Note: The textures of blocks in this post are outdated
Industrial tesla coil
The industrial tesla coil is similar to the normal tesla coil but with a larger range, upgrades, and programmable targetting.
This is the recipe:
Place one of these and wire it to power, and it will sit there shooting the nearest entity within 10 blocks every second, provided it has enough power.
That's not very interesting by itself, but that's why we created upgrades and filters!
Filters
This is the state-of-the-art J-9001 Remote Targeting Computer, or the programmable filter for short. It's actually not very advanced.
When you place one, the first thing you will notice is the Linking Amalgamated-Silicon Electro-Radiation Beam (or LASER Beam for short) emitted from one side of the device:
This is used to connect the J-9001 Remote Targeting Computer to the industrial tesla coil.
Computers can also be chained:
Don't ask about that crater in the background.
If you open the interface panel by right-clicking, you will see the following scary-looking GUI:
Think of this like a redstone circuit. The slots are where you can place logic gates, and the lines show the connections between them.
The connections are built-in to the structure of the J-9001 and cannot be changed. However, you can make your own structure by chaining multiple J-9001's - more on this in the advanced section.
The slot on the far right is special - related to chaining - and is also discussed in the advanced section.
As an example, this filter will target players and dropped items:
Since we haven't explained the tokens yet:
* The iron token detects dropped items.
* The stick figure token detects players.
* The U token is like an OR gate.
Data flow is from left to right, so this targets all entities that are items or players.
Here are all available tokens. There are also several other items which can be used to detect certain things.
From left to right:
Player detector token - targets only players
AND/OR/NOT token - Like an AND/OR/NOT gate. The NOT token also works as NOR.
Blank token - targets nothing, only used in the crafting of other tokens
Life detector token - targets all living things
Redstone input token - targets everything if the filter block is receiving a redstone signal, or nothing otherwise.
Animal detector token - targets passive mobs
Mob detector token - targets hostile mobs
Item detector token - targets dropped items
Crafting recipes are given in a later section.
Upgrades
Upgrades are mostly quite simple compared to filters. Like the filter, you need to link one to a tesla coil by pointing the LASER Beam at the tesla coil.
Range upgrade: (Adds 10 blocks range)
Speed upgrade: (Decreases the time between shots by 9%)
Wavelength shift upgrade: (Makes the lightning bolt effect invisible, so you just have random death everywhere)
Remote potion applicator:
Place splash potions in this machine's inventory, and every time the tesla coil shoots a living entity the first potion will be used on it.
It has a 9 slot inventory, similar to a dispenser.
Loot collector:
This machine has a 9-slot inventory, plus an extra filter slot. When the tesla coil shoots a dropped item matching the item in the filter slot,
the item will be teleported to the loot collector's inventory.
You must set a filter - only one type of item can be collected. You can use more than one loot collector to collect more than one type of items.
EMP upgrade:
This machine accepts EU separately from the main tesla coil, and has a very large internal storage of 1 million EU. When the tesla coil shoots a player wearing electric armour, the energy stored in the EMP upgrade will be used to drain energy from the armour. This happens at a 1:1 ratio - ie 1000 EU will be consumed to drain 1000 EU from the player's armour.
Only one EMP upgrade will be used per shot. It will be the one with the most stored energy, so you can use several if you want more storage.
The energy will be drained first from the player's chestplate, then their legs, then helmet, then boots.
Upgrade multiplexer:
If you've got here you've probably wondered how to attach more than 6 upgrades to a tesla coil. The upgrade multiplexer is the answer.
It has one output side, like other upgrades, but all other sides are inputs. You can connect several other upgrades to the upgrade multiplexer, and it will have the powers of all of them when you connect it at a tesla coil or another upgrade multiplexer.
They can be chained, of course - this is different from filter chaining, but is done the same way and is easy to understand.
Filter chaining (advanced)
As I mentioned earlier, J-9001 Remote Targeting Computers can be chained together like so:
Any side except the output side can be used as an input.
These slots are relevant here. The coloured squares represent other programmable filters pointing at this one. Clicking on the red X will toggle it.
In this mode, those filters will be passed to the rightmost token, as they did before version 55.1.0.
In this mode, they will not. (Note that in this case, the only useful token to put in the rightmost slot is a NOT token, or the slot can be left blank)
You can use the coloured input tokens in either mode to specifically access inputs.
E.g. the green input token targets everything that the filter on the green side targets.
All inputs, as well as the final slot of a filter, are passed to the token in the rightmost slot of that filter.
The previous example (detecting items and players) could be constructed like this, using one filter per token:
Forcefield filter
Combine an energy modulator with a programmable filter to get a forcefield filter.
This must be placed next to a tube or area projector (including diagonals) and it will target any entities inside the forcefield. If you want to target entities outside the forcefield, you'll have to use a programmable filter with a NOT token.
The recipe is shapeless.
Item detection filter
Combine an ender pearl with a programmable filter to get an item detection filter.
This has an inventory with one slot. It will target all players who have a matching item in their inventory. So if you put an obscure item in, such as a small pile of iron dust in this and also carry one around with you, you have a non-OP key system. Of course, this means the tesla coil will only shoot you - so again, you'll want to invert it by passing the signal through a programmable filter with a NOT token.
(Cue 9001 Tekkit players using small piles of iron dust as their key)
It does compare NBT data, so it should work with things like the cards from Immibis's Peripherals (the label and data will have to match) or Forestry bees if you want a real key.
Token recipes
Blank tokens are crafted like this:
Any token can also be crafted by itself to reset it to a blank token. Example:
In the following recipes, no items are consumed except for the blank token.
Other items that work as tokens
Redstone dust - same as a redstone input token
Cobblestone - same as an item detector token
Gunpowder - targets all creepers
Egg - targets all chickens
Raw beef - targets all cows
Raw pork - targets all pigs
Wool, any colour - targets all sheep
Water bucket - targets all squid
Ender pearl - targets all endermen
Bone - targets all wolves
Gold nugget - targets all zombie pigmen
Blaze rod - targets all blazes
Rotten flesh - targets all zombies (including zombie pigmen)
Ghast tear - targets all ghasts
Magma cream - targets all magma cubes
Bow - targets all skeletons
Slimeball - targets all slimes
Snowball - targets all snowmen
Iron ingot - targets all iron golems
Arrow - targets all flying arrows (for people who want a ninja defense system, HAYO)
Some numbers
The amount of damage done with each shot is proportional to the square root of the energy used in the shot. 5000 EU will do 15 hearts of damage.
At the default speed, you should need 112 EU/t to kill one unarmoured player every second. This also means that faster speeds are more efficient.
By default, the tesla coil fires one shot every 20 ticks. It will not fire if it has less than 500 EU stored.
When attacking a dropped item, no more than 384 EU and 3 ticks will be used per shot - the damage will be scaled accordingly, but dropped items take very little damage to destroy.