I'm proud to present. My first design for the Te-MEC community

, discountind a goofy gimmick or pure research.
Working principle:
- Heart Chambers of 3 heart statues each, that are spaced 23 tiles apart from one another
(like CrypticNight discouvered, 3 is the maximum number of hearts that can be spawned within that radius)
- the spawned hearts will be moved (by my improved convey hoik combination, see my showcase in this thread for that) to the elevator in the middle and than up
- there are 5 rows of heart chambers consisting of 2 chambers on each side of the elevator (giving us 60 heart statues in total)
- all statues in each chamber are activated simultaniously after that the next chamber is
- the statues are activated through seperate shift registers on each side, that trigger the heart chambers 1 sec apart of each other
- both these shift registers are started simultaniously, but the right ones activation is delayed by half a second, using a modified delayer design I discouvered in CrypticNights heart world (I just prefer to work with faulty gates

) => therefor 3 statues are triggered every half second and since there are ten chambers on each side, every chamber is activated every 10 seconds
- Order of activation: The activation cycle goes from the edge to the middle and then from top to the bottom
(Example the left shift register activates the chamber at the edge, then a second later the chamber at the elevator, then the edge one level below and so on. The right timeshifter works vice versa.)
- the Shift Regsiters don't start at the same position though! the right one is exactly 5 chambers ahead of the left one. The idea behind this is to achieve a mean travel distance for the average heart that is spawned in with it's counterparts, so the mean delivery time remains as constant as possible. Therefor you theoratically recieve the same performance no matter on witch step of the timeshifter loop, you start/stop the mechanism (there is no reset switch).
Extras: Since the scale of the design allowed for it and they function the same as hearts, I also added star chambers for the hack of it. The star chambers only consist of 2 Statues since maximum mana without equipment is 200 witch they provide. There isn't a corresponding star chamber for every heart chamber, since my design didn't have room for that. They are just a Bonus to toy with, this is about the hearts!
Design Note: The scale of the construction is exactly 124 tiles broad. This means depending on how centered the player stands enemy spawn would start to occur right outside / on the edge of the structur. This heart machine project is supposed to be turned into some king of arena after all, isn't it?
View attachment 378592
Performance:
- Works at max hoik speed meaning 60 Activations per second through Dummy engine
- Provides a constant stream of hearts (and stars) without them getting stuck [as far as I was able to observe, after all
"hearts find a way to get stuck"].
- I was able to remove all the most pressent flaws from the Legacy version (seen in my over excited teaser video) therefor no need fro gimicky workarounds like altering APS and randomized hoiking patterns that were ment to
wiggle stuck hearts back on track (it did perform but efficiency and consistency, this was not)
- Tested it against bosses in classic diffuculty using only the Ahnk Shield as combat equipment (to negate debuffs and knockback) and no armor other than my Night Vision Helmet (combinded defense of 13). Utilizing the Last Prism the Mech Bosses go down like a charm. The Moon Lord was tricky though. To hit the heart after his eyes were defeated via Last Prism I had to utilze the Solar Flare since it is right below you in the elevator track and can't be targeted other wise and jumping up is a death sentence. It took me a couple of tries and in the end always was very close, but I got him down. For my
FIRST time

, without using a invulnerability machine, like the one were you Slimebounce on two Target Dummies, while your Stardust Dragon does the fighting. I'm horrible at fighting bosses as well as actually playing the game, I like the building and designing part

- Can you use this to defeat bosses in exper/masters mode? Idk, you tell me. Take your choice of weapons, armor and equipment and try for yourself. folks have defeated them without this machine, so I'm certain this can be done. This is purely about the efficiency of the machine, so I restricted my gear as strictly as possible - though I did use the standard placeable buffs, like heart lantern eg, for I feel like that is something everybody always would do - feel free to disagree and remove them.
- Does this provide enough Mana to use the Last Prism constantly (meaning for 60 seconds after witch its beam stops by design and then immediately again)? Sadly, no - good enough to defeat the bosses though. If you want this "constant" stream, you can use either the Magnet Flower or the Arcane and Mana Flower combined either each other or Nature's Gift or the Mana Regeneration Band. It gets close though - than any 3 (or two if one of the choosen items is the Magnet Flower) of these items will work without failure.
[All mentioned items can be found within a "Toy chest" in the map that is located right beside the center of the structure, where you stand to collect hearts]
View attachment 378593
Further Notes:
In the wired picture you may notice that two heart chambers in the bottom row are currently not connected to the time shifters. There is a simple reason for that. Using the Last Prism, I think I observed better performance without them. Might be a mirage though. Then again I
feel like that might be the case.
If I can substanciate my suspection somehow, that would probably hold true for hearts as well, therefor improving performance by removing heart chambers.
You may also have noticed, that on the left side the hoik track that is just below the main vertical line right above the heart chambers is sloped straight to the right, while on the right side there instead is this alteration of sloping direction that makes it look like it points up. That is not an oversight. Originally both sides were sloped straight into one direction. Moving from right to left, hearts would sometimes get stuck in this. The different sloping arrangement fixes this. Since the problem never occured on the right side and I don't know witch configuration is faster (I didn't notice anything after the change except for the occasional bug being gone) - I didn't see a need to change it on the left side as well.
Possible Further improvement: The order and interval of the heart chamber activation, follows as I believe a sound logic. But that's it - pretty much guess work. There might be other factors to consider (some I recognize and intend to test for, some I didn't even think of yet). Currently I'm thinking about designing test chambers to figure out how fast the different methods of moving hearts move them excactly. This might be useful to figure out a more optimized activation intervall, since the current logic assumes that speeds are ruthly the same. This assumption is good enough for now, but since hoiking from left to right and right to left don't function in the exactly same manner, there is no reason to believe it to be true. This may also help with figuring out were to add/drop heart statues in order to have the most heart statues activated within a 10 second cycle, while also remaining below the 10 hearts threshold for as long as possible. Well that's for a future post. I call the Project:
How Fast is Hoik. Stay tuned for the update.
Since there are 60 statues that are activated within a 10 second cycle this machine has a theoratical limit of 6 hearts per second. It definitely doesn't achieve that. I am hoping for an efficiency (hearts collected/possible spawned hearts) of close to or around 50%. If it's significantly lower (around 30%) the hole design is probably bollucks, if its over 70% (witch I don't think it is) there wouldn't be much room for improvement, since you most likely would have to remove heart statues to further raise the efficiency, by doing so limiting the theoratically possible maximum of spawned hearts simultaniously. I for one have choosen the arbitrary benchmark of 6 hearts per seconds to aim for within this thread. I will continue to publish future RnD, to get there

. Yes I know CrypticNight's combination of floating heart statues, a shift register and a heart reach potion already hit that benchmark, but I'm hoping for something more techy to come out of this. I would be quite thankful if he would clock the performance of my current machine and tell me were it's at

.
Operation:
At the spawn are two teleporters. The right one will take you to the heart machine, the left on will take you to the legacy design showcased in my teaser (so everybody can witness how far I'ver come

).
- Big Lever Starts/Stops the Mechanism (shift registers move / dummy engine starts the hoiking)
- Switch below changes the APS to 54 for, you can use this to see the hoiking move, but it really is just there for testing reasons and has no further function
- The Switch right next to the dummy engine switches the dummy engine on/off, without interfeering with the shift registers. This has to be utilized after dying! The Dummy Ghost will despawn upon death but the timers will keep running. Hitting the Lever again would turn the dummy ghost on, but that timers off so that's of no use. Turning the timers of by clicking them would mess up the hole activation cycle. So that's how this is done. (also after turning the machine of there will be hearts/stars still within the hoik track, by toggling on only the dummy engine for a moment you can collect them to clean the hole thing up)
- The Legacy design has it's instruction in announcement boxes, it's basically just a pull the Lever thing though
- Other announcement boxes with the most pressent information are also within the world, I tried to keep the text to a minimum though.
- There is unnecessary cosmetic stuff, cuz having removed the flaws I found and defeated the Moonlord I was in the mood for some celebration
Have fun