#WyrmOS - Lectern Network Crafting Manager
1 messages ยท Page 2 of 1
No quality inspections either. All products coming off the line are identical data. I don't have to worry about ESD or FOD or OSHA
Sparks mean it's working in Minecraft
Oops
Guess I cant talk about my treatment of starbuncles which definitely adheres to Asha guidlines
Anyways when thinking about backup source systems could it be worth it to distill a godpotion? As one dose of a 4fold can fill 2 jars and the effect count is exponential
I do have a design for a 32 fold potion. Maker
The 20k is the max
That's the internal buffer of the sourcelink. It can't be any bigger
Technically it's just under 20k if you do the 4 base arch fruit. It's like 18.9 or something. You can swap out blasting or the frostaya one for mana Regen from berries
Still an unreasonable amount of source per dose
But a storage of emergency potion would Be a good backup
Tho I feel that fire essence would still be a key thing
I mean, I still have the source equivalent to 600+ jars in the one repository
Almost nothing at my base runs constantly, everything only runs when required, so I don't need a huge steady state source production, I just need it to all average out
My only thought is if something broke all your source an emergency key of a potion jar would be a good jump start
That's a good policy
Ok imma set the source battery issue to solved
So would an enchanting system be separate? I would think so
Ig now its should we always have a recipe to include it up to max for every enchantment or should they be separate
Or is enapp enchanting even worth it?
Individual single enchants are easy enough. Could have that general "command input" tab, and have some signal item to show that it needs to be sent as an enchantment. A paper named "enchanting", an item, and a shulker go into the tab
So then it splits up the 3 parts. Shulker with recipe, item, and paper. That's easy enough with vanilla box separators. Then it just batches the shulker like any other apparatus recipe, combines with the item to enchant, and sends it to the apparatus
But for a full system, we'd need a way to specify an order for several enchantments at once
Can't wait for the vid giving me a visual representation of the command system lol
I would think that it would be like a queing system but with a single shulker
Haven't built a prototype yet. The general idea is it's just a repository and a lot of display cases
Items go into the command tab, and some of those turn on display cases to indicate various processes it would go to
I can visualize a bit of what it might be
With the command tab being an inventory with a set of display cases
?
Take for instance a cloud shaping ritual.
You could go to your lectern, go to the "available commands" tab to grab a named paper for "stop rain". Pull it out, and move it to the "send command" tab
The send command tab is a repo that is being monitored by a bunch of display cases. One would be looking for that "stop rain" paper
When it sees it, it runs a subsystem to activate a cloudshaping ritual
Maybe have a monitor on that subsystem to indicate that it started the task, so that sends a signal back to pull the command paper back to the available commands box
Something a display case would pick up which then sends a redstone signal?
Yup that's it
Display cases care about item names, so it's just using the display case and lectern networks as redstone signaling
To a batcher- no it would have already happened
Cloudshaper tablet is a regular 3x3 recipe, so just set it to be crafted up to like 16 or something small
At one point I would like to ask you to explain this in one go for my document
Extra bells and whistles would be a monitor for how many you have left of that tablet, and if it's low, it sends a paper back to the command box showing there was an error
Oh so it would be a regulated resource
The command box is basically just IRL command prompt
Either that or manually craft a few stacks and have the error return say it is out of tablets
Real life programming, you build up systems one at a time. Each new thing you make is simply a command that can sometimes take in extra arguments.
We are just needing to build that operating system first. The individual commands can be designed as needed
And each resource would then have a set of farms associated with it...
Alright
The operating system is organizing tabs in a way that can be expanded on easily. Taking commands in, sometimes with arguments. Returning results or errors
Ie the difference of using wool codons and paper?
Or are the codons an old process?
Biology calls it a codon. Software calls it a function or a command
Build a bunch of those together and you get a program
In biology that's a cell (unironically)
Terminology comes later tho (I do want to keep calling them codons bc of less letters and they hold better connotations)
I do software for a living. There's a lot of layers in programming. Many of which I don't need to care about because they're so low level that they shouldn't be changed. That's, however the level that this thread is here to sort out.
How to organize handle signalling so that I can add new systems on top of the old
Getting a command line means I can then start writing actual tools that work through that process. I don't need to sort out surface level details like source generation or a farm because those are higher level tasks that build on the base system
So I think a system could go like command and then optional codon for additional actions
Alright
My original plan was for the single "start" command to be the last item in the tab because that is the equivalent of me at command prompt hitting enter to send the command to the processor
One OS level question for instance is how I want to handle messaging between different functions. Do I simply have it send messages back to the original command line? That's one idea
Yea I'm going to take computer science in college. I do have some knowledge of computers but nothing to deep. Learning from you however might help me understand these things In the future
The command being the wool
Watched way too many videos of how a computer works at a hardware level, and how to build them in redstone. Honestly watch mattbatwings computer series. He builds the whole concept up one part at a time
I'll do that lol
And ultimately has to write the machine code to make it work, but then once that is made, he can start building on that basic structure
Found the whole series incredibly fascinating.
In modded with Ars lecterns, it means we don't have to store data as actual binary bits, we can simply use items
How does it change them?
Bc cases
If this was an actual computer, storing item data would take a LOT of bits. Consider 8 bits represents the numbers 0-255
Binary
Mmmmm
If I wanted 30 different items being managed by a computer, I'd need at least 5 bits just to hold the item identifier
In redstone that's a significant amount of space. But here, it's just an item in a repository
So already we can take out steps 1-5 basically
And just have a " does item exist? Yn"
Those 5 bits are just the identifier, name basically. 01101 = number 13 = planks
But tracking quantities, that's at least one bit for "am I low?"
Holy crap I understand it now kinda many not
It's all yes nos
If you want actual numbers of items, that gets even bigger
You wouldn't track actual numbers because it adds up too quickly and you couldn't build a redstone computer that could process it fast enough. So probably just read a chest and if the comparator is at 10, you're probably fine
If you want to have 64 that's 6 bits
63 technically
Maybe you use the comparator signal itself. Either in native 0-15 hex or as the 4 bits that it would be in binary
Hex is still beyond me
hex is just another way of counting
It's bits of 6?
Oh a hex number
1100 = 8+4 = C = 12
Still in yesnos but now a chunk of 4
binary, hex, decimal respectively in those messages
Imma look those up in my own time lol
Also this guy might help
so binary counting:
0001 = 1
0010 = 2
0011 = 3
0100 = 4
and ultimately its just adding up the bits. the 8 bit, the 4 bit, the 2 bit, the 1 bit
hex is simply using a single character space. so in decimal you go "1-10" though you technically only go 0-9 in "normal" numbers
because 10 is now two "digits"
so hex instead goes 0-F before needing another digit
conveniently redstone dust in minecraft is also 0-15
ie, 0-F
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
if you take 0xF (hex is usually written 0x to indicate that its not normal numbers) and add 1 (0x1 and 1 are still 1), you get 16. but 16 is 0x10. because the F "resets" and you carry the one just like decimal notation
so it just goes to the next location
A - f are just numbers
So hypothetically 1xf is (15+14) 29?
its like how most password requirements for just about anything these days always want "an upper case, lowercase, number, and symbol" right? because if it was just a purely numeric number, and you had 10 characters in your password, thats just 9999999999 different combinations. which alltogether isnt that much
its still written as 0x as an indicator for hex
0x1F
Oh right
and yeah exactly
That would be 44 then
Oh the 0x doesn't count
thats like the "units" basically. its just an indicator for what number system its using
because 0x28 is 0010 1000 = 40
"two in the 16ths place, 8 in the ones place"
Ic
just like in decimal notation it could be written out as "four in the tens place, 0 in the ones place"
That's why it's called decimal. Deci
Oh that's also why colors have the numbers. It's a hexadecimal code
binary 10 = 2
decimal 10 = 10
hex 10 = 16
yup. 0-255 is 2 characters in hex, 8 bits. a byte
FF
generally not actually
there are some hex redstone computers
and they can be very compact
but generally most redstone computers are done in straight binary instead
or rather regular on/off signals instead of strength
the reason is honestly just because its easier to track on/off vs needing to keep wire lengths consistent
easier to handle repeaters vs comparator lines
I see and understand why
and logic gates are vey simple in binary vs hex
Those are the bane of my existence in Minecraft
Redstone
they're not too bad once you understand them. even the science channel Steve Mould built a simple 4 bit adder with actual water
Lol
i had originally started this thread as a discussion page for actually using the lectern networks as a redstone computer
couldnt think of a useful reason why though. so switched to base management instead
Does the YouTube series you recommended go over them?
yeah he starts at the very beginning including a discussion of hex and binary vs decimal
It was always computing lol
andthen goes into how those can be made in miencraft with a few different very basic circuits
basic as in "a torch is a NOT gate"
Ok where were we?
Oh yeah
Back on track
So basically we want a nervous system for a smart base that can automatically (or Al have the capacity for) adding new systems and farms for crafting
And then have commands to tie it all together
generally farms will need to be purpose-built. maybe a system could be designed for "types" of farms. for instance for crops, I could build a large number of fields, and then build a system to allow me to remotely, via lectern, actually add the crops to farm
That would be cool
and then i'd have a command like "add to crop" and drop a seed on the tab. and then it would grab 9 of them and attempt to plant them
little 3x3 plots or something for instance
so the OS level part of that is designing the command input system to be able to parse out the different types of messages and their arguments. "add crop" being one.
We can't remotely store spell turrets with spells correct?
as part of that "adding to field" mechanic, maybe it has a temporary farm plot that it spams bonemeal to get the outputs of that item, which can then be added to display cases to handle controlling that farm
so id say "add crop" and a wheat seed. it first places that on a farm block closer to base, does a few rounds of growing and harvesting with turrets or something, then takes those outputs and sets a display case to handle redstone controlling that seed plot
uh.. you kinda can.. a spell turret can cast interact on another turret. and would in theory set the second turret if that first turret had a spell scroll in its inventory
Could we have "tilling more ground" as part of that command?
Figured
but honestly i'd have to build the farm plots mostly manually, but it would be fairly simple repeatable patterns. 20 minutes to get a dozen of them ready to go
could dynamically till, but then you have to handle the allocated area
Space issues
So would In the event of not enough space. Would we make it let us choose what to get rid of? Is that even possible
?
i tell coworkers all the time at work, its software, it is almost always possible
probably not worth it
floor shifter could be rigged up when a command is given to pop everything off the farmland plot if you wanted
but is it worth the effort to build that into a system vs just having it return a "not enough room" error? and then return the items?
There's the real question
Or it could be a "delete oldest" or x+
Ie if we had berries bloom and melons and we wanted wheat we can either make it eat the berries
best bet is to design a system that lets the user pick
Or set the first 2 to be permanent and it instead eats the melons
instead of making assumptions about what the user will want
User customs are key
Hey you know what the first rule of graphic design is?
Personal opinions don't matter. The client's are everything
With programming it's likely the same thing actually I'm sure it's exactly the same
So with that being said it's likely best to have a prototype that is easy to switch gears
Yes and no. It takes a bit of planning. You don't start with a farm and design infrastructure around it to fit. The complex ones are the ones that need to be thought out.
Simple 3x3 is just adding an item to a pedestal and display case. But to get to that, I need to decide how I want to actually interface with the lectern from a usability standpoint.
What do I want the user to do to accomplish a task? And honestly the user is really just me. I could export parts of the system as schematics, but it's the entire system that makes it a system
True dat
Because I could design a complex interface, but if it's more annoying than simply walking over to the wixies and adding an item manually, then what's the point?
Ok then we backtrack
That's why my design plan is that to add an item for 3x3 stock keeping, it's just drop it in a tab
I can make one in about 4 clicks with jei, switch to that tab, then drop it in and be done
So basically automate everything
So then working backwards from that design idea: how I we make the system do that
What kind of logic needs to exist for that tab
And a question of if that tab should do other things too. Or just exists to add items to 3x3
So from a build perspective; my plan is to design each "program" to have a basic input. Only valid things will go there. Maybe it'll have some error checking to ensure that's the case, maybe not.
That way I can make a general command tab and the main thing it does is figure out where to send the contents
Apparatus for instance. I have built right now automatic finished product return. Then that process also now ticks a counter, which will allow me to do bulk apparatus crafting
Then I've got automatic recipe handling. If the items from a recipe and a start button are in the input, it'll send everything to the apparatus and pedestals
Then it's now linked to my main lectern as an apparatus tab, but it won't stay there
Right now it's semi auto. If I want a new storage lectern, I open a lectern, grab 4 chests, a vanilla lectern, and a start wool, flip to the apparatus tab and drop in order: lectern, chests, wool
As soon as the wool is there, the crafting process starts immediately
So that's done. But the next step is to hide that behind another layer of interface
I don't want to manually add each recipe when I need a dozen lecterns
Via shulker batching?
So next is adding in the batching into the system, so I'll have a tab where I place the shulker of the recipe and some number of dirt into a batch request tab.
That'll send the shulker to go get a batch of ingredients, dirt will go to the counter
The next layer after that is no longer having an apparatus batch tab, but instead using a general command request tab that any command can go to
Because next up I'll need a smelter, I could have a smelter tab, and I will, but it would be nice to be able to remotely add glass to a tab and have it keep 8 stacks of glass available at all times
So instead of 20 different tabs that I have to manage, I only want a few
Adding glass to a tab facilitates that you want that made?
So a general tab that separates messages to their own systems is the main part of the system
Or is this still hypothetical
Exactly. One way that could work from a user perspective is going to the command tab, adding a furnace, a sand, a glass, and 8 dirt blocks
And then build a system that sees the furnace (probably named a certain way) and then knows to send the rest to the smelter manager
To smelt 8 pieces of glass?
No no, to add glass to smelting management. To tell it I want 8 stacks of glass at all times
Aahhh
Then never need to touch glass smelting again. It'll just always be there
I'll have to manually then build the farm for making sand
And there's a dozen ways to do that, but that's at the "production" side, not the "processing"
The glass would be in an output anyways...
So those will be probably individual builds, nothing automated in that
Basically WyrmOS is all framework
Exactly
WyrmOS is the command processing tab system
And the item handling to take those items and turn it into actually doing something
The general command input would need a system to split up commands based on what signal item is there. A named furnace means I want to add a new smelting process to management. Maybe a named apparatus is how I add new apparatus recipes
3x3 is the simplest because I could just have wixies pull directly from a lectern, so they only need the finished item to be in a pedestal and display case
Others like smelting or apparatus need to know what the recipe ingredients are
Or turning bars into plates with create
Well smelting can be done with runes no?
Doesn't matter what the actual process is
Fair
I could run it on vanilla furnaces, it wouldn't change the lectern system
Ultimately it means something needs to be sent to a specific chest
Well technically you would need fuel but that's a non issue
The "new manager" command, and the entire wyrmOS basically, just needs to accept:
-
Process type (smelting, apparatus, etc
-
Expected output (glass, a storage lectern, whatever it is I expect to be crafted)
-
Recipe ingredients (for some things)
-
Quantity to be managed or requested
And a signal that I finished sending my command
This sounds like the first layer
The great thing is physically that process type is super simple. When a command is sent, it will need to fire a toss turret. Just one. That's it
And then that first item, codon to use your terminology, will have popped a spell prism into place to direct it where to go for processing
First layer is figuring out what my final tabs will be.
- General tab, that's the default
- Overflow tab. This exists as a safeguard to make sure if my storage gets full, incoming items don't go to a command tab
First layer is the user interface
I'll have probably a second lectern network for admin use. With all the lower level inputs, so I can see if there's items stuck somewhere
Admin?
In what capacity?
Like right now I have a "to apparatus" repository that won't actually be linked to my main network in the end
Debug console basically
Ah smart
It'll exist just so I can check if somehow one of my lower level commands is broken
The repository stores possible commands?
That repo is the direct input to the apparatus. It's where the apparatus item and 8 pedestal items go. I won't have direct access to it in the end except through the admin lectern
But I do plan for the final User Experience side to have a tab of allowed commands. I don't want to have to type looking for the smelt command
- General
- Overflow
- Allowed commands
- Command input
- Errors
I might have a few more tabs for one-off processes. A manual smelt tab, manual apparatus for things I haven't added to the recipe book
On the other hand I could design the command input to allow for those too
Different command for "smelt now" vs "add to smelter management"
Modular command?
Maybe a tab for instant commands. Go to that tab if it's raining and pull the "stop rain" command for a few seconds, which starts the cloudshaper ritual, place it back in after that slight pause
The equivalent to a user interface button panel
Mm circuits
Really the lectern tabs exist simply as a visual way to turn on and off redstone somewhere
Some of that redstone is redirecting items, some is turning on a machine
One could simply be a "go home" button
It's a collection of levers
When toggled, it tosses an item into a rune sensitive exchange to pull me home
WyrmOS is about the framework to allow all that because lecterns can be accessed (if loaded) through an enchanters eye pointed at a lectern. The actual farms themselves don't matter, the processes don't matter. It's about the ability to program these signals into a storage system
Anyway. Bed. Good night
Indeed same to you
https://youtu.be/hAZEXqWLTmY?si=rg6m6NSjtNWuqkGR
Is this one correct?
Patreon: https://www.patreon.com/mattbatwings
Discord: https://discord.gg/V5KFaF63mV
My socials: https://linktr.ee/mattbatwings
My texture pack: https://modrinth.com/resourcepack/mattpack
Original Playlist: https://www.youtube.com/playlist?list=PL5LiOvrbVo8nPTtdXAdSmDWzu85zzdgRT
LRR: (Recommended Prerequisite) https://www.youtube.com/playlist?l...
Patreon: https://www.patreon.com/mattbatwings
Discord: https://discord.gg/V5KFaF63mV
My socials: https://linktr.ee/mattbatwings
My texture pack: https://modrinth.com/resourcepack/mattpack
World Downloads: (JAVA 1.18.2)
E3 - https://www.planetminecraft.com/project/redstone-logic-gates-lrr-episode-3/
E4 - https://www.planetminecraft.com/project/r...
Or both
He has the individual videos of the computer from scratch video, that is combined together
The logical redstone and logical redstone 2 series are also really good
Past me was already subbed somehow I haven't watched anything yet lol
Lol that's me constantly "oh that looks really interesting I'll mark it so I can properly pay attention to it later
2 years later-
The Logical Redstone Reloaded and Let's Make A Computer playlists are what id recommend instead of the giant combined video
Same content, but in easier to digest 20 minutes instead of 4 hours
Oh oh no its
" Oh but before I do this I first should do this but actually I should be doing this because this helps this and this but wait I should do this that was leftover from yesterday and- oh it's 3 in the morning
Gotcha
Exactly, so I trick myself by thinking *it's only a 20 minute video, I can watch that now"
Instead of "I don't have 4 hours now, I'll do something else instead" (spoilers, I still waste 4 hours)
It's only 20 min... ( I say At 12 am)
I'll prolly watch it on the way to- I think I'm going to Hiroshima next?- bullet trains go brrrrrrr
What are you guys making
Ars version of minecraft computer?... featuring the lectern system?
Yes
But actually more complicated than one thinks
But actually less because it's not a redstone computer
Basically yeah. The concept is roughly:
How can we use tabs in the lectern system to allow for programming and automation or otherwise control redstone components and machines
Right, so you are automating Ars machinary?
For example crafters, smelters and crushers
Well yes but it's more complicated because WyrmOS is about being able to set when it's automated and I need to sort the Google doc bc I can't explain things
Right
Travelling the world? :)
Just japan
Nice
I also wanna travel Japan someday
Something about the streets of some laid back prefectures yk
I like that
Yea
Imma post a pic dump in off topic bc it's cool
I'm trying to think of if the command tab makes sense to be modular commands. Then I'd need logic gates to select the right prism/destination, and it also means more steps to actually add things to crafting managers
Maybe it's different tabs for adding a new recipe for managers vs sending items for a one off craft
The command tab is a single repository no? And if the whole thing only starts when you add the green start codon
I wish the name glyph could concatenate
I think taking the simplest path will work as we can always make it more complex later on
With the apparatus for instance. I don't need to have the system remember the recipe for making a pyromancer hat. So it doesn't need a shulker and batching
But also for those one off crafts, I don't want to need 4 different flags/codons
How so?
Well we can take out a step by making the apparatus a command tab for command prompts regarding the enapp
In this case it's closer to an application
Honestly that button panel idea keeps coming back. Why send the command in that tab where it needs sorted out to get the actual data. I could just drop the items in one tab, flip to the command tab and pull/replace the start
The problem with a tab for each sub system is that there's only so many tabs available
I don't know that number
But the gui only has so many
tag me
So maybe there could be a "craft one" tab and s "add to manager" tab
Like ping or
nvm found it
Yes
I believe this is a system that might need to be explained to me again
Basically each tab is a circuit on a breaker
I just want to avoid needing too many clicks to make a thing. Maybe I have "craft now", "add to manager", and "control panel"
Yes
Yea
So if I dump a stack of iron ingots in the "craft now" tab, then go to controls and click "make plates", it sends that stack of ingots off to be smashed into create plates
If I instead add a plate to the "add to manager" along with an iron ingot and a stack of dirt, then click "make plates" it sends them to the plate machine, but also adds that as a recipe that is now kept in stock
Same command "make plates" but the context of which tab has information determines the actual process that'll happen when those ingredients get there
Which is just looking for which repo has a comparator reading
So one tab for single
One for auto and
One for facilitating the two?
I switched from "craft one" to "craft now". Then I could handle making a bunch at once, without dedicating a manager slot for it
So tabs would be:
- General storage
- Overflow
- Control panel
- Craft now
- Crafting manager
And probably a few debug tabs like error handling
Which would likely be In the admin area?
Error handling will need to be shown to the user, admin control panel will be looking at things like the actual temporary holding repos for commands at each system, inputs and output of those systems to monitor for things being stuck in the wrong place
So inner inner workings
But if I'm trying to craft up a stack of storage lecterns, and I run out of books, I'd want errors for missing ingredients for the storage lectern, wixie 3x3 crafting to make the vanilla lecterns, and wixie 3x3 for making bookshelves needed to make those lecterns
That needs to go to the user directly in the error tab
Along with literal bells and whistles of course to notify that there was an error
So like a print error
Like the thought I had is
- red error codon
- amount missing
Etc
Dynamic variables like quantities are harder to deal with, honestly just saying "missing ingredient" for the apparatus batcher would be enough. Ideal world with infinite time I could set up a modular error reporter. It would be a little annoying having to go through one by one to figure out which ingredients are low, but still isn't that hard compared to building a full monitoring system
One of the tabs could be flags for which items are below their stock limits maybe. Again I wish I could concatenate item names
Would also serve as an indicator for what is currently running in my base
I love this analogy
I did have an idea for a dynamic tab system last night when I should have been sleeping.
Repositories can't be moved with pistons (without quark allowing block entities to move). But turrets can easily break and place things
What if I had a configurable tab that when I send a certain command on the control panel, it flips to a different set of repositories. Just by breaking and placing repos in a cluster in a catalog connection
Oh ic chain names?
Actually can they be gravitied?
Well for instance, if I add starbuncle charms to the apparatus recipe handler, I don't want to accidentally take the last starby charm if that charm is actually meant to be a marker or a command
Because ideally I'd like a tab of "managed recipes" where I can see what is already there. But remember the general tab is still going to show all of these extra items like the commands in the control panel
Being on a tab doesn't hide it from the main storage list
Could a display case be reversed and only activated when something goes below its number?
Yeah
Its still in the main lecturn...
Can be done with redstone or with the display case itself.
With redstone it's just adding a NOT to it
But sneak right click maybe with a dominion wand flips to inverted. Don't remember exactly
Neat titbit
It can also detect empty slots in a chest actually which is pretty cool. The unset state of the display case is looking for "air" which is also an empty slot of a storage
Huh
Xacris uses that trick a lot for handling automation. Instead of looking for a full chest, look for no more empty slots
Also rq
Because with something like a zombie farm, you get rotten flesh sure, occasional tools, and also rarely potatoes, and iron ingots. If you wait for a chest to be signal 15 full, it'll be overflowing with flesh for a long time before you get that full stack of potatoes or iron
I think as a block entity it cant
But even if it could, that would effectively just silk touch break it
Dang
Break/place turrets are easy enough
Repos are more powerful than reinforced deepslate confirmed
Actually fun fact reinforced deepslate is immune to mining from all tools EXCEPT for your fist
And now gravity ig
I froget its a block tbh
Lol
Oh yeah bc of this even tho it's hardness 55 you can still break it with an unamplified break
You can't get a drop from it tho
Anyways this sounds like a good stopping point. It's 111 am lol
Feel free to not respond, I had 700 messages here talking to myself to begin with
Ok
Wait..
I want to think about that configurable tab idea
One of the thoughts about enchanting recipes that I had was linking a lectern to a bunch of empty space. When a recipe was needed, it could pop a shulker into that space and now that lectern can see it. But that's a hundred connections, needing me to add a dozen wyrms to set that up. Granted I would be able to remove the wyrms after setup, but it didn't seem like a good idea
Then instead of storing the enchanting recipes as a bunch of un-indexed shulkers in a box, id have a bunch of modules that place and break shulkers. But again, a hundred empty air connections doesn't sound fun to set up
Instead I wonder how compact I could build a system to break and place repositories to connect a recipe repository
Since the contents of the connector repositories don't matter, they're just there to connect the chain, I honestly could do it with turrets set to touch exchange pickup, and simply have it swap between solid blocks and repositories
Though that would need two signals for each recipe. A set for the specific recipe needed, and a reset when it was done being batched
But that would allow me to use a simple named paper to identify each enchantment in an automated queue
And I suppose it could be just an observer looking for the display case to light up. System requests protection 1, that case turns on because it sees the paper in the request network. That fires the exchange to swap to a repo, allowing the recipe network to see the contents. Batcher now has items in the input, batches up the ingredients.
I'm not sure how well that would handle recipe returning though. I really wish we had non-storage repositories for catalogs
Just to chain together without adding more storage
I guess a prism being popped into place would work, but that's another display case and would need to bounce the spell around for a while to find the right slot. And a desync would cause the items to not be sent if the prism was pulled back before items made it
So they'd be stuck at the output of the recipe return in the batcher
Also basically stuck waiting for the items to return through the maze of prisms to get there. More recipes directly increases the time it takes for recipe return.
Though to be fair, it would have made the batch of items and sent those to craft, so the recipe return would be during the crafting time itself
Unrelated to recipe lookup, another use of configurable tabs like that would be a list of crafter managed materials. You'd want the list to be generally disconnected from main item storage, so that automation or the player wouldn't accidentally pull the last one. So you could link up to a set of repositories only temporarily to be able to see what all you're keeping in stock
Hey uh rq- are you ok with me trying to give input? I want to help but Im worried I'm only slowing you down / annoying you.
Absolutely! I meant that as "go to sleep"
Ok I didn't misinterpret that
I was going to keep writing thoughts down and didn't want to keep you up
Thank you for that lol
My time management is not the best
Same lol. Which also means I've only actually had like 20 minutes to actually build anything in game all week
I can help with that when I get back lol (it's the summer between college and highschool for me)
I work best with engineering problems when I'm bouncing ideas back and forth with someone
Helps me to clarify my own thoughts and find issues with plans, while also getting input that can spark new ideas
I'm glad to be of help!
This is also helpful for me as my computer science knowledge can grow before I even start my major in it lol
Ok I'm done transcribing more notes (so I don't have to constantly look back
So it seems like the easiest way to handle commands would be to move repositories between networks
However we can't do that bc of the absolute power of them
A repo or any inventory can belong to many different networks at once
So no need to move them back and forth for anything.
I was thinking last night, my thought yesterday of the single turret that fires a toss spell to move the tab information/items around would certainly work, but then you're waiting for the spell projectile to go where it needs
So instead it might make sense to simply have that command line repo be close to the main base lectern, honestly maybe just nearby in a wall for visibility even. And then run lines of lecterns looking only at that repo to where each command would be processed
So instead of having a spell projectile fire and move the bundle of items as a spell, bouncing through prisms to get to crafting managers or other processing systems, each processor would have that lectern "network" (many lecterns, but only one repo) right there. So they'd be waiting for their combination of flags/codons and the send command signal
Which is basically just a specific combination of AND gates depending on what it is looking for.
Apparatus single crafts are looking for the "apparatus" signal, the "make now" signal, and "go"
That helps
If all 3, then that turret fired
So we need all 3- what's the word- gates? To be active before the send signal
It's actually basically built in command validation as well. If it's not valid, nobody's turret will fire
Ic
If we stick with the "craft now" tab and the "add to manager" tab, then when we add a named furnace to the "craft now" tab, that display case will light up allowing the send signal to go through to the spell turret. No signal sent until the command is sent though. So I could load up 20 stacks of sand, then hit send, and the system will start processing
I should find out how many tabs are possible
That would help
Oh thats interesting you can name any inventory
But only repos will preserve their names
Furthermore any inventory that shares a name will fall under the same tab
Yup
Vanilla you can rename chests and barrels and stuff as well, it'll show at the top of their screen when you open them. But picking them back up goes back to regular
I don't actually know how to get a name back to normal
Huh ok
Imma watch that one vid now to hopefully get a little smarter about gates
3 episodes in time to apply my knowledge before I lose it
So thats an and gate?
Also when they were talking about boolian algebra
they were not kidding
Why is it all probability equations
Computers do math because computers are math
An AND gate is a logic gate that only becomes true if both inputs are true
If you have a circuit that is a light, a battery, and two switches one after the other, you need them both to be On to turn the light bulb on
It's a fascinating topic. And a lot of really interesting history and physics if you look too closely
I am math at this point
I learned electricity in physical sciences
Lol
Oh remember that issue you had with harm on the batcher?
Couldn't you use sensitive crush
As sensitive stops it working on blocks but not item entities
You still need to hit the item frame though. And frames are still entities
I just need to test and make sure that adjacent ones don't fire at the same time
Or rather that one doesn't trigger an empty adjacent pedestal
Which to be fair a simple solution is just to make it longer with an air gap between them. But I can just wire it better
Ic
Well the redstone is a lot of information that my brain can't hold yet (I need to apply it)
But it does give me a few ideas for seeing if we can make something like a CCA with ars
In fact entertaining the original idea for wyrm there are several thoughts I have for making logic gates with lecturns as the controller
But I digress
In this case it seems like our logic gates are the systems and the redstone wiring is simply the spells running through the system
this is literally true. My current fluid relay is a spell-based system where observers are watching prisms for the passing signals to do controls.
It is just long runs of turrets sending [interact] with a single bottle in a platform next to them.
Neat
I kinda wanna see a pic
Kind of impossible. It lives in a tiny sice of the dirt layer between the Drygmy Den's basement and bathroom floors on the Ars Patreon/test server.
And not the finest redstone ever. I started off in Bedrock, so my Java redstone is...weird at best.
That's what free cam is for
I have never figured that out, actually.
I just this week tamed OBS enough to do shorts. Let alone a video longer than a cow fart.
Davinci resolve is your friend
I do not intend to ever use that.
Unfortunately the learning curve on some of it is basically a vertical wall
And that's why. KDEnlive was stupid enough that I remember why I hated making UIs for video games.
But most of the Ars automation does respond to or emit enough redstone signals to be useful in a control system. And those that don't still have observer detectable block changes.
The codon system of custom lectern backends is a perfect example. Just item limit the box that an observer is watching as the trigger to unlock a crafter.
The box cannot change state unless an item is added or removed. And you could get stupid fancy using a bunch of repositories with item frames on a single catalog as an encoder.
You'd just need a system to keep the contents while they are read, then something to unlock and dump the items out when the craft is done.
KDE?
I'm a little lost here in context
I'm thinking something to do with spell sensors?
Maybe something like a half/full adder? With each bit govered by a command which then set off the start when the output= carry
Tho I wouldn't know how to do that compactly and without redstone...
1500 messages lol
And the rest is nearly a flat surface
It curves back
No
This
Oh
also your friend
That reminds me I need to figure out an alt for when my adobe expires
I wanted to make another vid that would officially kick off my YouTube channel (instead of just unlisted school projects)
no
Also I got a know
How do you get that my midnight is your x In your bio?
kdenlive my beloved
what does that even mean
what does your midnight is my --:-- am
Wait autocorrect funked me again
oh ur also trying to understand what it means?
No how do you do it
only Lava sensei can teach us
Lol
Discord has a feature to put a timestamp in a message that automatically adapts to others time zones
you set it as midnight in a message
And copy that messages text
And paste in your bio
ohhhhhhhhhhhh
So if i said what it says for me i would have given away my timezone??? dam
lol
cool
Yep for example mine is 7 am
But wait is it 12:00
Nope
japan has 2 timezones right
Yesnt I have not switched at all during my time
yeah but the fun part is nobody cares
often enough your time zone tells people less than a brand name
Just switch to davinci resolve, it's free instead of adobe
it's not hard to learn either
Id considered that originally, building an arithmetic logic unit with ars (arsrithmetic?). Decided against it when I realized I don't need it for anything useful in my base. Or using memory address for recipes. But then realized it would be dozens of bits per item and that simply sorting the items was a better use of time and space
Honestly if you know one then the others aren't hard
Same as programming, modeling, etc. The hard part is "what does this button even mean and why would I need it?"
"where's the cut button..."
"wait, I just deleted that clip, why did it cut a section of background music and shift the entire timeline over?"
"WHAT DO YOU MEEEAN A TIMELINE IS DIFFERENT THAN THR PROJECT?!"
I'll try it out
Well hold on
This takes blocks out to cancel a frequency
Like a shulker containing input and out put items
The system would be encrypted via a hexadecimal bit (I think that's how high frequencies go up to) however I wanna ask Xacris about it
That particular build is just memory, no cancelling
Ic
Specifically the two pieces of Redstone with 1s, the comparators there, those 6 blocks are a hex memory call
Memory cell
Is that explained in the computer vid? Im not there yet lol
Don't think so, he doesn't go into much hex other than mentioning that it exists and is another number system
He does say how it can be replicated through items in a chest
The basic explanation is that one comparator is feeding the input of another comparator, so the signal is technically just looping back and forth
Even more technically, since it takes two ticks for that signal to loop, it's actually two different signal levels, but that only matters at high frequency if you're only sending single tick signals
Observer at the beginning is giving a pair of single ticks to the sticky piston which is pulling the bottom black wool out from the memory cell, causing it to drop to 0 for a new signal to come in
yeah I just wanted to hold onto whatever the last input strength was
and automatically reset for the next one that comes in
Another option would be setting one of the comparators to subtraction, and running a repeater into it
I haven't messed around with skulk enough clearly
clearly lol
Lol
Nobody has except xacris
I have a unique understanding it sometimes seems lmao
You might have also had a stroke
Sorry
I'm working on my own teleportation system right now, and remembered the Spell Sensor exists
can detect on cast or on resolve
The exchange and blink pair idea with the enchanters eye seems like a fun idea, but not visual enough
I do like some of the core systems at work there though
Spells can activate warp portals no?
Like interact to use one
We could apply WyrmOS to this
Creating a full portal is a scroll and jar on each use, so not sustainable
If so
No I mean just a stabilized
I've got a current idea for that, but the visual thought is mostly that I really like the look of a spell bouncing between prisms that a player steps into to teleport.
My current plan has basically no visuals at all, you open the enchanter eye aimed at a lectern at spawn, pull a scroll for the destination, place it back in, and that action immediately teleports the player from anywhere
Same concept as the button panel lectern tab, but the items you pull and return are the scrolls
Physically what happens at spawn is pulling the scroll does nothing, placing it back makes it go in a specific dropper for that player. Comparator reads it, causes another dropper to drop an item into a touch rune sensitive exchange which then swaps places with the player
Ic but if we could have slips of paper into a transport system that then represents a certain warp scroll and then make a system to put a scroll to an inventory (this makes no sense ik) it would basically
That might work
Player arrives at spawn, their feet in the exchange rune that just brought them there, but their head is in a blink rune next to their dropper
So instantly teleports to the destination requested
Being a dropper, an observer watches that blink rune, which then pulses the dropper, returning it to the store of warp scrolls for the community
So my idea is the same but it places temp warp portals
The real question is can a spell do that
meanwhile, I'm working on the beam bouncing between two prisms, and using a spell sensor to detect when that spell has been used
You can also set it so that a specific spell has to be resolvrd
yeah, that was one of the things I asked for
Oh neat
the purpose of that was for potential minigames, like needing to cast the correct spell to open a door
can use spells as keycards
people tell me I am smort
You are
also thinking about using the one time use spell parchments as one time keycards
Ars Additions has the Imbued Spell Parchments
which I'm pulling out right now to test..
To imbue a scroll you place it in a chamber, and can copy them by having the spell in a pedestal
So you'd need two sets of chambers for full production
and those things both need to be done each time, I see
copy the scroll, then put the scroll through another chamber without any pedestals
And if you wanna go full security you also need manipulation essence to hide the spell
I haven't bothered with that yet on the test server. My usual excuses, not having a good permanent spot for it
oh, maybe look into getting bark to make paper
if you set up a tree farm
we have the cutting board recipes
Depends on the modpack
Oh true, that's more fun to me than a sprig, but then again sprig would fit with earth school nicely
Xacris do you know if stable warp scrolls can be triggered via spell?
believe they should
I can test real quick
beleive it was just an interact turret
and you can finish most of the frame, though it needs to be the right size iirc...
No I mean can It trigger the temp portal function
yeah that's what I meant, though I forget how to get it working...
Ah
It's either interact or place is my guess
I can't believe I haven't subbed to you yet
hm, I can't get it to work via turret
Zieg, can you have turrets use stabilized warp scrolls? I thought I remembered seeing something about that....
Maybe not projectile but touch?
Or vice versa or with sensitive
can't get any combination to work
that just throws it in the world, which could be used for a permanent portal, but that's not the goal here
So it's nothing with sensitive or in the air or with a projectile
correct
Weird thought- what about on a slab?
nothing
"Creates a temporary Warp Portal when used on a block". I mean it seems like it should work with Interact
Wait what about a dispenser
no, but I know Jarva was talking about adding the dispenser behavior lol
I'm trying a bunch of locations, and never seeing any attempt to even start. Normally when you use it by hand in an invalid location, it still tries to place some blocks
You are using a spell? Or turret
turret
Try a spell as well to see if a player is needed or smth idk
I'm not able to get it to function in a spell
I got it to work at least once in 1.20. if I recall it was sort of hard to set up. I think it worked best as touch interact or maybe touch sensitive interact, and have it point at a block with an air gap between block and turret
That was aimed sideways at an air gap and then a solid block, almost like as a player you'd click it on a block. Turrets needed that too
Well then after being physically present I now never wanna go back
But again... No Internet
Whoa that took a while
Imma just say welcome to the new starting line is so real
Xacris any luck?
Observe
I think we lost the plot here
We are crafting with lecterns
Preferably without redstone?
Or Al without overly relying on redstone
So let's go back to a simple scalable question
How would we do an AND gate with lecturns and ars?
wdym else remove system32 ๐ญ
Yes
If you guess the right number, you win. If not it deletes system 32 (bricks your pc)
This is the purest form of gambling
But srsly
Just use redstone for simple gates like that
Isn't the most complex ones (that I know of) just more simple ones stacked?
Don't even need to build it properly, since we know the send command will be sent after everything else is set, just pop pistons into place to allow a signal to go through from the "send" display case
Here we go
How would the signal send through pistons?
Redstone block?
"smelting" display case pushes a solid block into place, "send" powers a repeater aimed at where that block needs to be.
The actual signal to fire the turret or activate whatever circuit, is just a redstone dust on the other side of that block
Ic so using hard power to activate things
Yeah, or if you want several different types of signals, just keep doing dust/repeaters and more pistons. Smelt, craft now, send.
Smelt, add recipe, send
And then that activates the turret with the spell to send the materials
AC DC power
Yeah. If the start signal is meant for something else, then that turret would be missing one of the parts. But a different area would have the correct signal
Ok that's very smart
Also ars spell to redstone should actually be terminology
AS to RS power
Then adding a new sub system is simply getting another lectern on the command line network, and setting up display cases for the signal we need for it
So basically we send via rs which then triggers what seems to be a negation gate this then Converts it into AS which then travels to where it needs to be
This would chain like the batching system?
The batcher is basically just a standalone system that will take a box of items and give back that box (the recipe) and also a copy of that box (the batch). It exists, but currently works on a chest, I haven't built the part that uses shulkers for it yet.
For the command line network, it means that adding new functions like smelting, crushing, making plates, hexerei brewing, etc, anything is just getting another lectern, and setting up a few display cases so I can send commands to it
"plates" "craft now", a stack of copper ingots, "send"
Would then send that stack of copper to be smashed into plates for create. As far as the network is concerned, it is almost acting like a network of ender chests really. All the work stations can see the contents, but only the one that has that command set up will know to take anything
For what happens after that command, that's entirely up to that subsystem. Create plates would be as basic as a press, couple belts, and an input chest
One thing I need to think about is a standard way to remove those command items (codons). One option as I mentioned the other day is to not actually have those in the same inventory as the materials
Then there's no sorting to be done. But the problem there is id then need a command signal lectern network, and the materials network. In addition to the existing primary network to return things on, or pull extra materials from. Possibly a 4th as well if I end up setting up a material export network so I don't have everything directly accessing primary storage when they need to pull items
For that 4th one, the thought is I don't know how well server TPS will handle a few dozen wixies trying to pull from primary storage all the time. My storage is 228 repos, and another 128 barrels with high stack sizes, so it's a lot of item slots for the computer to search through. It might make sense for me to have a material export line that is one starbuncle keeping a couple repositories stocked with a stack of each exported item. So it's one busy squirrel instead of 30 wixies, and countless other systems
I had a thought to utilize starbys as well
I also had another idea- 2 days ago (I forgor)
So basically each subnet is for each system and then two main nets
It would make sense then to have the command prompt (which to my knowledge is also a subnet) include the codons as a condensation of the two systems and also because you can use them in multiple lectern systems. Then you have that STARBY bring it back after it's done as I think you wanna reuse the codons
Using a red-funk-i-forgot-the-name for output items would be cool
Ie a progress bar
Le memory go xorxor
Which reminds me I need to get more up to speed
Wait you can kinda apply bio to OOP
Kinda
Wait actors is different
Huh
So hm
Hey how would priority work
No clue
Lol
What I'm mostly thinking about and trying to figure out is if it would make sense to have a single stock manager instead of a separate one for each process
So I was talking with my dad about OOAs and then he was like why? And so I showed him this. That was one of his questions.
Anyways
To be fair, that's a very good question. Why
The reason for thinking about it as separate actors is that if it makes sense to have a single stock keeper for everything, then it would be using the same messaging line. But priority is absolutely a problem, because with making a hopper for instance, if I'm out of chests, I need to switch production to make planks too. Can't sit in a deadlock waiting for chests and never produce planks to make those chests
That's also a good question
This would mean we would need a mailbox (I think I'm using that term correctly?) for that eventuality. However this is assuming we even can make it define an action of " hey wait a sec I need x for y
I just haven't had the time to really sit and think about how I want to unify messages. Or again if it really makes sense to do so, or have a separate syntax for each
Smelting for example. I can throw 6 stacks of sand at it and I know glass will come back. One to one ingredient to output. Same with create plates
3x3 I can simply throw one item at it and it's added to the crafters to be produced as needed up to a certain stock
While at the same time, with a smelting manager, it's very similar. Send it an input and output, and it can then have a system to send a stack at a time
Sorry unify messages?
A standard system so that the message format for each type of process is the same
Ah
Instead of "I'm sending a message to the smelter, so I have to send x, y, and z"
But that sounds like a balancing act as you need it to be very similar but not similar enough for it to confuse messages
But it also sounds like you would just add an extra variable to distinguish between each type
What would unifying look like? This is assuming we are using a single tab system?
Consider if there was a single central manager that would control stock keeping. How could it send a message to the system to start making glass? What about timer turrets?
Let me guess- we use the redstone activation to set up- not on the cm side but on the other end- basically it would remotely send a single based on the inventory of the output?
I am tired lol
So that's one option yeah. Could send it as redstone, or maybe there's a separate network of monitored items, and if there's an item in that lectern network, then the respective processors will be running that line
If there's a glass block on the manager network, then the smelter starts sending sand
Quantities managed by the manager, not by the processor
As opposed to having a manager at each process
Another question that I thought up is where are active commands stored but hold this thought
Processors?
It's getting a little hard to visualize everything but
Ok Ic basically it's a chain of command processes where something like glass needs sand and so we have a system for pinging for sand
And with that imma need to sleep for the last day of Japan lol
Pick this up in your afternoon?
There's not much to visualize at the moment. More conceptual in trying to decide what the architecture should be. Display cases can read lecterns and detect if there's certain items or counts of those items.
If there's a central manager sending messages to everyone else, then those other processors need to also be "listening" for messages for each item. Which may not be the right answer
Just like actors and mailboxes!
Also when I mean visualize I mean it mentaly. It's just how my brain workles
Quick partial thoughts, note to myself to develop later, don't have time now.
Single tab of commands. All button panel style.
Input tab: items go here. Send command is on the tab button panel. Specific for each processor. So command tab would have "send to smelt", "add to smelt manager" "make batch recipe" etc.
This will mean actual work flow is much simpler. Throw 10 stacks of sand in a tab and then flip to the command tab to send.
At each processor, have a default path for "bad command", if the processor has everything it needs for the command, then it pops a piston/prism in place to route it to local temporary holding storage to process (input to smelter, etc)
3 lectern nets: primary storage, for item return, messaging/input network, and error/response network for communication back to operator.
This means every process interface to the message system will be identical with only a few variables
Also a tab for "recipes" which is just shulkers. I'll have to handle naming them myself, but the "make batch recipe" would place a box, throw everything in, then return it to the recipe tab. I'll name it and return it
Warp tab is basically the button panel tab
Wait were you able to get the spell turret to work?
In what capacity? I use turrets all the time
For activating stable warp scrolls
Haven't tried since 1.20. it worked then, but needed a pretty specific setup.
Pretty sure it's touch interact, with the scroll in an adjacent inventory, and aimed at an air space with a block across from it
I need to flesh out the button panel systems. Current thought is a switch system and an instant system
For instance, a warp would be instant, I pull the scroll, place it back, and it instantly teleports me to that destination.
Something else would be maybe chunk loading. Set that to toggle on a switch and have the button panel indicate on/off states with two different items (red and green wool)
But the idea is if I have two inventories, both named the same. The first connection would hopper into the second. So you pull an item, which removes it from the second inventory. Placing it back in that tab sends it to the first connection, where the state would be read and signal that system to go. It then hoppers back to the original (second connection) ready to be used again
The switch would be a bigger system, but similar. Pulling the item out would trigger a dropper to send in the opposite of that item back into the command storage. Placing it in will then go to that same dropper, or maybe a second dropper instead, but sets it ready to be flipped back.
And same basic idea, the item being there or not flips a display case to on/off to control something
I think it would be really easy to configure and add anything I needed. From single commands like "stop rain" to more complex systems like "play this specific music disc and then after exactly 43 seconds, toggle this system to have lightning strike on the beat"
I think that would be the most versatile system for anything desired, while also effectively being just a handful of modules that could be dropped into any system in any world, as long as links were set up in the right order
Adding a new function to the system is simply building the mechanism and adding the button to the command tab
Adding a new warp destination is simply adding a new scroll to the tab
Anyway, I'll chew on this concept the next few days to think of the simplest build process for the two. As well as figuring out what all makes sense to operate on a toggle switch vs instant effect
Obviously a full base power switch might make sense, but that's also effectively an extra display case on every subsystem that I build
A "never rain again" switch would be handy certainly, but it would also be a lot of fun to have "rain now" "storm now" "clear skies" buttons on demand
Indeed
My computer is not computering
Both discord and the mod loader are not loading lol
it works but the portal is spawned on top
My plan for teleports through the system is just runes anyway, though to be fair that does limit me to single dimension
Can't have a horizontal one though, so a sensitive rune of exchange won't instantly put my head in the portal area
Flip side of course though is that my original plan would be needing a tier 3 book
tru
Which I need to get anyway because I need burst for easier landscaping
lol
I need to expand my island a bit for a few of the buildings I want on it
lol
I did finally this morning get around to setting up an enchanter eye for lectern access at least
basic command framework works. clockwise lecterns on the right there, top left is A, then B, bottom is C
c is main, not relevant here. B isnt hooked up to anything yet
but A. A is linked to the dropper. i have a comparator read the dropper, and after 3 4-tick repeaters, fires the dropper, to send the item down into the catalog
dropper and catalog are named "Commands" and linked to primary network
so i can pull the start wool out, place it back in, and since i linked the dropper to primary first, it will be the first available slot for the "new" item
which currently just makes a noteblock beep
but thats it. thats the framework
catalog allows me to expand the commands beyond one repo without changing anything
a b and c?
Not important at the moment, but just for clarity for what's in the picture. Only the upper left lectern matters in this pic
ok
The main thing is the commands are stored in the bottom collection of repos, and when the main lectern network pulls and deposits the command, the command network is able to read that command
so you are using the left most one in the vid
Yup. So I'll run that network throughout the base for all the processors to listen to
Along with the upper right lectern for the material input tab. So that'll have the sand when I click the "smelt" button, for the smelter system to pull from
So basically. Whenever a system sees it's command on the command line, then it pulls what it needs from the material input line
ic
Right now it just clears the command automatically after a short delay. I might switch to more of a command acknowledgement system, but I'll have to figure out how I would set that up.
well what would that look like?
or al what is a command acknowledgement system
So instead of auto firing that dropper to send the command back to the command storage, it would only do that if a system sent back a response saying "yup, all good, I'll start working"
Most computer interfaces between systems have a system of sending a response back as "ACK"
ic
As I currently have it, it clears the command whether or not the command was received by anything. Which could result in a missed message
But I don't really want an extra lectern line
lol
It's already up to 3
Storage, command messages, command materials
yes
Which I'll just call "input"
messages or materials?
I could have the ack message be in regular base storage, but have it return through the command network, with an extra pedestal that is filtered for it. That then hoppers into primary storage to be pulled by the next system
Or some variant on that. Move it between networks
Yeah it's just a message. From process subsystems back to the main command manager
๐
So commands trigger a system to act. Most will act by doing something to the input items. And return those items to storage when done processing
But that command signal itself, id want it to only clear when a command is actually received I think
Which is one of the questions. Do I need to care or not lol
I need caffene lol
sorry
It occurs to me that I don't even need to bother with hopper or dropper here. Simply pulling the item out would turn off a display case.
that would work
I'll need to think about why I was thinking I needed it to go to a temporary location instead of just back in the same slot
I don't remember why I felt I needed it to go somewhere else. Maybe just to ensure it was received
im a little shaky on the exact process the commands go through
but it sounds like you were thinking about the imput storage
imma make a cup of coffee rq
So the 3 existing systems: each of them needs to reach every subsystem, so each one is a separate set of lecterns that chain around the base.
Main storage. It's my actual base inventory. Enough said.
Commands. Holds every specific command. "Smelt now" "stop rain" "create recipe box" "apparatus now". These are your codons. Each one is simply a named item that individual subsystems look for to tell them to start.
Input. These are the items that the command will tell to be processed. Add 10 stacks of sand to this tab.
So the operator would open the primary lectern network, and see the command and input tabs. Add 10 sand to input, then go to the command tab and click on "smelt now".
("Click on" here is simply pull the item from the command tab and put it back in)
oh ok. I was thinking commands and input were one thing
That command item named "smelt now" is being watched by a display case at the smelter system. When it gets the command (display case turns on) it flips a flip flop to unlock a timer turret that pulls everything from the input network. When the input is empty, it toggles back the flip flop and is reset
I was originally thinking of it being one tab yes, but I realized that it'll be easier to have it be separate tabs/nets
Since otherwise to send a command for "smelt" or whatever, I would have had to go find that smelt item in my storage and move it to the command input tab. And then I'd have to filter that command item out at the processors
Instead, if it's on its own net, then that tab simply has everything I need, much smaller number of items to look through for "smelt now". And it also means single commands like "stop rain" are using the same system as the commands that need input items too
ok i can see how thats more efficent
Single click instead of searching for the button I need between every other item in storage
Honestly figured that one out by using the apparatus system like that
lol
playtesting go brr
I do need to see how I can detect if a Lectern is empty
I guess one option is to have a comparator monitor the actual inventory used by the input network, and have that send in a CLEAR command that fires a piston at every processor to reset their flip flop
Too many options
CLEAR command?
Just a way to send a message to systems to tell them to stop pulling from the input network
Comparator can't read a lectern
I'm second guessing myself now. I'm like 90% sure that display cases care about names. But I just remembered that a spell turret pulling items using an item frame filter doesn't care about specifics
Because I use that to smelt my axes from the gold farm.
Hmm
Two display cases watching one chest. One set to look for cobblestone. The other set to look for cobblestone named "test"
Add a regular cobble and see if they both light up. Take it out, and see if adding a named cobble "test" lights both up
As well as a cobble named "bad". See if either light up
yep its name spesific
I think the reason I had two separate inventories for the command system was so that the command network was almost always completely empty. Which would allow me to use that both directions.
Currently the commands work with having two inventories named "Commands". On my primary storage, I connect the top one first, then the bottom one. So working from my main network, I pull from wherever it is, but then placing it back, it goes to the top one.
The top one is the only one that is actually on the "Command" network. It's almost always completely empty
Maybe the command network could actually also be connected to another storage. Pedestal or something. As the first connection. Then systems could send back a message by simply firing a dropper into the command network, which will default to sending to that pedestal. Comparator back at base will see that ack message and then trigger the dropper to clear the original command
The pedestal would get cleared by the system with a simple vanilla hopper sorter set to that system's ack response item
If I use different items for ack messages compared to other potential system responses, such as "out of item" errors and such, I can use item frame filters to control where response messages go. ACKs go to the pedestal to indicate the initial command was received. ERRORs go to a repo that has a locked hopper under it, so I have to read those myself and reset.
And since the command network is empty the vast majority of time, it shouldn't have much lag since hoppers will be effectively pulling from an empty inventory
Yeah I like this idea
indeed
Hmm. Quick sketch, the ack sender system at the subsystems is larger than the ack receiver and command storage system. And then each process would need one of these senders for each error and ack message
eh?
The hopper sorter, since that would be needed to pull the named ACK message back to the sub, is bigger than the entire ACK receiver and command storage system
ah ic
Sender (one at each sub) on the left. Receiver on the right.
Green numbers are connection order for the command network lectern. Orange numbers are the connection order for the primary lectern net
Sender: power the dropper, longer pulse, which will hard power the dropper and subsequently also power the hopper behind it, preventing it from pulling from the lectern for a moment
thanks! thisl help
Receiver: dropper on the left side is the command connections for the primary network. Top is a dropper, the 3 boxes under it are repo catalog and any number of repositories.
Dropper on the right has a hopper above it. First connection on the command network, so items coming in will first try to go there.
But being a hopper, it immediately pulls into the dropper where it is held until the comparator signal triggers the dropper marked 3 (command tab of the main network), then the signal comes back and triggers the dropper with the ACK in it, sending it to chest marked 2
At this point, the ack sender's hopper sorter is unlocked again,
Hmm
No.
That's not how hopper sorters work. It won't pull from the lectern because it's locked by the sorter itself... I'm completely forgetting how those work
Forgot. I need two hoppers. Which might make this more difficult. Top hopper is the filter, which doesn't push anywhere. Hopper below that is what unlocks and pulls an item out of that one
Top hopper isn't actually locked.. right
Gotta redraw this
god i hate hopper logic
Just makes the ack sender bigger..
Once you get this design finalized, consider sharing your design on YouTube.
You are in luck
Block prints might also be helpful
Weather machine
Dispenser inserts the tablet, droppers insert optional augments like gunpowder for rain
The hard part is that you need a redstone pulse to start the ritual after the augment is added. And it was hard to get the delay right, kept starting before the augment was in
So you have to power the dispenser with an adjacent block, not the dispenser itself, or that counts as the redstone pulse and it starts before the item has even landed
So depending on which of the 3 signals I send, it can go with no augments for clear, gunpowder for rain, or a lapis block for storm
H
Still working on editing the latest video. I did make one change since the end of the vid though. I had been using witch hazel doors as my button panel tab, but it is hard to find what I am looking for if I do that, since they'll visually look the same. A normal button panel you could read all the labels, but with this system you have to mouse over to find it.
Currently my "start apparatus" is with a purple glass door, purple for enchanter. Storm/rain/clear are all witch hazel doors still
Which is then interesting, because I switched to an allow scroll on my command input dropper instead of just the witch hazel door. Adding the start apparatus button to the allow scroll adds it by name. So If I leave that, I might have to specifically add each command to the allow list individually, instead of having the unnamed door as a command type
So I'll have to test that to see how the allow scroll works here. If I'll need to add each command individually to the command handler, or if I can just add the unnamed door and it'll still accept named ones
I know with just the item in a frame, it doesn't care about the name, just item type. I had tested that. But haven't tested with the allow scroll instead
Allow scrolls do in fact list the name of the item, but still filter by the item type
Anyway. Fully operational batch apparatus handling
Send a recipe shulker and x dirt to the input tab, click "Apparatus Batch" and it will craft up x+1 of that recipe one after another
I need to clean up and label lectern linking. I don't know how well schematics can handle that, so I think I'll do something like wool blocks as labels for networks. There's like 5 or 6 networks on this
Primary,
Commands,
Input.
Batched ingredients,
Batcher subnet (splits input items to shulker input and counter input)
Batched ingredients is basically just saving me a hopper line
Oh I should see if it's possible to fit within one chunk. I've got the whole area loaded, so didn't bother checking
Quick count it's currently 19 long I think?
I have 18 counting from the picture
Ah yeah 18
I can drop to 17 by moving the apparatus lectern at the right pedestal to under or above
Technically I think I can cut out another that I have for timing reasons, basically just an air block for the projectile to fly through
im guessing there is 9 batchers for each potential crafting slot?
you could mirror half of them to the other side
but idk how they work exactly
batchers as in the noteblock lecturn hopper setups
Yeah 9 slices. One for each +start to know when they're all there
Could mirror it yeah, wrap with 2 prisms
At the moment it's nice and out of the way on the side
I'm not going to bother to fit to chunks in my current world, because that'll put it in the middle of the room
ok
Note to self. Add the batched ingredients chest to the batcher subnet as well. I've got shulkers going to a dispenser, dirt going to a dropper for the counter. If I add the batched output chest to that network, I can drop anything into the input tab with the shulker and handle enchanting as well
I guess I can't enchant dirt then
Could maybe even see about creating a second apparatus extractor and have it flip between the two systems, so it loops the output item back in
Can definitely do that, but space becomes limited
I'll need to add a module to keep touch light scrolls produced, and use those as the default scroll for reactive 1. Then I can have that as a recipe
Oh. Brilliant! I just remembered that since shulkers of different colors are different item types, I can route those differently! And so if I use a different color, it'll send them to a queue, hopper from there to a pedestal by a toss turret, and send those to the system. If there's any shulker waiting in the pedestal, send the item back into the batch chest ready to go
I've got a semi working prototype for enchantment queuing, I'm not happy with it though. Too bulky and sticks out the side
Also I don't need the different colors of shulkers. I can just send regular crafting recipe shulkers to the same repo/queue, it'll still get to the same spot anyway
But I do need to decide on the logic to handle if the apparatus item needs to be cycled back or not
I did switch back to a pedestal and place block turret though instead of a dispenser, compacts it slightly because I can offset the redstone to the side instead of directly powering the two turrets with the comparator reading. I'm routing it first through a comparator that has a 2 tick delay repeater into the side to make a rising edge signal
Otherwise it was basically locking the dispenser by keeping it powered instead of depowering to be triggered a second time. So the rising edge is only triggering it once when a shulker first comes in, subsequent triggers are from delaying the signal that broke the shulker
And locking that signal out with a locking repeater if there's nothing left in the queue, so no extra fire at the end
I don't like the brute force application of repeaters though just for tweaking timing of things
My mock up setup though triggered the next shulker with a button for testing. I've moved it to the actual system where the trigger is a comparator watching a hopper, so it's shorter.
One of the problems was timing the piston to break the previous shulker and then firing the turret after the piston arm moved back
So I can cut some of that timing now with the shorter signal
H (refresh)
H
Welcome back to another episode of Zieg talks to himself about niche uses of lecterns and ars item handling. Today's episode is about malum
Been messing with the mod a bit on the test server. I've got decent plans for infrastructure and spirit collection. So I'll start the automation side by assuming I have infinite of all the spirit crystals.
So. How to automate the crafting altar and spirit focus systems:
From watching direwolf, it looks like simple item movement is enough to add spirits and items to pedestals and the spirit altar thingy. So no need to mess with interact turrets and such. I think I just can't use spirit jars at all though for spirit storage, just use them as items
My first thought is wondering if I can use my existing recipe batch system, but since that's only 10 items max, I can't use it for quantity selection. Simple twisted stone needs 16 cobble and spirits. Other recipes get bigger
I might be able to use that and instead select single items each, and just pull a stack though instead of a single of each
As long as I pull all remainder out each time, it should be fine
DW20 has the advantage with pattern providers not really having a maximum item count. And I probably don't need to bother automating the production of consciousness things that need all 8 spirits
I think I'd still need a similar setup to the apparatus handler though, first item in a recipe goes into the middle. Everything else gets processed second.
I suppose I should break it down into stages again. Start with individual recipe handling before figuring out batch processing.
Malum item holders can hold a stack. Similar to create depots or vanilla pots. I could probably set a lectern to first link to a holder for temporary holding the middle items. Then link to the altar, but with a filter for only spirits. Then to the rest of the holders around the altar
I wonder if lecterns can link to the altar
Id think so
Anyway. The altar would have an item frame and allow scroll for the spirits. So that first set of items that also need to go into the altar would be in a temporary holding pedestal that also then gets tossed to the altar. With toss, item frame filters only apply to the inventory the turret is pulling from, so it should be fine. The spirits follow the filter because the lectern that they landed in is respecting the filter
I think I'm going to end up needing a second batcher for this though. Only difference being that it pulls full stacks instead of single items
So it would take the batch shulker, split it up, batching full stacks of everything. Send all of that to the altar handler, which sends everything to either item holders or the altar itself. After the first item arrives in an output chest (allay in jar), we then pull everything from all the altar inventories and say it is done
Would like a simpler batcher I think. The one I have works, but it's bigger than I'd like. I don't like the projectile pierce 9 toss since it needs 11 glyphs. I could do lectern for item distribution, but that means I'd need to handle sequencing to keep the item order
One of the earlier thoughts with recipe batching was to just do them in sequence one at a time, instead of the array of 10. A one second clock though is 10 seconds for 10 item types like that
I love this show
So dw automated his altar by setting crafting patterns to export the number of each item he needed. But then manually added the middle item to a whitelist on the altar itself... Which works, unless you have an item that could be a middle item or a pedestal item.
I don't have the nice ability to set exact quantities without a batcher for exact numbers. That's not going to happen. especially on recipes that use half stacks of each spirit.
The altar needs the exact items, but doesn't care about counts as long as you have enough. So I can't just export a stack of all spirits and have them always in the altar unfortunately
Actually, all you need is a stack of the correct type.
So let's say you need 16 of three kinds of a spirit and only 4 of another plus 16 of a material. You can just ship a stack of each (64 for most things) and the craft will work. It will be limited by the smallest 'set' you inserted.
So you can limit things based on the primary material then always send a full stack of whatever, then clear out the items with an interact turret after.
I was thinking about this. I don't need to do much of any filtering actually. I can have all items go into a chest next to a lectern linked in order with an altar and then the pedestals.
The lectern will pull everything one at a time and try to push to storage. The first item will go to the altar. And since spirits also fit in the altar, they're fine to go with no buffer chest or anything.
The rest of the non spirits will go to pedestals
Yeah then the plan is I'd batch a full stack of everything and send to that chest
And at the end of the craft, pull everything from that lectern (the altar and the other pedestals) with a toss amp 4 or something
You really want 4 of the acceleration pylons, too. That makes the timings not just faster but also much more similar in duration. I've not tested if that makes it work on a clock.
4 is the max right?
I can trivially also set a different system for manual batch vs auto recipe batching. If I hit the manual batch command, it doesn't pull anything from the altar and pedestals
It doesn't speed up faster crafts it seems but massively cuts down the longer crafts. Again, not checked if that makes it regular enough to clock.
If I hit auto recipe (ie, send a shulker) then it empties after each craft
But for something like ash, setting the item tab with a stack of gunpowder, a stack of arcane, and then hitting send command, I want it to just keep processing
And I just accept that with shulker batching, it is going to be slower per craft since it'll fully drain each time without other logic in place
Manual I just need to make sure I have the correct ratios
Maybe have a third command (not a bad idea for apparatus too) that drains everything from the processor
In case something messed up and left an extra spirit
SCRAM / Clear / CE is a useful feature, yes.
I need to set up a recipe creator command too
Add all ingredients to the tab. Hit send, it packages it up in the right color box, and sends it to recipe storage. I'll have to name it later
Could send it directly to me via sensitive pickup rune, but probably safer to keep it in network
and soon there's an "Amazon Delivery" command that lets you select the rune drop option.
the spell resolves under me