In bedrock edition u could maybe do this with snow layers since they’re affected by gravity and it’d look nicer since they’re shorter. They’re also infinitely renewable :3c
@squibble111 Another fun video! I would have loved to see you use colored concrete powder in the "sand hopper". For example we could see the first 10% of blocks in red, the second 10% of blocks in orange, the third 10% of blocks in yellow, ect. That way the randomness data can be visually represented, plus I think it would just look cool.
Just got done studying hypothesis testing and I got suggested this video, thanks youtube! I would make one correction - When you say "Skewed", it technically refers to the direction of the longer _tail_ of the distribution, not the direction of the peak. At 9:23, it looked like you said the distribution was skewed to the left, when it's actually skewed to the right, the direction of the skinnier tail - Opposite the direction of the peak's bias. Really great demonstration!
"None of these pistons are in the right spot, and they will never be ever again" This killed me, I know exactly what you're talking about and I can only imagine how devastated you were Absolutely brilliant line.
broooo wth. im a game developer and once i had an idea for a game and the name was literally Squibble, exactly what your name is, not even joking. that was like my first game i ever made, and i couldve added more, but it was mostly just a way to better learn unity game development.
What basically happens is that for each peg, there is a 50% chance to go left or right. For the far edges, there is only one path so balls falling there is pretty unlikely. For the center, however, there are multiple ways for balls to get there, so it's filled up more. This is called a normal distribution.
For a finite board, it is a binomial distribution (trinomial in the case of the 3D board), but as the size increases, it approaches a normal distribution.
I think this sand pile is taller just because it is made in 3d world. In the 2d graph there are only 2 directions the sand can fall to, left and right. But in 3d work the sand can fall in 4 directions. The single vertical line is basically taller 2 times as the normal 2d graph, because basically there are 4 ways/directions the sand can come from into the vertical line.
“This was a really dumb project and i don’t know why i did it” you did it because you wanted to even though you knew it was a “dumb project” (me personally i do not believe it is) and i respect that
As one of the old school creators of useless/wacky redstone ideas (see my old content!!), this is ABSOLUTELY AMAZING!! It has my entire heart lol, the redstone is elegant, the concept is so fun, and the fact that its so visual is super pleasing! Huge props
I would indeed be very interested in a stack halfer next. Finding a way to do that that isn't bulky and is thus usable in this context would surely surprise me. You could even recycle the discarded blocks.
Got bored so i decided to download the litematic to make a mechanism which turns the 1x1 sand pillars into 2x2 sand pillars. Gotta admit it looks really sick
It's always fun to play around randomness in the computer world, nothing can be random without external outputs so it's always interesting to find out the weakness of something that's pseudo - randomic
One way to circumvent the problem of the sand piles getting too tall is to generate a bunch of piles and average the heights. If you generate, say, 100 piles, and record the height of each column in each pile, you could average those heights together at the end to greatly reduce the effect of the randomness. (Obviously this would take forever though, so try it at your own risk) Also btw your videos are amazing, exactly the kind of niche and fascinating minecraft content I didn't know I wanted
Have you considered using snow layers in bedrock edition? They act like a falling entity and will stack much flatter than a full block. You can push them to one side while they fall.
Now all you need to do is add logic to the randomizer so that it's less-likely to choose a direction it just chose. How do you do that? By delaying the return of the first item via re-routing it into another dropper, which then instantly puts it into another hopper which then puts it back into the original dropper. I'm not sure how to explain it outside of that, but Etho's made a few videos using it (I wish I could tell you which ones). Also, SW rule always applies. Happy redstoning.
What if you break the sand after it’s been sent though the randomiser and transfer it into a chest. You could run the machine for way longer and then have a more accurate data set. You could measure how full the chest is to make a display to show how the curve looks with lamps.
In order to effectively half the piles you could set up a chain of command blocks that just clears every odd vertical layer. Or even later depending on if you want it to round up or down.
What about using the inherent random velocity of TNT and imparting that onto falling sand/ concrete? I feel like it’d be fiddle but might be interesting to try
You managed to turn an average kindergartener activity to a technical redstone build meant to recreate/prove a concept in math that many people probably have never heard of. I'm starting to really like this channel lol
Admittedly I dont't know much of anything about instant wire, but is there a reason you clarified you were not using it? Are you against instant wire or was it not useful in this build?
Its humongous and is hilariously unstable. It triggers when ANYTHING touches it, even a nonredstone component (like a block being palced next to it). Ultimately, the speed tradeoff isnt worth
Map files are images in the game files. You can make a map, close the game, open the world folder, find the map image file, replace it with another image file (keep the name the same), and then when you go back into that world the map will be the image (so long as no one updates the map).
ima be honest I had NO CLUE that what username 4835 said was possible, but the method i used was i changed one of the ingame paintings.this is the case for all my vidceos that includ images
Would it be reasonable to have a collection at the bottom that simply removes every other sand that lands in each spot? essentially cutting the pile in half
squibble the type of guy to optimize a device for hitting kids with rubber mallets perfectly every time
Huh???
I would watch that video
SHARK
Haj pfp, based
Where can I get that machine? Asking for a friend
Nothing wrong here, looks pretty *normal* to me!
Normal distribution be like…
Hehe, good joke 😂
This is exactly what I imagined Minecraft was when I was 9 and heard it was a “sandbox game”
In bedrock edition u could maybe do this with snow layers since they’re affected by gravity and it’d look nicer since they’re shorter. They’re also infinitely renewable :3c
Your projects are always hilariously unhinged. I dont know why you do this to yourself, but i will continue to watch
this is like shitposting but redstone engineering
The concept of a sand dropper being biased is for some reason a bit funny
@squibble111 Another fun video! I would have loved to see you use colored concrete powder in the "sand hopper". For example we could see the first 10% of blocks in red, the second 10% of blocks in orange, the third 10% of blocks in yellow, ect. That way the randomness data can be visually represented, plus I think it would just look cool.
thats fucking awesome actually. if I forget to do that, feel free to try yourself as the desc has a schematic
you're a genius
Just got done studying hypothesis testing and I got suggested this video, thanks youtube!
I would make one correction - When you say "Skewed", it technically refers to the direction of the longer _tail_ of the distribution, not the direction of the peak. At 9:23, it looked like you said the distribution was skewed to the left, when it's actually skewed to the right, the direction of the skinnier tail - Opposite the direction of the peak's bias.
Really great demonstration!
youre totally rigt and i remember learning this in math class and forgetting.
"None of these pistons are in the right spot, and they will never be ever again"
This killed me, I know exactly what you're talking about and I can only imagine how devastated you were
Absolutely brilliant line.
broooo wth. im a game developer and once i had an idea for a game and the name was literally Squibble, exactly what your name is, not even joking. that was like my first game i ever made, and i couldve added more, but it was mostly just a way to better learn unity game development.
What basically happens is that for each peg, there is a 50% chance to go left or right. For the far edges, there is only one path so balls falling there is pretty unlikely. For the center, however, there are multiple ways for balls to get there, so it's filled up more. This is called a normal distribution.
For a finite board, it is a binomial distribution (trinomial in the case of the 3D board), but as the size increases, it approaches a normal distribution.
Does the same principle apply for when you roll more than one dice?
@@ndr1259yeah, the extremes are way more rarer than the average value
I think this sand pile is taller just because it is made in 3d world. In the 2d graph there are only 2 directions the sand can fall to, left and right. But in 3d work the sand can fall in 4 directions. The single vertical line is basically taller 2 times as the normal 2d graph, because basically there are 4 ways/directions the sand can come from into the vertical line.
crazy how this person got exposed in 2019 for hitting kids with rubber mallets
👀??
what
NTO TRUEE!!!! this NEVERT HAPPENED !!!!
How did you comment that early?
@@LimolaGaminghe is hackor!!1!!!!!11!1
Don't be calling my door-stone weird
im sorry your door stone is divine
A tutorial on how to normally distribute sand in Minecraft wasn't something I expected to watch today... Love it!
“This was a really dumb project and i don’t know why i did it” you did it because you wanted to even though you knew it was a “dumb project” (me personally i do not believe it is) and i respect that
Bro I have seen thousands of amazing naturally generated mountains but its always getting better
As one of the old school creators of useless/wacky redstone ideas (see my old content!!), this is ABSOLUTELY AMAZING!! It has my entire heart lol, the redstone is elegant, the concept is so fun, and the fact that its so visual is super pleasing! Huge props
at 7:42 when you realised you accidentally broke something by punching in 3rd person mode...
lmao yup that was exactly my reaction
I would indeed be very interested in a stack halfer next. Finding a way to do that that isn't bulky and is thus usable in this context would surely surprise me. You could even recycle the discarded blocks.
That is a really cool idea. I never even thought about recycling.
Got bored so i decided to download the litematic to make a mechanism which turns the 1x1 sand pillars into 2x2 sand pillars. Gotta admit it looks really sick
8:47 ur red stone machine has separation anxiety
It's always fun to play around randomness in the computer world, nothing can be random without external outputs so it's always interesting to find out the weakness of something that's pseudo - randomic
ok the usage of the slime rancher music (i thought it was for glass *desert* ) is quite a nice touch
This makes so much sense! I'm glad you were willing to explain this! (Well, at least the important stuff) This is all so cool!
Realy cool. You should try changing some of the randomizers and see what patterns the changes made.
you know... adding or removing 1 layer may actually correct the bell curve...
A proper belle curve would be made regardless of how many layers it has. It looks super tall because all the blocks stand directly on top of eachother
Love the slime rancher music in the back
_Finally got around to actually making a discord._ I've never done that but it sounds harder than the redstone wizardry in the video
Man I love this channel
🔥 NORMAL DISTRIBUTION 🔥
Damn I wish I was a perfect pile of sand…
Good video btw, very interesting
One way to circumvent the problem of the sand piles getting too tall is to generate a bunch of piles and average the heights. If you generate, say, 100 piles, and record the height of each column in each pile, you could average those heights together at the end to greatly reduce the effect of the randomness. (Obviously this would take forever though, so try it at your own risk)
Also btw your videos are amazing, exactly the kind of niche and fascinating minecraft content I didn't know I wanted
I just came by to say that your skin with the magnetic north lights look awesome!
7:08 Ideally, you'll want to initialize the random values first.
Your videos are the best, don’t stop.
Understood the math. Didn’t understand the redstone. Me happy. Me subscribes.
Was really hoping you was going to use a chicken walking over pressureplates to make a random number
Have you considered using snow layers in bedrock edition? They act like a falling entity and will stack much flatter than a full block. You can push them to one side while they fall.
Alternative title: the Burj Khalifa maker
Ahh, the hill making christmas tree
Beautiful
Classic squibble
Now all you need to do is add logic to the randomizer so that it's less-likely to choose a direction it just chose. How do you do that? By delaying the return of the first item via re-routing it into another dropper, which then instantly puts it into another hopper which then puts it back into the original dropper. I'm not sure how to explain it outside of that, but Etho's made a few videos using it (I wish I could tell you which ones). Also, SW rule always applies. Happy redstoning.
Slime Rancher Soundtrack (0:00)
Love the random camel.
quick bit of slime rancher music
I like the slime rancher music 👍
Uh-oh the forbidden normal curve
make some command blocks to transfer the sand data into a bunch of snow layers elsewhere so the curve can be more easily displayed
"that could be really bad!" i.e. the sand pile could end up not being optimally piley.
bogosort could do this in milliseconds
Slime Rancher Ancient ruins courtyard music
the problem is that gaussian curve is continuous, not discrete
id argue that most things in minecraft are discrete so i guess i tried my best
run it 500 times and take the average of each height
Amazing video
Never knew I needed a viode with as topic a pile of sand but it plays slime rancher music in the background _👍_
What if you break the sand after it’s been sent though the randomiser and transfer it into a chest. You could run the machine for way longer and then have a more accurate data set. You could measure how full the chest is to make a display to show how the curve looks with lamps.
In order to effectively half the piles you could set up a chain of command blocks that just clears every odd vertical layer. Or even later depending on if you want it to round up or down.
While true, this isnt really a command block channel
The camel in the background
Background music is the Slime Rancher Soundtrack
awesome sauce
What about using the inherent random velocity of TNT and imparting that onto falling sand/ concrete? I feel like it’d be fiddle but might be interesting to try
actually, this idea rocks. ill test it in the future
can't you use double chests with hoppers the items will have a 50% chance of going to the hoppers.
you can also use boat chests
You could, but this is completely random. Boat chests with hoppers split the items 50/50. The point was to make it completely random
You managed to turn an average kindergartener activity to a technical redstone build meant to recreate/prove a concept in math that many people probably have never heard of.
I'm starting to really like this channel lol
Yup I understood all of the redstone in the video yup
the perfect pile of sand?! i dunno.. looks pretty NORMAL to me!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
please like i got a statistics major just for this joke
sand plinko
the world file is called 3d plinko lol
gausian sand
Squibble upload :D
if you need slower redstone for sequencing could you not replace the gold rails detected by observers with detector rails and run a minecart?
Admittedly I dont't know much of anything about instant wire, but is there a reason you clarified you were not using it? Are you against instant wire or was it not useful in this build?
Its annoying and using instant wires usually changes how the entire thing works
Its humongous and is hilariously unstable. It triggers when ANYTHING touches it, even a nonredstone component (like a block being palced next to it). Ultimately, the speed tradeoff isnt worth
science isn't about WHY, it's about WHY NOT!!!!
I like this video :)
normal distribution 🗿🗿
I fucking love your videos
mmmm crunchy
Can I ask how you got those images into the game at 1:31 ? Surely you didn't build map art just for the purpose of this video!
Map files are images in the game files. You can make a map, close the game, open the world folder, find the map image file, replace it with another image file (keep the name the same), and then when you go back into that world the map will be the image (so long as no one updates the map).
ima be honest I had NO CLUE that what username 4835 said was possible, but the method i used was i changed one of the ingame paintings.this is the case for all my vidceos that includ images
Would it be reasonable to have a collection at the bottom that simply removes every other sand that lands in each spot? essentially cutting the pile in half
I like dumb things :)
I'd like to watch more of your videos, but that insane FOV gives me motion sickness every time your camera swings around.
Sometiems i eated sand
how do you get your sky to look like that
complimentary reimagined shaders
What shader are you using?
complimentary reimagined shaders
Music?
i disliked this video becase it wasn't with binary
second
I was, not you
Nuh uh