Regulations

  • rtUses of the words "must", "must not", "should", "should not" and "may" match RFC 2119.

Official Regulations For Redstone Records

Redstone Squid’s Records Catalogue (https://discord.gg/Khj8MyA) is the official catalogue for records in several categories pertaining to redstone creations in Minecraft. 

This document explains the methodology with which records and builds are categorised, classified and catalogued.

Some of the terminology used in this document is explained in section 8.

1 Structure Of The Catalogue

The catalogue is posted on the Redstone Squid’s Records Catalogue discord server (https://discord.gg/Khj8MyA). There are currently 4 text channels in which the catalogue is posted:

  • #builds

  • #smallest

  • #fastest

  • #first

The catalogue is split between a Builds Catalogue and a Records Catalogue. When submitting a record to the catalogue, first the relevant build must be submitted into the Builds Catalogue. Then that build can be linked to a record in the Records Catalogue.

1.1 The Builds Catalogue

The builds catalogue is posted in #builds. Any redstone contraption is accepted into the builds catalogue. Every build has a unique Build ID and its own post in the aforementioned channel. The post contains a full description of the build, as well as additional information and links to images, videos of the build and/or world downloads.

1.2 The Records Catalogue

Records are posted in #smallest, #fastest, and #first. Every record has a unique Record ID and its own post in one of the aforementioned channels. The post contains the Build ID of the build that is currently the Record Title holder, key information about said build and additional information about past Record Title holders.

2 Build Categorisation & Record Titles

The goal of categorisation is to provide a rigorous way to give Record Titles to records. Record Titles uniquely define records. A record is not a specific build, but rather an abstract specification of a certain category of builds. A record can be granted to a build, from which point on that build will hold the Record Title, until such time as another build defeats it. 

The categorisation has several layers, and is different, though related, for builds and records. Firstly, redstone contraptions are divided into several Build Types, each of which has its own categorisation for builds and records. The following Build Types are currently catalogued:

  • Piston Doors

  • Entrances

  • Piston Extenders

  • Utilities

  • Stickylimestone

  • Transportation

  • Farming

  • Logic

For each Build Type there is a section detailing the specifications of its Build Categories and Record Titles. The categorisation is important for grouping builds together and determining which builds can compete against each other for the same Record Titles. When categorising a build, the correct Build Category is the one that provides the most complete description of the build this document can offer.

The sections about Record Titles explain how to determine if a build is eligible for a given Record Title. For information on record classification, see section 4.

There is one global element to Record Titles, and that is the Record Type. The Record Type element helps accommodate for builds breaking with new updates to Minecraft. There are two record types:

  1. All-Time Records: all builds that function in at least one release version of Minecraft can compete for record titles with this record type. A Record Title of this type will have “All-Time” at the front.

  2. Functional Records: only builds that function in the latest release version of Minecraft can compete for record titles with this record type. A Record Title of this type will have “Functional” at the front.

2.1 Piston Doors

A Piston Door is some amount of circuitry that, upon being activated, either places a set of blocks into a hallway or tunnel (commonly referred to as the ‘closing’), or removes that set of blocks from the hallway or tunnel (commonly referred to as the ‘opening’).

2.1.1 Piston Door Categories

A Piston Door Category has a title and a subtitle. The title has the form ‘<wiring placement restrictions> <size> <door type> <orientation type>’ and the subtitle has the form ‘<component restrictions> <miscellaneous restrictions>’.

  1. <size> is the cross-sectional area or volume of the inside of the door frame. This can have one of the following forms:

    1. m*n, where m is the width and n is the height.

    2. m*n*k, where m is the width, n is the height and k is the depth.

    3. m wide.

    4. n high.

  2. <door type> refers to the composition of the hallway/tunnel and/or the shape of the hallway/tunnel and/or the arrangement and/or composition of (some of) the door blocks. 

    1. This results in a set of four requirements for every door type that a door must adhere to to be considered being of that type. These requirements are:

      1. Arrangement of the door blocks. This requirement is accompanied by multiple images showing the door blocks arrangements for different door sizes, always starting at the smallest possible door size for that door type. From these images it is possible to extrapolate the door blocks arrangements for larger door sizes. In these images, the door blocks are marked with Blocks of Quartz. The door frame is shown as well for reference, marked with White Stained Glass.

      2. Composition of the door blocks. This requirement is only accompanied by images if the composition is not uniform. 

      3. Shape of the hallway/tunnel. This requirement is accompanied by images. In the images, the hallway/tunnel is marked with Blocks of Quartz. Door blocks can be seen inside it for reference, marked with White Stained Glass. This is the opposite marking from number 1.

      4. Build limitations within the hallway/tunnel. This requirement specifies what can or cannot, must or must not be built within the hallway/tunnel when the door is closed and open.

    2. Each door type also has a list of decorative blocks and composition specifications for the hallway/tunnel. Piston doors are not always required to adhere to this specification, since they are allowed to have circuitry in the walls, floor and ceiling. However, for some door types, (part of) this specification is a requirement, and will be listed as such.

    3. Some door types have a clear front and back. If that is the case, the images accompanying the requirements will feature a front view, a rear view and a side view. If the door type has no clear front and back, the images will only feature ,a head-on view and a side view.

    4. In the images accompanying the requirements the camera is always facing east or towards positive X for the front or head-on view, facing south or towards positive Z for the side view and facing west or towards negative X for the rear view.

    5. The door types are defined for doors that are oriented vertically, but these definitions can be extrapolated for doors that are oriented horizontally by rotating them -90 or 90 degrees along  the Z-axis.

    6. Not all door types can be built in all forms of door sizes. Therefore, the door types are listed for every form of door size they can be built in. If a door type is limited to a finite set within a form of door size, each of those door sizes will be listed and specified separately.

    7. A list of door types and their requirements can be viewed in a separate document by clicking the following link.

  3. <pattern> refers to the composition of the hallway/tunnel and/or the shape of the hallway/tunnel and/or the arrangement and/or composition of (some of) the door blocks. Combinations of patterns are possible if they do not conflict. Listed below are several door patterns and links to imgur albums where the patterns are explained.

    1. If the composition of the hallway and door blocks is not explicitly mentioned, apply the following composition rule: all wall, floor, ceiling, and door blocks must be stone-like blocks1.

    2. In the images, door blocks are represented by quartz blocks unless a specific block type must be used, the walls/floor/ceiling are/is represented by quartz blocks unless a specific block type must be used. Iron blocks and quartz blocks are substitutes for any movable block type that does not interact with redstone. Sometimes glass blocks are used to show the position of the door frame. If no images for the open state of a door are provided in the album, that means the player has free choice in the composition of the floor/walls/ceiling for the door in the open state.

    3. VAULT, FUNNEL, ASDJKE, CAVE, IRIS, ONION, SEMI TNT, FULL TNT, GLASS, LAMP, STARGATE, CENTER LAMP, CENTER GLASS, CIRCLE, TRIANGLE, SISSY BAR, CARPET, CHECKERBOARD, STAIRCASE, WINDOWS, GOLD PLAY BUTTON, RICARDOOR, .

    4. REGULAR: https://imgur.com/a/3mj0xbW

    5. FUNNEL: https://imgur.com/a/m41EKUE

    6. INVERTED FUNNEL: https://imgur.com/a/dWZ2mhh

    7. VAULT: looks like FUNNEL from both the front AND the back.

    8. CAVE: https://imgur.com/a/Ktst2kL

    9. IRIS: https://imgur.com/a/uqqO833

    10. SEMI TNT: same arrangement as REGULAR, but the door blocks and door frame are made of TNT.

    11. FULL TNT: same arrangement as REGULAR, but the door blocks and surrounding walls. floor, and ceiling are made of TNT.

    12. GLASS: same arrangement as REGULAR, but the door blocks are made of glass.

    13. GLASS CENTRE: https://imgur.com/a/nd7XvxD

    14. STARGATE: https://imgur.com/a/vBCTl8K

    15. LAMP: https://imgur.com/a/QnhJfEp

    16. LAMP CENTRE: https://imgur.com/a/j3Jq04K

    17. CIRCLE: https://imgur.com/a/JNaXQBC

    18. TRIANGLE: https://imgur.com/a/GUWPVek

    19. SISSYBAR: https://imgur.com/a/6ft8QN4

    20. CARPET: https://imgur.com/a/tY7e6Ps

      1. NOTE: this pattern only applies to doors facing one of the four cardinal directions.

  4. <orientation type> refers to the orientation of the door frame:

    1. If the door faces up or down, the orientation type is ‘Skydoor’

      1. The door orientation is referred to as “trapdoor” if it fills certain conditions. See 2.1.1, e, viii.

    2. If the door faces one of the four cardinal directions, the orientation type is ‘Door’.

  5. <wiring placement restrictions> are optional. They describe how the wiring and door frame must be positioned relative to each other and/or the (outer) wall(s) and/or floor and/or ceiling. The wiring placement restrictions include but aren’t limited to:

    1. SEAMLESS: as a general rule of thumb, a door is considered to be seamless if you can’t tell it’s there from inside the hallway/tunnel. The seamlessness of a door must be determined without any resource packs applied. There are three types of seamless:

      1. SUPERSEAMLESS: an extension to FULL SEAMLESS below. no part of the wiring, must be visible from inside the hallway/tunnel during the closing/opening sequences.

      2. FULL SEAMLESS: the walls, floor and ceiling are made entirely of the allowed decorative blocks as per the door type.

      3. PARTIALLY SEAMLESS: there are 2 types. 

        1. SEAMLESS WHEN CLOSED/OPEN: the door is full seamless only when the door is either closed or open.

        2. SEAMLESS FROM ONE SIDE: the door is full seamless only on one side of the door relative to the door frame. Depending on the orientation, door type, and wiring of the door the naming of this restriction changes slightly.

          1. If the door has no clear front and back or top and bottom, SEAMLESS FROM ONE SIDE applies.

          2. If the door has a clear front and back, SEAMLESS FROM THE FRONT/BACK applies.

          3. If the door has a clear top and bottom, SEAMLESS FROM THE TOP/BOTTOM applies.

    2. DENTLESS: there must be no dents present in the floor/ceiling/walls for the door to be considered dentless.

Dents include protrusions – transparent hitboxes [eg: torches on wall, redstone on floor, fence gates in hallway] ONLY.

Dents include recessions – blocks falling out of the hallway [eg: recessed floor block], hitboxes [eg: hopper, shaft of piston head] ONLY.

  1. FLUSH:

    1. SEMI FLUSH: the door frame is flat with the outer wall. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be behind the outer wall and below the floor. This restriction only applies to doors facing one of the four cardinal directions.

    2. FULL FLUSH: the definition of this restriction depends on the orientation of the door frame.

      1. If the door faces one of the four cardinal directions: the door frame is flat with the outer wall. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be behind the outer wall.

      2. If the door is a floor trapdoor: the door frame is flat with the floor. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be underneath the floor.

      3. If the door is a ceiling trapdoor: the door frame is flat with the ceiling. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be above the ceiling.

  2. FLOOR HIPSTER: this restriction only applies to doors facing one of the four cardinal directions.

    1. SEMI FLOOR HIPSTER: all the wiring, apart from any wall, floor, and/or ceiling blocks, must be below floor level and at floor level in the closed/open state.

    2. FULL FLOOR HIPSTER: all the wiring, apart from any wall, floor, and/or ceiling blocks, must be below floor level in the closed/open state.

  3. WALL HIPSTER: all the wiring, apart from any wall, floor, and/or ceiling blocks, must be behind a wall perpendicular to the door frame.

  4. CEILING HIPSTER: this restriction only applies to doors facing one of the four cardinal directions.

    1. SEMI CEILING HIPSTER: all the wiring, apart from any wall, floor, and/or ceiling blocks, must be above ceiling level OR at ceiling level.

    2. FULL CEILING HIPSTER: all the wiring, apart from any wall, floor, and/or ceiling blocks, must be above ceiling level.

  5. DELUXE:

    1. SEMI DELUXE: the door frame protrudes one block from the outer wall. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be behind the outer wall and/or below the floor. This restriction only applies to doors facing one of the four cardinal directions.

    2. FULL DELUXE: the definition of this restriction depends on the orientation of the door frame.

      1. If the door faces one of the four cardinal directions: the door frame protrudes one block from the outer wall. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be behind the outer wall.

      2. If the door is a floor trapdoor: the door frame protrudes one block from the floor. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be underneath the floor.

      3. If the door is a ceiling trapdoor: the door frame protrudes one block from the ceiling. All the wiring, apart from any wall, floor, and/or ceiling blocks, must be above the ceiling.

  6. TRAPDOOR:

    1. FLOOR TRAPDOOR: a type of skydoor where there must not be any wiring above the door frame.

      1. NOTE: in the category title this restriction will not be listed amongst the first order restrictions. Instead, the term ‘Skydoor’ will be replaced with ‘Floor Trapdoor’.

    2. CEILING TRAPDOOR: a type of skydoor where there must not be any wiring below the door frame.

      1. NOTE: in the category title this restriction will not be listed amongst the first order restrictions. Instead, the term ‘Skydoor’ will be replaced with ‘Ceiling Trapdoor’.

  7. EXPANDABLE: [sets of] additional layers can be repeated to expand the door frame, while the original wiring only needs minor changes.

    1. FINITELY EXPANDABLE:  There is a limit (8 at minimum) to how much the door can be expanded

    2. INFINITELY EXPANDABLE: The door can be expanded indefinitely2.

  8. M WIDE: the build is M blocks wide.

  9. N HIGH: the build is N blocks high.

  1. <component restrictions> are optional. They describe the limitations of the usage of certain redstone components, blocks, items, or entities. The component restrictions include but aren’t limited to:

    1. RESTRICTED SLIME BLOCKS:

      1. NO SLIME BLOCKS: the use of slime blocks is not permitted.

      2. NO UNCONTAINED SLIME BLOCKS: contained slime blocks are permitted.

      3. ONLY WIRING SLIME BLOCKS: the use of slime blocks is permitted, so long as they do not appear in(side) the hallway.

    2. RESTRICTED HONEY BLOCKS:

      1. NO HONEY BLOCKS: the use of honey blocks is not permitted.

      2. NO UNCONTAINED HONEY BLOCKS: contained honey blocks are permitted.

      3. ONLY WIRING HONEY BLOCKS: the use of honey blocks is permitted, so long as they do not appear in(side) the hallway.

    3. NO STICKY PISTONS: the use of sticky pistons is not permitted.

    4. NO GRAVITY BLOCKS: 

      1. NO GRAVITY BLOCKS: the use of gravity affected blocks is not permitted.

      2. ONLY WIRING GRAVITY BLOCKS: the use of gravity affected blocks is permitted, so long as they do not appear in(side) the hallway.

    5. NO OBSERVERS: the use of observers is not permitted.

    6. OBSERVER ONLY: only the use of observers and layout (sticky) pistons are permitted (Yes, the frame blocks have to be observers)

    7. SEMI-OBSERVER ONLY: only the use of observers, layout (sticky) pistons, stone-like blocks, and obsidian like blocks are permitted

    8. REDSTONE BLOCK ONLY: only the use of redstone blocks, (sticky) pistons, stone-like blocks is permitted.

    9. ZOMBA-: only the use of stone-like blocks, layout (sticky) pistons, hoppers, droppers, and comparators is permitted.

    10. ZOMBI-: only the use of stone-like blocks, (sticky) pistons, cauldrons, and comparators is permitted.

    11. NO CLOCKS: the use of clocks that are running permanently when the door is in the closed and/or open state is not permitted.

    12. NO NOTE BLOCKS: the use of note blocks is not permitted.

    13. NO ENTITIES: the use of entities is not permitted, with the exceptions of block entities, falling block entities and item entities.

    14. TORCH AND DUST ONLY: only the use of redstone dust, redstone torches, layout (sticky) pistons, and stone-like blocks are permitted.

  2. <miscellaneous restrictions> are optional. These are any restrictions that do not fall under the first- or second-order restrictions. In all of the following restrictions, malfunctioning due to the game’s height restriction or world border must be ignored. The miscellaneous restrictions are:

    1. LOCATIONAL WITH FIXES: the door does not function in all locations, but there is a (set of) known fix(es) for any given location.

    2. NOT LOCATIONAL: the door functions in any given location.

    3. DIRECTIONAL WITH FIXES: the door does not function in all four cardinal directions, but there is a (set of) known fix(es) for any given direction.

    4. NOT DIRECTIONAL: the door functions in all four cardinal directions.

2.1.2 Record Titles For Piston Doors

Piston Door Record Titles have the form ‘<Record Type> <Base Title> <Record Category>’. 

The Base Title describes the field(s) in which a Piston Door must be optimal in order to be eligible for a Record Title with that Base Title.

There are three fields Piston Doors can compete in:

  • Date Of Completion

  • Size

  • Speed

Sections 2.1.2.1 through 2.1.2.3 explain how to determine how a Piston Door performs in each of these fields.

A Piston Door can compete for five different Base Titles. 

  1. A Piston Door is eligible for the First base title if it is optimal in the Date Of Completion field.

  2. A PDiston Door is eligible for the Fastest base title if it is optimal in the Speed field and does not have a speed restriction.

  3. A Piston Door is eligible for the Fastest Smallest base title if it is optimal in the Size field, does not have a size restriction AND, of all Piston Doors that are optimal in the Size field, it is optimal in the Speed field and does not have a speed restriction.

  4. A Piston Door is eligible for the Smallest base title if it is optimal in the Size field and does not have a size restriction.

  5. A Piston Door is eligible for the Smallest Fastest base title if it is optimal in the Speed field, does not have a speed restriction AND, of all Piston Doors that are optimal in the Speed field, it is optimal in the Size field and does not have a size restriction.

Record Categories follow the same structure as Build Categories. However, a Record Category does not need to be the most complete description of a build. A build fits in all Record Categories that are contained in its Build Category.

2.1.2.1 Date Of Completion Of A Piston Door

The Date Of Completion is the date and time (in UTC) at which the build is completed.

A Piston Door is optimal in this field if there is no other Piston Door in the same Record Category with an earlier Date Of Completion.

2.1.2.2 Size Of A Piston Door

The Size of a Piston Door is the product of the width, height, and depth of the build, where each dimension is rounded up. The width, height, and depth are always measured along the x, y, and z dimensions.

Each dimension is cumulatively measured across every closing/opening operation and opened/closed state. Hence the size is the cumulative volume that the wiring “covers” throughout all operations and states.

Both blocks and entities are considered in size calculation.

  1. Consider the dimensions in both the closed and open state, as well as the dimensions during its operation. If a dimension is different between these states, the largest number must be used. Both blocks and entities must be considered.
    EXCEPTIONS:

    1. Exclude the door frame and the input device.

    2. Exclude Blocks or entities that extend into the hallway during the closing and/or opening sequence and/or when the door is in the closed state.

    3. Exclude an entity if and only if it is not required to extend outside the wiring for the build to function, i.e. if preventing the entity from extending outside the wiring by placing a block outside the wiring still allows the piston door to function.

    4. The floor/wall/ceiling block for hipster doors, while not being wiring, is counted in the volume if it is required to be present for the door to work.

  1.  EXPANDABLE DOOR SIZE: Colloquially, the overall size consists of 2 parts 

    1. Control circuit size: This is the static part of the overall size, Expanding the door DOES NOT increase its size.

    2. Expandable layer size: This is the dynamic part of the overall size. Expanding the door increases its size.

Describing an expandable record consists of 4 parts

  1. Title

  2. Volume as an expression [in terms of x*]

  3. Expandable domain of layers [in terms of x]

  4. Record-breaking domain of layers [in terms of n**]

In the example description, “40” is the control circuit size, while “20” is the size of each expandable layer. 

eg: Expanding this door to 5 layers has an overall size of 40+20*5 = 140 blocks.

A Piston Door is optimal in this field if there is no other Piston Door in the same Record Category with a smaller size.

2.1.2.3 Speed Of A Piston Door

The speed of a Piston Door is not a single number. There are several methods of measuring the opening and closing times of a Piston Door.

Time is to be measured in game ticks, but may be converted to seconds. When doing the conversion, assume the game runs at 20 game ticks per second.

  1. Visible Operating Time:

    1. Visible Closing Time: the in-game time period between the hallway/tunnel being in the open state and the hallway/tunnel being in the closed state upon activating the input.

    2. Visible Opening Time: the in-game time period between the hallway/tunnel being in the closed state and the hallway/tunnel being the open state upon activating the input

  2. Normal Time:

    1. Normal Closing Time: the in-game time period during which the door blocks are moved into the inside of the hallway/tunnel and into position in the door frame, upon activating the input.

    2. Normal Opening Time: the in-game time period during which the door blocks are moved out of the door frame and out of the inside of the hallway/tunnel, upon activating the input.

  3. Input Delay:

    1. Closing Input Delay: the in-game time period between activating the input and the start of the Normal Closing Time.

    2. Opening Input Delay: the in-game time period between activating the input and the start of the Normal Opening Time.

  4. Reset Time:

    1. Closing Reset Time: the in-game time period between the end of the Visible Closing Time and the time at which the input can be toggled to open the door.

    2. Opening Reset Time: the in-game time period between the end of the Visible Opening Time and the time at which the input can be toggled to close the door.

To determine which Piston Doors are optimal in this field, apply the following razors to the candidate pool, one after the other. The candidate pool contains all Piston Doors in the same Record Category.

  1. A door is dropped if another door in the pool has a faster Normal Opening Time.

  2. A door is dropped if another door in the pool has a faster Visible Opening Time.

  3. A door is dropped if another door in the pool has a faster Normal Closing Time.

  4. A door is dropped if another door in the pool has a faster Visible Closing Time.

  5. A door is dropped if another door in the pool has a smaller Opening Input Delay.

  6. A door is dropped if another door in the pool has a smaller Closing Input Delay.

  7. A door is dropped if another door in the pool has a faster Opening Reset time.

  8. A door is dropped if another door in the pool has a faster Closing Reset time.

2.2 Entrances

An entrance is an opening that connects one room to another, which is sealed1 and opened by activating some amount of circuitry.

2.2.1 Entrance Categories

An entrance category has a title and a subtitle. The title has the form ‘<first-order restrictions> <size> <entrance type>’ and the subtitle has the form ‘<second-order restrictions> <miscellaneous restrictions>’.

  1. <size> is the cross-sectional area or volume of the entrance seal. This can have one of the following forms:

    1. m*n, where m is the width and n is the height.

    2. m*n*k, where m is the width, n is the height, and k is the depth.

    3. m wide.

    4. n high.

  2. <entrance type> refers to the type, placement, orientation and composition of the entrance seal. Entrance types include but aren’t limited to:

    1. HIDDEN FLOOR/ WALL STAIRCASE, HIDDEN SPIRAL STAIRCASE, TREE ENTRANCE, PILLAR TRAPDOOR, CLIFF STAIRCASE, STAIRCASE TO HEAVEN, POPOUT FLOOR/WALL/CEILING STAIRCASE,.

  3. <wiring placement restrictionsplacementfirst-order restrictions> are optional. They describe how the wiring and seal must be positioned relative to each other and/or the (outer) wall(s) and/or floor and/or ceiling. The first order restrictions include but aren’t limited to:

    1. SEAMLESS: Similar to here.as a general rule of thumb, an entrance is considered to be seamless if you can’t tell it’s there from inside it. The seamlessness of an entrance must be determined without any resource packs applied. There are three types of seamless:

      1. SUPERSEAMLESS: no part of the wiring, apart from any wall, floor, and/or ceiling blocks, must be visible from inside the hallway/tunnel during the closing/opening sequences as well as in the closed/open state.

    2. FULL SEAMLESS: no part of the wiring, apart from any wall, floor, or ceiling blocks, must be visible from inside the hallway/tunnel when the entrance is in the closed/open state.

    3. FLUSH: similar to here.the seal is flat with the outer wall/floor/ceiling. All the wiring, apart from any conductive movable blocks, must be behind the outer wall/under the floor/above the ceiling.

    4. CONTINUABLE: the entrance pattern can be continued beyond the wiring region indefinitely.

  4. <second-ordercomponent restrictions> are similar to the piston door restrictions here. Special restrictions are mentioned below. are optional. They describe the limitations of the usage of certain redstone components, blocks, items or other entities. The second order restrictions include but aren’t limited to:

    1. SLIME BLOCK-LESS:

      1. NO SLIME BLOCKS: the use of slime/honey blocks is not permitted.

      2. NO UNCONTAINED SLIME BLOCKS: the use of slime/honey blocks is permitted, so long as those slime/honey blocks are contained.

      3. ONLY WIRING SLIME BLOCKS: the use of slime blocks is permitted, so long as they are not used as seal blocks or to move seal blocks. the use of honey blocks is permitted for the same reason, as long as they dont use any unique features exclusive to the honey block(such as moving entities and being transparent) and can be replaced with the slime blocks and have the door work the exact same

    2. STICKY PISTON-LESS: the use of sticky pistons is not permitted.

    3. SANDLESS: 

      1. SEMI SANDLESS: the use of gravity affected blocks is permitted, so long as they are not used as seal blocks or to move seal blocks

      2. FULL SANDLESS: the use of gravity affected blocks is not permitted.

    4. OBSERVERLESS: the use of observers is not permitted.

    5. REDSTONE BLOCK ONLY: only the use of redstone blocks, (sticky) pistons, transparent/conductive movable blocks is permitted.

    6. ZOMBA-: only the use of conductive movable blocks, layout (sticky) pistons, hoppers, droppers, and comparators is permitted.

    7. ZOMBI-: only the use of conductive movable blocks, (sticky) pistons, cauldrons, and comparators is permitted.

    8. CLOCKLESS: the use of clocks that are running permanently when the entrance is in the closed and/or open state is not permitted.

    9. NOTE BLOCK-LESS: the use of note blocks is not permitted.

    10. ENTITY-LESS: the use of entities is not permitted.

    11. TORCH AND DUST ONLY: only the use of redstone dust, redstone torches, layout (sticky) pistons, and conductive movable blocks are permitted.

    12. HONEY BLOCK-LESS/HONEYLESS: 

      1. NO HONEY BLOCKS: the use of honey blocks is not permitted.

      2. NO UNCONTAINED HONEY BLOCKS: the use of honey blocks is permitted, so long as those honey blocks are contained.

  5. ONLY WIRING HONEY BLOCKS: the use of honey blocks is permitted, so long as they are not used as seal blocks or to move seal blocks.

  6. <miscellaneous restrictions> are similar to the piston door restrictions here. are optional. These are any restrictions that do not fall under the first- or second-order restrictions. The miscellaneous restrictions are:

    1. LOCATIONAL WITH FIXES: the door does not function in all locations, but there is a (set of) known fix(es) for any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    2. NOT LOCATIONAL: the door functions in any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    3. DIRECTIONAL WITH FIXES: the door does not function in all locations, but there is a (set of) known fix(es) for any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    4. NOT DIRECTIONAL: the door functions in all four cardinal directions.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

  7. 2.2.2 Base Titles For Entrances

There are three fields entrances can compete in: Date Of Completion, Size, and Speed. Sections 2.2.2.1 through 2.2.2.3 explain how to determine how an entrance performs in each of these fields.

An entrance can compete for three different base titles. 

  1. An entrance is eligible for the First base title if it is optimal in the Date Of Completion field.

  2. An entrance is eligible for the Smallest base title if it is optimal in the Size field.

2.2.2.1 Date Of Completion Of An Entrance

The date of completion is the date and time (in UTC) at which the build is completed.

An entrance is optimal in this field if there is no other entrance competing for the same record title with an earlier Date Of Completion.

2.2.2.2 Size Of An Entrance

The size of an entrance is the product of the width, height, and depth of the build, where each dimension is rounded up. 

  1. Consider the dimensions in both the closed and open state, as well as the dimensions while it’s operating. If a dimension is different between these states, the largest number must be used.

    1. Both blocks and entities must be considered. 

      1. For entities, consider the hitbox, rather than the visual size.

      2. The smallest amount that can be added to a dimension is 1. Any non-zero amount must be rounded to the next integer.

    2. For this calculation the seal blocks and the input device must be ignored.

    3. Blocks or entities that extend into the hallway/tunnel during the closing and/or opening sequence must be ignored.

    4. An entity must be ignored if and only if it is not required to extend outside the wiring for the submission to function, i.e. if preventing the entity from extending outside the wiring by placing a  block still allows the entrance to function.

An entrance is optimal in this field if there is no other entrance competing for the same record title with a smaller size.

2.3 Piston Extenders

A piston extender is a machine that uses (sticky) pistons to extend and retract a block a specified distance. 

2.3.1 Piston Extender Categories

A piston extender category has a title and a subtitle. The title has the form ‘<first-order restrictions> <orientation> <length> <composition> piston extender’ and the subtitle has the form ‘<second-order restrictions> <miscellaneous restrictions>’.

  1. <orientation> can be one of three options: upward, downward, or horizontal.

  2. <length> is the distance the block moves when being extended/retracted.

  3. <composition> describes the materials the block and/or the wall/floor/ceiling must be made of.

  4. <first-order restrictions> are optional. They describe how the wiring and the block (when retracted) must be positioned relative to each other and/or the wall and/or floor and/or ceiling. The first order restrictions include but aren’t limited to:

    1. SEAMLESS: as a general rule of thumb, a piston extender is considered to be seamless if no wiring is visible. There are four types of SEAMLESS:

      1. SUPERSEAMLESS: the wiring must not be visible from the outside, during the extending/retracting sequences as well as in the extended/retracted state.

      2. FULL SEAMLESS: the wall, floor, or ceiling must be constructed of opaque conductive movable blocks, both in the extended and retracted state, unless otherwise specified in the composition. The (other parts of the) wiring must be behind the wall (horizontal extenders), under the floor (upward extenders), or above the ceiling (downward extenders).

    2. FLUSH:

      1. FLUSH: the block is flat with the wall (horizontal extenders), floor (upward extenders), or ceiling (downward extenders) when retracted. All the wiring, apart from any conductive movable blocks, must be behind the wall (horizontal extenders), floor (upward extenders), or ceiling (downward extenders).

    3. M WIDE: the build is M blocks wide.

    4. N HIGH: the build is N blocks high.

  5. <second-order restrictions> are optional. They describe the limitations of the usage of certain redstone components, blocks, items or other entities. The second order restrictions include but aren’t limited to:

    1. SLIME BLOCK-LESS:

      1. NO SLIME BLOCKS: the use of slime blocks is not permitted.

      2. NO UNCONTAINED SLIME BLOCKS: the use of slime blocks is permitted, so long as those slime blocks are contained.

      3. ONLY WIRING SLIME BLOCKS: the use of slime blocks is permitted, so long as they are not used as to move the block.

    2. OBSERVERLESS: the use of observers is not permitted.

    3. REDSTONE BLOCK ONLY: only the use of redstone blocks, (sticky) pistons, transparent/conductive movable blocks is permitted.

    4. ZOMBA-: only the use of conductive movable blocks, layout (sticky) pistons, hoppers, droppers, and comparators is permitted.

    5. ZOMBI-: only the use of conductive movable blocks, (sticky) pistons, cauldrons, and comparators is permitted.

  6. <miscellaneous restrictions> are optional. These are any restrictions that do not fall under the first- or second-order restrictions. The miscellaneous restrictions are:

    1. LOCATIONAL WITH FIXES: the door does not function in all locations, but there is a (set of) known fix(es) for any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    2. NOT LOCATIONAL: the door functions in any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    3. DIRECTIONAL WITH FIXES: the door does not function in all locations, but there is a (set of) known fix(es) for any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    4. NOT DIRECTIONAL: the door functions in all four cardinal directions.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

2.3.2 Base Titles For Piston Extenders

There are two fields piston extenders can compete in: Size and Speed. Sections 2.3.2.1 and 2.3.2.2 explain how to determine how a piston extender performs in these fields.

A piston extender can compete for two different base titles. 

  1. A piston extender is eligible for the Smallest base title if it is optimal in the Size field.

  2. A piston extender is eligible for the Fastest base title if it is optimal in the Speed field.

2.3.2.1 Size Of A Piston Extender

The size of a piston door is the product of the width, height, and depth of the build, where each dimension is rounded up. 

  1. Consider the dimensions in both the retracted and extended state, as well as the dimensions while it’s operating. If a dimension is different between these states, the largest number must be used.

    1. Both blocks and entities must be considered. 

      1. For entities, consider the hitbox, rather than the visual size.

      2. The smallest amount that can be added to a dimension is 1. Any non-zero amount must be rounded to the next integer.

    2. For this calculation the extension area, block, and the input device must be ignored.

    3. An entity must be ignored if and only if it is not required to extend outside the wiring for the submission to function, i.e. if preventing the entity from extending outside the wiring by placing a block still allows the piston door to function.

A piston extender is optimal in this field if there is no other piston extender competing for the same record title with a smaller size.

2.3.2.2 Speed Of A Piston Extender

The speed of a piston extender is determined by its extension and retraction times.

Time is to be measured in game ticks, but may be converted to seconds. When doing the conversion, assume the game runs at 20 game ticks per second.

  1. Normal Time:

    1. Normal Extension Time: the in-game time period during which the block is moved from its retracted state to its extended state.

    2. Normal Retraction Time: the in-game time period during which the block is moved from its extended state to its retracted state.

  2. Input Delay:

  1. Extension Input Delay: the in-game time period between activating the input and the start of the Normal Extension Time.

  2. Retraction Input Delay: the in-game time period between activating the input and the start of the Normal Retraction Time.

To determine which piston doors are optimal in this field, apply the following razors to the candidate pool, one after the other. The candidate pool contains all piston extenders competing for the same record title.

  1. An extender is dropped if another extender in the pool has a faster Normal Retraction Time.

  2. An extender is dropped if another extender in the pool has a faster Normal Extension Time.

  3. An extender is dropped if another extender in the pool has a lower Retraction Input Delay.

  4. An extender is dropped if another extender in the pool has a lower Extension Input DelayTime.

2.4 Utilities

Utilities are blocks or structures that provide a service for a player. A few examples are crafting benches and enchanting setups. 

2.4.1 Utility Categories

A utility category has a title and a subtitle. The title has the form ‘<first-order restrictions> <utility type>’ and the subtitle has the form ‘<second-order restrictions> <miscellaneous restrictions>’.

  1. <utility type>: the basic utility type.

  2. <first-order restrictions> are optional. They describe how the wiring and the utility must be positioned relative to each other and/or the wall and/or floor and/or ceiling. Some restrictions have different types. Not all combinations of types are possible for each restriction. The first order restrictions include but aren’t limited to:

    1. SEAMLESS: as a general rule of thumb, a utility is considered to be seamless if no wiring is visible. There are four types of SEAMLESS:

      1. SUPERSEAMLESS: the wiring must not be visible from the outside, during the operating sequences as well as while the machine is at rest.

      2. FULL SEAMLESS: the wall, floor, or ceiling must be constructed of opaque conductive movable blocks when the machine is at rest, unless otherwise required by the utility type. The (other parts of the) wiring must be behind the wall, under the floor, or above the ceiling, depending on the utility type.

    2. FLUSH:

      1. FLUSH: the utility is flat with the wall, floor, or ceiling, depending on the utility type. All the wiring, apart from any conductive movable blocks, must be behind the wall, floor, or ceiling, depending on the utility type.

    3. M WIDE: the build is M blocks wide.

    4. N HIGH: the build is N blocks high.

  3. <second-order restrictions> are optional. They describe the limitations of the usage of certain redstone components, blocks, items or other entities. The second order restrictions include but aren’t limited to:

    1. SLIME BLOCK-LESS: the use of slime blocks is not permitted.

    2. OBSERVERLESS: the use of observers is not permitted.

    3. REDSTONE BLOCK ONLY: only the use of redstone blocks, (sticky) pistons, transparent/conductive movable blocks is permitted.

    4. ZOMBA-: only the use of conductive movable blocks, layout (sticky) pistons, hoppers, droppers, and comparators is permitted.

    5. ZOMBI-: only the use of conductive movable blocks, (sticky) pistons, cauldrons, and comparators is permitted.

  4. <miscellaneous restrictions> are optional. These are any restrictions that do not fall under the first- or second-order restrictions. The miscellaneous restrictions are:

    1. LOCATIONAL WITH FIXES: the door does not function in all locations, but there is a (set of) known fix(es) for any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    2. NOT LOCATIONAL: the door functions in any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    3. DIRECTIONAL WITH FIXES: the door does not function in all locations, but there is a (set of) known fix(es) for any given location.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

    4. NOT DIRECTIONAL: the door functions in all four cardinal directions.

      1. Malfunctioning due to the game’s height restriction or world border must be ignored.

2.4.2 Base Titles For Utilities

There are two fields hidden utilities can compete in: Date Of Completion and Size. Sections 2.4.2.1 and 2.4.2.2 explain how to determine how a hidden utility performs in each of  these fields.

A hidden utility can compete for two different base titles.

  1. A hidden utility is eligible for the First base title if it is optimal in the Date Of Completion field.

  2. A hidden utility is eligible for the Smallest base title if it is optimal in the Size field.

2.4.2.1 Date Of Completion Of A Utility

The date of completion is the date and time (in UTC) at which the build is completed.

A utility is optimal in this field if there is no other utility competing for the same record title with an earlier Date Of Completion.

2.4.2.2 Size Of A Utility

The size of a utility is the product of the width, height, and depth of the build, where each dimension is rounded up. 

  1. Consider the dimensions in both the closed and open state, as well as the dimensions while it’s operating. If a dimension is different between these states, the largest number must be used.

  1. Both blocks and entities must be considered. 

    1. For entities, consider the hitbox, rather than the visual size.

    2. The smallest amount that can be added to a dimension is 1. Any non-zero amount must be rounded to the next integer.

  2. For this calculation the door frame, the door blocks and the input device must be ignored.

  3. Blocks or entities that extend into the hallway during the closing and/or opening sequence must be ignored.

  4. An entity must be ignored if and only if it is not required to extend outside the wiring for the submission to function, i.e. if preventing the entity from extending outside the wiring by placing a block still allows the piston door to function.

A utility is optimal in this field if there is no other utility competing for the same record title with a smaller size.

3 Eligibility

There are certain standards builds must adhere to if they wish to compete for any Record Titles. Most of these standards apply to all build types, and any exceptions will be explicitly stated.

  1. A build is ineligible for Record Titles if it becomes unreliable over time, in any of the following ways:

    1. The build relies on glitches that do not work reliably.

    2. The build only works at certain times of day.

    3. The build becomes unreliable through the use/absence of Random Number Generation.

      1. Special biome/weather mechanics must be ignored.

    4. The build becomes unreliable because the circuitry contains clocks that have to be running permanently when the build is in a stable state for it to function, and this/these clock(s) can break due to normal gameplay.

  2. A build is ineligible for Record Titles if it has a limited number of uses. For example:

    1. Certain containers have to be manually re-filled in order to keep the build working. There are exceptions:

      1. Dispensers with flint and steel or fire charges for lighting nether portals. 

  3. A build is ineligible for Record Titles if it relies on special biome/weather mechanics to function.

  4. A build is ineligible for Record Titles if it requires mob AI to function.

  5. A build is ineligible for Record Titles if it requires cheats to be enabled to function or to be built.

  6. A build is ineligible for Record Titles if it uses non-vanilla behavior to be built or to function.

  7. A build is ineligible for Record Titles if it:

    1. does not work with 100% reliability, or

    2.  if it works with 100% reliability but breaks over time due to random glitches (ex: hopper aging)

  8. No loopholes allowed. Not that there are any left, mind you. We checked, there are none. You believe us, right? There’s no need to check for yourself, we were very thorough. Definitely.

4 Record Classification

A build is a candidateis candidate for a Record Title if and only if it satisfies all of the following conditions.

  1. The build is eligible for the Record Title in accordance with section 2.

  2. The build is eligible for Record Titles in accordance with section 3.

If the candidate pool is larger than 1, the candidate with the earliest Date Of Completion will be crowned Record Title Holder.

5 Submitting A Build Or Record

Since builds and records are posted separately in the catalogue (see section 1 for more information), they are to be submitted separately as well.

The record submission can only link builds from the catalogue to a record. Therefore the build has to be submitted to the catalog before the record can be submitted.

5.1 Submitting A Build

A build is to be submitted using this Google Form:

  • <link>

The build will be assigned its own unique Build ID, which can be used to submit a record.

5.2 Submitting A Record

A record is to be submitted using this Google Form:

<link>

6 Post Formats

6.1 Build Post Format

The format of the build posts is as follows:

<build category>

<tags>

DimensionsVolume

<length>x<width>x<height><volume in blocks>

Closing TimeOpening Time

<closing time in s><opening time in s>

Creator(s)

<list of creators’ IGNs>

Date Of Completion

<date in dd/mm/yyyy>

Versions

<list of versions>

Server IPCoordinates

<server ip><coordinates as x,  y,  z>

Command

<command>

<image>

Build ID: <build id>

6.2 Record Post Format

The format of the record posts is as follows:

<record class> <record title> <build category>

<subtitle>

<key information related to record title>

Creator(s)

<list of creators’ IGNs>

Build IDDate Of Record

<build id><date of record in dd/mm/yyyy>

Past Record Holders

Build IDDate Of Record

<build id><date of record in dd/mm/yyyy>

<build id><date of record in dd/mm/yyyy>

<build id><date of record in dd/mm/yyyy>

7 Redstone Squid

8 Terminology

  1. DOOR BLOCKS: all the blocks that are placed inside the hallway to seal it.

  2. DOOR FRAME: the layer(s) of the hallway/tunnel that contain(s) the door blocks when those are inside the hallway.

  3. HALLWAY/TUNNEL: the combination of floor, walls and ceiling.

  4. OUTER WALL: a wall parallel to the door frame that is connected to the hallway/tunnel.

  5. WALL/FLOOR/CEILING BLOCKS: the blocks that make up a hallway/tunnel without any redstone contraption in it. Door blocks can be used as wall, floor, and/or ceiling blocks if they have the same composition.

  6. CLOSED STATE: the (set of) stable state(s) where all the door blocks are inside the door frame.

  7. OPEN STATE: the (set of) stable state(s) where none of the door blocks are inside the door frame.

  8. EXTENDED STATE: the (set of) stable state(s) where the block is in its extended position.

  9. RETRACTED STATE: the (set of) stable state(s) where the block is in its retracted position.

  10. STABLE STATE: a state which the build remains in or returns to at regular intervals indefinitely for as long as it does not receive a signal from the input device.

  11. INPUT: the block that connects the input device to the circuitry of the door. The input can be part of the circuitry.

  12. INPUT DEVICE: the block/circuit the player uses to operate the door. It must send one signal to the input of the door to activate it.

  13. WIRING/CIRCUITRY: the combination of blocks, redstone components, items and other entities, that make the build function, ie. removingif removed, would prevent the build from functioning..

  14. REDSTONE COMPONENT: the blocks and items that are in the Redstone tab in the creative inventory.

  15. LAYOUT: The set of (sticky) pistons, building blocks, redstone blocks, observers, slime blocks, and honey blocks and slime blocks that are directly required to make the build function.

  16. UNCONTAINED SLIME/HONEY (BLOCK): a slime/honey block is uncontained if it touches one of the six faces of the build.

  17. SWAPS BLOCKS: A door has this property if it has multiple closed and open states where the positions of individual door blocks are different.

  18. OPAQUE: an opaque block blocks light.

  19. CONDUCTIVE: a conductive block can transmit redstone power.

  20. LIGHT TRANSPARENT: a light transparent block does not block light.

Notes

  1. Blocks with similar properties to stone, namely: opaque, pushable, pullable, conductive and not affected by gravity.

  2. The seals in entrances (including piston doors) are not required to prevent players from going through. 

  3. In reality, the world border and computational limits prevent any door from being expanded to infinity longitudinally, and the world height limit prevents any door from being expanded infinitely vertically.

Leave a Comment

Your email address will not be published. Required fields are marked *