If you're a bedrock edition player, take heart! This video applies to bedrock observers to the extent where its still usable for the basics. As an experienced bedrock player, I'll share some tips you might not find inside the wiki. 1. Observers facing into each other are not a consistent clock. They lazily switch between a 4gt and 6gt clock. 2. Observers have a varying delay depending on what they are detecting. Producers (repeaters, comparators, and torches mainly) give a delay of 4gt. Consumers (droppers, pistons, trapdoors, etc) and block updates give a delay of 2gt, and Redstone dust gives a delay of 6gt. 3. Observers have a 4gt cooldown before they can output another signal, UNLESS they are reading updates from one of a handful of different blocks (pistons, walls, observers, copper bulbs) 4. Observers are VERY INCONSISTENT ACROSS CHUNK BORDERS. An extra 2gt of delay is sometimes added to observers reading updates across chunk borders. 5. Observers are sensitive to (and producers of) pending ticks. Be careful of how much is going on inside the chunk your observer is in. Hopefully this helps! Have a great day :D
Wonderful comment, thanks for making it! I pinned it for any Bedrock players here. I plan to talk about Bedrock Observers in a future lesson about BUDs, but I'm not currently sure how many episodes there will be between now and the BUD episode, since we still have a lot of ground to cover.
This definitely need way more views and subs. If you watched even a minute of this video, like, subscribe, and comment. MistRazor has broken a complex problem down into bitesized pieces to make this an optimal learning environment! This is hard to get even in development tutorials and courses.
The leaves also cause an update if the distance to the log changes. Invisible changes still can be observed by using the F3 menu like with leave-log distance and/or their functionality like with hoppers being powered and no longer interacting with items or dispensers empty or not being activated. The visible changes can be summarized like this: any change to the physical state of the block the observer observes will trigger it which includes change of shape, destruction/placement, or block movement (minecarts are entities and therefore cannot directly interact with an observer. They need a medium like a detector rail). By the way, a hopper transporting items does not trigger an observer, because its functionality does not change.
I had this playing in the background under the assumption that you were a largly established channel based on your level of explaination and production quality. Imagine my surprise to find at 100 Subs and 145 views 😲😲
Had to stop at minute 5 to drop this comment. This is a next level redstone tutorial! You’ve taken the mystery out of concepts like rising/falling edge (which I’ve heard used to describe mono stable circuits but never knew why). Can’t wait to check out the whole series - thank you!!
i would consider myself somewhat good at redstone, but even i learned 1 or 2 new things in this video. And when it comes to quality of content, wow, this might be the best restone turorial - ish channel i know.
Im actually pretty impressed by the quality explanations. It’s kinda slow, but if I was a noob again, I think i’d appreciate the fact that it’s a little slow, like that.
Thanks! Yes, the slower pace is intentional, because at this level IMO it's worth taking extra time to ensure you have a really solid foundation of knowledge to build upon.
Gosh it's an amazing series! Sat down to watch it full only to realize its fresh and not finished yet)) thanks for your work! Subscribed! Waiting for more!
Really glad I came across this. I've been looking for redstone theory education, as opposed to tutorials, so I can learn what I need to be able to design things myself. This fits the bill perfectly.
This was an extremely well made tutorial/explanation and like another comment mentioned I was stunned to find you were a small channel. As I move through my redstone journey I’ll certainly be spending more time here. My only critique, if I may, was that there were some parts that you explained the exact same thing 3 times or more. It felt like you’d explain it once, and then turn around and do it again, and again, and so on. And I get it, you’re a teacher trying to make things as clear as possible. But RUclips can rewind, twice is enough and we’d both save some time. But all in all, seriously great video
observers emit their pulse two gameticks after detecting a blockstate change, if multiple blockstate changes happen in the same tick and are observed by multiple observers, the order in which they happened will be preserved. With a trapdoor beneath scaffolding a one gtick delay can be created that can be detected by an observer to create a three gtick delay. Observers can be used for two 1x1 lines crossing (via stairs), for detecting instant downwards wires using walls+piston, instant one-use wires (for example a chain of BUDed blocks or a chain of signs) and so on. You can use an observer signal to prime a comparator or torch for instant logic. You can use observers with pistons for binary counters. I probably forgot a lot still but this should be of help for some still
Thanks! We'll get there, but we'll have to talk about SR latches, binary encoding, and race conditions before we reach that point (and we'll probably build a binary adder while we're at it!), and we have several other redstone components to cover first, since I haven't even talked about flying machines, comparators, hoppers, or copper bulbs yet. But never fear, I'm in this for the long haul!
one question: in the 2 track line/lamp examples starting at 13:35, why don't the lamps power each other? also, after my hermitcraft videos of the day, i'm gonna go back and watch all your videos. i've got a firm programming background but only an amateur when it comes to redstone. this video has got me truly interested in being able to design circuits and will have the added benefit of me understanding exactly wtf etho, tango, impulse, and maybe even doc are doing with their contraptions
Great question! That's why there's a wool block between each observer and its corresponding redstone lamp: to ensure the lamps are being powered indirectly rather than directly. If the lamps were where the wool is--meaning they were being powered directly--each lamp *would* power the other and they'd both light up every time. As a thought experiment--but feel free to try it, of course--place an observer that outputs into a plane of redstone lamps, then trigger the observer. You'll see that the lamps always light up in a "plus" shape. The center lamp is the lamp being directly powered by the observer, and the ones surrounding it are being indirectly powered, via the center lamp. All we're doing here is replacing that center lamp with a wool block, and cutting off all but one "leg" of the plus shape, leaving us with only a single remaining powered lamp. Since indirectly powered lamps can't power other lamps, and the only lamp that's present is indirectly powered (via the wool, which is directly powered), that means we can stack as many of these "observer - wool - lamp" rows as we want side by side and/or top to bottom, and the lamps will never power each other. And thanks, please enjoy your stay! If you're going to watch my Highworlds SMP videos, I recommend starting with the current season (Season 2). You'll miss a few Season 1 references/jokes, but other than that, you don't need to watch Season 1 to understand Season 2. But if you decide to start with Season 1, I recommend jumping in at Episode 10, because 1) it contains the coolest redstone build of the season--a mass-potion maker, and 2) that's where the story really picks up. The first 9 episodes of S1 are me kind of figuring out how to make SMP content, and while they're not bad (except the audio in episode 5 is not great, hence the subtitles in that episode), they're not as good as the second half of S1 or the entirety of S2.
@@MistRazor thanks so much for such a complete answer. just goes to show that somebody at mojang must be a programmer opposed to a script kitten ;) hehe
Yes, definitely! I've got some more basic components to cover first (especially comparators; can't do much with Sculk Sensors without those), but we're on our way!
Great question. It's because we haven't covered comparators yet. Remember, this series assumes no prior redstone knowledge at all, so I have to teach the underlying foundations for anything we want to use. Once we've covered comparators, I'm going to show an improved digital number display with SR latches in the Copper Bulb lesson.
3:47 Arenʼt there two different versions of this scenario (in java)? Iʼd need to go into game to check the details but when you create this via piston the resulting clock is faster than when you create it just by placing an observer.
Yes, I don't know the exact reason behind it, but that matches my own observations. Although IIRC I've seen it behave as the "slow" version just from returning after unloading the chunks (but not with any sort of consistency), even when the Observer was moved into position by a piston. I think it didn't occur to me to bring it up in the video because I rarely (basically never) have Observer clocks just running 24/7. That is, I usually have them hooked up to something that makes noise, which annoys me, so I typically have them on a sticky piston controlled by either a lever or a comparator output, in order to make it so the clock only runs when I want it to, meaning my Observer clocks are almost never kicked off by a manual placement.
@@MistRazor Now that you mention it, Iʼm trying to remember when Iʼve had a 24/7 observer clock. Iʼve definitely needed them before but I cannot remember why or when.
If you're a bedrock edition player, take heart! This video applies to bedrock observers to the extent where its still usable for the basics.
As an experienced bedrock player, I'll share some tips you might not find inside the wiki.
1. Observers facing into each other are not a consistent clock. They lazily switch between a 4gt and 6gt clock.
2. Observers have a varying delay depending on what they are detecting. Producers (repeaters, comparators, and torches mainly) give a delay of 4gt. Consumers (droppers, pistons, trapdoors, etc) and block updates give a delay of 2gt, and Redstone dust gives a delay of 6gt.
3. Observers have a 4gt cooldown before they can output another signal, UNLESS they are reading updates from one of a handful of different blocks (pistons, walls, observers, copper bulbs)
4. Observers are VERY INCONSISTENT ACROSS CHUNK BORDERS. An extra 2gt of delay is sometimes added to observers reading updates across chunk borders.
5. Observers are sensitive to (and producers of) pending ticks. Be careful of how much is going on inside the chunk your observer is in.
Hopefully this helps! Have a great day :D
Wonderful comment, thanks for making it! I pinned it for any Bedrock players here.
I plan to talk about Bedrock Observers in a future lesson about BUDs, but I'm not currently sure how many episodes there will be between now and the BUD episode, since we still have a lot of ground to cover.
wtf 300 views?? this is like, hermit quality. I really hope you get the recognition you deserve soon, assuming that's the goal.
That is high praise, thank you!
This definitely need way more views and subs. If you watched even a minute of this video, like, subscribe, and comment. MistRazor has broken a complex problem down into bitesized pieces to make this an optimal learning environment!
This is hard to get even in development tutorials and courses.
I couldn't ask for a nicer compliment, thank you!
From a former Redstone tutorial RUclipsr: This is great, super informative and helpful to those learning. Great job
Thanks, I really appreciate the support!
The leaves also cause an update if the distance to the log changes. Invisible changes still can be observed by using the F3 menu like with leave-log distance and/or their functionality like with hoppers being powered and no longer interacting with items or dispensers empty or not being activated. The visible changes can be summarized like this: any change to the physical state of the block the observer observes will trigger it which includes change of shape, destruction/placement, or block movement (minecarts are entities and therefore cannot directly interact with an observer. They need a medium like a detector rail). By the way, a hopper transporting items does not trigger an observer, because its functionality does not change.
True! Fantastic comment, thanks for writing it!
I had this playing in the background under the assumption that you were a largly established channel based on your level of explaination and production quality. Imagine my surprise to find at 100 Subs and 145 views 😲😲
Haha, yep. I've only been posting videos since May, so here's hoping!
Same here, I was sure youtube was tripping again.
2 days later... 176 subs, 1.6k views :D
Had to stop at minute 5 to drop this comment. This is a next level redstone tutorial! You’ve taken the mystery out of concepts like rising/falling edge (which I’ve heard used to describe mono stable circuits but never knew why). Can’t wait to check out the whole series - thank you!!
Thank you! Glad to have you aboard!
i would consider myself somewhat good at redstone, but even i learned 1 or 2 new things in this video. And when it comes to quality of content, wow, this might be the best restone turorial - ish channel i know.
Thanks, that means a lot to hear
Im actually pretty impressed by the quality explanations. It’s kinda slow, but if I was a noob again, I think i’d appreciate the fact that it’s a little slow, like that.
Thanks! Yes, the slower pace is intentional, because at this level IMO it's worth taking extra time to ensure you have a really solid foundation of knowledge to build upon.
Gosh it's an amazing series! Sat down to watch it full only to realize its fresh and not finished yet)) thanks for your work! Subscribed! Waiting for more!
Really glad I came across this. I've been looking for redstone theory education, as opposed to tutorials, so I can learn what I need to be able to design things myself. This fits the bill perfectly.
Glad to hear it!
This was an extremely well made tutorial/explanation and like another comment mentioned I was stunned to find you were a small channel. As I move through my redstone journey I’ll certainly be spending more time here. My only critique, if I may, was that there were some parts that you explained the exact same thing 3 times or more. It felt like you’d explain it once, and then turn around and do it again, and again, and so on. And I get it, you’re a teacher trying to make things as clear as possible. But RUclips can rewind, twice is enough and we’d both save some time. But all in all, seriously great video
This is a valuable critique, thanks for making it! I'll try to strike a better balance between explaining and over-explaining going forward.
observers emit their pulse two gameticks after detecting a blockstate change, if multiple blockstate changes happen in the same tick and are observed by multiple observers, the order in which they happened will be preserved. With a trapdoor beneath scaffolding a one gtick delay can be created that can be detected by an observer to create a three gtick delay. Observers can be used for two 1x1 lines crossing (via stairs), for detecting instant downwards wires using walls+piston, instant one-use wires (for example a chain of BUDed blocks or a chain of signs) and so on. You can use an observer signal to prime a comparator or torch for instant logic. You can use observers with pistons for binary counters. I probably forgot a lot still but this should be of help for some still
I almost died of laughter when he said 'being touched by wood and not being touched by wood'. Great video
Great video, very informative! I've played around with observers a little, but nothing like this 😃
Glad you enjoyed it!
Absolutely fantastic -tutorial- educational segment!
I'm glad you found it helpful!
Great video. Just keep doing what you’re doing. You got confidence in what you’re explaining and the production is great
Thanks, I really appreciate it!
Subbed real hard. You've won another student today.
Thanks, and welcome aboard!
The Copper Bulb (& a comparator) is an excellent t-flip-flop, much quieter than the ol' piston as well
This is true, but I haven't covered comparators yet! We'll get there, though
Whoahhh! What a well put together video!
Would love to see a tutorial on a multi-number display.
Thanks! We'll get there, but we'll have to talk about SR latches, binary encoding, and race conditions before we reach that point (and we'll probably build a binary adder while we're at it!), and we have several other redstone components to cover first, since I haven't even talked about flying machines, comparators, hoppers, or copper bulbs yet. But never fear, I'm in this for the long haul!
This really an amazing series!
Nice, i thought each number should be coded independently, like one having its own wiring
, building them from common parts is genius
that was a really nice display format
one question: in the 2 track line/lamp examples starting at 13:35, why don't the lamps power each other?
also, after my hermitcraft videos of the day, i'm gonna go back and watch all your videos. i've got a firm programming background but only an amateur when it comes to redstone. this video has got me truly interested in being able to design circuits and will have the added benefit of me understanding exactly wtf etho, tango, impulse, and maybe even doc are doing with their contraptions
Great question! That's why there's a wool block between each observer and its corresponding redstone lamp: to ensure the lamps are being powered indirectly rather than directly. If the lamps were where the wool is--meaning they were being powered directly--each lamp *would* power the other and they'd both light up every time.
As a thought experiment--but feel free to try it, of course--place an observer that outputs into a plane of redstone lamps, then trigger the observer. You'll see that the lamps always light up in a "plus" shape. The center lamp is the lamp being directly powered by the observer, and the ones surrounding it are being indirectly powered, via the center lamp. All we're doing here is replacing that center lamp with a wool block, and cutting off all but one "leg" of the plus shape, leaving us with only a single remaining powered lamp. Since indirectly powered lamps can't power other lamps, and the only lamp that's present is indirectly powered (via the wool, which is directly powered), that means we can stack as many of these "observer - wool - lamp" rows as we want side by side and/or top to bottom, and the lamps will never power each other.
And thanks, please enjoy your stay! If you're going to watch my Highworlds SMP videos, I recommend starting with the current season (Season 2). You'll miss a few Season 1 references/jokes, but other than that, you don't need to watch Season 1 to understand Season 2. But if you decide to start with Season 1, I recommend jumping in at Episode 10, because 1) it contains the coolest redstone build of the season--a mass-potion maker, and 2) that's where the story really picks up. The first 9 episodes of S1 are me kind of figuring out how to make SMP content, and while they're not bad (except the audio in episode 5 is not great, hence the subtitles in that episode), they're not as good as the second half of S1 or the entirety of S2.
@@MistRazor thanks so much for such a complete answer. just goes to show that somebody at mojang must be a programmer opposed to a script kitten ;) hehe
No problem, I'm happy to help
Parabéns muito bem explicado! Bom trabalho.
Obrigado! I'm glad you found the explanation helpful.
Very helpful thank you
17:50 Old update supressor, lol
Me and my friends watched everything so far.. Its so peak
this actually is really quite simple
Edge detector💀
Also great vid
390 subs only??? Holy smokes
Can you do some videos using Shulk sensors?
Yes, definitely! I've got some more basic components to cover first (especially comparators; can't do much with Sculk Sensors without those), but we're on our way!
Why you aren’t using copper lamp for t flip flop
Great question. It's because we haven't covered comparators yet. Remember, this series assumes no prior redstone knowledge at all, so I have to teach the underlying foundations for anything we want to use. Once we've covered comparators, I'm going to show an improved digital number display with SR latches in the Copper Bulb lesson.
I honestly didn't even know most of this.. I just be using these things like a toddler sucking on an iPhone.😅
Everybody starts somewhere, glad to have you aboard!
👏
👋
why do u sound like gd colon
Have you ever seen me and GD Colon in the same room at the same time? Me neither...
@@MistRazor but you sound like gd colon
close enough. welcome back gd colon
This video is not perfect only because music is too loud.
Whoops, I'd change it if I could, but I'll at least make sure the music is quieter in future redstone videos.
I've gone through and cleaned up the captions for this video, for people who are having trouble with the music being too loud.
3:47 Arenʼt there two different versions of this scenario (in java)? Iʼd need to go into game to check the details but when you create this via piston the resulting clock is faster than when you create it just by placing an observer.
Yes, I don't know the exact reason behind it, but that matches my own observations. Although IIRC I've seen it behave as the "slow" version just from returning after unloading the chunks (but not with any sort of consistency), even when the Observer was moved into position by a piston.
I think it didn't occur to me to bring it up in the video because I rarely (basically never) have Observer clocks just running 24/7. That is, I usually have them hooked up to something that makes noise, which annoys me, so I typically have them on a sticky piston controlled by either a lever or a comparator output, in order to make it so the clock only runs when I want it to, meaning my Observer clocks are almost never kicked off by a manual placement.
@@MistRazor Now that you mention it, Iʼm trying to remember when Iʼve had a 24/7 observer clock. Iʼve definitely needed them before but I cannot remember why or when.