The Unusual Side of Redstone Clock Design
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- čas přidán 24. 06. 2024
- #minecraft #minecraftredstone #redstone
Today’s video is basically a continuation of the whole unconventional redstone series. Not a whole lot to say about it.
Go check out Green Jab: / @greenjab
The video on how to make their super cursed clock: • The WORST Clock in Min...
Music: Taswell by C418
It's worth noting that I updated, so the mods list is different now.
Texture Pack Details:
Vanilla Tweaks(This affects mainly everything involved with 3D-ifying components and see through scaffolding and the Dark Mode GUI), Ph1lza’s Diamond Netherite Highlights Pack, some random netherite elytra pack you can probably find by googling.
Shader Details: I use Complimentary Reimagined, on the mod Iris Shaders. Complimentary Shaders is similar and also great.
Mod Details: [1.20.1] (MODPACK: Fabulously Optimized), Isometric Renders, owo-lib, MaLiLib, Litematica, Tweakaroo, TweakerMore, World Edit, WorldEditCUI, MiniHUD, Carpet, Pistorder.
The reason the armor stand can survive in lava but dies if it leaves is becuase of the Firetick. When the armor stand is in the lava its Fire tag is set to 300, key word is SET, the armor stand doesn't check if it's already on fire, it sees the lava and sets its Fire nbt to 300. When there's no lava the Fire tick counts down to 220 and then dies.
If you want to check for yourself you need theese three commands:
/scoreboard objectives add fire dummy
/scoreboard objectives setdisplay sidebar fire
This one in a repeating command block:
execute as @e[type=minecraft:armor_stand, sort=nearest, limit=1] store result score @s fire run data get entity @s Fire
Is there any situation where fire tag is set above 300?
That was exactly my guess. I suppose my programmer instincts were correct
why doesn't this happen with fire?
There's a check in the game's code that prevents entities from taking burning damage if they're in lava
I though it had to do more with fire being a block and that since lava was taking up the space beside the armor stands there was literally no room for the armor stand to be "on fire". You can see this affect with wood blocks on fire and that the fire is a few pixels wider then the block and if you say, place glass there, that side of the block now becomes non-flammable.
Hey! Just wanted to let you know that one of the shulker shell farms actually use the armor stand piston clock, so I guess they aren't all that useless.
Another shulker farm design uses the minecart pressure plate clock, considering how valuable space is on shulker farms these unconventional tiny redstone clocks are probably better than traditional clocks in this niche
Armor stands don't take lava damage but is still overriding the fire tick, when it exits it is then able to take fire tick damage
Higher damage always overwrites lower damage if it happens on the same tick, no matter if the subject is immune to the damage source of the higher damag
Edit: nvm it's irrelevant to this case
@@hearteyedgirl so if the subject is immune to the higher damage, does it just not take damage at all, or does it take that higher damage despite being immune?
@@vibaj16 according to my vanilla pvp experience, living entity will take higher damage and negate lower damage. But I've made a misstatement here, if a living entity is immune to the damage source of the higher damage, damage is then recalculated and the living entity will take lower damage
RE: using the shrieker as a clock: look up playerless warden farms.
(assuming they still work,) they exploit that you can use "an item from a player" to activate them as opposed to just the player. The one I've seen involves using a piston and an arrow to continuously re-strike the shrieker, where the piston is either setup to trigger for every warden that spawns, or via a clock.
only thing i can think of for the armor stand in lava thing is that they didnt want you to lose all your armor if you accidentally placed lava near your armor stand, so it only breaks once the lava is gone
No, it's just an oversight of how the game determines the time it'll take for an entity without a healthbar that's on fire to disappear. Top comment explains it.
Hey ! Just wanted to let you know, even though i am not a redstone genius (I'm still actively wondering about how to make a retracting 2x2 piston door working by myself lol), i fell in love with your redstone ideas, weird and useless use of minecraft blocks and mechanics ! The way you explain cursed mechanisms with such a calm voice and subtle humour makes you one of the few minecraft youtubers i enjoy watching every video as a whole ! Fantastic job, keep it going !
Thank you, I appreciate the compliments. I'm glad that you like my style of content and I wish you good luck on your redstone endeavors.
The thing with armor stands could be a feature to prevent losing items, but it can also be a bug. Something like the armor stand has a counter for how long it can be on fire but the lava keeps re-applying the fire which resets the counter.
My educated guess about the armour stand not setting on fire is that the armour stand doesn't get damaged by lava ticks, unlike most entities, and the fire tick is constantly being reset in the lava. This would mean that the fire tick would never hit the armour stand until it is no longer being reset (while being outside the lava).
Every entity has a lava cooldown. Regular entities take damage until this cooldown ticks off, but armor stands do the opposite: When the timer runs out, they break. So, if you keep resetting the timer with lava, they will never break. This, i am pretty sure is how it works. But as for the regular fire, my best guess is that it is codded to instantly kill the armor stand.
My guess is that the armorstand doesn't take fire damage, instead, the developers made it such that when the fire runs out, the armorstand is killed. Being in lava perpetually resets the fire tick value.
I was expecting a quick word about boat clocks for when you have no Redstone at hand
3:42. Simple design for player detection (enitity chunk dection), useful to hook up to farms that break if unloaded at the wrong time. Use that as a kill switch to the farm to prevent damage
2:56 this is wrong, pressure plates hitboxes do not change at all, it's only visual (it also works with a string). I can't remember exactly why this works, but i think it's something with the minecart constantly trying to move but being blocked by the fence.
7:24 i believe what's happening is that since the chest carts are floated, hoppers can give the item to both carts, which is random. It means if one of the hopper decides to give the item to the chest cart that is clipped inside of it, the item will instantly get sucked by the same hopper, and since hoppers have a cooldown, the item will stay in it for another 4t
Hm, I read that someone explained that there was a hitbox change, but maybe they were wrong. Shoulda done more research than just believing them.
Finally, an explanation for the strange event
I wouldn't think that's random. That type of thing is rarely random in Java edition.
@@vibaj16 it is random
I know other comments already answered this correctly, but I initially thought the armor stand thing was because the lava was continuously putting out the fire like water would.
I took a quick look at the code and the reason armor stands don't burn in lava is pretty simple:
Entities don't take damage from being on fire while in lava, and lava damage just doesn't affect armor stands.
It's actually possible to change this with a datapack by adding the "minecraft:lava" damage type to the "minecraft:ignites_armor_stands" and/or "minecraft:burns_armor_stands" damage type tags.
That doesn't really explain the reason. Why don't entities take damage from being on fire while in lava? It's because the lava constantly resets the counter for the fire, so it never counts down enough for it to cause damage.
@@vibaj16 There's an explicit check that prevents entities from taking burning damage if they're in lava.
Also, the fire counter being reset every tick *could* prevent burning damage from happening, if the value wasn't a multiple of 20 which 300, the value lava sets it to, is.
for the armour stand in lava thing, i think damage calculation for standing in lava is different from fire ticks, so they are considered separate. and since lava deals more damage to the player than fire, being in the state of lava overrides being in the state of fire. but then armour stands don't take lava damage so the "state" is being overriden while the damage is still 0.
at least, that's me trying to look at it from a programming perspective. makes sense that lava state should override fire state. but then one day someone coded in armour stands and thought "yeah being in lava sets them on fire so they'll also take fire damage from being in lava". implementing these two things separately doesn't make the second programmer realise that the armour stand actually wouldn't take damage since the state is constantly overriden.
but hey, that's just a theory.
TLDR: 2 states, in lava/on fire. lava sets you on fire. more damage in lava than fire, hence lava override fire. armour stand take fire damage but not lava damage. therefore in lava -> not on fire -> no fire damage AND no lava damage. (maybe no lava damage because mojang is dum dum)
there is a fun clock I like: daylight observer with piston. It only works at a certain time of day, but it has one cool advantage: every instance of a daylight observer clock runs at the same frequency and can only be out of phase by 1/2. So you can get a signal to happen at the same time in every loaded chunk and it syncs itself automatically
thats really interesting dude thank you :))
The armor stand thing is most likely just a mistake of resetting the timer if it's already active rather than just ignoring it if it's on. They forgot some logic there.
this channel is soo underrated man, I recomend for literally every friend who likes redstone lol
That last one is beginning of quantum physics in Minecraft
That last clock is just. Concentrated representation of insanity i guess. Wow
All of these sound incredibly useful because yeah 4:25.
Also a competition where these are the only tools available.
Everything you gloss over or don't understand could have potential if you can manipulate "random"/inconsistent things.
Maybe some of this stuff makes less lag when used in bulk. Maybe these offer new sound(less) designs.
In any case, a video with stuff made only out of unusual redstone. That could be cool for display.
Boat water clocks are super useful early game in something like Skyblock where you only have to access to wood until much much later in the game.
that last one lmao, its like a quantum mechanics machine of some kind
My guess on why an armor stand won't be destroyed, if it's kept within lava, is that the armorstand has some sort of timer, for which it would be on fire. And placing it inside of lava sets this Timer to a fixed time. So the fact that it's in Lava just constantly overrides said timer, so that it only runs out if the lava is removed
So it would propably be some per tick check on the armorstand, like:
(pseudocode)
if(placed in Lava){
Timer = 10
} else {
Timer--;
}
If (timer == 0){
Destroy;
}
this is an actually very plausible explanation. The only thing that doesnt explain it is why it burns up instantly in fire but thats probably just a seperate piece of code entirely. Thanks
the last one is minecraft quantum mechanics, Heisenberg's uncertanty principle
My guess on armorstand is that it resets the timer that deletes it every tick its in a lava block.
Hey, love the channel! If I were to make a suggestion, I’d reccomend making the sky slightly brighter, right now everything blends together a bit when your device is a lower brightness and stuff
6:28 I have a theory about this mechanic, although I have never touched the technical side of minecraft so it is just a guess. The game might have 2 different states for when an entity is in lava, OR on fire, and the armor stand is for some reason only programmed to burn up when it is on fire.
There are 2 different states, it's pretty obvious when you compare the damage difference between the two.
Though I'm not sure if you can both be on fire and in lava at the same time.
EDIT: The reply by @PCHSwS made me notice that I didn't make clear that I'm purely talking about the effects on an entity (not what you see but what actually happens in code) and that I'm not sure whether being in lava prevents the code for being on fire to run.
@@RC-14 you can, the question is if you can *take damage* from both at the same time.
@@RC-14 You can, but the lava constantly resets the fire time, so it never counts down, so it never hurts you.
I knew your channel would blow up. Keep it up
Thanks for sticking around for the long haul and being here from the beginning. I wont forget your support.
@@squibble111 thanks I recently shared your channel with my redstone enthusiast friends and they were impressed!
i see a lot of people use minecart timers with cobweb in doors on synergy
Very nice video! Thx
The redstone ore based clock -- being compact, random, and iwth long-ish intervals -- would be perfect for a tortuous hidden note block :3
Variations on the bouncing armor stand clock are becoming popular for people who are playing with Integrated Dynamics. You can replace the player operating the mechanical squeezer with an armor stand hopping up and down on it. This is used in some Skyblock maps as early automated lava production, water production or whatever horrible thing the pack author has decided should require giving players RSI to acquire.
The clock also has the interesting feature that if you don't put the extra slime block over the armor stand to prevent the bouncing hit box from clipping the block moving it, you invent a very powerful armor stand launcher.
On hypixel skyblock you build farms, but for performance reasons they freeze a lot of redstone/water mechanics. So pistons, and dispensers don't work. Its also running on 1.8.x (Technically a forward 1.7.x mod), so waterlogging trap doors doesn't work. The clock system that i came up with was that ice/water have 1 light level of overlap where when they get random ticked they can turn into the other. That plus a hopper passing an item back and forward with a comparator updates the floating water, forcing it to flow. It was random but triggered completely automatically about 30s apart.
I actually just used minecarts in a weird variation of an etho clock yesterday. I agree, though that there's usually very little purpose to them.
In regards to the armor stand, I'd assume it's because the block it's in can't be lava and fire at the same time.
I'm pretty sure I've seen that minecart on sloped track with pressure plate design used as a detector for whether chunks are loaded to a certain level; I think it was a safety for cubicmetre's insane tunnel bore thing
One time when I was like 8 years old I wanted to make a clock for something but couldn't figure out how so I just put a minecart going in circles
Another banger video
I'm glad I watched this video, I needed a timer of 1 min to 1 min 30 to start a flying machine for a bamboo farm, and of course an Etho clock or any clock would work just fine but why do complicated when I can just use 1 red stone ore block and 1 armor stand on each side of the farming area... It's small, it doesn't use much resources, and since I don't need an exact frequency, it's just perfect. Big thanks for showing us that one!
PS: congrats for the 15K subscribers!
Keep in mind though its based on block tick so I'd put in a measure to stop 2 consectutive activations (which is unlikely but possible), because that could screw up your flying machine
great video, but these are all useful actually when I made mini games and wacky contraptions for my SMP i used a lot of thoses
perhaps the latter is triggered randomly due to the client being out of sync with the server (internal server), that is, the maikraf says: I will shift the item, the client does not, and when one of them wins, the comparator is activated or not
If Shriekers activate at regular intervals when a player is on it, but not a mob, it can be used for a door. Yes it would be a noisy door, that would require that the player stays on it for at least 2 shriek, but it could work. It could be used for example to open a door to a tunnel like Etho's Dragon Egg Room (which is recent on his channel if you want to check).
I'm pretty sure the Armor stand not burning when in a lava block is just a bug. How could they code the lava or the armor stand so badly for this to happen... I don't know. Or maybe a dev made this possible as a secret feature for him/her to have an Armor stand with chest armor always on Fire? (I didn't check if the object on the armor stands would burn though. But I'm guessing that not).
I wanted a ver long timer clock for a decorative kelp farm for a while, and didnt bother looking up stuff and just made a boring hopper clock with a cinary bounter. Boring is not fun, i want a perpetually burning/redstone detecting armor stand or a bird randomly shooting eggs, those sound way better. I don't think there are better options. Thanks Squibble !
Have you used this clock before? It's a smaller but less flexible version of the etho clock.
H H C B
T O R T
H: hoppers facing towards each other
C: comparator, facing B
B: any solid block
T: redstone torch, attached to B or O
R: redstone line
O: target block
(the hoppers can be filled with items, but must be full; one can adjust the time by using 16-stackable or non-stackable items)
By the way, I wanna dance with those auroras in the background 🕺
I guess Shriekers work only with players so any random mob just wandering around activates it by mistake and spawn a warden or even a ton of them. But they work with player-based items, like arrows, snowballs, enderpearls and so on. I'm not sure but there's a chance maybe a tnt player-activated would trigger it.
4:40 sculk shrieker can be triggered by a projectile like in rayswork warden farm. (I don't know if it still work)
the random clock is pretty pog
i bet the last one is because of update order or something?
you forgot to use cobwebs and different type of pressure plate for the gravity based clocks
Theres actually a small problem with the cobweb thing and its that the piston can't push the thing all the way back up. The cobweb slows its velocity so much that the entity just gets stuck underneath the piston head, dtopping the clock
@@squibble111there are in fact many cobweb timers existing, and they're used a lot in small doors
I like the nighttime aesthetic. What is the floor by the way? Is it quartz?
Smooth Quartz yes
Shriekers don’t work with mobs because they can only be activated by player sounds.
maybe the armor stands just have hacks?!
Great video!
should have put the 3gt piston clock in the vid
1:15 we can make one-tick pulse generator
Meanwhile: `uses observer to generate one-tick pulse`
Observers generate 2 tick pulses lol. here im talking in game ticks
@@squibble111 my bad, it was just funny for me to notice such thing as observer alongside with some unique pulse generator
Haha I've seen similar stuff to the armor stand in lava in other games.
Another cool clocks are sapling, shulker and camel based clocks
you can build a trap that doesn't activate if you have Frost walker but will activate if you have depth strider. I can't build one myself. I would like one to troll my friends.
Tick Tock
Squibble upload :D
I have a suspicion that lava just constantly resets the fire tick on the armor stand.
all the comments mention lava update fire tick. love you gang, very smart.
i was just gonna say it needs exposure to air for combustion :)
Squibble, i like the aurora borealis, but the POV lens is killing me.
You mean my FOV? Im sorry, its unfortunatley the way I play the game, and I can't really turn it off without feeling limited.
thanks for the reply. i'm the opposite way. bending all the straight lines gives me motion sickness; i always play on normal POV.
really good job on the video. i'm glad to learn these wonky tickers so i can start inventing my own gizmos. i agree cursed is the only way to describe the random hopper hopping design.
Good video, but that FOV makes it hard to watch
the armor stands have fire res not temp change res
this is a good theory
but how did armor stand survive temp change from air to lava?
squibble is awesome change my mind
(edit: don‘t)
Does the gravity clock work the same if not similar in Bedrock as it does in Java? Anyone can respond to this, be it with a joke or an actual answer.
Bean
Hi squibbles ur poggers i love ur videos heart emoji 🥰
Oink
P R O M O S M 😄
Between the shaders, the dark background and the extreme warping I found this video impossible to watch. I get trying to go for a distinctive style but maybe you could tone it down just a bit.