Yup yup, i have not messed with any minecraft code (although i do have checked some Apis like IC2 and forge, but since i have little knowledge of java i had a little of a hard time putting the pieces together), so i tried to base these systems with examples of stuff i have seen before in mods or vainilla minecraft, because if they could do it that means its possible at least + a little stuff that simply came to mind at the time :P.
Posts by FenixR
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I dont like this, You waste "A lot" of energy a single time and then you have something that enables you to infinitively plant the same thing over and over and over agains as long as you give it energy? not for me.
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First and foremost if you ask why i did this, i will respond with "Because Fun".
Second, each machine would have a "Offline mode", Tinkering with Online machines its a stupid concept with dire consecuences (Electrocution or Unexpecte Explosions) :D, wires should also be removed before doing any modification.
And third so far i have 2 types of system (I was going to make a 3 but it was too much for what minecraft can handle >.>, Even though the second system could also be a little too much):
Module Upgrade System (V1.0): A Tier Based System. Each machine possess a total of 12(9 with the tiered machine) slots for modification but only the first one its available. System its valid as long as the number of upgrades its 3 or so (Optional). To increase the number of available slots i deviced 2 ways for it, Either a Tiered machine block (I.E Macerator Mk1, mk2, etc) giving 3 spaces per tier (3/6/9) or a Motherboard system in which only the first slot its available on the machine, in this slot you would place the "Motherboard Upgrade Mk1/Mk2/Mk3" granting you access to the next 4/4/3 Slots in your machine. In this tiered system Mk2 and Mk3 upgrades wont work without the preceding upgrade. Number wise i dont have idea since i suck at math :P.
If the machine is in offline mode the Upgrade grid GUI will show up instead of the Process GUI (I suck at paint too so dont mock me D: ) :
Module Upgrade System (v2.0)-Link System: A more ambitious system that the v1, it kinda works similar on how a Nuclear reactor (Minus the checking status every tick and really big explosions), the idea is that it only checks the circuitery when a machine goes from off to on or when chunk/world its reloaded. In case of explosion, it would limited to the machine block itself and a chance to lose some of the components inside. This system would be based on reaching a certain "Equilibrium" with some parameters:-Energy Reserve (How much Energy the machine can hold internally)
-Energy Comsumption (How much Energy the machine use to realize a task)
-Efficiency (How Fast the machine realize the task)
-Maximum Voltage (How much Eu/t the machine can receive)Each Module Upgrade will have a special value (I call it weight for now, couldnt come with a better name), each Machine/Motherboard tier can only hold a maximum amount of total weight before it collapses when the machine gets turned on (Kinda like Heat in a nuclear reactor, too much heat is baddddd). If the total weight exceeds what the Motherboard/Machine Tier can hold its behaviour will be affected, Worst case scenario its that the machine could end up exploding, other effects would be a performance it or more weird things. Like the MUS v1 system, this one would use either a Machine Tier (Mk1,Mk2,Mk3) or a Machine with a Single Special Slot to introduce the motherboard (Mk1,Mk2,Mk3), the tier would indicate the amount of slots you will have available and how much weight the machine can support before collapsing.
Modules would come in 4 types and 3 versions each, each type of module would increase 1 Stat slightly but in turn it would decrease 1/2/3 stats by a lesser amount. MK1 versions can be placed anywhere, MK2 version can only be placed nearby MK1 or MK3 Versions, and MK3 versions can only be placed nearby other MK2 versions. If a mk2 version its placed near another mk2 version there will be a performance hit in the form of a penalty weight. Also each version will only affect their own type, Mk2 Efficiency module will not affect MK1 Energy Reserve module and there will be a Weight penalty because the mk2 isnt near a same type of mk1/mk3 version also same types of modules will Link themselves and transmit every upgrade they recieve from the MK2/MK3 versions (I dubbed this as the Link System). MK1 modules would have a static increase in their numbers, Mk2 would increase the stats of linked mk1 by a certain % (Both the Extra stat and the penalty to other stats) and Mk3 would decrease the penalty incurred to other stats (Static or % havent decided yet) of linked mk1/mk2.
There could also be a 5 type of modules with a high "Weight" parameter only that would give the machine special traits like a % chance to get extra items (Limits apply), More Input/Output Space, A "Heat" system similar to the induction furnace for the other machines, etc.
Well that was fun, let me know whats your opinion on this, Devs Feedback its very appreciated so i can learn about the limitations on the minecraft system so the next time i could design even more realistic systems.
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I was thinking more of a nuclear battery like recipe (i would run nearly endless anyway with 1eu/tick). Windmills dont make sense with a nuclear reactor XD.
R= reactor plating
N= nuclear reactor
A= adv circuitRAR
UNU
RARIf you would run 2 uranium at 1 eu/tick in a nuclear reactor @1 eff it will run for 55,55 hours. So suppose this wont be a op way of free energy by far.
One generators dont get module upgrades from what i have seen. Second its stupid using uranium that way, since a single cell produces way better energy in the nuclear reactor.
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I dont see it increasing any storage in any machine. How do you use this?
Energy... Storage... its kinda descriptive by itself?
Btw direwolf showcase showed that the bonus storage only gets applied when the machine start operation for the first time after applying the modules.
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It's ridiculously simple if you happen to have a brain. Generator designed to run on perfect ratios of liquid hydrogen to liquid oxygen, and electrolysis. True, you will have some loss, but you always have loss.I would totally love you for telling me how simple it actually is. You can go full lingo/tecnic/jargon on the wording i dont mind as long as it makes sense.
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1. Storage upgrades are not limited like overclockers or transformers, so why put a limit on things
2. Its fun making people who don't care to look it up think that all upgrades are limitless1. Because logic!
2. Oh you.Oh well i made my points, sad that they didnt stick. Someday i will return with teh anti stack revolution, but for now im going to sleep >.>
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FYI we can't limit the stacksize per slot, because of unlimited* storage upgrades, thus this would be really stupid to limit that.
* Within MC limits and slot limits.
Also what the heck do we care if people don't look up what the useful limits are, their loss xD
Care to explain a little more? Not sure i totally understood.
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Woot, writing the second module system as proven to be a fun task, i had some ideas for the 3rd system but it would be way too ambitious and more of a coding challange since it will most likely include things that no other mod (including IC2) has done so far. will soon post this, i would love to have feedback from the devteam on what things are possible or not when i post those "sketchs" (I dont have much idea on Minecraft code, but i can probably understand the limits if someone told me about them)
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Ok, so stacking is stupid....
Each of your inventory slots can now only hold one item/block, no stacking...
You can kiss all modern games goodbye, because now we have single core GPU's and single core CPU's...
You can kiss that digital camera goodbye too, because it's cores are also stacked...
Stacking is good, it isn't stupid at all, embrace the future, don't fight it!
Stacking beyond a certain limit its stupid! Otherwise i call shenanigans of Games where i could not stack Rocket Launchers one above the other to shoot them at the same time!!! or that you cant stack Cooling Cells in the nuclear generators!!!
Its time for the Anti-Stacking Revolution my Comrades!!!
Btw Cores arent "Stacked" per se, they are placed one next to each other with proper comunication paths to multiply the processing power!
Also my inventory slots doesnt stacks! they are neatly arranged one after the other but that silly game say they are stacked D:
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agreed, i think there should be scaling with power, but as for losses.... if you want to introduce more real world physics, fine, but I know there are many who wouldn't want it.
You can be sure than when the day comes where i have a awesome mod like RP2 or IC2, i will introduce my real world physics in it and you all will have to play according to MY RULES MUAHAHAHAHAHAHA*cough cough*... /i jest
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Since when do we compare the real world with Minecraft xDWe said it sounded silly, and thats the reason why. Otherwise i dunno when you people ninjaed a black hole motherboard to implement those 64 stacks upgrades XD. (Btw i didnt had classes today, so when i finish writing the alternatives ill post them (I got 3 in mind, 1 more crazy than the last one))
A way to make it sound less silly would be to make the overclocker module tiered, Single Core Overclock, Dual, Quad, Octo. (If you want to go to 16 well...). If you follow the logic single cores dont stack, dual cores stack up to 2 and so on. Of course making dual core transformers/storage module its just plain silly >.> Simple tiered (LV/MV/HV for transformers 1k/10k/100k for storage f.e) non stackable should work.
DISCLAIMER: IM NOT COMPLAINING *Ejem excuse me* that Overclockers are a waste of energy (Even though they are XD), im just saying that module stacking its silly.
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Why? I don't see it as "silly" at all. Mind explaining?
Excuse the wording:
-Oh i want my machine to run faster, maybe i should just buy 64 procesors and stick them right in, that should make it faster!
-Meh not enough space, oh i know 64 hard-drives of 1 gb each will give me 64gb, Sounds like a plan!
-Etc, etc.
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Same concept as cables in IC2 except using the wires from RP2 so there more compact and easier to hide etc.
If you are using RP2 covers just, smack a cover to the nearest block (Not the block that the cable is occupying), Same thing but twice the space.
(Alternatively I think Albaka was implementing a way for cables to become "fused" with Construcion Foam so when it solidified it would become a CFwall but with the cable inside, kinda the same concept as RP2 covers)
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Between Silentdeth's BC-IC Crossover, and PowerCrystals' Power Converters, 2-way conversion between BC and IC is pretty well covered.
Actually Silentdeth crossover mod also cover plain MJ to EU conversion but the machine for it its kinda weird. if you hook the petrochemical generator to a MJ Energy Network (Power Pipes/Engines), it will feed energy to it and when it reaches a certain threshold it will send the accumulated energy to the nearest EU storage/Cable.
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I got a few ideas running in my head about alternative ways to have taken for the module system. I will post em later tonight since i got class right now, Should i post them here or make a new thread for them? (Probably under this very subforum)
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Does anyone else think that a cable simular to RP2 that transmitted EU instead of redstone signal would be cool?
... ehhh what?
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Well here's the deal guys, first we implemented Al's idea on Tiered, but then we wanted more overclocking capabilities, so the idea of stackable upgrades came up, I know that Player and I supported it, didn't really hear much on anyone opposed. As far as balancing, I think that they will be more expensive. I do personally like this solution better, and I don't see it going away, perhaps balance them more if needed.
Also the tiered solution would have been limited on overclocking because of no way to upgrade storage and maxinput.
Just making things expensive doesnt seem much on balancing, specially when you reach the point that you produce more materials than you actually need. And what was the problem of doing tiered modules again? Lack of space or something? (Because overclockers would have taken all the space?) If that was the case why not increase the space for upgrade using another module?
When i get my ideas straight i will post my take on how a tiered system would have been (Or better said, how would i have made it, although since im not wise on minecraft coding i dont exactly know much about the limitations).
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I like BC-IC2 Crossover mod, simply because they are engines that instead of using coal or oil or fuel to power themselves, they use EU as their fuel, And its only logical that the higher tiers of generators should overheat due to the massive amount of energy they produce and pump per revolution.
Its a mix of both IC2 and BC instead of just being IC2 on top of Buildcraft.
And one thing i would like to add, its that i actually hate how conversion has been going in a 1:1 ratio, being a good follower of the church of balance i still think there should be a 5 or 10% power loss during energy conversion (but thats just me).