Suggestion: Field Generator, Shaped using Build-craft Blueprints

  • Name:
    Field Generator, Shaped using Build-craft Blueprints



    Description:
    The Field generator will be an add-on, to avoid IC requiring BC, so instead only the field generator add-on will require BC.


    Build-craft blueprints are currently able to be used by a builder to allow it to automatically build structures. The blueprint therefore must somehow store information on all of the blocks that are used to make the structure. (not block types, just whether one is there or not)


    This suggestion is to have field generators have a slot for 1 (or more, see below) blueprint(s), which determine which blocks are maintained by the generator. The blocks would behave similarly to IC1 field blocks, but would have a longer duration. The field generator would similarly try to replenish the missing blocks in the field. The rate it replenishes the blocks is determined as a function of power input, so more power means a faster replenishing force field. If it receives more power than it can use, it will either reject it, store it, reinforce the field blocks (either replace with more explosive resistant version or reset timer)
    This will allow shaped fields that perfectly cover your house to be formed, rather than the constant spherical fields of IC1. If less power than is required to maintain all of the field blocks, holes will remain in the field, hence a base requirement of power for any blueprint can be easily calulated. More power would ofc allow for the field to be just barely maintained, or well maintained (all the blocks are being reinforced/reset) and ofc able to be replaced quickly if under *attack*.


    A second blueprint would determine the location of *key* blocks, (may or may not be a different block type, or look different) which act like the axis key blocks in IC1, but remove all key blocks (and suppress key block regeneration for a few seconds) but no other blocks.