SciCraft Presents: How Automation Can Enrich Your Game Experience

SciCraft Presents: How Automation Can Enrich Your Game Experience

All right. We’re sitting
here backstage doing the recording for our MINECON panel. Welcome everyone to
SciCraft’s MINECON panel: How automation can enrich
your game experience. We’re going to talk
and discuss about how knowing Redstone, game mechanics, and just a general
scientific approach to the game can provide you with
almost infinite content. It makes playing the game way easier, and allows you to focus
on the parts of the game you like the most rather
than just grinding. Automation in Minecraft is a
game in itself from pressing a simple button to open your door to fully automatic mining machines. Nearly everything is
possible in Minecraft. But enough of all that,
let’s introduce ourselves and our server first of all before
we go down the rabbit hole. I’m MethodZz, I will be
leading through the panel today, and I like awesome game design. Hi. My name is Ilmango. Like many of us, I’m from Germany. I’ve been playing
Minecraft for seven years, and I’ve been making YouTube
videos for five years now. I’m Myren, I’m trying
to find the limits of what is possible in
vanilla survival Minecraft, and I’m an expert for anything
having to do with pistons. Hi. I’m PanNic. Like all of us, I play on the SciCraft
survival server, and I do also stream from
there from time to time. Hi. I’m Gnembon. I like to design the
farms and contraptions for vanilla survival and
publish them on YouTube, and this is my first
MINECON. So I’m excited. Okay. Next we want to
introduce our server, and for that, we prepared
a little highlight video. The SciCraft server
was founded in 2014. It’s a vanilla survival
invite-only server with currently 39 members from all over the world focusing on Redstone,
automation, and farming. We work on large-scale
projects together as a group, sharing resources, and
splitting up the work. Most of our members have
a technical background combining science and
Minecraft into SciCraft. Minecraft is the perfect platform to share our passion for automation, efficiency, and having fun. Starting from humble beginnings, automation was the
main factor in being able to complete larger
and larger projects. After five years of
playing the same world, we still have ideas for new projects, farms, and goals to achieve. Here are some of the completed
highlight projects of the server. A flying machine-based melon and
pumpkin harvesting system covering a checkerboard
pattern which guarantees the optimal growth
rates for the crops. An automatic large spruce tree farm destroying leafs and pushing logs into a TNT blast chamber producing
over 90,000 logs per hour. A portal-based garden farm of
separate drop looting and XP mode able to supply over 10 players
with 1,000 levels each overnight. Using some unintended game mechanics
and zero tick technology to force-grow chorus plants up to sky
limit with extra flower mode, producing up to a
180,000 chorus fruits and 100 chorus flowers’ power. A player based AFK ice farm
combined with Pigmen XP farm to order repair tools capable of
producing up to 72,000 ice per hour. The shifting flow-based mob farm in the middle of a decorated desert city to supply us with boats. Using five Nether Fortress crossroads and over 60 Ghasts to transport Wither Skeletons, Blazes and Pigmen into a Nether portal to harvest their gifts in the Overworld for up to
22 Wither Skeleton skulls per minute and over 28,000
coal as well as 65,000 bones and 50,000 blaze rods’ power. Twenty-four slime farms in
the perimeter with one and two-player mode using iron
columns and Nether portals to transport all slimes to
a single collection in the Nether, a Crafting Station
connected to a slime lock storage with two displays telling us
about actual fill level and percentage of storage controlled
by a computer in the back. A fast long distance travel system
using TNT and Ender Pearls. The player throws an Ender Pearl into the air, which gets perfectly
aligned and shot quartz. Meanwhile, over 500 TNT get dispensed, and funneled into a single spot
to maximize the explosion force. Momentum is transferred onto the Ender Pearl in
the perfect location and accelerates it to a speed of
over 5,000 blocks per second. After travel distance of about 10 kilometers and less
than 10 seconds of waiting time, the player lands as accurate as a
millimeter at the destination. A large-scale automatic mining system that stretches over 720 blocks. It is capable of mining over 140,000 blocks per hour and storing
the items with minimal losses. Flying machines grab
about 8,000 blocks per cycle and transport
it to a TNT system. By trying to push blocks forwards, dangerous liquids are removed. After the machine has mined a slice, the whole system
automatically moves forwards. The blocks are blown up by TNT, and the items are collected
in a water stream and deposited in a stationary
storage with item-sorting. And a 1,000 by 1,000 wide perimeter
to place sky blocking. Okay. Now we’ve seen a lot of big farms and a lot
of big contraptions, and some probably ask now
why do we automate what are the benefits of doing
all of this work for something you could grind
out manually as well? Myren and Gnembon are going
to give you two more points. Yeah. So one reason
we automate is that it allows us to make projects
on a much lager scale, than usually, because you saw
that we’ve made really big farms, bigger than on other servers, and you can only do that if you automate a lot of the process involved in making
these contraptions. So for example, if you want to
dig out 1,000 by 1,000 area, when you have to mine
over 50 million blocks, and if you just do it stupidly with an iron pickaxe and just go mining, then it would take you over a
year of playing the game straight, and nobody has that much time. So if you want to do a project on that large of a scale scale then you
have to automate the process, and think about how you’re
going to do this efficiently. Yeah. Another reason
for automation is to get more resources instead of
grinding them by hand. One way to do it is to build farms. So you have everything available for you so that you don’t need
to worry about resources. The thing with farms, you have to make them
working really well, and we have to condition the
environment that they’re working in, and this is called the perimeter. The simplest way to do it is just to remove all the blocks in the area. So here’s one of our
perimeters that we have on SciCraft server which
wasn’t dug by hand, but by automating the TNT. If you look at the floor
patterns of the wall, it’s actually really
nice random pattern, and we didn’t place
those blocks by hand, by flying machines as well. Why we needed that? Because we needed to automate
production of sea lanterns, and that’s why we build this one million drops per hour guardian farm. Once the farm was built, you would say that, that’s
fine, that works fine. But thanks to our sand automation. It was easy to take 0.5 million
sand blocks from our storage and just build a giant ziggurat
around it focused on the design, and the execution rather
than worry about resources. Automation removes the grind from survival and gives
you all the time to do what you really interested in which is coming up with new ideas, designs, and just building. Of course we all
really good at Redstoning and overall knowledge about the game, but with Minecraft being
dead gigantic of the game, we all tend to specialize in some
certain aspects of the game, and therefore every one
of us is going to make a few points what he specializes in. Okay. So I mainly do
research and try to figure out what is and isn’t possible in
one vanilla survival Minecraft. This does not mean that I
play much survival Minecraft I basically do everything
except playing survival Minecraft. I play in creative mode, I read the source code of the game, or I talk to other people about
game mechanics or just spend time thinking about game mechanics
and scribble stuff on paper. I’m just trying to understand
how exactly the game works, and once you understand how
exactly the game works, you eventually discover
certain bugs and unintended behaviors. For example, the most
useful bug I discovered is a TNT duplication bug which
allows you to ignite a piece of TNT, but also push it over
with a piston at the same time so that you
still have the TNT block, and with this you can dig out
large areas if you just duplicate TNT on a very large scale
and put it on flying machines. Another useful example
of a bug I found is a bedrock breaking bug
using headless pistons. But sometimes, I also discovered
bugs which are pretty useless. For example, I discovered
a bug where you could attach six piston heads
to a single piston base, and it has no practical benefits, but we also have those
threads on the SciCraft server. Other than trying to understand
the game and discovering bugs, I also sometimes make
flying machines. There I also make
proof-of-concept flying machines. For example, the first quarry, the first flying machine
which automatically kicks out an area was built by
me and Western Jazz. Another example of proof-of-concept
flying machine I made is the first flying bedrock like using headless pistons which flies along and destroys
a bedrock blockage, each spot using where headless
piston and bedrock working tick I found. Yeah. Yeah, lots of the absolutely
mind-boggling stuff that you might see on other
people’s channel, come from ideas and work of
pesky people like Myren. They’re not really that vocal
or like present outside of the core technical
community, but big brains. So I said to myself by designing
and optimizing farms to automate resource
gathering which are still published to this days
in form of tutorials. Then I realized to go
to the next level, you have to understand the core
mechanics very, very well. The problem with vanilla
game is that vanilla game is really stringent in giving you the information that
you need to do that. So what I basically did at
the end was coming up with with an additional project of mine
which is the carpet mod that allows you to take full control over the game from slowing it down, so you can just go around the contraption makes sure that
everything works just fine, or speeding it up so we can quickly iterate over different designs. This mod also fills the gap in the main game adding features
that we feel are missing like for example auto-crafting table
or some pushable chests. Some of those features
came from ideas and also full implantations of
other members of the community. So at this point, I would say is
just the joint project of ours. One of the most interesting
concepts I worked on was the primarily which was a contraption
that allowed you to load any arbitrary area in the world, and keep it loaded without
the player being present. We use it for example to run
a full size Nether quarry where it ran for over a month and without anybody there
who just came back, then the whole thing was dug out. Most recently led by this idea of having the full
control of the game, and full automation in
the creative process as working on Scarpet which
is a fully featured in-game programming language that you can use to code new tools and new behaviors and all of it is in-game
preserving the vanilla feel. So it works little bit like data packs. So if you have an itch to maybe
do some programming in Minecraft or you haven’t programmed and you just want to learn how to
code in your favorite game, that might be a good place to start. I focus a lot on snapshots. So about once a year we get a
big update and it comes with a lot of snapshots where new features and mechanics are introduced. First of all, those features and
mechanics have to be figured out, because not everything is always disclosed in the patch
notes and of course first steps for automation
have to be taken with said features and mechanics. Of course, then a lot of existing
mechanics get changed, break, get completely removed or something new gets edited
completely changes how we play the game and only
through community driven testing, feedback, reporting bugs, and
talking back to the developers, we can make sure that we together keep Minecraft
as the best game ever. My second specialization is TNT. Well, it sounds really
simple in the beginning but TNT is a super complex block. TNT allows you from
for example compacting thousands of TNT into
a single spot to shoot a projectile as we saw
in the highlight video, clearing gigantic large areas out, or even making 2D pixel art, TNT can do it all. Of course, there’s two
main ways of using TNT, one is the stationary
classic dispenser which is in Java, the big downside
that you can not move it. But of course as Myren for example, discovered the TNT duping buck, we can use arrangement
of slime blocks, rails, and coral fans to actually dupe TNT on the fly therefore
making it movable. With movable TNT opens up
thousands of possibilities to use TNT in other creative ways and I’m still after seven years having
great fun with it. So I see myself mostly as
an engineer within the game, mostly specialize in
use of Redstone or flying machines thus
moving block structures. My focus is always on finding
applications for the survival game. So some of the favorite projects I’ve been involved in or made on my own, are the tree farms and the quarries. The tree farms are giant contraptions where we deleaf a tree,
via either pistons or since the latest update we can use the Ravagers in order to
get saplings back and then the logs are pushed via pistons into either a Wither cage or
a TNT blast chamber. Yes a favorite project
are the so-called quarries. We’ve seen one in the
highlight video to sort those giant flying mining machines that also store the items for you. With something like a quarry, what I find so fascinating about this game is not something
that ever was really intended in that form by the
developers directly but something that players came up with themselves and just built it
out of the simple components. But also really nice to see the
development of the quarries. So from first concept
videos that were published then the working prototypes and
then better and better quarries. But now, we are actually faster at building a quarry than
mining ourselves. The other thing I do as well is also that always
try to come up with is a new Redstone circuits or new
ways to make flying machines. One of the best discoveries
I made was a while ago, I found a faster flying machine. Also, it was already believed that
you couldn’t make a faster one, that’s something that really
makes Redstoning so interesting. There’s always something
you can do or improve upon. It’s also really helpful the
game’s still getting updated. Every major patch and we get
new mechanics and blocks. Sometimes we also find
unexpected ways to use them. For example, recently
the leaf mechanics were changed and now we can transmit Redstone signals via the leaves which was
quite interesting. Yeah, I often also get asked, how it could get better
with Redstone. For me the most important
thing is really to know exactly how the components behave. For example, to know that water
takes five ticks to flow. How many items hopper can transfer power or that a Redstone lamp is on, for four ticks longer
than it’s powered. Combining all of
those components with the knowledge into something larger is what really what I
enjoy about the game. Super interesting. For
me it’s a bit different. I actually like to
play survival a lot, went through a lot of different
communities over the years from PvP public servers to modded. But the one series
that always kept me going was my single-player
survival series. But what’s interesting
about it is that, all of those roads turned out to
be quite technical after a while. Because if you want to build
something, you need resources. If you want resources, you want to farm for it. So about one and half years ago when the Ender Pearl cannon
technology that we saw in the highlight clips was developed. I was super interested in that
and also tried to break it down. Tried to make it accessible
to the broader public. On the SciCraft server itself, it’s a bit different, I mostly build up the
farms that are already created in creative mode and decorate them, connect them up, making them into
one big project. For example, Also in the highlight clips we saw
that Nether Fortress farm. You could just build it from
somewhere in The Nether, Have a super-fast Wither Skeleton, Blaze and Pigmen Farm. But I decided to make it look good, add a nice surrounding
to it with ice and snow and combining it all
into one big project. Another thing I’m pretty proud of
is the piston bolt network map that we built up for the
new members of the server. Because by now our array
network in the Nether is over 100 kilometers long and sometimes it’s really hard
to find your way around it. So we placed down over 400,000 blocks as you can see here in the
video in around 10 hours. To be able to map that area and
make a five by five pixel map out of it that we now can hang in our Nether Hub and people can
look at it and find a way around. Another project we did on the SciCraft
server that involved a lot of decoration was the Desert Mob farm that we also saw in
the highlight clips. Where we spend multiple weeks
designing desert houses, building them out in creative, connecting them into village. Now we have a super
nicely actually spawn-proff desert village
around the mob farm so we don’t loose any spawns
inside the farm. So basically combining the aesthetics with the game mechanics that we know to having one big project
because having a farm is awesome. But the preparations
and infrastructure also take a lot of time.
That’s what I’m for. Okay. PanNic already
touched on to it. Preparations is half the work pretty much and it’s going to
be the supporting infrastructure, lag prevention, transportation
and resource management. Yes. I already said earlier. Lag is always your arch
enemy in technical Minecraft. If you want to go to the
edge of what is possible, you basically need to know what limits you and you have to
find workarounds for it. So take obvious measures like having as few entities or as few chunks
loaded around you as possible. But also some quirky stuff like using observers and rails instead of Redstone dust to transmit
signals over larger distances. Another big lag also
that we had previous to the 1.15 snapshots
were the Nether portals. Basically, every time
you’ve went through a portal the game froze
for half a second. But now, with the new snapshots
coming out and game being updated smoother spotter you can use
Nether portals now finally for mob farming in an
easier way than before. Another thing we did on
the SciCraft server was mining out the
whole spawn chunks. To make sure that we don’t have
any mob there on any entities loaded all the time that would
contribute to the lag of the server. Okay. Another thing we have is, we have a lot of farms and these farms are often
several thousand blocks apart because something like a witch farm or a garden
farm can’t be built anywhere. It can only be built at
very specific locations. Since we have so large
distances between our farms we need efficient transportation system to get from one place to another. What we mainly use
so-called piston bolts which are contraptions where
you have lots of pistons pushing Minecarts over curved
rails and it’s a lot faster than just having Minecarts on powered rails or their
usual way of transporting. We have a very efficient
transportation system and another way of getting from one place to
another is Ender Pearl cannon. So we have developed an Ender
Pearl cannon which is capable of transporting you 80,000 blocks far and we also have an Ender
Pearl cannon on our server. Yeah. Since some of our projects sometimes need several
millions of blocks, it’s really important to also have a really efficient
resource management. So most of the items to be produced are stored
onsite at the farms, but we also have a huge
central storage where we can deposit and store every
single item in the game. So we just basically chuck
everything you have left in our inventory in there
and it’s getting sorted. In order to automate
it even more we also added a chunk loading
system that was mostly invented by Gnembon, make it reliable to it so we can basically also
leave the server while the storage is sorting everything. Sometimes it’s also
actually necessary to bring a lot of items from
one place to another. In extreme cases we also use a dropper network
in the Nether for it. For example, for our
witch farm project we connected 22 witch farms that spread across
10,000 of blocks in the Overworld to one central storage. We used a lot of droppers for that. One of the elements of the
supporting infrastructure that you didn’t thought you can
live without until you really tried are
definitely mob switches. Those are vanilla solutions that let you prevent certain mobs
to spawn in your world. So for example, you
can focus on building and don’t worry that a Creeper can sneak on you and surprise you. Also one of the side effects of most switches is typically
they reduce number of entities around you which also improves
the lag situation so you can direct the resources of the game where you
really need them most. Okay now the next very important
preparation step is actually mode development and Gnembon is our modding guy and he’s going
to tell you more about it. So you might be surprised that survival in vanilla and
modding has anything to do, but really as we have said, lots of the technical researching
really requires modding and going deep into the code,
figuring out exactly what happens. Without that you are only limited with your observations to
what the game gives you. Most of the modes that we
actually use nowadays using the really awesome and
new modding pass from Fabric that allows you to quickly dig into the code,
make small changes and go back and run your really
lightweight mods around this way. A lot of the technical
gameplay revolves around some really crazy
and quirky mechanics and that tend to be really volatile. So we have to be really careful
when we develop those mods. One of really good things that
happened recently was releasing by Mojang official mappings
for the game code. This means that for
the first time ever both Mojang and all the modders
we can speak the same language. It will also speed up research
in the Vanilla game code because we can also see what
the Mojang teams sees as well. That’s really nice gesture for
Mojang to release those mappings. Okay, so this was a lot of
talking and a lot of theory, but now we really want to
show an actual project when the SciCraft server
comes to life and we prepared a little
highlight video for that. So here’s how a project on a SciCraft server would
usually look like. So this time we want to make a super-fast Creeper farm in
order to get lots of gunpowder, that together with sand
can be crafted into TNT. At the moment to
actually use an exploit, so-called TNT Duping which is super useful because
it allows us to get movable TNT which we
use for all kinds of machines like for example
this mining machine here. So expect that this
block would be fixed at some point and instead we would get movable dispensers like in Bedrock Edition and therefore we would need a lot of TNT in order
to make our machines work again. Now we need to start designing our Mob Farm which is usually
done in creative mode. We don’t start from zero, you know for example already
that if you placed on trapdoors, you can’t prevent the other
mobs from spawning there. Now we need to follow the
general Mob Farm guidelines like for example try to kill the mobs as quickly
as possible because only 70 can exist at the same time. So we’re killing them quicker, we
get more mobs spawning over time. Another thing we need to be aware
of is to try to build a farm as low as possible in order to
increase the spawning chances. Here’s how an existing
Creeper farm concept would look like as soon
as a Creeper spawns, we detect it with string and push them over to be killed before
they mature very quickly, but then we try to make an even faster farm, as soon
as a Creeper spawns, we just push them into
another dimension. There’s one problem of this, the portal would emit
a high light level which prevents Creepers spawning. We can get around this by
using a water curtain. But now we have a new problem, a lot of some of Zombie Pigmen are actually spawning in those portals
filling up the mob cap. We need to do something like this
in order to mitigate this issue. After weeks of redesigning, testing and dealing with all
kinds of unforeseen issues, we finally have a fully built-up
version on our creative server. Now we just need to
build this in survival. The first thing we need to do is now prepare the area around
the mob farm, we make a so-called perimeter
which basically just means remove all the blocks
around the perimeter. So first we start by removing
some liquids so we’re able to run the trench
making machine over that. We need this trench for a big
machine the so-called world eater, so this is a 500 wide array
of TNT dupers that goes back and forth and at the ends gets pushed down in order to also
cover the lower layers. Some points we also need
to deal with a lot of liquids coming from
rivers or sometimes in ocean biomes
and therefore we add a sweeping module at
the bottom as well, so that removes the blocks
that can’t be blown up by TNT. In total you’re going to remove about 15 million blocks
in about eight hours. Now we even need to go one step
further and do the unthinkable. We need to remove a lot of bedrock. Here we can use the
dragon egg trick which basically means we drop a
dragon egg in the lazy chunk. Of course, we’re going to need a
lot of dragon eggs for that. So that’s why we made an automatic
machine in order to get more. Unfortunately, that trick doesn’t work with the lowest layer of bedrock, in order to remove
that, we have to use the more tedious
headless piston trick. Of course, this would be super
tedious for a large area. That’s why we also made an
automatic machine for that. So we dropped TNT in order to get those headless pistons and
then push in pistons from the side and trick those into retracting above the
bedrock which removes it. After we got the perfect void it’s now
finally time to build the farm. Here we use Litematica, a blueprint program that displays which
blocks need to be placed. So everybody knows how to build
this really complex form. The program also includes a material list and a way
to check for mistakes. In order to remove the obsidian
without destroying the portals, we use a method called
update suppression. So this is how we deal with
the Zombie Pigmen issue. After a lot of time spent, now we can finally start the
farm for the first time. We need to warm it up a little bit in order to keep the portal
connections alive, this saves on lag. Here we can also see
the Pigmen falling down and Creepers shot
into the portals. And this here is what
makes it all worth it. This is just crazy, over 100 Creepers
arriving per second in the Nether where they
drop to their death and the items are getting
collected and later sent back to the Overworld where
they’re stored in Shulker boxes. We’re also currently working on a
system to kill the Creepers with looting which should enable us to get about one million
gunpowder power. Whatever the solution might be
we just need to make sure we don’t end up in the same drops
with all those Creepers. Okay, we’ve seen a very large
and time intensive project and quickly each one of us wants to share a point how to stay
motivated in the game. So for me, it’s definitely
being part of one big community, logging onto the server, getting feedback from the others, maybe also in Discord if you’re
going to share something. But what’s really
helping for me is to share repetitive tasks for
example for the Creeper farm, we’ll now spend multiple
weeks building up that farm. Sometimes it’s really cool to stream the progress and
you can also answer some questions to the viewers or even share within YouTube as
Mango is doing most of the time. I don’t have to do
competitive or monotonous tasks. I usually just work on
problems which are so interesting to me that I don’t
have motivation problems. So usually, I have to try
to understand something that’s conceptually unclear and I just like working
on these problems. I just find them fascinating enough that these keeps me
motivated by itself. I actually get very easily demotivated and that’s why
I switch between projects. So I never ever work
full-time on just one thing. I for example work on
a leaf farm and the next day I prepare the materials, for, for example, the Creeper farm or
I even completely switch out of survival Minecraft and just
to creative or snapshot testing, anyway, that’s how I stay motivated. Now for me it’s on chasing the
immediate satisfaction, that’s just what keeps me going doing grindy monotonous work is
seeing the end result. So when you turn on a quarry for the very first time to see everything working as it should,
that’s really beautiful, but I also really like
playing the game a lot, movement and the block place
mechanics just feel right, So what about you, Gnembon? So like if all this fails and you’ve built absolutely
everything in your world, unless like it’s impossible, you can always find a different
solution to an existing problem. The fact that there’s 20,000
different tutorials for the same farm on the
internet doesn’t mean that you cannot come up
with something really cool, really new something that
uses something really quirky. Then also you won’t cry if there is no updates for a couple
of months because you always can find something to do in a really new and unique way. Okay, and lastly if you want
to share a few tips and tricks how you can get started with automation and tech in
Minecraft in your own world. Now after this panel
you might be wondering, how can I start out a new
technical Minecraft world or how can I transfer my current world
to an automated world myself? Now our opinions to our
four crucial farms, you should build as
soon as you’re able to, even if it’s just a basic version
that you can upgrade later. First of all, you
should try to locate a village and set up a
small villager breeder. This will save you the
hassle of enchanting or fishing for your
preferred enchantments. Your time is the most valuable
resource you have in Minecraft. Secondly, an iron farm using
some of those villagers. You need a lot of iron for all
kinds of things like hoppers, pistons, anvils and
later for beacon bases. And after that you can start
with a wtich farm for Redstone and a slime
farm for slime blocks. Those farms are so easy by now. After you got all of those four set up you will probably notice
what resource you constantly run out of, and it’s time to
look into automated wood farms, cobble farm, general mob farm, crop farms, or even a
garden farm if you like. Minecraft has its limits, but there’s a long way to
go until you reach them. And on that note we want to thank
everyone for watching our panel. We hope we maybe
sparked some interest in some people for
technical Minecraft, and if you have any questions checkout Twitter,
#minecraftqa. That’s it. Bye. Bye, bye, guys.

100 thoughts on “SciCraft Presents: How Automation Can Enrich Your Game Experience

  1. My boys! i really hope they make it easier to build flying machines. i'm not stupid , but i have a tough time making viable flying machines. I have no problems with redstone though .

  2. WOW Gnembon is totally different than what i expected! these are Minecraft legends that never show up we only see their masterpiece. thank you sci-craft server 🙂 btw who else thinks methodzz look like jeb?

  3. Fascinating discussion, especially watching this after the Hermitcraft one. Minecraft really is a game for everyone. Mad respect for anyone who makes a living out of this "game".

  4. Wow ilmango looks a lot different than what I imagined in my head. If he were wearing a suit, he would look exactly like Mumbo's skin XD

  5. I thought i was good at redstone by making a piston door but then when i saw what tgey can do i think i havent quite made it to even a devent level of redstone

  6. Me: mines 20 cobblestone from a villagers house so I can make a pick
    Scicraft: 720 block long quarry collecting 8000 blocks per cycle with minimal losses

  7. I’ve played Minecraft for a really long time and I’ve seen it change with every update. I know a lot about Minecraft, but that’s still nothing compared to what these guys know. It’s so amazing to see how interested they are, how motivated and how extraordinary smart. Real inspirations

  8. To all the "Mumbo writing everything they say" comments, I'm gonna stand up for my man here: these guys are here because of Mumbo. Most of you know these guys because of Mumbo. Mumbo is a redstoner, not a technical minecrafter. There's a difference.

  9. With all the intelligence these guys are pouring into the SciCraft server, it's becomming selfaware and will probably become the first true AI 😛

  10. I thought myren's videos had lower audio quality….I found out today it's just his voice. It's just…fuzzy. I'll just assume that's the price for being a genius.

  11. It's so weird seeing ilmango, pannic, and methods after only hearing their voices and seeing their crazy builds!

  12. Amazing guys but them dudes are very uncomfortable infront of a camera there is absolutely no eye contact ..but great work

  13. for those of you who don't know, that plump little guy with the 80s pornstar mustache is probably the most skilled minecraft player in the entire world. his name is ilmango, check him out

  14. Ilmango looks very different than expected.
    He sounds very quiet so I didn’t think he’d be looking like a guy who has a deep voice

  15. Ilmango made a really interesting point. The fact that the game is regularly updated is directly responsible for the availability of new (unintended) mechanics which a team like SciCraft needs to interested.

  16. As someone who has watched these guys for years but never seen any of their faces, this video makes might heart sing. Love these people.

  17. Can we have IlMango A S M R
    And Heck all of them are from Germany and doc is…..German mc Players are scary has Heck

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