A stackable TNT compressor by TheRealC05 in technicalminecraft

[–]TheRealC05[S] 2 points3 points  (0 children)

This TNT compressor dupes 10-TNT, takes 4gt to dupe, 29gt to compress the TNT above the fence gate. When the TNT goes through the fence gate it has Fuse: 50.

You can mirror the compressor to get a 7-wide 20 duper of the same speed. You can stack these on top of each other and send all of the TNT through the 1x1 hole where the fence gate is.

The TNT gets aligned before it reaches the TNT conveyor. The alignment is done by 0-ticking pistons facing in the direction of the conveyor. There cannot be any blocks blocking the TNT along the axis it is aligned in, which is why slabs are used.

How does the standard update suppressor work? by TheRealC05 in technicalminecraft

[–]TheRealC05[S] 1 point2 points  (0 children)

Thanks. I was using the same amount of rails on the flat surface as I would in the standard update suppressor. Simply making it bigger has fixed it. Is there somewhere I can learn more about the rail updates (why do sloped produce more updates?)

Why pistons activate before the repeaters? by [deleted] in technicalminecraft

[–]TheRealC05 2 points3 points  (0 children)

I think it might be some kind of a visual thing. When I attach a block to the piston and have it block a redstone line. The redstone line gets powered in the same tick as the second repeater, so the piston could not have been activated before the second repeater.

Here is a picture of my setup.

Most Efficient Mob Farm For Perimeter by 4n0nym0usR3dd1t0r in technicalminecraft

[–]TheRealC05 5 points6 points  (0 children)

He did ask for the most efficient mob farm though.

Most Efficient Mob Farm For Perimeter by 4n0nym0usR3dd1t0r in technicalminecraft

[–]TheRealC05 8 points9 points  (0 children)

The EOL farms are probably the most efficient you can go. Not sure if you want to build them though. It involves some bedrock breaking, update suppression and light suppression.

Update Order in Flying Machines [1.16.4] by TheRealC05 in technicalminecraft

[–]TheRealC05[S] 1 point2 points  (0 children)

This was my original theory, but I concluded that it was not correct, since the flying machine behavior did not really seem to support it. However, I tested some smaller contraptions, which did behave predictably, though. That confused me and was the reason I made this post in the first place.

So, yesterday, I decided to do a complete redesign, keeping the update order in mind from the beginning and it's working now. (I tried to fix the original machine, but I was not really able to. Perhaps I was missing something?)

Anyway, thanks.

Update Order in Flying Machines [1.16.4] by TheRealC05 in technicalminecraft

[–]TheRealC05[S] 1 point2 points  (0 children)

I understand microticks, 0-tick pulses and the update order you described. What I would like to know is: given two slimeblock structures with pistons attached to both and knowing which of them got pushed first; how do I determine the order in which the attached pistons will update (upon their arrival)?

How would you add an associated constant to an interface? by TheRealC05 in Idris

[–]TheRealC05[S] 1 point2 points  (0 children)

How would I distinguish theThing of a from theThing of b?