Myren Eario
Void Wither Cages (feat. constructions above y=256) [Fixed in 1.9.4]
updated
Chapters:
00:00 Introduction
04:58 Multiply by 8 glitch for 1.12.0
07:14 Multiply by 8 glitch for 1.12.2
10:15 Going from overworld border to end border
11:46 Generating dataless gateways
18:16 Savestate duping falling blocks
19:16 Falling Block Transportation
25:00 Into the End
32:55 Through End Gateways
43:00 Finished Network
Video References:
1. Prerequisites: Hyperlink requires end portal frame items, falling nether portals and falling end gateways.
Video explaining how to get falling nether portals: youtube.com/watch?v=rNcFv5tccrg
Video explaining how to get end portal frame items and falling end gateways: youtube.com/watch?v=N1TuhgjUkc4
2. Getting to arbitrary locations:
Multiply by 8 glitch in 1.12.1 by RaysWorks: youtube.com/watch?v=ITMnUkZz-8I
Multiply by 8 glitch in 1.12.2 by Xcom: youtube.com/watch?v=091mFU3d8m0&t=577s
JoaBro's cheap update suppressor litematic: cdn.discordapp.com/attachments/945396047151251456/1062398762447814676/the_simplest_update_suppressor_supressor.litematic?ex=657881f3&is=65660cf3&hm=ec74f274594a4bb5d6c61b511ee3f254a58d582f9d2916a8f29b3eee66fc08da&
End Portal Glitch by Dolphinman: youtube.com/watch?v=9Z0fqYy8S5g
3. Generating dataless gateways:
Gateway finder tool by 0x: youtube.com/watch?v=gZiHaUDi-Mk
RNG seeding issues with gateway locations by Earthcomputer: youtube.com/watch?v=nqyILYLu1Zo
Pulling unmovable blocks during population by Myren, Panda4994 and RedstoneSpire: youtube.com/watch?v=cVvB53sWETg
4. Duping falling blocks:Chunk savestates by Earthcomputer: youtube.com/watch?v=uw7vEGhKoH8
Threadstone Wiki page on Savestates: github.com/Threadstone-Wiki/Threadstone-Wiki/blob/main/pages/chunk/savestate.md
Additional Credits:
The term "hyperlink" was coined by Kerbaras and Xcom in 2021 during general falling block research to describe transportation systems that use nether portals in the end.
The precise methods for building a hyperlink network in this video were mainly put together by Myren and JKM in 2022.
I made this machine together with Mxi and Rechenmaschine. They also have videos about this machine:
Explanation video by Mxi: youtu.be/8zoqaS7oLyU
History video by Rechenmaschine: youtube.com/watch?v=67h2l88NJu8
In 1.8 there are no observers, which makes 3-way flying machines much more difficult than in 1.11+ versions.There is also no tnt duping bug in 1.8, so to regenerate the headless pistons for the bedrock breaking we have to use 1.8-specific piston bugs instead of tnt duping.
The machine is fully automatic and does not delete any pistons when breaking bedrock.
Construction of the machine started in January 2022 and finished in September 2023.
Credits:
Major Contributions:
-Mxi: youtube.com/@thecraftingfederation2425
-Rechenmaschine: youtube.com/@Rechenmaschine9752
-Myren Eario: youtube.com/@myreneario7216
Minor Contributions:
-glowsquid
-Pingu: youtube.com/@MythicalPingu
-Xyor: youtube.com/@Circinatum
-DesktopFolder: youtube.com/@DesktopFolder
The contraption uses a single falling end portal entity to place down a line of end portal blocks near overworld spawn.
Whenever the falling end portal is placed down, we use the previously placed end portal block to duplicate it and keep it alive for the next step.
One could also make a more advanced version of this contraption that uses the end portal line to place down and dupe a line of another falling block.
If this kind of technology gets developed further, then it can be used to fill perimeters with command blocks or make an eol enderman farm by spamming nether portals in the end.
Currently the contraption gets very slow very quickly, because the falling end portal has to be repeatedly transported from overworld spawn to the flying machine.
The transportation could be made much faster by using tnt cannons.
If the following two bugs get fixed, then one can also make a fast falling block placer by using end gateways:
bugs.mojang.com/browse/MC-254004
bugs.mojang.com/browse/MC-9644
So go and upvote those bug reports!
--------------------------------------------------------------------------------------------------
World Download: mediafire.com/file/un0eth9yt0u8mx2/End+Portal+Line+Placer+by+Skye.zip/file
The world download also includes litematics for the overworld and end part of the contraption.
In the overworld part there is a red concrete block that needs to be aligned with the spawn point. The end part needs to be aligned with the obsidian platform.
The video was recorded in version 1.18.2. It should also work in many other versions.
The contraption requires the end to be loaded. In the video I use a carpet bot for that.
I also used a command block to once summon in a falling end portal. In survival you of course have to get the falling end portal in 1.12 and then upgrade your world.
---------------------------------------------------------------------------------------------------
If this video confuses you, then you can watch this as a prerequisite: youtube.com/watch?v=l9aw_Db_4q4
Cool mann's player head video: youtube.com/watch?v=BE16Zipwwb4
Tutorial on how to get async observer lines: youtube.com/watch?v=8-AumLja16A
Credits:
Cool Mann: youtube.com/c/coolmann24
Punchster: youtube.com/channel/UCi3kLDpZPS0J2VzgGE0cgYg
Xcom: youtube.com/user/Xcom6000
JKM: youtube.com/channel/UC9l5EFLX3Dc1NhBiYjcswmQ
Some completely unrelated news:
You will certainly be relieved to hear, that there is now finally a 1.12 survival-friendly method for getting large fern items.
While large fern items are easily obtainable in naturally generated village chests in all minecraft versions since 1.14, they were hitherto completely unobtainable in 1.12.
For ages the dedicated players of 1.12 have looked with envy upon the newer versions, and have felt humiliated every time they were forced to use a normal fern item and bonemeal to accomplish in two clicks what players of newer versions can undeservedly accomplish in one.
Thanks to a new large fern falling block swap method devised by JKM these dark dark times are now finally over.
Works in versions 1.11 - 1.12.2. Requires instant tile ticks.
This clock activates 3 pistons infinitely many times in a single gametick. This freezes the game forever, but the server continues sending block event packets to the client.
All the blocks I break only get broken clientside. The entire wiring is still there serverside and activates the pistons. The blocks would only get broken serverside in the next player phase, but the next player phase never happens.
It gives a slightly less detailed explanation with superior audio quality.
----------------------------------------------------------------------
Previous description:
You can now get command block items in 1.12.2 survival.
World Download: mediafire.com/file/koftyzijxbwegul/Generic_Method.zip/file
(world download got updated on 25.6.2022, because the contraption had some bugs)
Video explaining Word Tearing on Registry Palette: youtube.com/watch?v=b-TLpc5oyhg
Video explaining how to do a chunk swap: youtube.com/watch?v=8-AumLja16A
Litematic for JKM's Chunk Swap Setup: mediafire.com/file/6640f2fsesjoop1/JKM+Chunk+Swap+Setup.zip/file
(liquid pocket locations need to be adapted to each individual world)
1.12 Carpet Mod: github.com/gnembon/carpetmod112
If you need any help with falling block contraptions you can ask in the Threadstone Discord: discord.gg/JNSreKhuGd
Some small details I forgot to mention or only found out afterwards:
1. After getting two async lines and reclustering the glass chunk, you need to turn off the instantfalling flag before you can do the generic method. To turn off the instant falling flag you can just populate a chunk in a different dimension. So for example if you do the chunk swaps and the generic method in the overworld, then you can turn off instantfalling by making a player fly to ungenerated chunks in the nether or the end.
2. When you try to get the falling chorus plant block, you need to put another chorus plant next to the location where the falling block gets created, because otherwise the chorus plant block that gets created through word tearing will just destroy itself.
3. The contraption that uses registry word tearing for creating the chain command block needs to be used with shulker boxes that have no nbt tags on them, otherwise it can crash the server. You can see whether a shulker box has nbt tags on it by using the F3+H advanced tooltips. A shulker box from a crafting table will have no nbt tags, while a shulker box that was placed down and mined again will have nbt tags even when it is empty. So make sure to use the contraption with freshly crafted shulker boxes that have never been placed down.
Credits:
Falling Block Swaps were discovered by:
Cheater Codes,
Cool mann ( youtube.com/c/coolmann24 ),
Cortex ( youtube.com/channel/UCWUTIqvf3878isEEYm5Xckg ),
Earthcomputer ( youtube.com/c/Earthcomputer ),
Kerb,
Myren,
Punchster ( youtube.com/channel/UCi3kLDpZPS0J2VzgGE0cgYg ),
Xcom ( youtube.com/user/Xcom6000 )
Word Tearing was discovered by 2No2Name: youtube.com/user/Its2No2Name
Figuring out how to get two asnyc lines was done by JKM: youtube.com/channel/UC9l5EFLX3Dc1NhBiYjcswmQ
Generic Method video will come soon.
Punchster will also soon release a more in-depth explanation of the chunk hashmap: youtube.com/channel/UCi3kLDpZPS0J2VzgGE0cgYg
---------------------------------------------------------------------------------------------
World Download: mediafire.com/file/koftyzijxbwegul/Generic_Method.zip/file
Earthcomputer's Cluster Finder: github.com/Earthcomputer/FallingClusterFinderJava/releases
The video was using carpet mod version 22_02_09: github.com/gnembon/carpetmod112
Falling Block Credits: Cheater Codes, coolmann, cortex, Earthcomputer, Kerb, Myren, punchster, Xcom
---------------------------------------------------------------
World Download for 1.18 Falling Block stuff: mediafire.com/file/3lgwjbwsynx8hgu/Using_Falling_Blocks_in_1.18.rar/file
World Download for 1.12.2 Gateway Transdimensionality: mediafire.com/file/jxjpdxfsharb9p4/Gateway_Transdimensionality.rar/file
Official Public Threadstone discord: discord.gg/JNSreKhuGd
The Hyperlink Network I mentioned was initially theorized by Kerb.
The generic falling block swap method will probably be published within a month. The theory has been completely figured out, and now it is just work to put all the parts of the setup together. It will be using 2 async observer lines to perform word tearing with the hashmap palette and a falling block swap simultaneously.
Videos on how to get chunk swaps and async observer lines:
Earthcomputer: youtube.com/watch?v=BQnejuEjMJs
Myren: youtube.com/watch?v=8-AumLja16A
Carpet mod for 1.12.2: github.com/gnembon/carpetmod112/releases
Credits to 2No2Name, for figuring out the Word Tearing bug which makes all of this possible.
Also since this uses async observer lines, credit to the falling block team, i.e.Cheater Codes, coolmann, cortex, Earthcomputer, Kerb, Myren, punchster, Xcom, invokespecial, Kman, Matthew Bolan, prgmTrouble, skyrising, Sylkos
Earthcomputer's Cluster Chunk Finder Program: github.com/Earthcomputer/FallingClusterFinderJava/releases
Steps for performing a chunk swap:
1. Activate permaloader and mob switches.
2. Load grid of cluster chunks.
3. Wait for an autosave.
4. All players simultaneously relog. Player at unload platform aligns against cobble wall while relogging.
5. Create invisible chunk. Fly towards beacon tower.
6. Player at unload platform flicks lever and goes through iron trapdoor. Immediately after that the player at the beacon tower place 2 layers of stained glass above the beacon tower.The players should not unnecessarily walk around or move their mouse while doing this.
Related videos:
Earthcomputer's video about the theory of chunk swaps: youtube.com/watch?v=BQnejuEjMJs
How to get an invisible chunk: youtube.com/watch?v=KU3lN1IUhuE
Cool mann's chunk swaps in the end: youtube.com/watch?v=VTbpUjK-A74
Super secret unlisted Xcom video on chunk swaps: youtube.com/watch?v=xYkuRN2_JOI
Falling Block Credits:
- Cheater Codes
- coolmann
- cortex
- Earthcomputer
- Kerb
- Myren
- punchster
- Xcom
- invokespecial
- Kman
- Matthew Bolan
- prgmTrouble
- skyrising
- Sylkos
Also thanks to TFirst for hosting a server on which I could record the video (if I load the cluster chunks on my own computer it's so laggy that it's unplayable).
Earthcomputer : youtube.com/watch?v=BQnejuEjMJs
--------------------------------------------------------------------------------------------------------------
I apologize for wasting 40 seconds of your life with an unnecessary intro.
This picture gives an overview of how difficult it is to get various falling blocks: imgur.com/a/GcPqvF4
Here the oak slab is petrified, the leaves are decaying and all the stone blocks are silverfish.
We currently know how to get the bottom two rows in that picture, but not the top three rows.
Timestamps:
0:40 Introduction
3:34 Observers on ITT
5:35 Async Observer Chains
9:48 Falling block mechanics
13:50 Falling block swaps
18:03 Replacing sand by different blocks
18:50 Nether portal single thread method
21:40 In-game demonstration of nether portal single thread method
27:00 Falling nether portal #1
27:23 Nether portal Threadstone method
30:05 Falling nether portal #2
36:39 End portal frame single thread method
39:51 In-game demonstration of end portal frame single thread method
50:20 Falling end portal frame #1
50:46 End portal frame Threadstone method
1:02:16 Falling end portral frame #2
World download for nether portal contraptions: mediafire.com/file/dilsistjhu5hyql/Nether+Portal+World.rar/file
World download for end portal frame contraptions: mediafire.com/file/pcyb4cgel36ct4y/End+Portal+Frame+Worlds.rar/file
1.12.2 Carpet mod: github.com/gnembon/carpetmod112/releases
Cool manns old falling block video: youtube.com/watch?v=VTbpUjK-A74
Other channels that might soon publish something about falling blocks:
Xcom: youtube.com/user/Xcom6000
Earthcomputer: youtube.com/c/Earthcomputer
Punchster: youtube.com/channel/UCi3kLDpZPS0J2VzgGE0cgYg
Cortex: youtube.com/channel/UCWUTIqvf3878isEEYm5Xckg
Full Credits for falling block:
Significant research:
- Cheater
- coolmann
- cortex
- Earthcomputer
- Kerb
- Myren
- punchster
- Xcom
Contributors:
- invokespecial
- Kman
- Matthew Bolan
- prgmTrouble
- skyrising
- Sylkos
2. You can fully load the area around an unpopulated chunk without populating it. Unpopulated chunks are invisible.
3. To turn on instant tile ticks you do not need thousands of rails. 4 observers in a circle are enough to update supress the liquid pocket.
4. There is no way to get instant tile ticks in the end dimension.
5. While instant tile ticks are on, tile tick blocks do not work if they are less than 8 blocks away from unloaded chunks.
World Download: mediafire.com/file/ro3dr7b8a426ogd/1.12+Population+Supression.rar/file
Credits:
Most of the things in this video are not solely my own research, but were collectively discovered during falling block research.
Falling block research was done during the last 2 years by:
Cheater Codes, coolmann, cortex, Earthcomputer, invokespecial, Kerb, Kman, Matthew Bolan, Myren Eario, prgmTrouble, punchster2, skyrising, Sylkos, Xcom6000
References:
Dungeon generation by Panda4994, KaboPC and DanielKotes: youtube.com/watch?v=9iaU1TvIQqM
Update supression by Panda4994 and RedstoneSpire: youtube.com/watch?v=mzfLHNeqjuY
A helpful guide to update supression by Xcom6000: youtube.com/watch?v=IJhZpK-8p54
Panda4994's unlisted video about instant tile ticks and instant falling: youtube.com/watch?v=rjoaEOhIV6E
Instant tile ticks by cool mann: youtube.com/watch?v=hViDrnDCIwc
Barrier block by Earthcomputer, Kerb and Cheater Codes: youtube.com/watch?v=zQUBR8dSUlA
Cool manns video on falling blocks: youtube.com/watch?v=VTbpUjK-A74
World Download: mediafire.com/file/lqtgx5obl4bzek0/37+Blocks+wide.rar/file
(The world download is for 1.7.2. If you want to use this flying machine in a version before 1.7.2 you will have to replace the stained glass by another generic building block)
In this version slimeblocks do not exist yet.
We expect this machine to work in all 1.5+ versions. (Although you might need to replace the stained glass blocks by another generic building block if you play in a version in which stained glass does not yet exist)
I designed the flying machine together with Mxi10: youtube.com/channel/UCNUU5s6B60uj1tzoE2C-0CA
The machine is very compact (only 266 blocks wide!), very fast (less than 90s to move a block!) and very lag-friendly.
The video was made by KK: youtube.com/c/kkochanovskii
This video is just for showcase. Another video where I and Mxi talk a bit more about the machine can be found here: youtube.com/watch?v=s1wCnRK78FY
World Download: mediafire.com/file/l34r83g46fgu6fk/1.5-1.7_Flying_Machine.rar/file
------------------------------------------------------------------------
First moving extention by peterjiangTW: youtu.be/wp641MCjGfE
Example for early flying machines by JL2579: youtu.be/StmjRiXchMg
First horizontal slimeless flying machine by Modiseus: youtu.be/e3zWK-lN39U
More slimeless tech in this playlist: youtube.com/playlist?list=PLI-RNUGw-AeSVz42QN9xce1fT5NQZRNX7
Song - ESPRIT 空想: DAYDREAM: youtu.be/CrgTB88aafM
Font: Pixeboy
G4mespeed Mod for smooth pistons: curseforge.com/minecraft/mc-mods/g4mespeed
Recorded with Replay Mod for 1.17.1: replaymod.com
Edited with Adobe After Effects CC 2019: adobe.com/products/aftereffects.html
After pressing the button I spam right-click while looking at the side of the piston in the middle of the contraption.
wd: http://www.mediafire.com/file/4q5k6v8hifusqwk/Piston_with_7_heads.zip/file
In this video I show a slight modification of my 6-headed piston generator, to generate a retracted piston base with 6 piston heads attached to it, which could be considered to be a 7-headed piston.
We basically, just use the 6-headed piston generator, but then destroy the piston in the middle using an end crystal explosion (without damaging any of the block 36s of the 6 piston heads surrounding that piston!), and then use a player to place a seventh piston into its place. Since the player cannot place a block against a block 36 of a piston head, we also generate a ghost block in the place of one of those block 36s, and make the player place the piston against that ghost block.
However the most remarkable thing is that this video appears to have a tolerable framerate and synced audio. Next time, god willing, we will even increase the resolution beyond 360p.
Version 1.12
Recently Rechenmaschine asked me whether it´s possible to get a ghost block of water.
This is just a quick video that shows a contraption that allows you to get a block that is water clientside, and tile-entityless block 36 serverside, which I think counts as a ghost block of water. The method can probably be adapted to disguise a block 36 as just about any other block that gets destroyed when pushed by a piston (although for most such blocks the contraption will be a bit messier, because the block will have to be placed by a player instead of a dispenser). I just wanted it to be publicly known somewhere that this kind of thing can be done.
The contraption is based on the fact , that since 1.11.2, when a piston destroys a block by pushing it, and when it creates block 36, it does not send any block modification packets to that block.
This means, that if you push an invisible block (i.e. a block that is air clientside and non-air serverside) into a destructible block, the block will get immediately destroyed serverside, but it will stay clientside, until the block 36 finishes its movement and sends new block modification packets.
Usually the block 36 finishes its movement 2 gticks later, but in this contraption we use a bug discovered by Smokey95dog ( youtube.com/watch?v=japKmrdZEic ) to destroy the tile entity of the block 36 so that it never finishes its movement, and thus we get a ghost block of water forever.
youtube.com/watch?v=9O7W99FIXwA
Version is 1.12.2
If you enter a nether portal, you first change your x,y,z position before changing your dimension.
If the chunk in the overworld at your new x,y,z position is loaded, you will be added to the entity list of that chunk.
You will then be in the entity list of an overworld chunk while also being in the nether (at least until the next autosave or something like that)
While you´re in this situation you can press pressure plates in the overworld chunk section you´ve been added to, provided another entity is calling the "onEntityCollided()" function of the pressure plate (here done by an armorstand).
In this situation you can also get effects from overworld beacons while in the nether (which has been discovered by SirRobHiFi youtube.com/watch?v=1SD4RILCyTI )
Also, if you go back into the overworld during this situation then you will be in the entity list of two different overworld chunks at once.
If then one of those chunks unloads you will for some reason lose your hitbox and will be unable to receive packets, which causes some interesting behavior ( see for example this video by test137e29: youtube.com/watch?v=W6nNeRDnaSI&t=410s )
I´m currently trying to figure out which other transdimensional interactions are possible.
The main open question is whether you can use an end gateway portal from the end while you´re in the overworld or the nether. From the code it looks possible to me.
In principle you would just need to leave the end while keeping the chunk in the end at your new x,y,z coordinates loaded, and have an end gateway in that chunk section. Then if you go to the coordinates of the end gateway in the overworld it should teleport you to a new spot in the overworld.
But I might not have thought this entirely through yet, because I just discovered this pressure plate thingy a few hours ago.
But I don´t know anything about end chunk loading. Can you leave the end through an end portal while keeping certain chunks in the end loaded?
world download: http://www.mediafire.com/file/c5g3kzpnx0t662w/repairing+anvils.zip
This contraption takes in a repaired anvil and a damaged anvil and returns two repaired anvils.
The contraption isn´t 100% reliable, and I blame that on earthcomputers double tile tick scheduler sometimes not working. But earthcomputer is already working on a more reliable version of his double tile tick schedulers, and he will also make an explanation video of this kind of technology someday, so I suggest you check out his channel. The bugs he discovers are awesome.
And once we have a more reliable double tile tick scheduler you can hook it up to this anvil repairer I made here, and then you get a more reliable anvil repairer.
Also this contraption is currently using up 3 tnt blocks every time. This can in principle be avoided using tnt duplicators.
And this contraption drops the repaired anvils as items. This can also be avoided by pulling out a certain stone slab out underneath the anvils after the anvil repairing already happened.
Credits:
Earthcomputers only video so far on double tile tick scheduling technology: youtube.com/watch?v=9KZ8i7fVbr4
test137e29 sand conversion: youtube.com/watch?v=ulh6-HvscTo
Unlike the previous flying bedrock breakers, this one does not delete/drop any pistons, and thus counts as "fully automatic".
The reason this took so long to build is that I for a long time bought into the observer hype. After realizing that observers belong in the ninth circle of hell and not on flying machines, building this somehow became easier. So you can actually build this in 1.9.
The main disadvantage of this particular flying machine is that it only breaks every 4-th bedrock block. If you want to break an entire bedrock line you can use 4 of these contraptions behind each other.
The challenge now is of course to reduce the step size of this machine to 1, and then make it 3-way, so that it can remove the entire y=0 bedrock.
After having done that we can proceed to make it 5-way and finally get quarries that can deal with obsidian.
In 1.13+ it will not be possible to make flying bedrock breakers that don´t break any pistons anymore, because you can´t instantly finish the retraction of a piston anymore without destroying it. So if you want to make a quarry in 1.13 that deals with obsidian you´ll probably have to go back to mobile wither cages, which is even more difficult thant the stuff I´m trying to do here.
Also, cool mann was also working on a flying machine like this in the past. Seeing his attempts was a bit helpful. In any case, if you like flying machines like this you´ll also like cool manns channel. youtube.com/channel/UCfJpBqZiHxPGcLpFpmbGoKg
In an attempt to fix tnt duplication, mojang has severely limited what kind of block updates get send out by pistons.
Here I show a particularly interesting case.
If a piston wants to pull a slimeblock structure, then he has to delete his piston head before he can properly evaluate whether the slimeblock structure is movable. (Before deleting the piston head, every slimeblock structure would be unmovable because an unmovable piston head would be in the way)
In order to prevent any kind of duplication bugs, there will be no block updates (no NC, no PP, no whatever) immediately be send out when the piston head gets deleted. These block updates will only get send out after the entire structure has been moved.
However if the structure is unmovable, then the entire structure will never be moved, and these block udpates will simply be forgotten.
The funny thing is of course, that even if this would send out block updates immediately it would cause no duplication glitches, because the piston head gets deleted before the piston has made the list of blocks it wants to move.
Edit: A very similar bug was apparently known before.
There is this video by methodzz in 1.13-pre11: youtube.com/watch?v=obgQM45f76c
However these bugs are not completely identical. If you test any of the setups methodzz shows in his video in 1.13.1 they will no longer work.
In 1.13.1 you additionally need the two slimeblocks and the obsidian block I have in my video (or some other immovable slimeblock structure), or it won´t work.
In this video I will bore you for 18 minutes with the changes to the block update system in 1.13. The only parts which I personally find interesting are the PP update detector at 2:55, and the new way to BUD redstone at 17:45.
Other than that this is mainly a reference for people being confused about the new update system. (A few people requested such a video from me)
Also it contains an explanation for tnt duplicators in 1.13.1, because just in case you didn´t get the memo: No, they did not fix all tnt duplicators in 1.13.1; they only fixed some tnt duplicators. The exact same thing already happened in 1.9pre1, 1.11.2 and 1.13.0.
After all these attempts to fix tnt duplication they are however getting quite close to actually fixing all practical dupers. (where "practical" means "doesn´t use terrain population").
Some people had trouble with my audio quality in the past. So here´s a text containing everything I say in the video: pastebin.com/2wAhQu43
Some day I´ll even make an attempt to figure out how to add this as a subtitle to a youtube video.
And with this we get to crediting for 1.13.1 tnt duping. Somehow this is a controversial topic. If I forgot a name here then it´s not due to evil intent, and if you leave a comment below then I´ll add additional names to this list.
In any case, the unsurprising fact that carpet duplication still works in 1.13.1 has been discovered by Cat, Acheron, Ray, grimli, Curse, Jason, bjay (and there are probably many more people who independently discovered it)
And the (to me) unsurprising fact that tnt duplication still works in 1.13.1 has been discovered by Harvey, cool man, eta, myself, EDDxample (and there are probably other people who also independently discovered it)
In 1.13 2-headed pistons no longer lose their second head when retracting.
Furthermore if a 2-headed piston extends, then he´ll update his second piston head, and that second piston head will then again update the piston base. This can be used to make a "smart" zero tick piston, which is the second contraption I show in this video. Since that is the most compact and lag friendly "smart" zero tick piston I know of, I thought this might be worth uploading.
In this video I apply this bug to shulker boxes to delete their content.
Initially this video was unlisted, but I reassessed it´s importance and decided to make it public. (This video was unlisted from july 22 to july 27; just in case you´re wondering why some comments on this video are 5 days older than its publishing date)
It is of course not important to delete the contents of shulker boxes, but it is an important insight, that smokey95dog´s bug does not just apply to block 36 tile entities, but to other tile entities as well.
A detailed explanation of this bug by Earthcomputer can be found in this video by Rays Works : youtube.com/watch?v=WlYPR-Z_dyg
Recorded in 1.12.2 but it should also work in any 1.8+ version. Edit: Nope, this is actually new 1.12 stuff.
This is a way to get obsidian items without using any diamond pickaxes.
Note that the machine can break due to random ticks if you´re unlucky, but it looked practical enough to be worth publishing. Also in 1.13 this machine will still work and it won´t break due to random ticks any longer.
If it bothers you that this machine can break due to random ticks, then just add a headless piston below the spot where the obsidian gets generated, so that you can delete any machine-breaking obsidian, and add a tnt duper to automatically regenerate the headless pistons. Simple.
Panda´s Spawner Generation: youtube.com/watch?v=9iaU1TvIQqM
I recommend skipping most of the video, because there´s not much happening.
I will probably upload an explanation video about how this works soon. Basically I combine normal spawner generation with a piston bug that allows me to move the spawner in the tick in which it gets generated. And when the spawner gets moved it loses its tile entity. This method will definitely not work in 1.9+.
Spawner generation was discovered by Panda4994: youtube.com/watch?v=9iaU1TvIQqM
The flying machine I used to generate the spawner was a slightly modified version of spire´s kobra: youtube.com/watch?v=8bFfTQGu7tc
(That bug is the reason why this flying machine only works in 1.8, and not in more recent versions)
World download: http://www.mediafire.com/file/2vgcsvrz1gmg0b8/1.8+Auto+Bedrock+Breaker.rar
This video shows a method to generate two headless pistons from one headless piston that only works in 1.8.x. The video also shows a fully automatic flying bedrock breaker for 1.8. It is based on the contraption just mentioned and this bedrock breaking glitch: youtube.com/watch?v=ksabLWVKWPE
I will still make a fully automatic flying bedrock breaker for 1.11, but it will take a while, because it´s really difficult. I started with a fully auto flying bedrock breaker for 1.8, because that was the easiest one out of all the possible fully automatic flying bedrock breakers. Also I like this fully automatic bedrock breaker a lot, because it´s a pure flying machine that only uses slimeblocks, pistons, redstone blocks and a mundane building block. It doesn´t use any rails or tnt or other things like that. This is based on piston bugs and piston bugs only from the beginning to the end all the way through.
In this video I´m showing and explaining some piston bugs which I haven´t shown before on this channel, but which I intend to use in future builds, so I thought I would explain them in a video before anyone gets confused when I use them. (Of course, even with this video, almost everyone will still be confused, but this way there will be something like 5 people who understand what I´m doing)
The behaviors shown in this video might not be easy to understand, so if you have any questions about this video (or about 0-tick technology in general) I´ll be happy to answer them in the comments.
I apologize for my audio quality.
For minecraft 1.11
This flying machine breaks a piece of bedrock with every step it moves forward.
The machine isn´t fully automatic because in every step two pistons get deleted. A row of pistons has to be laid out in advance, and then the flying machine converts those pistons into broken bedrock.
The bedrock is broken using a method similar to the one shown in this video: youtube.com/watch?v=ksabLWVKWPE
The headless pistons for that bedrock breaking method are generated using a tnt duplicator.
I´m not entirely sure how reliable the trajectories of primed tnt entities are, but the entire thing looks stable. If you remove certain parts of the bedrock ceiling, then some parts of the flying machine might no longer be protected from explosion rays, so be careful with that.
This flying machine is probably not useful in survival, because dragon eggs are easier to use than this. The only advantage this has over dragon eggs is, that this flying machine can also break the y=0 layer. But more than anything else this is supposed to be a proof of concept.
The challenge is now of course to put this on a 5-way flying machine and use it in a quarry to break immovable blocks. (Won´t happen anytime soon)
Initial description:
For minecraft 1.10
Requires some spam-clicking when placing the last piston, but I find it quite easy to execute.
If the floor is blast resistant, then you also don´t need the obsidian block. You just need a blast resistant block to place the second piston against.
This is not really a new glitch. I basically just replaced the two headless sticky pistons from my previous bedrock breaking method with a little bit of spam clicking. I mainly uploaded this, because it´s probably useful for survival players.
During testing I noticed that this method is most reliable if the torch and the tnt are placed in the +z direction from the piston. But just try it for yourself.
Just another small episode of "Mojang fixes stuff; technical community reinvents stuff".
There´s still just about no reason to use ghost block elevators in survival, because they damage your armor, and if your client hates you then they can occasionally kill you. I just made that elevator, because it´s nice that it´s possible to make it, and I needed an excuse to design a new instant ghost block generator.
There´s a person called ToseRedstone who already made a flying ghost block generator that works in 1.9 before this video, but it´s directional: youtube.com/watch?v=bwNr8KU9Dhc
Even though my flying ghost block generator is not directional, it´s still kind of useless, because, like almost all ghost block generators, it only works for players within 64 block range, because the client won´t process anything further away than that.
So overall, the stuff shown in this video is entirely useless for survival, but I consider it to be interesting. You´re welcome.
Pi´s instant adder: youtube.com/channel/UCClteACqOmNxVuzpB0O5KZw
This is a rather basic video; I mainly wanted to test a different microphone and get feedback for that.
I haven´t seen anyone synchronize instant logic gates before, even though it´s so obvious that there have to be some people who have done it before, and I thought there should be at least one public video about this somewhere so I decided to make one myself and put it on my channel.
In this bug report ( bugs.mojang.com/browse/MC-8328 ) someone claimed that it´s impossible to make reliable instant logic, which also inspired me to try to make a reliable instant adder which can handle all possible input transitions. And now I´ve made a 2 bit adder which can handle all possible transitions. It´s of course possible to make adders with more bits than just 2, but it´s annoying to synchronize them, because to synchronize the carry you need to make something like an instant carry-look-everywhere adder which would be very very big with the current repeaters and inverters I have. This is still work in progress.
Wither skulls also use the same code for detecting collisions. So together with wither skull redirection ( youtube.com/watch?v=PCVGauoD42g ) this is probably one of the main sources which cause instability in bedrockless wither cages.
I will probably use something like this, when showcasing or explaining some kind of 0-tick technology in the future.
You can mess also around with it, but I should mention that everything you see should be taken with a grain of salt, because 1 tick desynchronizations really are just about everywhere. So this is probably better if you want to learn about ghost block technology, than it is if you want to learn about 0-tick technology (even though these two fields intersect).
This was to some degree inspired by pi´s time dilation generator: youtube.com/watch?v=3h9sclayDzs
download: http://www.mediafire.com/download/es9d30tuoa1ye15/QC-Piston+mod+%5B1.9.0%5D+%5BV1.1%5D.rar
Install Instructions (although I recommend you just seach for some mod installing tutorial):
Download the "QC-Piston mod" jar. Put everything from that jar into your minecraft 1.9 jar. Delete META-INF from your minecraft 1.9 jar. Go into the 1.9 json file, scroll down to the bottom, and delete the "downloads" part. So everything after "assets" until "assetIndex" should get deleted.
The last step gets best explained at the end of this video: youtube.com/watch?v=DkdmngFr5d0
I don´t know whether this stuff is compatible with any other mods, or forge (I don´t even know what forge does; I didn´t use it), or optifine. If you want to know whether it works, just try it yourself.
This mod was to a large extent inspired by this stream by panda4994 and cubehamster: youtube.com/watch?v=-y7oWrD0xLY
The mod has the following features:
-Blocks which start moving send out Block Modification Packets (aka there aren´t ghost blocks everywhere, like you would expect in 1.9.0)
-Red pistons have quasi-connectivity. Usual pistons do not.
-Usual sticky pistons will delete their piston head when retracting without 1 tick desyncs. Red sticky piston will cause a 1 tick desync when retracting.
-Red pistons will convert into a glitchy piston state inbetween scheduling and processing retraction block events. Usual pistons won´t do that.
-Red normal pistons will delete the block directly in front of them, when retracting. Usual pistons check whether the block in front of them is a piston head, and only delete the block if it is a piston head.
Red pistons are currently not obtainable in survival. This is mainly for messing around in creative. However I might be open for suggestions to improve this mod.
youtu.be/RuTObJWrqVE
However I think the behavior shown in this video is still interesting, because it shows that it´s much easier to jump from the end portal frames, than the full cubes.
Consider this to be an explanation of my 80 m/s elevator.
wd: http://www.mediafire.com/download/buh7tgn5bnvdjg5/Fast+Horse+Elevator.zip
The fastest other elevator using entity translocation I´ve found, that still works somewhat reliably in the current version had a speed of 40 m/s. That´s why I found this worth uploading.
One of the interesting thing about the entity translocation behaviour of 1.9 is, that an entity can be pushed multiple times in a single gametick. This means, there´s not really a hard limit to how fast you can go with entity translocation, but it just gets a lot harder the faster you want to go. I mean, there probably is some limit, but that limit is quite high and just exists because you eventually run out of space for your pistons and block 36s.
This elevator transports the horse 4 blocks upwards every gtick (The player might lag a little bit behind the horse). At 20 gticks per second, that is 80 blocks per second upwards.
If you add the 20 m/s of movement in the x and z direction (which is just an unavoidable side effect), then you actually get a total speed of 84-85 blocks per second, instead of just 80 m/s.
I transport a horse, instead of the player, because horses get processed serverside, while the player position gets determined by the client, which can´t handle tile entity update order of block 36 that well.
I hope this design is non-locational and reliable. As far as I can tell, there shouldn´t be any problems, and it hasn´t failed for me, but I haven´t tested it on servers or under laggy circumstances yet etc.
So I won´t guarantee much.
Blocks that get destroyed when they´re moved can´t be used to duplicate stuff anymore, but using non-normal rails still works.
Initial description:
Thanks to pi for discovering parts of the stuff shown in this video.
Pi: youtube.com/user/pi314159265358978
Redstoner hungry´s and Gamepiaynmo´s rail duplication with pumkins: youtube.com/watch?v=uhDWL9w8C4E
Slimestone update order: youtube.com/watch?v=tRvo3pEgN_4&list=PL8r-bvM9ltXNkjl7IhGQAHygIPfy2niuC&index=7
World Download: http://www.mediafire.com/download/rj6edcd4do2p92j/Explanation+of+TNT+Duplication%283%29.zip
World Download: http://www.mediafire.com/download/mfparw587x1b22i/1.9+TNT+Duplication+based+Quarry.rar
Pi´s channel: youtube.com/user/pi314159265358978
The boots of the armor stand are enchanted with frost walker. This is the first time I used armor stands with frost walker, so I´m not entirely sure how stable this is.
World Download: http://www.mediafire.com/download/m6s4pxmlvbipf0i/1.9+Flying+TNT+Duplicator.zip
After the release of this video, this flying machine has been greatly simplified by me and pi. So if you want a flying tnt duplicator for 1.9 I recommend building the following simpler flying tnt duplicator instead: youtube.com/watch?v=BPzI0T8ltxs
Try replacing the water with a powered rail, and if you don´t manage to get it to work ask me in a comment.
Initial description:
Here´s a tnt duplication bug for 1.9, because the previous one I showed was fixed in 1.9-pre1.
This tnt duplication is based on the rail duplication shown in this video: youtube.com/watch?v=uhDWL9w8C4E
It appears, that any glitch that can duplicate rails and carpet can also duplicate tnt. Since the minecraft community always finds new ways to duplicate rails and carpet, it looks like from now on tnt-duplication will also be a reoccurring bug.
World download: http://www.mediafire.com/download/nt58jl8j51dfam8/1.9+TNT+Duplication.rar
Note that it´s now impossible to build a flying machine, that does not create ghost blocks if you´re more than 64 blocks away.
If you don´t know what a Block Modification Packet is, then here´s a video about Block Modification Packets: youtube.com/watch?v=OHHlUYIARzU
In 1.8 this can even be made with only 1 headless sticky piston, using the following setup: http://imgur.com/PDv9RDN
However that setup does not work in 1.9 snapshots.
Edit: In 1.13 this particular contraption no longer works.
However there are still ways of breaking bedrock in 1.13 using headless pistons.
In 1.13.0: youtube.com/watch?v=5TZSx9LErA0
In 1.13.1: imgur.com/a/ZdjGKxF (left headless piston is normal, top headless piston is sticky)
Recorded in 15w51b
I currently don´t have enough time for an explanation, but there will be an explanation video eventually. I just had a few minutes to study the behaviour of headless sticky pistons, and I expected them to be useless, but it turns out, that they´re the most awesome thing ever. It might also be possible to transform normal pistons into sticky pistons using a similar glitch (however I don´t have enough time to say with certainty whether that works)
Boat Weirdness has been fixed in 16w05a.
Tile Tick Priorities: http://technical-minecraft.wikia.com/wiki/Tile_Tick_Block#List_of_all_tile_tick_blocks
Processing Order: http://technical-minecraft.wikia.com/wiki/Tick#Order_of_updates
Not sure whether I already mentioned it in the description of the previous video, but there are actually 1 gtick pulses with finite block event length (and even 1 gtick pulses with 0 BE-length, so 1 gtick pulses which are too short for pistons), and there are 0 tick pulses with infinite block event length, unless you believe in the pragmatic empiricist illusion of sancarn-selulance timing theory, in which case everything that you call a 0-tick pulse has finite block event length, and everything you call a 1 gtick pulse has infinite block event length.
Precise Tick Processing Order: http://technical-minecraft.wikia.com/wiki/Tick#Order_of_updates
In this video I explain the fundamentals of ghost block technology, so that maybe somebody except me also understands how ghost block generators work.
I´d got several independent requests for a video where I just explain some 0 tick technology, so I decided to just make a video about the stuff I currently do and explain it, and the stuff I currently happened to be appropriate to be explained.
I was exploring the usefulness of a definition shown in this video by ilmango:
youtube.com/watch?v=PGi-ud-_030
It assigns a "block event length" to each 0-tick pulse. For the precise definition you can watch this or that video. Now it should be mentioned, that the block event length is not the amount of block events which get processed while the pulse is on (which you can see by the fact, that I needed multiple block events to explain a 1BE-tick monostable). It is a rather arbitrary, but simple and useful categorization. What´s especially neat about this definition, is that the length of a 0-tick pulse does not depend on what´s getting powered by the 0-tick pulse. If I hook up another piston to the output signal, 1 additional block event will get processed whenever I activate the pulse, but the "block event length" and the amount of "block event ticks" does not change, and only depends on the monostable. Additionally, the "block event length" can be any natural number, including 0. It is also possible to make 0-tick pulses with an infinite block event length, but pistons would react to such pulses, as if they were 1 gtick pulses (and according to sancarn-selulance theory they would have to be 1 gtick pulses).
Anyway, I like the definition of "block event length" very much, because what 0-tick technology lacks are good definitions, or rather: What 0-tick technology has too much of are terrible definitions. "Microtick" and "Update Order" are terms that refer to way too many different things. It´s nice to have a well-defined unambiguous term in 0-tick technology.