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Block Breaker
The block breaker comes in different variants that have different harvest capabilities:
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controlled Block Breaker: harvests blocks as if broken by hand, so blocks that need a tool to harvest, won't produce item drops. -
controlled Block Miner: also able to acquire item drops from blocks that require tools to harvest. - controlled Block Miner (fortune enchanted): acquires bonus drops for some blocks, like you would with regular fortune enchanted tools.
- controlled Block Miner (silk touch enchanted): acquires silk touch items drops, like you would with regular silk touch enchanted tools.
The enchanted versions can be crafted by either using an enchanted diamond pickaxe in the recipe when upgrading from the basic controlled Block Breaker, or by enchanting a controlled Block Miner with an enchanted book in anvil or directly in enchantment table.
The machine breaks blocks via Block Reference and puts any acquired item drops into the inventory adjacent to the machine on the side where the red arrow markers point to.
A block break operation is initiated by a rising or falling edge (so basically any change) of the clock input signal. The block is broken instantly during the following Entity tick phase and the status output is updated showing the result of the operation:
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-1: nothing happened because the block was unbreakable, a liquid or already air. -
0: the block was successfully broken and all dropped items fully ejected into the adjacent inventory. -
1: some items couldn't be ejected (output inventory full) and are still stuck inside the block breaker. Triggering a new operation in this state will retry the item ejection instead of breaking another block! -
2: the block couldn't be broken due to insufficient energy supply. Note that the machine has no internal buffer, so the connected energy supply must be large enough to provide the full energy required for breaking the block within a single request.
The energy consumption of this device depends several factors (they are multiplied together):
- Block hardness increases energy cost linearly with for example stone (hardness 1.5) requiring +300% and obsidian (hardness 50) requiring +10000% more energy than zero hardness blocks (crops, flowers, tall grass, ...).
- Hand harvestable blocks only require 50% of the normal energy to break.
- Clock speed increases energy cost (per operation) linearly with +40% increase at 1 op/s, up to +800% at 20 ops/s (1 op per tick) compared to a theoretical case with infinite time between operations. This means that the power consumption increases quadratically with operating speed.
The clock speed is actually measured as the inverse time since the last operation, not counting operations that failed due to insufficient energy. No-ops (-1 or 1) don't consume energy but count towards clock speed.
Due to the quadratic power/speed relation and the already relatively high base energy cost compared to other machines, it might be worth designing your circuits to minimize unnecessary clock pulses and not run it faster than required.