Environmental Controller | |
---|---|
Mod | RFTools |
Type | Machine |
Properties | |
Blast resistance | 10 |
Hardness | 2 |
The Environmental Controller is a machine added by RFTools. It can be thought of as a high-tech Beacon. When configured with appropriate modules, the Environmental Controller will project an invisible, cylindrical field in a configurable area that applies the effects specified by the modules. The size of the field is configurable. The player must specify the minimum and maximum Y-levels and the radius. Power usage is calculated from the combination of effects and the volume of blocks affected. Effects may be set to affect players, mobs or a combination of both.
The area of effect is invisible. Care should be used to determine the boundaries of the field if using the Flight Module without the Feather Falling Module!
Recipe[]
Power Consumption[]
The power required to run an Environmental Controller varies according to the installed modules and the volume of the area of effect. The power requirements are not displayed in the GUI however if the player has The One Probe active, the power consumption and area of affect will be displayed when looking at the controller block.
Example power requirements[]
Effect | Min Y | Max Y | Radius | Power (RF/t) |
---|---|---|---|---|
Flight | 64 | 128 | 29 | 1,372 |
Flight | 64 | 128 | 49 | 3,922 |
Flight | 64 | 128 | 70 | 8,004 |
Regeneration III | 64 | 128 | 49 | 4,412 |
The power cost of multiple effects simply adds. Thus Flight and Regeneration III in a radius 49 area draws 8,334 RF/t.
As the volume of a cylinder is calculated by multiplying the height by π.r2, increasing the radius dramatically increases the power requirements.
Entities Affected[]
The Environmental Controller can be configured to affect only certain groups of entities. Available options are:
- Blacklist - specify players that will not be affected
- Whitelist - specify players that will be affected
- All mobs (passive and hostile)
- Hostile mobs only
- Passive mobs only
- All Players and mobs
Note: Each controller can only affect a single group of entities. If you wanted, for example, Flight for friendly players and Blindness for hostile players, two Environmental Controllers would be required.
Modules and Effects[]
Note: Power cost is RF/t per cubic block.
Buff Modules | Effect | Power |
---|---|---|
Regeneration Module | Regeneration | 0.0015 |
Regeneration Plus Module | Regeneration III | 0.0045 |
Speed Module | Speed | 0.001 |
Speed Plus Module | Speed III | 0.003 |
Haste Module | Haste | 0.001 |
Haste Plus Module | Haste III | 0.003 |
Saturation Module | Saturation | 0.001 |
Saturation Plus Module | Saturation III | 0.003 |
Feather Falling Module | Feather Falling | 0.001 |
Feather Falling Module | Feather Falling | 0.003 |
Flight Module | Gives creative flight | 0.004 |
Peaceful Module | Prevents hostile mob spawning | 0.0015 |
Water Breathing Module | Water Breathing | 0.001 |
Night Vision Module | Night Vision | 0.003 |
Debuff Modules | Effect | Power |
Blindness Module | Blindness | 0.01 |
Weakness Module | Weakness | 0.01 |
Poison Module | Poison | 0.02 |
Slowness Module | Slowness | 0.012 |
Utility Modules | Effect | Power |
Glowing Module | Glowing | 0.001 |
Luck Module | Luck | 0.002 |
No Teleport Module | Prevents Endermen from teleporting | 0.002 |
Using the Environmental Controller[]
- Place effect modules in the module slots on the left side of the Environmental Controller's interface.
- Adjust the area of effect using the Radius slider and entering minimum and maximum values for Height.
- Adjust the entities affected using the toggle at the bottom-left.
- Set the Redstone Mode if desired (defaults to always on)
- If the Environmental Controller has sufficient power, the effects will become active within a few seconds.
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