I always LOVE combined block farms. They just spiral around each other with block conveyors and item channels and just keep sprawling and expanding outwards, with tangible intermediate goals and rewards as you add more features to them (a bonemeal farm to automatically supply the tree farm? A bee farm for the copper-waxing? Now that I've attached a bonemeal farm, why don't I farm other plants too? Or even an automatic dirt farm, to link into the blast chamber? How about a furnace array to provide XP to the wood-stripping player? Ooh, but then what do I want to smelt? I've always wanted more green dye, and cactus is good for XP anyway...). They are just the ultimate and most fun technical monster to design and build in my opinion, both for creative or survival, and just continuously ask more questions for more interconnected machinery. Just love all of it to bits. And this build of yours is no exception!! Love it; elegant, sleek, and with such a strong focus on and answer to error prevention and repair (well-deserved for any block farm haha). Congrats and impressive!! Hope you enjoyed designing it!
The biggest limitation to the amount of farms you can have connected to the one blast chamber is simply geometry. A smart piston at most can take an input from 4 sides and merge them into a single stream. This omnifarm has a single opening at the top of the smart piston that merges the igneous extruder and log streams. At some point you are going to need additional intersection points to add more farms and it will be like those dodgy power extensions where you keep stacking splitters to get more connections and eventually you end up burning the house down due to an electrical fault. A bonemeal farm makes sense however as I believe dark's super lag efficient design could fit in next to the tree farm module.
@@cubicmetre I built the 22-module version of dark's bonemeal farm on my server yesterday, but it created enourmous amounts of light lag. We had phosphor disabled for light-suppression(apparently that wasn't necessary though), but I've never had any issues with ilmango's bonemeal farm. His version may be more lag-efficient, but I'd be careful with using it
This is the type of honesty I like. I much prefer watching tutorials and tips from people who acknowledge the faults in their machines and warn us about it, than gaslight their viewerbase into thinking that they're the issue, that they didn't build something correctly etc. You are fr the next step in Redstone engineering, making redstone accessible and easily repairable, while still generating an incredible output.
9:41 Just a small tips, but you could use water logged leaf block there instead of a stair as it will convert concrete powder but is not letting any water spill from it ^^ Either way, loved the video! Especially the little note from Xisuma :'D
Funny enough, waterlogged leaves don't actually work. Didn't like the water spilling either so I tried it out but the concrete powder stays as powder. No clue why but Minecraft will be Minecraft lol. Didn't get to test with the roots but I presumed them to be the same.
Just tested it although it does work with the conversion of concrete it will break the farm. I'm not a redstoner but my guess is that the stairs passes through a signal and the leaves don't. I did test the alarm system and emergency shutdown this way and it works perfectly!😜😂
Fault detection is a really useful tool. I've used fault detection and self repairing sequences for non-stateless logic. Sometimes you have t-flip flops in the wrong state, or instant rail lines that get broken, and it's very useful to just have a "fix it" button. Admittedly, these sorts of features always come at the cost of increasing material costs, but I think the fact that the reduce the effort it takes to repair probably makes up for it. What I consider more important perhaps, is the convenience factor while *designing* the build. Oh, boy, when you are designing anything with redstone, you will be constantly tinkering with parts, and that can frequently break a part of the state of the build. Having a self-repair button lets you ignore that, as long as you remember to hit the button before testing. I think the biggest problem with this type of tool is the community. People's goals seem to be always either the cheapest, the lowest mspt, or the smallest. None of these design philosophies want extra stuff added to the build, so people wouldn't even consider error handling. If you only think about having the simplest and most efficient logic, then you won't think about adding entirely "unnecessary" parts to aid in repairs. For example the item filters you showed. Yes, as is, they can totally break when you put even one filter item into your input, *but* if you added a filter item filter between the input and the filters, you can actually fix that, by simply removing the filter items (use unstackable items or full stacks in the filter item filter's non-filter slots to avoid it having possible failure.) However, since that requires adding a special filter, few storage systems do that.
Some modifications to the dispenser system would allow it to recycle water bottles and do mud conversions. I'm planning on implementing an entire system to generate dirt aswell.
It would be very interesting to have a clear buffer button to the chamber, that would create a fadout timer and turn on the cobble farm for about exactly the needed quantity
Me this morning : Ok, i'm gonna need a universal tree farm and concrete converter soon. Better check for a few designs to start directly when i've finished my current project. Cubicmetre : Say no more
happy stack of videos!! You're deffo one of my fav technical minecraft channels, the way you explain things is awesome and is why I keep coming back (machines too ofc) :3 I've integrated the dolphin autocrafter & am working on the wireless binary teleportation system in my server w my friends (this blast chamber is deffo going in my industrial district) :D to many more machines!!
It's important to note that dust lag is generally negligible unless the dust is clocked and not prepowered, especially with mods such as lithium. What I mean by that is, when a dust line starts at 14 signal strength and only goes up by 1 when triggered, it can be extremely lag efficient and often around as lag efficient as rails due to the amount of block updates that rails send.
Considerations for the DAU: You might want to add some sophistication to the wood type selection on the tree farm: If you replace the levers by buttons and nor-latches, you can make sure only one type can be selected at a time (by making it so that selecting one turns off all the others) and you can make it so that the farm only runs when there's actually a wood type selected, to make the edge case of "oak branches through user neglect" less likely. If you additionally make it so that exiting the farm automatically deselects the wood type (for example by an iron door that you have to open with a button which resets the nor latches or whatever), you essentially force the user to interact with the wood selection before using the farm. This means that they can't just ignore the selection out of laziness or forgetfulness. Otherwise, the user might try to use the farm while there is a wood type selected, but it's the wrong wood type, because they selected that one in an earlier sitting and just forgot to deselect it, and won't even notice until the farm breaks. Also, this way, selecting "birch" actually does something now (as you couldn't use the farm if you didn't select anything).
For anyone curious: the DAU is the "dumbest assumable user". English speaking people often use the word "luser" instead. It might sound funny or harsh depending on you, but it actually reflects a very important ideal when designing any system intended for mass use (which we can assume is the case here, with all the failsafes already in the system and repair instructions in the video): "A general user should need to understand as little as possible about our system in order to use it successfully." The "DAU-Ideal" asserts that if a person with no understanding can break our system by accident, then our system is not well-designed enough for the masses. As ideals go, you don't actually expect to reach them in most cases, but it's still noble to strive for them wherever possible. Be thankful for this ideal, because it's why you get error messages when misusing a program, instead of the program just breaking your entire computer outright, which it could do otherwise. In our case, while we can assume that any user figures out they need to select a wood type when they first see the wood type selection, once we factor in how habit affects competence, we can also assume that a lot of users are gonna forget and run past the type selection at least once during repeated use unless we remind them.
My idea for preventing player based disconnect issues was to have a chunk loader which is only enabled while a player is there (e.g. with a pressure plate). If the player disconnects then the chunk loader would keep the farm loaded until it can safely shut down.
If people are having issues with the tree farm in 1.20+ in server environments; I don't know if this is SPECIFIC to my play-case but I kept having taller trees break because the conveyer couldn't handle trees fast enough if they were taller. So I added 4 total ticks of delay to the looping timre circuit and since doing that I've not had a single breakage. Hope this helps others!
@@emanuelschoepf4849Ok I found out the solution: in my case (1.19.2 SP) the bottom clock must be on 2,4,4,4 redstone tick (on the repeaters for the Jungle and Acacia to let the block conveyor to extract blocks, and can be 1,2,3,4 like in the world download instead for Oak, Spruce and Breach
in terms of "repair" almost all of my larger redstone contraptions have some sort of access to the wiring, as simple as an iron door or one i like i use an item frame to adjust my enchantment table, removing the item opens the maintenance hatch, a hidden piston door. also i got alot of buttons and things in these maintenance rooms usually leftover from testing while building that often help with resetting the machines during these "edge cases"
Bud based player blockstreams can break with decently inconsistent latency, where you end up placing the block before the bud has reset and it just stays there. There are a couple options to avoid this. If your just using solid blocks make it a normal smart piston. If you have transparent or power able blocks you want to push (pistons, tnt) then a good enough solution is a 3gt clock. Consistently loses efficiency bc of desync with player interval, but it will never break. I've spent a while thinking about the problem, and I've come to the conclusion the only perfect solution to this issue is 1gt pushlimit detection. I made a setup for this like 6 months ago, but it was a complete meme so we never used it. Basically you want this thing to check pushlimit every gametick, output a 0 tick pulse to the piston the moment a block is in front of it, pause for 3gt and then continue checking. That achieves the maximum efficiency possible, supports powerable blocks, and transparent blocks.
Hello, The piston that pushes down where you place the concrete doesnt work even though it worked for a little bit in the beginning and it does in my test world. I have tried to rebuild but doesnt work. You seem to know alot so please help if you want
I am modifying the Il mango Clay farm in creative to build it in my world....after I will build this tnt blast chamber to connect to it, I love your work and I love the possibility to wex copper and to do concrete to 👍 and you blast chamber is so small compared to the il mango one 👍 this are the kind of video you do I prefere. I mean practical application of tecnical minecraf 👍 Ps. Using co blestome to extracr blocks is a fancy way, love it to
I just finished building your blast chamber and it work perfect with concrete in a first test, I had only an allarm at first try, it was out of sinc cause the different length of block streams, but after clear like you shown here it and filled all the chamber block conveyor at same, it worked fine 👍 Now I will connect to the mud-clay farm I builted 👍 After I will build your copper aging farm to 👍
There is something that can be done with schematics that would make diagnosing machine breaks much easier to filter out blocks that don't need to be removed. It would be incredibly tedious to do though. When making the schematic, since multiple area selections can be made, it is possible to be absolutely meticulous about which block positions are recorded into the schematic, selecting as little air as possible. Any block position that must be changed to air should also be selected. The only constraint is that the same block position should not be selected twice, no selections overlapping each other (it messes up item counts in material list). I originally came up with this method because I got annoyed at extra/wrong block indicators popping up when I placed a torch or a Shulker Box or scaffolding. I also made some schematics that needed to be mostly or entirely underground and I wanted to be sure that no wrong or extra block indicator in litematica would show any blocks that I wasn't going to remove or place, so what I did was select only the blocks that absolutely had to be changed. The build was a simple mob farm that used Spawner (Skeleton) or Spawner (Zombie) that could be found in vanilla worlds.
I struggled to use the omnifarm to automatically convert dirt to mud, because I found the dispenser filling up with empty bottles and the block pusher being too fast for the dispenser to keep up. I did the following to fix this: (BE CAUTIOUS & TRY THIS ON A BACKUP BEFORE DOING IT IN YOUR ACTUAL FARM!!!) * below the dispenser containing the water bottles, put ONE hopper, and fill it with 5 empty bottles (one in each slot). This way, the empty bottles are removed, and it does not break the block pushers below. Unfortunately you'll have to empty it every so often, but I don't really know a better alternative * DON'T hold right-click since this is too fast for the farm to keep up, and you'll end up with quite a lot of dirt in-between all the mud (which to be fair is not the end of the world, since you'll get the dirt back in the end). Instead, use an autoclicker and set it to right-click every 500 to 600 ms (to be safe). This way, every dirt block you place gets converted to mud * lastly, add a mechanism to automatically refill the double chest with water bottles when it is no longer full. It's very simple: find the two downward-facing observers which power the dispenser (which will have the water bottles), and place an observer observing the lowest of these two observers (the observer you place has to be observing east). Then on top of that, place a downward-observing observer, and south of that place a northward-observing observer. Run this observer into a solid(!) block with a dispenser on top of the block (dispenser facing east). Water source block in front of the dispenser (CAP IT OFF, SO THAT YOU DON'T SPILL ANY WATER), and a hopper below the water source block pointing into the double chest. That's it, now you just have to make sure the dispenser you just placed has 9 full stacks of empty bottles, and run a hopper chain into it with as many empty bottles as possible (from your witch or raid farm, ideally). Then, you can start farming mud and you know for sure 100% of the dirt blocks you place gets converted to mud! (Make sure to empty the hopper which collects spilled empty glass bottles every so often!)
I built a storage input with a shulker unloader. It was working great, but then I tried putting 3 empty shulkers in at once. It completely broke. I gave up on the project for a while lol. You're right, technical Minecraft is hard to get into.
For anyone building this in 1.21 and only seeing 1 item in the hopper clockers, its a weird bug with litematica. If you load the schematic in older versions (I used 1.19.2) it shows the correct amount which is 6. Also the dropper at the top of the tree farm with 3 shears and a slab in it, should have 16 slabs. Also replacing the waterlogged stair that is used for concrete with waterlogged leaves stops the risk of water flowing if the block infront of it is broken
In modpacks you can do this with ~30 blocks lol. Nice redstone skills tho! You rarely see combined farms but for people like me who don't want to do 20 farms for every single thing this is like heaven!
The fault detection compares the timing of the four buffers dumping blocks into the blast chamber so provided at least one quarter of the chamber is still moving blocks the fault detection will trigger. The main problem is that the fault detection does not trigger for any parts of the conveyor leading up to the input to the blast chamber. However a fault with this conveyor would be mostly inconsequential. The worst case scenario would be conveyors backlogging until the tree farms fault detection triggers.
18:28 And, much like the inclusion of placebo pills in birth control, this gets the user into the habit of selecting tree type before starting the farm.
back in like 1.10 when I had very slow internet plus big redstone farms (o tick for example), a solution I found is just a cart touching a pressure, if I disconnect or unload the chunk, the farm turns off. Addded that after I trapped myself in a lag loop of dicounnects and a friend had to come and turn the farm off for me lol
So uh, what is the point of waxing copper this way, when you can craft waxed copper directly? Great farm though, I've been wanting something like this for a while now.
@@cubicmetre thanks ill defiantly try some new things with this farm i have been using your other design with dog's blast chamber a year or 2 old one an its been great an idea suggestion would be a module design that can be added on to with other types farms with a block stream that comes off it basically an all in one SMP player farm like this to get all the items possible in this format/farm thank you for all your hard work an vids keep it up
PROTIP: If the blast chamber (in particular the TNT duper) stops working after a long time (despite the schematic being perfectly identical), try breaking the TNT block and putting it back in its place. It seems like the TNT can be in a kind of "quasi-activated" state which prevents it from being duped. This seems to have fixed the issue for me! PS. after I replaced the TNT, I also right-clicked the noteblock on top of the TNT (it does not make it explode luckily). So there is a small chance that this is what fixed the farm, but I don't think so. Hope this solves any issues!
Might be unnecessary to post this, but in case someone's newly built farm's Auto Shutdown System is triggering seemingly without reason, just keep doing the loop (stop generation, stop alarm, clear buffers - start again) until the tnt gets duped for the first time. Instead of generation I just manually placed blocks, but it shouldn't matter imo. I'm not gonna pretend I know why this happens, but it's what worked for me.
You probably left out blocks from the schematic that ensure each side of the chamber starts in sync. Keep in mind if the auto shutdown is triggering then something is broken and needs to be fixed, it is meant to avoid the machine failing catastophically this way.
I don't think that was the issue, I've gone through the schematic multiple times checking with Schematic Verification, we're talking about 5 hours of troubleshooting with fully finished build and with all the hopper clocks correctly set. I was able to somewhat replicate the issue by activating the Auto Shutdown from different points in the system (in the creative world, putting a button on a block and activating it), when I did that and then ran the chamber, it clogged up the same way it did in my world, but it could be a different cause. I'm not saying it's the intended way or something I wanted to do to push through Auto Shutdown in that way, but it was at a point where I was out of ideas and with backups of the world. On a different topic here, do you plan on continuing making the mud/clay farm as you mentioned in your dirt farm vid? Your design style is really great and I'd love to see a farm from you.
@mxarycovsky6973 I might be running into the same issue as you were: all the blocks of the TNT chamber are correctly placed and in the correct state, and the farm has worked for ages (got 2 double chests of dirt shulker boxes), but suddenly stopped working for seemingly no reason. Particularly the TNT does not seem to want to get duped. [Still using 1.19.2.] I'm not sure if I'm understanding how you solved the issue. Could you please explain in more detail? So, did you just just follow the steps which @cubicmetre explained (clear buffers etc), stop the alarm, and then ran the farm again until the alarm started again, and then again cleared the buffers etc, turn off alarm, and keep going like that? Thing I'm concerned about is, what if the tnt doesn't get duped at all? I feel like I'm starting to run into the piston push limit eventualy, which will probably break it even more. Weren't you afraid of the piston push limit if the TNT wasn't being duped? Am curious to hear from you! Because, believe it or not but 2 double chests of dirt (in shulker boxes) has not been enough for my needs, so I'm pretty desperate to fix this thing lol
@@maxrycovsky6973 wow I figured out what it was. It had nothing to do with the schematic, that was all good. I did two things to fix it: 1. broke the TNT block, and put it back in its place 2. right-clicked the noteblock right above the TNT (didn't mess up anything fortunately) it seems like the TNT was stuck in some kind of quasi-activated state and therefore couldn't be powered or duped once more... I have to test more, but so far it has done 2 rounds of TNT duping. If you run into the issue again next time, be sure to try this! I'll post a regular comment as well to explain that this can solve the farm. Excellent farm by the way @cubicmetre !
Good blast chamber, is it possible to add more farms? I like the sci craft blitz blast chamber district, so is it possible to add more of those farms? Stuff like tall mushroom farms, a nether tree farm, a podzol farm, and a dark oak farm?
I mean, how many people would just stay until he's done explaining how to use it, before buggering off with that knowledge alone and not how to fix it in a "Instructions? I don't need instructions!" kinda manner? In this format, people have easy access for how to fix any problems or bugs they may have with the machine, and it provides an excellent opportunity for Cubic to explain why things are designed the way they are. Honestly, the way he did the lag optimization systems is incredibly smart to me.
Would adding a simple bone meal farm that gets auto-activated when the tree farm is running low on bone meal work? Or would it be too laggy? Cause then your only maintenance (other than if it breaks) is resupplying empty shulkers
You could probably hook up a villager farm array to some composters based on the amount of bone meal in the system, and have the excess sent as food for the player while the farm is in use
Nice to see you making your contraptions dustless / reduced. For 4gt solid blockstreams I can recommend Lollopollqo's smartpiston. It's dustupdateless and uses only 1 piston.
i did had that with the dummy item filter i started using swords from my mob farm before i put the 2 and 3 layer of hoppers i drop massive amounts of weapons down and replace the first slot with the item i want.
HI, love ur vids/contraptions, and the way u explain the redstone in your videos. I just started building this in my survival world, and realised at the lower layers of the tree farm, there is a hopper aimed directly into a black wool block with saplings in the hopper. I assume it was just for carpet block counters, to see how many saplings are not being picked up by the player. How can i make it so that hopper doesnt ever fully fill up, and start leaving random saplings down there? can i just make a droppervator back to the player? or into lava to destroy them? I know its been a while since u made this, but any help would be appreciated!!
Is there any chance that you have a schematic of only the modified version of the tree farm? I've been trying out the original version and it seems to break without me doing nothing weird. Would really apreciate it! Great video btw!
Woah! Didn't expect to see myself here :-D
EDIT: no hard feelings behind the way! I appreciate you sharing the design :-)
shashwammyvoid jumpscare 💀
Now we know hw cubicmetre pronounces yur name. It's sisuma
shashwammy jumpscare
Chad
:D
This is the TMC equivalent of “I built the perfect mini base” videos
I always LOVE combined block farms. They just spiral around each other with block conveyors and item channels and just keep sprawling and expanding outwards, with tangible intermediate goals and rewards as you add more features to them (a bonemeal farm to automatically supply the tree farm? A bee farm for the copper-waxing? Now that I've attached a bonemeal farm, why don't I farm other plants too? Or even an automatic dirt farm, to link into the blast chamber? How about a furnace array to provide XP to the wood-stripping player? Ooh, but then what do I want to smelt? I've always wanted more green dye, and cactus is good for XP anyway...). They are just the ultimate and most fun technical monster to design and build in my opinion, both for creative or survival, and just continuously ask more questions for more interconnected machinery. Just love all of it to bits. And this build of yours is no exception!! Love it; elegant, sleek, and with such a strong focus on and answer to error prevention and repair (well-deserved for any block farm haha). Congrats and impressive!! Hope you enjoyed designing it!
The biggest limitation to the amount of farms you can have connected to the one blast chamber is simply geometry. A smart piston at most can take an input from 4 sides and merge them into a single stream. This omnifarm has a single opening at the top of the smart piston that merges the igneous extruder and log streams. At some point you are going to need additional intersection points to add more farms and it will be like those dodgy power extensions where you keep stacking splitters to get more connections and eventually you end up burning the house down due to an electrical fault. A bonemeal farm makes sense however as I believe dark's super lag efficient design could fit in next to the tree farm module.
@@cubicmetre I built the 22-module version of dark's bonemeal farm on my server yesterday, but it created enourmous amounts of light lag. We had phosphor disabled for light-suppression(apparently that wasn't necessary though), but I've never had any issues with ilmango's bonemeal farm.
His version may be more lag-efficient, but I'd be careful with using it
@@cubicmetre Could you use more than one smart piston? Say, move eight streams into two then into one?
This is the type of honesty I like. I much prefer watching tutorials and tips from people who acknowledge the faults in their machines and warn us about it, than gaslight their viewerbase into thinking that they're the issue, that they didn't build something correctly etc.
You are fr the next step in Redstone engineering, making redstone accessible and easily repairable, while still generating an incredible output.
9:41 Just a small tips, but you could use water logged leaf block there instead of a stair as it will convert concrete powder but is not letting any water spill from it ^^
Either way, loved the video! Especially the little note from Xisuma :'D
Funny enough, waterlogged leaves don't actually work. Didn't like the water spilling either so I tried it out but the concrete powder stays as powder. No clue why but Minecraft will be Minecraft lol. Didn't get to test with the roots but I presumed them to be the same.
@@matt7399 In java water logged leaves work, I just tested in creative world. However, WL mangrove root doesn't work
@@ashutoxh Oh? Maybe I got it backwards then. My bad. All I know is one of em didn't work so I didn't try the other lol
Just tested it although it does work with the conversion of concrete it will break the farm. I'm not a redstoner but my guess is that the stairs passes through a signal and the leaves don't. I did test the alarm system and emergency shutdown this way and it works perfectly!😜😂
@@Bownhead_ stairs dont' conduct redstone
Fault detection is a really useful tool. I've used fault detection and self repairing sequences for non-stateless logic. Sometimes you have t-flip flops in the wrong state, or instant rail lines that get broken, and it's very useful to just have a "fix it" button.
Admittedly, these sorts of features always come at the cost of increasing material costs, but I think the fact that the reduce the effort it takes to repair probably makes up for it.
What I consider more important perhaps, is the convenience factor while *designing* the build. Oh, boy, when you are designing anything with redstone, you will be constantly tinkering with parts, and that can frequently break a part of the state of the build. Having a self-repair button lets you ignore that, as long as you remember to hit the button before testing.
I think the biggest problem with this type of tool is the community. People's goals seem to be always either the cheapest, the lowest mspt, or the smallest. None of these design philosophies want extra stuff added to the build, so people wouldn't even consider error handling. If you only think about having the simplest and most efficient logic, then you won't think about adding entirely "unnecessary" parts to aid in repairs.
For example the item filters you showed. Yes, as is, they can totally break when you put even one filter item into your input, *but* if you added a filter item filter between the input and the filters, you can actually fix that, by simply removing the filter items (use unstackable items or full stacks in the filter item filter's non-filter slots to avoid it having possible failure.) However, since that requires adding a special filter, few storage systems do that.
I like the mentality here. Maybe we will move into a new redstone era of focusing on repairability.
I wonder if you could have it convert dirt to mud as well 🤔
Some modifications to the dispenser system would allow it to recycle water bottles and do mud conversions. I'm planning on implementing an entire system to generate dirt aswell.
@@cubicmetreI implemented a modified version of il mango mud-clay farm
I always love your detailed explanations of your thought process :)
it's a small world, isn't it?
@@Maelt_ hahah hello there
It would be very interesting to have a clear buffer button to the chamber, that would create a fadout timer and turn on the cobble farm for about exactly the needed quantity
should be pretty easy if you just connect an etho hopper clock to the cobble gen
@@ovencake523I was just to write it 😂
Me this morning : Ok, i'm gonna need a universal tree farm and concrete converter soon. Better check for a few designs to start directly when i've finished my current project.
Cubicmetre : Say no more
That intelligent blast chamber that checks for faults is essentially the equivalent of assertions in programming lmao
my guy is flushing the buffer in real life
@@Ryan-in3otby “in real life” i think you meant “in minecraft” but i get confused to
Yaknow I WAS going to go to bed, but sleep is optional when cubic uploads:D
Agreed max
happy stack of videos!! You're deffo one of my fav technical minecraft channels, the way you explain things is awesome and is why I keep coming back (machines too ofc) :3
I've integrated the dolphin autocrafter & am working on the wireless binary teleportation system in my server w my friends (this blast chamber is deffo going in my industrial district) :D
to many more machines!!
It's important to note that dust lag is generally negligible unless the dust is clocked and not prepowered, especially with mods such as lithium. What I mean by that is, when a dust line starts at 14 signal strength and only goes up by 1 when triggered, it can be extremely lag efficient and often around as lag efficient as rails due to the amount of block updates that rails send.
9:37 It would be great to switch the stair for a waterlogued leaf in order to prevent any water spilling by mistake
Considerations for the DAU:
You might want to add some sophistication to the wood type selection on the tree farm:
If you replace the levers by buttons and nor-latches, you can make sure only one type can be selected at a time (by making it so that selecting one turns off all the others) and you can make it so that the farm only runs when there's actually a wood type selected, to make the edge case of "oak branches through user neglect" less likely.
If you additionally make it so that exiting the farm automatically deselects the wood type (for example by an iron door that you have to open with a button which resets the nor latches or whatever), you essentially force the user to interact with the wood selection before using the farm. This means that they can't just ignore the selection out of laziness or forgetfulness. Otherwise, the user might try to use the farm while there is a wood type selected, but it's the wrong wood type, because they selected that one in an earlier sitting and just forgot to deselect it, and won't even notice until the farm breaks.
Also, this way, selecting "birch" actually does something now (as you couldn't use the farm if you didn't select anything).
For anyone curious: the DAU is the "dumbest assumable user". English speaking people often use the word "luser" instead. It might sound funny or harsh depending on you, but it actually reflects a very important ideal when designing any system intended for mass use (which we can assume is the case here, with all the failsafes already in the system and repair instructions in the video):
"A general user should need to understand as little as possible about our system in order to use it successfully."
The "DAU-Ideal" asserts that if a person with no understanding can break our system by accident, then our system is not well-designed enough for the masses. As ideals go, you don't actually expect to reach them in most cases, but it's still noble to strive for them wherever possible.
Be thankful for this ideal, because it's why you get error messages when misusing a program, instead of the program just breaking your entire computer outright, which it could do otherwise.
In our case, while we can assume that any user figures out they need to select a wood type when they first see the wood type selection, once we factor in how habit affects competence, we can also assume that a lot of users are gonna forget and run past the type selection at least once during repeated use unless we remind them.
As soon as I read "DAU" I knew what language you are speaking
@@meisteryogurt1460 lol Mahlzeit😂
My idea for preventing player based disconnect issues was to have a chunk loader which is only enabled while a player is there (e.g. with a pressure plate). If the player disconnects then the chunk loader would keep the farm loaded until it can safely shut down.
Sadly that doesn't work in singleplayer, but yeah.
That's a great example of a feature that you can add to mitigate edge-cases that few people.
@@haph2087 disconnects are more of a multiplayer issue, anyways
@@itay1232 True. User error is still one of the largest issues with any tech.
@@haph2087 Unfortunately, you can't repair stupid.
If people are having issues with the tree farm in 1.20+ in server environments; I don't know if this is SPECIFIC to my play-case but I kept having taller trees break because the conveyer couldn't handle trees fast enough if they were taller. So I added 4 total ticks of delay to the looping timre circuit and since doing that I've not had a single breakage. Hope this helps others!
where can I do this? (Sry I am not so much of a redstone-genius)
@@emanuelschoepf4849Ok I found out the solution: in my case (1.19.2 SP) the bottom clock must be on 2,4,4,4 redstone tick (on the repeaters for the Jungle and Acacia to let the block conveyor to extract blocks, and can be 1,2,3,4 like in the world download instead for Oak, Spruce and Breach
this is a surprisingly practical build despite how technical it is
in terms of "repair" almost all of my larger redstone contraptions have some sort of access to the wiring, as simple as an iron door or one i like i use an item frame to adjust my enchantment table, removing the item opens the maintenance hatch, a hidden piston door. also i got alot of buttons and things in these maintenance rooms usually leftover from testing while building that often help with resetting the machines during these "edge cases"
Bud based player blockstreams can break with decently inconsistent latency, where you end up placing the block before the bud has reset and it just stays there. There are a couple options to avoid this.
If your just using solid blocks make it a normal smart piston. If you have transparent or power able blocks you want to push (pistons, tnt) then a good enough solution is a 3gt clock. Consistently loses efficiency bc of desync with player interval, but it will never break.
I've spent a while thinking about the problem, and I've come to the conclusion the only perfect solution to this issue is 1gt pushlimit detection. I made a setup for this like 6 months ago, but it was a complete meme so we never used it.
Basically you want this thing to check pushlimit every gametick, output a 0 tick pulse to the piston the moment a block is in front of it, pause for 3gt and then continue checking. That achieves the maximum efficiency possible, supports powerable blocks, and transparent blocks.
Hello, The piston that pushes down where you place the concrete doesnt work even though it worked for a little bit in the beginning and it does in my test world. I have tried to rebuild but doesnt work. You seem to know alot so please help if you want
just to remind you, you can wax copper blocks simply by crafting, without using any TNT
It is slower and you can chain this to a copper farm...
cant wait to see how you'll fit a compact rooted dirt, mud, clay setups in there XD
Nice, cubicmetre uploads when I woke up, probably gonna be an awesome video
I am modifying the Il mango Clay farm in creative to build it in my world....after I will build this tnt blast chamber to connect to it, I love your work and I love the possibility to wex copper and to do concrete to 👍 and you blast chamber is so small compared to the il mango one 👍 this are the kind of video you do I prefere. I mean practical application of tecnical minecraf 👍
Ps. Using co blestome to extracr blocks is a fancy way, love it to
I just finished building your blast chamber and it work perfect with concrete in a first test, I had only an allarm at first try, it was out of sinc cause the different length of block streams, but after clear like you shown here it and filled all the chamber block conveyor at same, it worked fine 👍
Now I will connect to the mud-clay farm I builted 👍
After I will build your copper aging farm to 👍
Great video and great farm. My jaw dropped lower with each minute seeing how genius this is.
I downloaded your world. 👍 It is wonderfull how many redstone triks I can learn wathing your work from jnside. Great job. 👍
Neat, I'm an Omnifarm technician now!
Dang, I feel like I'm in training at a company about different parts of their machines and what standard protocol is for failures lol
there is a reason i'm going to start adding an extra filter at the beginning of my sorters to filter out sort-filters lol
That is way too smart for me. How come I've never thought about this before? Thank you!
Wow you always make your videos well thanks for the easy to follow descriptions!
There is something that can be done with schematics that would make diagnosing machine breaks much easier to filter out blocks that don't need to be removed. It would be incredibly tedious to do though.
When making the schematic, since multiple area selections can be made, it is possible to be absolutely meticulous about which block positions are recorded into the schematic, selecting as little air as possible. Any block position that must be changed to air should also be selected. The only constraint is that the same block position should not be selected twice, no selections overlapping each other (it messes up item counts in material list).
I originally came up with this method because I got annoyed at extra/wrong block indicators popping up when I placed a torch or a Shulker Box or scaffolding. I also made some schematics that needed to be mostly or entirely underground and I wanted to be sure that no wrong or extra block indicator in litematica would show any blocks that I wasn't going to remove or place, so what I did was select only the blocks that absolutely had to be changed. The build was a simple mob farm that used Spawner (Skeleton) or Spawner (Zombie) that could be found in vanilla worlds.
I struggled to use the omnifarm to automatically convert dirt to mud, because I found the dispenser filling up with empty bottles and the block pusher being too fast for the dispenser to keep up.
I did the following to fix this: (BE CAUTIOUS & TRY THIS ON A BACKUP BEFORE DOING IT IN YOUR ACTUAL FARM!!!)
* below the dispenser containing the water bottles, put ONE hopper, and fill it with 5 empty bottles (one in each slot). This way, the empty bottles are removed, and it does not break the block pushers below. Unfortunately you'll have to empty it every so often, but I don't really know a better alternative
* DON'T hold right-click since this is too fast for the farm to keep up, and you'll end up with quite a lot of dirt in-between all the mud (which to be fair is not the end of the world, since you'll get the dirt back in the end). Instead, use an autoclicker and set it to right-click every 500 to 600 ms (to be safe). This way, every dirt block you place gets converted to mud
* lastly, add a mechanism to automatically refill the double chest with water bottles when it is no longer full. It's very simple: find the two downward-facing observers which power the dispenser (which will have the water bottles), and place an observer observing the lowest of these two observers (the observer you place has to be observing east). Then on top of that, place a downward-observing observer, and south of that place a northward-observing observer. Run this observer into a solid(!) block with a dispenser on top of the block (dispenser facing east). Water source block in front of the dispenser (CAP IT OFF, SO THAT YOU DON'T SPILL ANY WATER), and a hopper below the water source block pointing into the double chest. That's it, now you just have to make sure the dispenser you just placed has 9 full stacks of empty bottles, and run a hopper chain into it with as many empty bottles as possible (from your witch or raid farm, ideally).
Then, you can start farming mud and you know for sure 100% of the dirt blocks you place gets converted to mud! (Make sure to empty the hopper which collects spilled empty glass bottles every so often!)
The explaination is extremely good. Just as the build.
Building it now, great design. Press “ I”, when targeting hoppers/droppers for inventory in litematica. 🤓
This was a lifesaver when I was building it, Thanks!
I built a storage input with a shulker unloader. It was working great, but then I tried putting 3 empty shulkers in at once. It completely broke. I gave up on the project for a while lol. You're right, technical Minecraft is hard to get into.
For anyone building this in 1.21 and only seeing 1 item in the hopper clockers, its a weird bug with litematica. If you load the schematic in older versions (I used 1.19.2) it shows the correct amount which is 6. Also the dropper at the top of the tree farm with 3 shears and a slab in it, should have 16 slabs.
Also replacing the waterlogged stair that is used for concrete with waterlogged leaves stops the risk of water flowing if the block infront of it is broken
I don't get any items in any block, no matter if dispenser, dropper or hopper, tested it in both 1.19.1 and 1.21, do you know why this could be?
This day cubicmetre made a new video, this day will be a good day
This is very cool!
Currently using this to convert coral blocks into dead coral blocks. Thank you!
You always have the most relaxing music in your vids
It's 2am here so I'll get back to this in the morning but I'm a simple man, I see cubicmeter video, I watch cubicmeter video
Dear Mojang... fix dust lag. FFS we need a Red-stone back end upgrade. How in the heck are Observers and rails faster!?
Whenever cubic uploads I get my snacks ready
4:40 Uh. A lever next to a door.
I don’t need this… But based purely off of the name, I MUST have it.
wait what! I didn't realise that I was probably one of your first subs since I was subbed when you posted that video for xisuma.
9:35 cant you use waterlogged leaves to convert concrete in order to prevent spilling?
You can with cobblestone and obsidian, so concrete probably too
In modpacks you can do this with ~30 blocks lol. Nice redstone skills tho! You rarely see combined farms but for people like me who don't want to do 20 farms for every single thing this is like heaven!
Ok but what if a creeper blows up exactly the pieces that detect the faults? do you have a fault fault detector??
The fault detection compares the timing of the four buffers dumping blocks into the blast chamber so provided at least one quarter of the chamber is still moving blocks the fault detection will trigger. The main problem is that the fault detection does not trigger for any parts of the conveyor leading up to the input to the blast chamber. However a fault with this conveyor would be mostly inconsequential. The worst case scenario would be conveyors backlogging until the tree farms fault detection triggers.
I love watching your vids! nice work
you are a redstone genius man
18:28 And, much like the inclusion of placebo pills in birth control, this gets the user into the habit of selecting tree type before starting the farm.
This is the first video I've understood entirely lol I'm not very good with redstone but I'm working on it
babe wake up new cubicmetre video just dropped
back in like 1.10 when I had very slow internet plus big redstone farms (o tick for example), a solution I found is just a cart touching a pressure, if I disconnect or unload the chunk, the farm turns off. Addded that after I trapped myself in a lag loop of dicounnects and a friend had to come and turn the farm off for me lol
This guy is the Toyoda of redstone
This guy became a instuction manual guide when he was explaining the edge cases durin the presenatation of the omnifarm
Though, it is LXYan instead of XYYan in the description.
So uh, what is the point of waxing copper this way, when you can craft waxed copper directly? Great farm though, I've been wanting something like this for a while now.
Great job as always dose the utility part do mud blocks?
I believe mud blocks use water bottles, so might need an extension to create the water bottles and recycle the empty bottles
@@cubicmetre thanks ill defiantly try some new things with this farm i have been using your other design with dog's blast chamber a year or 2 old one an its been great an idea suggestion would be a module design that can be added on to with other types farms with a block stream that comes off it basically an all in one SMP player farm like this to get all the items possible in this format/farm thank you for all your hard work an vids keep it up
PROTIP:
If the blast chamber (in particular the TNT duper) stops working after a long time (despite the schematic being perfectly identical), try breaking the TNT block and putting it back in its place. It seems like the TNT can be in a kind of "quasi-activated" state which prevents it from being duped. This seems to have fixed the issue for me!
PS. after I replaced the TNT, I also right-clicked the noteblock on top of the TNT (it does not make it explode luckily). So there is a small chance that this is what fixed the farm, but I don't think so.
Hope this solves any issues!
12:47 I love it
5:18: Igneous Extruder. I see what you did there
10/10 farm, will not be building again. That was exhausting.
I am definitely building this
The frame in the thumbnail, reminds me of a 3D printer.
Might be unnecessary to post this, but in case someone's newly built farm's Auto Shutdown System is triggering seemingly without reason, just keep doing the loop (stop generation, stop alarm, clear buffers - start again) until the tnt gets duped for the first time.
Instead of generation I just manually placed blocks, but it shouldn't matter imo.
I'm not gonna pretend I know why this happens, but it's what worked for me.
You probably left out blocks from the schematic that ensure each side of the chamber starts in sync. Keep in mind if the auto shutdown is triggering then something is broken and needs to be fixed, it is meant to avoid the machine failing catastophically this way.
I don't think that was the issue, I've gone through the schematic multiple times checking with Schematic Verification, we're talking about 5 hours of troubleshooting with fully finished build and with all the hopper clocks correctly set.
I was able to somewhat replicate the issue by activating the Auto Shutdown from different points in the system (in the creative world, putting a button on a block and activating it), when I did that and then ran the chamber, it clogged up the same way it did in my world, but it could be a different cause.
I'm not saying it's the intended way or something I wanted to do to push through Auto Shutdown in that way, but it was at a point where I was out of ideas and with backups of the world.
On a different topic here, do you plan on continuing making the mud/clay farm as you mentioned in your dirt farm vid? Your design style is really great and I'd love to see a farm from you.
@mxarycovsky6973 I might be running into the same issue as you were: all the blocks of the TNT chamber are correctly placed and in the correct state, and the farm has worked for ages (got 2 double chests of dirt shulker boxes), but suddenly stopped working for seemingly no reason. Particularly the TNT does not seem to want to get duped. [Still using 1.19.2.]
I'm not sure if I'm understanding how you solved the issue. Could you please explain in more detail? So, did you just just follow the steps which @cubicmetre explained (clear buffers etc), stop the alarm, and then ran the farm again until the alarm started again, and then again cleared the buffers etc, turn off alarm, and keep going like that? Thing I'm concerned about is, what if the tnt doesn't get duped at all? I feel like I'm starting to run into the piston push limit eventualy, which will probably break it even more. Weren't you afraid of the piston push limit if the TNT wasn't being duped?
Am curious to hear from you! Because, believe it or not but 2 double chests of dirt (in shulker boxes) has not been enough for my needs, so I'm pretty desperate to fix this thing lol
@@maxrycovsky6973 wow I figured out what it was. It had nothing to do with the schematic, that was all good. I did two things to fix it:
1. broke the TNT block, and put it back in its place
2. right-clicked the noteblock right above the TNT (didn't mess up anything fortunately)
it seems like the TNT was stuck in some kind of quasi-activated state and therefore couldn't be powered or duped once more... I have to test more, but so far it has done 2 rounds of TNT duping.
If you run into the issue again next time, be sure to try this! I'll post a regular comment as well to explain that this can solve the farm.
Excellent farm by the way @cubicmetre !
Btw you can craft waxed copper
Good blast chamber, is it possible to add more farms? I like the sci craft blitz blast chamber district, so is it possible to add more of those farms? Stuff like tall mushroom farms, a nether tree farm, a podzol farm, and a dark oak farm?
I love this!! Good work
U can use waterlogged mangrove roots or leaves so it doesn’t spill
every person:
cubicmetre: first explains how to fix it, then how to use it
classic australian
I mean, how many people would just stay until he's done explaining how to use it, before buggering off with that knowledge alone and not how to fix it in a "Instructions? I don't need instructions!" kinda manner? In this format, people have easy access for how to fix any problems or bugs they may have with the machine, and it provides an excellent opportunity for Cubic to explain why things are designed the way they are. Honestly, the way he did the lag optimization systems is incredibly smart to me.
I think this would be in my new World. GG a super video
1:05 "What can happen, will happen"
do waterlogged leaves work to convert concrete instead of using stairs?
2:27 i didn't realize you were a fan of ichigo kurosaki's fullbring, the Buddhist symbol of good luck lol
nice, love your content man
This is SICK
Would adding a simple bone meal farm that gets auto-activated when the tree farm is running low on bone meal work? Or would it be too laggy? Cause then your only maintenance (other than if it breaks) is resupplying empty shulkers
You could probably hook up a villager farm array to some composters based on the amount of bone meal in the system, and have the excess sent as food for the player while the farm is in use
Looks like a PC of some kind
This is crazy!
Nice to see you making your contraptions dustless / reduced.
For 4gt solid blockstreams I can recommend Lollopollqo's smartpiston. It's dustupdateless and uses only 1 piston.
I have also been using this smart piston. The only problem is that it doesn't work for any blockstream moving upwards.
@@cubicmetre for upwards there's also a neat design by Plexi I can recommend. It uses 2 pistons and ist dustless aswell.
bro is a youtuber for youtubers
7:52 I sawed this boat in half energy
i did had that with the dummy item filter i started using swords from my mob farm before i put the 2 and 3 layer of hoppers i drop massive amounts of weapons down and replace the first slot with the item i want.
I love how this is basically "fine it's not unbreakable so fix it yourself dammit"
always love it when you upload!
First of all great build!
Does it work on a paper server? and also what are the 4 different variants? Its quite hard to see through the schematic
HI, love ur vids/contraptions, and the way u explain the redstone in your videos. I just started building this in my survival world, and realised at the lower layers of the tree farm, there is a hopper aimed directly into a black wool block with saplings in the hopper. I assume it was just for carpet block counters, to see how many saplings are not being picked up by the player. How can i make it so that hopper doesnt ever fully fill up, and start leaving random saplings down there? can i just make a droppervator back to the player? or into lava to destroy them? I know its been a while since u made this, but any help would be appreciated!!
now that's user-friendly
I wonder if there is a way to add a dirt=>mud converter in this
I love this farm
We all have regretful videos from 2 years ago…
Is there any chance that you have a schematic of only the modified version of the tree farm? I've been trying out the original version and it seems to break without me doing nothing weird. Would really apreciate it! Great video btw!
You dont need to replace axes you can make some automatic sculk exp farm and then deliver exp to player with axe, but that would not fit into farm.
awesome work
There is no free lunch in Technical Minecraft
Finally... Thank you!
where do i put my dirt to be converted into mud?