I swear it has gotten a lot better lately, it doesn't actually feel that bad to play anymore. This was also completely disconnected from the physics though, so I might have just avoided the worst part
@@ReidCaptainHonestly, even the physics isn't that bad if you know how to avoid the problems. I'll give you some tips in case you want to do some physics-based stuff in the future: 1. When using collision to contain something, paint every few blocks a different color. This breaks up the collision mesh into multiple parts and makes it more stable. 2. Don't push bearings off axis. This causes weird effects that end up putting massive torques onto whatever they're attached to. 3. Don't push suspension any direction but in and out. This causes something called a "suspension glitch", and also puts massive torques on whatever it's attached to. Also, some tips on larger logic creations: Install Vincling's Logic Tools and Parts Mod. It helps a lot. Also, install Better Wires. It decreases the size and increases the contrast of connections. It helps a lot to see what you're doing. A thing I also do when wiring a bunch of connections in a line is to place blocks on top of the connections you've already done, this helps you not accidentally connect things wrong.
I find that placing artificial constraints on myself - such as the limitations of a game engine - really improves the creative process and makes me hone in on what it is that I really care about on a project. There is no such thing as art without constraints.
A lot of that lag is caused by the big slab of blocks touching the ground. This is also true for your moving encoding touching the mashine, especially while moving. To fix this, try putting blocks in the corners to lift most of it off the ground.
Oh man, your data reading mechanism reminds me a lot of something I created in modded minecraft - a read-only drum hard drive. I basically started with a big ring of blocks with a laser/sensor pair that would act as the read head (transparent blocks were 1, non-transparent blocks were 0) and I would rotate the ring with computer-controlled piston blocks (the computer was necessary because the sequence to rotate the whole ring was kind of a nightmare.) Then I stacked 8 of them up side by side and used them to encode text via the ASCII table and read the output with a computer to display a message on a big monitor. Sadly the drum was limited in radius because pistons can only move a certain number of blocks at a time so the message was short. When it was running it looked like 8 stargates dialing up all at once, and the result was pretty neat, although I couldn't run it very often because it was a horrible, server-lagging abomination.
@@lennelbalando5615 "something I created in modded minecraft" not vanilla, so i think theyre being legit when they say computer controlled piston blocks lol
@@varion_ Yup, I used RedPower 2's computer (which meant I had to program it in Fortran which was kinda wild because it's an old stack-based language) to program out the sequence required to rotate the entire ring by one block and then repeat it as needed. The red alloy wires from that mod were super useful as well since you can run them on vertical walls or even upside down so you don't have to do stupid stuff with stacked redstone torches or w/e.
My Idea for what you could have also done instead of coding the notes in binary: - have one long line of blocks for each note of each instrument block - you paint on the line to code notes (black=no note / white=play note) - the lines are attatched to pistons and get pushed by them with a consistent speed - sensors read the lines as they get pushed past them - the sensors are directly connected to the notes Advantages: + a lot simpler to implement (no binary coding) + a lot simpler to write music for (you would basically just paint a MIDI-file, which you could also just copy off youtube. For longer notes just paint more consecutive blocks) + you can play as many notes at once as you want and as long as you want + no physics + looks nice when played (you can use pretty colors for each instrument), you could even have the box in which the player stands high up in the air with a glass floor to overlook the pretty note lines + changing the speed of the pistons changes the speed of the music The only downside (i think) is that: - it uses a LOT more space (a area of at least 25 notes * 4 instruments * 2 modes * song length = 200 lines * song lenght)
@@resiknoiro7506 Thats one way too, but I think it would then have a problem where it could not play the same sound on two different instrument at the same time
I absolutely love seeing how you've progressed over the time ive watched you. You keep pushing yourself further and further and achieve more and more. Sensational stuff my dude!
One thing you could do would be to have sensors on both the top and bottom reading different colors - this way, would would be able to do base 3 and store much more data. You could even use spud cannons to destroy the cardboard and have 3 different color sensors and then be able to use base 4 and significantly increase the data you could store on one block. Love seeing the scrap mechanic vids!
i have a bit of experience in this game and can tell you that the lag propably was because that whole sheet of wood you where storing the data on was laying on your contraption and the contraption itself was laying on the ground. in scrap mechanic for some reason if you have a big contraption, the more surface area is colliding with the ground ore another contraption the more lag it creates. to prevent this most people either weld their stuff to the ground (make sure to extend it by at least one block at one spot so it is raised from the ground, then you can still disconnect it from the ground if you remove the one block) or you just put some one block feet under you contraption to reduce the surface area that touches the ground
The lag came from the way scrap mechanic handles painted blocks. That big slab of cardboard is considered a single physics object, but when you paint it, the painted area basically becomes a separate physics object. So the more separate painted blocks there are, the more physics objects there are and thus more lag, because it is touching the ground. If you were to put it on legs or suspend it in air in any other way, the lag would decrease.
if you make a second version, I think it's easier if you give each note two memory cells. The first one stores if the note should play currently and the second cell stores if the note should play on the next run. Then when you write your "program" there are two types of commands. First activate / deactivate notes. Second play current state. The "program" would then look like this: 1. note C# on 2. note F on 3. play notes 4. note C# off 5. note G on 6. play notes
there is a mod in the scrap mechanic workshop called vinclings which would've saved you HOURS of time connecting things, it has features to connect logic gates automatically like whenever you had to OR together the rom you couldve coloured all the gates one colour (which can be done with a piercing connect tool also in the mod) and then colour the or gates a different colour and using the mod you could connect the two gates instantly.
You can use timers as pretty effective storage devices. Loop [TIMER > OR > TIMER > AND] and from there you can turn the system on/off via the AND gate while using OR as the output to read from. Only down-side is that you have to re-program the loop after every power off, so in the context of a music player colored sliders can pre-program these loops, then just read them whenever melody calls for one. This way you get a set of looping chords to chose from, not just individual notes.
Something's to note, having big structures in scrap mechanic will create lag even when welded to the ground. Separating one large structure into multiple can drastically help, even if it's just by 1 block gap and even if it's still welded to the ground. Drastically simplifying structures and logic goes a long way. Sometimes even making something mechanical can reduce lag. I am pretty sure you can turn off the lights on the logic gates. When everything is done turning off the lights can increase performance.
You have an insane amount of patience and determination to be able to link up all those connections individually. And just the thoughts of making a single mistake and messing up a connection... *shudders*
To make arbitrary data length, you could have tried a drive-by scanner. Whether you choose to put the data on rails going by the scanner, or use the data as rails for the scanner, you would have a lot more storage space. Electric motors have the most consistent speed for this type of task.
I'd recommend to place the heads in 2 sides where you have a side with all c, d, e, f#, g# and a# and a side with the other notes. Thereby the structure of a chord makes a more stereophonic effect.
For a video suggestion: you might like from the depths! I think it would be interesting to see you play another game that was designed to make the stuff you usually make anyway(custom guns, custom engines, *boats*, planes, etc) Some guy even made an imperator class titan from warhammer 40k on the steam workshop... the possibilities of that game are endless
You could continued to use the databar... but instead of a disconnected databar being pushed forward through your sensors, you could have have your sensors moving over your databar on pistons... the lag was due to the databar being an unconnected mass and laggin the physics calculations... if you used the pistons moving the sensorbar over the databar on the slowest setting it would have also made the music flow better and be less... robotic, in it's timing.
My idea for data encoding chords and durations is something akin to MIDI where the data represents events such as turning on a note, turning off a note, or hitting a drum. This would solve chords and note durations, but you might need to add a frame system so multiple notes can be switched at the end of a frame. Data speeds would need to be really fast, though.
Oh hey reid, ive got smt you might like. Ive designed vanilla physical hard drives in sm before. Up to 64 byte cartridges Due to the fact that its just cartridges. I made one capable of reading four bytes at once from four cartridges, or individual ones from a specific of the four. In a little bit ill share the steam link to my designs if youd like to check them out. If you're wondering the speeds of the designs each design of tested and found at the fastest speed you can read from them without missing information. As well as any other speed information on it. The best part imo is the writer (though it uses quite a bit of glitch welding to not be the size of your entire music studio lol
im realizing that since this game basically has logic and pistons, you can make a Gimbal, and since there are vehicles, you should try to make a vehicles or even a house on wheels with a Gimbal style suspension
8:00 I am certain you could make somewhat retro music with only one note at a time, and I do recall hearing some strange music that was nothing but noise, not so much instruments, just without words, which tricked the unaware into hearing words. Basically you had to really focus on the noises generated to not hear the words, at least in my case. First part is referencing your "problem" and second part is just an interesting tid bit I thought some might enjoy to know of. Its impressive af to see what people can do in sandbox games now a days... only watched up to 8m so far, so gonna finish as this seems cool af.
Reid literally built a hybrid music box punch card and digital cassette tape reader buffer before having to build a digital MP3 player for it because it lagged too much... and here I am taping 3 AA batteries together and calling it done.
The reason it lilely got so laggy when you started paniting is that im scrap mechanic a big area of dragged blocks becomes one big collider. However these combined colliders can not pass through different colored sections. So painting many different small blocks exponentially multiplies the amount of colliders. And tve slider was a loose object
I can see you didnt heard of mod called Vincling's Logic Tools & Parts. Its a life saver . It saved me at least 100 hours from wiring logic gates. There is also mod that makes the wires more visible.
I don't know much about that game specifically, but a in a lot of games, especially sandbox ones, lighting is a stupidly costly calculation to make (especially if its something that has a light radius, with overlapping radii in such a way that light levels arent uniform). While I doubt it was your main problem (seeing as you were doing some complex logic), its something to keep in mind if the game ever starts lagging. So this depends on how lighting is done in the game, but im guessing if you are working with things that make light unavoidably, lighting everything up fully, so the lights turning on and off makes no difference, should minimize the lag caused by it. also anything that involves physics calculations (like moving, breaking, etc.) blocks is probably also pretty intense. But worth experimenting if its more laggy than alternatives, as you did :)
sm likes to crash when too many sounds are playing ( 4 electric engines on a lift used to crash games because sound bug and i think in the fix or smth they managed to stop it from happening and also cause too many sounds to not load)
Could've just move the sensors with a piston, to read all your data that is welded to a floor. Rather than moving the whole data on static sensors. Since the data is a very large loose object, it makes the game very laggy. In scrap mechanic, try to minimize the amount of loose objects as the game does not like it. Anyways great video all around 👍
He:"Things are starting to get quite a bit more complicated" Me in my mind:"I havent understood most of the stuff in this video so now im peobably not gonna understand any"
I am incredibly impressed with your willingness to make complicated things in this game, where 90% of the battle is fighting the game itself
I swear it has gotten a lot better lately, it doesn't actually feel that bad to play anymore. This was also completely disconnected from the physics though, so I might have just avoided the worst part
@@ReidCaptain yeah🤣
@@ReidCaptain pretty much the only time in the video that you tried to use physics it didnt work at all :p
@@ReidCaptainHonestly, even the physics isn't that bad if you know how to avoid the problems. I'll give you some tips in case you want to do some physics-based stuff in the future:
1. When using collision to contain something, paint every few blocks a different color. This breaks up the collision mesh into multiple parts and makes it more stable.
2. Don't push bearings off axis. This causes weird effects that end up putting massive torques onto whatever they're attached to.
3. Don't push suspension any direction but in and out. This causes something called a "suspension glitch", and also puts massive torques on whatever it's attached to.
Also, some tips on larger logic creations: Install Vincling's Logic Tools and Parts Mod. It helps a lot. Also, install Better Wires. It decreases the size and increases the contrast of connections. It helps a lot to see what you're doing. A thing I also do when wiring a bunch of connections in a line is to place blocks on top of the connections you've already done, this helps you not accidentally connect things wrong.
I find that placing artificial constraints on myself - such as the limitations of a game engine - really improves the creative process and makes me hone in on what it is that I really care about on a project. There is no such thing as art without constraints.
L O G I C G A T E S
L O W T E K R A T E S
M A S T U R- wait.
@@sentienttoast1319wait what??
@@sentienttoast1319masrtutbation? U mean🤨
@@lilj358 i uhhh ummm uhh 😳
A lot of that lag is caused by the big slab of blocks touching the ground. This is also true for your moving encoding touching the mashine, especially while moving.
To fix this, try putting blocks in the corners to lift most of it off the ground.
welding it to a pole is much easier :D
@@edmon974 that would also work I guess. As long as it isn't colliding with the ground
yup all that work gone when there was a simple fix
thanks for returning to the game. it deserves all the love it can get
I play it when I get a good idea, but otherwise it can be frustrating
@@ReidCaptain why don't you play a survival sires?
I love how passionate RC is about these projects
Oh man, your data reading mechanism reminds me a lot of something I created in modded minecraft - a read-only drum hard drive. I basically started with a big ring of blocks with a laser/sensor pair that would act as the read head (transparent blocks were 1, non-transparent blocks were 0) and I would rotate the ring with computer-controlled piston blocks (the computer was necessary because the sequence to rotate the whole ring was kind of a nightmare.) Then I stacked 8 of them up side by side and used them to encode text via the ASCII table and read the output with a computer to display a message on a big monitor. Sadly the drum was limited in radius because pistons can only move a certain number of blocks at a time so the message was short. When it was running it looked like 8 stargates dialing up all at once, and the result was pretty neat, although I couldn't run it very often because it was a horrible, server-lagging abomination.
oh that was genies ngl the way you make it
I presume you're playing vanilla minecraft, but man "computer-controlled piston blocks" sounds so much cooler than calling them piston feed tapes
@@lennelbalando5615 "something I created in modded minecraft" not vanilla, so i think theyre being legit when they say computer controlled piston blocks lol
i've made something similar with a giant loop of comparators - since they preserve the signal strenth i also end up with 4 bits for every two ticks
@@varion_ Yup, I used RedPower 2's computer (which meant I had to program it in Fortran which was kinda wild because it's an old stack-based language) to program out the sequence required to rotate the entire ring by one block and then repeat it as needed. The red alloy wires from that mod were super useful as well since you can run them on vertical walls or even upside down so you don't have to do stupid stuff with stacked redstone torches or w/e.
My Idea for what you could have also done instead of coding the notes in binary:
- have one long line of blocks for each note of each instrument block
- you paint on the line to code notes (black=no note / white=play note)
- the lines are attatched to pistons and get pushed by them with a consistent speed
- sensors read the lines as they get pushed past them
- the sensors are directly connected to the notes
Advantages:
+ a lot simpler to implement (no binary coding)
+ a lot simpler to write music for (you would basically just paint a MIDI-file, which you could also just copy off youtube. For longer notes just paint more consecutive blocks)
+ you can play as many notes at once as you want and as long as you want
+ no physics
+ looks nice when played (you can use pretty colors for each instrument), you could even have the box in which the player stands high up in the air with a glass floor to overlook the pretty note lines
+ changing the speed of the pistons changes the speed of the music
The only downside (i think) is that:
- it uses a LOT more space (a area of at least 25 notes * 4 instruments * 2 modes * song length = 200 lines * song lenght)
You could make it more managable by breaking it up to multiple sheets. 25 notes x 4*2*2(sensors) = 25 x 16. It would still need to bee tall
I've actually been developing a CD player-esqe contraption that reads 4 strands of binary in a circular pattern and is easily replaceable
I had somewhat the same thought look up "synthesizer" on the workshop.
@@kristofihasz5656 That is a good idea. Or alternatively you could have just 1 sheet where different colors on it represent the different instruments
@@resiknoiro7506 Thats one way too, but I think it would then have a problem where it could not play the same sound on two different instrument at the same time
I absolutely love seeing how you've progressed over the time ive watched you. You keep pushing yourself further and further and achieve more and more. Sensational stuff my dude!
One thing you could do would be to have sensors on both the top and bottom reading different colors - this way, would would be able to do base 3 and store much more data. You could even use spud cannons to destroy the cardboard and have 3 different color sensors and then be able to use base 4 and significantly increase the data you could store on one block.
Love seeing the scrap mechanic vids!
I recently binge watched all your SM videos and this was a pleasant surprise!
I don't think this contraption has enough connections to logic gates and timers
Yeah good point
Could you pls make a functioning manual revolver in Besieged? Either that, a repeater, or a bolt action rifle.
Besiege* and good idea
That would actually be sick!
i have a bit of experience in this game and can tell you that the lag propably was because that whole sheet of wood you where storing the data on was laying on your contraption and the contraption itself was laying on the ground.
in scrap mechanic for some reason if you have a big contraption, the more surface area is colliding with the ground ore another contraption the more lag it creates.
to prevent this most people either weld their stuff to the ground (make sure to extend it by at least one block at one spot so it is raised from the ground, then you can still disconnect it from the ground if you remove the one block) or you just put some one block feet under you contraption to reduce the surface area that touches the ground
Can you imagine how much better this would be if Reid Cap learned to glitch weld 🤩
It'd be amazingly compact.
you're amazing Reid, keep working hard
that is a good comment
I don’t know how RC always connects 500 devices together at the same time… great work!
You always make impressive and amazing projects continue with the good work!! 😊
Can we appreciate just how much work must go into each of these videos.
This is very impressive, great Job man
The lag came from the way scrap mechanic handles painted blocks.
That big slab of cardboard is considered a single physics object, but when you paint it, the painted area basically becomes a separate physics object.
So the more separate painted blocks there are, the more physics objects there are and thus more lag, because it is touching the ground.
If you were to put it on legs or suspend it in air in any other way, the lag would decrease.
if you make a second version, I think it's easier if you give each note two memory cells. The first one stores if the note should play currently and the second cell stores if the note should play on the next run. Then when you write your "program" there are two types of commands. First activate / deactivate notes. Second play current state.
The "program" would then look like this:
1. note C# on
2. note F on
3. play notes
4. note C# off
5. note G on
6. play notes
Keep going dude! I love your videos!
I love the Scrap Mechanic content. I litterally was wondering when you would do another and then boom!
YAYYYY! I love your scrap mechanic videos!
there is a mod in the scrap mechanic workshop called vinclings which would've saved you HOURS of time connecting things, it has features to connect logic gates automatically like whenever you had to OR together the rom you couldve coloured all the gates one colour (which can be done with a piercing connect tool also in the mod) and then colour the or gates a different colour and using the mod you could connect the two gates instantly.
Absolutely crazy dedication! Maybe try using some mods,that improve in-game logic performance. Keep up the good work man! Love your videos
i love your videos!
especially Scrap Mechanic ones!
Thanks for inspiring me to go back to sm, imma try my best to make my own spin on this!
You can use timers as pretty effective storage devices. Loop [TIMER > OR > TIMER > AND] and from there you can turn the system on/off via the AND gate while using OR as the output to read from. Only down-side is that you have to re-program the loop after every power off, so in the context of a music player colored sliders can pre-program these loops, then just read them whenever melody calls for one. This way you get a set of looping chords to chose from, not just individual notes.
This was insane, would love to see what you could do with it in the future
They give you three different hotbars to use, you can switch between them using f1,f2, and f3! Very helpful!
bro has some insane patience he does things no other would do if without reward. man clearly deserves a fist bump
It is great that you are making some more SM vids i really liked that marble machine you made a few years back!
I’ve oh so desperately waited for you to make a video like this. You should make a whole functional computer.
Something's to note, having big structures in scrap mechanic will create lag even when welded to the ground. Separating one large structure into multiple can drastically help, even if it's just by 1 block gap and even if it's still welded to the ground.
Drastically simplifying structures and logic goes a long way. Sometimes even making something mechanical can reduce lag.
I am pretty sure you can turn off the lights on the logic gates. When everything is done turning off the lights can increase performance.
I would love too see a v2 but I don't want you too go through the pain! Love the dedication too the builds.
Love the Scrap Mechanic content! ❤
You have an insane amount of patience and determination to be able to link up all those connections individually. And just the thoughts of making a single mistake and messing up a connection... *shudders*
Wow that's awesome you are generally the smartest gamer ever lol keep up the good work pal
I love watching you your my favorite youtuber❤❤❤
I love it, i definitely would like another video of this
That is quite the spiderweb of connections jeeeez
YES FINALLY MORE SCRAP MECHANIC
I really want to see a part 2 of this where you fix some issues compact it a little to make things nicer and upload it to the workshop
To make arbitrary data length, you could have tried a drive-by scanner.
Whether you choose to put the data on rails going by the scanner, or use the data as rails for the scanner, you would have a lot more storage space.
Electric motors have the most consistent speed for this type of task.
I'd recommend to place the heads in 2 sides where you have a side with all c, d, e, f#, g# and a# and a side with the other notes. Thereby the structure of a chord makes a more stereophonic effect.
That was awesome :D
Dedication. Defined.
For a video suggestion: you might like from the depths!
I think it would be interesting to see you play another game that was designed to make the stuff you usually make anyway(custom guns, custom engines, *boats*, planes, etc)
Some guy even made an imperator class titan from warhammer 40k on the steam workshop... the possibilities of that game are endless
you mean games like sprocket and simple planes?
👍
@@An_M4A3 I mean, those would be good too!
I just think from the depths is a more fun game and might be more interesting for videos
@@CH-su5vj yeah its a cool game you can make anything so i get what you mean
he suffers for our entertainment. hats off, men. i don't know how your mind could have conceived this.
Recomendation
U could use a like vehicle to drive over a sheet where sensors sense the blocks u placed and it would be prob better
Holy hell this is complicated and so so cool
You could continued to use the databar... but instead of a disconnected databar being pushed forward through your sensors, you could have have your sensors moving over your databar on pistons... the lag was due to the databar being an unconnected mass and laggin the physics calculations... if you used the pistons moving the sensorbar over the databar on the slowest setting it would have also made the music flow better and be less... robotic, in it's timing.
These heads are perfect to recreate "papers please" theme
My idea for data encoding chords and durations is something akin to MIDI where the data represents events such as turning on a note, turning off a note, or hitting a drum. This would solve chords and note durations, but you might need to add a frame system so multiple notes can be switched at the end of a frame. Data speeds would need to be really fast, though.
wait until he finds out about glitchwelding
BEEG BOX O’ HEADS
Great content
For even more -pain- control, you could but them on pistons to control their volume :).
what you can do is weld your project to the ground to reduce lag, just make sure to keep it a few blocks above so you can remove it from the ground
Oh hey reid, ive got smt you might like. Ive designed vanilla physical hard drives in sm before. Up to 64 byte cartridges
Due to the fact that its just cartridges. I made one capable of reading four bytes at once from four cartridges, or individual ones from a specific of the four. In a little bit ill share the steam link to my designs if youd like to check them out.
If you're wondering the speeds of the designs each design of tested and found at the fastest speed you can read from them without missing information. As well as any other speed information on it. The best part imo is the writer (though it uses quite a bit of glitch welding to not be the size of your entire music studio lol
Vanilla scrap mechanic logic makes me cry
im realizing that since this game basically has logic and pistons, you can make a Gimbal, and since there are vehicles, you should try to make a vehicles or even a house on wheels with a Gimbal style suspension
I'm getting flashbacks to the Full 8-bit Computers my friends have made
8:00 I am certain you could make somewhat retro music with only one note at a time, and I do recall hearing some strange music that was nothing but noise, not so much instruments, just without words, which tricked the unaware into hearing words. Basically you had to really focus on the noises generated to not hear the words, at least in my case. First part is referencing your "problem" and second part is just an interesting tid bit I thought some might enjoy to know of. Its impressive af to see what people can do in sandbox games now a days... only watched up to 8m so far, so gonna finish as this seems cool af.
i say make a second version cause you can definitely somehow make an entire Beethoven orchestra with this
Take a shot every time he says "addressing" or "adddress"
Do I understand what's going on? Nope. Am I very interested to see if the cool thing being made? Hell yeah!
Reid literally built a hybrid music box punch card and digital cassette tape reader buffer before having to build a digital MP3 player for it because it lagged too much... and here I am taping 3 AA batteries together and calling it done.
Can’t wait to do this in survival during Chapter 2
The reason it lilely got so laggy when you started paniting is that im scrap mechanic a big area of dragged blocks becomes one big collider. However these combined colliders can not pass through different colored sections. So painting many different small blocks exponentially multiplies the amount of colliders. And tve slider was a loose object
I can see you didnt heard of mod called Vincling's Logic Tools & Parts. Its a life saver . It saved me at least 100 hours from wiring logic gates. There is also mod that makes the wires more visible.
Tell me you're a computer engineer without telling me you're a computer engineer (as a fellow young computer engineer, I love it)
I'd love it so much if you'd make a v2 of this construction
Ok now you gotta play the wintergaten marble machine song on it
I have no idea what just happened but I was entertained!(?)
use the modpack continuation mod, it adds logic, memory and basically a ton of stuff useful when building sstuff like that
Many shift register for each note using d-latch with self wired xor.
When you don’t want to play one song but
*ALL THE SONGS*
yayyyy scrap mechanic!
I love your videos. Could you do more videos of you making planes in besieged?
I don't know much about that game specifically, but a in a lot of games, especially sandbox ones, lighting is a stupidly costly calculation to make (especially if its something that has a light radius, with overlapping radii in such a way that light levels arent uniform). While I doubt it was your main problem (seeing as you were doing some complex logic), its something to keep in mind if the game ever starts lagging.
So this depends on how lighting is done in the game, but im guessing if you are working with things that make light unavoidably, lighting everything up fully, so the lights turning on and off makes no difference, should minimize the lag caused by it.
also anything that involves physics calculations (like moving, breaking, etc.) blocks is probably also pretty intense. But worth experimenting if its more laggy than alternatives, as you did :)
Nice 👍
I only have like 3 channels I get to watch Scrap Mechanic content on, I'm really glad to see it elsewhere.
Good grief, his 3am motivation lasts forever.
sm likes to crash when too many sounds are playing ( 4 electric engines on a lift used to crash games because sound bug and i think in the fix or smth they managed to stop it from happening and also cause too many sounds to not load)
One interresting but very difficult idea would be to make a text editor
like MS Word
Cool :)
:)
In hindsight, playing your outro song through it would have been the perfect ending
Lol wish I thought of that
W
W
@@An_M4A3 W
@@An_M4A3 He is first, by a bit less than one minute.
@@An_M4A3 I am commenting on your comment on a comment. You are first.
W
If you do ever revisit this project you may be on to something here, like Mario paint.
Reid needs to try make a vehicle as over complicated as this in Stormworks.
you absolutely have to try the minecraft redstone you'll love it's possible to do what you want with like a computer a game some music...😍
Corporate needs you to find the difference between these pictures (cannon, spudgun) RC: They're the same picture!
FR
With your reading method that involved painting blocks instead of moving the “data” could you not have just moved the sensors themselves?
Can you try to make a useful self multiplying machine that sounds like a fun idea
Could've just move the sensors with a piston, to read all your data that is welded to a floor. Rather than moving the whole data on static sensors. Since the data is a very large loose object, it makes the game very laggy. In scrap mechanic, try to minimize the amount of loose objects as the game does not like it. Anyways great video all around 👍
He:"Things are starting to get quite a bit more complicated"
Me in my mind:"I havent understood most of the stuff in this video so now im peobably not gonna understand any"
you need an "im able to" counter lol
YAY BLUE SPAGHETTI