Fallen_BreathBuilt in 1.13.2 and for 1.14+, it works in 1.14.4 and 1.15.2 at least. For 1.16+ version you needs to somehow fix some bugs due to redstone dust change and lava pushing entities Inspired by Xcom6000's never4get: youtu.be/92z-caTmIdw Thanks to TIS members' help
Version: Minecraft Java Edition 1.13.2~1.15.2 Resourcepacks: Faithful 1.13.2-rv2 + some modification Shaderpack: BSL v7.1.03.2 Music: KsTBeats - Beat Nr 79 Lost and Found
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TIS Trinity Union is a vanilla survival minecraft 1.13.2 server. TIS Trinity Union is currently one of the top technical minecraft servers in China.
Space-based Dragon Slayer | 1.13.2 never4getFallen_Breath2019-08-13 | Built in 1.13.2 and for 1.14+, it works in 1.14.4 and 1.15.2 at least. For 1.16+ version you needs to somehow fix some bugs due to redstone dust change and lava pushing entities Inspired by Xcom6000's never4get: youtu.be/92z-caTmIdw Thanks to TIS members' help
Version: Minecraft Java Edition 1.13.2~1.15.2 Resourcepacks: Faithful 1.13.2-rv2 + some modification Shaderpack: BSL v7.1.03.2 Music: KsTBeats - Beat Nr 79 Lost and Found
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TIS Trinity Union is a vanilla survival minecraft 1.13.2 server. TIS Trinity Union is currently one of the top technical minecraft servers in China.
a bit more details see https://t.bilibili.com/774862931368083481[1.16+] Proj. Wiske Abused [1 Dimension] [150.7 skulls/min]Fallen_Breath2022-12-01 | Rails, Minecarts, Nether Bricks, Wither skeleton and Wither rose, ABUSE them all!
[Basic] Works in: Minecraft Java Edition 1.16+ Spawning area size: 14960 Spawning attempt shifting distance: 10m, which is enough. Further distance nearly increases the rate but makes it harder to find a suitable fortress Clock cycle: 16gt. Optional you can use any cycle ≥ 24gt. The farm has a built-in 16gt + 32gt not hot-switch-able clock Fortress requirement: z-width ≥ 207m, which is not common but also not rare Directional. Do not rotate, but mirror should be fine
WDL(1.16.5): mediafire.com/folder/qd97s9mfttmu9/Wiske+Abused Shader: BSL_v8.2 Mods: Optifine, G4mespeed, Replay, TweakFork, TweakerMore Music: V O E - Giants Bilibili: bilibili.com/video/BV1ze4y1g7SP TIS Discord: http://discord.gg/G52vRRbUltra speed fish rodFallen_Breath2022-08-28 | Fishrod entity only checks if its distance to its owner is too far at its entity ticking logic, and there's no distance check at fishrod's retract operation logic. So if you teleport to wherever and retract the fishrod between 2 ticks of the fishrod entity, you can pull the hooked entity with tons of velocity increment
velocity increment = position delta * 0.1
Timing in the video: 1. /tp the player 2. make a lag spike, so the player can have enough time to perform a right click 3. player right clicks the fish rod item and pulls the pig, which gives the pig tons of momenton 4. pig flies
In survival, it should be possible to replace the teleport command stuffs with e.g. pearl stasis chamber
Just a concept to map position delta to velocity increment, idk if it's useful, but it's doable XD[1.12+] 72k Poormans Ice FarmFallen_Breath2022-07-13 | A project by Fallen_Breath & acaciachan
A 72k flying machined based ice farm with very low material cost. This farm eliminates the need to place redstone components for each ice forming area in traditional ice farm by the use of flying machine, which greatly reduces the amount of redstone component, and makes it possible to increase the farm size without increasing too much material cost. In terms of building material data, this farm requires only 916 normal and sticky pistons and less than 2000 observers.
The farm's ice conveyor uses a single sticky piston to push and pull a slimeblock, and ice farm modules on both sides sharing a single conveyor. This not only reduces the amount of redstone components, but also eliminates the need for pre-filling ice in all places in the entire ice farm, except for those ice used to prevent water leakage in the ice mining chamber. (The file name ends with "no prefilled ice" in the wdl contains the farm without prefilled ice)
Mining chamber layout, TNT chamber and pigman farms use the same design in the previous 72k ice farm youtu.be/_JwjsohJfxU (low EQ: too lazy to make a new one)
[Attributes] Total ice spawning area: 7560 (water tank length 63m * 24 water tank per module * 5 modules per farm) Clock cycle: 1440gt Rate: 71999.925 ice/h, misses 1 ice every ~13 hours (tested for 1500 hours) Shutdown time: 2.3 minutes Due to the use of flying machines, it's hard to spawn-proof this farm, so it's highly recommended to run the farm with mob switch off
Thanks TerraVoxel for the idea of using flying machine to collect ice (youtube.com/c/TerraVoxel) Thanks redberd for the theoretical ice missing rate analysis
WDL(1.13.2): mediafire.com/folder/26zd0pzleuwxc/72k_POORMAN_ICE Shader: ComplementaryShaders_v4.5.1 Mods: Optifine, G4mespeed, Replay Music: Solaria - Nevan Alexanian (NAVIKMusic) Bilibili: bilibili.com/video/BV1Qd4y1D7xn TIS Discord: http://discord.gg/G52vRRbAnvil Supplier + 2D Anvil StorageFallen_Breath2022-04-01 | A small QOL stuff that supplies a new anvil when the old one is broken. It also has a 2D anvil block storage with 11 width and any height. It has noteblocks indicating processing finishing or out of anvil
Should works in 1.13+, tested in 1.13.2, 1.15.2, 1.18.1
Explanation: 1. Stacked minecarts moving on rails pushing each other will increase their velocity contiously. The more minecarts, the higher the velocity limit will be and the faster the velocity increases. With enough minecart, the velocity can be higher than Double.MAX_VALUE and becomes infinity INF. Minecarts restrict its speed to normal range so they won't actually launch themselves due to such high speed 2. When an entity goes through a nether portal, the game will multiply entity's horizontal velocity by a transformation matrix to get the new velocity after the entity goes through the portal. Noted that INF * 0 = NaN in java, so the one of the motion along axis of the entity changes into NaN 3. When an entity triesto move with NaN speed in an axis, its bounding box will move for NaN blocks in that axis, making the bounding box has the lowerbound and upperbound in that axis with value NaN. After finishing its movement, the entity moves NaN blocks in the axis, and it should move NaN blocks, and NaN != NaN, so the entity thinks that it has collided something and resets the motion in that axis to 0 4. Now we have a minecart with bounding box with NaN value, with a bounding box that is impossible to intersect with other bounding box. A phasing minecart!
in 1.14, part 2. doesn't work anymore, since mojang assigns the new velocity directly without multiplication, so no more INF * 0 = NaN thing using this methodTIS Piggy FarmFallen_Breath2022-02-28 | Decoration designed by ql_Lwi Farm designed by Fallen_Breath and acaciachan Edited by Fallen_Breath
Project attributes - Perimeter size: 400x400 - Total block amount: 828k - Time cost: 62 days, from 2021.12.19 to 2022.02.19
Farm attributes - Clock cycle: 400gt (synchronized with animal spawning clock) - Spawning area: Full randomtick range. You can do bigger before 1.14 tho but sheeps love to eat your grass blocks - Rate (in swamp): 63.6k/h (1.13);66.0k/h (1.14~1.15). Since 1.16+ lose overspawning the rate will be significantly lower Rate detail: pastebin.com/UKNBYUAx, in Chinese tho, go apply google translation - Time window for player to attack: ~1s. If you kill the animals too late, the next wave will fail to spawn since the mobcap is filled - Proportion of spawning ticks when the animals cannot spawn due to full mobcap: less than 0.1% (it says 0.0%F in carpet spawn tracker but I think it's still possible to have few fail spawns)
Farm World Download (in 1.15.2): mediafire.com/folder/z16s0sewwrfj7/Piggy_Farm The wdl contains two versions of the farm, one uses 1 high conveyor and it can not deal with rabbits or mobs higher than 1.5m, suitable for being built in the swamp or dark forest where only pigs, cows, sheep and chickens can spawn, which produces the highest rate; Another uses 2 high conveyo which can deal with all mobs shorter than 2m, including rabbits and llamas. It can be built in any biome where animals wider than 1m e.g. horses don't spawn. If you want to build it, make sure the farm center is aligned at chunk junction
TIS Trinity Union is a vanilla survival minecraft 1.13.2 server. TIS Trinity Union is currently one of the top technical minecraft servers in China.
Discord: http://discord.gg/G52vRRb Github: http://github.com/TISUnionMagic reveal: Item ShadowingFallen_Breath2021-10-16 | A discovery of item stack by Fallen_Breath and PR0CESS This video is mostly for explaination and analyzation of item shadowing, for more usage of item shadowing, check PR0CESS's video PR0CESS's video: youtu.be/i8_FPyn20ns
By connect a chest to a update suppressor via floating comparator and swap an item in the player's inventory into the chest, you can make an ItemStack instance appears in 2 places, in the chest and in the inventory of the player, which leads to lots of crazy behaviors
I firstly discovered this when I played with container and update suppressor, then FX-PR0CESS came for help and we worked together for further research
Applicable Minecraft versions? At least 1.12 ~ 1.17.1, haven't tested in other versions
_gpw_'s update suppressor: youtu.be/rcIuYLhyYJI Music: Selulance - Spaces (youtu.be/hXLGH4ubf4w) bilibili: bilibili.com/video/BV1cL4y1B75R TIS Discord: http://discord.gg/G52vRRbEnder chest?Fallen_Breath2021-10-09 | MaGIcMiners DreamFallen_Breath2021-10-07 | It's MAGIC again isn't it? Or it's just a dream <3 PR0CESS youtu.be/oz2u7YMPjF4 s∞n[1.13+] Fast FTL | A return cannon templateFallen_Breath2021-09-03 | Finishing quite a few return cannons in the survival server, now I want a nicer template for the return cannon, with less bedrock to break and faster fire speed, so the user experience could be improved, so here comes this thing
The final version looks nice, the pearl alignment part is tiny, and the delay to trigger the array is yeeted without that many extra lags and building efforts, so I make this video simply
Some details - 260 TNT array, instant trigger, use dust + rs torch to reduce the amount of moving blocks so client fps might get imporved - The pearl alignment stuff has 5m*4m horizontal cross-sectional area, supports multi pearls, with simple noteblock blocker at input. The destination y is .347226, the height delta between the player and the pearl is 27m (min) or 61m (max). Wirings before/after 1.16 are different, make sure you use the correct world (<3 mojang for dust and projectile changes). Directional in 1.16+ - Delay calculation of the combination: 1gt for the pearl to travel from the player's head to the tripwire, 1gt from the tripwrite triggering to piston firing, 80gt for tnt fuse, 82gt in total. The muzzle in the world is just a demonstration, design your own muzzle for your specific return cannon - Spawn-proof
Thanks acaciachan for messing with some bud wiring
Main Contributers: Fallen_Breath KatouMegumi_ GeorgeWhy2001 Az_Crazy_H Credits: Ajvej: pigman stuffs in the blast chamber TT's blaze farm youtu.be/5bu9R7DNRC4: 50% density 10bps spawn pad layout idea Thanks: chino_desu, hosting the server for 24/7 farm test runs
[Features] - Toggle-able wiske filter. It can specialize in wither skeleton haversting, or gather all the fortress mobs - Flawless 1-tnt-kill blast chamber to say goodbye to misc mobs, also predamages wiske to let the player 1-hit-kill the coming wiske (1.13~1.15) - Minimum coupling between wiring timing and the clock period, you can run it for a single cycle or easily change the clock period: 24gt for highest possible 1 cap rate 36gt for balance between lag and rate 72gt for server lag friendliness - Precise & Efficient 4core sweeping killing chamber and fast xp burner layout - Lossless (almost) item collection system - Less than 10 pumpkin loss per hour (tested with wiske filter on) - Zombie reinforce proof - Mostly dustless wiring (better in 1.13 version)
[Rates] 1.15.2 1 cap, filter on, 24gt clock: 30.7skulls/min 2 cap, filter on, 36gt clock: 45.7skulls/min 2 cap, filter off, 36gt clock: 317k drops/h (32.4shulls/min, 47.4k blaze rods/h) 1.13.2 1 cap, filter on, 24gt clock: 28.8skulls/min (<3 small magma cubes) (I get 29.0skulls/min in the released world tho but too lazy to updated the data) 1.16.4 1 cap, filter on, 24gt clock: 30.3skulls/min (<3 piglin and explosion explosure changes)
[Lag] Ranges from 28~46mspt in different configures (clock, mobcap, mode) with carpet + lithium (TISCM porting for 1.13.2, 0.4.6 for 1.15.2, 0.6.4 for 1.16.4) with quality hardware (E-2288G, i9-10900K) It's able to run at 20tps in TIS SMP at full speed
[Tips] - It takes ~6 double chest of shulker boxes of carved pumpkin to fill the farm up. You can feed the item filter hoppers with box unloaders and manually start up the dropper clock stuffs to fill the pumpkins - The farm is directional (30bps elevator). Don't rotate it. Maybe you can mirror it or rotate it for 180 degree but idk and use at your own risk - The fortress should has its lower outer bounding box border at y=47 for a proper rate - Stop lazy! Remove the bedrock roof and design the storage room / better control panel yourself
A lag friendly and cheap ice farm with full 72k rate. Comparing to the original design of the layout (youtube.com/watch?v=WYQUQohFsQ8), most of the wirings and the unit layout are refactored, reducing the use of observers by ~50%, reducing average lag and peak lag; The activation logic for the upper collection and lower output parts are simplified by using conflict-free activation timings; Additional independent ice filling modules make it possible to obtain a true fully 72k rate without stacking the ice area for a lot; Simple ice digging chamber, explosion chamber based ice overflow handling and fully automated pigman farm effectively enhance the user experience
[Attributes] 5760 ice spawning area + 160 ice filler ice spawning area 5760gt total clock cycle, 1440gt ice collecting clock cycle
[Rate] 72,000 ice/h, passed 400+h testing without any ice missing
[Lag] Ice farm only: 4.6mspt avg, 8.0mspt max With pigman farm: 7.2mspt avg, 10.6mspt max E-2288G @ 4.65Ghz 1.15.2 + lithium
The pigman farm produces about 10.5k exp/h, which is enough for a player with unbreaking III pickaxe to mine infinitely The switch is idiot proof. It takes about 1.2min the farm shuts down when you turn off the switch
Thanks Stars_Where for the ice unit layout idea Thanks redberd, _Flag_E_ for other help
WDL(1.13.2): mediafire.com/folder/ezu4ho8stxyab/72k_ice Shader: Sildurs Vibrant Shaders v1.283 Extreme-VL, BSL_v7.1.04.1 Mods: Optifine, G4mespeed, Replay Music: Arlow - Freefall (Instrumental) Bilibili: bilibili.com/video/BV17B4y1u7na TIS Discord: http://discord.gg/G52vRRb2 dimension slime farm nether side, lag friendly and high slime flow supportedFallen_Breath2021-05-16 | Large slimes get intercepted and killed in midair, the middle slimes fall to the bottom and dead, and the small slimes died as soon as they hit the bottom, which minimizing the lifetime of the slime entities. For item entities they don't produce that much lag comparing to slimes, since they get merged really quick
The collecting area is divided into seperated units so you can use 2d shifting floor to collect items and keeps the floor hot
I have tried down-accel / tnt explosion chamber in anyplaces / fire or lava on the top of the portals, but they only increases mspt. The design is tested in 1.13.2 TISCarpet, should work in 1.13+, maybe it works in 1.12 but idk. For 1.14+ you can use floating wither roses or floating soul fire to further predamage the big slime to reduce the drop height for another bit I guess
litematic (1.15.2): mediafire.com/file/8yikbgwi4bv3xwt/slimev4.1_all.litematic/fileDont just catch an exceptionFallen_Breath2021-04-28 | 21w17a mojang adds a try-catch at dispenser placing shulker box execution, then there's go an infinitely empty shulker box placer see net.minecraft.core.dispenser.ShulkerBoxDispenseBehavior#execute (mojang mapping)
Designed for 1.13. For higher version due to the change to heightmap and the disappearance of overspawning in 1.16, the rate of this farm which is optimized for 1.13 will decrease. The rate in 1.15.2 is about 1800 parrots/h 400gt Clock. All parrots can be killed within a cycle when the clock has been synchronized with the passive mob spawning clock Hostile mob mob-switch is suggested to be on to run this farm, or you can spawn proof everything by yourself If you are worried about the eggs being trampled, you can cover the spawning pads with glass
Thanks acaciachan for helping me design the spawning pad unit etc. Thanks redberd, Magic_riding for other help
[Production software] Adobe Premiere Pro Adobe After Effects Adobe Audition
[Server version] Minecraft Java Edition 1.13.2 (Some scenes were recorded in 1.14.4 and 1.15.2)
[Special thanks] HD-nuke8800
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TIS Trinity Union is a vanilla survival minecraft 1.13.2 server. TIS Trinity Union is currently one of the top technical minecraft servers in China.
Satellite map: https://map.tis.world/ Discord: http://discord.gg/G52vRRb Github: http://github.com/TISUnion1.13 Ghast Farm [5,040 tears/h]Fallen_Breath2021-01-04 | A project by Fallen_Breath & KatouMegumi_ A ghast farm for Minecraft 1.13.2 Edited by KatouMegumi_
Yeah, ghast farm, but in 1.13.2, probrably the hardest Minecraft version to design a ghast farm Some relative information - After stopping enderman from spawning by light, only 1.9% of mobs spawned in nether are ghasts - Not like 1.12, mob collision prevents mob spawning - Not like 1.14, light cannot prevent pigman from spawning - Not like 1.15, no POI based portal searching, and it's infeasible to cache portal all possible locations in nether farms - Not like 1.16, no Soul Sand Valley thing - Height map is accurate to per block - Only block that affects light will raise height map
Spawning pad Layout - y2: 40 units - y7: 44 units - y12: 44 units 128 units in total
Spawning pad unit: - Spawnable block for ghast: 27 * 128 - Non-spawnable block for ghast: 1 * 128 - Reset time: 19gt - Dustless Clock cycle of the farm: 30gt
[Notes] - If you want to build it, don't move it vertically, or the rate will decrease and the ghast conveyors might not work - The bedrock ceiling and the floor are needed to be removed for this farm to works properly - For versions after 1.13, this farm should be able to work, but I don't recommand you to use this design, since the rate will decrese due to height map change, and better layout/designs exist for newer versions - If you really want to build this farm in version after 1.14, you can replace the melon blocks at the spawn pads with pumpkin lanterns, and then adjust the clock cycle and conveyor belt cycle. This farm can roughly reach 18k tears/h. But still, I don’t recommend that you use this architecture specially designed for 1.13 in higher versions
Found this quite a while ago (youtu.be/irn7xUzPPyA) but too lazy to show it until now
Mojang uses hashmap to store dimensions in 1.13 ~ 1.15 (not linked-hashmap), so the dimension ticking order which is decided by hashmap iterating order is random, any time the server restarts. World timer only increases in overworld, then with some tile tick & player input difference things, If a dimension ticks before overworld, then here comes the dimension redstone \o/
This also makes it possible to break my unbreakable crafter (youtu.be/s1ItgH2ulCo) in non-overworld dimension in 1.13 ~ 1.15. The fix is simple, replace the cauldron + compareter on the left for detecting box opening with redstone block + repeater
Model adjustment for player action phases in worlds which tick before overworld:
- If you use a model that divides gametick by world timer, moves player input phase from the end of a gametick to the beginning of a gametick - If you use a model that puts player action at the beginning of a gametick, you can assume that player input delay is gone and works just like tiletick inputVertically locational entitiesFallen_Breath2020-12-16 | When the game tries to get the list of entities which intersect a bounding box, it will first extends the bounding box for 2m (hardcoded) in every direction, then it only literating entities within the subchunks that contain the new bounding box, and check if the entities intersect with the origin bounding box.
This logic works fine if the entity is not higher than 2m or not wider than 2*2=4m. Only dragon is wider than 4m in regular survival world, but there are quite a few entities which are higher than 2m, such as ghast, wiske, wither and iron golem. For these entities , the game might fail to detect them when the entity and the querying bounding box is near a chunk section border but in different chunk sections, and ofc in specific position
Some potential behaviors caused by this vertically locational thing - piston/shulker fails to push/pull them - pressure plates or tripwires fails to detect them - anvil can't deal impact damage to them - blocks can be placed inside the mob - mobs can spawn insides them
Check the code World#getEntities WorldChunk#getEntities if you want to see more (yarn mapping)
Should works in quite a lot of versions, at least from 1.12.x to 1.16.x i guess
Update: Fixed in 22w06a (1.19 snapshot)Double speed 100% success bedrock breaking method 1.13+Fallen_Breath2020-10-05 | You can use redstone dust to easily make a similar thing but that requires you to have 1 more type of block in your inventory and I don't like that Aim at the piston side to make sure you will place 2 downwards facing piston and then SPAM right clicks Won't work below 1.13 I think since you're aiming at a block that will be destroyed to place block
It should be idiot proof enough. You can use any mod/tool to take/put items or control server's tps, as long as you don't mine blocks it should be unbreakbale.
If someone manage to break it or even know how to reproduce that, go ping me in discord. Of course make sure it's working correctly before you try to mess it up
Edited: it has a chance to be breakable in 1.13~1.15 in non-overworld dimension due to youtu.be/JLwJatWJpMg. Replace the cauldron + comparator at the bottom of the screenshot with redstoneblock + repeater to fix it in that situation
================================================ It's an end-game tree farm which aims to have the highest rate. For better balance between lag, effort and rate, you can check my DLHSUTF: youtu.be/6qTqvMMTbB0 ================================================
The farm itself works in 1.13.2+ but spruce can only grow in 1.15+ The wdl is 1.15.2 .If you want to downgrade it just use structure block or something else WARNING: This farm is directonal
The actual return rate of jungle is 100.5%, which is measured by long time test using survival bot Acacia has been limited to 8gt per cycle to get rid of some extreme buggy cases from shi_xiongX's original design (4gt for all tree types when)
[Attributes] Clock based, 3 dispensers Harvest up to 12 high tree Reset time: 4gt (normal tree); 8gt (acacia)
It's vector control 360 degree pearl cannon with - Maximum 3640 TNT, up to 220km coverage - 1 TNT precision, very accurate landing spot - Spawn proof - Multi pearls launch system, launches multi pearls by 1 shot - Pitch switch, switches the pitch between horizontal mode -0.194°for lower y and projectile mode +0.648° for further range
The cannon itself works in 1.13.2 ~ 1.16.1 For 1.14+ you need to handle the chunk loading issue on yourself For 1.15+ check this decoder fix youtu.be/8cZyuu7nPXY For 1.16.2+ make sure you use the 1.16.3+ version
2020/5/17 v1.1 release1 - optimize encoder to make it tileable and looks much nicer - change double piston extender to slime pusher in the center tnt chamber - optimze cannon triggering line - make pearl alignment system more compact - 1.15.2 compatibility for one of the decoder (no small fix is needed)
2020/5/22 v1.2 release1 - update 5x15 2d selector to 6x15 (designed by Flowerstarry_sky) - 1.16 redstone dust change proof
2020/11/2 v1.2 for 1.16.3 r1 - Modify the pearl alignment system to use the chorus plant as the block for alignment. There's no change to the upper part - Change the pearl shooting point to the center of the block - Modify the pearl cache system so that the pearl cache works properly in multi-pearl situations
2020/12/7 v1.2 for 1.16.3 r2 - why the slime bars are sticking together, don't do that
[some information] Propellant TNT is fixed value: 20 TNT The number of target TNT is adjustable from 0 ~ 260 TNT Excluding the precision control part, the main body is 15m wide Available activation intervals: [12gt, 25gt]
Coarse adjustment module: 10 TNT per step, let step number be a, 0 ≤ a ≤ 25. The input is two pulses, a = (t-6) / 2 when the time difference is t gt Fine tuning module: 1 TNT per step, let step number be b, 0 ≤ b ≤ 10. The input is an analog signal, b = s when the signal strength is s Total number of TNT = 10a + b
[Features] Hot-switchable 30gt/60gt clock switch to optimize rate under different mobcap Hot-switchable wither skeleton only / all mobs mode Compact size for less bedrock to break
[Notes] - The 10bps conveyor is directional. It needs to face towards north or south - If u plan to break bedrock, find a fortress with lower outer bounding box at y=47. This farm can be built everywhere as long as it's inside the outer bounding box - Unknown cause of pumpkin loss, but two stacks of pumpkin can keep the dispenser working for about an hour - Zombie reinforce could spawn on the stained glass roof but it's quite rare. Cover everything with carpet if u really care about that
Notes for version below 1.13 (1.10 ~ 1.12): - the angle or positon u r when placing the piston might not be the same as 1.15. make sure u will place a piston facing towards correct direction - u cannot aim at those blocks which will be blown up. u need to aim at at something that with high blast resistance such as obsidian - (not sure) your ping in ms need to be lower than server's mspt
Notes for the thumbnail / the picture at the end of the video: - obsidian can be replaced with any blocks with blast resistance not less than stone in 1.13+, but not in 1.12- (said above) - glass can be any blocks, it's just a scaffold to prevent tnt from dropping - some setups require good blas resistance armor and some don't. just too lazy to test each one xd - you can aim at piston base or piston head to place the final piston as long as the final piston will face towards the bedrock you want to break
my first video about this type of bedrock breaking method: youtu.be/o3JBaioeIpc[1.15+] DLHSUTF Dust Less Honey Slime Universal Tree Farm 18.0~33.4k/hFallen_Breath2020-02-29 | Fast and lag friendly redstone-free honey tech universal tree farm It's neither directional nor locational as long as you have built it correctly Thanks CCS_Covenant for help
If you don't want to be pushed down by leaf check this video youtu.be/J3bhYn6eZZQ
[Attributes] 3 dispensers Harvest up to 12 high tree Processing time: 16gt (normal tree); 23gt (acacia)
Lever: 1. Control the visual switch of the iron door 2. Controls whether the iron door is turned on or off for the player 3. Controls whether the iron door is turned on or off for arrows
ofc when the iron door is closed visually, the player cannot walk through it on the client side, because the client does not allow that, but this does not affect the independence of the switch. But you can also spam right-click on the iron door to force its status to be updated.
bilibili: bilibili.com/video/av88428026 Music: Local Forecast - Elevator[1.11~1.16+] DLUTF Dust Less Universal Tree FarmFallen_Breath2020-02-01 | Redstone-free OCD friendly universal tree farm
[Difference between wdl versions] 1.13.2~1.14.4: Updated TNT duper 1.15.2: Added speed limiter to prevent saplings from growing too fast 1.16: Fix broken 3gt bud due to redstone dust change
TIS Trinity Union is a vanilla survival minecraft 1.13.2 server. TIS Trinity Union is currently one of the top technical minecraft servers in China.
Discord: http://discord.gg/G52vRRb Github: http://github.com/TISUnion Official website: https://tis.world/Working 1.15+ Wither Based MobSwitch in Overworld / NetherFallen_Breath2019-12-31 | dump tons of wither inside the wither killer and you will get a wither mob switch for 1.15+ <3 mojang, neverupdate best
Mojang randomized block destroying order? Don't be afraid, just use two TNTs
Needs macro and good internet connection to server to place the final piston at the 1gt window The bottom smooth stone can also replaced with obsidian to aim at for placing piston 20cps is needed if you aim at obsidian but 40+ cps is needed if you aim at the block that will be blown up so I use masa's tweakeroo mod for fast right click
Current fastest dark oak tree farm Built by Magic_riding, debugged and improved by Fallen_Breath
[Rate] (1000 minutes testing, carpet survival bot, use interval 4) dark oak logs: 66.4k/h apples: 1.01k/h dark oak saplings: 400/h
[Features] - wither harvester, no tnt dupling - recycle saplings to make sure you have enough saplings - boat gets pushed once after tree grows and periodically if the tree hasn't grown for too long - player can heal himself from damage with beacon and protection IV * 4
===TIS-0:00=== 0:00 Spawn 4:03 Nether Hub 7:14Main Storage 16:00 Pearl Cannon 23:39 Chino Perimeter 34:39 Iron Farm 39:23 Ice Farm 43:29 Slime Farm 51:59 TNT Mob Farm 57:47 Dual Guardian farm 1:19:08 Desert Tree Farm 1:25:24 Mooshroom farm 1:29:34 Villager Trading System 1:40:11 Sand Generator Color Selector 1:46:50 Green Town 1:49:55 Sophie Perimeter
===Bismuth-1:54:50=== 1:54:50 Main Storage 2:01:15 Central Nether Perimeter 2:06:38 Portal Creeper Farm 2:17:43 Double Witch hut 2:29:26 RNG Witch Farm 2:52:56 RNG Husk Farm 3:06:55 Villager Trading HallAFKable Simple Explosion-based Dark Oak Tree Farm | heavily modified from zerotime_lings designFallen_Breath2019-09-25 | finally u can afk in zerotime_ling's dark oak tree farm
the way to afk: hold the food in your main hand and the sapling in the other hand
[tested in 1.13.2] Trees grows: 410/h Dark oak logs: 9200/h Dark oak sapling: 286/h Apple: 193/h Saplings per tree: 4.665 AFK time per 64 steak: 7h (with regeneration 1 + resistance 2 beacon); 40 min (with no effect) [tested in 1.15.2] Dark oak logs: 14400/h
TIS Trinity Union is a vanilla survival minecraft 1.13.2 server. TIS Trinity Union is currently one of the top technical minecraft servers in China.
Discord: http://discord.gg/xyJTx43 Github: http://github.com/TISUnion Official website: https://tis.world/20bps ender pearl elevatorFallen_Breath2019-06-26 | Since there has already been a pearl aligner, why not make a pearl elevator? Should be available in all version above MCJE 1.9, haven't not testing carefully yet.
Those issues only occur in acacia mode and will mess up the block convertor
Actually this video applys 2 fixes to the block convertor. One issue may happen within a hour of afk,which is caused by a silly timing mistake in the side-branch compressor Another issue is outputing more that 3 logs to the side-branch convertor. For the output of 2 extra logs, if you don't want to use fire you can just ignore them and cut them manually if you don't afk for like hours and days. It takes about 5 hours for that situation only happens once
these issues are caused by the way I output the logs from the tree tree farm. If not fixed the conventor may broken and then the tree farm will stuck after long time afking.
360-degree pearl cannon in 1.13.2 also works in 1.14.2 with player chunk loader I guess. Haven't tested in further versions Great thanks to Xcom and other people who gave help
Notice: ·This 360FTL has 20 modules on each side, the original 1.12 on has 30 modules ·The pearl may lost its speed if autosave occurs when it's flying and there's no way to stop that. You can only try not to shot the pearl before the autosave or modify the code to avoid momentum lost
with some slight modification, its max range can boost to 44 km