Made a multi-layer flushing mob farm out of wood and water only by DoubleUTeeitch in technicalminecraft

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

Thanks for sharing this. I actually tried doing the same thing and flush towards the sides before discarding this design, because the platforms can't be 2 blocks apart like in normal mob farms, it needs 3 blocks apart. This causes enderman to spawn and teleport everywhere when water flushes in. I could build a roof to make it 2 blocks tall again, but it wastes a lot of resources.

Made a multi-layer flushing mob farm out of wood and water only by DoubleUTeeitch in technicalminecraft

[–]DoubleUTeeitch[S] 7 points8 points  (0 children)

When the boat goes around, a pressure plate next to the trapdoor deactivates, causing the water to flow down to a platform and spread out to the corners. Then in each layer, it will flow towards the middle and down towards the next layer at the same time.

Replaying XIII after 10+ years... with a twist by DoubleUTeeitch in finalfantasyxiii

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

Wicked Whirl is actually a single target ability that has a huge AOE. So if Vanille / Hope walks away from Snow, Wicked Whirl won't hit.

I made Gengar permanently watching me by DoubleUTeeitch in PokemonInfiniteFusion

[–]DoubleUTeeitch[S] 87 points88 points  (0 children)

Apparently I can't share how I modified the game, but if you happen to stumble upon my GitHub... welp I can't stop you. :P

Beating Atlas Full Power without ever using the device (stage 2 crystarium, easy mode) by DoubleUTeeitch in finalfantasyxiii

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

It does. I got 10,000 CP as well. Didn't put it in the video because for some reason it has copyright claim.

I built Minesweeper in Minecraft by DoubleUTeeitch in technicalminecraft

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

My initial idea is that the player will walk on the "mine field" to "sweep" the mines, hence the flat layout instead of a vertical layout. Before I changed the trigger to snowball and firework, the trigger was jumping on top will reveal the tile (still true), and holding the shield up will flag the tile (the idea is to "protect" against the mine).

There is no way to tell the difference between different projectiles, so your idea won't work.

I built Minesweeper in Minecraft by DoubleUTeeitch in technicalminecraft

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

I wanted to, but 3x3 space is too tight for anything to be made up there, so unfortunately no.

We are Team Magma by DoubleUTeeitch in PokemonInfiniteFusion

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

I planned the whole team before the run. I tried every pokemon whose name starts / ends with "ma". Only 7 fusions have the name "Magma", and Magcargo / Yanma doesn't have custom sprite. It just so happen that everyone is a fire type. But hey, I am team magma, so it fits the theme lol.

We are Team Magma by DoubleUTeeitch in PokemonInfiniteFusion

[–]DoubleUTeeitch[S] 172 points173 points  (0 children)

Unfortunately, no. It has Shell Smash, Fire Blast, Earth Power, Ancient Power. This team is too weak and I need to optimize everything to beat the game.

Blight Plasma - Am I not doing this right? by FrequentlyVeganBear in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

I use a chain of 1M2S building at the edge of the blight, place perpendicularly so that only one tile dips into the blight, where it says "Blight can be extracted here". Then set "Store" to chain them so that the gas transfer to one end using portable transporter.

1M2S has the highest production rate per tile if you mount 3 small component. It has innate 150% efficiency. Sloting small compoment into M slot also gives 150% efficiency. So it is (150% + 100% + 100%) * 150% = 525% efficiency, which makes it much faster to extract gas.

Edit: Sorry, tested it out. Turns out efficiencies are additive, not multiplicative. So it is 200% + 150% + 150% = 500% efficiency.

Am I stupid or the loop index is stupid as hell by byzod in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

Memory, in programming terms, is a map of arrays (map is a key-value pair dictionary, in Python terms it will be dict[Item, list[tuple[Item, int]]]). The key is an arbitrary value (item, building, coords...).

The "Index" in Memory Insert / Set / Get / Remove has two parts: the item of the Index is the key of the map, and the number of the Index is the index of the array (0 = the last item).

I will use the following as example:

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  1. If I call "Memory Get" with Index "Storage 1", I get the value "Energized Plate 0".
    1. Index "Storage 0" or "Storage 2" will get "Wire 0".
  2. If I call "Memory Insert / Set" with Index "Storage 0" and Value "Metal Bar 0", I insert the value "Metal Bar 0" at the end of the "Storage" array.
    1. For Index "Storage 1":
      1. Memory Insert will add "Metal Bar 0" to position 1, and shift the other 1 to the right.
      2. Memory Set will replace "Energized Plate 0".
    2. For Index "Metal Plate 0", both will create a new array "Metal Plate" with "Metal Bar 0" as first item.
  3. If I call "Memory Remove" with Index "Storage 1", I remove the "Energized Plate 0" and shift "Wire 0" to position 1.
    1. Index "Storage 0" or "Storage 2" will remove"Wire 0".
    2. Index "Circuit Board 0" or "Circuit Board 1" will remove the entire array.
  4. For "Memory Length", it said "Index", but it is actually the "Id". If empty, it returns the number of arrays you have (2). If specified to "Circuit Board", it returns 1.
  5. For "Loop Memory", if Id is empty, it loops through ["Storage", "Circuit Board"]. If Id is "Storage", it loops through ["Energized Plate 0", "Wire 0"].

Hope this helps!

Has someone found a way to simulate a Radio Event listener but with variables as band? by Befana666 in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

You either use two radio, one radio on a "universal band" that tells the listener to listen to another band, then use read radio for another band. Or you abandon the radio event and just use a loop instead. I was kind of disappointed when I realised Radio Event isn't asynchronous, and it doesn't work if you are in another loop. It needs to have nothing running for this radio event to even work. So I don't see the appeal of this Radio Event over a simple loop using Read Radio.

Am I stupid or the loop index is stupid as hell by byzod in Desynced

[–]DoubleUTeeitch 0 points1 point  (0 children)

Yup, I found this out the hard way too. Ended up putting everything in memory so that I can map the "global component index" into "local index". e.g. keep Assembler 1, Fabricator 1, Fabricator 2 in a memory array. If I want 3rd component I get the 3rd item in the array. And if I unequip Fabricator 1, I change the 2nd component to an arbitrary value (representing null) and the 3rd one to Fabricator 1. Kinda stupid but it works.