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Morgoth_LotR

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About Morgoth_LotR

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    Stable Hand
  • Birthday 11/11/1992

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  1. Record noteblocks onto record discs?

    Oooh wow I hadn't thought of this before! That would be a wonderful addition to the game! That would really add a whole new creative aspect to minecraft! I actually played around with this idea a few months back by creating a device (with redstone in vanilla minecraft) that could decode a song from items placed in a minecart chest. Kinda like a portable record, except it could only be moved via rails. This actually gives me an idea now that shulkers are a thing: I might toy with the idea of making "records" using shulkers and placing items in them (to be decoded by some kind of redstone jukebox) to play music on noteblocks
  2. Secret Santa Signups 2017!

    Up me sign santa secret you, thank.
  3. Much wood, Such w0w, Very afk

    Yes, they are very possible! :3 Any tree farm design like this will typically take me a few days to get it up and another week to debug. In survival i can build this in a few hours though
  4. Much wood, Such w0w, Very afk

    Finally finished a big project that's been going on for just over a week: (or a year if you count all the failed attempts and giving up). A fully automatic universal tree farm with a working blast chamber! Overview: Tree farm (inside): Tree farm (outside) Log/branch converter Blast chamber ______________________________________________________________ So Dauntless and I have been wanting a working universal tree farm and blast chamber for a while now, however everyone who's made one on the server has encountered bugs and issues with current designs (as far as I know, Fearlesspie, Dauntless and myself). After starting over from pretty much scratch several times I found that there are quite a few circuits that simply do not work as intended while using spigot (some of which will only work when above 20 TPS at all times), including: some zero-tick generators and block-event delay chaining (which is used to perform multiple piston actions within the same gametick). Sadly, every universal tree farm that I know of uses these features. Features of this farm and blast chamber: -Capable of handling all small tree types - Acacia, Oak, Birch, Spruce, and Jungle -Tree farm outputs blocks in a stream of 1x (5 to 9) x 1 which then go through a block converter to produce a stream of 1x1x1 -Trees come out of the converter and are fed into the blast chamber to be blown up by the TNT with a near 100% drop rate -Able to grow a non-acacia tree every 72 gameticks (or 3.6 seconds), which is slower than I'd like due to not being able to use block-event delay chaining on spigot servers --I haven't had a chance to add a counter and run the machine for long periods of time, but I'd estimate the it outputs between 2800 to 4500 wood per hour - depending on which wood type (birch being the fastest). If anyone is interested in building it or taking a schematic, be sure to let me know first so that I can set up a more appropriate/less messy layout
  5. Looting III AFKable Witch Farm

    Yeah the potion usage would be inefficient, but that has been accounted for as well. To minimize potion usage without harming rates, we used an iron pressure plate to temporarily store a few witches in "batches" before dropping down to be killed (releasing them when the entity count gets to a suitable amount). This makes it so that the player isn't just spamming potions on just a few witches. Using this strategy doesn't significantly harm rates, as even the most efficient (theoretically 100% efficient where witches spawn and die instantly) single witch hut will never fill the mob cap due to the low amount of spawning spaces available. Reaching an appropriate "batch" with this setup isn't all that difficult, as the elevator used is capable of elevating a potentially infinite amount of mobs per elevation. The only thing barring any high amount of spawns is, once again, the low amount of spawning spaces in any single witch hut design (189 to be exact).
  6. Looting III AFKable Witch Farm

    Yeah we accounted for that as well - the magma block that they drop on (after a fall height that takes them down to 1 hp) forces them to sip on a fire resistance potion - rather than a healing potion. This small difference makes it so that you throw a lethal potion of harming while they sip on a useless fire res potion, rather than potentially living after sipping a healing potion
  7. Here's a project that Dauntless and I have been working on for two weeks now: An AFK-able witch farm that supports the looting III effect. Shown below is the full farm after I built it up on the main server: Since you cannot hold down your mouse button to kill witches with a looting sword while being AFK (without some kind of macro), we used a method involving harming potions.The way it works to support a looting sword while still being fully AFK-able is from a concept shown by one of ilmango's older videos (which was only supported in 1.9) and is now broken. Here's the basic principle (mostly designed/compacted by dauntless): -The player sits at the AFK spot holding right click -Witches drop down a shaft with 1 hp in front of the player -A potion of harming is dispensed to the player -A looting sword is then dispensed to the player while the potion is in mid-air -The witches are killed by the potion of harming and grant increased drops due to the player holding a looting sword -A piston pushes you over so that you're now looking at an item frame -The player places the sword in the item frame (since he's still holding right click while AFK) -You get pushed back to the original location -A snowball is shot at the item frame, removing it, and it gets sent back to a dropper to be re-used again -After that, the whole process repeats (shown below) and every 3rd rotation, Dauntless' potion brewer will automatically brew 3 additional potions of harming to refill the dropper. To allow this farm to be as efficient as possible on harming potion usage, witches are 'stored' above the AFK spot (shown below) and are dropped down in batches controlled by an iron pressure plate. The pressure plate can be configured to drop them down in batches of 11, 21, or 31. The 3 increments (11, 21, or 31) are interchangeable and we take the lower end if there are many people online (taking up the mob cap in their area) or the higher end if the mob cap is ever raised or if there are no other players in the area. Other notes about the farm: -A necessary feature of this farm is the witch elevator (the big tube from the lower end to the AFK area above). This allows the player to AFK exactly 128 blocks above any space that a spawned witch will occupy. Doing this removes the need to do any caving or lighting up the surrounding area, as nothing will spawn past 128 blocks of the player. However by doing this, I needed a very fast way to get the witches to me before they despawn. In most circumstances, a mob will not despawn for 30 seconds after it spawns (as long as there is a player within 128 block of it). After 30 seconds, there is a .00125% chance it will despawn every tick (or 20 times per second). So to ensure that the witches do not despawn before they even get to me, I dropped them all down into a large 7-wide water stream (rather than spending extra time to condense them into a 1x1 area) and sent them up on a 7x1 slime block elevator. On their way up, they pass by the player, refreshing that 30 second timer, and are then condensed into a 1x1 area before killed. -The splash potions of harming are expensive to make, but luckily the witches drop most of the ingredients: gunpowder, bottles, spider eyes, and glowstone dust. The only thing missing is fermented spider eyes. -Also included in the build is a mini snowball farm with snowmen. The drops from that are taken straight to the dispenser that fires the snowballs at the sword in the item frame. -Dauntless was kind enough to setup the compacted logic (because ***** observers amiright?) behind the potion/sword/piston/snowball circuit as well as the automatic potion brewer. Like always, you can see the farm on the test server at -581, -1300
  8. Semi-AFK Cooked Beef/Leather Farm

    @Luvion you're welcome, hope you enjoy it
  9. Semi-Tileable Shulker Storage Design

    @Luvion For my redstone designing process, i usually think about what I want it to do at the end and work backwards to implement it. So this wasn't all that complicated. None of the circuits used are all too foreign to me, it was really just making 2 or 3 of them work together
  10. Time for a new redstone creation: A semi-afk cow farm Unfortunately, you can't make a fully afk-able cow farm, as it requires a player to feed the cows wheat. However, with this farm, all you need to do is hold right click with wheat in your hand and go AFK. Even if you run out of wheat in your inventory, this system will also dispense fresh wheat from a storage and recycle any that are not picked up Also, as this is a build that involves entities being loaded and created, I ensured that it is as server friendly as possible and used no circuits that are prone to unnecessary lag. To do this I used a comparator timer rather than hopper clocks (but mostly because hopper clocks are unreliable and are prone to break when in lazy chunks), item elevators with zero redstone and torches, droppers placed above exposed hoppers to prevent regular checks for items above, and jack o' lanterns to remove light updates caused by torches and pistons pushing blocks. If you're interested in building this, you can find it at -414, -1339 on the test server.
  11. Semi-Tileable Shulker Storage Design

    @RashE (IrashiHeart) I'll take that as a compliment, thnx @EmmJea Yeah I have recently started a new and more practical method of designing redstone on our test server. Using cobble or stone brick is just the best way to go because that is what I will be placing the redstone components on when recreating it on the main server. This makes it much much easier to use a shematica blueprint. It also helps others who don' t know much about redstone if they take a schematica of it. For example if someone else tries taking a schematica blueprint of it, they can more easily spot their mistakes if the only red-colored blocks are coming from errors - rather than their use of a different block that the redstone sits on. Also, update: Dauntless found it is possible to make this fully tileable and made a design for that. So. GG @DauntlessFive513
  12. Finally finished my own working design of a shulker storage system after finding that Ilmango's recent design does not work reliably: Ilmango's recent tileable storage design is what prompted me to make my own. Dauntless found that the design is not very friendly on some servers as it constantly broke shulker boxes prematurely. This new design has shown to be 100% reliable with no need to micromanage which cells are running out of shulker boxes (as the previous design will break in that scenario). In the version shown, I have 14 cells built up (to sort 14 different items) each capable of storing 350,000 items - however it can be built using more or less sorting cells For anyone interested in building this, you can take a look or schematica it on the test server at -520, -1450
  13. AMAZING Topic! Click here for more!

    NGL, I'd suck some mad D for dat reset tho. Feel free to discuss your thoughts! -MasterOfClickBait
  14. Impromptu Council Nominations (Round 2!) Discussion

    I too nominate the Daunt of the Less, number five-hundred and thirteen
  15. All the redstone builds I've designed lately

    Not yet, but that's not a bad idea!
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