Андроид станция matter overdrive

Matter Overdrive: Certain Android Station upgrades do not work #1287

Comments

airbreather commented Oct 19, 2019 •

Bug Report

The following Android Station upgrades (from the Matter Overdrive mod) do not appear to do anything useful when taken:

  1. Wireless Charger
  2. High Jump
  3. Item Magnet

This list may not be exhaustive; it’s just the things I’ve run across in a casual playthrough.

Expected Behaviour

When my android’s battery has sufficient power:

  1. After taking the Wireless Charger upgrade, I expect a depleted Ion Sniper on one of the eight inactive hotbar slots to start recharging automatically.
  2. After taking rank 2 of the High Jump upgrade, I expect to be able to jump at least 1.5 blocks high.
  3. After taking the Item Magnet upgrade, I expect it to make a noticeable difference in the item pickup distance.

Possible Solution

Presumably, there’s code in there that looks like it’s supposed to work, and probably used to work at some point, but doesn’t anymore. I don’t really feel like debugging it right now, I just wanted to report this so it’s logged before I forget again.

Steps to Reproduce (for bugs)

  1. Start a new survival world of the default world type (prestige: off, allow cheats: on)
  2. /give playername matteroverdrive:android_pill 1 , eat the pill, wait for it to kill you.
  3. Click Respawn when it’s available
  4. /xp 9999999
  5. /give playername matteroverdrive:ion_sniper 1
  6. /give playername matteroverdrive:creative_battery 1
  7. /give playername piston 2
  8. /give playername matteroverdrive:android_station 1
  9. Place down the Android Station that you just created, and interact with it.
  10. Equip the Creative Battery to your character through this GUI
  11. Click the buttons with the following labels, roughly in this order (it should play a sound effect of drums after each successful click):
    • Wireless Charger
    • Limb Overclocking
    • High Jump
    • High Jump
    • Step Assist
    • Item Magnet
  12. Close the GUI
  13. Make sure that the Ion Sniper is on your hotbar in a slot that’s not your active one, then wait for, like, 10 seconds or so.
  14. Open your inventory and hover the mouse over the Ion Sniper while holding Shift to see its charge level (expected: something other than exactly 0, because the previous step satisfies the documented requirement).
  15. /give playername cobblestone_wall 1
  16. Place down the Cobblestone Wall that you just created, and try to jump over it (expected: this is just barely higher than your typical jump height, so with two ranks of High Jump, you should be able to clear it easily).
  17. Throw your Ion Sniper down somewhere nearby on the ground, just barely out of reach of what you can typically grab, e.g., screenshot below (expected: the item should come closer to the player automatically, to be picked up).

Screenshot:

  • Client/Server Log: Probably not relevant, but here’s a log from a clean run through the above steps which produced the screenshot above: latest.log
  • Crash Log: No crashes.
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World Information

  • Preset: Sky Factory 4, Topography, whatever you call it when I keep all the defaults
  • Prestige: Disabled
  • Modpack Version world created in: 4.1.0
  • Additional Content Installed: Bed Bugs, 1.12-1.0.1.jar. At least the «Wireless Charger» upgrade is something I had confirmed not working before adding that mod to my instance.

Client Information

  • Modpack Version: 4.1.0
  • Java Version: 1.8.0_51
  • Launcher Used: Native
  • Memory Allocated: 6144 MB ( Xmx )
  • Server/LAN/Single Player: Single Player
  • Optifine Installed: No
  • Shaders Enabled: Not that I’m aware of

The text was updated successfully, but these errors were encountered:

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Rogue Android Spawner

This article may require cleanup to meet this wiki’s quality standards.
You can help us by improving it. Learn how here.

The Rogue Android Spawner is a creative mode only block added by Matter Overdrive. It is used to spawn Rogue Androids . It currently lacks a texture.

Usage

Despite its missing texture, this block can be used to spawn Rogue Androids, additionally in «legendary» variants. Should one interact with it, they will find a UI. One can find a timer and 5 Transport Flash Drive slots (possibly to specify where they would spawn, untested) on the Home screen.

Configuration

Going to the side menu, one can configure the RAS, though sadly this seems slightly unfinished.

Spawn amount specifies how many to spawn per cycle, ranging from 0 to 32. (The default is 6.) An unknown, empty field is seen below the Spawn amount, possibly to input a string to specify types or names. Spawn range is used to determine how far or close the Rogue Androids will spawn, to the original block, ranging from 0 to 32. (The default is 4.) Spawn Delay is the delay before spawning another wave of Rogue Androids. By default, it is on 300 (ticks?), or 15 seconds. This can only be incremented up or down 1, and can take a long time to go to greater numbers. Oddly enough, for about a tenth of a second, the timer will be at 0 before resetting and spawning entities. Redstone functions as expected: Low redstone will be on until a signal is applied, High redstone will provide the opposite effect, and Disabled will be on no matter the current state.

Do note that the timer will still tick and reset despite powered/unpowered states, even if it doesn’t spawn anything or fails to do so, since it can only spawn entities if blocks allow it to do so, much like the normal Spawner. This means that if one were to use (for example) spikes (e.g. Diamond Spikes (Extra Utilities 2)) in their design for part grinding, they cannot line the floor with said spikes, and expect the spawner to spawn the Rogue Androids on top of said spikes.

«name» = «»Navbox Matter Overdrive»» «state» = «»plain»»

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Rogue Android Spawner

This article may require cleanup to meet this wiki’s quality standards.
You can help us by improving it. Learn how here.

The Rogue Android Spawner is a creative mode only block added by Matter Overdrive. It is used to spawn Rogue Androids . It currently lacks a texture.

Usage

Despite its missing texture, this block can be used to spawn Rogue Androids, additionally in «legendary» variants. Should one interact with it, they will find a UI. One can find a timer and 5 Transport Flash Drive slots (possibly to specify where they would spawn, untested) on the Home screen.

Configuration

Going to the side menu, one can configure the RAS, though sadly this seems slightly unfinished.

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Spawn amount specifies how many to spawn per cycle, ranging from 0 to 32. (The default is 6.) An unknown, empty field is seen below the Spawn amount, possibly to input a string to specify types or names. Spawn range is used to determine how far or close the Rogue Androids will spawn, to the original block, ranging from 0 to 32. (The default is 4.) Spawn Delay is the delay before spawning another wave of Rogue Androids. By default, it is on 300 (ticks?), or 15 seconds. This can only be incremented up or down 1, and can take a long time to go to greater numbers. Oddly enough, for about a tenth of a second, the timer will be at 0 before resetting and spawning entities. Redstone functions as expected: Low redstone will be on until a signal is applied, High redstone will provide the opposite effect, and Disabled will be on no matter the current state.

Do note that the timer will still tick and reset despite powered/unpowered states, even if it doesn’t spawn anything or fails to do so, since it can only spawn entities if blocks allow it to do so, much like the normal Spawner. This means that if one were to use (for example) spikes (e.g. Diamond Spikes (Extra Utilities 2)) in their design for part grinding, they cannot line the floor with said spikes, and expect the spawner to spawn the Rogue Androids on top of said spikes.

«name» = «»Navbox Matter Overdrive»» «state» = «»plain»»

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Андроид станция matter overdrive

Android Station — MatterOverdrive Docs. MatterOverdrive Docs. Docs ». Blocks ». Stations ». Android Station. Next Previous. Built with MkDocs using a theme provided by Read the Docs .

MatterOverdrive: Legacy Edition | Skyfactory 4 Wiki | …

  • Synopsis
  • Getting Started
  • Androids
  • Fusion Reactors
  • Replicators
  • Recycling
  • Misc

Videos of Android Station Matter Overdrive

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Matter Overdrive: Certain Android Station upgrades do …

Oct 18, 2019 · /give playername matteroverdrive:android_station 1; Place down the Android Station that you just created, and interact with it. Equip the Creative Battery to your character through this GUI; Click the buttons with the following labels, roughly in this order (it should play a sound effect of drums after each successful click): Wireless Charger

[SF4] How do I access the android station from Matter .

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Matter Overdrive is a mod created by simeonradivoev and currently being worked on by Horizon Studio, which uses the concept of replicating and transforming one type of matter into another type. Among various gadgets that were angled at providing a technology based transmutation system, there are also Androids (which the player could become), Star Trek themed weapons, …

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Matter Replicator (Matter Overdrive)

This page is about the Matter Replicator added by Matter Overdrive. For other uses, see Matter Replicator .

Matter Replicator
Mod Matter Overdrive
Type Machine
Tooltip text Replicates Items and Blocks from Matter Plasma
Properties
Blast resistance 27
Hardness 20
Liquid storage 1,024 mB
Energy
Max RF input 512,000 RF/t
RF storage 512,000 RF

The Matter Replicator is a machine added by Matter Overdrive. It is used to convert Matter Plasma and Redstone Flux into blocks or items following patterns stored in Pattern Storages.

Items can be requested to be created using a Pattern Monitor in the same Matter Network as the Matter Replicator. Matter Plasma and Redstone Flux will then be consumed as it creates the requested item.

The replication has a chance to fail, patterns scanned at 100% have a 0.5% chance to do so and patterns scanned less have a much higher chance to fail. When this happens Matter Dust with the same matter value as the requested item is created instead. This dust needs to be turned into Refined Matter Dust in a Matter Recycler in order to be turned back into Matter Plasma in a Matter Decomposer.

While working it emits radiation, applying Nausea, Weakness I, Hunger I and Poison I to nearby entities, with closer entities being affected for longer. These effects can be reduced by putting Tritanium Plates in the appropriate slot, with 5 plates completely negating the radiation.

The amount of time and Redstone Flux needed to create one item are given by the following formulas:

  • time is the time in ticks the replication will take
  • rf is the amount of Redstone Flux the replication will cost
  • matter is the matter value of the item being replicated

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