I little bit different kind of a video but I hope you like it. Also subscribe so I can finally reach 30k! 9x9 coming soon tm (yes I'm still wroking on it, I just didn't want to go another 2 months without uploading)
pistons were originally just code stitched from the door into the game since it took the ideas of the second door updating from the block update of the item interacted, which became the same behavior as the piston board. the bug was a side-effect, and the rest is history.
Pretty sure the fence gate thing at 6:10 is a feature, Basically when a fence gate is next to a wall, it's appearance will change slightly. It's so you can make pretty gates for animal enclosures and stuff. Still looks pretty strange when you move the wall with a piston though. Also the wall's edges disappear because it is in the middle of two blocks, it should get the edges back if you place another block next to it.
You can easily see the states with F3, and manipulate them with a debug stick. My newest discovery is setting all the walls' components to none, It ceases to be, and you can walk through it, but you can't place anything there
@@Redmentoosbecause fences and walls are at different heights. By default, fence gates are in fence mode, where their height matches the normal fence height. When the fence gate detects a wall Connection, it switches to wall mode, where it moves downwards so it can be flush with walls
0:18 I am actually a big fan of the idea of only letting buttons only power the side they are attached to. This would finally make it possible to individually power different components within a contraption, completely solving the biggest issue of designing piston door lay-outs (except the fact that you also have to wire everything). This break the inputs on top of contraptions that rely on quasi-connectivity, but everything else would still work.
Fun fact: observers can also detect random block updates received by fire and saplings, the latter sometimes even being used for random pulse generators
Also, at 1:09 the piston "spiting out" the block makes no sense, I mean, theres no hint ingame that the sticky piston can do that, it supose to be atached all the time. Its useful? Definitely! , Does it makes sense? No...
The piston retracts before the block is fully placed in its future slot. The block doesn't exist in the game until it's in its slot, as the animation is achieved by turning the block into an entity and then placing the block where it's being pushed after the animation stops.
It doesn't make sense, but to my knowledge that particular behavior is an intentional design choice. A lot of things like BUD powering and QC are actually bugs that went unpatched because they proved so useful. But the sticky piston is actually _intended_ to react to a 1-tick pulse like that. If it were to stay powered for even a single tick longer, it would behave exactly as you expect.
I use that glass diode all the time. It's so useful with the kind of weird machines I like making... And a few of those other ones too, but not nearly as often. I did recently use the vertical wall changing detection thing to transmit a signal directly down instantly recently though (although that one isn't in the video exactly).
2:25 use a feed tape with a mechanism to prevent the rails from breaking by pushing them sideways individually at the top and with their parent trapdoor at the bottom 😁
- avogaado : "Also Mojang, if you're watching this, please don't make any changes to redstone because of this video" - Mojang : *releases snapshot 24w33a*
6:10 the fence gate moves because it has two different height states; one for fences, and one for walls. when it's not connected to a wall, it has fence height. the wall goes flat when it connects to the fence gate because when it's not connected, it's in its column state and connected to the piston. when it connects it's between two opposite directions and not connected to anything above or below, so it loses the column state and flattens out like a normal wall.
I'm a Bedrock player. Just for a bit more context on the glass block diode thing, it works with slabs instead of glass blocks in Java just the same way (iirc, and maybe some other blocks like stairs too, can't remember). But in Bedrock, while slabs still work as diodes the same as Java, glass blocks have the unique (I think) ability to pass redstone signal down like that while also not cutting off redstone dust trails like a normal solid block does when placed above the dust on the lower step of a step down. So that means you can make a 2 by 1 block wide zig-zagging redstone line going *down* (and up) with glass, which is otherwise impossible, afaik. Probably some other smart uses could exist too, I wouldn't know :) So yeah it's giving a new, unique functionality without taking away an old one, since you can still make diodes with slabs. Assuming the slab's smaller size isn't somehow an issue. Sounds like a great idea to bring over to Java imo. Plus it _does_ have that visual line connecting the redstone dust on the glass block like avo said, which the slabs don't, so it kinda would make more sense out of that visual oddity. But then again, how do slabs transmit the power upwards when they're visually disconnected? 😅 Redstone will never make complete sense...
3:35 mojang fixed them in 1.20 cuz there was a technology named update skipping and the trapdoor method was found after 1.19 is out, so yea they had to fix that
One idea I've always had for redstone is some sort of redstone rod, an item that behaves exactly like redstone dust but doesn't need a supporting block. This could create a lot of potential for some awesome redstone builds
@@crissis3263 in java, glass behaves identically to slabs. in bedrock, glass allows for both upwards and downwards travel, unlike slabs which only allow upward travel.
Without the glass diode carry cancel adders break and lots of computational redstone machines would break. The other things are weird though. also like this new style
THe glass redstone only up thingy is actually really useful, as it acts kinda like a diode or a one-way check valve. And that's really useful. And it's kinda logical the energy can flow up but not down there: up works because the vertical line up the side of the glass block powers the block above the one which it runs along. The other way works with non-transparent blocks because the redstone powers the block it lays on and thus also the redstone next to that, but transparent blocks like glass don't conduct redstone energy, so the redstone ontop of it can't power it and thus not the dust next to the glass either.
I think fixing the glass powering downwards would break some of my builds because glass is a transparent block and slabs are also a transparent block, which is why slab Redstone towers are one way. So the Redstone powers the block below it and that's what powers Redstone a step down. However because glass is transparent that doesn't happen. That said the one way powering of Redstone on slabs is the most compact way to have an OR gate that doesn't power the inputs and doesn't have a delay. I'm fine with the fix for glass if it doesn't touch slabs
5:30 That's got to be one of the most cursed circuits I've ever seen. Only communicates via block updates and extends when it should be retracted. Perfect.
I alr made a very scuffed version of the elevator with rails & trap doors(a double piston feed tape). Should I make it mono directional & multi floor selection?
Wall blocks are my favourite way to send a redstone signal both up and down. Their status change behavior when placed next to blocks will trigger an observer. With an almost 1 blockwide set up (the use of the trapdoor making it wider than 1 block at the trigger point), using wall blocks, a trap door and an observer you can send a redstone signal straight up or down, depending on how you set it up.
first twenty seconds of the video, the redstone powers the block, kinda making the block almost like a redstone block, and the button activates everything around it but turns the block its on to a redstone like block? maybe, ill have to test it dang you
Locationality has to be the most stupid stuff ever. It isn't even about directionality but instead of literally moving the same thing 2 blocks over and it breaks. Stuff like that probably would be better fixed since I only see issues with it.
the fence gate with the wall doesn't really count as redstone being weird, as that is just what fence gates do when connecting to a wall, they are just positioned differently. You can really see their weirdness if you place 3 gates in a row with walls attached to the outer 2, and you will see that the ones attached to the walls are raised up while the one in the center is lower, because it treats the gates as fences for its connection edit: the glass thing is really useful and would break a lot of things if they made it like bedrock
the glass behavior is another bug-turned-feature that's older than quasi-connectivity, originally only applicable to glowstone, but more recently it was changed to apply to all transparent full blocks. you can do 1-wide stairs of climbing connection of dust with those, block cut-off behavior in those stairs does not apply, so long as it's more glass or glowstone.
Glass only going up is SO USEFUL though having a one way like this allows for really cool one way glass towers which help in making things like adders (you can send a carry signal only upwards without it going downwards)
7:10 i don't think mojang will fix this because it's useful for making 1-way redstone circuits. 1:00 WAIT I THINK I JUST FOUND WHY THE TRAPDOOR DOESN'T MOVE it's actually being powered by redstone, but then it immediatly gets unpowered because the piston is getting the block out of the way. this is just a simple soft power and hard power rule
The fence gate trick is not redstone based. They made them shift down so you can use fence gates in builds with walls. I think it's likely that it was even brought up as an idea because nether bricks have both, a wall and a fence type. Connecting a gate to either works.
For dealing with/testing for locationality, there’s a mod that provides a command to virtually randomize the location/redstone update order. Super useful for debugging
I don't think anything makes sense in Minecraft where physics doesnt exist and dimensions exist and Steve can carry an ENTIRE PLANET in his back pocket
I feel like if they where to change something (in my opinion this will help more than the things that break) then they should make redstone positionless so that no matter where you build it or the direction your building it, it will still work will probably solve a lot of problems and making building it easier
The block powering rules are why I'll probably never truly understand redstone. I can understand power going through a line, but they way it goes into blocks, just whatever block, makes no sense to me, and what blocks get powered by what parts of the line are baffling to me. I wish it was more straightforward.
HE FINISHED THE 9X9 HE FINISHED THE 9X9 HE FINISHED THE 9X9 HE FINISHED THE 9X9 HE FINISHED THE 9X9 HE FINISHED THE 9X9 HE FINISHED THE 9X9 HE FINISHED THE 9X9-
Honestly the second reason i wouldn't like to do Java redstone (first is QC ) is because the redstone signal doesn't go down on glass blocks (Java redstone is still really cool to watch)
@@crissis3263 Nah it is like omega usefull, it allows 0 tick too so all the fast doors wouldnt exist without it. It allows for more layouts and thats why its super usefull.