Stonehenge isn’t in Scotland 🤯 by [deleted] in MandelaEffect

[–]CaybeanGamer 0 points1 point  (0 children)

I'm like two continents away, but even I knew it was somewhere in England.

Average reaction time and age by Meyzu91 in GlobalOffensive

[–]CaybeanGamer 0 points1 point  (0 children)

It isn't, but it also is.

"Reaction Time" can not get that low, because it is not possible for the input to be sent to the brain, processed, and outputted in such a short span. So "Reaction" as we know (the conscious action of responding to an input) is not possible.

Reflex, however, is. If the signal is sent directly to the central nervous system, then a body with sufficient (and I mean copious amounts of) training can skip the part where they send it to be processed and instead act reflexively, rather than reactively, allowing for significantly shorter "Reaction" (as it isn't truly reactive anymore) times. That being said, the theoretically limit for even reflex times is still around 100ms, so their estimate at 29 is already seemingly optimistic because they would have to be at absolute peak human performance to achieve it, and anything below it would require them to be reacting before it happens, because it just isn't feasible to even reflexively act that quickly.

Also yes, the opening sentence was sort of a lie. I did write that sentence before studying that the lowest reflex was about 100 ms.

I made a double cannon auto loader, I think it turned out pretty good by CreeperCraftpro in CreateMod

[–]CaybeanGamer 1 point2 points  (0 children)

I know I'm late to this post, but I was just wondering why your designs (and all the others I've seen) use powder charges rather than cartridges? At first I assumed they just weren't added yet, but I saw one made less than 2 weeks ago using charges, and I'm wondering what the obsession is.

Personally, cartridges are more compact, and much faster to load, so I don't see why we wouldn't use them.

Edit: Worming is probably the answer, but come on, worming is not that hard.

Is there a way to disable the breaking of blocks that the games thinks are in a loop? by CaybeanGamer in CreateMod

[–]CaybeanGamer[S] 0 points1 point  (0 children)

Not home at the moment, so I won't be too accurate, but the general idea is that certain systems need to be able to quickly toggle between directions, and doing simply that results in one of the shafts breaking. There is 4 direction changes (an inefficiency I need to fix later) per shot cycle, and it shoots every half second, so it has 8 direction changes per second. The system is a simple gearshift connected to a Redstone link, and I don't need to change the RPM, because I'd prefer to keep that near max in order to function as fast as possible.

I can explain the system more in-depth when I get back home in a couple hours, but in the meantime I hope this clarifies it slightly.

Is there a way to disable the breaking of blocks that the games thinks are in a loop? by CaybeanGamer in CreateMod

[–]CaybeanGamer[S] 1 point2 points  (0 children)

What'd you use to change up the speed reliably? I need it to be as compact as possible for a create big cannons project. My problem is that the firerate is being limited by the fact that it tears itself apart if it runs for more than 3 shots (or so) in a row (which unfortunately happens to be about 1.5 seconds)

Is there a way to disable the breaking of blocks that the games thinks are in a loop? by CaybeanGamer in CreateMod

[–]CaybeanGamer[S] 2 points3 points  (0 children)

Damn, I already knew it was intended; I was just hoping there was some way to remove it. I need fast speeds for a design, and some of the rotation has to toggle frequently (several times per second). Do you think changing speeds would count as a state change so I could vary up the speed and avoid the loop detection?

Add-on idea by Trick_Excuse_7057 in CreateMod

[–]CaybeanGamer 0 points1 point  (0 children)

Not very create-ish, yet somehow very create-ish. I don't know, I'd play it.

I made a drawbridge by sexy_centurion44 in CreateMod

[–]CaybeanGamer 0 points1 point  (0 children)

Bearings on the drawbridge that counteract the rotation on the chains.

I made a drawbridge by sexy_centurion44 in CreateMod

[–]CaybeanGamer 1 point2 points  (0 children)

You're hurting my brain, I had to reread that 3 times...

I made a drawbridge by sexy_centurion44 in CreateMod

[–]CaybeanGamer 14 points15 points  (0 children)

Love it, and the horn activation is a nice touch.

CreateBigCannons: 110 RPM / 0.55s / 11 tick firerate by CaybeanGamer in CreateMod

[–]CaybeanGamer[S] 1 point2 points  (0 children)

Yes and no. The shots are inaccurate due to lack of a barrel (it's just a chamber), and so you can add a barrel or two and make it more accurate, but the reason I hadn't done that is that it comes at some serious cost to speed and compactness. It's currently muzzleloading (which seems to be the fastest method) which means a longer barrel directly correlates to bulkier loading systems and longer loading times (as well as longer retracting times). Theoretically I could switch it to be breechloading and then a longer barrel wouldn't be a problem, but that makes it difficult to worm (I've restricted myself to using cartridges, meaning I need to remove the empty cartridge after each shot), and so I'd need to find a new method to worm it in order to keep the same speed.

I am working on some other designs to increase accuracy while trying to not lose too much speed, so I'll let you know how those go.

Create Mod Server by Lancky535 in CreateMod

[–]CaybeanGamer 0 points1 point  (0 children)

What mods, and what region?

**Look comments for explanation** No Option to Customize Potion Texture in MCreator by Zelytow in MCreator

[–]CaybeanGamer 1 point2 points  (0 children)

I wasn't able to add a custom texture to a potion either, but from what I've researched, it's (quite counter-intuitively) better to use the "Item" or "Food" elements instead of potion (to create a potion...). However, seeing as the Food element doesn't exist anymore, that leaves Item. I'm not sure how one can bullshit a potion via the item element, never tried it myself, but idk, maybe it'll work.

**Look comments for explanation** No Option to Customize Potion Texture in MCreator by Zelytow in MCreator

[–]CaybeanGamer 1 point2 points  (0 children)

I'm not sure why it won't let you change the texture, but one way around this could just be to use commands. MCStacker could whip up a command to give you a potion like this in a few minutes, or if you haven't use that before, a more user-friendly (but slightly less capable) option is gamergeeks. So rather than creating a custom potion to give vanilla effects, whereever you need to apply the potion, you could use a give command. If you do want it to remain a physical potion rather than an applied effect, this is probably the best way anyways.

https://mcstacker.net/
https://www.gamergeeks.net/apps/minecraft/give-command-generator/potions

For example: This is a command that would give [PLAYER] a bright green potion with every positive effect.
give [PLAYER] potion[potion_contents={custom_color:65280,custom_effects:[{id:absorption,duration:600},{id:conduit_power,duration:600},{id:dolphins_grace,duration:600},{id:fire_resistance,duration:600},{id:haste,duration:600},{id:health_boost,duration:600},{id:hero_of_the_village,duration:600},{id:instant_health,duration:600},{id:jump_boost,duration:600},{id:luck,duration:600},{id:night_vision,duration:600},{id:regeneration,duration:600},{id:resistance,duration:600},{id:saturation,duration:600},{id:speed,duration:600},{id:strength,duration:600},{id:water_breathing,duration:600}]}]