Techman88 | Quartz Quarry / variable timer TNT duper flying machine (tested Minecraft 1.13.2) @techman8817 | Uploaded 5 years ago | Updated 15 hours ago
A machine to clear large areas of netherrack and leave the quartz exposed to be mined by the player, in such a way to be mined easily. Explodes about 63 blocks in the y direction with the "time reverse" version. Excavates a parabolic shape using TNT launched with variable timings, a bit like a tunnel bore. Uses a variable analog timer.
Made in 1.13.2 using optifine. Works in 1.14.2 as well, but since netherrack drops 100% of items in that version, the item entity lag can be very significant (getting over 1000 entities in 1.14.2 vs ~300 in 1.13.2). 1.12 works with some modifications, see below for details.
Downloads:
"Time reverse" version, shown at end, better for lava removal: mega.nz/#!hwRgCYiZ!PXVLTWjH8MHNOddvkVbKaozQ2j_6uspMxu8uf7YSL8Q
First version: mega.nz/#!JtJCgAoJ!_BYD2rS9W6ks4aukr4cNE7R1DDC61QYl34lo4x-D3Ng
Swiss cheese simple version: mega.nz/#!ZsQ02SKA!s0_pOH5PdFV1Bw490TYEn02gh_48MGD__Z_aZ842ZQg
1.12 version. NOTE: this isn't working right on carpet mod, at least version 19_05_02, but is working in single player. Occasionally the TNT won't launch or the TNT will dupe randomly(in that carpet version):
mega.nz/#!x8wijSKI!IAempmvpoSH-EyNorzmwIka59qXKqNyEpZgfrN6kJLc
More technical notes:
TNT duper gave a 100% consistent y velocity, so a quick launch was not an issue. Y position 1 tick after dupe was always 0.1600000038743 blocks above initial position. Lands on trapdoor 12 gameticks after launch, so 68 game ticks of TNT fuse to work with after landing on trapdoor.
Analog timer uses 14 or 15 different delays, multiplied by 4 gameticks, so 0..60 gameticks is roughly the range.
Analog timer could be improved but I got tired of working on it. Got something started at least, uses an adder instead of subtractor. imgur.com/a/7bbnPE4
Might be possible to integrate a tunnel bore in front, and a variable timing flying machine. But I don't think this is worth the effort, especially since flying machines don't seem to get the granularity required to make a nice parabolic shape.
Command to remove TNT before exploding: /execute as @e[type=tnt,nbt={Fuse:1s}] run kill @s
A machine to clear large areas of netherrack and leave the quartz exposed to be mined by the player, in such a way to be mined easily. Explodes about 63 blocks in the y direction with the "time reverse" version. Excavates a parabolic shape using TNT launched with variable timings, a bit like a tunnel bore. Uses a variable analog timer.
Made in 1.13.2 using optifine. Works in 1.14.2 as well, but since netherrack drops 100% of items in that version, the item entity lag can be very significant (getting over 1000 entities in 1.14.2 vs ~300 in 1.13.2). 1.12 works with some modifications, see below for details.
Downloads:
"Time reverse" version, shown at end, better for lava removal: mega.nz/#!hwRgCYiZ!PXVLTWjH8MHNOddvkVbKaozQ2j_6uspMxu8uf7YSL8Q
First version: mega.nz/#!JtJCgAoJ!_BYD2rS9W6ks4aukr4cNE7R1DDC61QYl34lo4x-D3Ng
Swiss cheese simple version: mega.nz/#!ZsQ02SKA!s0_pOH5PdFV1Bw490TYEn02gh_48MGD__Z_aZ842ZQg
1.12 version. NOTE: this isn't working right on carpet mod, at least version 19_05_02, but is working in single player. Occasionally the TNT won't launch or the TNT will dupe randomly(in that carpet version):
mega.nz/#!x8wijSKI!IAempmvpoSH-EyNorzmwIka59qXKqNyEpZgfrN6kJLc
More technical notes:
TNT duper gave a 100% consistent y velocity, so a quick launch was not an issue. Y position 1 tick after dupe was always 0.1600000038743 blocks above initial position. Lands on trapdoor 12 gameticks after launch, so 68 game ticks of TNT fuse to work with after landing on trapdoor.
Analog timer uses 14 or 15 different delays, multiplied by 4 gameticks, so 0..60 gameticks is roughly the range.
Analog timer could be improved but I got tired of working on it. Got something started at least, uses an adder instead of subtractor. imgur.com/a/7bbnPE4
Might be possible to integrate a tunnel bore in front, and a variable timing flying machine. But I don't think this is worth the effort, especially since flying machines don't seem to get the granularity required to make a nice parabolic shape.
Command to remove TNT before exploding: /execute as @e[type=tnt,nbt={Fuse:1s}] run kill @s