront a long water stream and u recorded kinda like a timelapse where it would take a picture of your screen every x seconds and make a video
Could also be used as more dense (slow) memory for minecraft computers.
You could use the 16 colors of the concrete power to represent 4 bits of data, meaning that in a single stack from Y -63 to Y +320 you can store up to (theoritically, you obviously need some room to move the blocks) up to 192 bytes !
It wouldn't be fast enough for a mineraft computer directly I think, but I think you could store your "files", and then load it into RAM when you need it, just like in an oldschool piston loop, except it's 4 times more dense !
@Dxceor2486 Ive used music disc for this, 1 music disc is 4 bit since one shulker can hold 27 disc, one barrel filed with shulkers is 364byte
I love how even now we are learning to do new things in Minecraft. From the explanation this seems like it would work in way older versions too. Fantastic stuff!
This is actually not new knowledge, I personally used this with observers, since they use the same scheduled ticks.
Older versions have more interesting falling block mechanics though, like being able to change different blocks into each other.
That's awesome, I thought I would not work with concrete powder again for a while, but this will make it so much simpler.
I already have some ideas what im going to use this for. Thank you :)
A few people in your comment section also mentioned this sorting technique.
Yeah ive had heard of it before but i thought it got patched.
Thia is really neat 👀
hi crafty
Hi there
All the huge minecraft redstone youtubers talk about quasi connectivity and sometimes try to explain it but always fail at making it make sense. Some of them like Mumbo even acknowledge it sometimes like his one recent video where he mentioned the term and then said something along the lines of "everyone knows what it is but nobody explains what it is in the same way and nobody really even knows how to explain it anyway". But this is the first time anyone has ever explained not only what it is perfectly but also _why_ it is. Well done lmao.
3:45 I never heard thats *why* it works. That genuinely sounds like a glitch but you know.
This is exactly why they should have left the copper bulb at 1 tick.
i mean it was a glitch, but it was useful and well known so its left in
@@adon155 If only modern mojang would do that.
But no copper bulbs cant have a 1 tick delay, that'd be crazy.
@@Yipper64 Can't make high level redstone too accessible now, can we?
@kaja3932 exactly, can you imagine what will happen when people realize minecraft is actually an automation game with 1.21? It would be mayhem, way too many new redstone users. It is my (and mojangs) belief that players should not be using new blocks for fun uses, and should only be using redstone for doors, and trampolines, everything else is against our philosophy.
Oh wow that's a really clever solution to the problem of sorting gravity blocks. This really can be handy. I didn't know the game does that thing but it now makes sense
Gerg sent me (with a gun, with a knife and with a bomb apparently)
You did a good job of making this very understandable. Before I watched, it felt like I had no clue how this could possibly work. Mid way through the video, I realized how obvious it is. Good job 👍
I wasn’t expecting to understand it but you did explain it in an easy to understand way.
This is really interesting. Recently there have been a lot of videos about using this interesting falling block scheduler to cause it to incorrectly make things fall when they really shouldn't (essentially abusing it to make it incorrectly do the block id check, turning things like nether portals into falling blocks), but I hadn't even thought of just using this mechanic the way that it's intended to work, preventing things from falling when they shouldn't. That way it's not really using any sort of glitch, so it's extremely simple, but it's also a really clever use of this game mechanic to do something that would otherwise be impossible (save from using other glitches - we all know of the old systems that could change the metadata of blocks, turning sand into red sand, or changing the colour of concrete powder).
Incredible video! You explained it extremely clearly.
So I assume this is a new discovery that this can be done? I’ve never seen it before and it’s so genius and yeah, quite revolutionary. Huge congrats to those who discovered it!!
Also, I’m so glad that a CubeKrowd related video is getting traction!! I used to play there for many years and I recognise you Michael, as well as Xeoran and Melody :) I hope things are good for all you guys at CK 🧡
I made my way here from Gergville. I am here with a hug (or a fist bump) and a sub! I play on Bedrock so I can't use this but I still want to thank you for showing this off. Awesome stuff!
That's amazing! Such a neat idea.
This is soo cool, it could speed up multi colored displays so much and it takes so much less space than other sorting systems
Imagine someone finding a way to build a full display with this.
Gerg sent me with LOVE (Laser, Osmium Oxide, Venom, and EXPLOSIONS!)
Real note, the fact that this work is so much nicer then breaking the blocks then sending them over a bunch of hoppers in a lot of situations.
mistake 1: laser is already an acronym, you cant use it in another
mistake 2: osmium oxide doesnt exist, the toxic stuff is osmium tetroxide, learn your IUPAC
mistake 3: i want to have 3 mistakes pointed out in this comment
Damn, that's such an interesting device!
I love the essence of the "bug" this relies on. It's not that someone made a very sloppy mistake (which seems to be the case with quasi connectivity). Someone really thought carefully about the scheduled events, and how one should perform a check to ensure the event that occurs corresponds to the block that scheduled it. They did however not account for the fact that it being the same exact same block type does not necessarily imply it's the same block, which is not that obvious.
Great builds, and great video and explanation!
Thanks! Yeah and it’s not even a bug, it’s just how the game was intentionally programmed to handle falling block events
It's not necessarily an oversight - there is no way of identifying that it is the same block that doesn't incur performance overhead.
An incredible contraption, and just as amazing of a video to explain it! Absolutely fantastic stuff, I could easily see this being used in tons of survival minigame projects
If this is combined with falling block storage (FBS), you could make the machine technically more compact, plus FBS can make block transit far easier, since you could have the system send the whole collection into a stationary storage cluster elsewhere, which can use all 3 dimensions to store falling blocks in their solid state for lag reduction purposes.
gerg sent me and this is an absolutely amazing video. your explanations are amazing and it made me feel so smart when you pointed out that the gravity is attributed to the coordinates and not the blocks. blew my mind
wow this is crazy, reminds me of when i first heard about bedrock breaking or rayswork getting bedrock in survival, just stuff i never would have thought possible in vanilla! keep up the good work to the creators, and this was a wonderfully produced explanation video so good job to you too! [i like your other content as well this isnt the first video of yours ive seen]
Great explanation! Love these machines.
The showcase of the state of the blocks at each tick is really helpful in understanding how it all works
I have one crazy idea for improvement for you - in minecraft you can stack certain number of falling block entities in one place (e.g. with explosions) and they should be processed at the same time. When they fall and get placed they can form a huge pillars in one tick (at least that was a thing once, idk if its still in the game). This means that the theorethical thoughput could magnified and counted in "pillars" of falling blocks. The limit would then possibly the height of such a stack.
The issue with that is that the blocks need to be in their solid block state while *inside* the machine in order for the falling block check to sort them. Using the compression trick would just have them explode into a pillar while they're in the machine and brick it
This is so cool, and a really great explanation, thanks! ❤
Starting video i really though April 1st came early.
At the end i realised Christmas came early.
Amazing video! Great explanation and crazy build. 10/10
The 0 tick explanation is the best one I have heard. So many people use the term wrong
I remember that you could actually modify the data of falling concrete powder in earlier versions of Minecraft... It really reminds me of that. Cool build, subscribed
That's pretty cool. Also doesn't seem like a bug or anything. Now if only there was a way to sort any non gravity block
Extremely cool. Unrelated to video: never knew that Xeoran (also known for making Wynncraft OST covers a few years ago) also does stuff like this, particularly.
Yep!
Super interesting game mechanics. I was working on something similar a few years ago but could never get it quite working. Well done!
That's so interesting for something i personally will never use
This is really impressive. My mind keeps getting blown by what the redstone "wizkids" keep creating. While this is miles beyond what i would ever do, i do love seeing this stuff
The explanation was amazing. This "discovery" (if I could say, I may attribute credits to the wrong people) is frankly amazing. Working with the scheduler & the fact that falling blocks are POSITION-checked, and not BLOCK-checked is something I didn't even think of when playing the game. Amazing job!
I guess it makes some sense programming-wise. If they were checked based on the block itself, then every single block would have to be unique, kind of like entity UUIDs, which would slow down the game considerably (or maybe even break it) because of the sheer amount of blocks.
This is something I wanted for a long time and this is the first I see something like this, amazing!
Sick concept. This is why I love minecraft.
That’s insanely cool!
Cubekrowd... haven't heard that name in years... Really cool to see this. Nice video!
Underrated channel. Keep it up big man
Gerg sent us with a gun, knife, bomb and a bit of love
Gerg sent us with a gun, knife, bomb etc...
What a neat mechanic, I never knew this!
fyi comparators facing directly into a repeater or comparator have +1 priority, so the same priority as a normal repeater. So yes, in some cases they can have the same priority.
i'm here with an explosive jacket, sent by greg
I've just started my 16 color display project and youtube recomended me this video. AWESOME i am subscribing you deserve it
You mentioned building connect 4 using the sorter. Since I watched the video I have been working on a prototype for it (with super messy redstone lol), currently have the game itself working, except it's not replayable yet, because my system to empty the concrete from the game is too fast for the sorter to handle. Gotta figure that out, but when I do, I'm 100% gonna build it on our SMP, so I'll let you know when that video is up!
Well you can always divide flow of blocks into 2 or more sorters to match the speed of the emptying system. I don´t think you can make the sorting system itself quicker, and slowing the empying system doesn´t seem like a good thing either.
@@CZminecraftvideos Great idea! I was thinking of storing the blocks in a giant tower and then sorting one block at a time whenever a player makes a move, but that would become very bulky very soon!
@@ScubaKay Storing blocks is helpful too. Instead of player input to sort them one by one, just sort them all at once automatically . So build the sotrage size to fit one game, or even more games and you can start sorting by designated button, or maybe just sort in background while playing (not sure how laggy the whole system will be).
That’s so genius! Great explanation
11:22 that's not a graphical issue. Only the block directly in front of the piston is instantly pushed. The rest take the normal 2 ticks to be pushed.
man, this is genius! it’s such a simple concept, but I’d always just dismissed sorting falling blocks as being impossible without actually thinking through how one might go about it. hats off to the creators and thanks to you for showcasing it!
my understading of this went from "how doed this work all falling block are the same"
to "oh thats so cool the game only checks if its the same type of block!" when you mentioned that sand takes 2gt to fall
I actually understood like everything you explained I love how this exploits the game code to its fullest
This machine is very useful because of its horizontal design!
Awesome video! I appreciate the clarity of your explanations.
The concept is simple 😮
A simple delay you can use it to id falling blocks.
Nice this is very creative
amazing explanation, thank you for video
Fedolicious and Xeoran got some brains. Super cool
I would certainly like to see a how to build for that last stackable design
You can't really imagine how helpful this is going to be for me. I'm trying to update the Mr_Korwaldski map to a faster version and you just saved me a LOT of time with this video. Thanks for sharing this
in my mind, there are 2 falling blocks - sand and gravel
I love how we are literally minmaxing the capabilities of redstone at this point lol
Hmmm I wonder, is there a possibility to implement this sorting to endportal duping ? I personally don´t know about any way to solidify stucked falling blocks one by one (except using water for concrete powder and making concrete of it). Not sure about practicality of sorting either, just cool stuff to have in the world.
Very cool concept and great explanation!
Crazy that you can sort falling blocks with pistons by only 1 tick difference due to a few lines game code for scheduled block updates checking the block ID
Crazy how far we have come in the redstone community!
Greg sent us here with a knife a gun and a bomb
wow this feels like speedrun glitch level insanity
This is insanely cool! And you also explained it really well!
Java edition redstone has resorted to quantum tomfoolery
Gerg sent us
With the crafter block I believe it's sooner than later we get a placer block
The red stone strength texture pack is inspired.
17:55 there are some items on top of the piles. Do the falling block entities break into items sometimes?
No, the only reason you see items is because I intentionally placed string near the tops of the piles in order to prevent the piles from stacking too high and stopping up the system. By placing floating string, the falling blocks break upon dropping onto said string, which for demonstration purposes allows me to continuously run the machine without worrying about it clogging up.
I should’ve mentioned it in the video but oh well
Whoever designed this is a genius
That's insane how that works.
I'm finally understanding redstone for th 1st time in my life!
11:32 Wow never knew observers made a surprise face :O
it's a texture pack
Rocket science + Redstone
I love it
now my 3d-Printer can recycle prints!
you can place wither skulls with dispensers
This is like these fake marble sorter videos but actually real
If the same coordinates find a different block 2 or 1gt/sec, could you create a floating concrete powder/sand/gravel feed tape?
Gerg sent me with a *[redacted]*
8:27 dude when you finished explaining this I wasn’t really paying attention very well but once I realized what was actually going on I out loud said what the fuck
Question about the last machine; isn’t the gravel sorting module superfluous? It has already been sorted for every other block it could be, why “check” if it’s gravel then?
It isn’t checking for gravel, that’s just the final output stack
I can be wrong, but I think 0 tick contraptions fire in the same redstone tick, not game tick. The reason I say this is, that there are 2 game ticks for every redstone tick, with redstone ticks being 20 per second.
Not sure if I'm right here. Just heard this once before... But I believe I'm somewhat right as there needs to be one tick to actually process the block movement from how I understand the game logic.
“the same gametick” is accurate here. redstone ticks don’t actually exist as far as the game code is concerned; they’re just named as such to approach understanding redstone components which usually work in multiples of 2 gameticks. for example, repeater delay is stored as a numerical blockstate from 1-4, but they calculate delay per blockstate by multiplying the blockstate value by 2 (1 -> 2 gametick delay; 2 -> 4 gametick delay; 3 -> 6 gametick delay; 4 -> 8 gametick delay).
zero tick technology operates on the fact that minecraft is a single-threaded game which means no 2 things can truly schedule to happen at the exact same time. it will always prioritise one event over another, even when they occur within the same gametick. these distinctions are measured as “subticks”, and by manipulating the order in which they occur, you’re able to create circumstances where the activation is scheduled “before” the instantaneous deactivation.
the reason why the repeater and comparator are used in this video’s demonstration is because of tile tick priority or ttp. the first thing the game does is schedule the repeater to activate the piston. this happens first because repeaters have a higher ttp than comparators. next, the comparator is scheduled to power the piston which cuts off the power source the repeater provided. these two things happen in the same gametick, so the piston extends and begins retracting instantaneously.
it’s a little bit confusing and i didn’t explain it very well here. ttp and other similar ideas are hard to work around since you can’t really see them. my reference to “nothing can truly happen at the same time” is really in reference to the way the code orders things that happen, not literal time-wise distinction. i hope this helped anyway! :)
@@axialeaa Thanks for that detailed clarification. Makes stuff a lot more understandable now.
@@andre_601 i’m glad! have a great day
this is extremely clever
very smart
Nice explanation thanks for the vid
Guess what it does: To fix sand duplicator they handle special when there's same falling block there. Detect the difference
Was posted before watch. Confirmed after watch
it wasn't to fix sand duplicators
amazing! I wanted something like this to make a logging/graphing system for my redstone, might be possible now 🤔
Girg sent me with weaponery.
Nice explanation!
It seems like this is similar tech as the old sand converters...