Added: 6 months ago
From: TaviRider
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  • I want a pulse that lasts 12 ticks and a delay that lasts for 48 ticks. How do I do that?

  • This is a brilliant video. Very thorough and easy to follow and understand, I had quite a good understanding of ticks, but I had no idea pistons worked in that way. It's very interesting, thank you for the research!

  • THANK u SOOOO much awesome explained, that's just what i've been looking for! // BTW: When do redstonetorches burn? how many ticks between signal input change have to be there?

  • @Gothic9829 You mean when redstone torches burn out from cycling too quickly? Hmm... I know it's 15 or 16 state transitions, but I don't know what the tick requirement between transitions is.

  • @TaviRider well i'm trying to create a 1tick signal to be send by a clock. but when i try to insert one in my clock it's, that my inverter ignores the 1-tick signal (build a sgnal shortener: 2 inverter in the one way and the other is a repeater ending in the second inverter) but as i set the repeater on 2 ticks the second inverter does not react on the 1-tick part, in which it does not become a 1 as input.

  • Your Pro!

  • 12:17

    Here's what I think really going on in Minecraft.

    Minecraft isn't compatible to real life.

  • hers some fact for you: in the redstone torch class in minecrafts sourcecode the "tick" variable is set to 2... correct me if im wrong...

  • how come you hardly make videos?????????

  • What if Blocks were 1 tick, pistons were .5 ticks or 1/20 of a second, and torches were instant?

  • @C0mmand3r27 I don't think your theory is correct. Consider a line with a redstone repeater, then a block, then another redstone repeater, etc, etc. This would show a longer delay if blocks had delays.

  • @TaviRider I tried doing a test but my PC is slow and wouldn't transfer power through blocks without a repeater so i gave up

  • restone world 2.0 download plus i cant find you on google plus

  • *talking to my friend* Him: "The repeater should be at two ticks." Me: "What kind of ticks, redstone or game?" Him: "There are different kinds of ticks?" *realize I have to explain this all* O-o

  • @corkeyIIonthebus Redstone repeaters update on redstone ticks, which are every 1/10th of a second. Set on the longest delay, that's 0.4 seconds. Four of them together is 1.6 seconds.

  • @TaviRider I recently made a tutorial on a togglable random pulse machine and someone commented saying that four repeaters at max setting is 3.2 seconds, but im sure its 1.6 seconds. Please tell me if i am correct or need correcting...

    Sir_Desroy

  • if you do any more redstone tutorials, you should change the repeater skins to numbers instead of the normal skin, it'd be easier for us to see how many ticks each one is set at.

  • @frapalino I've avoided using different skins because people unfamiliar with the skin may be confused by it. But you're right that I should be very careful about showing the length of the delay on repeaters to avoid any confusion.

  • @TaviRider My question wasnt about redstone ticks specifically, but about timing redstone. You mentioned in your piston science video about pistons being able to push other non extended pistons. I am trying to do this, I have no problem doing it one way, I just dont understand how to retract the first piston before retracting the second one, as they go the other way around. Not sure if I've explained properly but that's the best I can do on here. Thanks again!

  • @TheBomber667 after watching a vid, at the top of the screen click on more videos and at the bottom you can sub to them

  • Too boring

  • @TheJelmega well you can make an almost instant repeaters by having pistons retract. Look up instant repeaters with pistons if u really care.

  • What happened to your videos. You haven't posted any for 3 months!

  • why dont they makea istant repeater? what do you think

  • then hearing later in vid im wrong lol

  • your close jadestarxl it 1/2 but still close

  • You helped me so much with redstone, thanks

  • I'm a minecraft noob, and no tis was not hard to follow you explain well. I want to know how you built that setting as I cannot imagine you did it all manually...

  • you sound like my princeable

  • Has anyone ever told you how much you sound like ONLYUSEmeBLADE?

  • 14:14

    I think the game-tick is just how fast it is calculated, not how fast it is rendered.

    The speed of the minecart is updated every game-tick p/s, while the location of the cart is updated every frame p/s.

    The screen looks fluent because of a high fps, not ticks.

    For instance, if you have lag... The amount of ticks p/s can't be lowered.

    They get queued up, the fps just gets lowered.

    That explains the shocking motions of minecarts when you lag? Your catching up on the ticks you had to do.

  • wow you explain stuff like my dad and i got all of the info and i have aspergers

  • @thebomber667

    U go into more videos n go to the bottom of it

  • Does anyone know how to sub on an iPod?

  • Never saw such a good tutorial for minecraft and redstone in combination! Keep the good work up.

  • Can you try make an Instant wire go straight up and the make a tutorial please?

  • Amazing video. Subbed.

  • there is minimal delay when first redston is powerd.

  • even some one with advanced knowledge can learn from this video :D your awesome and you just gain a new sub!

  • New vid plz

  • Thank you very much

  • Did anyone film the redstone panel you attended at Minecon? I really wanna see it!

  • @TercYspot sethbling did. 57min video

  • @TercYspot yeh sethbling did "watch?v=9OlM1PMApwo&feature=f­eedu"

  • @TercYspot yes, sethbling did

  • @TercYspot its filmed on sethbling's channel

  • @TercYspot sethbling uploaded the entire thing :)

  • @TercYspot The video is on SethBling's channel

  • @TercYspot SethBling

  • @TercYspot Sethbling did! Go to his channel. It's like the 5th video down or something... I would link you but I can't post links on here...

  • @TercYspot /watch?v=9OlM1PMApwo

  • @TercYspot Look at sethbling's channel

  • @TercYspot sethbling

    

  • @TercYspot yes sethbling uploaded it :)

  • Comment removed

  • @TercYspot yea, sethbling did

  • @TercYspot if you haven't found any already sethbling who was also in the panel uploaded the whole thing

  • @TercYspot Yes! Look for SethBling to upload the entire session in a couple days.

  • Lol. My game lags so bad I get like 5 game ticks per second.

  • Come on pls make more tuts!

  • @13burnie13 Not to worry, I'll be back to making videos right after MineCon! :)

  • @TaviRider i like your videos so much and u must be a youtube partner really !!!

  • @TaviRider yippi!

  • @TaviRider I heard somewhere a tick is 1/4 of a second

  • @TaviRider still wayting...

    

  • I respect your thoughts and they are well thought out, but like you said towards the beginning, when a block has a power supply and a torch, it delays it so is doesn't crash, do it wouldn't be the redstone with a tick, it's the block making a connection between the torch and dust

  • I'm thinking of this like music, making the redstone tick equal to a measure. This would make 10 measure equal a second. The game tick is equal to a half note since there are 2 game ticks per redstone tick. So 20 game ticks is a second. A piston would take 3 game ticks which is equal to 1.5 redstone ticks, making it a dotted whole note. It is much easier for me to think in terms of RS ticks than thinking in seconds.

    Is my logic flawed? Please tell me if so. Reply or message me.

  • I would love to see more video, very educational to understanding the inner mechanics of minecraft

  • To be honest, i ACTUALLY understanded that (Because I know how redstone works, and a little about ticks) :)

  • Does anybody know the command to enlarge the block placing and breaking range in Single Player Commands?

  • @MrVijfhoek It's "reach". I usually play with /reach 10.

  • @TaviRider Ah tanks :D

  • @TaviRider And I meant to say "thanks" there

  • Nevermind, 1/10 off, 1/10 on.

  • So, a five clock is just about 1 second, yea? Wouldn't that make a tick just about 1/5 seconds?

  • @DaxellWells Nope, this is a Minecraft bug (sadly)

  • Does seeing this and understanding it meens im smart?

  • @magnetwardrobe You first need to spell correctly.

  • One question hopefully you can answer: On our multiplayer world, When the operator resets the time in-game, all pulsars and clocks stop working. Why is this and is there a way to rectify it without resetting server?

  • well how is it possible to have 2 redstone torches for 2 ticks then add a repeater with 3 ticks to have the outcome of 1 tick??? example i know of a T flip-flop

    i just don't get it their adding delay but yet the outcome is less deley @_@

  • @nacnud247 Sounds like monostable circut you are talking about. when you unpower it there will be a very short pulse. It does however stil add a 2 tick delay to the signal.

  • It would be interesting to see what would be the result of the last circut, but with repeaters only for every other piston, so that the pistons would add 6 game tics each, which would be exactly 3 redstone tics.

  • I've always thought that piston timing was kind've weird in my contraptions, thanks for explaining why :P

  • Look up RedPower mod. Atleast 15 different gates which take 1 block space. Redstone cam be placed anywhere, on the walls and on the cielling. There's not limit of power (Redstone wont stop powering after 15 blocks). There's tons of colors redstones. If you put 2 different colored redstone next to each others, they wont connect, which prevent from losing space. Includes colored light blocks!

  • 4:42 holy FUCK you don't even see your computer loading the chunks

  • Did you made that flat world by yourself or did you download it from somewhere?

    I want a completly flat world too!

  • @Qaspwer I used to use Tyken's Test World, which is a set of downloadable flat worlds. But I made this one myself in MCEdit.

  • great videos! this makes ticks more understandable with redstone and pistons!

  • No new videos =[

  • @davee1233 Busy buying a house.

  • @TaviRider Good luck on buying it man!

  • I think pistons may react to power in 1/20th of a sec, and then the redstone torches under the blocks are the reason for the additional 2/20th of a sec delay.

  • @Criddian Do you have an experiment that can demonstrate that slightly different model of what's going on?

  • @TaviRider no, but I'll work on it! :)

  • @taviRider I can't get it to work on my server. I have copied your design exactly. I have been tinkering with it for hours and i cant get th ecart ready station (second step) at the top working. It seems the detector isnt functioning properly and the i'm thoroughly frustrated! is there anyway you could look at it? spent way too many hours on it already lol.

  • @coru33 I'd be glad to help. Just send me a private message with the server address and directions to it.

  • Comment removed

  • Uhhhmmm... why not call one of them a tock? :)

  • @DJMalleus I thought about exactly that before filming this video, but decided it would be misleading because it would go "tick, tick-tock, tick, tick-tock" when people expect it to go "tick, tock, tick, tock".

  • okay on the falling edge of a instant wire signal the piston retracts the block so the wire becomes unpowered in 0gameticks meaning that the piston in front of it retracts and so on.

  • @livedandletdie Exactly.

  • What i wonder about this is, if the game ticks at 0.05 of a second then wouldn't pistons be limited by this in both directions and the instant piston logic would be impossible? If there is something i am missing i would like to know what it is.

  • @CrimsonSlug The effects of some events occur on the same tick, while the effects of other events are scheduled for a later tick. When a block with a torch on it receives power, the update to that torch is scheduled for the next tick. But when a piston starts moving, the effects from that are handled on the same tick.

  • @TaviRider any reason for no uploads. =/

  • @ihatecoeguy Wife and I are busy buying a house, so very little time for Minecraft. Things should be back closer to normal in a couple weeks.

  • im not a kid im teen

  • the intervals for the repeaters are .1 .3 .5 and .7

  • @KnufeNike I don't think that matches the experiments shown in this video. Do you have evidence for those numbers?

  • @TaviRider I remember reading something that notch had posted and he said that the intervals for each of the selections on the repeaters and said they were each .1 .3 .5 .7, i also remember that after I read on he said that that choice of numbers was a little to confusing so he might have changed it since, since that was posted before he actually updated the game to repeaters.

  • @TaviRider Prior to release, Jeb tweeted a few different potential timing sets for repeaters, including 1/2/4/8 and 1/3/5/7.

  • @DrDarkRyder Ahh, thanks for the explanation. It looks like he chose neither of those.

  • a wild piston appeared!

    TaviRider used Increased Brain Capacity!

    ITS SUPER EFFECTIVE!!!

    but in all reality my head hurts from the new knowledge, it is most definetly worth the 16 minutes of minecraft being down due to 1.8 shenannigans

  • i'm sure you answered it in a pevious video but i cant find so What mods do you use?

  • @Gawtrybe TooManyItems, Single Player Commands, MCEdit, Fraps (registered) and Windows Live Movie Maker.

  • I don't understand why the first piston test seems "instant" yet the noteblocks play at separate times. If the redstone is updating to cause the pistons to actuate, why isn't it updating to cause the noteblock to play just as instantly? Or is it possible that this is the game "scheduling" the piston updates and the blocks they alter differently than the redstone outcome? I'm not seeing a logical reason for the noteblocks to behave differently than the piston in terms of their activation.

  • @ironiridis Good question. The setup for the first piston test is only instant when the line changes from powered to unpowered. Note blocks don't play at that time. They play when the input goes in the other direction, from unpowered to powered.

    That moment when I showed the instant effect wasn't the actual timing test. I just used that to demonstrate that changes to objects far away from the player aren't rendered instantly.

  • One thing. Your "redstone tick" is exactly two game tick. When a redstone torch is allowed to turn on, for example, it takes one tick for the torch to realize that it should turn on, and another to search around it for redstone that should be powered and turn on the redstone.

  • Spot on analysis, tavirider. Interesting as always.

  • When I can watch a 16 minute video without being bored at all, that's when I know they're an awesome YouTuber. Thanks for the info on ticks! :D

  • hmm.. thats a smart one there. like it MUCH!

    and. another thing. cant ya upload your redstoneworld the updated one?

    your info and stuff you building and explain things are WONDERFUL!!!!

  • CAn you just go cure cancer cause you're so smart? Ahaha great video!

  • [part 4] the word 'tick' to describe a game tick and the rest using it for a redstone tick has always annoyed me.

    And since I was forced to split my comment up and have space left here, I might as well add this: I like your way of thinking. :) Instead of just relying on what other people claim to know(honestly, most of the time people are wrong if it's about basic functions of the game), you actually test things yourself. That's the kind of thinking I try to promote. :)

    Great video! *likes*

  • @frubban Wow, a novel in YouTube comments. :) You're not the first to mention this to me, but if what you say about separate timers is true, why did test 6 come out at 4 game ticks instead of 5?

  • @TaviRider Sorry about the late reply. :/

    That's one of the many piston-related quirks in the game.

    An even simpler way to prove my point is by activating one 1-clock at an "odd" tick and another one a an "even" tick. The output of the four redstone wires will then be the same as for the quad-phase clock mentioned before, except each pulse will be 1 tick longer;

    00110011

    10011001

    11001100

    01100110

    Every tick, one output has turned off since the last tick, and another one has turned on.

  • [part 3] convention where a clock is named after half its clock rate counted in redstone tick is really bad IMO) to 4 repeaters. Every tick, one repeater will activate, while if what you said was correct, two repeaters would instead activate at the same time, but only every other tick.

    I'm glad that you made this video. Now that a famous redstone engineer like you has talked about the subject, people will hopefully stop ignoring it. All the confusion caused by a few people using [end of part 3]

  • [part 2] repeater and torch will follow its own internal "clock". This can easily be seen when working with 1-tick pulses and 0.5-clocks(wich is what I've mostly been doing ever since pistons were added to the vanilla game actually... yeah, there's a lot more to the subject that you'd think). The simplest way is probably to hook up a quad-phase 1-clock with 1-tick pulses(for clarification: each output will be powered for 1 tick, with a clock rate of 4 ticks... this whole naming [end of part 2]

  • And you even used the correct terminology(game tick and redstone tick)! :)

    I'll have to correct you though. You seem to assume that all redstone repeaters and torches are controlled by one single "clock", updating every other tick.. That's not quite how it works.

    If you look in the source code of the game, you'll see that both redstone torches and repeaters have a set update speed of 2 ticks(note: a tick is a game tick unless otherwise specified). This means that every single [end of part 1]

  • I haven't even watched more than a few seconds of the video yet and you've already earned a load of respect from me for actually trying to understand how it really works instead of assuming that readstone torch delay equals a tick.

  • What the Hell?

  • I had a good laugh at your skin.

  • nice one.. so basic is... redstone-wire have one tick.. but if you mix redstone-wire and redstone torch then it is redstone-wire tick + the game tick?

  • @MrMooneclips Not if you mix redstone wire with redstone torches, but if you mix redstone torches and redstone repeaters with pistons.

  • Just a minor thing, I had a massive spike in lag once, and i saw a line of redstone, that had just been powered, with ONLY the first block powered. so its not exactly at the same time, just very quick - unless you hit a lag spike that reaches the moon.

  • The best analogy for a tick that I can form is that of an instant - they exist so that events happen sequentially and not all at once.

  • @dadonn An instant? Like in Magic: The Gathering?

  • @TaviRider If the definition of a Magic instant is the same as the classical one, then yes.

    I have no idea, I've never played Magic :P.

  • @dadonn Actually it's not. I'm just not familiar with the classical instant.

  • @TaviRider If you could break up time into its tiniest pieces, each of those pieces would be called an instant.

  • @TaviRider Yes that is correct, and this would seem to be explained by kiljacken's post on r/redstone "A small correction on your theory about "redstone ticks" and "game ticks", is that repeaters at 1 and torches really only take one game tick, but the next segment of redstone wire also takes a game tick to update, so this will make it look like 2 game ticks per torch/repeater, but only because they are connected that way."

  • I think that saying updating all the blocks every tick is a tad decieving, as the blocks arent getting updated, when you interact with blocks it adds it to the list to update it next tick, and the same thing goes for blocks that interact with eachother.

  • @reubensugars I agree, and it's my mistake if I didn't make that clear enough in the video.

  • Great video as usual. Keep up the good work =)

  • Finally a well known minecraft youtuber has clarified this. As a physics Major it is a pet hate of mine when people use the wrong units. If your going to talk in ticks a repeater is 2,4,6,8 otherwise talk in tenths of a second and the repeaters are 1,2,3,4.

  • Ticks originate from the main loop in the programming of the minecraft game. 1 tick is the time it takes minecraft to go through one loop of the main game loop.

  • @8complicatedrules I disagree with part of that. A tick isn't a unit of time. The unit of time is the tick interval. A tick is one update of all the blocks that need updating.

  • @TaviRider but the tick is a set time, right? If it was dependant on the speed of the OS, then redstone contraptions would be different speeds on different computers right?

  • @MrAdnan252 And you see exactly that effect in SMP with lots of players on. Ticks occur more slowly, and a Minecraft day takes longer than normal.

  • Comment removed

  • @TaviRider That is what I was attempting to say. But does this mean that the more blocks requiring updating the longer time 1 tick becomes?

  • @TaviRider you could also ask jeb or notch on twitter to see if they can prove you right

  • Thumbs up for science!

  • how do you keep the chunks loaded when they are that far away? :O

  • @nealshireman Chuck loading and unloading in Minecraft is more complex than most people know. I want to investigate that some time, though it's really tricky to do so. But in this case the test area is within the generally understood radius of ~280 meters. I also race to the end and back again, which ensures that it's all loaded.

  • I've saw this 7 times and I still don't get it

    It's make math class -_-"

  • I wish my math teacher made class this interesting. Ever considered going into teaching :P

  • @LegendaryRath Repeatedly! If I win the lottery I'd gladly start teaching.

  • I suggest one final test to confirm your results. Test another 100x sequence where one 'unit' is two piston signal transmitters followed by a redstone repeater. Then the two pistons will require 6/20ths of a second to transmit the signal and the redstone repeater wont update until 8/20ths since the game and redstone ticks will be back in sync.

  • So basically, anything above 20fps isn't needed?

  • @pippintoon No, because the camera updates far more often than once per game tick. It's blocks that only update on game ticks.

  • Tavi, I ran into something neat while working with old monostable circuit designs that I can't quite explain using your definitions here. That is that a current going from a torch to redstone to a repeater is half a redstone tick (a "game tick") than a current going directly from a torch to a repeater. Would you mind explaining this if you have run into it or trying it if you haven't?

  • @RandomFlyingTaco So you noticed a timing difference between torch->repeater and torch->redstone->repeater? And you're using an input that suppresses the initial torch?

  • @TaviRider ^ MINECRAFT!

  • Need a diagram after around 12:00. Head hurty.

  • @blahblahblahblha303 I was gonna say the same thing

  • Instantly subscribed. I could never have hoped to have understood this, but your demonstrations and explanations were crystal clear. Fantastic video and presentation, your voice is clear, it's all great. Thanks.

  • @tucense I am! I don't have access to my notes right now, but I believe there are three optimal kinds of single edge instant wire, with different optimizations, and yours is one of the three.

  • @TaviRider I noticed one problem with the torch undernieth. You can't use it with AND gates. the two lines that lead into the piston would need torches into the same block...

  • Doesn't Minecraft run at around 20 frames per second? If so, that would imply that the game updates once every frame.

  • @teel115 Minecraft runs much higher than 20 frames per second. If it were 20 frames per second it would look very jerky, especially as you move your mouse. So it's important to keep frames separate from ticks.