Bloody bees.
Who needs to dick about making a big ritual for the bound sword when I can spent 30 seconds with my mutatron?
Who needs to dick about making a big ritual for the bound sword when I can spent 30 seconds with my mutatron?
# Lifespan (in ticks) of items dropped when a player dies (vanilla default 6000)
I:itemLifespanPlayerDeath=2147483647
# Exactly where you respawn (after death) is randomised around the spawn point (either to a bed or original spawn point), upto a maximum of this many blocks away (set to 0 to disable)
I:respawnLocationRandomisationMax=1500
That's kind of clever. My system is a tad contrived.I'm actually using them in comparison mode right now. As an example:
Using a small buffer pool like this (and setting the threshold around half) is nice to avoid fuel wastage if only a very small amount of mana is taken from the main pool (e.g. to run a Solegnolia or similar - and you will want one of those near your endoflames if you have a magnet ring). The diluted pool normally sits around full since some mana gets squirted from the endoflames after the comparator signal turns on, but taking a little off the top won't reactivate the endoflames and waste a whole coal every time a piddling amount of mana is taken.
- A bank of 8 endoflames surround a pressure pad, above which an open crate hangs, which is fed burnable items by a hopper.
- If there are items on the plate, a signal is sent to the hopper to stop it feeding the open crate.
- Additionally, there's a comparator on a diluted mana pool that the endoflames feed mana to. Diluted mana pools are very handy buffers; this one feeds into my main mana storage.
- The comparator has a bookcase on the side with a Redstone: Volume 1 book somewhere around the 7th or 8th slot. So the comparator emits a signal (of around half strength) when the diluted pool is about half full or more.
- The comparator signal is OR'd with the pressure plate signal to also send a signal to the hopper. Any signal strength > 0 is enough to stop the hopper.
The pillars used to consume RF to produce the "EF" energy the QED used at a 1000:1 ratio, but it was since changed to be free. No idea why that text would still be there.AFAIK there's a max range. Also, whats with the NEI description that says 1000:1 RF:EF conversion?
It's a crafting table, not a nuclear reactor. With the current uses the QED has, something that complicated and expensive would never be worth it in a million years, especially if you're just using it for simple things like ore tripling. I could see a system like that for a different, perhaps more useful block, but not the QED.WHAT?
Are all my hope for an Assembly table MK II gone now? T_T
I hope it's just temporary to make something even more awesome. Like requiring a constant supply of ((((n^o)/(e*a))*(c^sqrt(r)))*1000)*l)^t RF/t for x ticks, where
n is the amount of component the component used in the recipe (1 to 9)
o is the amount of output for each recipe
e is the tier of an efficiency upgrade
a is the amount of efficiency upgarde
c is the number of Ender crystal (true ender crystal entity count as 3 normal one)
r is distance distance of the ender crystal to the QED
l is the number of letter in the name of the block when observed, and have a constant value of 3 if the player is not looking at the block
t is the number of time the QED is used without a 10 irl hour delay
and finally, the duration in tick, x, is equal to the (RF/t requirement)*l.
If the supply is not consistent, it will reset the progress, and if get more RF/t than (required RF/t * (a/10) (that mean that if there is more not at least 10 crystal, the QED cannot work, but that shouldn't be said) every crystal and the QED will violently explode, leaving a "quantum radiation" all over the place in a 64 blocks radius. The quantum radiation teleport the player to their reverse coordinate every time the player try to open their inventory, but also gives various random potion effect. If the player is in 0 0 when opening their inventory while having the quantum radiation effect, they get caught in an infinite teleportation loop that can only be escaped by either dying, the effect runs out, or managing to move out enough. But getting quantum-teleported is the only way to get a special quantum matter that can then be applied to the QED, acting as a strong free efficiency upgrade.
Oh, and also, it should require to be cooled. For that it will use resonant ender of course, also at a fixed rate of RF/tick mb per tick. And it also need to be fueled, and for that it would use heavy matter, such as Nether star block, Unstable block or Bedrockium blocks. And it cannot be automated.
THAT would be a great QED.
That's kind of clever. My system is a tad contrived.
I use a modified state cell setup I've seen direwolf20 use.
I have a mana detector reseting a state cell that triggers a counter to deincrement X, X being the amount of endoflames I have, this will then allow a timer to pulse a openblocks dropper filled with charcoal also incrementing the counter by one each timer pulse. Once the counter has reached X it disables the timer.
The state cell helps me control when the dropper needs to function assuming that if mana is passing through the detector it doesn't need to drop.
And the counter timer combo lets me determine the number of charcoal I want to drop.
On top of that my main resevoir is hooked up to an Automagi remote comparitor sending a signal to the lock side of the state cell. Stopping the system when full.
I've also been thinking of a way to utilize an openblocks item cannon so I dont need an ugly dropper system hanging over my flowers. But it's acuracy and tendency to fire whole stacks at a time are problematic. I need to find a clever way to regulate the inventory the cannon is connected to. Maybe translocators can help.
Yeah but automating the kills makes it easier.It seems like it works on any mob kill regardless of if its by a player or not, just remember it's got a 1 in 43 million chance. So to try and give some kind of perspective imagine if you made an octuple compressed cobble, and for every cobblestone you used you killed one mob, you'd average one of these soul drops in that entire time.
This actually works on zombies and players as well as a note, it's also set to drop stacks - 5 heads in case you care about that.
It's basically impossible if you don't automate it, if you do though figuring out if there is some way to qualify as player kill with a specific weapon would be invaluable. Just as a reference point, if you could kill 100 mobs per second it would take you near exactly five days per soul dropped with the unboosted chance.Yeah but automating the kills makes it easier.
Hmm, are you using AE2 in this world? You could set up an AE interface keep one item in it, and put your cannon beside the interface. A computer (CC or OC) is probably the easiest way to produce a redstone signal of a specific duration (or an MFR PRC perhaps).But I only want the cannon to fire if it needs to.
Also you really do need to control item cannons. I made the terrible mistake once of hooking one up to an me interface to fire some of my vast vast surplus of apples to some gourmariliuses and yea... lagged for 20 mins.
Unfortunately you can't easily make them fire on pulse.
If item cannons have a signal they fire a stack per second.
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Today I discovered that you guys REALLY like walls of text! xD
I try my best to make my posts not look like walls of text.Today I discovered that you guys REALLY like walls of text! xD