Just popped-up in my recommendations, pretty cool work you did there ! The idea was already good, but now with the recent update it's gotten way easier to implement a "go to the nether for really long straight sections", making your work even more interesting. Hopefully you'll revisit your idea and if not, I might get back to this mad game and try improve on it. Subscribing in hopes you post an update on this 😉
@Red_Core13Ай бұрын
I think it is possible to make it function forever, if the player uses a "destination ticket" like a renamed paper. So you put it in the boat and go. This would resolve the item lacking issue, but you would need a lot of rom in each intersection, to know were it should go.
@arushamshafeeq9428Ай бұрын
Cool, but utterly useless. Because elytra
@sktx3628Ай бұрын
I used this in survival, it transported mo into terraria
@PotatoCraft_TMC2 ай бұрын
What’s your in game name? Id like to use carpet bots of everyone whose work has contributed to one of my project and you’re one of them. (I’ve seen your messages with inspector talon but Im still crediting you cuz I didn’t see talon post the design before and because from what I can tell, you just came with it independently on your own, so that should be good)
@KCM25NJL3 ай бұрын
Can only see this becoming super useful if we could figure out a way to mass transport items from remote farms. Blue ice/boats are about 40 bp/s faster than Elytra, but a million times less convenient. The only way boats become more convenient is long haul transport of goodies.
@idkname_e3z7803 ай бұрын
I' the 1000th subscriber ommggg
@Duffmox23 ай бұрын
GO WORK IN NASA NOW!!!!!!!
@andreaspatsalides19143 ай бұрын
Or just a rail network in the nether to take advantage of that 8x speed to counteract the difference in boat speed while railing destinations is simpler
@user-st6ud4yk1d4 ай бұрын
What if you made the player place the boat, since the player will place the boat perfectly if looking straight, a boat could be dropped into the player's inventory, and the player would need to keep the placing button down (with the glitch) but you would be able to travel in the nether.
@AlexPine844 ай бұрын
You are a genius. This build makes me happy.
@therombaro5 ай бұрын
I would row right off those ice blocks
@irisinthedarkworld6 ай бұрын
this seems like something that becomes a lot better with much longer distances, given how clunky and slow the intersections are, but the ice roads themselves being quick and easy to build
@benapple95876 ай бұрын
id love to get in contact w you about this, i have all of the functioning parts for one that works in the nether
@yeaokluke5 ай бұрын
Would you be willing to share your work? I've put a few hours into a design of my own and am curious to see what others have made.
@benapple95875 ай бұрын
@@yeaokluke also do note ive replaced the hoppers by the linked portals with hopper minecarts to solve alignment issues
@kronkumshitface53666 ай бұрын
on the topic of the nether- since water cauldrons can be placed in the nether, would this allow chestboats to be dispensed?
@pixelz30406 ай бұрын
Have you considered using Music Discs as tags instead? Combining them with a jukebox/comparator setup would probably help with the speed, size, and reliability of the tag checking mechanism.
@yeaokluke6 ай бұрын
This is a super cool proof of concept, but as you mentioned in the video, the most significant drawback is that the design is entirely restricted to overworld use. I decided to fix that, and after a few hours, I came up with this design. Would love to hear your feedback. kzbin.info/www/bejne/g32uknVpp81pZq8&t
@riddlydiddly6666 ай бұрын
If tags are returned to terminals upon arrival, how could they work without resupply? If it only uses destination tags, a terminal will, over time, accumulate only tags of its own terminal and run out of other tags. Could it use source-destination pairs? If so, how would the item sorting work with that? If each pair is treated as one item, how do you avoid the number of tag item types scaling quadratically with the number of terminals? Am I missing something obvious here?
@pacerrecap63866 ай бұрын
Is it technically possible to make it pure-redstone? i.e. without minecarts and rails
@ribqahisabsent6 ай бұрын
Sure. You could use hopper lines and item elevators to move the items around. The tag checking system would get more complicated, though, probably looking more like a Moony MIS.
@BlyndAyngl6 ай бұрын
BRO I NEEDED THIS LI99KE 4 WEEKS AGO. oh and good break down of the machinations. keep up the good work
@atmosquake30906 ай бұрын
……………………………….why?
@TicketyTy6 ай бұрын
Great video
@yiaro2226 ай бұрын
me likey proof of concepts
@ragingenby6 ай бұрын
Instead of pressing F3+T, you're also able to just press F11 (or your full screen button)!
@edwardnardella68546 ай бұрын
Need to build an intersection that also functions as a terminal.
@AlphaLibre96 ай бұрын
I like your concept. Does it pull the item from the first slot of the chest boat?
@ved_s6 ай бұрын
this design requires each intersection checking for each destination point tag, it seems, wouldn't it be easier to just have 4 tags for each direction and make starting points "define" a path to the target by pushing tags in the right order? so each intersection will pull all tags, check first one, choose the direction and push that tag last into the boat hm, this way also allows to transfer excess items from one destination to another, so it will self-balance
@THEMithrandir096 ай бұрын
As for the restocking issue, couldn't you just put farms at the terminals? With crafters we can farm wool from a string farm and many dyes are also easily farmable. Since this is more useful for greater distances the number of destinations shouldn't be too large either.
@henrylo67736 ай бұрын
RIP when chunk doesnt load properly
@rytjens6 ай бұрын
You could solve the item imbalance at stations issue by sending the boat out filled with all filter items, and putting the destination one in the first slot. You would however need to re-add all of them at every intersection/turn, which would possibly increase waiting time by a lot. Would it be possible to add a slime launcher as well? I don't know if it would add a significant amount of speed, but it seems like the boats need a long time to get started.
@bramvanreusel46876 ай бұрын
Reminds me a lot of how router networks work irl
@mannerlyMediator6 ай бұрын
For a possible expansion, would it be feasible to include a second ice path on each line, to allow for multiplayer support?
@quaks-code6 ай бұрын
Interesting in terms of implementation, but ineffective in my opinion
@ItsaJuraff6 ай бұрын
Boats take a long time to reach top speed. This plus the Manhattan distance you mentioned means that for smaller distances, a piston bolt can sometimes be better, kind of like how a skateboard can take less time than a bike to cover short distances door-to-door. When this tech gets more fully developed, we might start to see medium to large servers develop train-and-metro systems, where these ice networks cover inter-hub travel, and piston bolts connect portals near the hub.
@kennythegamer16 ай бұрын
This is cool but just shows that minecarts really need to go at least as fast as ice boats if Mojang intends to leave the ice boat glitch in forever; I came up with an automated transportation and mail system for minecarts, but it's probably too slow to use in survival except for very great distances. Though, I used indices instead of tags for stations, so you get 256 stations by default (you can add another dimension for more terminals or multiple mailboxes in one terminal of course), and instead of however many tags to balance or refill in each station, you just have to do it for shulker boxes; refilling shulker boxes and building the thing in the first place with enough boxes, of course, became viable when they made shulkers duplicate. Adding auto-balancing or auto-refilling wouldn't be that hard, so you could just do that and leave the system be normally, and it allows you to make your farms automatically send items to your storage system even if you share the system with others.
@ribqahisabsent6 ай бұрын
Ah, I love the idea of mailing/call systems! I wish CobblestoneAndDirt still made videos on them. Even if they werent optimal designs, those videos have a cozy feel for me. With those, he solved tag balancing by having carts return to their point of origin.
@kennythegamer16 ай бұрын
@@ribqahisabsent I know; they're great: slow due to minecart speeds but great. It'd be really fun to have a big server that has a mail system. I totally forgot about his designs; they are cool, but the tags are what make it not optimal. The carts need to route down "default" paths if the intersection doesn't know where to send them and so could travel through more intersections than necessary depending on how each intersection connects to eachother, so the system slows down as it's scaled up. My design is basically the old manual cardinal direction minecart station combined with an indexed-based mailing system, so you can use the routing of the post to automatically route the player as well. With completely automatic use, I think adding commands is the best way to allow for balancing/refilling, and at that point, I'd add a command for allowing a station to notify nearby stations that it's entered maintenance mode, one for requesting those items from central shulker and iron farms if the system refills instead of balancing, and maybe a few others for propagating information and semi-automated maintenance; if you make depositing the default as it probably should be, you can also allow each station to have it's own specialized commands.
@katekat78046 ай бұрын
i love this concept so much Im thinking of implementing this kind of system into my long term world since Im avoiding elytra use in favor of other transportation systems
@Dergn6 ай бұрын
If any station is made with an instant dropper line to and from connected stations, The items could be made to stay in balance if 2 are held as buffer and one is fed backwards to where the user came from upon arriving at a station and one is placed back into the users new boat.
@Dergn6 ай бұрын
This additional item also allows items to be propagated from an initial starting point and checked so that the filters can be populated for the associated new target station.
@Pyroshax6 ай бұрын
Love this idea :)
@Hihi-pv3qg6 ай бұрын
This seems super useful, and a blast to use in a multiplayer server! Could you have a tutorial for building the stops for those interested?
@ribqahisabsent6 ай бұрын
Given that there are several shortcomings with the designs I showed off in the video and that, with the feedback people have already been giving, a better network can be designed, I won't be doing a tutorial for these designs. For anyone truly interested, I recommend checking out the world download and potentially using the Litematica mod to build them. It is possible I will make a more complete design in the future, which I would likely make a tutorial for.
@wiggletonthewise21416 ай бұрын
this has got to be the spiritual successor to Ethos boat travel system
@peppermint13me6 ай бұрын
Can you make it so that no player-input is needed, perhaps with slime blocks and pistons? Then you could make an automated post-office.
@ribqahisabsent6 ай бұрын
I imagine you'd be better off making a piston bolt network at that point. It could be worth looking into though.
@peppermint13me6 ай бұрын
@@ribqahisabsent What about an automated piston bolt then?
@ribqahisabsent6 ай бұрын
@@peppermint13me Yeah, those are cool. There are various versions of them already made by some very brilliant people.
@mayonnaiseeee6 ай бұрын
this is awesome, thank you for sharing!
@IsaGoodFriend6 ай бұрын
I've had a similar idea, glad to see this being worked on! The one difference is that, instead of using a single block used as a tag, it uses a shulker box to hold the turns required. It gives a lot more flexibility in routing and destinations, plus fixes tags getting built up in intersections. Though may lead to longer time at intersections, depending on implementation
@ribqahisabsent6 ай бұрын
I like the idea! It allows for an indefinite number of destinations, albeit with a more complex terminal design. Tags don't build up in intersections in the design from the video, though. Only at terminals.
@Pystro6 ай бұрын
@@ribqahisabsent Tags don't build up over time in intersections; but every time your encoding system adds another destination, you have to add another tag to every intersection. I don't know if that's what @IsaGoodFriend meant by "building up". Then again, the "tagging terminals" philosophy can probably be easily changed to send the minecart in the most common direction (around the main loop or back towards the central hub) unless it needs to turn off at that intersection.
@tracexcze54086 ай бұрын
I don't think I understand the point behind this. What is the advantage of this? As I understand it, it is slightly faster than minecart (as you waste your time waiting for a boat there and then, but it does force players to have a weird kind of input or begin active during the whole travel time. that sounds useless considering the fact, that for short distances it is easier to use elytra and for longer distances, you would prefer to be AFK.
@ribqahisabsent6 ай бұрын
The longer the distance, the less waiting at intersections and turns matters. Over a theoretically infinite distance, boats are substantially faster (by 82%) than piston bolts in the best case along the cardinal directions and only slower by 9% in the worst case along perfect diagonals. They are also faster than elytra along flat ground: about 127% faster at best and 61% faster at worst. The tradeoff is that using boat networks while AFK requires slightly more setup, as I show in the video.
@RyanLynch16 ай бұрын
very interesting concept!
@superchargewither28936 ай бұрын
bro is the elon musk of minecraft now 💀
@MelinaOfMyphrael6 ай бұрын
Cool concept
@PotatoCraft_TMC6 ай бұрын
Nice. I was just looking for that
@poimon56076 ай бұрын
those are drones not bots
@EPC12206 ай бұрын
this will be the solution to mojang nerfing the villagers. its so frikin tedious now