Hello, i was thnking of easy ways to see how your Eu was doing, and thought of redstone. However, for me its a bit comlicated to redstone up a whole network of wires blah blah blah...
To get to the point, i propose a few blocks:
NAME: Redstone Output Luminator
(Call me old school, but...)
Description:
- When powered with EU, gives off a redstone signal
-Otherwise, same as original luminator
Crafting:
- Possibly crafting recipe with liminator in the middle and redstone surrounding it?
_R_
RLR = x1/2/4 Redstone Luminator
_R_
L = Luminator, R = Redstone, _ = blank
Another Thing;
Name: EU power luminator Detector
Desciption:
Depending on the input of EU, the light level of the Luminator chagnes. I imagine this would reqiure some time to code, but something like:
if EU level = 0-1, light lvl 0, else if EU lvl = 2-3, light lvl = 1, etc...else if EU = 30-31, light lvl 15.
I assume the code would be something like this, because of IC machnes exploding above a certain lvl of energy.
This block would be useful for determining how much energy there is...not. Therefore increase the amount of EU it can take to 511 EU [0-511 because of Binary?] Then:
EU = Light Level
0-31 = 0
32-63 = 1
64-95 = 2
96-127 = 3
128-159 = 4
160-191 = 5
192-223 = 6
224-255 = 7
256-287 = 8
288-319 = 9
320-351 = 10
352-383 = 11
384-415 = 12
416-447 = 13
448-479 = 14
480-511 = 15
Think i got that right...
So the more EU that goes through, the brighter the level.
Crafting:
GGG
LIM = x1 EU Sensor
GGG
G = Glass, L = LV Transformer, M = MV Transformer, I = Luminator
Which brings up another thing...
Name: LIGHT SENSORS! [HAYO!]
Description: MY LIGHT SENOSORS WILL BLACK OUT THE...wait a minute. They won't block the sun, but they will sense it! Or light levels, more specifically. The sensor is located on top of the block, and the output goes on the other 5 faces of the block, which can be re-orientated like a MFSU etc. with a wrench. [When you right click with the wrench, the sensor faces you.] Maybe out puts
Now, i dont know how output would work, but these things will [somehow] tell you the level of light! [Binary switches? 4 switches can represent a maximum value of 15, which incidently is the max light level! BINARY FTW] This might use a whole row of textures...
Maybe a way to determine the light level, then change the face to represent that?
Or just use plain old numbers for textures. Umm...
Crafting:
GGG
SLS = x1 Light Sensor
CSC
C = Circuit/Advance Circuit, L = Luminator/Solar Panel, S = Solarpanel/Luminator, G = Glass/Replace top row with same pattern as bottom, Maybe put a Machine/Advanced Machine somewhere?
[Alblaka, i assume you locked that other thread because of no formatting, so...]:
- Meta-data = damage values
- I have no idea what Eloraam was trying to explain to me when she was trying to explain how she compressed all those ID's
- Me = No idea how to code damage values
Ok now...
Ok, this might seem minor to most of you, but personally, i use a lot of mods. Since MCForge came out, the old problem of terrain/item sprite indices has gone, only to be replaced with another problem: No Avaliable Block ID's left!
Soo...
Name: Reducing Block Id's OR Block ID minus
Description:
I was messing around in my world, and found a few things that could lower Block ID usage in IC^2:
- Use Damage values/Meta Data [obviously] to...
- Merge Ore Block ID's with Ore Storage Block ID's [ie merge the ores and the blocks made from ore storage into one ID, and differentiate by meta-data]
- Merge the Dynamite block sticks into 1 ID's?
- Same as above ^ except with TNT types blocks? Or make:
- Nukes 200*-0
- ITNT 200*-1
- Unmarked Dynamite 200*-2
- Marked Dynamite 200*-3
* (example only)
- Other blocks that could share the same ID using Damage values? [Ie I cant think of any more ways to compress Block Id's
And the logic to all this is:
- All the generators share 1 Id, as do the Furnace-esque Machines. Why not the Ores?!?
- The terraformer shares the same main block id with the main machines [miners, etc] as well, as well as the machine and the Advanced machine block.
The main object of this post was to ask that the coders of IC^2 look into reducing Block ID usage
And when i say 'shares the same block ID', they're still differentiated by meta-data/damage values. And apparently a tile entity can use meta-data as well.
[And Alblaka, if i got something wrong there, so sue me.]
If this is locked for too many suggestions, so sue me.
EDIT: Did i make myself clear enough?