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Deployer

Evelyn Ivy edited this page Dec 19, 2020 · 9 revisions

Punches, Uses, and Activates. This machine will try to imitate a player as much as possible. Can Takes and Deposits items into an adjacent Inventory. Can be assigned an item-stack as a filter.
When Powered by Kinetics: Extends its arm and activates in the block space 2m ahead of itself.
R-Clicked with Wrench: Toggles punch mode. In punch mode, the Deployer will attempt to use its item to break blocks and hurt entities.
When Filter assigned: Deployer will not activate unless held item matches the filter. Items not matching cannot be inserted; Held items matching the filter cannot be extracted.

Stress requirement: 4 SU per RPM

The Deployer is a component that is extremely versatile in use. It can simulate several interactions that would otherwise be done manually. In order to run, it needs constant rotational force, and its speed correlates to the rotational speed of the input.

Obtaining

Deployers can be created through the following methods:

Recipe Input Output
Crafting:
1 Brass Casing
2 Cogwheels
1 Electron Tube
1 Hand
1 Deployer

Usage

  • Deployers activate in the block space that is 2m in front of them. Between the active area and the deployer can be any other block, it will be ignored/phased through.
  • When the Deployer is supposed to use items, they can either be handed to it via right-click, or from an inventory anywhere adjacent to the component. To ensure that Deployers pull items from inventories, apply a filter to its filter slot, matching only the desired items.
  • Using a Wrench on the front face of a Deployer toggles the mode between Use and Attack. This corresponds to whether a player would click with the right or the left mouse button.
  • When a Deployer obtains items from activating something, it will dispose of them once retracted. If there is no inventory adjacent to it, the items will simply be ejected at the back.

This Deployer is set up to only activate when an Empty Bucket is held (filter slot). Since there is a chest next to it and it has a filter, it will wait until it's able to pull one from the inventory. Once activated, the filled buckets will be dropped back into the chest.




Usage Scenarios

Block activation: Use mode; no held items. Examples:


Using items on Blocks: Use Mode with held item. Examples:

  • Igniting TNT (image)
  • Stripping logs
  • Fertilizing Saplings
  • Picking up or Placing Fluids

Using items: Use Mode with held item, no block in active area. Examples:

  • Automated Sandpaper polishing (image)
  • Milking Cows
  • Shearing Sheep
  • Throwing Snowballs or Eggs
  • Eating Consumables (Has no purpose)

Placing Blocks: Use Mode with held block, no block in active area.

  • Simulates placing a block with the held item

Punching Blocks: Attack Mode; no held items. Example:

  • Activating Note Blocks (image)

Attacking Entities: Attack Mode; no block in active area.

  • Drops player-specific entity drops
  • Killed entities do not spawn experience orbs

Breaking Blocks with Item: Attack Mode with held item; block in active area.

  • Simulates breaking the block with the held item.



Item Display


Vertical Deployers in Use mode will present their held items in a more aesthetic fashion.
Once rotation is supplied, they will still activate normally.



Portability

  • Deployers can be mounted on Moving Contraptions. They will activate just like they would when stationary, once for every block position they visit.
  • Deployers hold on to their items and filter when moved, however they will not be rendered.
  • If Portable Inventories are mounted on the same structure, the moving Deployer will use those similarly to the adjacent inventories in stationary Mode. On the structure they do not have to be adjacent.
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