The Robot Knight is a Robot added by the mod BuildCraft. It has the ability to use Swords to kill hostile mobs. Subsequently, the dropped items can be collected by the Robot Picker and stored in a Chest.
Recipe[edit | edit source]
Usage[edit | edit source]
The Robot automatically kills mobs. It is unable to collect the items dropped by slain mobs; thus, having a Robot Picker is very useful.
The setup to start it up is a described below.
Needed Items:[edit | edit source]
Wooden Transport Pipe
Emerald AND Gate (or a other type of Emerald Gate if special functions needed)
- 1 or more Swords of any type
If the player wants to define a working/fighting area then they also need:
Step 1: Demarcating a work zone (optional)[edit | edit source]
The Knight Robot does not require a working area, but if the player wants to demarcate an area they must use Land Marks.
Place three Land Marks in a 90° angle to each to demarcate the base. Right-click on one of the marks to active the red borders which displays the ground area of the work zone. The marks may not be more than 64 blocks away from the center mark. If the work zone is to be 3-dimensional, the player must build, for example, a dirt tower over the center up to the maximum height of the work zone. Place the fourth Land Mark on the desired height. Right-clicking on any Land Mark will display a red border which frames a 3-dimensional work zone. If no red border appears, then the Land Marks are not in a 90° angle to each other.
Step 2: Control station[edit | edit source]
In the second step, the player must build the control station for the Robot. It can be placed anywhere but it is recommended to place it in the near where the Robot is planned to work for easier access. The following described control station is the simplest and can be extended.
Place the Lever in front of the Emerald Gate and the Sword in the Chest. The station should look like the example in Fig. 1.
Step 3: Configuration[edit | edit source]
The third step is the configuring the Emerald Gate to control the Robot. Also here, this example isn't the only system that works and can be extended.
Right-click on the Emerald Gate to open its GUI, which shows two 4x4 slotted fields (one left, one right).
Edit the fields so that they match the slots as shown in Fig. 2. In the first and third row on the right side are
signalling that a required item is missing.
The important configurations to control the robot, which are shown in Fig. 4, are explained in the following:
A full explanation of all possible functions can be found in the Emerald Gate article.
The sequence of rows has does not matter.
Logic statements requiring coordinates are added with the Map Location.
- Take the Map Location and right-click on one of the Land Marks to receive the coordinates of the working zone (shown in Fig. 5). The Map Location should now have a rectangle. Place it in the
slot in the second row ("Working area" option) of the Emerald Gate's GUI. The coordinates will be stored remain stored and the Map Location can be reused for the second coordinates. This logic statement is not required if no working area has been defined.
- Take the Map Location and right-click on the Docking Station to receive its coordinates. Note: It is important which side is indicated at the coordinates for the Docking Station. This is displayed in the player inventory when the cursor is hovered over the Map Location. Check that the specified side is the same as where the docking station is, for example "UP" if the Docking Station is on top of the pipe. Place the Map Location in the
slot in the first row ("Go to station" option) of the Emerald Gate's GUI.
- Place any desired sword in one of the empty slots in the third row on the right side.
Now the configuration should appear like in Fig. 2 and the control station is fully configured. Land Marks and the respective frame (if used) are no longer needed and can be removed. If the player wants to use the frame for other robots (for example for the Robot Picker, make sure to have the work zone coordinates stored in a Map Location.
Step 4: Starting and stopping the Robot[edit | edit source]
In the fourth and last step, the "Knight" Robot can be placed on top of the Docking Station (shown in Fig. 3). Initially the Robot will do nothing because the logic statement in the first row instructs the Robot to stay on the Station when no redstone signal is provided.
If the Lever in front of the gate is switched and a redstone signal is provided to the gate, the second and third logic statements become active.
After a short time (the update time of the Robot), the Robot will take a sword out of the chest (third row in the Emerald Gate) and start the work in the defined zone (second logic statement in the Emerald Gate) (shown in Fig. 4) until there are no mobs in the area anymore.
When the Sword it is wielding breaks the Robot will automatically return to the Station and retrieves another sword (if any) from the Chest before resuming work.
When all mobs are killed in the work zone, the robot automatically returns to the Docking Station but will remain active. When a new mob spawns or enters the work zone, it will resume work and leave the Docking Station. The Robot can be stopped anytime by switching the lever (in front of the gate) off, causing it to return to the Docking Station.
Recharging[edit | edit source]
If the Robot is low on energy it will begin to seek out a kinesis pipe with a Docking Station to charge itself. If none are available, it will continue to do its job until its battery dies. The player can also stop the Robot with attacks to prematurely drain its battery, causing the to Robot drop as an item on the ground. Stronger attacks will drain its battery faster. The player can pick up the Robot and place it in a Charging Table to recharge it. After that, the Robot can be placed on the Docking Station for further work.
Notes[edit | edit source]
- After programming the frame created with the Land Marks isn't needed anymore. The coordinates of the working area are saved in the emerald gate.