split tilesets, bed
This commit is contained in:
@@ -2,215 +2,7 @@
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#show raw.where(lang: "mc-diorama"): it => diorama(autoplay: true, loop: true, theta: 160, phi: 20, it.text)
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= Preventing Interference <timing>
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The protocols as described are very sensitive to the exact timing that the EID counter is
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incremented. The fundamental cause for all types of interference is that we spawn a reference and
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measurement item with too much delay, and some unexpected entity (or entities) spawn in-between. To
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mitigate interference, then, we need that window to be *as short as possible* while still allowing
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us to spawn transmission entities in that window.
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== Tilesets
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```mc-diorama
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p 0 -1 0 smooth_stone_slab type=top
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p 1 -1 0 smooth_stone_slab type=top
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p 2 -1 0 smooth_stone_slab type=top
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p 3 -1 0 smooth_stone_slab type=top
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p 4 -1 0 smooth_stone_slab type=top
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p 0 0 0 repeater facing=west powered=false locked=false delay=1
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p 1 0 0 observer facing=west powered=false
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p 2 0 0 repeater facing=west powered=false locked=false delay=2
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p 3 0 0 comparator facing=west powered=false mode=compare
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p 4 0 0 repeater facing=west powered=false locked=false delay=1
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t 2
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p 0 0 0 powered=true
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t 4
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p 0 0 0 powered=false
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p 1 0 0 powered=true
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t 6
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p 1 0 0 powered=false
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t 8
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p 2 0 0 powered=true
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t 10
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p 3 0 0 powered=true
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t 12
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p 2 0 0 powered=false
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p 4 0 0 powered=true
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t 14
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p 3 0 0 powered=false
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t 16
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p 4 0 0 powered=false
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t 20
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p 0 0 0
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```
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#todo[fix tileset naming. the tileset is the *structure*. the particular sequence is just one instance of that tileset]
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A *tile sequence* is a chain of redstone components that all update in the tile tick phase.
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The fundamental principle here is to use tile-tick priority (TTP) to set a global order.
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#link("https://youtu.be/sLftwVwqPQE")[See Charlie's great video on TTP for details].
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A *tile set* is a system of constructing tile sequences that enforces a particular global ordering.
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Components that activate later in the sequence have a stronger effect on the order, so to match our
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left-to-right reading convention, we diagram tile sequences so the signal flows right-to-left.
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=== The Tile Tick Priority Queue
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The game schedules tile updates through a priority queue; different components have different
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priority, so each stage of the tileset iteratively refines the global order. Across the full
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tileset, we can enforce an arbitrary global ordering.
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#todo[the priority table][
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call out here that basic comparators and all other components, so from here on out we're just
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going to use comparators for simplicity.
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]
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Components with different priority always update in priority order, but components with equal
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priority update in scheduled order.
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#todo[rephrase or remove][
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The core principal is that repeaters have higher priority than other components. For example, if a
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repeater and comparator are scheduled to activate in the same tick, the repeater always (with one
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exception, if the comparator faces into a diode and the repeater does not) activates before the
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comparator does. By choosing a regular building pattern, we can avoid this exception entirely.
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// Among repeaters, they activate in the order in which they were scheduled. And among
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// comparators, they activate in the order in which they are scheduled. But every repeater
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// activates before any comparator (aside from that one exception). This gives us a *stable sort*
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// which we can use to globally define update order with arbitrary precision.
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]
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#example[
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#todo[this explanation is so janky]
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Say these three tilesets are started in the same gametick, `t=0`.
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```
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<------
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1 rep cmp ab
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2 cmp rep cd
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3 2rep e
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<------
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```
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Once `b`, `d`, and `e` are scheduled, the priority queue looks like this:
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```
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t=2 [d] [b]
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t=4 [e]
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```
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Now at `t=2`, we process the queue in order.
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- `d` activates and schedules `c`.
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- `b` activates and schedules `a`.
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```
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t=4 [e a] [c]
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```
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Now at `t=4`, the end of the tileset, the lanes will always update in order `3 1 2`
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]
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So the full picture involves arbitrary components and priorities. As long as all the tilesets have
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the same total delay and end at the same time, we can determine a global ordering. However the
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general picture is hard to reason about, we basically have to simulate the priority queue to make
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predictions. If we restrict the design of the tilesets a bit, there are two simplifications we could
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take to make things easier to reason about.
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=== Permutation Tilesets
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#todo[describe the mixed delay permutation tilesets and the alphabetization procedure]
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=== Binary
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The simplest tilesets are made entirely of comparators and 2gt repeaters (alternatively: observers
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and 2gt repeaters). Repeaters activate before comparators, so if we think of it like sorting words
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alphabetically, we can identify repeaters with "A" and comparators with "B".
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So, suppose we have a "binary tileset" that is 2gt long. There are two options, A and B. If we
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alphabetize these, we see the A (repeater) always executes before the B (comparator). With such a
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short tileset, that seems trivial; things get more interesting as we add more elements.
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```
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<--
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cmp (B)
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rep (A)
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```
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Now let's use 2 components for a 4gt tileset. There are now four options, AA, AB, BA, BB. We can
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alphabetize these and see the order.
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```
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<------
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cmp cmp (BB)
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cmp rep (BA)
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rep cmp (AB)
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rep rep (AA)
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```
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To break this down: the bottom two (AA, AB) end in repeaters, so they must come first. Among those,
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(AA) comes first. Among the top two (BA, BB), (BA) comes first. It's standard alphabetizing. Just as
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the order of the alphabet creates an ordering over all words, the ordering of the comparator and
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repeater creates an ordering of all tilesets.
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The 6gt tileset. There are now eight options.
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```
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<---------
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...
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```
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As the tilesets get larger, it's less useful to lay out the entire tileset and more useful to find
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the next and previous lanes.
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For example, take this 7-diode tileset.
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```
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cmp rep rep cmp rep cmp cmp
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<--------------------------
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B A A B A B B
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```
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We can easily find the next lane by thinking of this not as a *word* but as a *number*. We have two
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options, and one is greater than the other.
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```
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cmp rep rep cmp rep cmp cmp
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<--------------------------
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B A A B A B B
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1 0 0 1 0 1 1
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```
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We can think of this tileset as a 7-bit binary number, in this case the value 75. We can find the
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next lane by simply incrementing by one.
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```
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1 0 0 1 0 1 1 (75)
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+ 1
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1 0 0 1 1 0 0 (76)
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<--------------------------
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cmp rep rep cmp cmp rep rep
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```
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=== Lexicographic
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=== Jamming
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== Block Event Delay
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= Block Event Delay
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Block Event Delay is not a complete substitute for tilesets, but it can significantly reduce the
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required length of tilesets and compact repetetive systems. It is based on a behavior of piston push
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@@ -247,7 +39,6 @@ p 4 -1 -1 piston facing=up extended=false
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p 4 0 -2 observer facing=south powered=false
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p 4 0 0 light_gray_terracotta
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p 4 1 0 redstone_wire east=side west=side power=0
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t 0
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p -1 0 0 powered=true
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p 0 1 0 power=15
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@@ -255,7 +46,6 @@ p 1 1 0 power=14
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p 2 1 0 power=13
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p 3 1 0 power=12
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p 4 1 0 power=11
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t 1
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p 0 0 -1 extended=true
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p 0 -0.5 -1 piston_head facing=down short=true type=normal
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@@ -267,7 +57,6 @@ p 3 -1 -1 extended=true
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p 3 -0.5 -1 piston_head facing=up short=true type=normal
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p 4 -1 -1 extended=true
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p 4 -0.5 -1 piston_head facing=up short=true type=normal
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t 2
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p -1 0 0 powered=false
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p 0 1 0 power=0
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@@ -289,7 +78,6 @@ p 1 0 -2 powered=true
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p 2 0 -2 powered=true
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p 3 0 -2 powered=true
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p 4 0 -2 powered=true
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t 3
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p 0 -1 -1 air
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p 1 0 -1 air
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@@ -301,7 +89,6 @@ p 1 -0.5 -1 piston_head facing=up short=true type=normal
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p 2 -0.5 -1 piston_head facing=up short=true type=normal
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p 3 -0.5 -1 piston_head facing=up short=true type=normal
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p 4 -0.5 -1 piston_head facing=up short=true type=normal
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t 4
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p 0 -0.5 -1 air
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p 1 -0.5 -1 air
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@@ -317,7 +104,6 @@ p 1 0 -2 powered=false
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p 2 0 -2 powered=false
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p 3 0 -2 powered=false
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p 4 0 -2 powered=false
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t 20
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p 0 0 0
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```
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@@ -425,22 +211,18 @@ p 1 1 8 redstone_wire east=side west=side power=0
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p 2 1 8 redstone_wire east=side west=side power=0
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p 3 1 8 redstone_wire east=side west=side power=0
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p 4 1 8 redstone_wire east=side west=side power=0
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t 1
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p -3 0 0 powered=true
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p -3 0 4 powered=true
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p 7 0 8 powered=true
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t 3
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p -2 0 0 powered=true
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p -2 0 4 powered=true
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p 6 0 8 powered=true
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t 6
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p -3 0 0 powered=false
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p -3 0 4 powered=false
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p 7 0 8 powered=false
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t 8
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p 5 0 8 powered=true
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p 0 1 8 power=15
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@@ -448,7 +230,6 @@ p 1 1 8 power=14
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p 2 1 8 power=13
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p 3 1 8 power=12
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p 4 1 8 power=11
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t 9
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p -1 0 4 powered=true
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p 0 1 4 power=15
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@@ -456,7 +237,6 @@ p 1 1 4 power=14
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p 2 1 4 power=13
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p 3 1 4 power=12
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p 4 1 4 power=11
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t 10
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p -1 0 0 powered=true
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p 0 1 0 power=11
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@@ -464,72 +244,55 @@ p 1 1 0 power=12
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p 2 1 0 power=13
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p 3 1 0 power=14
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p 4 1 0 power=15
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t 11
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p 4 0 7 extended=true
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p 4 -1 7 piston_head type=normal facing=down short=false
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t 12
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p 4 0 3 extended=true
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p 4 -1 3 piston_head type=normal facing=down short=false
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t 13
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p 4 0 -1 extended=true
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p 4 -1 -1 piston_head type=normal facing=down short=false
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t 14
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p 3 -1 7 extended=true
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p 3 0 7 piston_head type=normal facing=up short=false
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t 15
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p 3 -1 3 extended=true
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p 3 0 3 piston_head type=normal facing=up short=false
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t 16
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p 3 -1 -1 extended=true
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p 3 0 -1 piston_head type=normal facing=up short=false
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t 17
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p 2 -1 7 extended=true
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p 2 0 7 piston_head type=normal facing=up short=false
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t 18
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p 2 -1 3 extended=true
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p 2 0 3 piston_head type=normal facing=up short=false
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t 19
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p 2 -1 -1 extended=true
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p 2 0 -1 piston_head type=normal facing=up short=false
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t 20
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p 1 -1 7 extended=true
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p 1 0 7 piston_head type=normal facing=up short=false
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t 21
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p 1 -1 3 extended=true
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p 1 0 3 piston_head type=normal facing=up short=false
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t 22
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p 1 -1 -1 extended=true
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p 1 0 -1 piston_head type=normal facing=up short=false
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t 23
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p 0 -1 7 extended=true
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p 0 0 7 piston_head type=normal facing=up short=false
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t 24
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p 0 -1 3 extended=true
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p 0 0 3 piston_head type=normal facing=up short=false
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t 25
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p 0 -1 -1 extended=true
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p 0 0 -1 piston_head type=normal facing=up short=false
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t 26
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p -2 0 0 powered=false
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p -2 0 4 powered=false
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p 6 0 8 powered=false
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t 28
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p 5 0 8 powered=false
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p 0 1 8 power=0
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@@ -537,7 +300,6 @@ p 1 1 8 power=0
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p 2 1 8 power=0
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p 3 1 8 power=0
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p 4 1 8 power=0
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t 29
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p -1 0 4 powered=false
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p 0 1 4 power=0
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@@ -545,7 +307,6 @@ p 1 1 4 power=0
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p 2 1 4 power=0
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p 3 1 4 power=0
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p 4 1 4 power=0
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t 30
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p -1 0 0 powered=false
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p 0 1 0 power=0
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@@ -553,139 +314,99 @@ p 1 1 0 power=0
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p 2 1 0 power=0
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p 3 1 0 power=0
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p 4 1 0 power=0
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t 31
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p 3 0 6 powered=true
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t 32
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p 3 0 2 powered=true
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t 33
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p 3 0 -2 powered=true
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t 34
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p 2 0 6 powered=true
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t 35
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p 2 0 2 powered=true
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t 36
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p 2 0 -2 powered=true
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t 37
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p 1 0 6 powered=true
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t 38
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p 1 0 2 powered=true
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t 39
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p 1 0 -2 powered=true
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t 40
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p 0 0 6 powered=true
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t 41
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p 0 0 2 powered=true
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t 42
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p 0 0 -2 powered=true
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t 43
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p 4 0 7 extended=false
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p 4 -1 7 air
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t 44
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p 4 0 3 extended=false
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p 4 -1 3 air
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t 45
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p 4 0 -1 extended=false
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p 4 -1 -1 air
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t 46
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p 3 -1 7 extended=false
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p 3 0 7 air
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t 47
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p 3 -1 3 extended=false
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p 3 0 3 air
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t 48
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p 3 -1 -1 extended=false
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p 3 0 -1 air
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t 49
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p 2 -1 7 extended=false
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p 2 0 7 air
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t 50
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p 2 -1 3 extended=false
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p 2 0 3 air
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t 51
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p 2 -1 -1 extended=false
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p 2 0 -1 air
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t 52
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p 1 -1 7 extended=false
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p 1 0 7 air
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t 53
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p 1 -1 3 extended=false
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p 1 0 3 air
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t 54
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p 1 -1 -1 extended=false
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p 1 0 -1 air
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t 55
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p 0 -1 7 extended=false
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p 0 0 7 air
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||||
t 56
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p 0 -1 3 extended=false
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p 0 0 3 air
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t 57
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p 0 -1 -1 extended=false
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p 0 0 -1 air
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t 58
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p 3 0 6 powered=false
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t 59
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p 3 0 2 powered=false
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||||
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t 60
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p 3 0 -2 powered=false
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||||
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||||
t 61
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p 2 0 6 powered=false
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||||
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||||
t 62
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||||
p 2 0 2 powered=false
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||||
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||||
t 63
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||||
p 2 0 -2 powered=false
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||||
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||||
t 64
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||||
p 1 0 6 powered=false
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||||
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||||
t 65
|
||||
p 1 0 2 powered=false
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||||
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||||
t 66
|
||||
p 1 0 -2 powered=false
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||||
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||||
t 67
|
||||
p 0 0 6 powered=false
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||||
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||||
t 68
|
||||
p 0 0 2 powered=false
|
||||
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||||
t 69
|
||||
p 0 0 -2 powered=false
|
||||
|
||||
t 72
|
||||
p 0 0 0
|
||||
```
|
||||
@@ -14,7 +14,7 @@ surprising. An exhaustive list is available at
|
||||
In general, the solution is to spawn our item entities at nearly the same time, so there is no
|
||||
chance for other entities to spawn in-between. For example, by spawning all items with droppers in
|
||||
the same game tick, all the items are created in the same tick phase, so player inputs and world
|
||||
events cannot affect it. See @timing for details.
|
||||
events cannot affect it. See @tilesets for details.
|
||||
|
||||
== Singleplayer (before 26.2) <singleplayer>
|
||||
|
||||
202
content/tilesets.typ
Normal file
202
content/tilesets.typ
Normal file
@@ -0,0 +1,202 @@
|
||||
#import "/lib.typ": diorama, example, note, todo
|
||||
|
||||
#show raw.where(lang: "mc-diorama"): it => diorama(autoplay: true, loop: true, theta: 160, phi: 20, it.text)
|
||||
|
||||
= Tilesets <tilesets>
|
||||
|
||||
The protocols as described are very sensitive to the exact timing that the EID counter is
|
||||
incremented. The fundamental cause for all types of interference is that we spawn a reference and
|
||||
measurement item with too much delay, and some unexpected entity (or entities) spawn in-between. To
|
||||
mitigate interference, then, we need that window to be *as short as possible* while still allowing
|
||||
us to spawn transmission entities in that window.
|
||||
|
||||
We use the tile tick priority queue to define a global order of sub-tick execution.
|
||||
|
||||
```mc-diorama
|
||||
p 0 -1 0 smooth_stone_slab type=top
|
||||
p 1 -1 0 smooth_stone_slab type=top
|
||||
p 2 -1 0 smooth_stone_slab type=top
|
||||
p 3 -1 0 smooth_stone_slab type=top
|
||||
p 4 -1 0 smooth_stone_slab type=top
|
||||
p 0 0 0 repeater facing=west powered=false locked=false delay=1
|
||||
p 1 0 0 observer facing=west powered=false
|
||||
p 2 0 0 repeater facing=west powered=false locked=false delay=2
|
||||
p 3 0 0 comparator facing=west powered=false mode=compare
|
||||
p 4 0 0 repeater facing=west powered=false locked=false delay=1
|
||||
t 2
|
||||
p 0 0 0 powered=true
|
||||
t 4
|
||||
p 0 0 0 powered=false
|
||||
p 1 0 0 powered=true
|
||||
t 6
|
||||
p 1 0 0 powered=false
|
||||
t 8
|
||||
p 2 0 0 powered=true
|
||||
t 10
|
||||
p 3 0 0 powered=true
|
||||
t 12
|
||||
p 2 0 0 powered=false
|
||||
p 4 0 0 powered=true
|
||||
t 14
|
||||
p 3 0 0 powered=false
|
||||
t 16
|
||||
p 4 0 0 powered=false
|
||||
t 20
|
||||
p 0 0 0
|
||||
```
|
||||
|
||||
#todo[fix tileset naming. the tileset is the *structure*. the particular sequence is just one instance of that tileset]
|
||||
|
||||
A *tile sequence* is a chain of redstone components that all update in the tile tick phase.
|
||||
The fundamental principle here is to use tile-tick priority (TTP) to set a global order.
|
||||
#link("https://youtu.be/sLftwVwqPQE")[See Charlie's great video on TTP for details].
|
||||
|
||||
A *tile set* is a system of constructing tile sequences that enforces a particular global ordering.
|
||||
|
||||
Components that activate later in the sequence have a stronger effect on the order, so to match our
|
||||
left-to-right reading convention, we diagram tile sequences so the signal flows right-to-left.
|
||||
|
||||
== The Tile Tick Priority Queue
|
||||
|
||||
The game schedules tile updates through a priority queue; different components have different
|
||||
priority, so each stage of the tileset iteratively refines the global order. Across the full
|
||||
tileset, we can enforce an arbitrary global ordering.
|
||||
|
||||
#todo[the priority table][
|
||||
call out here that basic comparators and all other components, so from here on out we're just
|
||||
going to use comparators for simplicity.
|
||||
]
|
||||
|
||||
Components with different priority always update in priority order, but components with equal
|
||||
priority update in scheduled order.
|
||||
|
||||
#todo[rephrase or remove][
|
||||
The core principal is that repeaters have higher priority than other components. For example, if a
|
||||
repeater and comparator are scheduled to activate in the same tick, the repeater always (with one
|
||||
exception, if the comparator faces into a diode and the repeater does not) activates before the
|
||||
comparator does. By choosing a regular building pattern, we can avoid this exception entirely.
|
||||
|
||||
// Among repeaters, they activate in the order in which they were scheduled. And among
|
||||
// comparators, they activate in the order in which they are scheduled. But every repeater
|
||||
// activates before any comparator (aside from that one exception). This gives us a *stable sort*
|
||||
// which we can use to globally define update order with arbitrary precision.
|
||||
|
||||
]
|
||||
|
||||
#example[
|
||||
#todo[this explanation is so janky]
|
||||
|
||||
Say these three tilesets are started in the same gametick, `t=0`.
|
||||
|
||||
```
|
||||
<------
|
||||
1 rep cmp ab
|
||||
2 cmp rep cd
|
||||
3 2rep e
|
||||
<------
|
||||
```
|
||||
|
||||
Once `b`, `d`, and `e` are scheduled, the priority queue looks like this:
|
||||
|
||||
```
|
||||
t=2 [d] [b]
|
||||
t=4 [e]
|
||||
```
|
||||
|
||||
Now at `t=2`, we process the queue in order.
|
||||
|
||||
- `d` activates and schedules `c`.
|
||||
- `b` activates and schedules `a`.
|
||||
|
||||
```
|
||||
t=4 [e a] [c]
|
||||
```
|
||||
|
||||
Now at `t=4`, the end of the tileset, the lanes will always update in order `3 1 2`
|
||||
|
||||
]
|
||||
|
||||
So the full picture involves arbitrary components and priorities. As long as all the tilesets have
|
||||
the same total delay and end at the same time, we can determine a global ordering. However the
|
||||
general picture is hard to reason about, we basically have to simulate the priority queue to make
|
||||
predictions. If we restrict the design of the tilesets a bit, there are two simplifications we could
|
||||
take to make things easier to reason about.
|
||||
|
||||
== Permutation Tilesets
|
||||
|
||||
#todo[describe the mixed delay permutation tilesets and the alphabetization procedure]
|
||||
|
||||
== Binary Tilesets
|
||||
|
||||
The simplest tilesets are made entirely of comparators and 2gt repeaters (alternatively: observers
|
||||
and 2gt repeaters). Repeaters activate before comparators, so if we think of it like sorting words
|
||||
alphabetically, we can identify repeaters with "A" and comparators with "B".
|
||||
|
||||
So, suppose we have a "binary tileset" that is 2gt long. There are two options, A and B. If we
|
||||
alphabetize these, we see the A (repeater) always executes before the B (comparator). With such a
|
||||
short tileset, that seems trivial; things get more interesting as we add more elements.
|
||||
|
||||
```
|
||||
<--
|
||||
cmp (B)
|
||||
rep (A)
|
||||
```
|
||||
|
||||
Now let's use 2 components for a 4gt tileset. There are now four options, AA, AB, BA, BB. We can
|
||||
alphabetize these and see the order.
|
||||
|
||||
```
|
||||
<------
|
||||
cmp cmp (BB)
|
||||
cmp rep (BA)
|
||||
rep cmp (AB)
|
||||
rep rep (AA)
|
||||
```
|
||||
|
||||
To break this down: the bottom two (AA, AB) end in repeaters, so they must come first. Among those,
|
||||
(AA) comes first. Among the top two (BA, BB), (BA) comes first. It's standard alphabetizing. Just as
|
||||
the order of the alphabet creates an ordering over all words, the ordering of the comparator and
|
||||
repeater creates an ordering of all tilesets.
|
||||
|
||||
The 6gt tileset. There are now eight options.
|
||||
|
||||
```
|
||||
<---------
|
||||
...
|
||||
```
|
||||
|
||||
As the tilesets get larger, it's less useful to lay out the entire tileset and more useful to find
|
||||
the next and previous lanes.
|
||||
|
||||
For example, take this 7-diode tileset.
|
||||
|
||||
```
|
||||
cmp rep rep cmp rep cmp cmp
|
||||
<--------------------------
|
||||
B A A B A B B
|
||||
```
|
||||
|
||||
We can easily find the next lane by thinking of this not as a *word* but as a *number*. We have two
|
||||
options, and one is greater than the other.
|
||||
|
||||
```
|
||||
cmp rep rep cmp rep cmp cmp
|
||||
<--------------------------
|
||||
B A A B A B B
|
||||
1 0 0 1 0 1 1
|
||||
```
|
||||
|
||||
We can think of this tileset as a 7-bit binary number, in this case the value 75. We can find the
|
||||
next lane by simply incrementing by one.
|
||||
|
||||
```
|
||||
1 0 0 1 0 1 1 (75)
|
||||
+ 1
|
||||
1 0 0 1 1 0 0 (76)
|
||||
<--------------------------
|
||||
cmp rep rep cmp cmp rep rep
|
||||
```
|
||||
|
||||
== Lexicographic Tilesets
|
||||
|
||||
== Jamming
|
||||
3
lib.typ
3
lib.typ
@@ -14,8 +14,7 @@
|
||||
#let note = callout.with(kind: "note", label: "Note")
|
||||
|
||||
#let todo(label, ..args) = {
|
||||
// callout(args.pos().join(), kind: "todo", label: "[TODO] " + label, outlined: true)
|
||||
none
|
||||
callout(args.pos().join(), kind: "todo", label: "[TODO] " + label, outlined: true)
|
||||
}
|
||||
|
||||
#let example(body) = todo("example", body)
|
||||
|
||||
5
main.typ
5
main.typ
@@ -21,8 +21,9 @@
|
||||
doc("index.html", include "content/index.typ")
|
||||
doc("core.html", include "content/core.typ")
|
||||
// doc("data-protocols.html", include "content/data-protocols.typ")
|
||||
doc("interference-causes.html", include "content/interference-causes.typ")
|
||||
doc("interference-fixes.html", include "content/interference-fixes.typ")
|
||||
doc("interference.html", include "content/interference.typ")
|
||||
doc("tilesets.html", include "content/tilesets.typ")
|
||||
doc("block-event-delay.html", include "content/block-event-delay.typ")
|
||||
// doc("design-notes.html", include "content/design.typ")
|
||||
// doc("channel-selectors.html", include "content/channels.typ")
|
||||
// doc("bulk-transmission.html", include "content/bulk.typ")
|
||||
|
||||
Reference in New Issue
Block a user