@@paradox7752 cubic made one that's like 5x more compact using a way of unstacking them that I wasn't aware of yet at the time I designed that abomination
@@thegeigercounter27 technical servers have much higher standards for what is a large amount of something because they're regularly doing larger builds
I have been informed demi bolts make this a million times easier... *sigh* in my defence, I designed this before demibolts were invented, I should just have looked into them when they came out
I had to do a bunch of this research for my insane villager trading hall (i worked on it for 6 months, almost finished, then my laptop mobo fried and i cant continue until i get a new pc :( :( ) and it was really annoying lmao, especially the stacked minecarts. Props to Ruthro for doing it!
@@jasperkooij1891 I was gettin so excited about doing the interior and getting rid of all the small problems and then maybe even showcasing it in a video :(
The piston bolt is a nice way to have data travel with a minecart at the exact same speed of the minecart. I wanted to do something like this with regular rails for a while but you need to have a data buffer every rendering distance or so and wait for the player, or make the player wait for the data. Which is kind of annoying to build for one person in survival for any reasonable distance.
The problem you are experiencing is that on powered rails minecarts travel quite slowly, to get the signal to travel at the same speed as the minecart it needs to travel at 8m/s. This can be achieved using a chain of repeaters alternating between 4gt and 6gt every 4 blocks, so with a block between each repeater.
@@cubicmetre ooh that is worth trying out for the players who don't need high speed piston bolts but still want station selection. I used to use a system where you stop for 10s at each station and if you don't get off you keep going, but it was slow at stations and not fully "get in minecart, go grab coffee, come back to be at POI".
7:51 “We probably don’t want to send them to Brazil… that would take a very long time” Ah, yes, time is definitely the only reason why you don’t want to send a large quantity of precious jewels to Brazil…
@@twiti888 that’s a very cruel but actually kinda smart idea At least, until some genius gets out of the minecart mid-bolt and leaves their minecart in unloaded chunks lol
I think an interesting video idea would be following a resource made at one of theses massive farms as it makes its way through transport, storage, crafting, building and then used into another farm where the video fades to black following a new resource. Idk how visually entertaining that would be, but to see all the crazy machines you guys make and how they interact with each other would be really awesome. An interesting story idea would be to have someone change their username to that resource and type in chat for it (to use in the video) and give that resource a personality as it travels through the world.
At 13:08 the minecart gets a floating point alignment. That way the piston drags the minecart while retracting back on the detector rail. This can be fixed by addnig a second piston at the other side of the detector rail that pushes the solid block out. That way the minecart doesn't move foreward to the piston head and cant get floating point aligned.
The lectern is such a great idea! I tried my hand at making some kind of minecart network and the destination pickers were kinda clunky. Back then the best thing we had was an item frame spinner.
@@cubicmetre The link redirects to a Mojang login page because of permission problems. I don't know why, because extracting the link from the "youtube redirect link" works just fine
Its fascinating that mojang implements features, that are kinda obsolete to most of the playerbase. How many of the players actually do redstone, go endbusting or will use the allays to sort things? While most of the playerbase is spending their time on highly modded multiplayer servers, the devs are constantly implementing niche stuff for a group of players wich uses the game in a weirdly specific way to optimise and automate things in the most efficient way possible. Shout out to Mojang for giving us the opportunity to play this game the way we love to. And thank you for creatibng new content for us, even if the most players won't enjoy it or even get to the point when it gets relevant in playing the game. It's a blessing, because most of us have bought the game years ago and won't spend any more money on it, which makes it even more outstanding in my opinion.
Did something similar a few years ago where I sent a chest minecart in front of players to encode track switches for a limited amount of time. However I didn't solve the case of multiple parties approaching the same junction from multiple sides at the same time back then (got burned out). It's really cool to see this system, love how easy it is to add junctions! I hope Mojang can fix the inconsistent behavior with the stacked carts - time to upvote that bugreport!
I agree that there are new superior designs to piston bolts. But, what makes this different is the ability to transport chest minecarts of any amount with the player. edit : ayyy!! turns out demi bolt can handle chest minecarts :D
5:03 Ruthro: "it can transport non-newtonian entities" edit: he mentions what it is later in the video, but i thought it was funny before i knew that it actually was something
I had an idea for an internet style system of addresses and junctions capable of transporting anything from entities to redstone signals. It relies on a player having a binary "address" and having every junction do certain things for the specific signal. For example, if somebody's id is 101, and the first junction knows to continue straight for id 101, then it will pass. Then, just encode all junctions you would pas taking the most optimal path to the end with id 101 to follow that respective path.
I made a station system some years ago, but I used a partially full minecard as target ID instead of making a signal line. Just add items into a hopper (or chest) minecard until it give the good ID on a comparator, send it just before the player, and use one or more comparators at each station to set the direction. I was only sending players, but a simple timeout solution would allow to transport items.
You can possibly get faster speeds by removing the rails and replacing with low friction material. Minecarts have a hard cap of 2 blocks per tick when on a track.
I had a post here, but it had a gyazo link, and I guess RU-vid didn't like that. In 1.19.3, the issue at 13:00 happens in all four directions at random in. A solution is as follows: -Move the detector rail back one space -Have a repeater coming off the detector rail -A piece of redstone dust off the repeater -And a target block next to the sticky piston Do this every 90* corner PE = Powered Rail SP = Sticky Piston TB = Target Block DR = Detector Rail RP = Repeater RD = Redstone Dust PR | SP | TB DR | RP | RD I had this example running with 100 chest minecarts for nine hours while I slept, and it was still going with all minecarts when I woke up.
We have implemented this fix on wavetechs pistonbolt network already, its rather annoying because we were expecting it to be fixed but apparently Mojang decided to instead make the problem even worse.
I think with boats as one of the fastest ways to travel will also have chest on the boat in the wild update is gonna be more beneficial for transporting items. Also the fact it is gonna be the quickest at unloading items as well as being able to use a big area as well.
Its way faster. Around 3x as fast as bolts. But especially for long distances many prefer to afk on a piston bolt and come back a few min later then to manually ride a boat for a couple of min. Bolts are really good for item transport tho... and are just much cooler
@@a11y93I don't understand how you're not seeing how it is impractical to use boats on ice for industrial purposes. A bolt can transport 9 minecart chests at the same time, a player can't ride 9 boats at the same time. You have to put boats inside of minecarts and use a piston bolt, in other words for transporting bulk items boats aren't any faster. Unless you don't care about moving more than an inventory of items, then in that case the boat is faster than a minecart, but an ender pearl cannon can easily beat that. In other words, when it's about bulk trasportation, the boat can only improve the loading/unloading times, but there's no speed change
And i know that christopher didn't specify that he's talking about industrial purposes, but the fact that he cares about loading/unloading times with hoppers makes it look like it. If it was for private use then most people would just move things out of the boat using their inventory instead of using hoppers
I'll be honest, I don't comment a lot, not that anyone cares lol, but I really feel compelled to say that I very much enjoy the way you slowly and specifically explain all of the intricate mechanics and details of the tech that you are showing off. It keeps the entirety of the video content interesting (at least to me) and I find I don't get bored, and end up watching the video all the way through.
Why cant you have the same "3 exit" destination signal run backwards to the central hub? You can add destination selection for each destionation too. You have 2 sides, right side is comparator with which number of destination you want and left side you could have another comparator to decide at junctions if you want to go left or right. It should work completly fine. You could even add more than 15 stations to the system and it would work fine for the "closest 15 stations". If you wanted to travel to a station more than 15 junctions away you would just need to have a "pitstop" after 15 junctions and select the target again. The left side comparator for selecting of going left or right could even be encoded to mean "left / left-left / left-left-left / left-left-right/ left-right / left-right-left / left-right-right / right / right-left / right-left-left / right-left-right / right-right / right-right-left / right-right-left"
You could add a chunk loading setup every chunk that automatically sends a signal to the overworld and immediately back to the nether to load the area right infront of the stacked chestminecarts and make them entity processing. DocM recently showed a simple design where you dispense a boat in a portal that gets immediately burned on the other side and sent back in item form. This might be fast enough to always make the next chunk infront of the chest minecarts entity processing.
This boat method while simple is also very inefficient. A chunk loading ticket can last 15s but the boat spams them much faster. For larger chunk loading grids you will want more efficient and sophisticated chunk loaders.
@@cubicmetre well I thought about using the boat method because if you dispense the boat in the nether it quickly travels back from the overworld to make the chunks on the way of the pistonbolt entity processing. Every other method should work just fine, you just need to have a fast response from the overworld. And the problem with the boatspam should be negligible considering that you only need to activate every portal once. But I guess you can't even dispense boats in the nether because you need water infront of the dispenser for that to work (if I remember correctly, it's quite a few month since I played minecraft the last time, had to learn for exams...)
So, if you want to be able to travel between stations on the return bolts, instead of always going down to the central hub, why don't you just invert what you already do for the outward journey? There are only 15 possible stops anyway (signal strength 1, 2, 3 ... 15), so just send a signal strength 15 from the closest station to go to the main hub, and decrease signal strength by 1 for each further station on that line. So if you would send a signal strength 15 from any station, you'd end up at the central hub, but if it is x lower, it goes to the xth station before the central hub. Then, at each intersection, have a circuit that detects when the signal strength changes, and change it accordingly for the whole line. The latter adjustment mechanism wouldn't work with a lectern, though, so you'd need something that can adjust the signal strength autonomously, like a hopper circuit, a piston decoder or whatever.
Could you expand the network by adding additional 'Sub'-Hubs at the end of lines in which their parent line would just be a return however the three other lines would be able to have lectern interfaces similar to the main Hub 'Sub'-Hubs would only ever be needed after the previous 14 slots are filled in a given direction, but it would be a future-proof way of making the network endlessly expandable
May be the inability to choose destination from stations can be alleviated by building secondary hubs, that work as stations in the direction to hub and as the hub in all other directions?
i love the video cubic, Ive always been looking for a video exactly like this explaining piston bolts for my survival world. However when is Wavetech's storage system being released, would love to have it for my survival world. Are you waiting on the alay in 1.19 ?
This is amazing. How do you keep the redstone signal, that determines which junction path you take, from breaking due to chunks not being loaded? I could see it working while you are riding, but not so much for chest carts.
I mean, it’s a technical server You either need to be a good builder or have technical knowledge. And redstone is very often needed for technical creations.
they're more effort to build, and the only advantage they have is that you can take a more direct route to your destination, making it faster. but speed isn't really that important when it's main purpose is to transport items in extremely large quantities. which you don't do that often, certainly not to a destination that is more than a 1000 blocks (nether coords) away
@@RuthroAlt If it's main purpose is to transport large quantities of items, does that mean that there's a different system for player-only transportation, or is the piston bolt network also used for that too?
Will probably build something like this on a world with a friend. We were planning something like this as wel but due to 1.18 update we stopped playing for a bit. We cant update without chests being emty. (We use fabric with carpet and lithium and some other mods) Does anyone know a fix? Great video as always Cubicmetre!
Maybe uninstall carpet for the update, then reinstall. I have a fabric server with lithium and other mods as well and had no problem updating, but I don't have carpet installed.
Just had a thought which could greatly increase the number of stations from 15 for this system at potentially no speed loss on the orignal system. If you send a second dummy signal after the first signal which the player travels on you could configure stations beyond 15 to take and delay the first signal to the same timing as the dummy signal and then take the two unique power levels for those signals through redcoders to go through an and gate at the same time. If both signals match the requested destination/intersection it diverts you, if not it sends you forwa to the next station. For the existing stations you could keep 1-15 power levels, with 0-15 available the dummy signal. If a dummy signal is sent to an original intersection it can override things and send the player steaight forward through the intersection. That should make 240 possible starions with a single dummy input system, however there's no reason 3 inputs couldn't be lined up making nearly 4000 possible as ridiculous as that is xD Anyways, very interesting video! I've always had a facinarion with minecart stacking so it's great to see someone worki on that tech in an overall logistics system 😁 -SirLaurenceNZ
Its also quite annoying tho that you need to travel back to hub to travel to another location. Another technical smp has this great idea to make it “infinite”, and not limited to 15 destinations. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3YzEDkEjfxI.html There is a limitation with this tho, you need a station to recharge your comparator. (More details on the video and this comment) Also watching this video made by Cubicmetre made me think Ruthro’s pistonbolt network is also a little bit similar with the neural bolt (yt link). As Cubicmetre demonstrated Ruthro’s junction, you simply paste in the junction, no configuration of the composter whatsoever, and the junction is already integrated within the pistonbolt network. Right after you have built the junction you can use it already. So that made me think that, in the hub, the bolt (comparator) is assigned with a value, then each time you pass a junction, that value is decreased by 1. Until then that the value in the pistonbolt reaches zero, and at the same time, you arrive at a junction, you are redirected to that junction because you have zero signal strength. I would have to examine the world download to confirm it, but I’m pretty sure thats what they used here to automatically integrate a junction to the network. Talking about its application in Wavetech, it is not neccessary because they always transport items in their central storage
Wouldn't the best way to transport large quantities of resources from a farm to main storage be inventory-syncing? That is, have a high speed hopper system at the main storage synced with player inventory, then break chests filled with resources (ideally shulker-boxed) and let them empty into player inventory and instantly get sucked into main storage thousands of blocks away
You are correct. The only explanation I can think of is that inventory-synching is clearly an unintentional feature that Mojang tried to patch last time, so it is possible they don’t want to build infrastructure for something that is likely to be patched out of the game.
The problem with using item shadowing for transporting shulker boxes is that they do not stack. When you transfer items with item shadowing you need to use a stackable item because you can modify the amount of items in the stack without breaking the link. With shulker boxes however you only get one item and so the link breaks the instant you try to transfer the item.
with encoding a signal on both sides of the pistonbolt it should be possible to expand this system to 225 destinations per line and with symmetrical bidirectional stations to go from anywhere to anywhere. Just more logic, but the bold would still be the same
I'd probably be forced to space the bolts apart more to have extra space for wiring, but it should be doable yes the selection might be a bit awkward though. that being said we have plenty of slots atm, so I see no need
I tried to reproduce that problem you mentioned with the detector rail causing some weird behaviour and I honestly can't reproduce it at all.... The entire thing works completely fine in all directions after an hour of testing (Using carpet mod to speed stuff up). So you either used a funky/broken MC version or something else (A mod?) was messing things up... I would like to show you this, but not sure how I could contact you other than through comments...
Update: I actuall can reproduce this. Seems to be based on what the direction comes from too. When it goes into one specific direction but comes from another specific direction does it not happen at all... Probs a wrong calculation in Java... Either way, found one of the most simple fixes for this... So no excuse there to not update
You could just move the glitched piston to face to opposite direction... just need to be able to connect the activator rail to it but that should be simple enough..
@@cubicmetre making the turns stacked compatible is trivial. The ones i showed in my video were to demonstrate the flexibility and ease of design that the demibolt offers. I should have shown a stack compatible transition in the video, so that is my mistake.
This is a very simple and elegant solution to bulk item transport! Or at least the concept is simple, I'm sure the implementation was more complicated. And the lecterne-book combo is a nice way to open up the full 15 levels for the destination signal. On my server we only have arrows in item frames and I've been thinking about nice ways to expand this, but for some reason hadn't considered lecterns before. On my server we have minimised the travel time by using diagonal sections of piston bolts wherever needed, does this item transport system work on diagonal bolts?
Why not use 2no2name’s wireless redstone, some chunk loaders, and ender pearl stasis chambers to teleport from place to place instead of relying on traditional travel methods?
I have a design for a minecart unstacked if you guys want to see it. is a bit of a modification of a design by another player who took a concept from illmango so not sure who to give credit for what XD
@@RuthroAlt that’s such a cool design, I never would have guessed that’s how it worked until Cubic said the stations could be inserted from a schematic without changing them
@@RuthroAlt Not a minecrafter, but I just watch some videos. But im wondering, is there a limit to the number of junctions, if we keep subtracting the comparator signal to 0?