The Epic Return of Autocrafting
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- Опубліковано 20 вер 2024
- We were certainly met with a pleasant suprise when Mojang announced that autocrafters would finally be implemented in the vanilla game. The topic of autocrafting was one of the founding fields of this channel and so having the opportunity to dig into the past and bring up memories of old technical innovations was certainly a treat. We will also get a brief look at the new and improved capabilities of Mojang's implementation of this groundbreaking feature.
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Finally! we can make fully automatic dried kelp XP farm that uses only kelp! Both as fuel and materials.
This finally makes their removal of 1tick bamboo farms worth it
yeah that would be a huge pain removed
Omg I never even thought of that! Thats gonna be OP
Ive seen a UA-camr built a huge kelp farm but he forgot that he has to manually craft blocks so he tore it down now he can rebuild it again
I remember in my bedrock world when theres an xp glitch with smelting. Just a couple smokers running continously generated more fuel that needed a whole chest row section for it.
We've entered a whole new age of redstone. From the piston, to the Observer, to the Crafter age.
Basic crafting systems can be added to Iron and Gold farms for 9x and 81x storage compactness!
@@pokemonfanmario7694yeah that’ll be nice
Forgot the hopper before the observer
Hopper was the most impactful redstone addition. This is the next one
do not forget the wireless redstone age
When I saw the autocrafter in the Snapshot, I instantly thought: Cubic is gonna make an epic video about it
Same
Same
Same
nice when is he releasing it
😮
Imagine mojang making a single block that can replace entire redstone machines
fr
Command blocks
Idea (kinda unbalanced): Something like a singular block that functions like a whole flying machine. You put it on a build and make it move without spamming slimes and pistons and observers.
Idea: vertical redstone 🤯
Edit: OYMYGOD FLOATATER FROM APRIL FOOLS 2024 MY DREAM HAS COME TRUE
@@unnecessaryoccupation3115 that aint vanilla bro
@@qnonymou5that is vanilla bro 💀 no mods required
This is the best thing since hoppers and pistons
Also I’m glad Mojang made it only work with external circuitry because I fell like it would be boring if it you could just set the recipe in the crafter
I mean, you still kind of can if you just use a slower redstone clock and load the crafter manually the first time.
@@AtaraxianWistyou still need a circuit
I think you realized this by now, but I'm still going to say it: Creating a universal autocrafter is completely possible and surpisingly easy. This is because the auto crafter always tries to distribute the items evenly instead of stacked. I'm pretty sure that there will be amazing systems that go beyond what was possible with modded autocrafters before.
It's speed is the issue tho
@@parrazarre1773 its not that hard to craft most of the items at the hopper speed
@@ИгорьДементьев-и7м yeah but mass crafting can't run at hopper speed
@@parrazarre1773 as i said,it could.Use multiple dropper lines instead of hopper lines.
@@parrazarre1773 ua-cam.com/video/BcD92EJ-84g/v-deo.html
Honestly the crafter is probably the most revolutionary thing added since arguably the piston. It single handedly made 1.21 a 7/10 for me.
Observers are way more revolutionary, they changed redstone completely. The Crafter is a little more niche as the observer can be used on anything from a farm to a flying machine.
Even hoppers are more revolutionary
ok chill it’s still pretty cool
@@Nico_com_c disagree, yes observer changed redstone a lot, but they didn't change much fundamentally, BUDs where and are still a thing, crafter changes what can be automated, observer allowed things to be more compact. Hoppers and crafters are above observers in my book in terms of impact as they both fundamentally changed mechanics
(arguably, comparators were a bigger changes than observers too)
@@Nico_com_cobservers were cool i guess but pre-1.11 we just used bud powering. the only reason we got the observer is because bedrock had it and bedrock *doesn't* have bud powering. we can live without the observer. on the flip side, crafters and hoppers both store and move items to different locations. the only change being crafters need a pulse to do so and it crafts things too. we can live without them, but id prefer not to because it limits capabilities, while observers do not.
Very interesting point about the difficulty with filling the crafter with 9 inputs. Wonder if there is a strange work around
Yeah, pretty simple actually. Just make a row of hoppers behind the crafter, then dispensers onto those hoppers, the dispenser closest to the crafter will be the item that lands on slot 1 in the crafter, dispenser number 2, connected to the next hopper in the row, will fill slot number 2 in the crafter and so on. As the items are inputed in a certain order.
@@SparkyFolfunfortunately this is unreliable unless you use a staggered dropper/dispencer line. Since redstone dust updates are unreliable and locational you can't simply trigger the entire line at once
@@tacoterrorizer1862 powered rails and observers would solve that problem easy
Automatic bartering farms are probably what I'm most excited for with this feature. So much potential!
thats just op!! afk and get alll the goodies with a simple gold farm ^^ kinda unbalanced. but i want it
And craft the iron nugget output back into blocks.
9:00 just add a buffer in hoppers. One hopper for each slot/item type. Once all necessary items have been inserted they will be sent yo the crafter. This can be slower but it's the only way.
And you can make up for speed by having multiple systems running at once
I already made another comment about this, but it is possible to feed all the ingredients for a piston into the crafter at dropper speed by utilizing more crafters. You can use a crafter that converts logs into planks to insert 4 planks into the crafter at once, and another crafter that alternates between uncrafting iron blocks and redstone blocks to insert 9 at a time so they don’t need to cycle as frequently. That leaves you with 4 faces for droppers to input cobblestone which is exactly how many you need. There will be additional logic required to skip the wood every 4th cycle and only add the redstone and iron every 9th cycle. You also will have to deal with the crafter having no available faces to spit out the items to, so it will have to use a face with a full container to spit it out as an entity, but it is doable. Alternative you could make multiple slower designs. You still are kind of screwed for recipes that require more cobblestone though, like droppers, dispensers and observers.
@@sebastiangrau8409 the crafter's output can face any direction, including downward
just in case you didn't knew
@@rn8567 i did know, why do you bring this up?
Does having an item go through more hoppers slow down the insertion of ingredients?
Like, say, having each ingredient of a recipe be added into a stream of hoppers delayed by a couple of ticks so the first item gets inserted before the rest?
Not an automation wizard, just a curious casual player whose most complicated redstone device is a basic bamboo farm.
I think that the limitations make it a fun design challenge. This block will be enough to get me interested in designing new builds and thus playing Minecraft again, even without the quality of life things most technical minecrafters have suggested. The idea of mixing farms for crafting purposes, re-thinking storage. I think the practical application is that it saves a very small amount of tedium and time for anything outside of mega-builds, since the amount of crafting you could do in the time it takes to add an auto-crafting setup is quite a lot. But for the imagination it is fantastic, and making your builds and farms interact more with eachother.
I think the problem is the the limitations just mean you duplicate your design multiple times to make it faster instead of making the redstone more efficient.
@@wisnoskij well yes. If you can't solve a problem through efficiency you solve it through scale :)
I suggested on the feedback site that it might be good if the crafter kept the 0-9 strength for filled/locked slots but then gave 15 if the items inside make up a valid recipe. That would be something of a best of both worlds, and would also allow things like, if you're using filler items, detect strength 9 as the cue to unlock the hopper below to pull the filler items out. And it would even unlock a way to do things like sort shulkers by colour by seeing whether the shulker plus a particular dye is a valid recipe or not! (Currently that wouldn't work because for some reason it _is_ valid to dye a shulker to the colour it already is, but that seems like it could probably be changed pretty easily)
Good idea !
I really like this idea however if you ever put a single iron in the crafter it will give signal strength 15 so both the negatives and positive would have to be considered
@@Thomas-ev4gm both a full crafting grid and a valid craft would be required for the 15 strength signal then
@@parrazarre1773 ah that would work! So for the shulker thing you'd block out all squares but 2 so when you had a different coloured dye you get 15 but I only 9 when it's the same
@@parrazarre1773 maybe that could be implemented as a valid crafting recipe adding 6 signal strength
Tbh, this is absolutely incredible. It could start a whole new Redstone Era.
The only thing I can think of that would revolutionize redstone on the same level would be a block placer.
Or actual item pipes 🤔
@@ivancastellanos2405 cool, but not really necessary because there are many ways to move items automatically
@@iiiethan They're mechanically ham-fisted, ugly, and cost-disproportionate. They also require extra space due to wasted functionalities that limit your design options. Your argument is like saying pickup trucks shouldn't exist because we already have sports cars and tractor trailers.
@@dustinbrueggemann1875 still not necessary since although the ways of transportation are complicated, there’re still possible. Auto Placing blocks and auto crafting isn’t (at least not yet). Tubes also wouldn’t change things enough to lead to a new era, which was the main point.
@@bengtnowak8702 you are only considering your own perspective on the issue. Item pipes would simplify an enormous number of my build ideas and allow for space optimizations that just aren't possible with the workarounds we have now.
You and all your videos on auto crafting was my immediate thought when I heard the announcement of the crafter! I even have some of your auto crafters in my world all ready!
yep, same!
all ready? your autocrafters are ready?
@@anon1963Consider it an unintentional double entendre
personally I like the 0-9 redstone strength because it is more awkward to have irregular jumps in redstone strength, and 15 usually implies filled to the brim (even per stack) while it is more useful to count on "slots occupied" rather than "inventory space filled" in this case.
After speaking with craftymasterman a good compromise might be to output ss15 when there is a valid recipe and output 0-9 depending on the slots filled otherwise.
@@cubicmetreThat could be terrible as well, some recipes have "duplicates" that only needs some of the ingredients when placed left to right top to bottom
You could have the compromise when all slots are filled to be 15
1-8 and then 15.
@@cubicmetreFrankly better.
9 = full, 1 stack, 10 = full 2 stack, etc. that also makes it easy to use it as a filter, so you don't have to time input
the fact that his favorite thing became vanilla is WILD
the fact the crafter can loop around when being filled means we dont have to have timed output and stuff. we could just left an item in a slot and turn them into a filter. neat, im really excited about this feature
YESS He's Back and in full energy. I could just sense the redstone community celebrating when they announced autocrafting. Glad to see your up to the challenge.
I think the main reason they havent done movable tile entities yet is because of the backwards compatibility issue, think of how many builds would break thatbuse containers around slime and honey. I think blackstone variants of droppers and dispencers would be a cool solution...
Kinda true but they also changed a lot across the years that makes older farm designs unusable nowadays
It would be cool, but probably not Minecraft-y, since it wouldn't make sense for some tile entities to be moveable and some not, especially since they would be made of just a different, arguably denser looking stone.
Things break with every update my good sir
Maybe, but like updates break builds constantly, no server that allows encourages auto farms auto updates
I like the idea of having variants. Same way a piston and a sticky piston behave. Atm I don't think what item can be used to make those variants in a cool way tho. Should work for chests, redstone components, etc..
Very cool video!
Though I still think that the crafter shouldn't be quasiconnectible since usually most of its faces would be occupied with other redstone blocks, especially hoppers, that would make, say, powering the topmost hopper much less easy and the whole setup much clumsier
I think they want it to be limited on purpose. When they implement requested features they often nerf them heavily.
Which is stupid because what would make having tile entities move and quasi effect a crafter be so broken.
The auto crafter is obviously designed with the idea of non-universal crafting In mind.
@@moodlethenoodle someone will still make it work
@AK-qn4jp I think they're keeping it purposefully as a parity difference between java and bedrock.
Java has QC and Bedrock has movable tile entities. Considering how important both are to their versions respective redstone machines, I think its fair.
@@evilness3404 i think that they don't want to add qc to bedrock because bedrock is now the "official" version of minecraft and they don't want janky behavior.
basically, they see QC as a mistake (which it literally is) and they can't fix the mistake, but they can decide not to add it into anything new (which also explains why the crafter doesn't use it)
as for moveable tile entities i think the same philosophy applies, april fools update has clearly shown us that java can have moveable tile entities, but they don't wanna actually implement it because they see it as changing java redstone too much and possible breaking some people's worlds
The red border thumbnail made me think I had already watched the video
Noted, changed it to white
I've actually already built a universal autocrafter in Java, using subtick hopper priority to fill the grid in just three redstone ticks. I made it originally for dispensers, but then realized I could do it with anything. Just need to put a clock on it.
That's not a universal auto crafter! I gave up on java and tried bedrock and it turned into a tape like thing he showed with his mod. You just input what you want to craft, press a button, and it automatically moves the items from the sorter and spits one out. A lever flick holds the recipe to continuously spit out. Until you have a one input that can be hooked into a shulker unloader and item sorter, you don't have a true autocrafter. Right now, only bedrock can do this easily, I tried on Java. Instead of moving the crafter or chests/hoppers like bedrock, you have to make a diagonal pattern of immovable crafter that drop and refilter all the items back into the sorter.
I would be interested in seeing a video for it, I’m sure universal designs are around the corner
@@tabletopjam4894 In going to record one this Saturday. It will likely be really poorly edited and messy sounding as I've never done this. And it won't drop for a bit after that, as I'll need time to edit it.
@@johnirby8847 It kind of is, though. There are nine inputs, one for each slot. You can hook shulker boxes to those inputs, and you will have a lever that keeps it from crafting before you're ready. The new decorated pot mechanics mean I can even sort out any mix of unused items (once one of the slots has nothing to put in) and return them. Admittedly, once you get into shaped, non-3x3 recipes, the inputs beco e less intuitive, but it will still sort them perfectly into the correct slots without any beed for nine block faces. Subtick hopper priority is *really* powerful.
@@johnirby8847 You literally haven't even seen my design.
Once the copper bulb comes out, you NEED to explore the data storing capabilities from it's bistable nature. It's a 1 block t flip flop, and if it could be movable you could literally make a computer with external storage in bits (or even use a base 4 system since it has 4 states on its own)
Glotz asked gnembon if he can add qc to the crafter and he said that only 2 of the java devs know how qc works.
@@zetaggwp8473 "It was revealed to me in a dream"
Makes sense considering it is _a_ bug and not intended
@@zetaggwp8473 On jovrp’s last live stream.
Isn't qc just a result of reusing the code that doors use to check if they're powered? Surely it's not that complicated.
@@towelcatisn't sending a rocket to space just lighting a big big fire under a pointy stack of steel? surely it's not that complicated.
I think the limitations of the autocrafter can make it a more interesting block in the long run. The modded implementations were made by people in the technical community who likely set out to make it a mechanic as useful and convenient as possible. This highly effecient design philosophy can remove some of the tinkering required to make it work the way you need it to. Similar to how dispensers give a random trajectory to the items they shoot out. I could see a technical minecraft players' implementation of dispensers remove this feature for the sake of reliability.
I am looking forward to all the contraptions you come up with using the autocrafter! I'm certain I'll be amazed!
i think the crafter was kinda designed to be easier for the average player to be able to use. which is why you can lock some slots instead of having to put in dummy items
For the 0-9 issue, using a lectern and a comparator fixes it super easily, just set the lectern to page 8/15
EDIT: a full composter also gives an output of 8
Yeah, but signal strength 15 has the property of overriding comparators which are reading containers. This allows you to easily have a 1wt check for signal strength 15, which is not possible in the same way for signal strength 9.
@@wetnoodle5471i would rather that than have it messily skip some power values to make it to 15
@@wetnoodle5471 With the composter and comparator way, the comparator would be running into the one checking the crafter which would be in subtract mode. this makes the main comparator only output when the crafter is full of items. the only issue is that there's a bug with it right now that when the crafter crafts it's item, the comparator doesn't get updated until the next item goes in the crafter, activating it twice :/
For recipes like dispensers or pistons, the order that items enter the crafter is extremely important. The 9 signal as opposed to 15 allows the crafter to activate the next dispenser with the next item only when the item that should be before it actually is in it. For that the 9 max signal makes more sense because it allows a row of dispensers over hoppers to self regulate their input into the crafter and prevent items from entering it the wrong way
One suggestion I've seen floating around is a signal strength 15 output for a completely filled crafter (i.e. a stack in every slot). This allows the usage of signal strength 15's unique properties for one-wide tileables or just compactness in general, it allows easy ways for a crafter to remember the recipe it is being used for (activating it on ss15 rather than ss9 or a timed circuit), and would be very intuitive for newer players to redstone, and keeps the intuition of the current ss9 functionality. Interested to hear what you all else think!
6:27 it’s actually really easy to get a clean solution to this, take a comparator output from the table into a single piece of dust. Then on the opposite side of the dust put another comparator going back into the dust (both comparators pointing at the same dust) and put something like a composter so the second comparator gives a signal strength of 8. If you put the dust on top of the face of an observer, it will flash when the crafter fills and when it empties. The red stone dust will change from signal strength 8 to 9 when full and then back down to 8 when you use the observer’s signal to power the crafter. The 2nd flash should be fast enough to not cause any issues with accidentally crafting the wrong recipe.
After the whole playerbase called mojang lazy, I bet they felt real good implementing this just for everyone to realize they single handedly killed an entire technical community who’s been doing this for 10 years
6:18 Mysticat has a good system in his autocrafter video where the detection of a full crafter is handled by a lectern, comparators, and observers; Have a lectern on page 8 and comparator running into a piece of dust with another one from the autocrafter, when the autocrafter's full it'll raise the power to 9 which can be detected by an observer.
The problem is the observer pulses twice every time the ss it reached which could stuff up a lot of recipes
Next up:
-Dispenser mimics all right click behaviours, like placing blocks, tilling dirt, and eating food.
-Added a block breaker that can mine any breakable block upon activation.
-Hoppers can transport items upwards.
-Pistons have unlimited strength and reach.
-Vertical slabs.
-New dimension accessible via a glowstone portal.
-Guns.
-Removed the necessity of waiting for the new update.
-Just play with mods, not like you can tell it apart from vanilla anymore.
For the signal 15 issue, we just need to give it a +1 signal per extra time all the item slots are filled - when they all have 2+ items signal 10, when all have 3, signal 11. When all have 7 signal 15
The design I made can autocraft anything in the 3x3 but the real issue is disabling slots for specific recipes. if you want an all recipe auto crafter you would need to have multiple crafters with different amounts of slots enabled.
The crafter can be quasi-powered, but it's locational and directional
The locations and directions also change whenever you reload the crafter.
I actually like the output signal equalling 9 for a full crafter. it's a signal strength of +1 for each slot that is either locked or contains items, meaning, everytime the crafter (REGARDLESS of recipe) outputs a redstone signal of 9, it is ready to craft. And there is "direct" translation beetween the redstone signal and "how many slots" are NOT empty.
QC would actually be radical for crafters. It's not immediately obvious but if they give us QC for crafters, we'll see eventually see some really sleek designs throughout the community
I think the redstone should be more accessible without a visit to wiki almost every time.
0-9 pulse strength making much more sense in general.
Although quasi connectivity is beneficial in many circuit, it is a lot more confusing in general.
I agreed with movable block entity. But again, it’s a problem with block entity itself in java not the crafter.
If the crafter came out like the Gnembon’s suggestion video a while ago where you have to do many specific circuit just to use it properly like remove the dummy item. It will be lot more worse.
0-9 is useful for a single auto crafter but as he said 0-15 simplifies things greatly for tileable designs. Redstone is not designed as new player friendly and its system as a whole would need to be changed to achieve this. However, one of the most fun parts of redstone is learning more about it through the wiki and videos. Minecraft itself couldn't be fully understood without learning mlre about it outside of the game.
The was a really good and indepth analisys of the Crafter. Nice job!
A universal crafting setup is still possible: it just requires some kind of programming that stores recipes (something we can already do) and a dispensing system that loads items into the crafter one item at a time (also something we can do).
You could even read the item we need for the recipe, dispense it from main storage into a water stream, hopper it into the crafter, and then wait an arbitrary amount of time before dispensing the next item in the recipe to avoid timing conflicts.
It may be slightly bulky, but it should actually be relatively simple in concept.
I don't see how you'd get around the issue of requiring player input to lock slots. The best solution would be to have redstone input from, say, the back lock the next available slot.
After playing around with it for a while I was able to make a nice 3 deep / wide universal crafter design; but it runs at 1/9th hopper speed because it relies on feeding in the items in order top left to bottom right.
Though I think it actually runs at 1/nth hopper speed where n is the number of items in the recipe, for single item output recipes.
So Shear would craft at 1/2 hopper speed, while Natural Stone Slabs would run at 1/3 hopper speed.
so we have n, what is th then? you are multiplying n by th
@@anon1963 Ah, sorry for my layout there. I'm saying n'th like you'd say fifth. So 1/5 in full words would be "one fifth", 1/nth is "one n'th"for whatever value n is.
Totally get the confusion, hopefully that explanation helps :)
Great feedback (universal autocrafters are definitely possible btw, they are just a bit bigger)
Storage tech is about to blow the f* up
my passion
Imagine how many shulkerboxes you can store in shell+chest form! Shulker loaders for bulk storage will never have been more compact of a solution! And shulkerfarms (as well as wood farms) are so fast that shulkerboxes purely for this purpose may become disposable, definitely feasible.
Pushing and pulling chests, hoppers, dispensers, droppers in bedrock. My design turned out a lot like that tape thing you showed.
Imagine if Mojang purposefully implements the quasi connectivity bug for the crafter, just to make it consistent with droppers...
Minecraft has now finally become a real automation game like Factorio and Satisfactory and technically competes with games like that.
Funnily enough factorio was directly inspired by the minecraft mods like gregtech, buildcraft, and industrialcraft, and satisfactory was directly inspired by factorio so it all kind of comes full circle
problem: factorio is a DIFFERENT GENRE THAN MINECRAFT. With thousands of mods, you can get close, but it isn't optimised and will run like shit. There will *never* be a Space Exploration for minecraft. SE is too much - you need to render multiple surfaces all at once which all produce items, these items need to be instantly transmitted between surfaces and there needs to be space trains that conserve momentum. It needs to have no loading screens between surfaces (space train shenanigans) and multiplayer compatiable. All of that, running at 60fps/ups. All of that, while theoretically rendering in a whole planet. All of that, with no loading for a single surface (because otherwise the factory will turn off). All of that, with good looking sprites. All of that, with easy building. All of that, with copy+paste.
Infeasible.
You know, now that we can use crafters as basically large storage for unstackables, couldn’t we now use it for tnt farms/ contraptions using tnt mine carts? Because they’re exactly centered on a block when dispensed. And mine carts are just easier to align than tnt
I just thought about something that will be so good, but also so hard to implement
If you add the crafter to the giant storage system at the Wavetech server, you can make it so if someone needs a crafted item, they press a button and the system automatically crafts a shulker of that item using the right ingredients and sends it to the player
A universal autocrafter is still possible (see mumbojumbo's video for an example) by sequentially sending items into a hopper line, just not at the scale that the carpet version can achieve due to timing requirements.
Such a crafter would be so slow it wouldn't even be worth using, my universal autocrafter from over 2 years ago can do 18K operations per hour, a line of droppers could do an operation every 36gt or 2000/h which is 6x slower. Scaling up the speed then becomes a logistical issue with item distribution.
One way they could enhance this block is add a switch/toggle to the GUI (comparators have subtract mode) that prevents the crafting if any slot only has 1 item. A lot of people are requesting better ergonomics for fixing the recipe and limiting what can go in, and this would be a solution. There are edge cases for non-stackables like the bow in the dispenser, but almost all other cases could take advantage of it. Or maybe this toggle can be per slot.... So each slot is either disabled, open always, or open but disables crafting if only 1 item.
Tbh there has never been a better time for an autocrafter in vanilla.
I don't think the Minecraft community has been truly ready for this until now
I mean, the crafter doesn’t necessarily have to be moveable for universal crafting, you could simply order the items in hoppers. Granted this would be slow, but you could scale it up to happen with multiple crafters
So I tried making one, and there is one drawback to this approach, you have to manually disable slots if your recipe doesn’t call for an item there
@@AwesomeIronGuywhat about uting a precise timing circuit with some or gates that when a slot is left empty you just out the filler item in and remive it 1 tick before you craft it. Might need parrelsation to make up for the speed lost
@@CriticalCipher that also works. The main problem with that approach is it is a lot more redstone to achieve the same result. I’m currently working on an idea similar to a large scale furnace array using the same gates approach with hopper mine carts.
Everyone seems to be missing the insane power of template crafting. Massively simplifies the most basic auto-crafting setup to just leave one item in every slot rather than dealing with sequencing…then just count items coming in & pulse.
Personally I don't think this will ever become a 1-wide design. There's just too many combinations and shapes of recipes. I think it will end up being you have one crafter that you change to your needs, and you have a bunch of one use systems in farms to compact items, or make different items. Also I disagree and think that the 0-9 signal is fantastic. If it was 15 that would be very difficult to do things with. If 15 is filled with 9 stacks, then a signal strength of 4 could be made from a few stacks of items, and one of the items you need to craft could be missing entirely. And how would you know if a recipeis finished? With the 0-9, every single recipe will be created at signal strength 9 as long as you block out every other part you don't need. All you do is use a comparator subtracting 8 from the side. Which you can use lecturns or another crafter if you want. It will activate when it's ready to craft.
Also I have already seen a 1 wide tileable by mysticat, however that is for strictly one ingredient recipes. Like iron nuggets, trapdoors, etc.
It is interesting how simple it is to make a machine to make a single unchanging item. I think the most practical technical use for this is not a general purpose auto crafter, but you can literally have a single hopper tower that fills a crafter tower. It is slow but takes 3 blocks per auto crafter and you could just be crafting every recipe in the game 24/7
Im disappointed at the lack of a rant about all the new copper variants increasing the need for a multi item sorter but i guess we have to wait for a storage tech video for that
You're probably asleep by now, (hopefully, for your health) but I wanted to say that you're doing a great job on the channel and to keep up the good work!
1.21 is already shaping up to be a revolutionary update and there is likely a large percentage of the update thats yet to be revealed
I didn't tested this yet, but if the autocrafter doesn't inputs items in random slots, then one could simply use the comparator signal to build a dedicated autocrafting machine for the most used redstone components by using a hopper filtering system on the input, connect it to a item counter, and make an amount selector using redstone hopper timers
ngl I was pretty happy to see that the crafter can't be powered via QC. QC messes up so many designs that *should* work, were it not for this unintuitive bug that I keep forgetting about
QC is rarely encountered if you are making redtone machines yourself on a more basic level. Plus, block updates are easy to produce to fix most QC issues with a well placed piston.
@@parrazarre1773 QC has more often broken my designs and forced a redesign than it has solved a problem for me. I don't like it and you will not convince me otherwise, it's unintiitive and makes learning Redstone harder
@@Xacris Skill issue then...
If you don't mind the player putting the initial items in the crafter to encode the recipe, a universal crafter is feasible. Simply don't trigger the crafter when it would run out of items, leave at least one set in there. Then you can use just one hopper as input, drop items into it in sequence
You can get all the wood into the piston crafting recipe simultaneously by having the input be another crafter which crafts logs into 4 planks. You can also have another side that switches between uncrafting redstone blocks and iron blocks to add 9 at a time so it doesn’t need to cycle as fast. That jus leaves 4 sides for cobblestone droppers which is the amount of sides you have left, and what do you know, you have dropper speed piston crafting by using the crafter to fill the crafter. Probably more complicated than making 2 systems at half speed, but it’s theoretically possible.
I've been refreshing you and Ilmango's channels for days waiting to see autocrafting things.
The issue of filling the crafting table with different items can be solved with a dropper/hopper tower
A universal crafting setup is trivial with this new crafter. You can let 9 droppers feed items into a hopper chain going into the crafter. If you need more speed, just build multiple instances of that setup.
I agree that the new crafttable should have all the dropper properties.
If the autocrafttable is facing an inventory block, like a chest, the item will be deposited inside it, but if that inventory is full, the item will be thrown out into the world, which is sooo weird.
I actually really like 0-9 signal strength, since it means it doesn’t skip a value, it’s also not too difficult to detect, just use a signal strength stabilizer
Sagittarius A*
9:22 be careful about the technical youtuber echo chamber here, for instance I hard agree about movability but hard disagree about the QC.. but most people are just gonna agree with cubic cos he's on the video.. The mob votes have shown the danger of this
why do you disagree about qc
I think it would be so much simpler if you could say, "set" the suto crafter with the items you need to craft. Say for example you want to craft a piston. You could set the planks at the top with 3 wood, the 4 cobblestone on the side, the iron and redstone. Then when you connect a hopper to it you can pass all the items it needs through one hopper and the auto craft would put the items in the spots you set.
Maybe this is asking for too much, but I think it would make things very easy especially for those less redstone savvy as the current implementation requires some weird redstone to make complex recipes. That and moveable tile entities lol.
You actually can, you just need a slower clock. I bet that will be one of the more common uses once the update drops.
7:20 So what I'm hearing is we should _finally_ patch the bugs and remove that "quasi-connectivity" nonsense from Java? Brilliant idea!
or... you could add these quirks to bedrock
@@marqimoth Bedrock doesn't need any more bugs, thank you.
@@recycledwaste8737 yeah fair
If you're not being ironic then just go play badrock and suffer
I still can't believe gnembon is now a developer for mojang
real
also nice tf2 reference with saxton hale in your banner
To play devil's advocate on the quasi-connectivity issue, think of all the recipes that form other recipes during "assembly" (e.g. gold nuggets before gold blocks). It could become really easy to accidentally quasi power the crafter early and make the wrong thing.
That being said, I think it's a minor concern / a fun challenge. I do think the crafter should support quasi-connectivity and I can't wait to see what you do with it.
Waiting every day for a video like this to come from ilmango, I’m scared the day will never come
I think the Crafter could be revolutionary, especially for farms, wheat farms can auto craft into hay bales, iron farms can auto craft into iron blocks (and for those who don’t want to waste poppies, red dye), and many more uses
This guy. This guy is the puppeteer behind the strings.
Tbf, I wouldn't say they've established quasi-connectivity as a feature. More like they acknowledged it's a property that's used enough to avoid changing, but that they don't officially support for future additions to the game.
The redstone handbook uses it so idk
I could imagine that a different solution to not being able to have 9 inputs could be that the auto crafter could pull from hoppers out of order. We see that it will fill each slot 1 at a time. So they could make it pull the correct item from the hopper when it needs it even if it's not the first thing in the hopper
I don't know much about Redstone, but I have an idea for the universal crafter...
It has 2 inputs, the config primer and the mats, both in Shulker Boxes. The config primer is loaded first with the recipe in order and the crafter is loaded an item at a time. The config primer has named items that are sucked first and stored as a number.
Then the mats are loaded in bulk.
Because the crafter is "Primed", the mats are going in the correct order. Once the mats are loaded, the system is activated X-1 times, which X being the stored number.
The last bunch are loaded and the system fires once more, leaving the primer still there.
If you want to clean the Universal Crafter and do something else, push a button to send a pulse to the crafter and configurate another Config Primer and another Mats Shulker Box.
The crafter can't say "primed" if one of the recipe ingredients is unstackable (like bows in the dispenser recipe, or milk buckets in the cake recipe)
@@tetsujin_144 Nope, it can totally stay primed as long as at most 1 ingredient is unstackable, because when the crafter is activated it will consume all items by one instance, leaving only one space for the unstackable item to fall into.
Although I will recognize that this also means that you need to leave a bit of time between the activations to account for unstackables.
@@tetsujin_144 And in the case of cake, the milk is the same item, so it doesn't matter what bucket goes into what slot, because all of them are in the top row which will be empty
You can make a much smaller tileable design without using pistons or observers, and the piston crafter doesn't need movable block entities at all! Your feed tape is just an overcomplicated way of inserting each item in sequence. The same thing can be accomplished using droppers and hoppers. You can even make the process work in parallel by dividing each item stream between crafters, similarly to how item streams are divided among furnaces in a large smelter array. I've been working on pushing storage tech to the limits with my shulker hard drive, which inserts stackable items into a shulker *without combining stacks of similar items* at a rate of *20 items/s.* It's even easier to avoid combining stacks in the crafter, since items are inserted into the least full slot instead of the first empty or similar slot. The only technical challenge would be shaped crafting and dealing with ingredients which do not stack to 64, but I can already think of some ways to overcome these problems. What I'm hearing is a lot of complaining, and not enough problem solving.
Landmark video and update
Cant wait to see what you make
A way to detect when it’s full is by having a comparator with a chest it barrel with a strength of 8, going into a rs dust that the comparator that is with the auto crafter is also pointing on it. An observer will detect it and power the machine
To make it tileable have two comparators on opposite sides leading to the same redstone dust piece and have one side be hooked up to the autocrafter and the other side hooked up to a lectern with a book on page 8. From that point, have an observer facing the redstone dust. When 9 tiles are filled the comparator will up the redstone dust's power level and trigger the observer.
Didn't see Arenspace's post. This is a duplicate. Yikers
surely you dont need to have that piston feed tape for this becuase it can have multiple in a stack. you just leave one recipe in there as a recipe filter and then dispense all your items into water stream that feeds into a hopper that goes into the crafter and then you set a pulse delay of how long it takes items to get into the hopper and bam pulse goes off crafts 1 of the item and leaves the recipe filter intact. and because of the nature of even distribution for items when using hoppers and because items cannot go into slots with items of different types your filter will never be removed. (a note for wearyness when developing this system is that the order that items are put in and distributed thought the crafter does reset when exiting the world especially in single player so there would need to be a failsafe implemented for when you log out to make sure no auto crafts are running during that time (discovered by xisumavoid))
Now all we need is a Placer block and we could probably make a Von Neumann Machine in vanilla Minecraft.
wouldn't it be funny if "in response to the complaints about quasi connectivity not being parodied in the crafter, we've removed quasi connectivity entirely!"
This is such a huge powerspike.
First pistions & repeaters
Then slimeblocks and it was huge
Then came observers
Now. Autocrafters. A new era
5:10 just like using a chiseled bookshelf to make secret Redstone doors, we use the crafter instead as a number pad that has 0-9 and the crafter can also be placed at different angles and the top looks like a number pad
Which inputs you flick doesn't matter, just how many you flick
I've seen an implementation where we feed a hopper line with the items in order and feed them all in sequence
We would be missing on speed but it seems like a simple application for complex recipes
Now that they've given in, I'm waiting for them to add the Breaker and Placer blocks for full measure.
Autocrafter as a feature immediately inplied the future existence of full-on factories, no doubts required
Here's to hoping movable tile entities is the next thing snuck in by gnembon
The one thing I would like to see from the crafter is a way to lock slots without opening a GUI. Maybe a redstone signal from the back could lock the next open slot. This would probably make universal crafters much simpler.
EDIT: After thinking about this idea for a bit I'm not sure if it's the best, unless you could make a system where upon activation and deactivation the slots are toggled. I'm not a redstone expert but a system where you put your inputs in 9 separate barrels and have empty barrels send a single pulse upon a lever use would be ideal for this.
It *is* possible to make a universal auto crafter with more items than the table has faces, and its been done already, by queueing items in a line of locked hoppers/droppers. However, each individual crafter will function rather slowly when its done this way.
I thought it was gonna be like: you put a crafting recipe and it crafts when it gets fed those items, but after trying it myself, I have no idea how it works
With this clearly being a feature aimed at the redstone community i imagine they will actually take feedback such as giving its max output as 15 when filled
FINALLY
we can make self-sustaining kelp farms now!
let kelp grow
harvest with piston
water stream/bubble elevator carries it to smoker
dried kelp comes out the other end
into the auto crafter
turns into dried kelp blocks
put into double chest
hopper takes some of them and uses it to refuel the smoker
The QC suggestion is so on point. Being experienced with redstone, just seeing the auto crafter not powered by QC felt wrong and unintuitve to me, so I definitely hope that they change that. Maybe even add QC to bedrock for consistency, and add movable tiles from Bedrock to Java too! Parity can be a good thing if executed well.
One of the First videos on only the auto crafter,
And what it can do.
Nice very Nice