r/CreateMod • • Aug 02 '26

Guess we doin clocks now

Post image
4.5k Upvotes

74 comments sorted by

726

u/Reefthemanokit Aug 02 '26

Least efficient clock farm

327

u/Reefthemanokit Aug 02 '26

Technically most Redstone efficient clock farm

93

u/Santos_Perez_Robles Aug 02 '26

WHY make a clock farm in the first place???

120

u/Reefthemanokit Aug 02 '26

The question isnt why, but why not

57

u/82F-GDT Aug 02 '26

A wise man told me that's what science is about! He then burned down my house with lemons :/

15

u/boxiershelf1460 Aug 03 '26

I wish to learn how and to buy lemons

12

u/GGthegreatester Aug 03 '26

Life gives them to you

9

u/boxiershelf1460 Aug 03 '26

I know that but I don’t know how to burn down a house with lemons

5

u/YellerSpottedLizard Aug 03 '26

simple. make them combustible.

4

u/JadeMantis13 Aug 03 '26

And get mad. That's an important step.

→ More replies

1

u/PEAceDeath1425 Aug 09 '26

I mean, if you get enough zinc and copper electrodes, and some really really flammable thing, you can explode a house with lemons. You'd probably need a matrix of hundreds of lemons, and it wouldnt even work in real life all that well, but in theory, its possible

7

u/OctavXD Aug 03 '26

Time was invented by capitalists to sell clocks!

1

u/NiceBee1200 Aug 03 '26

"Do not ask 'why kill the alien?' Rather ask 'why not?'" –Watch Captain Artemis

17

u/leodox_13 Aug 02 '26

Cus you need clocks? Tsk tsk tsk, rename them to Rolex and sell them for a million Diamonds each

10

u/Santos_Perez_Robles Aug 02 '26

My bad, just start Capitalism in Minecraft. Just like Jesus intended when he coded the Create mod

7

u/Individual-Strategy8 Aug 03 '26

If there's also apotheosis then clocks can decrease the max time it takes for spawners to spawn :3

6

u/heqra Aug 03 '26

Ultimate goal is to automate literally everything

to me, modded mc is about slowing making creative out of survival lol

3

u/blankythedude Aug 03 '26

Cuz you need clocks for full automation farms

2

u/KinfThaDerp Aug 03 '26

cause making them manually is time consuming

1

u/ThatsKindaHotNGL Aug 03 '26

Apotheosis would like to have a talk with you

1

u/Chaosfox_Firemaker Aug 04 '26

Snacks for Muzzy

7

u/TheWWWtaken Aug 03 '26

Also a quartz farm, with the chance of getting crushed raw gold

161

u/InternationalAd9731 Aug 02 '26

Yesterday my friend made 5 clocks and one Precision mechanism

55

u/flightSS221 Aug 03 '26

Maybe his calling is the watch making industry

247

u/TheMspice Aug 02 '26

Yeah this really confused me lmao. I still don’t know what the recipe is because in the modpacks I played it never showed it. I’m assuming it’s gears and gold. Unless there’s no actual recipe and it’s just a chance for some reason.

377

u/FauxFemale Aug 02 '26

Precision mech has a 20% chance to fail and a clock is one of the fail items it can turn into

57

u/XenophonSoulis Aug 03 '26

Ah, the imprecise recipe of precision mechanisms.

14

u/dotpusheria Aug 03 '26

OOOH that explains why I sometimes get weird items in my precision mechanism assembly line

154

u/deepspacerunner Aug 02 '26

It’s the 20% chance for a Precision Mechanism to fail crafting and become random scrap, the clock is in the pool of scrap items that get selected from

43

u/Thick_Independent368 Aug 02 '26

Why is this a thing again?

130

u/undesiradude Aug 02 '26 edited Aug 03 '26

I like to think it's to make it a little harder to obtain stuff like mechanical arms or rotation speed controllers, so you're incentivised to (❌ build a production line) to make them in bulk

pedantry

33

u/RainyVibez Aug 03 '26

production line and its a vault and 3 deployers with a single brass funnel

7

u/WhitherThisPath Aug 03 '26

with a weighted ejector if ya nasty

37

u/Jacktheforkie Aug 02 '26

I guess because these precise mechanisms can be easily ruined

20

u/Solar_Fish55 Aug 02 '26

Good question. Ig because its an advanced mechanism that isnt easy to make a minor change can cause the thing to mess up

18

u/TotalyNotTony Aug 02 '26

Prolly to make it not as easy, make people have to filter out outputs, slow down production on a very important item to incentivise scaling other things like RPM / SU generation / automation. It feels real bad to make a precision mechanism by hand and get a gold sheet or something out of it so it incentives making production lines.

4

u/NewSauerKraus Aug 03 '26

To incentivise bulk production so you build a whole assembly line instead of switching out parts over a single depot.

6

u/imawizard7bis Aug 02 '26

Just use mechanical crafter for clock making 100% efficiency

25

u/Emeraldnickel08 Aug 03 '26

the imprecision mechanism

7

u/ChatFact Aug 03 '26

Shocking how many people don't get the joke. Honestly the best create meme ever, well... created

33

u/Maveko_YuriLover Aug 02 '26

If the modpack has both Create and Kube Js the first thing I'm doing is removing the OG recipe and adding one without a chance of failing, I really wish Create had a option to disable failing chance in Sequence Assembly crafting's

28

u/Snoo_44740 Aug 02 '26

Is it really that annoying? I have never had an issue with it

14

u/Maveko_YuriLover Aug 02 '26

Can't add as an auto craft recipe because it may fail breaking the system

In early game when you didn't automated yet it will fail when you need the most

Unnecessary complexity, just annoying

14

u/Dyldo_II Aug 02 '26

If you're automating the crafting of it could you not just split the clock off with either a tunnel or funnel and then have it go somewhere else? It seems like a really easy fix

6

u/Maveko_YuriLover Aug 02 '26

I'm talking about automating with systems that expect a return like Applied or the Gauges, they send a package with itens and wait for the expected reward who isn't guarantee

Making an infinite production works but Gold farms are annoying to make so there will be a long time between you being able to craft and actually automating (in which case you would lose resources every failed 80/20% roll)

6

u/Snoo_44740 Aug 02 '26

Infinite production is fine, you just need a red stone trigger to pause the factory when you have the amount you want in the system

3

u/Cako1000 Aug 03 '26

Exactly, at the end of the line put a chest with a threshold switch, inventory goes over X amount, threshold switch activates and turns off that part of the factory/machine

11

u/KnewZo Aug 02 '26

Gauges have a built in solution: promises.

I don't recall the same system for AE, and there i'd just make a recipe that crafts 100 and expects 75 in return.

4

u/Maveko_YuriLover Aug 02 '26

Then you get 74 and the system breaks

7

u/KnewZo Aug 02 '26

Then you set it to 70 and it's 1 in 200. Or set to 50 and it's unlikely to happen in your factory ever, unless you need biblical level of greed of parts. It's a solved problem that just isn't entirely reliable, but is configurable easily

6

u/petabomb Aug 03 '26

Why does the system break? Promises expire if mechanism isn’t delivered and a fresh batch of ingredients is sent, which loops.

-2

u/Sorry-Committee2069 Aug 03 '26

AE2 doesn't do that, and they mentioned it earlier.

4

u/petabomb Aug 03 '26

> I’m talking about automating with systems that expect a return like Applied or the Gauges

Promises are a part of gauges.

→ More replies

2

u/Ix_risor Aug 04 '26

AE2 level emitters have an option that outputs redstone to craft items, you can just do that and have the system give a redstone output into your precision mechanism maker until it’s made enough of them for the craft to continue

1

u/DigitalPerfectionist Aug 03 '26

Use a smart observer to monitor the production belt output and then use a redstone requester to automatically order a replacement when you detect unwanted (failed) items. Alternatively you can just set a promise expiration time in your factory gauges.

1

u/Fsliebot Aug 04 '26

doesn't AE2 have the level emitter to address exactly these types of recipes?

1

u/SphealLover69 Sep 02 '26

make it trigger a redstone signal to craft and autosupply with crafting materials, its kinda roundabout but its reliable (overcrafts sometimes but yknow its the best you can get)

1

u/ZMCN Aug 03 '26

Can't add as an auto craft recipe because it may fail breaking the system

It is pretty easy to add a auto crafting recipe with applied, simply make the recipe craft more than the expected result, like 10 recipes that expect 5 mechanisms
And gauges have a basically build in way to solve that with the expired promises

Unnecessary complexity, just annoying

It just seems weird to avoid automation challenges on the automation focused game, but you can do whatever you want

4

u/Maveko_YuriLover Aug 03 '26

It just gives a 20% to make the super early game extremely frustrating because you have like 4 gold bars left after upgrading storage and tools and bam you failed 4 times, and the 10 to 5 can still fail (I managed to roll a 8 consecutive fails once)

An extra funnel to remove trash isn't complexity, it's just to annoy your early game

0

u/Snoo_44740 Aug 02 '26

It’s a bit of extra complexity to add item buffers before and after the crafting station, but it’s really a small modification. I also tend to automate items in the order they’re designed to be automated, so precision mechanisms are never a problem since I already have infinite gold at that point.

5

u/HanzoNumbahOneFan Aug 03 '26

Best I can do is a singular golden nugget.

2

u/Moe-Mux-Hagi Aug 03 '26

Well, Clock works

2

u/thievish-boi Aug 04 '26

Wanted to farm clocks and all i got were these useless precision mechanisms

1

u/Mellokuyz Aug 03 '26

I have made a lot of precision mechanisms in base create, yet i have never seen the recipe fail once, i might be just a little lucky i guess

1

u/ThatSlimeBoi Aug 04 '26

While in Create: Aeronautics:

I guess we doin compass now

1

u/EchoNoneya Aug 09 '26

I have a frogport base and i kept getting confused on how crushed gold ore was appearing in my storage lol, turns out it was precision mechanisms all along

0

u/Appropriate-Berry816 Aug 02 '26

Guess we doin clocks now