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GT New Horizons · Extreme Voltage (EV)

Extreme Entity Crusher

The Extreme Entity Crusher (EEC) is an EV tier multiblock for harvesting mobs without ever spawning them in the world. The EEC is a direct upgrade from the Microwave Grinder because it has significantly higher throughput and prevents lag. The mob type is determined by the powered spawner inside the controller and the output depends on the mob's loot table, the current voltage, and the looting level of the sword inside the controller. A sword is not technically mandatory and does take damage while the machine is running, but there are a few unbreakable options to permanently increase the throughput of the machine. The EEC also produces a significant amount of liquid experience which is useful for enchanting books, making Printing Press plates, and crafting items in the Soul Binder. The EEC is compatible with Blood Magic's Well of Suffering ritual for adding life essence to a Blood Altar.

Construction

The EEC has one tiered component. The glass determines the maximum tier of the energy hatch. UV tier glass removes all restrictions. The orientation of the spikes is irrelevant and enchanting them has no effect on the operation of the machine. Buses/hatches may replace any casing on the bottom layer of the structure. There is a dedicated slot for a powered spawner and sword (optional) inside the controller--the input bus is only for weapon cycling. Multi-amp and laser energy hatches are not supported, but there can be multiple regular energy hatches for overclocking. Right-click the controller with a screwdriver to enable ritual mode, or a soldering iron to disable animations. Use the Multiblock Structure Hologram Projector to visualize/build the structure with subchannel "glass" to specify the tier of the glass.

Structure

  • Controller: Front bottom center
  • 60 Any Tiered Glass (Tiered)
  • 35-46 Solid Steel Machine Casing
  • 20 Steel Frame Box
  • 9 Diamond Spike
  • 1+ Energy Hatch: Any bottom casing
  • 1 Maintenance Hatch: Any bottom casing
  • 0+ Input Bus: Any bottom casing
  • 1+ Output Bus/Hatch: Any bottom casing

Wallsharing

EECs may wallshare each of their sides to save on casings, frameboxes, glass, and buses/hatches. Disabling infernal spawns reduces the power consumption to less than 1A of power so it is possible to share one energy hatch between two machines.

Usage

The EEC can only harvest one mob type at a time, as determined by the powered spawner inside the controller. Change the mob type of the powered spawner by combining it with a broken spawner in an anvil. Change the mob type of the broken spawner by combining it with a filled soul vial in a Soul Binder. The capacitor inside the powered spawner has no effect on the operation of the machine so there is no reason to include one, but it is highly recommended to add a capacitor to the Soul Binder to increase its speed.

The EEC does not physically spawn mobs in the world and instead produces drops directly inside the output bus of the machine. This prevents lag and allows hostile mobs to be harvested while in peaceful mode. Infernal mobs are allowed to spawn if the option is enabled inside the controller, but they consume 8x the amount of EU/t which raises the minimum power consumption from 1,920 EU/t to 15,360 EU/t (ie. blazes require at least LuV power).

Changing the mob type of a broken spawner (left) and the mob type of a powered spawner (right).

Sword

Optionally, place a sword in the controller to boost the damage of the machine. Every operation simulates an actual sword hit meaning it reduces the durability of the sword by 1, and the charge of the sword (if applicable). Enchant the sword with unbreaking to lower the probability of losing durability to 100% / (Level + 1). Also enchant the sword with sharpness/wrath to increase its damage even more, and looting to increase drop rates. There is no maximum unbreaking or sharpness level but looting IV is the maximum in the EEC–higher levels are simply ignored. The following table lists a few recommended sword options and their stats. Tinker's Construct weapons are blacklisted.

Total Damage = 9 + Sword Damage {\displaystyle {\displaystyle {\text{Total Damage}}=9+{\text{Sword Damage}}}}

Sword Damage Durability Notes
Diamond Spike +7 Infinite The extra spike has to go somewhere.
Etheric Sword +6 Infinite Crafted from unstable ingots.
Blood Infused Sword +5 / +8 Infinite Crafted from blood infused wood. Upgradeable to iron. Does NOT cost LP.
Bound Blade +12 Infinite Crafted from the Sword of the Zephyr in the Ritual of Binding. Does NOT cost LP.
Ichorium Sword +9 Infinite Crafted from ichorium ingots.
Skullfire Sword +7 1,561 Greatly increases the drop rate of wither skeleton skulls from any skeleton variant.
Arthana +4 250 Greatly increases Witchery loot drop rates.

The EEC has two toggleable options regarding the sword inside the controller. The first is weapon preservation which prevents swords from breaking by ignoring them if they have 0 durability left. The second is weapon cycling which moves almost broken swords to the output bus if there is space and pulls a new sword from an input bus.

Output

Every EEC operation rolls the mob's loot table N times depending on the voltage tier of the machine, as seen in the following table. The number of loot rolls quadruples with each voltage tier since the EEC offers unlimited perfect overclocks. The drop rates are generally similar to killing the mob with the sword in the controller, with two exceptions:

1. Drops with the HARD PLAYER-ONLY tag are intentionally nerfed to one-tenth of the normal rate. For example, the diamond from the Redcap has a normal drop rate of 5% and an EEC drop rate of 0.5%. NEI always has the values for both.

2. Drops with the LOOTING IS APPLIED tag are the only ones affected by the looting level of the sword in the controller. The increase is both in drop chance and drop amount, as seen in the following equations. Again, looting IV is the maximum level and enchanting the nine diamond spikes inside the structure has no effect on the operation of the machine. Notice that looting has a stronger effect on drops with a lower base drop chance. For example, looting IV increases the production rate of an item with 100% base drop chance by 3x and increases the production rate of an item with 2% base drop chance by 100x.

  • Drop Multiplier = ⌊ 1 + Looting Level / 2 ) ⌋ {\displaystyle {\displaystyle {\text{Drop Multiplier}}=\lfloor 1+{\text{Looting Level}}/2)\rfloor }}
  • Drop Chance = ( Base Chance + 50 % × Looting Level ) / Drop Multiplier {\displaystyle {\displaystyle {\text{Drop Chance}}=({\text{Base Chance}}+50\%\times {\text{Looting Level}})/{\text{Drop Multiplier}}}}

The EEC also produces 120L of liquid experience per loot roll. The experience is very useful for enchanting books, making Printing Press plates, and crafting items in the Soul Binder. It is highly recommended to use an EnderIO experience obelisk to store, move, insert, or extract the liquid experience as necessary.

Voltage Normal Mobs Infernal Mobs
Loot Rolls Liquid XP Loot Rolls Liquid XP
EV 1 120 L ---- ----
IV 1 120 L 1 120 L
LuV 4 480 L 1 120 L
ZPM 16 1,920 L 1 120 L
UV 64 7,680 L 4 480 L
UHV 256 30,720 L 16 1,920 L
UEV 1,024 122,880 L 64 7,680 L
UIV 4,096 491,520 L 256 30,720 L
UMV 16,384 1,966,080 L 1,024 122,880 L
UXV 65,536 7,864,320 L 4,096 491,520 L
MAX 262,144 31,457,280 L 16,384 1,966,080 L
MAX+ 1,048,576 125,829,120 L 65,536 7,864,320 L
Experience Obelisk
  • 5 Levels = 1,700L XP
  • 10 Levels = 3,400L XP
  • 20 Levels = 7,400L XP
  • 30 Levels = 16,500L XP
  • 40 Levels = 35,200L XP
  • 50 Levels = 67,900L XP

The duration of each operation depends on the mob's maximum health and the total damage of the machine, as seen in the following equation. The minimum duration is 2.75 seconds at EV and 1.00 second at all other voltage tiers. Enabling batch mode multiplies the duration, loot rolls, and damage to the sword by 16.

Duration (s) = Max Health / ( 2 × Damage ) {\displaystyle {\displaystyle {\text{Duration (s)}}={\text{Max Health}}/(2\times {\text{Damage}})}}

Ritual Mode

The EEC is compatible with Blood Magic's Well of Suffering ritual for adding life essence to a Blood Altar, in addition to normal production. However, the duration is locked to 20 seconds, the power consumption is locked to 480 EU/t, and the number of loot rolls per operation (N) is reduced to 1. Therefore, upgrading the energy hatch beyond HV or including a sword has no effect on the operation of the machine. Enable ritual mode in the GUI of the controller, or by right-clicking the controller with a screwdriver.

The Well of Suffering's master ritual stone must be centered directly above the EEC, and within 10 blocks vertically and 5 blocks horizontally of the Blood Altar. The remaining 36 ritual stones (4 of which are dusk) can be placed automatically with a ritual diviner. Activate the ritual with a weak activation crystal and 50,000 LP. A message in chat should appear saying a rush of energy flows through the ritual.

While the EEC is enabled, the ritual drains a fixed 200 LP per cycle from the player's soul network and adds a base amount of 2,500 LP per cycle to the Blood Altar above. Each cycle is 25 ticks long but that can be reduced with a World Accelerator on tile entity mode next to the master ritual stone. Runes of sacrifice can also increase the LP gain per cycle by 10% each, and boosting the ritual with offensa and/or tenebrae doubles the LP gain per cycle each. The type of mob and the mob's max health have no effect on the operation of the ritual and any excess LP is voided.

Well of Suffering Ritual
Compacted Well of Suffering Ritual

Optionally, compact the ritual by placing a soul compactor under the master ritual stone and right-clicking it with a Blood Orb. The process consumes 318,171 LP from the player's soul network, but reduces the ritual size down to 1 block. The compacted master ritual stone must be 1-2 blocks above the center of the EEC, and within 10 blocks vertically and 5 blocks horizontally of the Blood Altar.

Mob Health Location Loot
Staballoy Construct[1] 500 Toxic Everglades Titanium, Uranium 238
Evolved Cold Blaze 20 Europa Blizz Rod, Blizz Dust, Cryotheum Dust
Demon Grunt 200 Convocation of the Damned Life and Soul Shards
Earth Elemental[2] 100 Summoned with Arcane Plinth Demon Blood Shard
Crimson Knight 36 Thaumcraft Monoliths Knowledge Fragments, Void Seeds
Eldritch Guardian 50 Thaumcraft Warp Events, Outer Lands Eldritch Eyes, Ethereal Essence
Wisp 30 Nether, Thaumcraft Structures Ethereal Essence
Redcap Sapper 30 Twilight Forest Hollow Hills Diamonds, Gallium, Coal, Gold, Thaumcraft Shards
Slime Beetle 25 Twilight Forest Hollow Hills Congealed Slime, Slimeballs, Aluminium Ingots
Snow Guardian 10 Twilight Forest Steeleaf, Knightmetal, Ironwood (all as armor)
Twilight Wraith 20 Twilight Forest Glowstone
Cursed Endermen 40 Overworld, The End Gunpowder, Sugar, Enderpearl, Ender Shard (Must be in End)
King/Queen Ghast 10 Nether Gold, Emeralds, Gunpowder, Ghast Tear
Fighter Ghast 10 Nether Iron, Gunpowder, Ghast Tear
Vampire Pigman 20 Nether Gold, Rotten Flesh, Nether Shard (must be in Nether)
Lava Monster 24 Overworld, Nether Lava Pools Lava Bucket, Firecharge, Coal
Inferno 20 Nether Fortress, Blaze Spawners Blaze Powder, Blaze Rod
Wither Skeleton[3] 20 Overworld, Nether Coal, Arrows, Bones, Necrotic Bones, Wither Skeleton Skulls
Non-Vanilla Witch 26 Overworld Redstone, Glowstone, Sugar, Glass (Bottles)
Giant Skeleton 20 Overworld Bones
Giant Zombie 20 Overworld Rotten Flesh
Spider 16 Overworld String, Spider Eyes
Dirt Creeper 20 Overworld Dirt, Gunpowder
Oreboar 10 Thaumic Horizons Creature Infusion Stone
Ender Guardian 100 The End Obsidian, Ender Pearls

It is recommended to avoid infernal-only mobs and disable infernal spawns, as in most cases the drops you get from them are not worth the loss in production rates. It is also recommended to enable batch mode, as it significantly reduces lag.

  1. ↑ The Toxic Everglades biome can be artificially created with the Witchery Brew of Shifting Seasons.
  2. ↑ Any Blood Magic Elemental works the same.
  3. ↑ Use a regular skeleton spawner in the Nether.

Trivia

  • The EEC used to be called the Extreme Extermination Chamber, but was renamed in Version 2.5.0.
  • The LP generation cycles when in ritual mode depend on the world time, so disabling the doDaylightCycle gamerule breaks LP generation.