#multiblock
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Since I plan on giving my base (the machines in a field that you see here are a starter base) a roof that lets in as much sunlight as possible, I need a lot of glass.
This beautiful thing is a semi-automatic glass generator. Its only input is cobblestone, which is something I'm more than happy to at least partially get rid of (if only there was a similar process that consumed deepslate instead...). Its output is freshly smelted glass, with a clay and flint byproduct - the flint is kinda useless but the clay may come in handy at some point.
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so far my opinion on starbound is that some of the game's verbs, like the way that combat functions with 2handed weapons with special effects on rightclick and 1handed things you get two of and how shields work and also the matter maniplator breaks block and placement mechnics feel way better than (atleast similarly earlygame) terraria, but the actual nouns kinda suck >w> randomly generated weaponry kinda feels, bad fur some reason i don't quite have the words to describe right nyow, and nyot a fan of the thing you use to upgrade the primary mining tool being tied to exploration rather than progression, also maybe im just missing some obvious hotkeys but it doesn't, have the option to alter the "breaking area" any finer between its upgraded maximum and 1 from what i can tell and nyou can't Nyot be breaking liquids once having that upgraded?
#as an asside im pretty sure starbounds 'mission' mechanic is an inspiration for some of the mechanics in terraria's The Stars Above mod#and a nyotable part of me wants a mod of terraira with a 'matter maniplator' type multiblock breaking very slight lighting tool that#that is upgraded as part of progression :3
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Wait what combat damage with multiple blockers is assigned by the attacker now?!? Fuuuuck dammit. I will say probably more intuitive, esp for players migrating from Hearthstone, but holding back blockers is already usually a worse play than attacking most of the time anyway and this just swings it even farther that way.
https://magic.wizards.com/en/news/feature/foundations-mechanics#damageassignment
I think the new combat change is a very good one, and anyways I think the times ordering the blockers for me has mattered has been very little. It’s much more intuitive.
It’s why we changed it.
#mtg#it's not a huge deal but again#it feels like stripping away another piece of what makes mtg unique from other ccgs#also personally like. ordering blockers matters in most of my games#also the ability to assign damage around battle tricks is. bad? imo#like im just not going to multiblock anymore in most situations#oh well
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Yu Chengyou(于承佑 Chinese, b.1953)
Snowy Mountains and Blue Lake Multiblocks Woodcut 81.5cm x 60cm via
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Survival tip #162: Did you hear about the damage assignment rules change? Yeah the attacker doesn't have to assign lethal damage before moving on to the next blocker. You can leave them all alive. So multiblocking is way more safe. Multiblock me. I don't have a trick I promise. <3
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Inventory Tabs: tabbifying minecraft!
We didn't make Inventory Tabs! This is one of our 'loveletters' - rewrites of unmaintained mods with opinionated improvements.
Inventory Tabs is a client-side mod that lets you click tab buttons to swap between the screens available around you - crafting stations, storage, donkeys, you name it.
Our rewrite uses sleight of hand and networking trickery to get the job done seamlessly - including keeping the item on your cursor nice and steady even while changing tabs.
It's also built from the ground up to be fully config-driven for modpacks - automatically detect tabs, remove bad ones, and manually assign a few extras - all from a toml file! Plus, fancier screens like multiblocks can have tabs registered through the API.
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i picked up modded mc again to try a current version modpack (atm 10) and everything is so different it almost made me quit and just accept the passage of time. but then i spent like an hour building multiblock alchemical contraptions and smiling at the sincerity of there being a double rainbow reference so everything is still all right
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welding torch! helps you create multiblocks, eventually those tanks will connect up and function as one.
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I can't recall if I've talked about this before, but a while back, I had a thought. It started as just an appreciation for what a certain Minecraft datapack was doing with regards to keeping its in-game guide cryptic, and then evolved from there into a full-blown Concept™
Specifically, I found myself thinking about the kinds of Lovecraft-inspired horror that I typically like, and how that might translate into Minecraft. There were two things in particular that stuck with me. First, the idea of the unwitting fool - the protagonist who doesn't realize what they're getting into until it's too late. The other was horror that unfolds not because the protagonist is a hapless victim, but because curiosity and/or avarice drive them into danger. They meddle in things that they ought to know better than trifle with in the pursuit of learning some secret that matters more to them than the possible consequences of seeking it out.
Too often horror mods end up being intrusive, even annoying, in the way that they put the player in a passive role. The monster acts, the the player is acted upon. In Lovecraft's work, the world is full of horrors, but for the most part they only affect the lives of those who seek them out, or who are associating with those who do. I think this is a good fit for a mod that is meant to be played with, and not just to be reacted to on Youtube.
So with a little more thought, that comparison gave me a set of design pillars to work with;
Everything starts off feeling normal.
Player actions are the driving force in things getting worse.
The mechanics of the mod should act as a "lure" to the player.
Answers should be discovered through curiosity, rather than just conveniently handed to the player.
So at this point I had a general concept of a horror mod, superficially disguised as a "Vanilla+" magic mod. Something that gives the feel (at least at first) of old playground rumors and urban legends being brought to life.
The first thing on the agenda, or maybe I should say things, is to get players into the mod's mechanics through Vanilla systems, into Vanilla-esque mod mechanics. So, no guide book here. Don't want to tip our hand too soon. Instead, we want to rely on normal methods of discovery to get players things that will hint at what to do next. Like the painting you can get that hints at how to make a Wither.
We can include one or more new paintings that hint at other things the player can build in world, or actions they can take (and maybe some others that are red herrings, to keep the mystery). Similar to ruined portals, trail ruins could be expanded to sometimes include a ruined multiblock the mod adds. Perhaps some new Pottery Sherds, or some other item added to the archaeology pool could also contain a hint. The key here is that none of these things is a direct set of instructions. A painting of a default Alex holding out a black flower to an iron golem that has it's arms spread out wide might hint pretty strongly at a mechanic of "use a Wither Rose on a golem afflicted with Blindness," but neither spells it out, nor tells the player what it does. They do it because they want to know what happens if they do.
At first, the effects would be beneficial. Maybe a certain structure waters crops more efficiently than placing water, allowing for larger farms. Maybe performing a certain ritual clears the weather. Maybe when an Iron Golem is given a Wither Rose, it changes into a "Black Iron Golem" with a vampirism effect, that's harder to kill. Maybe there's a way to use Sculk Catalysts to make an altar where new items can be crafted (unlocked in the recipe book), but it must be "fuelled" with exp from things that die nearby. Maybe with the right assistance, the Sniffer can find new, more functional plants.
...but while the player is gaining new features and unlocking new mechanics, they are also unlocking hidden downsides, and building up a corruption that will unleash the horrors of the mod upon them. It would start out subtly. Maybe the rain clearing ritual changes the percentages of some new weather types from zero to actually possible, and then increasingly more frequent. Weather types with strange effects that can't be cleared, like blood rains that strengthen hostile mobs, or a dense fog in which a revamped version of the Giant mob can sometimes spawn. (Maybe even denser fog than this.)
Black Iron Golems might start changing into something more sinister if they stayed alive for long enough, and killed enough things. Maybe the plants would have an interaction with the farm-watering multiblock, allowing even stranger plants to spring up like weeds. The altar might be slowly spreading "roots" deep underground, changing things and mutating monsters where the player can't see.
Of course, that would only be "Phase 2" of the mod. The point where it becomes obvious that there are consequences to messing with the new mechanics, but things are still mostly still "Minecrafty." If the player were to decide to engage with these side effects and exploit them to go even further, then they would start to get into the less "normal" and more decidedly horror aspects.
I think the best part of this concept is that it could have any number of "phases" to introduce more extreme effects and bizarre monsters, so long as there is a breadcrumb trail of new toys to lure the player in deeper, drawing them ever closer to a doom that is as inescapable as it is self-inflicted.
#video games#minecraft#minecraft horror#minecraft modding#lovecraft#h.p. lovecraft#lovecraftian horror#my ideas#my thoughts#mod ideas#feel free to steal#long post
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my dream mc modpack is i think
create and tinkers. disable slime islands.
massively nerf storage. the player's inventory and backpacks stay the same, but otherwise 1 m^2 is a max of 10 item types and 64 items total.
in exchange for that, it's easy to make multi block storage or to unify multiple storage blocks into one interface like ae2. By the early midgame "ah, I need more cobblestone, let me add another cobblestone warehouse" is easy.
you CANNOT void items. If an item would despawn, it places itself on the ground if it can. If it's not a block, it places a "refuse layer" that stack up and form piles. and if it can't find a valid placement location then the chunk starts dealing damage ticks to you because fuck you! don't try and cheat my system
whenever possible, gathering items should impact the world. mining requires leaving mines and spoil tips, forestry and farming require space, industrial processes are larger and get larger the higher tech they are. Solar power takes up actual space, no "tier 5 draconic solar panel" shit. (When possible this isn't just "10x10x10 multiblock" it's a series of machines that need to work together.)
uneven resource distribution, you have to go different places for different ores, i love when modpacks do this
There's an early item called the drafting table that lets you enter into spectator mode with copy/paste and worldedit features within a range around the drafting table. Inventories linked to the drafting table get used by construction bots to construct and deconstruct. Expanding the range and capabilities of your drafting table is an important part of the mod. To get you started it has an inventory the size of 10 double chests, but you can't place two drafting tables within range of one another.
Construction bots can mine natural blocks but they can't collect them, to 1) encourage actual mining solutions and 2) let you build underground bases without creating tons of spoil.
Chisel mod but more. Most decorative blocks are unified into 20 'structural base' blocks that can be stonecuttered into a variety of decorative blocks. So e.g. you automate 'wooden structure block' which can be stonecut (in the drafting table ui this is a radial menu or something) into logs, stripped, planks, slabs, various 'chisel' textures all at a 1-1 ratio. When mined, they drop as 'x structure block', preventing you from needing to micromanage which building blocks you have enough of. eg you don't say 'shit i need more mossy bricks', you say 'i need more stone structural blocks' which means bigger factory, not crafting montage.
easy and convenient wireless redstone and wireless storage info, but no ender chest stuff. data is easy to get from a to b, and materials require infrastructure.
thermal dynamics viaducts are the primary player transportation thing, bc i think they rule extremely hard. lategame transportation is the jump clone ichun mod. and/or getting fired out of artillery. you gotta water bucket clutch tho
none of that 'oh the endgame is making creative items with omega crafting' shit. you launch a rocket into the sun (the joke is that this is the only way to truly void items, so it is the Ultimate Tech) and the credits play. there can be 'postgame' stuff but i hate a modpack that overstays its welcome and makes 100%ing it the only 'winning'.
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i like the idea of a industrial/tech/magitek mod thats entirely made up based on like, offhand drunken conversations or assumptions about how one should work, and contains stuff like, machine resonance where certain types of multiblock machines work either better/worse and more/less efficiently if they're surrounded by other types of multiblock structures. and then there's some sort of tier system where the higher tiers of machines require a constant supply of different types of energies and materials and its not even fully tested if its possible to achieve those in the first place. just a bunch of chaotic emergent gameplay.
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After having built a (soon to) beautifully looking water delivery pipeline, I have decided to rescind almost all criticism of Create
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Multiblock Lino print.
#art#artwork#print#printmaking#illustrative art#linoprint#block printing#illustration#linoleum#illustrators on tumblr
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Mesin Paving Multiblock Sistem Hidrolik K400
Mesin Paving Multiblock dengan Sistem Hidrolik adalah jenis mesin konstruksi yang digunakan untuk memasang atau memproduksi paving block atau batu paving. Mesin ini dilengkapi dengan sistem hidrolik yang memungkinkan kontrol yang presisi dalam proses pembuatan atau pemasangan paving block.
Paving block adalah bahan konstruksi yang terbuat dari beton atau bahan lainnya yang digunakan untuk membuat permukaan jalan, trotoar, atau area lantai yang teratur dan kuat. Mesin Paving Multiblock dirancang khusus untuk memudahkan proses produksi atau pemasangan paving block dengan cepat dan efisien.
Sistem hidrolik pada mesin ini berperan penting dalam mengontrol berbagai gerakan mesin, seperti pengangkatan, penurunan, pemadatan, dan pemotongan paving block. Dengan menggunakan tekanan hidrolik yang tepat, mesin dapat menjaga ketepatan ukuran dan kekuatan paving block yang dihasilkan.
Keuntungan menggunakan Mesin Paving Multiblock dengan Sistem Hidrolik antara lain:
Efisiensi produksi: Mesin ini mampu memproduksi paving block dalam jumlah besar dalam waktu singkat, sehingga meningkatkan efisiensi produksi.
Presisi: Sistem hidrolik yang dikontrol dengan baik memastikan ketepatan ukuran, bentuk, dan kekuatan paving block yang dihasilkan. Hal ini penting untuk memastikan kualitas dan tampilan yang konsisten pada proyek konstruksi.
Kemudahan pengoperasian: Mesin ini dilengkapi dengan kontrol yang mudah digunakan, sehingga operator dapat dengan cepat mempelajari cara mengoperasikannya.
Penghematan tenaga kerja: Dengan mesin ini, pekerjaan yang sebelumnya membutuhkan banyak tenaga kerja manual dapat dikurangi, menghemat waktu dan biaya produksi.
Daya tahan: Mesin Paving Multiblock dengan Sistem Hidrolik umumnya terbuat dari bahan yang kokoh dan tahan lama, sehingga dapat digunakan dalam jangka waktu yang lama tanpa kerusakan yang signifikan.
Mesin Paving Multiblock dengan Sistem Hidrolik telah menjadi pilihan populer dalam industri konstruksi untuk mempercepat proses produksi dan memastikan kualitas yang baik pada proyek paving block.
Multiblock Definisi “multiblock” secara umum adalah sesuatu yang terdiri dari beberapa blok atau unit terpisah yang saling terhubung atau dapat dikombinasikan untuk membentuk satu kesatuan yang lebih besar atau lebih kompleks. Istilah ini dapat digunakan dalam berbagai konteks, termasuk teknologi, konstruksi, komputasi, dan sebagainya.
Dalam konteks mesin paving multiblock, istilah “multiblock” mengacu pada mesin yang memiliki kemampuan untuk memproduksi atau memasang lebih dari satu blok paving secara bersamaan atau dalam satu siklus operasi. Mesin paving multiblock ini dilengkapi dengan sistem yang memungkinkan pengaturan dan penggunaan beberapa blok paving secara efisien dan terkoordinasi.
Dalam komputasi atau pemrograman, “multiblock” dapat merujuk pada suatu struktur data yang terdiri dari beberapa blok atau unit terpisah yang saling terkait atau saling bergantung untuk membentuk kesatuan yang lebih besar. Hal ini dapat digunakan dalam algoritma pemrosesan data paralel atau pengolahan gambar, di mana pemrosesan dilakukan pada blok-blok data terpisah secara bersamaan.
Secara umum, konsep multiblock mengacu pada penggunaan beberapa blok atau unit terpisah yang bekerja bersama untuk mencapai tujuan tertentu. Istilah ini sering digunakan untuk menggambarkan sistem yang lebih kompleks atau efisien karena memanfaatkan koordinasi atau keterkaitan antara blok-blok yang berbeda.
Spesifikasi Mesin
Rangka body UNP 150 Kontruksi hidrlolis atas plate 16mm Meja vibrator bawah plate 16mm Meja belakang tempat bahan plate 6mm Matras atau cetakan plate 16mm, 12mm, 6mm Slinder hidrlois atas 1 buah Slinder hidrlois bawah 2 buah Vibrator cetakan bawah 2 ( 5,5 hp) Vibrator cetakan atas 2 hp Dinamo motor pompa hidrlois 5,5 hp Dinamo motor mixer pengaduk 7,5 hp Dinamo motor conveyer 2 hp Dinamo motor tranfers palet 2 hp Operator handle valve control 3 tuas operator 6 orang
Kapasitas Batako ukuran 40x10x20 sekali cetak 6 buah Paving block ukuran 10x20x8 sekali cetak 12 buah
Kapasitas produksi haria Batako 6 buah x 960 cycle = 5760 buah Paving 12 buah x 960 cycle = 11520 buah
Kebutuhan listrik 30 KW, 3 Phase, 220/380 Volt (kurang lebih)
Kelengkapan Mesin
Mesin utama mesin cetak batako atau paving press hidrolic otomatis (tanpa auto palet)
Power pack 1 unit
Panel kelistrikan 1 unit
Matras atau cetakan yang terpasang di mesin 1 unit sesuai permintaan
Conveyer panjang 6 meter
Meja tranfers palet
Mixer diameter 150cm
Temukan dan cari kami di: WEBSITE : https://jauramesin.com/ Youtube : https://www.youtube.com/@juaramesin/ IG : https://www.instagram.com/juaramesin/ Twitter : https://twitter.com/JuaraMesin/ FB : https://web.facebook.com/juaramesin
Call/Whatapp : 085 707 300 536 (admin Muhyi)
Terima kasih atas kunjungan anda di situs Juara Mesin produsen Mesin cetak batako dan paving, mesin bata ringan, mixer, conveyer dan mesin stone clusher pemecah batu serta mesin pelengkap lainnya.
#mesinbatakodanpaving#mesincetakpavingblock#mesincetakpavingblok#mesinpavingblock#mesinpavingsurabaya#mesinpavingblockmanual#mesinpavingjawatimur#mesinpavingblockotomatis#juaramesin#mesinpavingmultiblock
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Yu Chengyou(于承佑 Chinese, b.1953)
Forest 谧林 2012 Multiblock Woodcut 86X96cm via
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Thursday Chillstream: Modded Minecraft
I originally intended to start a new game today, but I'm tired, have a low-grade headache, and I'm not sure how good my focus is gonna be, so it's back into the Minecraft modpack today. Will I go back to the Aether? Further into the Nether? Build some multiblock devices? I have no idea, come hang out with me when I go live at noon Pacific and we'll find out together!
#small streamer#queer streamer#chillstream#modded minecraft#mineblr#minecraft#twitch#twitch streamer
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