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    posted a message on [1.5] //Age of Vanilla// - A whole new plain vanilla server! [24/7] [Vanilla] [Mature 18+]
    IGN (In-game name): Blennox

    Location and age: USA 18

    What is your experience with Minecraft? (how long, building style and so on): I've played since approximately Alpha 1.5. I don't usually build above ground, but when I do I use lots of redstone and stone brick.

    Why are you interested in joining the server, and why should we whitelist you?: I'm a jack of all trades and a mellow fellow.

    Can you show a picture or a video of you builds?: sure. Here's a small arena i designed that has a customizeable fighting floor, viewing platform, four iron golem docking stations (which double as toggleable water/lava falls), 3 player entry doors, dispensers to buff the golems with splash potions, and a mechanism to drop the sand battleground and completely change the terrain.

    Here's a brewing station I designed and built. You fill the chests and dispensers with ingredients and water bottles, and a half hour later you'll have a chest full of potions (whatever potion you want, even large 5 or 6 ingredient potions)


    Do you have a youtube channel, and are you recording your gameplay?: no and no

    Anything else you want us to know?: I like trains
    Posted in: PC Servers
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    posted a message on Looking for a few people to join my survival server
    I am known as Blennox, I'm 18, and my skype is blen_nox. Jack of most trades, and I've been playing minecraft since about alpha v1.5.
    Posted in: Server Recruitment
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    posted a message on Looking for people to be on my vanilla survival server!
    IGN: Blennox
    YouTube channel (if you have one): N/A
    Skype:blen_nox
    Name: Peter (that's a really weird coincidence)
    Age: 18
    Country you live in: USA
    Why you want to join: Been looking for a simple server with a small community.
    Have you ever been banned before, if so, why?: Nope.
    Are you willing to play other games with the community?: Sure.
    Do you have a mic and are willing to participate in skype calls?: Yes, and yes.
    Are you willing/can donate to the server to help pay to keep it up (might not even need donations, just wondering)?: Definitely possible if it is deemed necessary in the future.
    Posted in: Server Recruitment
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    posted a message on Fully automatic breweries and big ol' clocks.
    How the system works now:

    Pink: ingredient hopper
    Orange: water bottle hopper and chest
    Yellow: output hopper and chest


    Circuit for water bottle hopper and output hopper. Powering a hopper turns it off.
    Blue: input
    Orange: off if input is off
    Red: on if input is off
    Note that the repeaters are set up so that the hoppers change states simultaneously.


    Example of a dispenser set up

    Blue: input
    Red: path of current
    Green: the dispensers to be triggered

    In this particular example, the dispensers are organized as follows from top to bottom, to create extended splash invisibility potions:
    tertiary ingredient (fermented spider eye)
    powders (redstone and gunpowder)
    secondary ingredient (golden carrot)
    primary ingredient (netherwart)
    Should you have a smaller recipe, just leave the unneeded droppers empty.


    Blue: input from the comparator linked to the ingredient hopper (turns off when the last ingredient is put into the brewing station, and turns back on when the hopper is refilled with ingredients).
    Green: path from the input to the ingredient dropper circuit, approximately a 31 tick delay in total.
    Red: path from the input to the output hopper/water bottle hopper circuit, approximately a 250 tick delay.

    31 ticks after the ingredient hopper is emptied, and the brewing stand begins distilling the last potion ingredient, the green path reaches the ingredient dropper circuit, which then refills the ingredient hopper and turns off the input. This generates a 31 tick pulse that travels along the red path. After 219 additional ticks, the pulse reaches the output hopper/water bottle hopper circuit, and the finished potions are stored in the output chest over the course of 31 ticks. after the 31 tick pulse finishes, the output hopper is switched off again, and the water bottle hopper back on, refilling the brewing station with basic water bottles, and allowing the cycle to begin again.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Fully automatic breweries and big ol' clocks.
    EDIT: just to clarify, since I'm seeing a lot of other 'automatic potion machines'. This is a mass production system. You hook it up to a chest of water bottles and fill the dispensers with ingredients, and it will generate a chest's worth of potions, no further interaction required. You could even have it process several chests full of resources if you expand the input and output chests with hoppers. This is not something where you push a button and wait 3 minutes for it to brew you fresh potions. here, you put your materials in some boxes, and you come back later to pick up your several chests of alchemical high ordnance.

    Hey all. I just finished making my absolutely, fully automatic potion brewer (I did get a lot of inspiration from Codecrafted's earlier model). It can support recipes with as many as five ingredients, or as few as two. You just fill up the dispensers, fill a chest/double chest with water bottles, and come back in a half-hour to find the output chest full of the potion of your choice.
    Now, the problem is that I am terrible with redstone. Right now the circuitry is bulky and uses a bunch of repeaters. So, I'm going to explain the machine, put up some screenshots, and then the redstone experts looking for a challenge can work on making the circuitry smaller and viable (presumably then posting these new circuits online).

    The brewing stand has three hoppers, one above it(ingredients), one on its side(connected to chest of water bottles), and one underneath (connected to the output chest). You have to make sure that the side and bottom hoppers are NEVER on at the same time, or else you'll just fill the output chest with water bottles.


    For the actual ingredients themselves, just rig some droppers to drop the ingredients down a shaft above the hopper above the brewing stand. The hopper will remember the order that it gets the ingredients, and will dispense them into the brewing stand in that order, so you just need to have the dispensers drop the ingredients in the right order. Rig them all up to a single input so that with a single pulse you can dispense one of each ingredient in their correct order.

    once you have a circuit that powers and unpowers the side and bottom hoppers simultaneously (when powered, one hopper should be on, unpowered the other hopper should be turned on), you can empty the brewer by activating the output hopper for about 31 ticks. In my experience, less than 31 ticks tends to not give the hopper enough time to empty the brewer of your potions. In addition, it takes about 250 ticks for the brewing stand to distill a single ingredient.

    So, using a comparator, check to see when the hopper for ingredients is empty. When it gets emptied, that means the last ingredient has just entered the brewing stand. Immediately after the hopper is emptied, trigger the dispensers (if you refill the hopper after the potions finish brewing, you may get pulses from the first ingredient entering and instantly leaving the hopper to get into the brewing stand. This could wreck everything, so just refill the ingredient hopper immediately after it's emptied). While you trigger the array of ingredient dispensers, create a 31 tick long pulse, and send it to the output hopper/water bottle hopper circuit with a 250 tick delay, activating the output hopper for 31 ticks. This will give the brewing stand enough time to process the last ingredient, and then it will immediately empty the stand with the 31 tick pulse. After the pulse ends, the water bottle hopper is reactivated, and refills the brewing stand, which already has the ingredients prepared for the next batch.

    There it is as simple as I can explain it. I'll put up pictures when I figure out how, and I'll stop by every now and then and answer any questions anyone has. So without further ado, redstone geniuses please go do your genius magic, and make this compact and/or resource efficient.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Block of Coal
    So much support.
    Posted in: Suggestions
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    posted a message on The Handheld Nether Portal
    I feel as though this could just as easily be accomplished by carrying some obsidian and flint and steel. the suggestion feels unnecessary.
    Posted in: Suggestions
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    posted a message on Redstone and Upside down slabs
    This would be wonderful if it was implemented, though i too fear the coding repercussions such a decision may have. tentative support.
    Posted in: Suggestions
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    posted a message on End Ore! [Brilliant Rewards For The Boss!]
    I don't support the new tier of items, but the idea of using the crystals for enchanting is quite intriguing. half-support.
    Posted in: Suggestions
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    posted a message on Efficiency swords in Survival?
    makes a fair amount of sense. support
    Posted in: Suggestions
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    posted a message on New Traps
    The logical progression of trapped chests. support.
    Posted in: Suggestions
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    posted a message on Better Brew - Brewing made better!
    1 There is little reason to not limit potion brewing until after nether exploration is established. Potions add various powerful debuffs, deadly area of effect attacks THAT PIERCE ARMOR, rapid healing capabilities, fire immunity, and highly increased speed. Really, I would be somewhat disappointed if it were so easy to obtain the brewing apparatus.

    2 Assuming that you already know that extending potions reduces their tier if possible (redstone + regen II = extended regen I) I don't fully understand what you intend to add here. why do we need another tier weaker than normal? are you trying to make good potions cost more glowstone?

    3 Netherwart can now be grown in the overworld. once you have an 11 by 11 patch you'll never want for the stuff again, so there's no real need for this. as far as I can see.

    4 very confusingly worded. Pretty sure all those potions can already be upgraded in such a fashion.

    5 ghast tears are the ingredient for regeneration potions, quite possibly the most powerful potion in the game, giving you sizeable passive regen that stacks with natural food regeneration, and can be either very long-lived or very potent. Short of a golden apple, or certain specialized circumstances, the regen potion is among the greatest surviveability tools in the game. it makes sense that the tears are FRIGGIN HARD to get.
    Also, fire immunity is very much an awesome boon from potion brewing. for hunting down magma cubes or blazes and slimes (neither being particularly easy), you can gain temporary immunity to one of the most common deaths in minecraft, while simultaneously opening up entire new possibilities with lava fall hidden doorways, surviving traps, etc. Fire immunity is respectably hard to get and it is perfectly reasonable when one considers that it only lasts 3 to 8 minutes a bottle, and each bottle is another inventory space. Even less duration as a splash potion, which it would have to be to save you from lava in time.

    6 this is an unnecessary push. being that we're already baking the ingredients in the brewing stand, there's no real reason to bake them even more, prior to even putting them in the bottles. Brewing stands and potion ingredients in general are just fine in the aquisition difficulty department.

    7 Actually, these sound really interesting, and i wouldn't mind them being added at all, though personally I might substitute coal and cake for soul sand and steak respectively.

    Overall, it feels like you're trying to make potions cheaper and weaker, something I am wholeheartedly opposed to. Potions are both hard to get, and some of the most useful consumables in the game, and minecraft benefits from it as late-game content in my opinion.
    Posted in: Suggestions
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    posted a message on Beds as chunk anchors
    added tl;dr to the original post
    Posted in: Suggestions
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    posted a message on simple suggestion to improve the awkwardness of water!
    an interesting idea, and one that I also considered recently. I would support, but only in the case that the functionality isn't lost (such as adding a block that can be walked through, but blocks water)
    Posted in: Suggestions
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    posted a message on Beds as chunk anchors
    Quote from Neospector

    When I wrote that post, I assumed you meant a block radius, not a chunk radius, I'm sorry.

    Accidents will happen.

    Quote from warfighter67

    Well if we keep catering to the people using typewriters connected to TVs, this game will not get far.

    I do find myself agreeing with this. However, it wouldn't hurt us to add reducible anchoring radii of beds anyhow.

    Quote from LocalChamp9139

    I would like the idea of a 3x3 chunk area around my spawn bed be loaded or progressed at all times. This would allow me to setup my automatic farms and leave to mine or explore etc and come back to tons of supplies. However I have to say that for that very reason I can't support this. Everyone would abuse this for farms and it would make a major part of Minecraft, that you have to be in the same area as your stuff for anything to happen. Also I don't play on multiplayer very much so I'm not sure on this, but if people can farm stuff without having to actually be in that area wouldn't that decrease the value of anything that can be automatically farmed?

    To some extent, this is true, but on another level, people will still make that kind of stuff and either afk or just futz about their bases while they wait. This update merely offers us more freedom, granted that a farm is a farm, and once you have one, food and other resources are hardly scarce, regardless of the method of farming. In addition, the biggest thing that people would want to automatically farm would be mob spawners, and those still require player presence, still keeping them and their products relatively valuable.

    Quote from Insurrection

    Also, how about only beds that have been slept in and are currently serving as a spawn point?

    That is, in fact, exactly how I'm suggesting it be implemented.
    Posted in: Suggestions
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