![]() the statues are activated through seperate shift registers on each side, that trigger the heart chambers 1 sec apart of each other all statues in each chamber are activated simultaniously after that the next chamber is there are 5 rows of heart chambers consisting of 2 chambers on each side of the elevator (giving us 60 heart statues in total) the spawned hearts will be moved (by my improved convey hoik combination, see my showcase in this thread for that) to the elevator in the middle and than up (like CrypticNight discouvered, 3 is the maximum number of hearts that can be spawned within that radius) Heart Chambers of 3 heart statues each, that are spaced 23 tiles apart from one another My first design for the Te-MEC community, discountind a goofy gimmick or pure research. It's the same as before only that the basic information text now says this: Personally I only ever use faulty logic gates, because they are the easiest to reset if something goes wrong - but that comes with obvious limitations though ^^.Įdit II: I just updated the showcase worlds within there original Post. I'm still not completely sure as to how, but I at least understand what it does. That thing runs wonderful - good thing you kept the legacy designs in there!!! For one it's cool to see how the wiring keeps getting more compact and efficient with each iteration, than again if there was just the most recent design it would be completely impossible to grasp how the wiring works. I'll put you in the final ingame description - the video was just supposed to be a teaser for this thread (I tried to make a gif first but that didn't show much of everything due to the speed - so I had to google how to record game footage ).Įdit: So i just got to try it out. The hearts will keep getting stuck from time to time though - it seems there isn't much one can do about it - well I found some methods to loosen them, but that also wastes time ^^. Yeah it still has same kinks, once they are smoved out. Hope you have fun and I'd love to hear you're feedback The showcase follows a guided route, so simply enter the map and follow the arrows. No equipment is required to replicate the testing.Īll necessary information is provided through announcement boxes. ![]() (also it shows about everything that doesn't work as well - I tried my best to test any conceiveable method within this testing area) It "races" hearts with different working methods against each other to find out witch one is the fastest (examples below): View attachment 378375 View attachment 378376Īnd it showcases the above mentioned three way hoik: View attachment 378377 It contains several testing grounds for different methods of hoiking (example below): View attachment 378374 I intend for this to be a work of reference for possible future improvements to stationary hoik machines. Therefor I created an interactive playable showcase map, that allows anybody to replicate the resulsts. To present it in textform on the other hand would be a complete drag, since the scope of the testing was quite extensive. This would be nice for a video, yet sadly I know nothing about recording terraria footage or video editing. ![]() all of this is done via a combination of hoiks and conveyer belt tracks ![]() prototype for a stationary hoik machine that receives hearts from three directions at about roughly the same speed methods to "hoik" (though if this is an actual hoik might be debateable) from right to left ways to move hearts faster than the standard hoiking mechanism ![]() So I started constructing testing areas and I found: ![]()
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