Showcase [Showcase] The fastest possible heart generator (statue farm)

I looked into the loop version of my design, but quickly found out - that my vertical design is most likely as fast as this kinda gimicky concept is going to get. Therefor I instead did some RND into hoiking hearts:


As probably everyone else would have I started with ZeroGravitas work as a foundation:

Also I came across this post, claiming to be able to hoik hearts from right to left by using sloped conveyor belts:


So I started constructing testing areas and I found:
- ways to move hearts faster than the standard hoiking mechanism
- methods to "hoik" (though if this is an actual hoik might be debateable) from right to left
- prototype for a stationary hoik machine that receives hearts from three directions at about roughly the same speed
- all of this is done via a combination of hoiks and conveyer belt tracks

This would be nice for a video, yet sadly I know nothing about recording terraria footage or video editing. To present it in textform on the other hand would be a complete drag, since the scope of the testing was quite extensive.

Therefor I created an interactive playable showcase map, that allows anybody to replicate the resulsts. I intend for this to be a work of reference for possible future improvements to stationary hoik machines.

It contains several testing grounds for different methods of hoiking (example below):
View attachment 378374

It "races" hearts with different working methods against each other to find out witch one is the fastest (examples below):
View attachment 378375
View attachment 378376

And it showcases the above mentioned three way hoik:
View attachment 378377

(also it shows about everything that doesn't work as well - I tried my best to test any conceiveable method within this testing area)

No equipment is required to replicate the testing.
All necessary information is provided through announcement boxes.
The showcase follows a guided route, so simply enter the map and follow the arrows.
Hope you have fun and I'd love to hear you're feedback :)

Thanks for taking the insane time to create this! I had a blast exploring and learning. I know many others will too. I have taken some inspiration from this and redesigned the stationary heart generator. It's actually more reliable at getting 180 hearts / minute. I have attached a copy of the build world bellow.

Capture.PNG

out.PNG
 

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Thanks for taking the insane time to create this! I had a blast exploring and learning. I know many others will too. I have taken some inspiration from this and redesigned the stationary heart generator. It's actually more reliable at getting 180 hearts / minute. I have attached a copy of the build world bellow.

View attachment 378402
View attachment 378401
I love, that was the whole point of the endeavor :). I'm looking forward to what you guys will come up with. Sadly at the moment I can't seem to locate the overworked design within the map.

To anyone who tries this. How are the announcement boxes. Since I know how the showcased stuff is supposed to work I find it pretty hard to place them on the scale from "Shut up that's obvious" to "Wait, what am I supposed to do" - I would prefer for them to be at the "right amount of information" - sweetspot.

Btw I started on a Stationary Heart Machine :-)
 
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I love, that was the whole point of the endeavor :). I'm looking forward to what you guys will come up with. Sadly at the moment I can't seem to locate the overworked design within the map.

Allow me some time to cringe at myself and happily announce I have uploaded the correct (updated) world this time. Thank you for pointing this out! The newest build is included at the worlds spawn point. This world also has all my designs from right to left being the newest.

To anyone who tries this. How are the announcement boxes. Since I know how the showcased stuff is supposed to work I find it pretty hard to place them on the scale from "Shut up that's obvious" to "Wait, what am I supposed to do" - I would prefer for them to be at the "right amount of information" - sweetspot.

Btw I started on a Stationary Heart Machine :)

And no I do believe you nailed it with the information. I watched your video btw, I did notice how some of the hearts would be getting stuck. Just make sure to reference some of the basic information I gathered. The goal is to keep the statues as close as possible for delivery time and also keeping the heart count under 10.

Statue Conditions:
  • Has a cool-down period of ten seconds
  • 10 hearts on the map at once
  • Statues can only summon 3 hearts if within 23 (wiki says 16 :cool:) blocks near another statue
 
Allow me some time to cringe at myself and happily announce I have uploaded the correct (updated) world this time. Thank you for pointing this out! The newest build is included at the worlds spawn point. This world also has all my designs from right to left being the newest.



And no I do believe you nailed it with the information. I watched your video btw, I did notice how some of the hearts would be getting stuck. Just make sure to reference some of the basic information I gathered. The goal is to keep the statues as close as possible for delivery time and also keeping the heart count under 10.

Statue Conditions:
  • Has a cool-down period of ten seconds
  • 10 hearts on the map at once
  • Statues can only summon 3 hearts if within 23 (wiki says 16 :cool:) blocks near another statue

Looking forward to try it out. Yeah it still has same kinks, once they are smoved out. The hearts will keep getting stuck from time to time though - it seems there isn't much one can do about it - well I found some methods to loosen them, but that also wastes time ^^. I'll put you in the final ingame description - the video was just supposed to be a teaser for this thread :cool: (I tried to make a gif first but that didn't show much of everything due to the speed - so I had to google how to record game footage :p).


Edit: So i just got to try it out. That thing runs wonderful - good thing you kept the legacy designs in there!!! For one it's cool to see how the wiring keeps getting more compact and efficient with each iteration, than again if there was just the most recent design it would be completely impossible to grasp how the wiring works. I'm still not completely sure as to how, but I at least understand what it does. Personally I only ever use faulty logic gates, because they are the easiest to reset if something goes wrong - but that comes with obvious limitations though ^^.


Edit II: I just updated the showcase worlds within there original Post. It's the same as before only that the basic information text now says this:
20220802090920_1.jpg



BTW I loved, the delays you utilize in your heart machine. I would have done what it does through an additional time shifter, but this is just more elegant and the delay time can be changed like that *. (For now I'm only using the spaced first iteration though - the current compact design still confuses me when wiring ^^). I intend to remember referencing you for that one :-D


Edit III: I hope somebody says something otherwise I can't share the finished Heart machine ^^
 
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Edit III: I hope somebody says something otherwise I can't share the finished Heart machine ^^

Saying something.
PS: I very dislike the whole one comment thing this website has..:nymph:
 
Probably said before, but adding some more columns of hearts to the left and right, and then using a heartreach potion should give you some more hearts, but then again, more hearts don't matter if you are getting healed to full hp every millisecond. Also, I wouldn't recommend this strat against master mode skele prime
 
Probably said before, but adding some more columns of hearts to the left and right, and then using a heartreach potion should give you some more hearts, but then again, more hearts don't matter if you are getting healed to full hp every millisecond. Also, I wouldn't recommend this strat against master mode skele prime

This was one of the first designs we did, I personally opted out of heart reach as the potions are expensive and the generator cannot be used in long AFK sessions. We have made other designs that go much faster then even heart potions however, I'm sure we can push the limits!
 
This was one of the first designs we did, I personally opted out of heart reach as the potions are expensive and the generator cannot be used in long AFK sessions. We have made other designs that go much faster then even heart potions however, I'm sure we can push the limits!
Are you gonna make them Skeletron Prime proof?
 
There are so many eleborate machines I have made that were destroyed because I decided to use them against Skeletron Prime ;(
 
I'm proud to present. My first design for the Te-MEC community :D, 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 :D) => 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?

Capture 2022-08-03 04_01_52.png


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 :cool:, 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 :happy:
- 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]

Capture 2022-08-03 04_02_30.png


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 :D. 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 :D

Have fun
 

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I'm proud to present. My first design for the Te-MEC community :D, 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 :D) => 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 :cool:, 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 :happy:
- 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 :D. 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 :D

Have fun

Now this, this is some serious dedication. For a first submission you really hit the nail here. Let me first share my findings and what I personally have done to attempt to improve.

So your first design that switches the clock hertz to "unstick" the hearts gets an average of 124 hearts a minute.
This is nothing great but still a VERY important stepping stone.
first.PNG


However, your second design is more-so interesting, it seems to get on low 170 hearts / minute, and on high 180 hearts / minute.
I have ran this for 10 minutes and only was able to get 180 once.
01.PNG
->
Capture.PNG


So after reviewing your design and studding the maps and mechanics you provided and from using my own knowledge, I have devised a new build. This by volume is much smaller then the long vertical designs I previously made and has allot more configuration options.

2586-220.png

The execution state however is the backbone behind these operations. By changing the column order or tweaking the execution of the statues, we can time the summoning of hearts to spawn much closer together. This saves much time traveling to the player.

Capture 2022-08-03 21_08_26.png

Now to talk about the results however. I ran this a single time and got the result shown bellow.

105600_20220803210309_1.png


This right here... This is HUGE KNEWS as not a single design yet was able to breech this 180 heats / minute. When designing this, I was almost certain it was impossible to get higher then 180 due to some game limitations (outside of statues) or something. I'm sure now that this feat has been taken it's diffidently possible to crunch a few more numbers. I have not even tweaked the execution state of this design. I'm sure it's capable of much more just by changing some wires around. I have gone and attached the world bellow.
 

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first.PNG


However, your second design is more-so interesting, it seems to get on low 170 hearts / minute, and on high 180 hearts / minute.
I have ran this for 10 minutes and only was able to get 180 once.
This had me worried for a Moment, since it was at excactly the Efficiency I myself proposed for bollucks desings - but it was just the bullocks design so that's fair ;)

However, your second design is more-so interesting, it seems to get on low 170 hearts / minute, and on high 180 hearts / minute.
I have ran this for 10 minutes and only was able to get 180 once.
01.PNG
->
Capture.PNG

For one I'm thrilled that it is so good. Also I'm puzzled about my predictions capibility.
I am hoping for an efficiency (hearts collected/possible spawned hearts) of close to or around 50%.
Was my modest/polite/timid phrasing for the conflicting emotions of: "I very much expect this machine to do around 3 hearts / second!!!"; "But isn't it rather pretentious to claim to be around the current record with this week old design - the fire works are already a bit much aren't they? "; "I don't have any data to back this claim up, just a gut feeling based on what I want it to be - this would be a setup for ridicule."

I believe the range is a result of the different travel times that hearts have from "right to left" and from "left to right". Actually I know this to be a fact. I already have designed the first test ranges for Project How Fast is Hoik, but they still need to be modified for some other variations of hoik lines. I'll release it in full, when it's done :D.

Now to talk about the results however. I ran this a single time and got the result shown bellow.

105600_20220803210309_1.png
This is indeed very encouraging. I was toying around with a similiar idea to no avail, because I didn't even have the first clue about how to pull of the wiring for the activation cycle - and looking at the picture I still don't :confused: - but it looks efficient and logic and it seems like something that can be understood in game though :).

Also the design you did can do a bit more - for you added a problem I encountered in the past.
Hearts can land on the very intersection between the conveyer belts and will be stuck there till the next activation, alines them back into one direction. This even is infuriatingly common - it took me less than half a minute to encounter the first instance.

Capture 2022-08-04 08_49_27.png


There is a very simple fix though. Just run the red activation wire through the hole conveyer belt, so they always move into the same direction.
Capture 2022-08-04 08_53_51.png


Hearts - They will find a way to get stuck :D
 
Also the design you did can do a bit more - for you added a problem I encountered in the past.
Hearts can land on the very intersection between the conveyer belts and will be stuck there till the next activation, alines them back into one direction. This even is infuriatingly common - it took me less than half a minute to encounter the first instance.

View attachment 378662

There is a very simple fix though. Just run the red activation wire through the hole conveyer belt, so they always move into the same direction.
View attachment 378663

Hearts - They will find a way to get stuck :D

Thank You!! This was an issue I did encounter and it does slow the times down. I'm happy you found a solution to this. I will apply it to the design for the next release. I also had found faster clocks I wanted to share to you. So fast indeed that I may have to build a custom timer circuit for it as the hoik completely breaks :eek:

221-478.png


This simple design of stacking target dummies above each other will make the clock much faster it appears. The ghost dummies will all fall into a pile at the bottom to be teleported into the hoik chamber. To make them float on top of each other I put an example on the right with teleporters. Set one, break the second from the top, it will cause one to float. Repeat for as many target dummies as you wish. I have not done much testing with this. Not sure if its sending a serial pulse or if its activating faster. From the actual sound it diffidently sounds faster. I'm sure using a binary adder and some other mechanics we can slow it down just a hair to get the hoik running super fast.
 
You're very welcome - I'm already curious to hear how much of a difference that makes :D .

So this design of yours is very curious.
So fast indeed that I may have to build a custom timer circuit for it as the hoik completely breaks :eek:

221-478.png
So if I remember the working principle of the dummy engine correctly.
Each character is limited to one activation per tick.The game runs at 60 FPS, therefor it follows that a single dummy ghost can cause up to 60 Activations per second. Since the hoiked tiles displace a character by one tile per tick the dummy ghost in the engine is sending an impulse every tick and reaches his potential limit of 60 Activations per second.

But that limit was per character. So adding multiple dummy ghosts like you did might have an impact.
There are a couple of questions that follow though.

- Can a source (in this case the pressure plates) be activated multiple times per tick?
- If so can multiple pulses run through a wire per tick?
- If so can the recieving end be activated more than once per tick?
Or would attempting to do so simply break the game mechanics?

To test for this - and I'm just spitballing here there might be better ways.
I'd suggest you build a binary counter. Connect it to your dummy engine (I'd stick with two dummy ghosts for the moment, but this is not entirely necessary).
Built a 1 second delay mechnism. Now connect both the delay mechanism and the dummy engine to a single switch or lever, so that you turn them on simultaniously. Lastly you must connect the delay mechanism back to the dummy engine, so it's turned of after 1 second (I'm currently using this exact principle - minus the binary counter for Project How Fast is Hoik :D).

After a second the dummy engine will stop and the binary counter will display how many activations you got. This should be a very exact test.

Alternative: If you struggle with binary counters (they are annoying to build and there output is hard to read after all - I for one can't use them for anything, it's a logic I'm unfamiliar with), there is a less elegant but much easyer way.
- Do pretty much the same
- But instead of connecting the mechanism to a binary counter simply connect it to a shift register that is at least 61 activations long. On the 61st activation have it trigger some kind of visual output like a lamp or fireworks. If this output goes of, you know that it works (unless dummy ghosts cause activation upon being teleported - I'm not entirely sure about that, but with two dummy ghosts and two pressure plates it might be an additional 4 Activations - so maybe make it 66 activations long to be on the save side).

I'd definitely suggest doing so before investing effort in mechanisms that might get it to work with hoik tracks. Then tell me what you found :cool:.
 
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Thank You!! This was an issue I did encounter and it does slow the times down. I'm happy you found a solution to this. I will apply it to the design for the next release. I also had found faster clocks I wanted to share to you. So fast indeed that I may have to build a custom timer circuit for it as the hoik completely breaks :eek:

View attachment 378664

This simple design of stacking target dummies above each other will make the clock much faster it appears. The ghost dummies will all fall into a pile at the bottom to be teleported into the hoik chamber. To make them float on top of each other I put an example on the right with teleporters. Set one, break the second from the top, it will cause one to float. Repeat for as many target dummies as you wish. I have not done much testing with this. Not sure if its sending a serial pulse or if its activating faster. From the actual sound it diffidently sounds faster. I'm sure using a binary adder and some other mechanics we can slow it down just a hair to get the hoik running super fast.
I don't know much about stacked dummies all I know is that they are the laggiest things. It might be because I play on mobile but I have tested on a server and it can crash a server quite easily. A few stacked dummies in a hoik engine connected to some actuators really messes up the game.
 
You're very welcome - I'm already curious to hear how much of a difference that makes :D .

So this design of yours is very curious.

So if I remember the working principle of the dummy engine correctly.
Each character is limited to one activation per tick.The game runs at 60 FPS, therefor it follows that a single dummy ghost can cause up to 60 Activations per second. Since the hoiked tiles displace a character by one tile per tick the dummy ghost in the engine is sending an impulse every tick and reaches his potential limit of 60 Activations per second.

But that limit was per character. So adding multiple dummy ghosts like you did might have an impact.
There are a couple of questions that follow though.

- Can a source (in this case the pressure plates) be activated multiple times per tick?
- If so can multiple pulses run through a wire per tick?
- If so can the recieving end be activated more than once per tick?
Or would attempting to do so simply break the game mechanics?

To test for this - and I'm just spitballing here there might be better ways.
I'd suggest you build a binary counter. Connect it to your dummy engine (I'd stick with two dummy ghosts for the moment, but this is not entirely necessary).
Built a 1 second delay mechnism. Now connect both the delay mechanism and the dummy engine to a single switch or lever, so that you turn them on simultaniously. Lastly you must connect the delay mechanism back to the dummy engine, so it's turned of after 1 second (I'm currently using this exact principle - minus the binary counter for Project How Fast is Hoik :D).

After a second the dummy engine will stop and the binary counter will display how many activations you got. This should be a very exact test.

Alternative: If you struggle with binary counters (they are annoying to build and there output is hard to read after all - I for one can't use them for anything, it's a logic I'm unfamiliar with), there is a less elegant but much easyer way.
- Do pretty much the same
- But instead of connecting the mechanism to a binary counter simply connect it to a shift register that is at least 61 activations long. On the 61st activation have it trigger some kind of visual output like a lamp or fireworks. If this output goes of, you know that it works (unless dummy ghosts cause activation upon being teleported - I'm not entirely sure about that, but with two dummy ghosts and two pressure plates it might be an additional 4 Activations - so maybe make it 66 activations long to be on the save side).

I'd definitely suggest doing so before investing effort in mechanisms that might get it to work with hoik tracks. Then tell me what you found :cool:.

So.. I did some testing and created a binary counter to actually read what was going on.

1 Target Dummy + 2 Pressure Plates
1-Dummies.gif


4 Target Dummies + 2 Pressure Plates
4-Dummies.gif


8 Target Dummies + 2 Pressure Plates
8-Dummies.gif


Code:
Each of the tests where done for 10s.[/SIZE][/CENTER][/SIZE][/CENTER]
[SIZE=5][CENTER][SIZE=5][CENTER]
1 Dummies: 600  (60 Activations  / Second) or 60Hz
2 Dummies: 1200 (120 Activations / Second) or 120Hz
3 Dummies: 1800 (180 Activations / Second) or 180Hz
4 Dummies: 2400 (240 Activations / Second) or 240Hz
5 Dummies: 3000 (300 Activations / Second) or 300Hz
6 Dummies: 3600 (360 Activations / Second) or 360Hz
7 Dummies: 4200 (420 Activations / Second) or 420Hz
8 Dummies: 4800 (480 Activations / Second) or 480Hz


So from this math, I can conclude that this would be the formula to calculate the increased clock speed produced from adding stacked target dummies.



(30 Base-Frequency * Total Target Dummies) * Total-PressurePlates = Output Hz



For example, I have 4 target dummies and 2 pressure plates in the image bellow, to find the frequency I would do the following: 30 * 4 = 120 * 2 = 240 Activations / Second.

221-478.png




So for hoik to continue to allow hearts to travel, it a clock cannot be too fast. For instance, I have found that 120 Activations / Second is too fast. Using some binary adders, I'm able to slow down the clock speed to a more adjustable set of levels. I managed to achieve speeds just under the 120 Activations / Second sing the following diagrams.



105 Activations / Second - Hearts start to move but slower then single target dummy clock.

1050.png




90 Activations / Second - Only slightly slower then the single target dummy clock.

900.png




60 Activations / Second - Default single target dummy clock.

600.png




So it appeared there is certainly potential in the timing, but it appears due to how hoik and the actuation of blocks works, anything too much faster then a single target dummy and two pressure plates does not actually help in performance.



90 Activations / Second

105600_20220804201419_1.png




60 Activations / Second

188 Hearts.png
 
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Code:
Code:
Each of the tests where done for 10s.

1 Dummies: 600  (60 Activations  / Second) or 60Hz
2 Dummies: 1200 (120 Activations / Second) or 120Hz
3 Dummies: 1800 (180 Activations / Second) or 180Hz
4 Dummies: 2400 (240 Activations / Second) or 240Hz
5 Dummies: 3000 (300 Activations / Second) or 300Hz
6 Dummies: 3600 (360 Activations / Second) or 360Hz
7 Dummies: 4200 (420 Activations / Second) or 420Hz
8 Dummies: 4800 (480 Activations / Second) or 480Hz
Well ain't this just amazing :happy: . Wonderful testing work btw. Would be awesome if you could share the shematics on the. For one I'd love to play around with it :D and than Istarted creating a personal reference and Hall of fame world were I add useful mechanics and my favourite creations by the community. I did not yet decide who's work beside's my personal one I want to at, but this definitely has to there - including the visual output. Breaking the 60 APS barrier with one simple contraptions. Even if it goes no were, that is so wonderful. I could of course rebuild it myself, but I'd prefer not to cause I just finished my third rather big terraria project in a pretty short time and feel kinda exhausted.

Did I say 3rd? Yes indeed. Project How fast is hoik is done (for now there might be other configurations to clock).

Capture 2022-08-04 20_30_55.png


It's once again playable, interactive, comes with intructions and has a vast testing area to explore. I put it in the deser, cuz speed testing :D
Capture 2022-08-04 20_26_29.png


I believe it's more fun to play it - this is also benefitial to me, cause someone should peer review my methods. But for those who just want to know what moves at what speed I createad a table - that's also featured in the map. See below:

All results are measured in Tiles per second (with a 60 Hz dummy engine - I can already see myself doing this hole feat again, once CrypticNight has discouvered the sweetspot of 60 < X < 90 :D). I didn't build a visual represatation for the up speed, it's 60 TPS no matter how you set it up.
Results.gif

Besides all the optimication that we clearly found so far. I think there is a underbelly of heart behaviour, that we just can't touch. Remember this guy:
Capture 2022-08-04 08_49_27.png


I was thinking about how he got there.

He probably jumped to short to enter the hoik track or hit it right at the frame when it was activated so he bounced off. What then. He fell between 1 and two tiles. CrypticNight measured hearts fall speed at 5 TPS. So that mean as he touched the conveyer track he was already around for between 0.2 and 0.4 s. Than he had to be conveyered into the hoik track, this is even with my fix that orevents the heart from goofing of for ten seconds - the slowest mode of transportation. Again travel distance between 1 and 2 to tiles at 9.5 TPS (this is measured in the map, but since the wiki got it right this time I don't concider it a spoiler) this is an additional time between 0.1 and 0.2 (rounded to 1 decimal) s. On top fo this comes the time it took the heart to jump. I don't have any figures for this, and given the hearts behaviour, how could you even measure it? Lets assume it jumps at double it's fall speed - that's a fair assumption, ain't it? Another 0.1 to 0.2 s.

So in total hearts can be around for between 0.4 and 0.8 - let's call it an expected 0.6 s BEFORE ever entering the hoik track at all.

Assuming the heart enters the hoik track directly. It had to jump 1 to 3 tiles for that either. This is better for it gives us an expected 0.2 s.

Hearts jumping 1 tile from the base. There is one direction were they may enter the hoik track and 3 were they'll fall short and have to be conveyered. With hearts that jump two tiles, there are 2 direct direction and two that fall short. Above two tiles any direction a heart takes may reach the hoik track. Still hearts will bounce of half the time.

Hearts jump up to 5 tiles. So one fith of the time hearts will jump on tile / one fith for 2 / three fiths for more. We can expect:

1/5 * [( 3/4 * 0.6 + 1/2 * 1/4 * 0.2 + 1/2 * 1/4 * 0.6) + (1/2 * 0.6 + 1/2 * 1/2 * 0.6 + 1/2 * 1/2 * 0.2) + 3 * (1/2 * 0.6 + 1/2 * 0.2)] =

Let's clean this up a bit:

1/5 * [( 18/40 + 1/40 + 3/40) + ( 3/10 + 3/40 + 1/20) + 3 * ( 6/20 + 2/20)] =

Still to messy:

1/5 * [22/40 + 17/40 + 3 * 16/40] =

Ok, so the 2 tile jumpers aren't as bad as I'd feared :happy:

1/5 * 77/40 = 77/200

That's woul be an expected 0.4 s the average heart need to actually enter the hoik track. I belive that's to high and therefor assume that jumpspeed is 4 times the fall speed, witch would leave us at 0.2 s till a heart reaches the hoik track.

That's not to bad all things concidered. It still leaves us at only 0.3 seconds to get the heart to the player if we want to optimize the half second activation cycle.

Well maybe I'm completely off here :confused: - that's all for now.


Almost forgot @xXCrypticNightXx . I hab a look at your design - You should Put the dummy engine underneath it to make room for a third elevator. Right Now you're moving half the hearts away from the Player to then move them up to then move them back to the players direction. There is no need for that and the additional horizonzal path (according to my measurements) wastes about half a second each trip. I tried to copy that together real quick but broke something, cause my concentration is off and I just have to take an engineering break for the moment :sigh:

Now that's really all :cool:
 

Attachments

Last edited:
Well ain't this just amazing :happy: . Wonderful testing work btw. Would be awesome if you could share the shematics on the. For one I'd love to play around with it :D and than Istarted creating a personal reference and Hall of fame world were I add useful mechanics and my favourite creations by the community. I did not yet decide who's work beside's my personal one I want to at, but this definitely has to there - including the visual output. Breaking the 60 APS barrier with one simple contraptions. Even if it goes no were, that is so wonderful. I could of course rebuild it myself, but I'd prefer not to cause I just finished my third rather big terraria project in a pretty short time and feel kinda exhausted.

Did I say 3rd? Yes indeed. Project How fast is hoik is done (for now there might be other configurations to clock).

View attachment 378753

It's once again playable, interactive, comes with intructions and has a vast testing area to explore. I put it in the deser, cuz speed testing :D
View attachment 378755

I believe it's more fun to play it - this is also benefitial to me, cause someone should peer review my methods. But for those who just want to know what moves at what speed I createad a table - that's also featured in the map. See below:

All results are measured in Tiles per second (with a 60 Hz dummy engine - I can already see myself doing this hole feat again, once CrypticNight has discouvered the sweetspot of 60 < X < 90 :D). I didn't build a visual represatation for the up speed, it's 60 TPS no matter how you set it up. View attachment 378763

Besides all the optimication that we clearly found so far. I think there is a underbelly of heart behaviour, that we just can't touch. Remember this guy:
View attachment 378764

I was thinking about how he got there.

He probably jumped to short to enter the hoik track or hit it right at the frame when it was activated so he bounced off. What then. He fell between 1 and two tiles. CrypticNight measured hearts fall speed at 5 TPS. So that mean as he touched the conveyer track he was already around for between 0.2 and 0.4 s. Than he had to be conveyered into the hoik track, this is even with my fix that orevents the heart from goofing of for ten seconds - the slowest mode of transportation. Again travel distance between 1 and 2 to tiles at 9.5 TPS (this is measured in the map, but since the wiki got it right this time I don't concider it a spoiler) this is an additional time between 0.1 and 0.2 (rounded to 1 decimal) s. On top fo this comes the time it took the heart to jump. I don't have any figures for this, and given the hearts behaviour, how could you even measure it? Lets assume it jumps at double it's fall speed - that's a fair assumption, ain't it? Another 0.1 to 0.2 s.

So in total hearts can be around for between 0.4 and 0.8 - let's call it an expected 0.6 s BEFORE ever entering the hoik track at all.

Assuming the heart enters the hoik track directly. It had to jump 1 to 3 tiles for that either. This is better for it gives us an expected 0.2 s.

Hearts jumping 1 tile from the base. There is one direction were they may enter the hoik track and 3 were they'll fall short and have to be conveyered. With hearts that jump two tiles, there are 2 direct direction and two that fall short. Above two tiles any direction a heart takes may reach the hoik track. Still hearts will bounce of half the time.

Hearts jump up to 5 tiles. So one fith of the time hearts will jump on tile / one fith for 2 / three fiths for more. We can expect:

1/5 * [( 3/4 * 0.6 + 1/2 * 1/4 * 0.2 + 1/2 * 1/4 * 0.6) + (1/2 * 0.6 + 1/2 * 1/2 * 0.6 + 1/2 * 1/2 * 0.2) + 3 * (1/2 * 0.6 + 1/2 * 0.2)] =

Let's clean this up a bit:

1/5 * [( 18/40 + 1/40 + 3/40) + ( 3/10 + 3/40 + 1/20) + 3 * ( 6/20 + 2/20)] =

Still to messy:

1/5 * [22/40 + 17/40 + 3 * 16/40] =

Ok, so the 2 tile jumpers aren't as bad as I'd feared :happy:

1/5 * 77/40 = 77/200

That's woul be an expected 0.4 s the average heart need to actually enter the hoik track. I belive that's to high and therefor assume that jumpspeed is 4 times the fall speed, witch would leave us at 0.2 s till a heart reaches the hoik track.

That's not to bad all things concidered. It still leaves us at only 0.3 seconds to get the heart to the player if we want to optimize the half second activation cycle.

Well maybe I'm completely off here :confused: - that's all for now.


Almost forgot @xXCrypticNightXx . I hab a look at your design - You should Put the dummy engine underneath it to make room for a third elevator. Right Now you're moving half the hearts away from the Player to then move them up to then move them back to the players direction. There is no need for that and the additional horizonzal path (according to my measurements) wastes about half a second each trip. I tried to copy that together real quick but broke something, cause my concentration is off and I just have to take an engineering break for the moment :sigh:

Now that's really all :cool:

First things first, I do not mind sharing this schematic. Please put it to use. There are four switches for configuration as stated bellow.
Layout.png

Code:
Reset    | +1 Forward
Clock    |
10s Stop |

Out of the box, you can stack on or remove from the existing target dummy stack. This will count the speed it produces. Alternately, you can use this circuit as a type of external frequency meter. Bellow you will want to cut the wires and add some probes.
Mltimeter.png

Cut the green and red wires from the existing teleporters as shown and connect the green wires together as shown. Red wire = input counter, Green wire = toggle clock on / off.

For reference bellow is the original diagram:
Normal.png

I have attached the schematic as a .zip bellow to this frequency meter. :dryadhappy:

Next, I'm so happy you learned something from my last post and referenced the frequencies. :dryadpassionate:
I can already see myself doing this hole feat again, once CrypticNight has discouvered the sweetspot of 60 < X < 90 :D).

I have compiled some results bellow:

90 Activations / Second
90.png


75 Activations / Second
75.PNG


67.5 Activations / Second
67.5.PNG


63.75 Activations / Second
63.75.PNG


60 Activations / Second
60.png


56.25 Activations / Second
56.25.PNG


52.5 Activations / Second
52.5.PNG


45 Activations / Second
45.PNG


30 Activations / Second
30.PNG


Bellow is a graph of the stats gathered.
1659750604135.png


Almost forgot @xXCrypticNightXx . I hab a look at your design - You should Put the dummy engine underneath it to make room for a third elevator. Right Now you're moving half the hearts away from the Player to then move them up to then move them back to the players direction. There is no need for that and the additional horizonzal path (according to my measurements) wastes about half a second each trip. I tried to copy that together real quick but broke something, cause my concentration is off and I just have to take an engineering break for the moment :sigh:

This is a cool idea! You should share your schematic. My suggestion is to maybe try and make the horizontal rail more in the middle so it takes less time to feed the hearts to the player. Speed is the biggest issue we are working with here. I attached a VERY BAD and obviously not functional example of what I'm talking about bellow.
proto.png


I would diffidently challenge you to make this design and share it. I'm interested in the results it could get :dryadcool:
 

Attachments

I have attached the schematic as a .zip bellow to this frequency meter. :dryadhappy:
Thx for sharing :happy: .


Well this seems rather reasonable :D. It turned out to be the one result that didn't cause me to repeat measurements.
Speed is the biggest issue we are working with here. I attached a VERY BAD and obviously not functional example of what I'm talking about bellow.
Speed definitely is! Seeing this for a moment I thought. Nah you didn't, one can hoik hearts. down :confused: - everybody knows they don't do that. Than again everybody knew they don't hoik from right to left, so maybe there is something we can come up with. Having them fall into the track maybe, or onte a conveyer belt, well this would require some testing....
I would diffidently challenge you to make this design and share it. I'm interested in the results it could get :dryadcool:
Alright I will, but first I'll overhaul the 23 tiles apart concept - witch I've come to call the conservative approach - to see how far I can push it. I believe the concept of having them closer together overall has more potential - but I'm not quite ready to drop the other approach yet. And I already know how I'll go about it.
So I took my measurements and used them to judge my design. Base I call the time every heart needs to travel to the player, this includes the somewhat speculative 0.2 s exspected time to enter the hoik track. 2nd column is the additional time it would take a heart if it is not at the center, but at the edge, cause there is more of a horizontal travel and each level is what is added one story below for the additional vertical travel. Than I wrote in the results.
Capture 2022-08-05 15_10_57 with times.png

Unsuprisingly the bottom right corner faired the worst. But I quickly realised, that there are a bunch of options (16 in fact) for heart chambers below or to the side that have around equal or even better timer to it. I wrote them in to the side or below, according to where their heart chamber would go.

Given that the design had a efficiency of a little below 50%, I knew most of these options (maybe all) would have to be eliminated - I started this process knowing I had to eliminate existing chambers, not to add more - but given the numbers I thought I might be able to have an additional chamber through an option I had overlooked. Since I had added 16 chambers I then eliminated the worst 16 options. This still left me with 4 chambers that would need more than 3.5 s to arrive at the player, so I eliminated them as well. This is what my result looked like:

Blueprint.png


The next question ahead was, in what order to trigger them? These delivery times can be thought of as a queue I figured. So the problem at hand was to optimize a cue. A problem that can only be solved with state of the art technology. Basic understanding of logistics, a functioning heuristic and a text editor:

Heuristic.png


Now basically the intructions were. No more the 3 o in any row. S, A may share a row. All queue must arrive within 40 steps. Use Tab/Backspace to move them to the left/right. Note: There may not be a viable solution. In that case remove the bottom queue and start over. I arrived at this:

Solution.png


Now all I have to do is build a 40 gate long shift register connected to a 1/4 s timer and trigger the corrosponding heart chambers at the exact time the heuristic suggested. Econ as a second mayor is clearly payin' off :cool:.

Since I'm quite confident in my measurements and methods, my execution will decide how efficient this version is going to get. There is some randomness with hearts and the 0.2 expected value might be over-/underestimated - but aside from that I'm quite confident. And I have to be. You may have grasped from the heuristic sheet, that I had to eliminate all but 12 heart chambers. That leaves a maximum potential of 3,6 hearts/s. You clocked the last design between 170 and 180 hearts per minute - it had an efficiency of about 50%. To get an equal result. This new design will need to be at an efficiency of 79% on the low end and 84% on the high end. Well that's some order ain't it :sigh:.

I'll post it when it's done - so far nothing has been constructed :cool:.



Edit: It's done. In fact I did it twice. They are basically the same, just that one of them uses a more cautious heuristic approach - but as a trade of has less total hearts to go around. While there will always be outliers, both of these machines should blow the efficiency level through the roof. And I hope they do cause they only have a total of 38 hearts in the frugal one and 36 for the cautious model. I really don't have the faintest clue witch one will fair better or if they can even outperform the previous model. The numbers are limited in there preciseness (and I have to use them in smaller decimals than they were measured at, witch technically is a big NO NO!) as well as their validity, cause hearts can behave in such outlandish ways that you'd never see comimg.
Then maybe my approach was wrong. Nearing the end of the constructions I had some thoughts in the vein of "This won't work, you just added up the number you measured for different ways of movement, but a system is more than it's parts you would have to measure the numbers for each chamber individually in game..." - Well I hope that's not the fact :confused:.

Anyway the heuristic gave me some very interesting orders of activation that were a pain to wire :sigh:.

I'm curious how it will do :cool:

Capture 2022-08-06 15_12_00.png
 

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