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The Wonderful World of Wireless Redstone
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g'day ladies and gents cubic meter here
welcome to the wonderful world of
wireless redstone i am of course talking
about the process in which two redstone
machines can communicate with each other
over some arbitrarily long distance
without any physical connection between
the machines for example if i hit this
button right here
we can see
this lamp will light up even though
there's no physical connection
going from this button to that lamp this
form of wireless redstone is based upon
a very specific property of item
entities which was discovered by none
other than to know to name be sure to
check out his video on the topic to
learn exactly how he discovered this
extremely ambiguous mechanic in fact
when he made his original discovery i
was extremely privileged to be able to
work with him on some of the very first
wireless redstone prototypes he taught me
me
how to assign communication channels
using repeaters and comparators and i
taught him how to make compact and
modular wiring however these early
prototypes tended to come with a lot of
issues such as interference and
unintended behaviors and so i finally
decided to sit down and develop a
rigorous foundation for the field of
wireless redstone in this video we will
go over the mechanic and different
terminologies to both understand and
apply walls redstone or useful
contraptions the field of wilds redstone
is a very complicated topic the
establishing names of things is a great
start allowing people to communicate and
collaborate as they build upon the
foundations set in this video in order
to begin understanding wild's redstone
we first need to understand subtic
mechanics in minecraft events such as
this piston extending
and each one of these steps is known as
a game tick exactly equal to 1 20th of a
second this means that one game tick is
equal to 50 milliseconds
making the free game tick extension of
this piston exactly equal to
milliseconds events that happen in
different game ticks are very easy to
visualize because you can physically see
the difference in time between
things like these pistons extending
however what then happens if two
mutually exclusive events occur in the
exact same game tick if we look at these
observers right here
each observer has two game ticks of delay
delay
meaning we have one two
three four game ticks before
this piston starts extending
but notice that we have the same delay
for both of these pistons meaning both
of these pistons will start extending in
the same game tick this can easily be
visualized by pulling the pistons
upwards and powering them at exactly the
same time
but then what happens if both of these
pistons try to extend in the same game tick
tick
well if one piston extends
then the other piston cannot extend how
on earth does the game decide which
piston should extend well if we power
this redstone wire with some observers
we can clearly see that the first piston
to extend
is also the one that's closest to our
power source however i should note that
with redstone wire this is not always
the case redstone wire can be quite
random in the way in which it orders
block updates such as pistons extending
but with this simple case of a straight wire
wire
you can clearly see that the closest
piston is the one that gets chosen to
extend on this channel i've already
introduced how rails will in fact
reverse this order so if i power this side
side
the farthest piston will extend first so
what we can infer from these two tests
is that the game has a specific order in
which it processes block events from
different redstone components let's then
have a look at a circuit like this
where we have repeaters and comparators
after our power sources both of these
tile sets have exactly the same amount
of delay so we have two game ticks in
the comparator and two game ticks from
the repeater meaning we get four game
ticks for this tile set and four game
ticks for this tile set the order of
these observers will be dependent on
this rail however if we go ahead and
power both of the observers in the same
game tick
we will see
that is the piston that is entirely
powered by repeaters that always powers
first this is because
this tile set completely resets the order
order
from these observers this is because in
order to keep track of what things need
to happen with redstone
the game will make a list of everything
that needs to happen and the amount of
time before that event happens this
repeater and this comparator are
scheduled to power two game ticks later
by these observers in any situation
the game will schedule updates for a
repeater before they schedule the
updates for a comparator this means our
tiles set with repeaters
always has priority over our tile set
with a comparator this is known as tile tick
tick
and it even applies to repeaters with
different delays if we have a look at
these tile sets we can clearly see that
we have one two three four game dicks
before this piston
and one two three four gain ticks before
this piston once again
no matter which way that we power this
we always see
that piston powering first this is
because when the game is creating the
list of components that need the power
this repeater is scheduled to power four
game ticks after this observer however
this repeater is only scheduled to power
two game ticks after the observer
meaning after two gametes have gone by
we then add another repeater to the list
which goes in behind this repeater that
has already been scheduled the result
is that the longer delay repeater always
has a higher priority this allows the
creation of something known as a tile
set here are the two combinations of
tile set that we can get for two
repeaters of two game ticks and four
gametex delay no matter how i power this
rail here
we will always see
these two lamps turning on in the same
game deck however
the order in the same game tick is
dependent on the tile set and this tile
set will always be scheduled to power
before this tile set adding in more components
components
gives us more combinations of tile sets
and the amount of different tile sets
that you can have scheduled in the same
game tick
goes by the factorial of the number of
different components you can compose
that tileset from the factorial is
simply a mathematical expression
in which the factorial of any number
is the multiplication of every number
that precedes it including that number
so with three different redstone components
components
we are able to obtain three factorial
combinations which is equal to exactly
six different combinations making use of
all four variants of a repeater we can
get four factorial combinations or 24
different tick phases within
the same game tick we can take this even
further adding in a comparator as a
resident component so that we now have 120
120
different combinations so how do all
these tile sets correlate to wireless
redstone by using these tile sets we can
obtain an extremely precise ordering for
any type of event that we want to happen
inside the game what i've got here
is a bunch of redstone components to
demonstrate how we create item entities
in a specific order if i trigger this
entire system
what it will do
it will tick freeze at the moment that
it's about to remove these blocks below
the items now this is where the item
entity comes into our redstone
every single one of these item entities
has been created in a very precise order
defined by these tile sets but what's
important to remember is that all of
these items were created in the exact
same game tick if i go ahead
what you'll see
is some items will begin falling immediately
here you can see a very clean modular
force separation
of the items falling
looking from a distance as i unfreeze
this modular full separation becomes
extremely evident this separation that
we can see between the items is based
upon an important optimization that
merging has added to item entities
sitting on the floor
instead of checking whether there is a
block underneath them and whether they
can start falling every single game tick
an item will only check for this
every fourth game tick in order to
create the illusion of continuous
falling between item entities
what they will do
is separate the phase in which they
check for the block underneath them
meaning that every fourth item will
start falling in the same game tick
which you can clearly see
when i start untick freezing so by using
unique tile sets
we can very precisely control
the order in which we create item
entities in the world and this process
is done globally for an entire dimension
this means if you have a one
configuration of tiles in one location
and another configuration of tiles in
another location
or defining
the phase in which items are dispensed
into the world
these machines can communicate to each
other by the order in which items are falling
falling
so what we are literally doing is
shooting the items out of droppers on
top of these trapdoors
and then opening both of the trapdoors
at the same moment and then seeing which
phase the item entities start falling
at which point they'll merely be picked
up by the hopper
and then be detected by the comparator
and that way we can very precisely
compare the phase in which the items
begin to fall so how do we actually
translate the order of item entities
being shot out of droppers
into a message which can be sent to
another machine somewhere on the server
but what you need to do is develop a protocol
protocol
these resource blocks
represent the phase which repeats every
fourth game tick each one of these wall
blocks represents an item being shot out
of a dropper for each wall that sticks
up a block we have an item that is being
measured so what we have is the tile set
for orange like so
this one will have the highest priority
and then we have it powering this rail
right here we have the dropper which is
in different positions of the rail we
can also have filler items
that can change the phase of other items
that get dispensed down the line so we
have the item being measured and then
two filler items giving us
the phase diagram
for our orange the magenta
is given
a tile set with a priority
after our orange our magenta will have
two filler items dispensed before the
item that we measure
and then another two filler items
dispensed afterwards giving us the phase
diagram for our magenta somewhere else
in the world we also have the module
which is represented by this blue and
yellow wall this particular machine
features a clock which will
self-synchronize over any distance
because in order to actually communicate
first we need to actually make sure
that our tiles are being powered in the
same game tick if our modules are not
synchronized as in they are not being
powered in the same game tick
their phases will look like these two sets
sets
and what you can clearly see
is that the item that we measure for
orange is going to start falling in a
different game tick to the item that we
measure for magenta the same is also true
true
for blue and yellow
what this actually means
is that we have given orange the highest
pearly tile set
we then give blue
the next highest priority tile set
then we give it to magenta
and then we give it
to yellow if these modules happen to
power in exactly the same game tick
our phase will look like this
where we have the orange always power first
first
on top of the netherright block
it will push over the blue they have its
item measured on top of the netherite block
block
the magenta would be pushed over to the
netherright block
and also the yellow
this means
if they happen to align
all of the items will start falling in
exactly the same game tick that allows
these machines to actually detect if
they randomly coincide
so if i was to disrupt their clock like so
there we go
the modules have now desynchronized
and this one will run on a 32 gauge
clock while this module will run on a 31
game tick clock sooner or later these
modules will happen to randomly coincide
and at that point they will know that
they have synchronized and all of a sudden
sudden
they both switch over to the same 32
gauge clock
and now they are perfectly synchronized
and with both modules perfectly synchronized
synchronized
i am now able to send a message by
activating this system right here
there we go the message is sent almost
instantly and here's the really cool thing
thing
you can experiment with different
protocols for sending messages for example
example
this other part of the module is
actually what sends the message
this system is simply to synchronize
both sides of the telemetry i need to
use this protocol for the
self-synchronizing modules because i
want to make sure that their clocks are
all synchronized meaning the items that
we need to detect all need to fall in
the same phase when i'm sending the
message however
i don't need them to be falling in the
same game tick meaning
meaning
that i can use a different protocol that
uses less items this protocol is very
similar but only uses two items in each
of the modules and the coolest thing
about this protocol is that not only
does it send the message
it also sends a confirmation signal back
to the transmitter to confirm that the
message was sent
over here i have a different system
which uses a different protocol to only
transmit signals now in order to get
around this whole complicated
synchronizing fiasco
if we are transmitting signals in the overworld
overworld
we can develop a very simple clock which
can synchronize over any distance in the
overworld daylight sensors will update
in the same game tick everywhere meaning
if i go ahead and activate all of these receivers
all these daylight sensors will be in
sync with each other
and so i can go over to the transmitter
select any one of the colors
because i'm not receiving a confirmation
signal i can use a much simpler protocol
here in the modules i simply dispense
two items and they start falling in
different game ticks these two items in
the receivers can be represented on our
phase diagram by these two blocks right
here when i trigger the transmitter
it will then shove three filler items in
between them
forcing the items in the receivers to
align in the same phase this is how we
are able to transmit a signal
so what we do is we grab our ordered
tile set
our receivers will have
the tile sets on the outside
then our transmitter will have the tile
set on the inside so that means
that our receivers will have the items
on the outside
transmitter will then shove the filler
items on the inside these phase diagrams
can be very useful for defining
properties about different protocols
for example
what if i was to add another white
receiver somewhere else in the world
well this means that the protocol would have
have
an item like this
then another item like this
and then two more items representing
our two modules if i was to then
activate the transmitter in between these
these
we would see
one two like this
the free filler items from our transmitter
transmitter then
then
the two reference items from our
receiver you can clearly see now that if
i was to add another white receiver
somewhere in the world our protocol
breaks down because now
this first item from the first receiver
receiver
is no longer aligning with the second
item from the first receiver
and the same for the second receiver
so i've just got a schematic ready for a
second receiver
we can check to see that with only one receiver
receiver
it works perfectly
fine if i however go ahead and add
the second receiver like so
now if i try and send a signal on the
it won't work at all from this example
you can clearly see how the protocol
defines what you can actually do with a
particular wireless redstone machine
this makes designing the protocol one of
the most important steps before you
start with some really clever wireless
redstone we can make some really
powerful tech such as this binary
encoded enderpearl stasis chamber i had
some help from a player named jawabro
who designed this amazing protocol with
some redstone trickery in the receivers
jabro managed to turn the modulo 4 that
we get by default into a modular 2
making this perfect for sending binary
signals in the receiver
we have six different channels
representing our bits
as well as a single reference channel at
all times every one of our bits is
constantly being compared to our
reference channel as you can clearly see
lies on the diamond block
while everything else sits on the nether
right block by default however if we
want to target a particular channel such
as the red
what we can do is from our transmitter
dispense an item
after the red has fired and this will
shift all the other colors across as
well as our reference item at the end
which now lands in the same phase as our
red channel if we want to select a
different channel such as the blue what
we need to do is dispense the channel
before it such as the red
as well as the channel for blue
meaning everything gets shifted across
such that the reference item now lands
in the same phase as our blue channel
the best part about this protocol is
that you can add as many receivers as
you want on the same network and they
can all receive the same signals from
any transmitter and so this is what i
have right here i have three different
receivers as well as three different transmitters
transmitters
all with their own enderpearl stasis
chambers if we have a look at our tile
sets we can see we have
the tartic priority being set by these repeaters
repeaters
and then the network is then set by all
of these repeaters so for all receivers
that you want to be on the same network
you want these repeaters to be exactly
the same and if you want a receiver to
be on a different network
all you need to do is change these
repeaters slightly
and then you have a new network inside
the binary decoders i have assigned this receiver
receiver
to a binary value of 1 right here
then over here we have two bits
dedicated to the particular slice of
enderpeal stasis chamber so with this
particular network we are capable of storing
storing
15 different locations
and on each location we can have
one to four ender pearl stasis chambers
i just go ahead and activate the clocks
for all of these receivers
i can go down to the interface
i can select location one
i can select status chamber two
it should now take me straight there
there we go
we're in the second stasis chamber of
our first location
i can now go to this interface
hit this note block and we should be
perfect
so clearly you can see how powerful wild
western can become with some clever
mechanics if you want to have a play
around with wiles redstone yourself i
will be living a world download of this
world down the description however a
note of warning in single player the
whilst redstone can be unreliable this
is because for some reason in single player
player
the client being present and actually
loading an area
can cause items to randomly be
reassigned in the entity list this means
if you're trying to use wireless
redstone in singleplayer and you see
some unexpected behavior it is likely
because your client is causing items to
get rehashed on the multiplayer server
however the wireless telemetry should be
perfectly reliable
for now that will be all from the
wonderful world of wireless redstone
there should be plenty of new protocols
and uses to discover for this emerging
field of redstone and if you like
technical content like this feel free to
subscribe it will notify you about any
future videos i post and show youtube
that people do in fact enjoy the
technical side of minecraft thank you
all very much for watching and i will
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