Could have a whole set of poles with those on top across the landscape, like telephone cables, linking towns. Then each town would have a building where they decode the message.
I said this too but you said it more detailed and less jokingly, I guess Mumbo’s audience enjoys technical comments a bit more than joke ones because I have not many likes lol
All we need is a uni and bi directional sculk sensor, for long distance wireless skulk signal transmission, and also a skulk signal replicator, that gets a redstone input and transforms it into the skulk sound signal, for easy skulk sensor transmission reset without player input.
@@blueninjastudio Instead of Morse code, since there are 15 different possible signals, you could come up with a code similar to ASCII. Each character could be represented by a pair of signals. 15² = 225, so you'd have up to that many possible characters. (For people who speak Chinese, Japanese, or another language that doesn't use an alphabet, you'd probably need to increase the number of signals used for each character.)
I think with a system like this you could effectively transfer messages in Minecraft without using chat, albeit with a bit of decoding on either players side but it would be a nice way to secretly communicate. Each button equals 2 letters meaning 13 are for letters, 1 is for space bar and the remaining one is for dots. There's some serious potential there.
@@bksmith3717 It is actually hexadecimal if you count “off” as 0, then assign each of the signals as 1-15. You could even get more clever with it for a bit more work by sending 2 signals in rapid succession and counting them as one number, leading to 256 permutations, thus allowing for all numbers, the entire alphabet, and a good amount of punctuation or emojis. Of course, you could alternatively just press T and type in what you want to say in chat.
1:18 I love that you have re-invented one of the very first computer memories called a "delay line", which had its first practical use in early RADAR! It is very similar, except there they store the propagation of a wave travelling through a liquid (because they didn't have calibrated sculk sensors back then, apparently, tsk)
you could have 9 sounds playing, then 8 could be used with a flip flop to store bits sent with the 9th being used as a “stop” bit. This would allow you to send a byte of data and the 9th bit would set everything at the receiver to 0. Using this you could have a decoder to turn the 8 bits sent to ascii characters, meaning you can now send text messages
This is like watching the extremely early internet being created. It’s kind of scary to think that with enough time and patience, somebody could actually make an internet in minecraft. Just actually think about the mind boggling-ness of this
I mean, the internet is essentially just a long distance way of transmitting 1s and 0s (how it's done specifically is different). Having 16 outputs (0-15) can also be used as a binary output system with 15 bits (or about 2 bytes). Say you need to transmit the number 9, instead of transmitting signal 9, you can transmit it as 000000000001001 (which would be signal 12 & 15 in this system). Doing it this way gives you a lot more flexibility in what you can transmit too: 32767 different outputs, +1 if you consider no outputs, or a 0, an output. If you're interested in this stuff, there's some insane redstone computers (with CPUs, ALUs, etc) all built in minecraft and only redstone.
This reminds me of an idea I had of a rail network that would automatically route chest minecarts to their destination based on named items inside them. Technically this could achieve much higher bandwidth than a redstone or sculk sensor line, but because hoppers are slow things would get messy quick. Then there's the huge benefit of being able to transport items. Chunk loaders would of course be necessary, as always. To elaborate a bit, the network would be constructed of loops, where minecarts can move in a set direction, and routers placed along a loop, linking it to either another loop or an endpoint, where as a minecart passes through an item filter looks for a named item corresponding to the neighboring loop or endpoint, and if one is found, it is placed back into the minecart and the cart transferred to the neighbor. The routers would need a buffering mechanism in intersections to keep the minecarts from colliding. The sender of a minecart would include inside it named items corresponding to both the sending and receiving endpoints as well as all the loops it needs to pass through to get from one to the other. A nice property of this system is that minecarts that fail to route will automatically return to their sender as long as the sending endpoint is specified correctly. I made a small proof of concept, and the idea seems sound, modulo some potential reliability issues with minecarts doing minecart things. (Namely, carts bumping into each other and going the wrong way would be absolutely catastrophic.) Would be cool to do this in survival, but since I'm not in an SMP I haven't bothered. edit: So the youtube algorithm did its thing, and I was recommended a video by jazziiRed describing an 'automated post office'. It's very similar, although it doesn't have the hierarchical routing aspect I described. (Well, the 'post offices' could in fact be used in the place of loops for building such a network; this just wasn't shown in the video.) Also, the buffering mechanism is less than perfect -- the same half-duplex rails are used for traffic going both ways. In the video it's said to take care of 'most race conditions'. I'm a bit doubtful.
@Lassi Pulkkinen Check what they built in I think it was season 6? Mumbo and Iskall and Grian made Sahara, and Mumbo and Iskall handled the Redstone bits, and made quite an amazing way of getting items and such brought to a specific destination. Same destination but, you could choose the items brought to you, even getting multiple different items put into a singular shulker box or such at that, all specified by what you chose.
@@impulse7942 I did see that. Actually, my idea was kinda inspired by it. And yes, it's different. It would actually be possible to make a remote sahara where players could order from their bases and have the items delivered back, as part of a network that wouldn't be limited to just sahara traffic. Again, lots and lots of chunk loaders. But it could work, i guess. (I also think Mojang should increase the speed of minecarts above elytra travel, which could make this a tiny bit more practical, maybe.)
You could do it with Just the redstone producable sounds! and space apart the inputs so you can seperate the wires that can't be crossed! It's super possible already! :D
Waiting for Hermitcraft to update to 1.20 (in a few months ofc) for this to be implemented so that someone, maybe Mumbo (or Impulse, given his own industrial district) can try making OP's comment in the game in a practical fashion
You've basically made a sculk sensor RAM of sorts... I would never have thought of using this feature like that, this is brilliant! Shame it breaks if it unloads, but this is still a really cool concept all the same. Thanks for the inspiration, Mumbo! (Edit: I suppose a multiplexer or a simple read-only memory is a more appropriate description, but that doesn't make this any less cool!)
This is insane. Imagine that several towns are in a local proximity, and they all have a system like this set up. If footsteps are heard without a ‘key’ item inputted, then the signal strength of 1 would notify other towns of the noise, and it could be a different level alert for different sounds. It could essentially be a security system with an SOS broadcast to other towns.
Holy moly! I was fully ready to accept that there were just some sound you couldn't use because of their player interactions. But then, Mumbo, you've blown my mind with the idea of being able to "store" the sounds within a system. 😮
An Idea: make a security system using different lamps whereby you can tell from a certain room in your base, what sounds are happening at the entrance to your base.
I think if people ask the developers on twitter to look into making the sounds be stable even when unloaded they may at least try to do it. Remember when Honey Blocks first came out and stuck to slime until people asked the developers to make them not stick to each other and they listened. Like you said it may be impossible, but it's worth a shot to at least ask.
This is just on another level. Literally got a sound recorder and a 15 bit memory system here. Well done 👏 Mumbo! EDIT: Ah sh*t I am stupid and forgot how bits work. I think ur all right, and it is 4 bit if you count 0. Also I was not saying it was all there yet, but it’s the foundation for something extraordinary. Never had this many likes on a comment!
15-bit memory would have 2^15 possible different values. 16 values (including 0) is 4-bit, unless I misunderstood your comment. This is also read-only. A read-write system is definitely possible, but this one just reads from storage.
I think there should be a 'vibration releaser' block made by echo shard and amethyst block that emits vibration with the frequency matching the redstone input or somethng. It will be really helpful to those one-line signal transmitter and also give use to echo shards.
Better yet: a way to record sounds to echo shards, letting you throw them or crack them to emit the saved sound. Perfect for trolling and maybe you can use it to lure mobs by making them think one of their kind is somewhere
That's a cool idea. In the meantime, instead of trying to record the sounds at the control stations, why not use the storage trick to keep a master copy of each sound in the spawn chunks, then use the lines to transmit copies of those sounds to every station that needs them?
The potential for this to make large Redstone builds more compact is incredible. You no longer have to worry about making space for crossing Redstone lines and You can send several different signals straight up a single shaft. I already have several ideas for base wide commands and elevator setups that would have been impractical before.
@@_Kondraki_ if the sounds had been stored despite the chunks being unloaded then it would be COMPLETELY GAME CHANGING! At least when it comes to redstone, sadly the sounds aren't stored and I therefore agree, it's mostly just cool.. ✌️😅
I think you could have a bunch of buttons connected to 2 of the sounds, each button with its own 2 sounds. You could theoreticly have 225 different inputs and outputs if you did that.
The beauty to me is that the one line can split and if you stored the contraption in, say, the permanently loaded spawn chunks you could conceivably have a world wide command center with each station of that center receiving the only the appropriate inputs. Like every farm you own tied to one button and then you have 14 others for who knows what.
Would the lines not also need to be constantly loaded? Also it would take ages for the soubd to actually travel. I am sure if someone did something crazy like having chunk loaders everywhere that would work
I know sound information is lost in unlost chucks. Is that the only limitation though? I was under the impression that sound was more tied to the player's simulation distance than it was to what chuncks were loaded.
@@skydragonfire93 Potentially, but it seems Mumbo hasn't tested that on a multiplayer server, where you could potentially load the sounds at spawn in a sound-proof chamber, move 16 chunks away with simulation distance/render distance set to 2 chunks (for everyone), and then return. Depending on the results, we may either have a fully wireless system that only requires chunk loaders, sound-proofing and re-calibration each time the world unloads, or a wireless system that is much more limited in scope.
@@IvanisIvan And while it would take sound quite some time to travel, its extremely lag friendly compared to other redstone. Instant pistons are still quite laggy, same for instant hoppers(would need a plugin for that, it does reduce the lag caused by hoppers, but not entirely) or even rails. For the amount of distance you can travel, the amount of farms you can start with 1 single press and the amount of time it takes to set up, its remarkably funny. Plus, it works underwater too. You could flood a perimeter and have the system be fully loaded on the floor, silent. It fills a niche that needed to be filled while also having applications outside of that niche.
I hope they add a way to play back the audio from these. Imagine if you could store creeper sounds and play them at a designated location? That has so much potential.
Not sure if it's entirely what you mean, but with the addition of adding mob sounds to the noteblocks it could be possible to set up a system similar to this one to activate different mob sounds through noteblocks. I.e., a signal of 1 could activate a creeper, a signal of 2 could activate a pig ect, ect. Full disclaimer, I know barely anything about redstone despite watching so many of Mumbo's videos. So I'm not sure if it'd be possible. But it would be really cool for things such as Scar's theme park
That is evil, and if Mojang does add the option to replay the specific sound, this could not only be great for pranks or just convenient auditory cues (i.e. associating a cow sound with the livestock farm and a creeper sound for the mob farm), but it could also be modded to potentially replay speech via transmitted sculk sensor.
I gasped the moment Mumbo suggested "storing" sounds to use for later. Most of these projects are well-out of my Redstone understanding, but he manages to explain them in a way that's infinitely entertaining to me.
You could get arbitrary length messages with just 2 or even just 3 sounds. Sound 1 is a "0" and sound 2 is a "1" and sound 3 (not necessary but it simplifies things) acts as a "space" then you encode every letter A-Z as a series of 1s and 0s with spaces to separate each letter and then you make something to encode and decode messages
perhaps you could use the 8 different non-player sounds (and an extra 9th button to send the message) to send messages in octal? theoretically there are 15 sounds so hex is theoretically possible, but like Mumbo points out a lot of those sounds are tedious to generate
This could actually be really useful for a sort of puzzle map, where you have to make every sound in order to open an exit or something along those lines
@@alexanderficken9354 ah, fair, just an exact check for each power level. Didn't think about it til now, but I'm also really unfamiliar with most redstone mechanics
This is amazing! Creating the sound at the moment has the advantage that you can leave the area and it will always work. But the idea of storing a signal is something insane 🤯
Yeah that could be cool, I'm pretty sure redstone people will find a way soon enough. I'm gonna do some messing around with them but im not nearly as smart as them so I doubt much will come of it lol
As someone who doesn't actually know redstone. Wouldn't you be able to store the sound and repeatedly use the sound if when the sound storage system is triggered to release the signal instead of simply having it go down a line, couldn't it just create a bigger loop where the sound goes to where it needs to go and then keeps following the loop back to the storage system where it closes again?
@@ironCondor623 I genuinely think java redstone is weirder. Quasi connectivity, sticky pistons leaving blocks behind, that odd thing which I've forgotten the name for where pistons stay activated without any redstone input. Bedrock redstone isn't perfect, but its usually pretty logical, in my opinion at least.
@@SupachargedGaming bedrock redstone has weird qualities of randomness that java doesn't have. with java, everything is predictable and outcomes can be determined, but bedrock has an element of uncertainty that java doesn't have
8:56 - If you use one of those infinite chunk loader portal thingies, would that keep the sounds stored? If so, pretty nice! Though I suppose leaving the game and rejoining, provided the world isn't kept running by a server, would still clear the memory bank. Still cool!
I love how many different ways this could be used, like maybe using it to wirelessly detect blocks breaking in a sensitive area (maybe a vault or prison), or sending decodable messages between bases, sensing when a certain thing gets closer (maybe to temporarily turn off noisy redstone machines in a secret base when footsteps are detected nearby), using to monitor other players or places, and probably lots of other things.
Yeah, I thought the same thing. Imagine a calibrated skulk, but with copper instead of amethyst. It stores the last pulse and sends it out when powered.
A block like a jukebox, but it writes a sound onto a record when powered. And if that record could store up to say 16 sounds, you'd have a data storage device that can be loaded, unloaded, and rewritten. I compact disk in Minecraft!
I haven't thought too hard on it but it'd be interesting to see how this storage mechanism could be used in data storage, like D-latches. Shame it isn't 16 sounds though, it'd be nice and round for hexadecimal values.
You can still encode a LOT of different data. Since you essentially have 15 binary outputs, so you can send binary "bytes" of anything between 000000000000000 up to 111111111111111. Imagine a system that waits a specific amount of time for one such "byte" (IRL a byte is 8 digits instead of 15, but whatever) to come through, and then gives a corresponding output. This gives a HUGE amount of potential outputs coming through a single line of sculk.
The sound storage system (SSS) was so cool! If only there was a way to keep the sounds after unloading the chunk. You may just need to have it constantly chunkloaded if your computer or server can handle it
I find it fascinating that the idea of redstone in Minecraft is basically electronics in its own unique way and that it continues to go in that direction even now.
Literally my same exact thoughts. It's insane to realize how far we've come from just have a simple red powder Makes you wonder how would have gears turned out
@@theonebman7581 create is unbelievably based, and honestly, if the create team went on and just made their own game with the same concepts and spirit i'd play it over MC any day
never really been much of a redstoner but smth about this being new and discovering it along with everyone else (as opposed to everything i could come up with already having been done) makes me really exited! This being so many different signals, you could send a lot of messages a lot quicker! Like - even if you just go basic and have 15 different possible messages at the other end that's already a lot! But the english alphabet only has 26 letters so if you just ass one extra binary signal to this (which could just be one of the 15 since you only need 13 to get to 26) you could actually send whole tet messages (which yeah you could also just do a form of morse code but c'mon we have 15 signals may as well use them). now i'm wondering how you'd set up the decoder on the other side though. Redstone can't write in books (sadly) but you could have.... 26 hoppers filled with nonstacable items named after 1 letter each and have them feed into a chest depending on which signal comes through? might be a challenge to set that up in a way where the letters actually get put in the chest in the correct order and obviously not actually super useful when in game chat exists lmao but??? it would be fun? you could actually send whatever message you wanted? not sure how you'd input the message on your end without manually pressing all the buttons either - i feel like i really need to know more about redstone for this. but possibly just the reverse of this? you put the named items into a chest and it gets sorted into the different letters and whenever a new item gets sorted it sends the signal for that letter through? Again got the issue of making sure it doesn't get scrambled, since in a normal sorting system the item you put in second could arrive first if it's chest is higher up the waterstream. Could just sortt slowly maybe, don't sort the next letter until the last one has been input properly.
This would be useful for a combination lock as not only do you need to input the right combination but you also need to bring the items to make the sounds needed for the combination
@@orbic521 they don't really take part in redstone contraptions. They are transport service. So they don't count. Skulk sensors are all about sound and signals, so they are soundstone.
@@orbic521 i think aesthetically they fit in perfectly if you're going for a theme, but i don't know enough about how they work to know if they'd bring anything unique to soundstone contraptions. Definitely not off the table for them to add something at some later point specifically for allays with this though, since they're very connected to amethyst
I would imagine this would be great for setting up a security system. If you have a second base, you could use this to detect movement in the other base, or have an enderpearl in stasis being triggered by movement unless you click a button that turns off the calibrated sculk sensor
I think it could be a potentially useful control hub for industrial farms where you have a skulk sensor line wrapped around the industrial zone and the farms decode the signal for on/off commands. Also the whole forgetting the sounds thing can be somewhat remediated by reloading most non player based sounds like entity landing with snowballs, tho realistically who could have 15 different farms in an industrial district. Loved the demonstration tho, very neat :D
this update absolutely revolutionises computers in minecraft🎉 1. you can use discs to store signals from 1 to 16, which makes huge 100x100 memory units equal to just 1 chest 2. with just 2 easy receeatable signals you can send binary wirelessly. Just imagine what prople could come up with now that we have all of that. Oh, also loading 9 hoppers at the same time, plus sculk overall being good for spreading sygnal wide quickly
This could be a fun minigame for an adventure map, having to make every sound and watching the lights activate one by one, the sound increasing in intensity as you get closer and closer to completing it
The ability for making like an encoding and decoding station tk make like an incredibly complicated code that can only be deciphered with a specific combination is crazy. If you had 21 different sounds that could be made then you could build a key board that sends a message down a wireless stream and can only be decoded by decoded/received by another preset specific set of sounds. It has so much potential
It may be possible to simply use combinations of sounds instead of 21 separate ones. Just 2 sounds and an agreement on how many sounds per symbol, boom, here you are streaming binary. Edit: this means that if we take the simple 7-button keyboard Mumbo built in the first video and establish a coding system where each symbol is 2 bits (2 button pressings), then we'd have 7^2=49 different possible combinations. Which is enough for English alphabet (26), decimal numbers (+10), dot, comma and space (+3) and then some more. Now just build an encoder that takes your input from a proper 39-button keyboard and transforms it into two consecutive/parallel outputs and you're set. TL;DR: 7 different types of sounds is enough for a keyboard if you use 2 sounds for each letter.
I guess theoretically you could even count the number of time each signal is recieved and maybe make a decoder that take into account not only the signal strength but also how many times each signal is sent, especially since you can use a 9 hopper clock to time when a sound is sent. And to know if the message is over (on the recueving end), I guess you could use a comparator decay clock that would refresh with every new signal, meaning that the signal would be over only when the comparator clock isn't outputting. (Edited bc I can't spell at 10 pm)
You can just use serial encoded hexadecimal, it’s not functionally different from regular signal strength data transfer, just way slower and less reliable.
I love how I have absolutely no idea what this man is talking about, yet his sense of humour and the way he structures his vids are so engaging I have to watch. Plus it's interesting regardless and his excitement is so contagious. Keep up the good work mumbo. I'll support u no matter what!
I like the vibe of how Mumbo has invented basically a crystal piano organ that needs to be "tuned" before you can use it. A wireless radio piano powered by literal crystal harmonics.
This absolutely broke my brain and I kind of stopped trying to keep up with him, but I love seeing all the different and interesting ways redstoners play with things like this. I adore the enthusiasm Mumbo put into the video and I can't wait to see what else he's fooling around with!
Hey Mumbo love the video, I actually created a very similar thing about two days ago I love your approach to only allow a single output, I hadn't gotten that far Instead of using the lecterns and comparators I used a single redstone line which slimmed down my design, which was also vertical The only thing I can say is that I loved comparing this contraption which I named a "Sound battery" at least that what I came up with when designing my one Also I never had the issue with the sound unloading? I actually tested this by going 1k away and the sound was still there as well as use the reload command the sounds held just fine Can't wait to see more! ❤
I think the signal can be lost if the only some of the chunks storing a sound remin loaded. ie if there's no sensor loaded to keep the cycle going it would be lost. So maybe the signals can be kept if the RAM is all in one chunk
@@The3gg As said by many others, I do think a chunk loader would be the most suitable to keep the chunk loaded and thus retain the sounds. And if the world is unloaded, every time you log in, you could make a "re-calibration chamber" filled with all the necessary items to reload the sounds into the system. Any information that needs to be kept even after the world is unloaded (i.e. closed) and then reloaded can be stored using the output of items from chests, which means that you effectively have a hexadecimal redstone system that can be changed wirelessly using sounds.
This could be used as a disarming feature for a security system in a vault of a base. It senses the specific sound you want it to in a specific area, disarming the system to gain access and when you leave or unload the chunks, its reset to being locked
I've been watching you for years and this is my favorite. This is genius and I'm honored to say that every last ounce of my redstone knowledge has come from you. Keep up the amazing work!
this could totally be used to make a security system which detects which sounds were activated so you can tell what happened while you were away from your house
Anyone else notice how all the amethyst blocks making noise almost sounds like a computer/robot noise? It makes it sound like some sort of command center, which would be a cool way to style the room it’s in.
wow. sculk sensors being calibrated basically makes wireless redstone possible, this could be insane, can't wait to see how you use it and how redstone crazies use this to improve redstone computers
It makes me wonder if this could be implemented into puzzles to open doors/traps. It would certainly make a secret bunker access, hidden treasure vaults or even traps more creative by making one or more common/rare sounds.
@@falsnamae3511 That would be an excellent idea actually, as you could wire a note block as an example to signal the password to a door was reset. Whilst I dont have the know how to wire up complex redstone, I am sure the community will figure something out that could share some light onto it
He did with a door with the aspect of using buttons. I was thinking if there was a way to make it without the use of buttons, so it becomes completely wireless.
It would make for a interesting way to do railway track swapping if say you are going down a route and it picks up your cart's noise. You can make a pitfall trap for players riding the rails if they don't get the right 'code' in? The only useful way to use sound for redstone signals, is possibly vertical transfer, since you can send the signal up but requires you to physically connect redstone torches or stuff up a level, but going down isn't possible in a 1 block column. All in all, if you are making a farm of any form, it means these sensors are good for vertical distances to reduce time and space. You can also use parrots, cats, and dogs or even marine animals as sounds by having them be nearby. Even a puffer fish reacting to a player can be a thing. And parrots can mimic a variety of sounds which are separate sounds to mob sounds.
😮Using the sculk sensors as a while loop. I think this could be theoretically used for minigames, specific actions could easily be picked up. You could even figure out where the player is at.all times.
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let's go doing that contraption for every Hermit in Hermitcraft and link everyone with a code system (like 1 = i need help , 2 = hey , ...)
You can use more than 7 messages if you combine the triggers. Make a button click trigger two sounds and make the listener require both to be activated. Sure, you'd need a redstone contraption on either end to encode and decode the messages, but would be entirely possible, and give you access to many message options 2 sounds could give you 42 messages 3 sounds could give you 210 messages
You could also hex, denary or binary translate the message using the 15 sounds + blank at set intervals then you translate that back to English, allowing you to do infinite messages with a larger character set.
this could be an interesting system to use for hidden doors or locks, you could make a lock where you first have to give a certain sound to the system before you are able to even guess the code or you can make a trap with a safety on that is deactivated when a certain sound is used.
To fix the issue of forgetting sounds mentioned at the end of the video, you could use ticking areas. I know it’s a thing in Bedrock but I don’t know about Java. Ticking areas allow an area to always be rendered regardless of whether or not you are actually near it. It’s very useful for larger machines that run the risk of getting screwed up because part of it wasn’t in render distance
Possible idea to add more selections than 7 or 8 (It may be able to provide more options with fewer sounds, meaning you can put easy sounds in order to use the system after the sounds get wiped): If you make the extra buttons connect to a system that send two sounds, then you could build a decoder that tells how many pulses and which sounds have been used to decode whichever option. (It may be able to provide more options with fewer sounds, meaning you can put easy sounds in order to use the system after the sounds get wiped) This would result in these as "sound codes" (Each letter indicates a sound, 1-3 as A, B & C) A, B, C AA, BB, CC, AB, AC, BA, BC, CA, CB (And maybe more if you need like...) AAA, BBB, CCC, AAB, AAC, etc... TLDR; To make it work conventiently, use multiple sounds to create more options; needs a decoder system for multiple sounds.
I think it would be so cool if you could have the catalyzed sculk sensor calibrate to an allay. This would allow for the allay to be holding whatever kind of item, like a piston, and the sculk sensor calibrated to that allay would only hear pistons. This would totally add the aspect of extreme specification (not just limited to the 15 signal strengths) calibration to the game and would still feel 'Minecrafty.' Also, the allays are attracted to amethyst already, so them calibrating the calibrated sculk sensors actually makes sense!
Heh, as soon as I saw the tileable version at 3:03 I just knew you were going to use Lecterns and Comparators to calibrate every single sensor 😆 A handy tip for anyone else experimenting with this: running a redstone line out of a torch and using all the different power levels as it falls off works just as well. Getting the sound out of the loop is also a bit simpler than the solution you came to suggests, it just requires a lot of wool everywhere to avoid sound leaks.
The skulk sensor loop storage is similar to using delay line storage / memory. Very old but workable method. Looking it up may give you more ideas. If you transmit a series of, say, 8 sounds and they are decoded in the same order as they are transmitted (asynchronous communication) . You'll have a decent communication system. ASCII is 1 of 2 bits transmitted in groups of 8, and can form 256 discrete characters. You'll have 1 of 15. Which is an exponentially larger group of characters. So, in using this for control of factories, you may need to invent process control for Minecraft. Ladder logic works good. The dirt 'round the rabbit hole you're standing near is starting to crumble!
Expounding on Mumbo's set-up in the video, you could also send a 'redundant' sculk sensor line that activates on the receiving end when a signal is being sent (regardless of the signal strength). You could then add an extra button to the inputs that would not be calibrated to any sculk sensor, and only represents a signal strength of 0. However, that extra button will still trigger the redundant sculk sensor line, showing that a 'signal strength' of 0 was sent. This means that you effectively have 16 different signal strengths that you could send long-distance (0 - 15), and you would have a hexadecimal system that could then be replicated to form two sets of 16 signal strengths, or a cumulative of 256 characters, and can thus simulate ASCII. This would be even better than 225 characters, and would be even better.
@@theblackvoid Thanks for the zero. I couldn't figure that one out. But hold on, hexadecimal is predicated on two numbers, 0 and 1. This has 16 (thanks to you),. Each bit can be one of 16 levels. In hexadecimal bits are one of 2 levels. Each digit is four bits.
Ohhhhhhhh, the maps you could make with this. Imagine having a boss that reacts to the moves you make. It gets damaged a few times, it tries to regenerate. Try to fly away, it’ll chase you down. Run past points in the arena, you get traps activated, no tripwires needed. This is awesome
This might be the first time I actually, legitimately, understood all the components, all their functions, and why they work. This may be the most successful Mumbo experimenting video
my first thought for how to increase the capacity of these wires was to use more lines, so whenever you would want to send an 8th value, you could trigger multiple of the sounds at once, in a way, sending a base 7 number but the storing of players sound was pretty damn good, didnt even consider it maybe by combining these ideas you could have an even higher number base for even more possible values sent with even less wires being needed so by this logic, you can send *225 different signals* with just 2 wires seperated by a bit of wool
I always love seeing mumbo experimenting and trying out new things. The way he thinks and solves problems is always so cool, I learn something every time even if it's just about persistence. ❤
Mumbo, please do some fancy security/detection systems for huge bases, with like a security room and everything, different lights all set up for different areas and separate sounds, idk it sounds super cool!
That'd be an interesting concept that can be used in adventure maps, I imagine having to go through the world to hunt down different sounds so that you would be able to open/activate something
Currently, Mumbo's contraption can give off 15 different signal strengths, and using 2 contraptions can give 225 different combinations, and 3 contraptions giving 3375 different combinations. For reference, we actually only need 26 combinations or signal strengths to encode and decode the English alphabet, while computers deal in binary in 8 units, which amounts to 256 different combinations (which means the 225 different combinations we have in Minecraft is actually really powerful). But I think we could go further. Adding onto Mumbo's set-up in the video, you could also send a 'redundant' sculk sensor line that activates on the receiving end when a signal is being sent (regardless of the signal strength). You could then add an extra button to the inputs that would not be calibrated to any sculk sensor, and only represents a signal strength of 0. However, that extra button will still trigger the redundant sculk sensor line, showing that a 'signal strength' of 0 was sent. This means that you effectively have 16 different signal strengths that you could send long-distance (0 - 15), and you would have a hexadecimal system that could then be replicated to form two sets of 16 signal strengths, or a cumulative of 256 characters, and can thus simulate ASCII. This would be even better than 225 characters, and would be even better. It's just an idea, and why not? It only adds one extra sculkstone line to the already pre-existing line.
Potential workaround idea for the stored sounds not lasting after you leave: A couple of these sounds would be made anyway, like walking, or triggered in one button, like equipping armour, so you could use those sounds for extra inputs next to the 7 non-player sounds if you need the extra inputs. To save your system from automatically being triggered just by walking, you can send the walking sound into the sound storage & then have a button to press to release that sound
You could use a simple fading line of redstone dust for the setting of what each calibrated sculk sensor are tuned to. Would be easier and cheeper than the lecterns.
If you create a system of these poles you could theoretically setup safety points to a enderpearl stasis chamber to tp you back to your base without cheats Or have other uses at a single station (given it’s all loaded
This could possibly be revolutionary for creating sound based alarm systems. You could use the calibrated sculk sensors and place them around your base. Then, hook them up to the decoding contraption with, for example, redstone lamps marked with signs that tell you what kind of sound has been detected. Maybe one could even design a system that additionally tells the player in what area, maybe which chunk, the sound was detected in.
Good use for different base defences , breaking blocks at your wall ? Activate auto repair and lava deployment , elytra sound activate arrow barrage air defence And you wouldn’t have to worry about it not being persistent them being close would turn on your defences