The Meaning of Life, the Universe, and Everything.
Join Date:
8/19/2019
Posts:
58
Minecraft:
RobotNRP
Member Details
Sometimes, you just want some of that cozy campfire smoke to liven up your build. However, not every style of chimney has the space available to conceal an entire campfire. I recently encountered this limitation and was able to devise a rather satisfying solution. Instructions for the machine I used are attached below. I recommend constructing it underground, near your build, so it activates when the chunks of the build are loaded. The following details the reasons behind my design for those who are interested or want more customized results.
The obvious answer to adding smoke to something without any smoke emitting blocks would be to use the particle command. However, using the command as I normally would, with a particle count of 1 or greater, causes the campfire smoke to travel off in random directions, rather than drifting upwards. Instead, by setting the particle count to zero, It becomes possible to set the velocity of the particles by adjusting the "delta". My version of the command uses "0 .0725 0" for the delta and "1" for the speed to send the smoke strait upwards at the same speed smoke moves when produced by the campfire. However, it's entirely possible to have smoke particles moving at any speed and any direction, depending on the look you want. Additionally, the command is set to "force" the particles so they can still render from a distance.
The next challenge was with how to manage the frequency the command was run. In the actual campfire block, the frequency of the smoke is random, with occasional pauses and sudden clusters of particles appearing unpredictably. This randomness makes the smoke feel more organic and since I want it to look like the smoke is from a fireplace rather than a factory, I needed a way to make the command run randomly. Or at least... it needed to look random. A very simple way to make something that appears random is to combine the outputs of two or more loops that are out of sync with each other. Depending on the timing of the two loops, it can be very difficult to spot patterns in the smoke's appearance. The redstone loop I used has just enough apparent randomness to break up what would otherwise be a very noticeable rhythm. However, It's easy to add more or less apparent randomness by adding more loops and by tweaking the timings of those loops. Finding a nice setup mostly comes down to experimentation. Just make sure if you're making your own loops that they don't end up influencing each other. You'll know this has happened if they speed up over time without player input.
I've never posted this kind of thing before so let me know if there are ways I can be more clear. I'd love to see how you use this trick, if it comes in handy.
Sometimes, you just want some of that cozy campfire smoke to liven up your build. However, not every style of chimney has the space available to conceal an entire campfire. I recently encountered this limitation and was able to devise a rather satisfying solution. Instructions for the machine I used are attached below. I recommend constructing it underground, near your build, so it activates when the chunks of the build are loaded. The following details the reasons behind my design for those who are interested or want more customized results.
The obvious answer to adding smoke to something without any smoke emitting blocks would be to use the particle command. However, using the command as I normally would, with a particle count of 1 or greater, causes the campfire smoke to travel off in random directions, rather than drifting upwards. Instead, by setting the particle count to zero, It becomes possible to set the velocity of the particles by adjusting the "delta". My version of the command uses "0 .0725 0" for the delta and "1" for the speed to send the smoke strait upwards at the same speed smoke moves when produced by the campfire. However, it's entirely possible to have smoke particles moving at any speed and any direction, depending on the look you want. Additionally, the command is set to "force" the particles so they can still render from a distance.
The next challenge was with how to manage the frequency the command was run. In the actual campfire block, the frequency of the smoke is random, with occasional pauses and sudden clusters of particles appearing unpredictably. This randomness makes the smoke feel more organic and since I want it to look like the smoke is from a fireplace rather than a factory, I needed a way to make the command run randomly. Or at least... it needed to look random. A very simple way to make something that appears random is to combine the outputs of two or more loops that are out of sync with each other. Depending on the timing of the two loops, it can be very difficult to spot patterns in the smoke's appearance. The redstone loop I used has just enough apparent randomness to break up what would otherwise be a very noticeable rhythm. However, It's easy to add more or less apparent randomness by adding more loops and by tweaking the timings of those loops. Finding a nice setup mostly comes down to experimentation. Just make sure if you're making your own loops that they don't end up influencing each other. You'll know this has happened if they speed up over time without player input.
I've never posted this kind of thing before so let me know if there are ways I can be more clear. I'd love to see how you use this trick, if it comes in handy.
This is frickin brilliant! I've been wanting something like this for so long and have tried many times without success. Thank you, robotnrp!