Revolutionary Encoded Storage Tech Revealed!

Video Information

Hello everyone welcome to an intro to encoded storage Tech this is probably my most anticipated video ever and it’s the video where I introduce the basic concepts of how encoded storage Tech works and the basic meta as put forth by palapala and optic Nerf or Masonic um everyone I mentioned in the

Video will be linked below there will be a lot and I encourage you to check everyone out but especially Pala palala and Optics Channel because they will go into greater depth than I can in one video to understand how encoded Tech works we first need to understand how non-encoded Tech works and non-encoded

Tech all follows the same basic logic principle the basic logic principle followed is that of the filter with the filter does is checks if the item given to it um either via Hopper or another inventory above or by the item entity uh matches the items it’s supposed to

Filter in this case this filter is set to filter diamonds if I put lapis above it or any other item uh the filter will not do anything and in the context of a sorting system that means that the items would continue down to hopefully find a filter that matches it however if we

Give it the item it’s designed to filter it will put those items into the same slot from a logical standpoint the filter checks if the item given to it matches its content and if it does puts the item into the same slice other systems are designed to work

Off the same logic too but expand on the concept for example multi item sorting this one here by Mooney which will be linked below and rapscallion um is designed to handle multiple items I add a hopper here you can see here we can input diamonds but we can also input diamond

Blocks still though The Logical checks the same if the item given to it matches the contents of this chest we’ll sort those items into the slice and if they don’t we’ll get the items as unsorted even box sorters follow the same logic too checking if the leading

Item in the Box matches a reference item if they do we’ll sort the items into the proper output but if they don’t they’ll be unsorted so for example a filter-based chest Hall has a filter attached to every chest in the hall this means that the Sorting is done in the

Slice itself if you wanted to as a hypothetical send boxes into the chest we would need to attach a box sorter into each chest and similarly if we wanted to have the chest sort multiple items or multiple box types we would need a multi- item sorder and a multi-box sorder pointing into every

Chest as you can imagine that would get very large and the chest hole would likely be ridiculously big um and downright impossible to wire to achieve these goals we will need to remove as much processing as we can from the slice and and this includes the Sorting therefore the main and first

Goal of encoded Tech is to remove the Sorting from the slice to demonstrate how we would go about removing the Sorting from the slice I have here a demonstration system however this is an actually pretty good Contraption designed by my friend housemaker what we’re going to do is

Send a cart with the first item of the box under these chests here and we can already predict what’s going to happen we’re going to suck out the diamond here but we’re not going to set the box here of diamonds into this slice what we’re going to do is keep looking for matching

Items so we won’t find what here but we will find one here and we won’t find one in the last chest what we’re going to do is well let’s watch first we’ll simply input the box here tell the device to start and you can see here we have memorized the order where

We found matches now the order of where we find and don’t find matches we’re going to translate into a numerical code hence encoded and this device here is an encoder important to understand here that encoders are essentially a higher power form of item sorting all item sorting except for unstackable sorting

Is based on finding matches of items but rather than finding the match and taking it at face value within kodate we’re able to optimize this process by memorizing an order of matches and in that way encoded is kind of a higher power of item sorting now our encoder

Here translated each position um it found a match to one of these latches here being moved up the simplest way to interpret the order of matches um would be to interpret each latch here as a bit in binary that makes this a four bit encoder I would like to go over the most

Common in coding languages however there’s technically infinite so I won’t cover all in this video so an easy way to think about binary in this context is each match found in one of the chests corresponds to a bit these bits of information can be ones or zeros meaning

Uh match or no match and we can translate that information very easily and lag efficiently on Rails this is what makes binary popular is it’s very easy to wire the next uh encoding language I would like to discuss is hexadecimal or hex in Minecraft terms this typically corresponds to the hexad

Decimal or 16 different um comparator or dust levels finally of the encoding languages there is decimal decimal of course being the numbers we use every day um but decimal in Minecraft means you take a specific range of 10 different dust levels this seems like heximal but limited and that’s true but

Hexadecimal working with that full range of dust leaves a lot of complications for example instant comparator lines don’t tend to like full full strength dust so working with decimal makes um it easier to get around some of those annoyances for an explanation of how binary uh works we need to First

Understand how decimal Works um there’s actually a a fair amount of computation going on inside of the number system of decimal or any number system and you are probably so good at this you don’t realize you’re doing this but um when you say the number for example 0 1 01 in

Decimal that’s 101 but we know it’s 101 because each digit here the bits from right to left are essentially different powers of 10 so the first digit um one here is uh 10 the^ of 0 which is itself right so that 10^ 0 is 1 anything to the

Power of 0 is 1 so 1 * 10 ^ of 0 plus the next digit 0 * 10 the^ of 1 now that’s 10 plus 1 * 10^ 2 that’s 100 obviously we’re doing 1 * 100 that’s going to be 1 and 0 * 10 ^ 3 add all of

Those up and we get 101 of course this can be however many digits long binary works the same way however instead of 10 to the power of um whatever digit we’re at um the digits are actually powers of two and we no longer call them digits um we call them

Bits so the first bit is going to be 2 power of 0 * whatever value so 1 * 2^ of 0 1 um 0 * 2^ of 1 1 * 2^ of 2 that’s four and uh the last one’s zero obviously add those up and 101 in binary is

Five if you want to learn more about how binary works and this is confusing to you um I will leave a link down to a video that I find helpful to understand uh how to read binary now with binary there’s an important encoder optimization that I think everyone

Should should know our previous example of an encoder had four bits that would lead to 16 different combination of codes which is simply not enough to sort the thousands of items in the game what we need to do is add more bits as we add

Up to six bits we will get 64 different combinations 0 through 64 and here each chest will correspond to a bit still but once we get to Seven bits unfortunately now we need two chests to correspond to a bit adding to a total of 14 chests in

Our encoder and once we actually cross that thousand item threshold we will need a 10 bit encoder and that is going to be 110 chests or 11 chests per bit that’s quite massive and we want to shrink that down as much as possible for example this is how the

Basic encoder setup Works where if we find a match that corresponds to a single bit what we need to do is change this formulation so that when we find a match it corresponds responds to a group of bits so for example if we find a match in this chest that would correspond to

This group of two bits I won’t go over every single combination of bit grouping but you can find a pinned message in the encoded discussion in the storage Tech Discord just know that at six bits you don’t want to bit group it is more efficient to have this sort of setup however at

Seven bits we want to start bit grouping with four groups um and we can shrink down our number of 14 chest to 11 chest and with a 10- bit example which is the generally the upper end of encoders um we can shrink the amount of Chess from 110 to

62 um by having two grips of five bits now understanding our bit grouping optimization we can finally upgrade our encoder this is a modification of obby’s 10- bit encoder to include the encoder head of Hemer which uses the 119 cart eating mechanic so there is no idle cart

I’ve added features such as a item flag so you can flag certain items for example you may want to flag rotten flesh to just be burned it includes many safety protections making sure that all items return so the encoder should never launch if any issues arise which means

It will prevent the encoder from further breaking and at the flip of this lever here we can have the encoder set to automatically clock the items or uh request permission for encoding every item type by input a box of diamonds here you can see it will first well

Assuming it hits the pressure plate it will first unlock the hopper locking and then request permission oh I should also mention there’s also an empty box protection here by um measuring the uh the level of the Sher box if it’s empty they’re separated out here if we give permission

You can see here that we will launch the Encoder we will be given our code here our box will be returned out here and we can go ahead and tell the system that we’re done if I flick the lever here the Box will just automatically be encoded we don’t ask for permission anymore and in fact if we had a second

Box it would uh encode it right after now to interpret our code we will of course need a decoder this one here is designed by crane it is very compact and probably my personal favorite decoder to this day so if we input the code let’s

Go again with five here you can see that we will select the fifth slice so 0 1 2 3 4 5 Now understand that a decoder typically only selects the um Lane uh or the um slice itself in say a chest Hall and you would have three bits reserved

To correspond to which lane in that chest Hall you are actually talking about so taking a look at an encoded chest Hall suppose we should flip around we can see that it’s actually much simpler than a filter-based chest hall now this decoder down here is actually different than the previous one I showed

This one is designed by floppy donini who I’ll also leave a link to their Channel below and it actually features dual-sided outputs which make it ideal to select which side of the chest Hall just a minor optimization letting you unlock one side or the other you could just unlock

Both typically these rails are briefly unbudded I’ll just power them manually for now when we unlock part of the chest you can see that we unlock every Hopper which allows items to get sucked into them now remember that the decoder only selects the slice and we would have

A pseudo 8bit decoder to select which chest we’re actually talking about take a moment and appreciate that we’ve actually accomplished several of our goals we originally set out to with encoded Tech if we want two items to go to the same chest we simply give them

The same code in the encoder if we want boxes to go to the chest well we can simply send the Box in instead of the items themselves there’s no filters on these uh Hoppers so we can send whatever we want in however we can even push this further

And have our chest Hall do even more now this chest Hall slice is uh a little bit bigger but it actually does a fair bit more now the main difference here is that we actually have full comparative readouts from every chest you can see here if I unlock the chest I’ll go ahead

And just power the uh slider like this that we now allow a comparator readout from every chest of course that gets subtracted but we can translate the data however we want now what’s cool about that is we can now uh have that information um let some control wiring

Do a lot of different things with the chest for example what we we could do is um well for starters we could prevent overflow so we could stop unloading items when the chest gets full but we can take that a lot further so for example what we could do is have a chest

Um set to unload with items until the chest is half full um or signal strength eight and at that point start sending full boxes in of the same item this was once the meta however for many reasons uh people have stopped using this so as a hypothetical

What would the system unload into this chest now your first guess is probably diamonds and you would be right if we lived in a perfect world however remember that we only know the signal strength of the chest we don’t actually know what’s in the chest so if the

Control wiring is set to unload items uh if the signal strength is below signal strength 8 and full boxes if the uh chest is above signal strength 8 we are well below well above excuse me signal strength 8 we are at signal strength 12 so the um control wiring would send a full

Box um so what this means is that over time if you have this control wiring and you accumulate enough items your chest will eventually look like this now for this reason people don’t generally use chest HS for bulk even though it seems at first like you um could use it as

Both being able to send full boxes in is typically more of just a luxury that people do if the Box happens to be full and doing proper uh what we often call this palogic um has sort of fallen on practice typically the comparator readouts are often just used for

Restocking the chest um or uh overflow protection and complex logic like this is not done very often though it’s definitely not unheard of I also want to show off a chest Hall Handler which is designed to work with that previously mentioned direct insertion logic where

We want to unload the box if it’s not full but simply insert the box if it is full so here we have a full box and a partial box which I’m going to take most the items out actually if we insert this box we will place it and unload items from

It um that was a weird visual bug but you can see here that the items are uh aligned however they are not perfectly 8 game tick aligned um however it’s close enough to where your your chest Hall is very very unlikely to miss them um this

Has been tested for a long long time and there’s been no misses um so hopefully the Box finishes up here yep if we go ahead and insert a full box we will go ahead and just break the box and insert it into the chest Hall down below um this contraption is only three

Wide and it includes overflow protection so so if we go ahead and start unloading a box but while that’s happening uh our comparator readout tells us the chest is full you can see we’ll just instantly break the box and stop unloading and now if we try to input anything else it just

Gets spat out keep in mind though that full in the context of this logic uh actually means signal strength 14 not signal strength 15 now as for encoded bulk since we’ve pretty much covered the topic of encoded chest at least as much as I want to in

This video um we need to understand that encoded bulks could be very very trivial we could simply put some sort of encoded box order on top of a large Silo and call it a day however that’s pretty inefficient because chests um are quite laggy to look at actually and we can

Optimize our FPS by moving those chests or our bulk Silo far out of render distance now what we need to do though is keep in mind that a good UI would allow us to to click on both the full boxes or the Box displays um and not

Have to wait for some sort of call feature so what we want to do is set up a system that will instantly call from the remote bulk if our display Hall empties um now this logic was pretty much invented I suppose or popularized by optic nerve or mtic on YouTube and I

Need to explain it in depth because a lot of people do not understand it and um don’t seem to understand exactly uh how it works the reason this restock logic is fairly complicated is because we need to make sure we don’t empty two chests at the same time and call two of

Those items at the same time if we send two codes at the same time they’re going to get jumbled and we’re going to get the wrong code so we need to make sure that we uh device A system that will allow us to empty chests whenever but

Only call items one by one and that’s exactly what we have here so this is the top portion of that previous display hul which by the way is not really survival friendly because um it’s really slow but it’s easy to visualize the wiring so that’s why I’m using it here when we go

Ahead and empty one of these chests you can see that we’ll get a pulse here which will tell our control wiring hey one of our chests just emptied and we need to try to restock also go ahead and empty this chest just to show that we are only

Going to send um one coat at a time so once we’ve gone ahead and done that what we need to do first is try to push down all of these pistons and that will make a list of all the empty slices uh because if a slice has items we can’t uh

Push a piston into an extended piston so we go ahead and do that and that’s going to do um the actual list making so what we’ve just done is push latches over in every slice that was empty and this list of latches that are in the incorrect State um is the list of

Slices that are empty and need to be um sent out now I think I may have uh messed up a little bit there but uh bear with me so what we’re going to do is now take our pointer item and insert it down this line what you’ll

Notice from the First Slice is that we um maybe it’s easier to visualize here um when we power uh Power this reserver line we see that we are powering this solid block here and if we have the note block here we’ll QC this dropper and power it but otherwise this dropper

Doesn’t get updated and it stays off so when I go ahead and put this pointer item um through the dropper line it will get stuck in the first empty slice now a few things are going to happen when that happens so we’re going to reset the

Latch we are going to unlock the hopper and preferably lock the dropper if you have a a fast dropper line um and we’re also going to send out the code for that item and it is the responsibility of our remote bulk to accept that code and

Return uh items of that code now after we’re done clocking our dropper line I’ll go ahead and grab an item obviously these are all the same item here so it doesn’t really matter um we’ll go ahead and return items into the slice um we can go ahead and uh we’re done with that

Task so we’ll go ahead and iterate to the next empty slice that was not the iterate button this is the iterate button and now just to show you that it doesn’t matter whether we actually restock or not um we went ahead and sent out that code I’ll just go ahead and

Reset that here and now we can go ahead and iterate to the next empty slice doesn’t actually matter we didn’t restock anything we reset the latch Vine um and that pointer which fell to the ground would be returned uh to its home place here so the next concern is what

If the Box isn’t full well if we are given a non- full box we of course need to sort it in a Temp Storage if this is confusing to you please watch my previous video about variable sorting encode temp storages generally rely on being able to select specific addresses via the

Code in this case we have a disc drive here designed by hexatron and catet uh I’ll leave links to them below and the uh disc drive here works by each um one of these um bottles corresponds to a address that we can select via our 6bit

Code now every slot in here could be an address but I’ve chosen to divide up six bits among four chests which means we get 16 uh addresses or bottles in a chest what I’ll go ahead and do is select the code five and we’ll go ahead and send that

Here this here is a serializer I’m going to go over this in detail in a moment but for now we’ll go ahead and input our box of that code what we’ll start doing is cycling out items to our fifth slot we’re going to check what we just

Got because it was a bottle we’ll go ahead and send that bottle to some sort of Silo and then return the box into that slot I go ahead and input the same code and input the Box we will do the same operation however now that the uh item in the slot

Is a box we will send the um box somewhere else and we’ll send both both boxes here which will go to merging back in our chest here we’ll simply return a bottle now I promised I’d explain that serialization process so this is a Serial binary transmitter um or transcoder um this exact schematic

Can be found in the storage Tech Discord as well as uh some of the schems in this video but not the ones that I found to be too um hairy to release we’ll say that if we input a code rather than transmitting the bits over individual rails we’ll simply transmit them um one

After the other um in a specific timing such that we can receive them uh at the same timing and read so it’s probably easier just to visualize I’m going to go ahead and slow the game down to um 2 TPS here you can see we’ll send a signal

Send a signal won’t send a signal send a signal and over here we are receiving the code um just the same way the main way this one in here uh works is by using these comparator and gates in which the both the uh top and the bottom

Have to receive a pulse for the comparator to uh actually fire go ahead and turn the game back up to full speed um you can make the receiver or even the sender in many different ways this is just the most basic one believe this concept was wired by Obby I’m not

Sure who came up with it first was probably optic but um it is just a minor optimization you know if your remote bulk is going to be you know like 18 chunks away um having 18 chunks of Rail lines is kind of annoying so being able to just send everything over one line

Is um a lot more um time efficient or less time efficient but space efficient the final uh component of an encoded system that I’d really like to go over is a priority manager um this is more of a computational component but it is very very useful in the logic of an encoded

System um it’s kind of hard to explain what it does it’s easier to just show but let’s assume that each of these note blocks is a request for a specific task for example running the encoder and this note block here signifies when we’re done with that thing so what we’ll do is

Go ahead and say task one um you can see we’ll get an output of task one but let’s say okay well I want to do it again well we’re not actually going to uh get an output of task one until we say we’re done with the previous

Task and this works in uh multiple ways so here you can see I’ve requested um t two and three only when the previous task is done we’ll do task two now we’re on task three because we finished task two and we’re done and it will always prioritize

In this case the leftmost task so running um things through a system like this guarantees that you never have any um two uh actions happening at the same time that would be problematic for example you would have a task be a restock task and another task being

Loading the remote bulk task and because they’re independent objects they will never happen at the same time so now I can finally demonstrate this mini encoded system I have here now this system I’m not going to release it is purely for demonstration and it is wired really really horribly and hastily

However it all serve its job um I’ll do a quick fly around so this here is the uh display Hall um the logic for the restock is three wide which is a pretty good Benchmark and um each side is its own restock task so we don’t have one Loop

Of dropper line we have two individual dropper lines the serialization is up at the top and I want to point out that I have an extra bit here which um this last bit even though this is a six- bit bulk this seventh bit will tell the remote bulk to restock or

Not looking at the remote bulk um these are the DC realizer heads and this is the crane decoder on top of the silos themselves now remember that these silos are actually uh really trivial they are just Hopper lock chests and Hoppers with a decoder on top and um we have a

Specific output here where we can clock uh this line here and U return items out I will leave a scam only of the actual slice of this though because the rest of this wiring is really really bad now looking over here at the system I have the priority manager here now

Only with three tasks we have restocking the right side of the hall we have left side of the hall and actually running the encoder I don’t currently have a task for um loading the remote bulk because that is considered an encoder task the encoder is placed here and the

Temp storage is placed here and over here I have the chest Hall featuring the unloaders um there is a lot of serialization going on here but it should be easy enough to follow so what I’ll go ahead and do is first place in this box of

Kelp we’ll go ahead and input that into the encoder you can see it will have to request permission here once it does we are have this little panel here to tell us we are encoding pretty soon here we should see the code be serialized over there we are

And the box is being sent over now it will get sent to this unloader here place down and we are now batching Items this is that sort of uh 8 bit this each side is four bit uh der serializer or decoder head um which selects switch Lane and you can see that the kelp makes it into this chest here um I’ll talk about a few benefits while that’s sorting of encoda tech is

That um encoda Tech is really really lag efficient you can see we have a lot less Hoppers per slice than a filter-based chest ha in fact we actually have the minimum number of Hoppers and we only unlock the slice we need which uh is more lag efficient than

Otherwise now I do think I forgot to reset this other side from an earlier test but it should reset after looks like we’re about halfway done unloading items um but there are some trickiness to encod it so one of the tricky things that uh I’ll talk about in the meantime

Is the UI with comparative Redux is a lot more compromised um and limiting than what you have without uh doing encoded um so while you have a more lag efficient Hall you generally have a have to think about how you wire each component more and in fact the system

Itself uh tends to be bigger um and more complicated all right we’re almost done here here so I’ll go ahead and wait here for the box to be ejected in fact it’s actually already empty we’re now resetting so we’ll eject the box and perfect we reset both

Sides what I’ll go ahead and do now is insert a box of kelp blocks now in this demonstration kelp blocks have the same code AS kelp so we’ll do the same process of getting permission you can see we are currently encoding we’ve now finished the encoding operation it’s time to serialize

Here yep and the Box will be sent over we should see it yep there we are and that is the same code as uh just normal kelp so it gets sent to the same place and the same slice as you can can see here the kelp is making it into the uh same

Chest um now I did remove a lot of the kelp from the box because I didn’t want to wait that long however um just for a basic Mis explanation you can see that it’s uh pretty easy to um understand why any encoded chest hul can double as a multi- item

Sor for the next demonstration I’m going to go ahead and input a full box of Kel we will run through the same process of encoding we can actually see the encoder work if we want to we are seeing the cart return I have some very hastily wired uh

Water stream selection going on but the Box will always make it to the right place and because that’s a full box box it will be inserted into the unloader but just be bypassed through the unloading process and in a moment here it should make it up into the same

Chest can actually watch that happen there we are for the next example I’ll go ahead and demonstrate some of the Overflow protection Features so if I input that box of uh lapis lazuli once we reach the end of task of the previous operation um we will go ahead and start encoding the lapis see we’ve encoded it obviously here you can read the bit selection I have U basically just the

Meaning of what each bit uh corresponds to go ahead and send the box of lapis over it’s actually belongs to this uh this side here and we are currently unloading lap this into this chest here however this chest is very near signal strength 14 you can see it’s only one

Signal strength away um this is subtracted from signal strength 15 so we are currently just waiting for that um threshold to hit go ahead and cheat a little bit and speed up the process should happen any moment now um but once it does we are going to go ahead and spit out our Box yep and we spat out the box you can see it only got partially unloaded of course we’ll still have some item flow just from the latency of unloader to chest selection but you can see that we finished up pretty quickly I’ll go ahead and insert another box of

Lapis we’ll go ahead and request permission in Code by now I hope you’re getting the um getting the feel for how this system works actually forgot a block of Spawn proofing here don’t know why I bothered to spawn proof a demo system but force a habit looks like we’re done

Encoding yep here comes the Box and because our chest was uh already full we will just go ahead and not bother to unload the Box all right so now for the bulk processing so this here is a partial box of redstone dust if I input it here um this is a

Bulk item so we should see It’ll take a sec of course that it will um be flagged as a bulk item there we go and this box is going to make it over to our um Temp Storage and you can see here we are cycling out um to again I guess it’s coincidentally the fifth slot of course that was a bottle in that slot so we’re going to put the box in there we are we go ahead and grab another one we will see the same thing happen

However because we already have a box in the slot of course we will get an output um where both boxes will be output and be sent to the merger I don’t have a merger in this system though um because that is more a variable sorting component however you can uh watch my

Previous video if you’re confused about what a merger is so there comes the two boxes and of course these merg together will in this case give us a full box if they didn’t we would just send that partial back to the merger so now we can input this full

Box of course it belongs to the same code but now that the box is full we will go ahead and and send it over to our remote bulk of course in practice your remote bulk would need to be much further away and you would probably want

To do some very very safety proof logic to um make sure that the uh system was loaded while using but there you can see the code uh unlocked this slice we’ll go ahead and insert the box into the slice should arrive at any moment there it is

And uh in a moment here the slice should reset of course um in practice you would probably want to group boxes and then send them over in groups with the same code but just for this demon system I didn’t bother now finally we can demonstrate the restock uh

Process so it’s going to happen rather quickly but first we’ll empty the chest we will see that we want to restock the right side of the hall um our point left its home got stuck in the um empty slice sent our code if you hear the Pistons firing that was it serializing it

Unlocked the uh correct slice and it’s starting to clock the items out and the items ended up here thanks for watching everyone I hope this video explains how the basics of encoded storage check works this haul for example was designed by Sky and I briefly modified it however I probably

Forgot to mention a lot more people who designed um a lot of the Creations here I’ll have plenty of links in the description I hope you check out all of them um but if I do forget anyone please uh either send me a message on Discord

Or um write a comment I’ll try to be diligent and I’ll hope to add your credit into the um description as soon as possible I do want to also give a notice that I don’t really plan to explain too much of the basics of encoded anymore this video is supposed

To do that so I don’t have to explain it every time I talk about it um encoded is basically a lifestyle for storages and to be honest I’m not that interested in non-encoded storages anymore um as my channel progresses I hope that the storage Tech content I make will be

Primarily encoded the last non-encoded video I make for a while will probably be uh the jamus update which is coming very very soon now thank you for watching again if you found this video interesting and want more coded storage content let me know because I actually have a whole series planned and I’m

Hoping this video does well enough to justify it but yeah thank you for watching and I’ll see you next time

This video, titled ‘Introduction to Encoded Storage Tech’, was uploaded by JayRoi on 2023-12-08 00:37:00. It has garnered 5321 views and 278 likes. The duration of the video is 00:40:06 or 2406 seconds.

#minecraft #pallapalla #storagetech

An introduction to the concept of encoding in storage tech.

WDL: https://www.mediafire.com/file/whj9gqzl1deu4a8/Encoded_Intro.zip/file

Storage Tech Discord: https://discord.gg/JufJ6uf

Secret Encoded Tech YouTube Playlist: https://www.youtube.com/watch?v=z_e17hGXk2Y&showinfo=0 (thanks kart)

(I’ve included some additional video links in the credits that are particularly relevant to this video.)

Credits: PallaPalla: – https://www.youtube.com/@pallapallahttps://www.youtube.com/watch?v=3yRED3-KQx0&t=292s

OpticNerve (Masontic): – https://www.youtube.com/@Masontichttps://www.youtube.com/watch?v=OR66Ees_CTg&t=303s

sskyzy: – https://www.youtube.com/@sskyzyhttps://www.youtube.com/watch?v=J87hFteKDts (Encoded Chest Hall) – https://www.youtube.com/watch?v=YoGhqEgKODQ (Quad Display Hall)

Obi81: – https://www.youtube.com/@Obi_https://www.youtube.com/watch?v=1jVHZONWJmg (10 Bit Encoder)

FloppyDonkey: – https://www.youtube.com/@FloppyDonk

51Mayday: – https://www.youtube.com/@51maydayhttps://www.youtube.com/watch?v=7JUmJkpG-xY (Parallel Restocking)

Hexatron: – https://www.youtube.com/@_hexatron8712

Additional credits to Bipim, Catniped, and Crain for filter-based chest hall, disk drive, and decoder (respectively).

Music: Well​-​Tempered Clavier J.S.Bach, Kimiko Ishizaka https://archive.org/details/bach-well-tempered-clavier-book-1/Kimiko+Ishizaka+-+Bach-+Well-Tempered+Clavier%2C+Book+1+-+01+Prelude+No.+1+in+C+major%2C+BWV+846.flac

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