34:05 There is a good reason why crafters output a redstone signal and only up to nine. It's so you can automate using the crafter. You can take the redstone signal output, wrap it around itself, and make it fire itself all automatically. Disabled slots also count towards the signal strength. The reason why they didn't make each item in a crafter be equal to 1 2/3 of a redstone signal is to simplify it. What's easier? One signal strength per item up to nine, or 1 2/3 signal strength up to fifteen?
If you're dealing with mobs on a heavy weighted pressure plate, after only 2 redstone power wouldn't the mobs start to die from entity cramming? I don't think there's a way to put 1500 entites on a heavy weighted pressure plate.
4:07 you forgot to mention that you can usually just use levers (which are much cheaper than redstone blocks) in the place of a redstone block. However, levers can't be moved by pistons and redstone blocks, levers also can't be waterlogged. So if you're building something that moves and/or something that is underwater, you need to use a redstone block. You can't use levers as a cheaper alternative..
Love your editing style! Though there are some parts you can cut out to make the video more fast pace and having a smooth feeling. apart from that i really like the video! keep up the good work!!!
I have a feeling someone is going to take your failed attempts at making flying machines and use them in an absurd way. Just like how Mumbo Jumbo's failed slime farm was so bad he accidentally revolutionized slime farms. Edit: Failed attempts are a good way of gaining insight into Minecraft's game mechanics. Second edit: Why not tinker with your failed attempts to see if you can use them for anything?
That was cool! Thank your lucky stars you don’t have to figure out bedrock flying machines lol. I suggest learning Item filters next, they are extremely useful in many ways.
Yeah, Bedrock edition redstone doesn't have some of the (very convenient) jank that Java edition does. Item filters could be a good video to do, thanks for the suggestion!
Nice video but you repeatedly encircling things with the field of view setting that you're using with the curser is making me feel quite sick... maybe less wide motions would be better for your next video.
Your explanation for why your closest attempt didnt work misses a much more important aspect: you cant move a piston while it's extended. The observer thing is important, because it lets you use observers, but flying machines before observers still were possible with redstone blocks. The reason everyone uses observers is because they generate really short pulses, which means that pistons they power will be movable immediately after. The other nice thing about short pulses is that they cause sticky pistons to spit out their blocks, meaning 2 way machines are much more possible. So, basically, the real reason you didnt figure it out with the system you said was closest was because you were using a button to activate it.
Well, I did already know that you can't move extended pistons, that's why I didn't say that in the final explanation. I thought I said something about it in my rambling during the video, but I might've cut it on accident. But yes, this is also a super important thing to keep in mind when doing anything with redstone, especially if you have many sticky pistons going off in quick succession.
@@batterygames- I do think that if you'd been giving that piston a short pulse, you would have got it... Just knowing to place an observer there, as you said, would have also got it for you but short pulsing the piston would probably have given you enough insight, and let you understand the system rather than just knowing one that works
@@thathungryguy2617 OH, yes, I do see what you're saying! Since the button gives a long pulse, it was messing with the timings. Thanks for the clarification!
Without it specifically saying so, Ill have to assume this Java. There are so many examples of how they do no behave the same, and I am constantly unlearning java redstone
you don't seem to understand the bookshelves they give out a redstone signal depending on LAST inventory slot used place a book on the 6th slot: output a signal of 6, REMOVE a book from the 6th slot: STILL output a signal of 6, it's not on the fullness of the bookshelf, that's why an empty bookshelf that had books in it before is still outputting signal depending on the position of the last removed book!
That's so strange! Does interacting with an empty bookshelf reset the value to 0, or once you activate it, it can't be deactivated? Redstone's weird, man...
nice explanations but if you could talk a little faster it would be not so hard to follow. You made me thinking what you'd say next since there are big gaps (pauses) while you where talking which then made me missing sometimes what you really said :)
16:00 Yes the lamp conducts redstone. This is why we have to place repeaters into blocks next to them to power only 1 when lamps are adjacent; like a storage silo indicator light for example. Also, why no mention of the enchanting table? Pretty sure it's packed with redstone interactions.
This video definitely helps with basic Redstone knowledge. A few recommendations that may have already been mentioned. -Supply viewers with some other examples. You mentioned that hoppers are used in auto sorters but a basic demonstration would have been nice for this. I only say this because of the examples with some other mechanics, even diving deep into comparators. -One thing you could've touched on with the note blocks is that placing a mob head on it negates the instrument sound and instead plays the mob sound of the head. -You didn't discuss that droppers can insert blocks into other blocks, like a hopper, but just needs a Redstone signal. -Activator rails are also useful for dumping out mobs! Very useful for moving mobs safely. I really enjoyed the video and I am hoping that you create another video diving into "Advanced Redstone."
Yeah, weighted pressure plates got more or less ruined when item stacking was introduced to recude entity count or whatever. Now even an item stack counts as one entity.
Hey Chum thanks for the in depth tutorial and lessons / explanation! Just wanted to say I appreciate your work in the vid and GL towards your journey to hermitcraft.
So, Lectern is also an "Activator": It gives a pulse every time you turn a page, you can even see it when in the "Comparator not included" thar the Dropper started to give you itens when you turned the pages. The Chiseled Bookshelf gives redstone signal according to the last book interacted, not like any of the storage units. The Jukebox is not On/Off, the signal strength depends on the disc you're playing.
Ah, these are all pretty interesting! I thought there was something more specific with the Jukebox, but I couldn't remember what it was off the top of my head. Thanks for the notes!
The Jukebox is also an On/Off. When a disc is playing, it will emit a redstone signal like a redstone block. Was changed in 1.20 or one of its minor version and is now parity with bedrock. But it does also give a signal strength based on disc through a comparator
Additional notes : - Sticky pistons will unstick/re-stick to a block if you give them a short redstone pulse - You forgot the other main function of the hopper, which is to draw items from containers, as well as items that are dropped on top of it (including on a non-full block standing atop the hopper) - No mention of the hopper minecart and its difference with the hopper (faster pull rate and pull through a full block) - Jukebox + Comparator will output a signal strenght based on which music disc is inserted, not just a standard on/off full strength signal. - Should have mentioned two ther propertie of the repeater : it acts as a one-way only signal, like a diode, and its output can be locked by another repeater or a comparator giving signal to its side.
These are all good notes! I totally forgot that hopper minecarts actually had a functional difference to normal hoppers. I also totally forgot about repeater locking because (at least as far as I'm aware) it's not used too frequently. After seeing the response to this video, I would like to make more redstone videos going more in depth about some of the more complex components, as this is meant more so as a broad overview
@@batterygames- In case you male another video, one other thing you could add is the different way blocks get powered or transmit redstone power, which is often a bit confusing even for people who are used to redstone (myself included)
22:10 Unsure about dropped items, but hoppers stop removing blocks from containers when powered 24:26 also uncertain, but it could be mentioned that they only power up to a certain number on one charge. Would be cool to see if the number changes with signal strength as i am unsure as of now Great overview though, thanks
23:30 i believe powering the Large Dripleaf actually "locks" it and stops it from collapsing if stood on. that explains why it immediately goes back up when powered, because it can only be in the "up" state when powered.
5:32 The reason is performance. Game groups multiple itemStack entities into one as long as the count in each entity combined is below stack limit of the item and the items types are the same.
Who cares how redstone powers a dripleaf its called a game, not real life so no everything is NOT going to be exactly like real life. But this is a very good video, great information.
Hello again & Yes sheep is Mutton. I it be called Lamb Chop not Mutton Chop. You could make a really cool looking bass in that cave. Ya 7,000 blocks Just to get Beet's & to find a village.