Welcome back settling here I’ve got an update on a really old piece of Minecraft technology that I showed way back about a year ago actually and it’s this map thingy okay so we’ve got this contraption in front of me and clear desert beyond that but on the map it Shows a picture of not just is that this is the picture that notch uses on this Twitter and the idea behind this is that I can press a button right here and there will be a lot of lag a lot of lag the game gets quite like so there’s Going to be tons of piston-like because there’s like thousands of Pistons being pushed right now but after a few seconds we will get a new picture on the map and almost there almost there almost there it’s fish it’s a tropical fish so yeah this contraption is able to switch Between images and the update is that the resolution of this contraption is about four times as high in each dimension as it was last time I showed it last time I had a 12 pixel by 10 pixel screen this one has a 40 pixel by 60 pixel screen 40 high 60 wide and That’s pretty cool it’s due to the new mechanics on maps where here’s a dragon a dragon guy I found on Google it’s due to mechanics on maps where you can now have more zoomed in versions of maps so each pixel on this map corresponds to a Two block by two block column of space so let me just get to the last image in the in the cycle there’s only four images just because that’s how many I decided to put in here and it’s a key D know so cute alright so yeah basically It’s just an improvement on the old technology now the way I’ve done this is actually a little bit more it’s a little bit more complicated of a contraption just I had to offset some things okay so let me let me come at it from a Above now okay so I like I said every 2×2 column corresponds to one pixel so the way the game does it looks at it from above and it looks at what what block is on the top of each each column in the game so there’s a wood block on Top of this column there’s a stone block down here and if we if we drop way down here it sees another wood block in another wood block and so those are the that’s the 2×2 square that’s looking at for this one pixel on the map and what Is the most common block type there and so on the map it shows the wood color and if we go if we go to the next 2×2 chunk that’s this one this one and then these two down here so if we look down here it’s dirt dirt and then there was Wooden stone so yeah wood and stone so this one the most common block type is actually dirt so that’s going to show dirt for this pixel and so all the pixels in that do that and then if you if we take a look down here we can see I Have a little piston tape set up so Pistons can push blocks you know this way and then down and then up over and then up and and so I can I can cycle through this piston tape twice in order to get to the next image and that’s and That’s what this little contraption here does and and so when uh so that’s what allows me to switch between the images now I had to do a lot of trickiness to get the pixels to fit in the right space so I have this belongs to one pixel this This row here belongs to one pixel this row here belongs to another pixel and then all of the redstone that controls those piston tapes needs to be beneath those two blocks so that it’s not showing and so that’s why I had to had to do it this way of course you can Download this this whole machine if you want to check it out for yourself but yeah so then the other thing you might be wondering why I didn’t have this row of blocks down lower why I didn’t put it down here so it’d be even with this one it Would look a bit nicer it looks kind of weird to have it floating here the reason for that is is beveling and if you’ve seen a map before actually if you look off to the top right part of the map there’s a bunch of lighter and darker gray and that’s those are all Stone blocks but sometimes you get light or dark gray showing up because of height differences and it’s more apparent when you look at like a real map but or like you look at the water say unreal map because it’ll show you what the height differences are by using That sort of shading so the way that minecraft determines the the the shading is it will look at a pixel look at the 2×2 region here and it’ll determine it’ll calculate the average height of those blocks so the average height for these is somewhere you know somewhere Around where I am right now for this pixel but then if you look over by one so then this is another 2×2 pixel if this what this would one this stone one and then these two would one stone here the average for these also happens to be Right here okay I made it so that they were at the average was exactly the same and what that does is it makes sure that there’s no there’s no height difference between the pixels and so if the game doesn’t see any height difference it’s not going to add any of that shading That’s that’s the only circumstance in which it will add any sort of height difference so this is like I said it’s an update on old technology I think it’s really cool that this is a little bit trickier though if you want to do something with it other than cycling Between images now what I’ve done here is I have the piston tapes but if you want to control each pixel individually and have redstone that does that it’s going to be a little bit more complicated because you need to actually get the redstone in to control those Pixels if you want to have be able to switch pixels between different colors at will by using some sort of redstone controlling computer it’s going to be a little bit harder to hide all the redstone and have the the right stuff on top of the on top of the The pixels that will be seen by the game and calculated when the pixel colors are calculated but I know that it is possible it just it will probably take a lot more vertical space because you’ll be hiding pixels underneath other pixels etc so that’d be an interesting Challenge to take on if you want a difficult redstone challenge feel free to download this for yourself and really dig into how it works the redstone itself is really simple it’s just basically there’s a monostable circuit here that goes out and causes a pulse which causes the Pistons to cycle And there’s another delayed pulse from that most stable circuit which causes the Pistons to cycle again but if you look at it for a while you’ll you’ll get it I put this image here you’ll notice if I press the button well all the Pistons are going to fire and my games Can get really laggy again but the the map here isn’t updating at all and when the lag stops in few seconds this map will still be showing a picture of a kitten and okay the leg is stopped so we’re on to the next image I think it Yeah we should be about on to the next image when I pull out my map it’s just going to update it at the same time so basically that mapped at it gets updated only if somebody is actually holding the map in the region and if I went if I was Too far away it wouldn’t update it because it would be too far away so that’s just another thing to look out for that the frames on the walls don’t just update on their own you have to actually update them by holding the map but this is a really cool technology It’s it’s this has always been my favorite invention because I was the first I was the first person to create a map based display way back way back about a year ago and not just we did it out he liked it and and this is this is Kind of my proudest invention and so I’m happy that it that we’re able to get a higher resolution displays using the technology it’s pretty cool so I hope you enjoy it and thanks for watching Video Information
This video, titled ’60x40px Redstone-Controlled Map Display in Minecraft’, was uploaded by SethBling on 2012-09-22 19:00:24. It has garnered 393590 views and 6446 likes. The duration of the video is 00:09:03 or 543 seconds.
Original Invention: http://www.youtube.com/watch?v=h0e9fZ0242Y World Download: https://sethbling.s3-us-west-2.amazonaws.com/Downloads/Builds/map_display_60x40.zip I demonstrate a 60×40 pixel color display on a map, and show you how it works.
Music at the end is Cipher by Kevin MacLeod