3.2.x Features

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January 3, 2012 at 12:04 am #5874

Protyle

Spacetoad – It would be great if these could be added into the buildcraft mod -
However, even if you choose not to add these in, great mod!

Bug Fixes -
1. Fix Fillers – I have found that fillers will not remove dirt that has grass growing ontopo of itself.

More Parameters -
1. Furnace Active / Not Active – This would help integrated automatic furnaces into the production line and 3.X Buildcraft more readily. *Figured out how to get around this, i.e. Space Toad already thought of this – Good Job Spacetoad!

2. Plant Grown / Not Grown – this would be nice to work with the new stripes pipes and would help spur on some really great farming complexes.

3. Detect Item Quantities – This would be a really great feature that could be included in gates. The pipes should be able to detect the amount of a certain item as well as the specific item type (pre-empt: I know that the pipes can detect items thats not the new feature) This can also be applied similarly to energy and fluids e.g. detecting the amount of energy or fluid that has passed.

Feature Changes -
1. Quarry deconstructs frames when completed / removed – This seems kind of a no brainer, there really isn’t a need for the frame to remain.

2. Wooden Pipes can be Activated by Power Pipes – Have wooden pipes powered by power pipes in addition to the redstone and every other engine along with the various amounts of items extracted respective to the power levels. This would be helpful in the context of a production line.

3. Golden Pipes Can be powered by Redstone AND Engines – Golden pipes should continue to be powered by redstone, however, the buildcraft engines should also be able to power them as well, providing speed boosts respective to the engines energy input. I.e. redstone would produce a speed boost of 20 SU (Speed Units) redstone engines would produce a boost of 40 SU, Stone engines would produce a boost of 80 SU and so on.

4. Basic Gates should recognize all wires – It seems kind of silly that you need to have diamond gates to be able to use all the colors of wires. In advanced factories this really isn’t practical economically to get to this feature.

5. On the issue of gates: Iron pipes should treat a redstone signal produced by a gate the same as any other redstone input. Currently, they do not.

6. Also, Diamond pipes should allow items to be stacked within the pipes while still retaining the ability to influence the probability of an item going one way or another. Also it would be cool if you could integrate Krapt’s system of “fake” items in the GUI as it would reduce the strain of going and looking for / creating the items for the pipes.

7. Dynamic Pipe interactions – Stuff like water and lava produce obsidian if they come in contact with each other. Basically, this would balance out the system for those who think that Buildcraft might bee a little overpowered and hopefully increase the user base.

[Assembly Table Updates]
Priority System – Basically, you can set certain tables to receive more beams than others. Ex: on a production line (if you haven’t caught on most of these updates are geared towards production lines) you may have multiple tables running some producing more basic items such as wires which require less beams to produce faster and more complex diamond gates or chipsets which require more. The assembly tables should be able to request more beams than others.

New Features
[Production Table]
Buildcraft’s existing autocrafting tables have a few shortfalls. There are not parameters tuned to integrate them into the 3.X version. Thus there are several features that could be added to eliminate these.
~Additionally, there are no gate parameters that recognize whether an automatic crafting table is ready to craft or not, thus hampering the ability to have engines automatically turn on and off on a production line.

[Computers]
It would be amazing if computers were introduced into Buildcraft and a lot of cool features could spawn from such an update. It would also provide a great opportunity to further integrate lasers and the assembly table. Some of the features of computers could include:
~ Pipe Sequencing – With a computer attached to a pipe network with “computer pipes” in the network one could program how a pipe should treat an object once certain amounts of an item have accumulated at a given destination or send it to a destination like a automatic crafting table that is inactive.
~Advanced Pipe Features – Computers could spawn a variety of features including priority 1, priority 2, etc routes. Additionally, computers could also advance wooden pipes so they would only extract specific resources.
~Advanced Engine Features – Computers would also allow for the introduction of advancements into engines such as in the case of the iron engine: computer chips could be added into the engine via a crafting recipe and it would turn into a more advanced engine such as an “fuel-injector engine”
~Filler Presets – Through a computer you could also add in filler “presets” that would specify certain patterns that the filler would modify.

[Filter Pipes]
As the name suggests, a pipe that could filter liquids in a manner similar to diamond transport pipes would make the construction of off shore pumps for oil more worthwhile. I found alot of the time, water will get stuck in the pipes and it is very hard to get the pump back to pumping oil. Or you could even take it a step further and have programs within the pump to pump out different fluids.

[Exchange Pipe]
Exchange Pipes as the name suggests exchange items. This item would basically be used in applications such as trading items that would legitimize building things like a market with people being able to attach an exchange pipe to a network and set what item they would like to receive off the network and what they would be willing to exchange. This would also be really useful on production lines because if you took an item out it would trigger the system to create the item.

[Coolant]
Basically fuel except instead of providing power it would cool the engine down more efficiently and further integrate the the refineries into the Buildcraft and energy systems.

[Capacitors]
Essentially, batteries. I’m going to assume you all know what batteries do.

["Smart" Pipes and Gates]
Smart pipes and gates are part of my quest to generate ideas that make build craft more amazing and further integrate the Silicon (C) subcomponent part of Buildcraft into the rest of the mod.
- Item Destinations – Pipes should be a able to send items to specific destinations if the destination requests / needs the item. Additionally, another cool possible feature that stems from this would be sending items to specific destinations depending on which direction the item / fluid came from.
-Assigned IDs – A feature should be implemented into gates that allows gates to assign themselves a particular ID. This feature would be designed to work in conjunction with the feature above.
-Conditions Pipe – Basically, a pipe that will not allow an item to pass unless a certain amount of the item accumulates. The pipe would also have a small built in storage or chest to contain the items to prevent them from disappearing and ensure it would work in multiplayer. However, to best integrate this pipe into the the silicon component of Buildcraft it would also have a redstone override that would allow the items to bypass the system. This pipes would be applicable in production lines triggering machines based on whether it needs to be activated.
-Recall Pipe – This is a pipe that would learn from the items that passes through it and the signals that are sent to it. The pipe would record the # of items that passes through it as well as the type of items that passes through it and would distribute the items based on the acquired statistics.
- Switch Gates – These are gates that have the same parameters as the rest of the gates except these will retain the state that the item set them in until it is switched off: example a item passes through a pipe with parameter toggle state if item passes through. the item exits except the signal still stays on, then when a second item passes through the signal switches back off.
-Advanced Extraction Pipes – These are the same as wooden pipes except you can set them to extract only specific items.

  • This reply was modified 534 days ago by  Protyle.
  • This reply was modified 528 days ago by  Protyle.
  • This reply was modified 527 days ago by  Protyle.
January 5, 2012 at 8:27 pm #6058

Ant

Many interesting ideas in this thread.
One I would like to see is a way to “Reset” a filler to run again via a redstone pulse. Currently having to remove an item from its inventory and replace it makes tree farming via fillers Semi-auto

As far as the iron pipe responding to a redstone “Command” At the moment for a “hack” of sorts you can place down two redstone in a line facing the iron pipe. When it powers the line the line will power the iron pipe and switch its input.

I have noticed in 3.x that spacetoad has been implementing a system with “fake” items for the logic system (although you still need the item to “set” it). An improvement for diamond pipes may be in the works.

As with the filter pipes there may be a hint in buildcraft that spacetoad is already thinking about these in more ways than one.

  • This reply was modified 531 days ago by  Ant.
January 7, 2012 at 4:25 am #6252

immibis

Automatic crafting tables can be used to make quarries or mining wells. They can take items from adjacent chests.

Golden pipes powered by redstone: That doesn’t even make sense.

January 7, 2012 at 9:47 pm #6376

Ant

@immibis – I think the golden pipes idea is suggesting the ability to power a golden pipe with an engine giving the items inside a greater speed boost for a longer distance. I can live without that but I think it makes sense.

January 8, 2012 at 10:18 am #6468

pcmaster160

Quarry deleting its frame after its done would be nice.

  • This reply was modified 528 days ago by  pcmaster160. Reason: typo
January 9, 2012 at 12:42 am #6606

Protyle

@immimbis – Sorry about that, I was having a hard time coming up with a good title. The idea was that the golden pipes would retain their ability to be powered by redstone, but Space Toad should add a feature allowing the pipes to be powered by the three tiers of engines as well, naturally for a reciprocal power boost.

@ Everyone else – more ideas added – feedback would be great

January 9, 2012 at 12:47 am #6610

pcmaster160

i think the issue with the gold pipes powered by engines would be in smp if a server couldnt load a chunk fast enough.

January 9, 2012 at 9:44 am #6689

Vanguard_MC

My 2c…

More Parameters -
1. Furnace Active / Not Active – Another issue with automatic furnaces is, the little things… I connect some transport pipe to my furnace to deliver coal. But if the furnace is already full, the coal just falls on the ground. A detector for needing fuel would be nice, I could trigger a burst from a redstone engine to deliver the coal.

3. Detect Item Quantities – I’d just like to see items evenly split among connections. Like in the furnace example, I need a distinct pipeline for every furnace. If I could have one pipe that forked 4 ways, and I know the 4 coal would evenly split amongst the 4 connections, that would already be a nice upgrade.

Feature Changes -
1. Quarry deconstructs frames when completed / removed – Agreed, especially since there is currently no use for the frame sections. They’re just collecting dust in a chest for some odd reason :)

2. Wooden Pipes can be Activated by Power Pipes – This is a neat idea, but what would you suggest to limit the power? If I have a 20 iron engine power station, I don’t want wooden pipes all over draining my power network, and I may with to have the items transfering at a particular rate, i.e. match the smelt time of items in a furnace. Perhaps similar to how wooden pipes extract, we could have a different pipes on the other end as voltage regulators?

3. Golden Pipes Can be powered by Redstone AND Engines – Not a bad idea, but the golden pipes are already pretty quick with just a torch sitting there. Until “long distance pipes in SMP” gets worked out, the real value here will be diminished. As of now, when I head any medium real distance from my house, I come home only to find a ton of cobblestone spinning on the floor under my pipes that comes from a quarry, basically where the chunk got unloaded. In liquid pipes, not so bad, the liquid bounces back, but the transport pipes throw it on the ground.

4. Basic Gates should recognize all wires – Totally agree with this one. Spending a few diamonds and having 8 slots just because I want to use a yellow wire seems a little excessive. The power in the slots is enough to warrant the materials, but not the color of wire.

6. “fake” items in the GUI is a must. I hate leaving diamond/gold in a diamond pipe in SMP, too easy for someone to just take them.

7. Dynamic Pipe interactions – I don’t quite understand how this would balance anything.

[Filter Pipes]
As it stands, I think it’s already a little overpowered in the sense that you can have multiple liquids in a pipe.

[Coolant]
Cool idea =)

I’ll add one here… The quarry, like it or not, is waaaay overpowered. The quarry should either have a drill bit, similar to railcraft’s tunnel bore, or remove the diamond pick from the recipe, and have it added as an item to the quarry itself that gets used up (I’m not suggesting at the same rate it normally would have). But honestly, right now you can easily mine 262,000+ blocks with a single diamond pickaxe and some readily available fuel. In just 3 days of running a few quaries, honestly earned/crafted in SMP, I got more resources than I’ll ever know what to do with.

January 9, 2012 at 10:02 am #6691

Vanguard_MC

BTW: Speaking of overpowered, instead of a quarry, just put a nice cheap filler on clear… dig three deep holes in the ground, place some landmarks and watch the hole disappear. If all your looking for is gold/diamonds, etc… just clear out the bottom 20 levels or so =) Once you’ve already got a quarry, it’s even easier to do. Then just run around the bottom and collect the good stuff. Not really sure how to control abuse on that one either. Just 2+ iron engines and it tears it apart.

January 9, 2012 at 11:52 am #6710

dAkshEN3

Indeed the filler is overpowered when used for mining. I really think it should be adjusted to not drop blocks and items. It’s a very simple fix (commenting out 2 or 3 lines of code) and it decreases the lag caused by a filler when its receiving a lot of power. This would stop it stepping on the toes of the quarry and make it a lot easier to use for its intended function.

January 9, 2012 at 11:53 pm #6773

Protyle

@Vanguard_MC
[Filter Pipes]
Your point about being able to have multiple fluids in a pipe is a good one, it is slightly “bloating the cow” or overpowered to have multiple fluids and my intention wasn’t to expand upon that. My idea was more focused on having a single fluid in a pipe. For example when pumping oil from an oil rig on the water, the pump also extracts water as well as oil, and the filter pipe was a method of addressing that.

[Dynamic interactions]
This is another way that I was seeking to address the issue of waterproof pipes being overpowered. The idea would be that when you had certain fluids in a pipe they would interact in ways that would force the user to preform maintenance on or design a better system to prevent certain occurrences. Example: having water and lava come into contact within a pipe would produce obsidian thus reducing fluids ability to flow within the pipe.

[Changes to Quarry]
@Having a degrading mining tip – Agreed this sounds like a great way to balance the overpoweredness of the quarry in a way that still retains its functionality.

@ Everyone – New ideas added – “smart” pipes section

January 10, 2012 at 8:31 pm #6930

Ant

The multiple fluids in pipes issue I think is one that has been moderately addressed by logic. Currently gold and diamond logic gates allow you to specify a detection of the liquid in the pipe and what liquid it is. When pumping oil in the ocean one could set an iron pipe to a water tank or an oil tank. When water is detected in the line a redstone pulse could switch the iron pipe over to the water tanks and when oil is in the line the iron pipe could switch back. It would take some experimenting to get the timing right but it is still alpha.

A degrading mining tip sounds promising except that I barely get enough diamonds to keep a survival buildcraft system running as is. A quarry currently cost 11 diamonds, and I generally get only a few per chunk if I am lucky. I generally do not get enough coal to power it for any long period with stone engines and fuel is not an unlimited resource.

The filler I can see is quite overpowered if used as a mining tool, However, the clearing ability has so many other uses like tree farming I would hate to see it totally nerfed.

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