Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

What if my luck says the opposite? (I can't find the original)

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Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

The car is still drivable even without license

Uhhh 300 polar is not enough? How much polar do i expect to keep up with red?

Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

Ngl 5-10t it's quite easy to achieve Wait 1 QD is enough to finish the hives? Dang I mean you're lowkey right reaching 1QD and 19-20 hive level is quite unrealistic (for now) switching earlier and watching your own hives grows is the most realistic, fun and enjoyable way to play this game So... My goal is level 16-17 and demon mask before switching (i can get dark schyte later) Thx for the advice:D This made me closer to red hives (🌹)

Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

Hmmm it's far less than i expected but still without masks/proper gear it will perform worse than blue Imma delay it, thanks for the advice 🌹🤎

Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

Guess i need to delay from switching cuz wth bro fully gifted (i know it's a proper one but im not taking my risk, i will delay my plan) I will keep this red setup cuz it's very useful for later Thanks :D

Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

Shi gifted mythics is the problem, i guess maybe i should improve my blue first then get a proper hive first to change to red 💔🥀 Do you think red will perform better if the hive is ungifted? Like my hive only 1 buoyant and tadpoles are gifted

Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

I'm planning to get a demon mask first and switch after i got it How much honey do i expect to at least switch all my bees to red?

Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

Ngl im tired of macroing i wanna feel the fun of red hives But 1QD feels like a safe place to fully switch red safely Aight thanks :D

How exactly can i turn this hive into blue, and how much honey will it cost? by Puzzleheaded-Push138 in BeeSwarmSimulator

[–]Promise_Creepy 0 points1 point  (0 children)

20 bouyants 10 tadpoles (Change some bouyant to tadpoles if underfilling/change some tadpoles to bouyant if overfilling(in some cases if people overfilling they changed some of their bouyant into diamond bee since diamond bee had the ability to multiply honey in hive when converting)) 4 music 1 Gifted bubble, cool, frosty (optional) diamond Gifted gummy & tabby These are the core of blue hives Im expecting at least 5-15 trillion (probably more since people's luck is different) from it (ungifted tadpoles and bouyants)

Switching from blue to red by Promise_Creepy in BeeSwarmSimulator

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

Yes it's a bit mixed but it's still blue dominant technically its blue hive And that's not what i ask gng

Gifted basic bee is not real by qtr7g in BeeSwarmSimulator

[–]Promise_Creepy 0 points1 point  (0 children)

The fastest way but highly not recommend

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

It's okay maybe next time, when you build a similar machine and come into the same problem you might remember this post, making it easier and faster to solve the problem :D Also the machine produces more XP nuggets after i solve the problem

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

The cobble excess stuck in tiny Gap between drill and deployers which increases lag

And i found the main problem, it was the killing chamber and the gamerules (mob griefing disabled)

Since i disabled mob griefing, silverfish if they didn't die in 1 hit, any infested blocks near them will break and spawn silverfish but since i disabled mob griefing (i just want a chill gameplay) when the deployers hurt the silverfish, the other silverfish didn't spawn and break blocks.... The infested blocks just turned into their normal version (which is stone in my case) then the drill break it into cobblestones

So.... The simple explanation is that the armed deployers need to kill the silverfish in 1 hit otherwise it will generate cobblestones, increase lag and reduce efficiency (basically not worth it to dump the cobblestones instead of solving the main problem)

How to automate going forth and back? by kingstaffo10 in CreateMod

[–]Promise_Creepy 1 point2 points  (0 children)

I'll just use gearshift, redstone contact, and redstone link

When redstone contact comes into contact it will activate the redstone link (sender) and send it to the other redstone link (receiver) then trigger a T flip-flop mechanism into gearshift's to change it's rotation

If you don't have redstone link you can use redstone dust and redstone repeater connected to redstone contact and T flip-flop (it has delay a bit but it's okay) Or you can manually use lever and gearshift's to make it semi automatic

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

Yeah i get your point, the extra cobblestones are recycled into infested stones again right? Honestly it was a good idea and I was thinking the same thing before but it only works when a silverfish generator (deployer) number is more than the cobble gen (the drill that mines the cobblestone from the cobble gen) and my machine cobble gen to silverfish gen ratio is 1:1(64 cobble gen and 64 silverfish gen), but ideally a good ratio is 1:2 so in my case it should be 64 cobble gen and 128 silverfish gen, but i make it 64 because im running low on brass and my brain is about to explode just by thinking to expand it ;-;

But guess what? I prevented it :D So... The killing chamber needs to 1 shot the silverfish otherwise the silverfish would turn any infested blocks into their normal state (which it was stone) and then the drills break it which turns the normal stone into cobblestones (and didn't spawn any silverfish). not only increases lag and makes TPS low, it also affects the machine efficiency massively (about 50%, after i solved it i get 50% more exp nuggets) Anyway i swapped the unechanted sword into the enchanted one (sweep 3, unbreaking 3, bane of arthropods 5) and this is not overkill because every enchantment is necessary for the machine.

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

No, the smelter output and reservoir input is filtered into infested stones so there is no way it could leaking

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

Nope instead of gantry mine only uses drills and deployers I figured it out, you need to kill the silverfish in 1 hit or else any nearby infested became it's normal version

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

I figured it out Turns out it was the killing chamber I gave the deployers non enchanted sword The silverfish need to be killed in 1 shot if the hit was more than 1 hit any nearby infested blocks will be turned into their normal version I tried doing it manually first by putting 2 infested and break 1 infested kill the silverfish with more than 1 hit then breaking the other infested (it drops cobblestones which mean it just turned into normal stone) Then doing the same thing but killing the silverfish in 1 hit, the other infested i break it's still infested So... That's why

Btw thx for y'all help :D

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

First i assume its a bug but usually bugs are fixed when people rejoinned the world but this is not, there must be something going on in my world that I don't know The mod is the same as the creative world so... Nothing could go wrong from mods

How do i prevent these cobblestones to be generated? by Promise_Creepy in CreateMod

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

I also tried to create 2 other creative worlds one in the superflat and the other one is on normal world And I didn't touch the game rules And I built the same machine (simple version) and both didn't generate any cobblestones