For those who wanted a world download or build tutorial of the door shown at the start, I've made a part since since I've designed a new silent CUD compacting it alot (old version is there too): ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9Nd5GNmBLd4.html
I don't think you mentioned it here, so I would like to add that tripwire hooks will give out a comparator update if another hook is placed facing it. It doesn't need string and there can be blocks in between
Certainly not a forgotten component, we have been using these in storage tech for years. There is a stateless design I use frequenty in contraptions to reliably count item throughput at hopper speed. Dustless filters for first item unloaders also make use of CUD which makes them robust against overflow in 1wt systems. Experienced technical players find it just as ubiquitous as any redstone component like a monostable or hopper clock.
Interesting that those designs don't have their own video (as far as I know), since I didn't spot them on youtube or google when searching for CUDs. Nice to hear that they are used in designs just that they aren't a highlighted feature of it.
@@mooing_cowmilk Well, from our perspective highlighting CUDs would be like highlighting repeaters or pistons. It's just a common component at this point, not really worth getting too excited about.
@@cubicmetre I see your perspective, rarity is the eye of the beholder, as an expert it is common place similar to how a 12 eye is to a seed finder. The correct wording/phase I should've used is more about lack of documentation that exposes the concepts to a wider, more general audience. (plenty of videos explaining in depth pistons, repeaters, regular comparators, mono-stable, T-flip-flop, etc)
@@cubicmetreIs there a good resource for the fundemental building blocks used in storage tech like that? There's a lot of people not too involved in that community, and even if you're moderately experienced in redstone, some of the things you guys use on a regular basis seems like black magic to us mere mortals.
Completely Editing this comment. After using a search engine to check all videos transcripts on RU-vid, CUD has only been mention a total of 29 times (not counting this video) (still need to check other unused names), found the examples you mentioned. This compared to hopper clock (3.4 k videos results), and monostable (6.3 k videos). Although it may be commonplace in storage tech, outside of that is a nope.
Pretty good overview of these. I think I was first introduced to these by Doc in his LP. Think he also used one for a door key to detect anytime an item frame was rotated back in Hermitcraft S3. This application would be trivial with an observer nowadays but was pretty cool at the time. Really prefer the term C-BUD even if it is a bit inaccurate, CUD just sounds awful to say imo :)
I used t love playing with these! But the old design I was using got fixed and I assumed that maybe the whole mechanic got removed! I'm so glad it's still in the game 😄
A long time ago I found a very old version of this (probably from Ray) and built it on my f&f server, then immediately forgot what it was or how it worked and it just sat there like a monument for 2 years. We all just sort of danced around it until I decided I had to figure it out, and realized the power. So then I started going around to all my bases to try to fit it into them ^^ Nice to see an in depth review on how all this works
I’ve actually used this about 5 years ago at this point to make a programmable 5-button combination lock. It can be quite handy for a bunch of different kinds of contraptions, but CUDs seem pretty much forgotten for some reason
This just brought back an ancient memory of inventing chunk detectors. It was on an old version of the xbox 360 and could detect any block updates in the entire chunk it was in. I wonder if its possible to make one on java. It was right when observers were added but they used to work differently on xbox 360
Minor info when you do. I had a regular comparator hooked to the chest as well making it so it so the chest had to be empty to work. Otherwise taking/inserting any item(s) would trigger it since your clicking in it. Who would click on an empty chest anyways? was my thinking
Oh man, I was expecting this to be on the confusingly named CBUD (collision box update detector) discovered by pi and zgooh back in the day Great video, I'd forgotten these existed lol
Wow that was a blast from the past, forgot that existed apart of the defuse bomb challenge. Might to too advanced/tricky to fully understand unlike the CUD.
Looked into there, there is a total of 3 videos mentioning of it's existence, the bomb one, an unlisted video, and a deleted video only found on waybackmachine. temped in the future to make a video on that but change it's game to PFUB (Path Finding Update Detector) since it feels like making a family of BUD (general term, C-BUD - cmomparator, PH-BUD, etc)
@@mooing_cowmilk ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lmdUnrbLl2g.html This is the 1.16.5 one, he links a 1.17 one in the comments of that, and nooticus references a previous 1.15 one (I haven't watched all these videos so idk exactly how much detail they go into)
This is what I call quality content. Thank you very much for the hard work, I’m looking forward to implementing some of these use cases on the next Server I’m gonna play on
the server I play on will teleport drops to reduce lag and this may have shown me how to get around it and fix my farm. lots of applications, very cool. liked, subbed, saved- thank you. if u didnt know, u might be interested to know that standing on string without triphooks counts as block updates- so you use it as a pretty invisible pressure plate.
Oh, I remember these...vaguely. There were some videos out there, but they seemed to vanish, so I figured it was patched out. What concerns me more, is that I'd also completely forgotten that redstone torches can 'burn out' - has it really been that long since I've experienced that?!
I think the torch burn out is more well known since anyone who tries an as fast as possible circuit would get an unwanted one. Main use is using 3-4 in a burnout clock for tiny farms etc
Yeah, "forgotten" fits pretty well lol. I always knew about them and kept this information in the back of my head but never knew of their power. I always thought it's just a quirky BUD.
For the bud explanation would have been nice to show the same demonstration with doors, as quasi connectivity sprung from the fact that doors game code has been reused for the pistons game code. At least that's what I heard, but I haven't seen anyone demonstrating it hands on in a video for some reason. 6:55
I played around with the door logic (shown around 3:35) and made it much more compact. The slime blocks are unnecessary, you can let the piston directly push the cauldron. Let the observer output go into a 2 tick repeater that powers a redstone torch, make the (chest-reading) comparator output go into a 1 tick repeater, connect the output of the torch and that repeater. Keep the 1 tick repeater on the floor that locks the piston when the chest is filled and keep the redstone torch on the floor that's part of the CUD. That's all you need. 2 comparators, 3 repeaters, 2 redstone torches, 6 deep 5 wide 5 high. The output is powered by default and only gets unpowered when someone clicks in an empty chest.
The reason why I used slime so it was slient from the front not giving pistion sounds clue when someone is messing around with the chest. Is it still slient?
@@mooing_cowmilkFor me it's not completely silent in either version. It's louder with the piston so close, no doubt. It can be made silent if you force the player to stay 2 blocks away from the chest.
i didn't even realise the fact i been using this method as sugarcane farm(it uses CUD from furnace to detect block update,in this case sugarcane, or bamboo then outputs a redston signal to pistons, also need one sand on piston to reset state of piston), bc i been using simple farm i found on youtube years ago
I found that the CUD can detect activity through a single hook and string(s) unattached to another hook, although the detection is locational... Only working if the hook is facing North or East
Unrelated and probably not useful at all.. Hooks can detect another hook being placed facing towards it, up to 41 blocks away, not locational. Maybe a vanilla adventure map to activate something behind the scenes at a specific point?
Fascinating!! I'll definitely be using this. I was curious (not sure if I missed this in the video/comments), but is this the same (or similar) mechanic at play in ilmango's "Why You Need A Chest To Make A Proper Hopper Minecart Item Filter"? (tldw of that video: chest with 1 item and a blocked hopper below will allow a hopper minecart filter to update its signal properly)
Yep, that is correct. Comparators have have a 1 sec delay (I think), from updating when it comes to rails, so it is a temp CUD, the hopper & chest sends constant updates to remove the CUD property. In my CUD video part 2 I used this trick to design the first completely silent CUD
and here i thought you redstoners were smart for finding shrewd ways to detect contents of containers, etc.. while never mentioning this super detector, trivializing a ton ;P the possibilities though... damn :D
In the beginning with Sipover he was take stuff from the chest and putting stuff in, how did you only make the door open only when he clicked the slot and not transfer items?
13:22 Does this mean you could make a trapped cake? That sounds great for multiplayer >:) 14:57 That sudden speed up really startled me. You should be more careful with sudden speed ups like that
Use two repeaters, one in the CUD, the other a normal comparator. make the Normal Comparator block the output from the CUD so it only allows the signal to pass if empty
All the CUD designs are 2D so one can rebuild them using just looking at the video. For mutlple of them they have their own videos on youtube already (credit of channel name and video is in discription). If your refering to the door at the start of the video, that was poorly built (just mock up use case), it should be redesigned to be much better
@@mooing_cowmilk Yea i copied a few of them, but you did such a great job compiling them all, it would be a shame if this reference world got lost. For me it would just be cool to mess around with the different designs and see which one i like best for a secret entrance.
The spinning was an visual aid of what the comparator in the CUD is doing under the hood. I just used command blocks for that to help understanding. Sorry for any confusion
I feel like I have to comment because I couldn’t remember what this video was or how the clicking worked to trigger a signal and spent the last two and a half hours trying to find this. Google had no idea what I was asking about and I was almost convinced that it never existed and I had gone crazy. Thank you @mooing_cowmilk for saving my sanity Also rip my sleep schedule, 2:30am now and this kept me up
I always love learning new technical details I didn't know :) I'll be experimenting with this at some point after I finish my current Create experiments.
How did the chest at the start not detect sipover taking and putting stuff in the chest? Doesn’t a cud detect putting things in and out as well as clicking the slots?
Had a normal Comparator also connected to the chest as well blocking the CUD from outputting. Made it so the chest had to be empty for the CUD to tell the door to open.
I remember Cubfan used something like that where he would click inside of a button to activate something. I can't recall what it did though, it was in Hermitcraft season 5, like 6 years ago lol.
Hey question, How did you make the machine in the start that only detects when they click on a slot and not put in or take out items? also does that machine also not detect when you break the chests. In other words it only detects when you click a slot..
wait how do you make it detect only some updates and not others? shouldnt the "click empty slot" one as the demo also detect all the items moving around?
It's so wierd how in-depth people go into what are essentially bugs in the game. You have basically created an academic thesis on the subject of CUDs lol
This is amazing. I cant believe how many old problems I had this wouldve solved! Agh, I remember trying to figure out how to do this with regular BUD, but to no avail D:
Every CUD is a BUD but CUDS additionally detect many more things that a CUD could not. This was explained in the video, guessing you didn't watch it all before commenting