Ever Changing Redstone Maze in Minecraft
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- Опубліковано 13 чер 2024
- In this video I go over my minecraft redstone ever-changing maze. This maze uses a custom algorithm I created specifically for this purpose. The algorithm can be used to create constantly changing mazes, and it is free for anyone to use. Using this algorithm I was able to make this generator over 3 times smaller than my previous generator. This video took me a long time to make, so please consider leaving a like to show your support, and subscribe so you don't miss future uploads.
IMPORTANT: I didn't realize this until after recording this video. The maze will break if you leave the game while it's is running, or if the maze leaves render distance while it's running. If this happens, the origin cell will deactivate and must be reactivated manually.
world download (made in 1.20.2):
drive.google.com/file/d/1421t...
tutorial video:
• Ever Changing Maze Tut...
my previous video going over the algorithm:
• New Maze Generating Al...
Check out some more redstone maze generators:
RaPsCaLLioN1138's survival friendly maze: • Redstone Maze Generator
DqwertyC's maze using recursive division: • Recursive Division Red...
SleeperPin's maze using the hunt and kill algorithm: • Randomized Spanning Tr...
D_00's maze using recursive backtracking: • I made a Random Maze G...
Chapters:
0:00 Intro
0:49 Algorithm
3:19 Modes
4:10 Runtime
5:00 Mechanism
8:39 Closing thoughts
Music:
Tokyo Music Walker - When the Rain Stops • Tokyo Music Walker - W...
StreamBeats by Harris Heller - Moving Lights • Moving Lights
Tokyo Music Walker - Slowly • Tokyo Music Walker - S...
Artificial Music - Faithful Mission • Faithful Mission - Ігри
Very clever idea - well done!
How about calling it the "Wandering Trader Algorithm" after the infamous Minecraft merchant? "Wandering" because of the random movement and "Trader" because the origin node is essentially trading roles with an adjacent node.
you sound ai generated
@@a_puntato29 That's only because you are a potato.
@@a_puntato29 Indeed
Wandering Traitor
@@a_puntato29 not really
Bro invented an algorithm for redstone
bro visited his friend
bro explained what happened in the video
Change of Command sounds like good name for the algorithm
Or Captain’s Rotation, cause it uses your username, and because you can view the algorithm as changing who is Captain
Out of these names, I prefer Captain's Rotation. It feels more like an algorithm name.
Both are really good but I think Change of Command is easier to enunciate for all the students who will have to learn this
That is insane, I've always been thinking of one day trying to make a random maze generator in minecraft for a minigame but I never had the skills to follow through with it, good job for figuring out how that works
"CellCenterShifter" algorithm is my submission for naming
This is really cool! If you want to call it something fancy, you could call it the Theseus algorthm, both because of the maze and because of the ship of Theseus (the one where it's a question about if something is the same if everything is replaced)
I submit "Origin Shift" algorithm as the name :D
The fact that the name i thought of was already said here proves it is a good name
I vote this one as I thought of it as well
I think something along the lines of "origin shift" algorithm could be nice and simple
I absolutely loved the video!
Usually I'm not really into redstone, but even to me it was super engaging and clear! Great job :)
Wow. That is just fascinating, honestly made my day.
As per the name of the algorithm, I instantly thought of Daedalus. In Ancient Greece he was an architect, he designed the labyrinth that held the Minotaur.
I’m still always baffled by the fact that algorithms have been around since antiquity, which connects everything more
Excellent video! This is a very underrated channel in my opinion, I'm interested to see where it goes. With regards to the algorithm name, I'd personally go for the Leapfrog algorithm, as the origin cell is picking a direction and "leaping" to a new position.
If you came up with this algorithm by yourself, i think that there is no problem with calling it by your name.
Moreover, "luma algorithm" is a short and easy to use name.
Agreed. The Luma Algorithm sounds nice.
i can't believe you only have 408 (409 now) subs, this is amazing and well thought out, as well as interesting! (jeez i sound like my mom lol)
Redstone computing community still goin strong 💪
Congrats on this awesome project!
I'd call it the Zampano Algorithm, named after one of the narrators of the novel "House of Leaves." The novel is centered around a house with a constantly shifting interior that is bigger on the inside than it is on the outside.
Fantastic algorithm! Very simple and infinitely scalable, a class act all around
"Bubble Maze" -name submission
If you haven't settled on a name yet, I suggest "Captain's Labyrinth." A nod to your handle without being too self-serving, not that you havent earned the right. Great video!
It should be called the aMAZEing Algorithm.
omg i just realized you were at 300 subscribers, i already was subbed to you and thought you were at like 30k or something, great video man, i loved it
Love this idea, only critique I really have just coming into this as that someone can get stuck in the walls if they happen to be on top of an entrance that happened to turn into a wall while they were standing on it. They would be able to escape by just running on top of the walls, doing parkour to other walls, and even if they get temporarily stuck up there. It would lose the fun. A way to fix this is to put a light indicator to blink or som to show when a wall is about to erect. Love your vids dude💙☮️
Hi, thank you for the feedback. A simple fix would be to add a roof to the maze, or to use the iron door version. Thanks for watching!
whoa this is actually incredible! liked and subbed :) That's such a brilliant algorithm. I'm super impressed. You're gonna do great on YT
thank you sm :)
This would be super cool to turn into a mini game
This is the coolest. I would love to build this, thanks for making a tutorial video! Great stuff.
Wow. Never usually comment but I'll leave one for the algorithm. Good stuff.
This is awesome! Great job
Props for the amazing algorithm!
"Luma Maze Algorithm" is my submission :33
Amazing job! Really cool
500th sub! Gg! Keep it up man!
Mazerunner vibes
Amazing stuff, thanks for sharing this!
Wow, that's truly aMAZEing
My god. I play with like 200 mods and do very complicated automations but redstone crackheads are just insane.
This is so insane and cool.
Since I'm currently developing a few mods I might give this algorithm a try, although not for a dungeon but maybe for some cool moving picture or whatever else
we must have very different definitions of "isolated areas"
This is fascinating! I will definitely have to incorporate this into my jigsaw structure multi-level dungeon datapack! Observation/question for you, @CaptainLuma... it seems to me that because the "origin swap" steps are discrete, all that really matters is that the signal gets passed to the neighboring cell. Therefore, the cells don't need to be a perfect grid (ie. the distance between cells don't need to be uniform). This opens up numerous interesting possibilities... three significant (albeit, overlapping) ideas come to mind: different sized rooms, multilevel mazes, and non-Euclidean mazes.
Using this for non-euclidean mazes is a very fun idea. Thank you for watching!
@@captainluma7991 For sure, thanks for the tech! I'd love to see a vid to see how you'd implement this. I might as well ask since you're here... are these cells directional? The Jigsaw system pseudo-randomly rotates structures as they're generated, so that might complicate things for me.
Yes the cells are directional. I also have a video going over the algorithm itself, and there are some resources in the description of that video for you to look at the code and try out the algorithm yourself if those will help you out.
@@captainluma7991 I'll definitely look into those. Might have to Macgyver something if the rotation's gonna cause issues. It would be insanely cool if I can use this to implement procedurally generated labyrinth dungeon levels.
i'd call this an "iterative tree rotation" algorithm. it's not exactly tree rotation because you're picking from a neighbor, not a connected neighbor, but it's vaguely similar; you pick a different node in the rooted tree, make it the root, disconnect it from its parent and make the original root a child of the new root
This is a masterpiece, I have no idea how this has so few views
Give your own name to the algorithmes like famous people did (monte carlo, perlin...)
This is incredible.
3:24 this is technically an incorrect term a labyrinth is like a maze but there is only one path meaning there is one path going from start to finish with no dead ends or alternate paths. What you made is a maze so it would be more Maze mode
I don't think survival friendliness is such a problem for the doors/gates when you use so many redstone components.
God this is incredible.
I've got to make an accurate playable Maze Runner map with the shifting walls now, this would be perfect for that.
That is a great idea!
Damn, i wanted to build a base that did something like this but uhhh, yeah I aint doing all that. Great work though!
In theory, you should only need two SR-latches to store the direction of each cell. One for the axis, and one for the direction. You would just need an encoding and decoding system to go along with them, but I don’t know if that solution would be more efficient than just having four separate latches.
Yep this is correct. I decided to go with 4 because the encoding and decoding would probably take up more space. Thank you for watching!
Hey I love your Maze idea, i had for a few days a simelar idea but yeah, it doesnt work.
I want to build your maze on a server, but there you can only use 10 pistons and observers per chunk...
have you a design or can you build your modul on chunk size?
it will help a lot ^^'
Very cool
holy shit maze runner
what about calling it the "f*ck you new maze" algorithm
So, solution to solve the maze is just walk in one direction. If there is a wall, just wait. When wall drops, walk forward. Rinse repeat.
It would be horribly inefficient as the maze gets larger, as the random chance that the maze changes just right for you to reach even the next tile gets exponentially lower
@@JestroGameDev so you're saying there is still a chance!
The problem is that the chances of solving an ever changing maze legitamately, also becomes exponentially smaller as the maze gets bigger. Chances remain equal. I'll just walk in a straight line.
Finally, shifting backrooms
Call it A-mazing :DDDD
Nice
I'll try making a redstone powered backrooms with this
awesome idea!
@@captainluma7991
Hello! Can you help making a 4 blocks wider version of this?
is it possible to modify the doors to be like in your first version (3 blocks height)?
Hi, thank you for watching! I originally tried making this version with the same doors as the last one, but I couldn't get it to work. The problem was that underlying circuitry could send multiple signals to the same door in short succession, which would break the triple piston extenders. But it might possible with some sort of buffer that would only allow the doors to update every couple seconds or so.
How do you choose in which direction theorigin cell moves ? Also do you think you could make the system you had outside of the maze in the cells ?
Great questions! The direction in which the origin cell moves is completely random, and is determined by the 4-way randomizer (the external component). For your 2nd question; Yes it is possible to build the randomizer within the cells. This is the approach most other redstoner's took for their generators. I decided to build mine outside the maze to save space and avoid repetitive logic. Thank you for watching!
@@captainluma7991 ok but what I wanted to know is how the redstone system chooses the direction ? Does it only unlock the comparators that are in one way ?
Yep, that is correct. There are comparators north, east, south, and west of each cell, and the randomizer will unlock the comparators in a random direction.
I dont know really anything about redstone but is there any way that someone could make the maze not change near the player, using like calibrated skulk sensors or something? I think itd be pretty neat to try and solve a maze you dont realize is changing around you lol
It would make the contraption substantially bigger, but it is definitely possible. The origin can only move from cell to cell if the comparators between those two cells unlock, so some sort of mechanism that would lock all the comparators of the cells surrounding the player should work. Thanks for watching!
@@captainluma7991 very neat stuff!
@@captainluma7991 awesome
Tag you're it algorithm
OMG BACKROOMS
I don't see any separated walls though, does that mean the classic mode can always be completed just by following a wall? Can a complex maze be achieved by having several smaller modules of this maze? To be clear, this means I want the maze to loop back on itself, so after generating it once, it can't be cleared just by following the left or right wall.
Hi thanks for watching! Yes the maze in classic mode can always be completed by hugging a wall. You might be able to introduce loops to the maze by having modules with multiple entrances/exits to each, but I haven't tried this.
Spoilers for Tensura.
🤩
what about calling it "bridge & break" algorithm?
6:10 why cant you place a noteblock/rail on top of the block you just replaced with the noteblock?
Hi, I didn't explain this in the video, but the reason I used two observers is because of the timing. The origin cell's direction must reset before it can be set to a given direction, and I needed to give the direction setting circuit an extra tick of delay for this to happen. Thanks for watching!
Origin shift algo
my name idea is Algorithm McAlgorithmface
Minecraft Zephirr
backroooms
aMazeing, i said.
your redstone builds are SO COOL!
please tell us all your pronouns?
Thanks, I'm glad you enjoyed! My pronouns are he/him
why not just simply call it “maze shift”?
do you have a proof for your algorithm?
Yep, in my previous video. Thanks for watching!
Confusing 👍
Probably stupid question, and im assuming no, but Bedrock?
yeah, no bedrock unfortunately.
Sigma Ohio algorithm
"Three times smaller" is a meaningless phrase btw. You should just say "one third the size"
well you understood what it meant so it's clearly meaningful