• MAX NO RELAX V2: Now with less relax
    190 replies, posted
You're in.
Not technically a server rule but I kindly request you to not add any significant amount of lag to the immense amount 1.14 is already creating by itself. If something is creating a lot of lag I might come pay a friendly visit. It's a co-op vanilla server, so as long as everything you do has been done using only vanilla mechanics, I don't see an issue.
Should be quite low lag once enclosed (to prevent light updates to pistons). All my designs have built in auto shutdowns so there won't be tens of thousands of entities flying around. Most of this can fit into a moderately small footprint in spawn chunks. I'm thinking: a fully automatic cobble, stone, and smoothstone generator (no input fuel or mining required) Automatic bamboo, cactus, and sugar cane using zero ticks Excess plants get dumped into bonemeal (something like 1kish bonemeal an hour given how stupidly fast bamboo grows) Small scale kelp/dried kelp generation (also not requiring fuel) I'd like to get kelp zero ticking working but it's finicky as all hell. The exact conditions for it working are suuuuper fucking arbitrary. It grows at half the rate of cactus, and every method I've seen requires daylight. I could toss on rail duping if people want that.
The bottom chests from left to right are cobble, stone, and smooth stone. It can hold about 9 double chests worth of smooth stone, 14 of regular stone, and 20ish cobble. Unfortunately there's no great way to shrink it. As is this will provide infinite cobble at hopper(ish) speed (minus the smelting), and the 5x furnace arrays can produce 1 stone or smooth stone every 2s. That's not exactly phenomenal, but given that it's running in the spawn chunks it will fill up in a couple of days and then it won't matter anymore. I doubt anyone will need more than that output once it has time to build up reserves. I wanted to design something that would balance the stockpiles of stone and smooth stone rather than just smelting cobble directly into smooth stone until you max out on smooth stone, but I couldn't come up with a way to do it that wasn't very space intensive (way too many comparitors and not enough sides to plug things into). I'm not super happy with how sprawly this is. The total height from floor to the top of the tnt duper is 36 blocks. Call it 40 for a lightning strike proof roof. I should be able to fit most of the other stuff under the 14x19 footprint of the water collection/clocks for the cobble generator because those farms are quite compact in comparison to the monstrosity that is the smelter array. I'll probably jump on and start working this weekend. https://files.facepunch.com/forum/upload/108580/42a96a07-1777-4885-aa16-7940c0709e78/2019-05-23_18.34.47.png https://files.facepunch.com/forum/upload/108580/285793c9-4fc0-42cd-b805-93241fedb5c1/2019-05-23_18.27.28.png
Not trying to be a jerk but does anyone else think the above is a bad idea? To me making this sort of contraption seems like its breaking the game to an unhealthy level, sure we all made mob traps using spawners and are farming raids but thats within the intent of the game. Duplicating items just seems kind of iffy to me. I also am not really sure who is going to benefit from this, I already have 6 or so double chests of cobblestone that I could smelt if needed. That and probably because I don't fully understand how it works I'm concerned about any additional lag this will cause.
It's out by the desert, so it's a few chunks away from spawn, added lag should be minimal even around the machine. But I do agree item duping kinda crosses a line if it's just for everybody to use freely, defeats the purpose of mining/exploring and not much point as a source for admin builds since they can set creative on themselves. Could be OK for road build-outs and other "infrastructure" type stuff like rails out to the far reaches where people have built stuff, but if people started doing this stuff with valuable resources like metal and gem blocks it would not be a good time
Lag from something like this is a few ms per tick because of the hoppers. You can do it without item duping at all, but carpet duping is more compact than something like a zero tick bamboo farm.
Any kind of duplication or farming is irrelevant so long as AFK Fishing is permissible. Just in a few hours, people can make god-tier enchantments on all their equipment, plus never ending supplies of powerful bows and fishing rods that never ever break. Dupping cobble is small potatoes in comparison.
Forgot to mention this earlier, but one of my big arguments for the autosmelters is convenience. Cobble is fucking ugly. It's not exactly hard to get stone, stone bricks, or smoothstone, but not having to waste time on it is really nice. The only reason this machine is even holding cobble is because you have to produce it to get the other materials, and you may as well store a silo of it alongside everything else. Maybe someone will want to craft a double chest of pistons or something that requires cobble. Who knows. The convenience argument goes for the autocrop farms to a lesser extent. None of those materials are hard to get. Bamboo is legitimately useful for scaffolding, but but that's about it. None of the stuff is hard to get.
With all those dupes and glitches and stuff, what's even the point of playing the game anymore?
You can always not do them and play the game how you want to play it. If the game gets too easy, we could also find new means to artificially increase difficulty (like plugins).
That wouldn't be fair for those who already don't use such dupes and glitches, though.
Pre and I have actually already discussed this but the hard thing is getting everyone on the same level. Not everyone will think the game's not a challenge in its current state but there will also be people that are literally unkillable, myself included. To give my personal opinion on machines like the above, I love these. I simply love breaking the Minecraft mechanics in a vanilla way. If machinery like these create lag, I can track it down and stop it (and I will). From a 'game balance' stand point. I don't think we should stop it. We're a CO-OP server, it does not matter what people around you have for your own playing experience because you're not fighting each other. If the whole server was based on a competitive PvP experience and it would have affected balance like that it would have been a different story, but that's completely besides the point. But that's my two cents, if the majority feels different about it I'll comply with changing the rules. Less rules means more creativity, which I wholeheartedly support.
Who has that "Chicken Bell" near the community center? I've been considering turning that into an automated chicken farm, while we're on the subject.
If lag is a concern, having a chicken farm in the spawn chunks will generate a lot of it. Entities generate a shitload of it, especially when you cram a bunch into a small spot.
i mean we're already breaking MNR tradition by simply having a mobfarm for easy exp so idk who really cares at this point personally I like having some restrictions in place, the game is easy enough without these sort of things and it takes away from any hardcore aspect but this is one fellas opinion, not going to stop playing over it or anything
It's not gonna be super crazy.
since when was that a tradition? I remember building a skeleton farm on MNR back on like 2015
IIRC BB said no to them in the early early days at some point but even he conceded to building them quickly after a while. They're just too damn convenient.
Excuse me, but when did duping come up? Isn't that just a cobblestone generator?
I was led to believe It uses TNT duping to break the stone + carpet duping for furnace fuel
That's pretty tame, though, unless you have something against TNT duping. I was worried it would be like duping expensive materials like diamond and quartz.
There's currently a legit way to dupe items in vanilla very fast using books. However this and a few other duping methods are patched on PaperMC by default.
whitelist request IGN: Tellemin
Well shit maybe it changed since the first few iterations, I must have never noticed it before on the later ones or I just forgot
The_Angbadang
Gotcha
Oh shit. I became kill when apparently AFK. I thought I logged off the server before I went to walk the dog.
It does. I forgot to address that before. TNT duping is also a convenience thing. Right now I have it on my creative world with a 1x7 stone generator with a 15 redstone tick clock and duping tnt every third push. It only runs when the top of the array gets low on cobble. Realistically that means that it fires a few times, the hopper gets full, and it sits idle for a bit while the hopper slowly drains. You can easily slow the clock down considerably and go from from one 7 block stone generator to triple 5x7 stone generators. Then you add on some redstone kerfuckery to pulse the top generators first twice, then on the third pulse with the TNT push all 305 blocks at once. The blast resistance is lowered when you push them in the same game tick that the tnt xplodes. Time the TNT so that it's a little below the center of the 5x7 wall of stone. That TNT positioning combined with pushing out the top rows of blocks twice to clear straggler blocks gives you an average yield rate of something like 270-300 cobble per TNT (dependent on of you push the top blocks twice, then the ones below them twice, etc, or if you go top, next, next, repeat,). The redstone's a bit more complicated with the latter obviously, but not by much.The point being: You'd get around 275 chests of stone/smooth stone for one double chest of TNT at the expense of some lag spikes, or you can just say fuck it and allow tnt duping. Personally I think restricting tnt is stupid. Until they add movable tile entities (which mojang has outright said they wont), tnt duping is the only sensible way to carve out a landscape. Dispensers arrays are extremely ineffective.
I genuinely fucking hate the new water physics.
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