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Redstone & Automation ideas

Posted: 02 Dec 2025, 22:27
by Meganobody
What would y'all add to BTA to make redstone and automation better? What stuff you miss and in what form it could be implemented? :active_troll:

Re: Redstone & Automation ideas

Posted: 02 Dec 2025, 22:48
by LavraSource
We DESPERATELY need some way to transfer items between containers. That simple thing will start the BTA industrial revolution. :cracktivator:

Other than that, i'd say replace quasi-connectivity. It's a bug. We should instead add new blocks that allowed us to do the same thing QC junk allowed. (like vertical redstone)

We would also likely need some kind of alternative to slime blocks

Also, purely a neat thing, but i had an idea of craftable piston shafts that could be placed behind a piston to extend it's reach.

Re: Redstone & Automation ideas

Posted: 02 Dec 2025, 23:57
by wildforester
Keep quasi.

But yes, need item transportation. Way I haven’t seen it done before could be a gravity based system of tubes, hoppers, and fans (one of which I see in your signature). With maybe sugarcane/wooden and iron grades of tubing

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 00:51
by Timtams
wildforester wrote: 02 Dec 2025, 23:57 Keep quasi.

But yes, need item transportation. Way I haven’t seen it done before could be a gravity based system of tubes, hoppers, and fans (one of which I see in your signature). With maybe sugarcane/wooden and iron grades of tubing
When the eventual addition of better item transport ever happens (Hopefully sooner than later) I really hope they go in some sort of route that actually lets you SEE the items move around since that's really fun, it's my 1 gripe with vanilla hoppers tbh, the fact it's all in inventory. I want to see them physically in the world since thats just neat I think

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 01:26
by Nagladhar
I'd really like target blocks. A video I watched a while ago suggested redstone ore redirecting the dust and I think that'd be a great way to implement it

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 01:43
by wildforester
That exists in 7.4 dev!

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 05:48
by LavraSource
Timtams wrote: 03 Dec 2025, 00:51 When the eventual addition of better item transport ever happens (Hopefully sooner than later) I really hope they go in some sort of route that actually lets you SEE the items move around since that's really fun, it's my 1 gripe with vanilla hoppers tbh, the fact it's all in inventory. I want to see them physically in the world since thats just neat I think
This is why I don't want water pipes to be outclassed by whatever else. Especially with golden meshes being a vanilla way to sort items.

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 05:52
by LavraSource
wildforester wrote: 02 Dec 2025, 23:57 Keep quasi.

But yes, need item transportation. Way I haven’t seen it done before could be a gravity based system of tubes, hoppers, and fans (one of which I see in your signature). With maybe sugarcane/wooden and iron grades of tubing
Sorry but how about not keeping a confusing bug that keeps non redstoners away and instead providing intuitive alteratives. It would make BTA redstone feel more complete and approachable than vanilla Java yet more in depth than Bedrock where there is no alternative.

BUDs are already getting replaced by matchers, why not other applications of QC?

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 07:06
by wildforester
Buds are not replaced and QC is not confusing. Thinking QC is confusing is what makes you confused and beyond that, removing QC would break so many cool contraptions and if a mode or item that enables QC was added, all existing pistons would either have to have this added on world update, or get this added. Additional items however would create one use items, additional work, and not explain what QC is. Short explanation:

Some blocks like pistons accept power like a door, but when powered from the upper half of this “input door” they require a block update to change state. This is why 2x2 piston doors work, the upper pistons update the lower piston causing them to extend.

Worth noting, meganobody likely wants to make a mod with this, adding to the game is better than subtracting from it. This has also been extensively debated on the discord: https://discord.com/channels/8669921713 ... 3029575794

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 07:54
by Timtams
The great QC debate begins once anew

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 08:04
by LavraSource
wildforester wrote: 03 Dec 2025, 07:06 Buds are not replaced and QC is not confusing. Thinking QC is confusing is what makes you confused and beyond that, removing QC would break so many cool contraptions and if a mode or item that enables QC was added, all existing pistons would either have to have this added on world update, or get this added. Additional items however would create one use items, additional work, and not explain what QC is. Short explanation:

Some blocks like pistons accept power like a door, but when powered from the upper half of this “input door” they require a block update to change state. This is why 2x2 piston doors work, the upper pistons update the lower piston causing them to extend.

Worth noting, meganobody likely wants to make a mod with this, adding to the game is better than subtracting from it. This has also been extensively debated on the discord: https://discord.com/channels/8669921713 ... 3029575794
I do know what QC is. I also think justifying QC with "Oh it will break so many contraptions if removed" is bad. All those contraptions still work because of a bug, and replacing QC with something actually thought out and intentional would benefit everyone.

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 08:31
by wildforester
LavraSource wrote: 03 Dec 2025, 08:04 I do know what QC is.
Ahem: "What is quasi-connectivity?"

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 08:47
by LavraSource
wildforester wrote: 03 Dec 2025, 08:31
LavraSource wrote: 03 Dec 2025, 08:04 I do know what QC is.
Ahem: "What is quasi-connectivity?"
Why exactly are u sending that link to someone who explicitly said that they know what quasi-connectivity is?
Even if i didn't, there was an explanation literally a message above.

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 09:24
by wildforester
LavraSource wrote: 03 Dec 2025, 08:47
wildforester wrote: 03 Dec 2025, 08:31
LavraSource wrote: 03 Dec 2025, 08:04 I do know what QC is.
Ahem: "What is quasi-connectivity?"
Why exactly are u sending that link to someone who explicitly said that they know what quasi-connectivity is?
Even if i didn't, there was an explanation literally a message above.
You say to remove QC because it's confusing, yet think adding new features will fully replace it and not be confusing. New features which you haven't elaborated on, in which case there might not be an argument. Beyond that, some people will never understand redstone, something far outside the control of the devs, and removing QC to try and reach that group is an unreasonable solution. Also, it's likely that people have learned QC from modern and if not, modern QC tutorials apply to BTA. If someone wants to understand QC, there are resources for that.

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 10:05
by LavraSource
wildforester wrote: 03 Dec 2025, 09:24
LavraSource wrote: 03 Dec 2025, 08:47
wildforester wrote: 03 Dec 2025, 08:31

Ahem: "What is quasi-connectivity?"
Why exactly are u sending that link to someone who explicitly said that they know what quasi-connectivity is?
Even if i didn't, there was an explanation literally a message above.
You say to remove QC because it's confusing, yet think adding new features will fully replace it and not be confusing. New features which you haven't elaborated on, in which case there might not be an argument. Beyond that, some people will never understand redstone, something far outside the control of the devs, and removing QC to try and reach that group is an unreasonable solution. Also, it's likely that people have learned QC from modern and if not, modern QC tutorials apply to BTA. If someone wants to understand QC, there are resources for that.
Matcher already replaces a lot of uses of BUD, same with redstone that could be placed vertically - it would replace some of the uses of QC while being more intuitive and convenient to deal with then QC

Additional ideas: a block that sends out a redstone laser when powered, it sends out laser that powers just the block it hits. Would allow for much more precise control of signal.

Or a block that's extra sensitive to redstone in a specific directions and send out a similar redstone signal when it sees a redstone signal in 2 -3 blocks in the same direction, allowing clearly communicated to the builder redstone transmission through walls, etc.

Those blocks would allow redstoners to deliberately apply the needed effects, instead of all of them being packaged in a piston for some reason

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 10:07
by LavraSource
While my examples may not be that great, you get the idea. Instead of a weird bug being active with pistons you pick components that give you the wanted effects.

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 10:41
by KirisameSoup
I love how the trend of meaningful redstone discussions turning into the same exact arguments about QC still persists after moving to this brand new platform :/

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 11:08
by wildforester
It’s all fun and games until QC enters the discussion…

Idea for the purpose of this thread, clicking wool onto redstone components to silence them.

Blocks falling into minecarts getting picked up and a new rail type to unload the blocks off to the side. Only work when there is an open space and prefer north and east directions for the drop off. (Other idea was dropping straight down, which would work if the unloading rail could be placed in air).

Also a debatable tweak, all minecarts travel the same speed with the same inertia, but get a sudden speed loss when their load exits the cart. (I assume minecarts without players slow down to allow players to catch up, which is good, however it can make rails that the player can ride on just fine be unusable for transporting chest minecarts).

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 11:20
by LavraSource
Speaking of minecarts, not necessarily related to redstone, but being able to connect them into trains. Especially if you can automatically load and unload them. Imagine a chain of 8 minecarts arriving with raw ores that automatically get collected and loaded into furnaces

(basically createify redstone bruh, i just now realized that :sensor_troll: )

Re: Redstone & Automation ideas

Posted: 03 Dec 2025, 18:36
by wildforester
Ooo yes, minecart changes. Could make minecart with a new track placer block and an adding onto that linking minecarts idea, being able to pull minecarts around. Specifically with the track placer minecart, being able to pull that minecart along and have it make a track with turns and slopes behind you.

So you could be strip mining and pulling a minecart track as you go. Once your inventory is full, fuel up a furnace minecart to send a whole train back to base to get unloaded (and with some redstone, send that train back down to you).