As an expansion to my current Honeypunk series, I added three blocks, two of which are powered by honeycomb! Introducing the Drill, Pollinator, and Alarm.
To refuel the drill and pollinator, through honeycombs nearby. They will emit yellow particles when they have energy, which will cease when they run out. The alarm does not require any fuel. The recipes for all of the devices are above.
Drill
- Must be placed on top of a block, but the block below can be moved without it breaking, similar to candles in 1.17.
- Breaks the block above it
- One Honeycomb = Two blocks broken
Pollinator
- Like the drill, needs to be placed on top of a block that can be removed.
- Pollinates crops below it (infinite reach, but only works on crops directly below it)
- One Honeycomb = One fully grown crop
- Works on wheat, carrots, beetroots, potatoes, and melon and pumpkin stems
Alarm
- Must be placed on top of a chest. Breaking the chest breaks the alarm
- Essentially a white/blacklist player detector
- To configure the alarm, place a head of a player (obtained through death) in the chest below the alarm.
- The alarm will give off a redstone signal when the selected players are nearby. Others don't trigger it.
- Spins and gives off particles when it detects a selected player nearby
- Does not require fuel.
- Continues to work if the person changes their skin or name. There is no escape
You don't need to have the previous pack installed to use this one. They are independent.
Massive shout out to
Crafterick, who designed the appearances of all of these. If you are following me, you should follow him too, because he's a huge part of what I do.
Second, you need honeycomb in order to power the pollinator and drill, which also can't break blocks you need a diamond pickaxe to mine. I may tweak the amount of honey it takes to power the devices though, specifically the pollinator. How much honeycomb should be used to break a block or grow a crop? I'll be interested in hearing your solution.