Laser: Difference between revisions

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{{Stub}}
{{Block
The Laser is a machine that is used in the jump starting of a Fusion Reactor power system. It is used to build a charge in the Laser Amplifier.
|mod=Mekanism
|type=Block
|stackable=1
|tool=Wooden Pickaxe
}}
 
An advanced form of linear energy transfer that utilizes an extremely collimated beam of light. By consuming 4 kFE/t, it fires a laser beam 64 blocks far (can be configured) in its facing direction.
Laser beams have several uses:
# They damage the first entity in contact with them and light it on fire, ignoring invincibility frames. For most mobs, this means 32 damage per second.
#* The exact damage caused per second uses the following formula (assuming the entity has no armor):
#* damagePerSecond = laserStrength / laserEnergyPerDamage * 20.
#* laserEnergyPerDamage is by default 2500, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target entity.
# If they are pointing at a TNT block, ignite it.
# If they are pointing at a [[Laser Focus Matrix]] in a valid [[Fusion Reactor]], contribute to the ignition. For exact mechanics, see the [[Fusion Reactor]] page.
#* Note that a laser focus matrix will still stop a laser if it is not in a valid fusion reactor.
# Otherwise, they mine the block they are pointing at, if any. Harder blocks take longer to break.
#* The exact time taken per block uses the following formula:
#* timeTakenInSeconds = blockHardness * laserEnergyNeededPerHardness / laserStrength / 20.
#* laserEnergyNeededPerHardness is by default 100000, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target block.
 
==Dissipation and Refraction==
Some armor in Mekanism (most notably the [[Mekasuit]] with [[Laser Dissipation Unit|Laser Dissipation Units]] installed) can dissipate or refract lasers, lowering damage taken.
 
Dissipation is a percentage, and works as the name suggests: a percentage of the laser's power is simply dissipated into thin air. Consequentially, the wearer takes less damage.
 
Refraction is a percentage, and reduces damage taken by the wearer, but uniquely does NOT reduce the power of the laser, and allows the laser to pass through the player if it still has power left.
 
The ability of a player to dissipate and refract lasers is the sum of the abilities of all four armor pieces.
 
==Stopping a Laser==
One may wish to stop a laser from going further. Lasers will stop on a [[Laser Focus Matrix]] regardless of its energy. A better way would be to use a [[Laser Amplifier]], set the redstone sensitivity to normal (so that it never fires if you don't give it a redstone signal), and use a [[Universal Cable]] to extract its energy. This way, excess energy is not wasted.  
== Crafting Recipe ==
== Crafting Recipe ==
{{Grid/Crafting Table
{{Grid/Crafting Table
Line 7: Line 37:
|A3=Reinforced Alloy|B3=Energy Tablet
|A3=Reinforced Alloy|B3=Energy Tablet
|Output= Laser}}
|Output= Laser}}
==Trivia==
* The death message for death to lasers is "<playername> was incinerated." or "<playername> was incinerated whilst trying to escape <last hit entity>."


{{Mekanism}}
{{Mekanism}}
[[Category:Fusion Reactor]]
[[Category:Lasers]]

Latest revision as of 12:10, 2 May 2024

Laser
Laser.png
Laser
Mod

Mekanism

Type

Block

Tool

A wooden pickaxe or better is required to mine this block

Stackable

1

An advanced form of linear energy transfer that utilizes an extremely collimated beam of light. By consuming 4 kFE/t, it fires a laser beam 64 blocks far (can be configured) in its facing direction. Laser beams have several uses:

  1. They damage the first entity in contact with them and light it on fire, ignoring invincibility frames. For most mobs, this means 32 damage per second.
    • The exact damage caused per second uses the following formula (assuming the entity has no armor):
    • damagePerSecond = laserStrength / laserEnergyPerDamage * 20.
    • laserEnergyPerDamage is by default 2500, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target entity.
  2. If they are pointing at a TNT block, ignite it.
  3. If they are pointing at a Laser Focus Matrix in a valid Fusion Reactor, contribute to the ignition. For exact mechanics, see the Fusion Reactor page.
    • Note that a laser focus matrix will still stop a laser if it is not in a valid fusion reactor.
  4. Otherwise, they mine the block they are pointing at, if any. Harder blocks take longer to break.
    • The exact time taken per block uses the following formula:
    • timeTakenInSeconds = blockHardness * laserEnergyNeededPerHardness / laserStrength / 20.
    • laserEnergyNeededPerHardness is by default 100000, but it is configurable. laserStrength is equal to the total energy per tick of all lasers pointing at the target block.

Dissipation and Refraction

Some armor in Mekanism (most notably the Mekasuit with Laser Dissipation Units installed) can dissipate or refract lasers, lowering damage taken.

Dissipation is a percentage, and works as the name suggests: a percentage of the laser's power is simply dissipated into thin air. Consequentially, the wearer takes less damage.

Refraction is a percentage, and reduces damage taken by the wearer, but uniquely does NOT reduce the power of the laser, and allows the laser to pass through the player if it still has power left.

The ability of a player to dissipate and refract lasers is the sum of the abilities of all four armor pieces.

Stopping a Laser

One may wish to stop a laser from going further. Lasers will stop on a Laser Focus Matrix regardless of its energy. A better way would be to use a Laser Amplifier, set the redstone sensitivity to normal (so that it never fires if you don't give it a redstone signal), and use a Universal Cable to extract its energy. This way, excess energy is not wasted.

Crafting Recipe

Reinforced Alloy Energy Tablet
Grid layout Arrow (small).png Laser
Reinforced Alloy Steel Casing Diamond
Reinforced Alloy Energy Tablet

Trivia

  • The death message for death to lasers is "<playername> was incinerated." or "<playername> was incinerated whilst trying to escape <last hit entity>."


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