Questions I've answered:
It needs to be either raining or thundering for a lightning rod strike to happen
The minimum delay between each lightning rod strike is 128 ticks
The formula it uses to calculate the chance of a lightning strike is as follows: (number of fences + height of fences) * (y-coordinate of the base + number of fences + height of fences) / (40.96 * max world height (default 256)) Also, if it is just raining, not thundering, divide that percentage by 10
So if you had 255 fences, there would be about a 25% chance of a lightning rod strike every 128 ticks. That's equivalent to about 31250 RF/t
Rotor Acceleration: ((lift torque - induction torque - aerodynamic drag torque - frictional drag) / (number of rotors * mass of rotors)) units per tick2
Frictional Rotor Resistance: 0.01 * rotor mass
Aerodynamic Rotor Resistance: 0.00025 * # of blades
Energy Production: ((rotor speed * coil drag coefficient * 0.1)(coil bonus / coil size) / 2) * efficiency (see below) RF/t
Induction Drag: coil drag coefficient * 0.1
Efficiency function: efficiency = 0.25 * cos(rotor speed / 45.5pi) + 0.25
This formula explains why "sweet spots" are multiples of 900RPM, because if you graph this function, it turns out to be this. Any multiples of 900 over 2000RPM will not work, because the max rotor speed is 2000RPM.
Near as I can tell from the code, it has no output inventory slot - if there's an inventory sitting next to the crusher in the right place, it'll put items there, otherwise it spawns them as entities in the world.
However, it does have internal inventory slots - and what's strange is that it seems to have an infinite number of them (well, up to 2 billion or so). It appears to just keep adding more stacks as necessary. That said, there's no way to get the items out without letting them be processed, and it only accepts items that can be processed. I think, but I'm not certain, that the items are lost if the crusher is destroyed.
Summon bats
Random Teleport
Poison
Nausea
Decays plants and leaves
Chat messages are scrambled
Everything around you turns into a swamp biome (eg. Plants lily pads on water, creates swamp trees, adds vines, etc.)
Everything you type in chat is scrambled
Summon Creeper
Dead Animal Rain
Wind picks you up
Shuffles chest contents
Drip Blood
Skips 2 game ticks
Lightning Strike
Teleported high in the air
Stormy weather
Summon Wither
Fake Creeper hiss
Fake explosion sound
It uses the LivingSpawnEvent.CheckSpawn event to call a function which checks if the entity about to be spawned is in range of any a magnum torch in a magnum torch registry. Every magnum torch placed down is automatically added to this registry.
Percentage of power loss every 16 blocks for following wire tiers:
Copper Wire: 5% loss
Electrum Wire: 2.5% loss
HV: 10% loss
Structural Rope: 100% loss
Cable: 100% loss
Ore | veins per chunk | ore per vein | max y | min y |
---|---|---|---|---|
copper | 10 | 8 | 80 | 30 |
tungsten | 2 6 | 10 | 0 | |
sulfur | 3 | 8 | 12 | 0 |
uranium | 3 3 | 80 | 0 | |
thorium | 5 | 6 | 20 | 0 |
salt | 6 | 8 | 80 | 0 |
zinc | 4 | 6 | 80 | 0 |