Going back a few updates, before 1.8 removed metatextures, some of the potion metatextures spawned in new potions that had no effect. Maybe these will finally be implemented!
I have created a tileable/module memory cell that has binary logic. Therefore, each bit of memory is an exponential function instead of a linear function. What you will see on computers on here, the memory counts:
1, 2, 3, 4, 5, 6... per bit.
But with binary, these modules count:
1, 2, 4, 8, 16, 32... per bit.
Though the size is a bit bigger, once you get past a few bits (I have made a byte sized version in this video) it gets incredibly more efficient (even though linear memory is more compact to make). One byte stores 255 points of data instead of just 8.
It would be cool to have a config too at some point. Like, maybe someone doesn't think bread is OP. Or just label each section so they can be disabled. (You may already be doing this). It will just make it much more appealing to people. They may agree with 99% of what you say, but since the other 1% is in the game, they may not use it. Can't wait to see it when its finished!
An industrial furnace fuels itself, and produces you charcoal! I made an incredibly compact version, moreso then every single other version of this I have seen.
That's cool and I found multiple versions like that, but they contain MUCH less memory size wise after you get past the first few bits! That design is MUCH smaller but it counts: 1, 2, 3, 4, 5, 6, 7, 8... Mine, because of binary, counts 1, 2, 4, 8, 16, 32, 64, 128...
As you can see, at around 5 bits, mine actually becomes much more compact.
His shown calculator is a 7 segment display. Mine is a 31. So, yes. For smaller projects, his is nicer. But if you want anything more than 31 outputs, mine is actually more compact!
I made an old design with water breaking the grass instead of pistons, but the process was much longer per bonemeal because it had to wait for the water to disappear.
You could also move the machine further away, and use solid blocks instead of hoppers to make an item elevator. Your machine will be farther away and you won't have to deal with the noise.
Managed to make a small and super-fast way to shoot bonemeal and break/collect the spawns. No more sitting around bonemealing grass and breaking it all over and over again!
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Compact machine that detects precipitation and signals an output.
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Using a BUD switch, this mechanism automatically detects when you use up the last durability on your anvil, replacing it with a new one.
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Going back a few updates, before 1.8 removed metatextures, some of the potion metatextures spawned in new potions that had no effect. Maybe these will finally be implemented!
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Other than breaking anvils, you could just do this with a torch.
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1, 2, 3, 4, 5, 6... per bit.
But with binary, these modules count:
1, 2, 4, 8, 16, 32... per bit.
Though the size is a bit bigger, once you get past a few bits (I have made a byte sized version in this video) it gets incredibly more efficient (even though linear memory is more compact to make). One byte stores 255 points of data instead of just 8.
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As you can see, at around 5 bits, mine actually becomes much more compact.
His shown calculator is a 7 segment display. Mine is a 31. So, yes. For smaller projects, his is nicer. But if you want anything more than 31 outputs, mine is actually more compact!
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Works off of binary, completely tileable and quite small. Since binary is an exponential curve, you can get some major computing power quickly.
Addition and subtraction functions are implemented. Shouldn't be too hard to make it add or subtract more than one number.
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You could also move the machine further away, and use solid blocks instead of hoppers to make an item elevator. Your machine will be farther away and you won't have to deal with the noise.
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Compact and resource lite!
Click below for a tutorial!