Also, it just occurs to me that a line of sockets could function as a multi-type cable of sorts, even if it would be a bit expensive to do so compared to most cable/wire. Simply have multi-input/multi-output on corresponding faces.
Emasher, I don't suppose I could prevail upon you to offer configs for your power conversion factor? I didn't see them in the mod. I'd love to include your mod but I have to balance fully four different means of power conversion in my modpack (some of which are fixed). At any time when power conversion is asymmetrical it enables power loops, and I love this mod so much I really want to get it into Resonant Rise.
Other than that, it seems to me like this mod evolved form a "micronization block" into a "build your own custom multiblock structures!" mod. The ability to share via multi-input-outputs excites me a lot. Is that an accurate assessment?
Also, it just occurs to me that a line of sockets could function as a multi-type cable of sorts, even if it would be a bit expensive to do so compared to most cable/wire. Simply have multi-input/multi-output on corresponding faces.
Well, if you were just using them for aesthetics, you could simply have two or three sockets hooked up in a line, then split your various resources off from there so you can conceal your lines behind the floor/wall. Using it, as an actual real life example, the power and water hookups for a washing machine which come together within the same one meter by one meter square, then diverge in the walls. I'm thinking more along the lines of compact builds and shorter distances here rather than trying to run it any significant distance.Although that's possible, it would be a massive pain to configure that many sockets let alone build them and the modules if you actually wanted to go a significant distance. It would certainly be a late game thing at the very least.
That would be fairly easy to do, I'll try to get it out in the next few days. If you have any other concerns about exploits, or OP features, I'm still balancing some things in the mod, so I'm very open to suggestions.
One thing I should note is it was recently discovered that there are some crashes when ET is run without BuildCraft, I intend to fix these fairly soon, but it is something you should be aware of.
You certainly can build custom multi-blocks with the mod, depending on how you want to define multi-block anyway. One thing I've struggled with quite a bit is giving a simple description of what the mod does that really covers everything. The multi I/o modules don't actually share the inventories or tanks or anything though, they're just combined versions of the individual I/O modules.
Well, it has multiple internal tanks already. I suppose if you hook it directly up to an MFR liquid router, it could route all three of those liquids.My suggestions/questions are:
- Have you considered adding liquid routing features? Tough to configure, but MFR's liquid router is one of the quietly amazing things it has.
- Have you considered overclocking faces for the grinder face?
- Have you considered other block processing besides simple ore recipe stealing?
- I wish you had some more novel MJ generation means. I suppose I need to play with Gascraft more on this front.
- Have you thought about ways that other machines could be integrated into your multiblocks? I didn't get a chance to, but I want to try sneaking Mekanism machines into your multiblock pipelines. Seems doable, since Mekanism has a really cool configurable sidedness for machines.
Well, it has multiple internal tanks already. I suppose if you hook it directly up to an MFR liquid router, it could route all three of those liquids.
As far as other machines for integration, I know that TE should work seamlessly because they automatically output to adjacent inventories. Perhaps giving additional functionality to the vacuum module that permits it to suck from adjacent inventory on that face?
Well, if you were just using them for aesthetics, you could simply have two or three sockets hooked up in a line, then split your various resources off from there so you can conceal your lines behind the floor/wall. Using it, as an actual real life example, the power and water hookups for a washing machine which come together within the same one meter by one meter square, then diverge in the walls. I'm thinking more along the lines of compact builds and shorter distances here rather than trying to run it any significant distance.
We're still in the evaluation phase. My initial concerns are actually about the mod being a little underpowered. Our issues with power balancing are not really your problem modulo your ability to provide a config.
Yeah. If you set up a sharing face that'd enable really amusing builds. Because as it stands right now the machines you can build are pretty limited unless you use the multi-output face you simply don't have room to do a lot of the things you'd like to do. I got a fairly simple high-throughput ore processing chain going last night in testing. It didn't seem like the grinder was taking pulverizer recipes though, because I never saw any secondary outputs. Was I just unlucky in my small sample size?
Ultimately, your blocks are kinda expensive and really flexible. I like this, and I hope that over time you'll add more features (or make an API so other people can too!). My concern is that your mod will fall into the Steve's Carts UP trap, where you're so concerned about balance and stepping on other mod's toes that you become a perpetually "vanity" option of a build. And it's really too bad, because SC2 is actually a really fun mod!
A few funny successful experiments I had last night:
I'd really love to see what sort of builds you made the mod for. There is a bunch of redstone control but I confess I don't entirely get why you'd want it.
- I combined your pressure-plate powergen with an MFR cow farm. At volume, it can self power, generate huge volumes of sewage and milk and liquid meat. It's actually darkly hilarious to do it this way because the cow population is literally powering the machines that kill its young. Their consternation thins the population!
- I got a fairly small 3-channel-wide ore processing plant. I suspect I could make it 4-wide if I tried again with the multi-IO blocks. But ultimately that system is severely limited by the internal storage..
- You have a block breaker! It's wonderful! I made a reed farm!
- What is the self destruction option for? Did you add it for fun? I donked up my tests pretty bad playing with it.
My suggestions/questions are:
- Have you considered adding liquid routing features? Tough to configure, but MFR's liquid router is one of the quietly amazing things it has.
- Have you considered overclocking faces for the grinder face?
- Have you considered other block processing besides simple ore recipe stealing?
- I wish you had some more novel MJ generation means. I suppose I need to play with Gascraft more on this front.
- Have you thought about ways that other machines could be integrated into your multiblocks? I didn't get a chance to, but I want to try sneaking Mekanism machines into your multiblock pipelines. Seems doable, since Mekanism has a really cool configurable sidedness for machines.
Well, it has multiple internal tanks already. I suppose if you hook it directly up to an MFR liquid router, it could route all three of those liquids.
As far as other machines for integration, I know that TE should work seamlessly because they automatically output to adjacent inventories. Perhaps giving additional functionality to the vacuum module that permits it to suck from adjacent inventory on that face?
It'd be great if there was an ejector face that also could push power or liquids. The unrealized and poorly implemented dream of gregtech was powered multiblocks without all the cabling.
I imagine I'll be able to do some pretty interesting stuff. I should probably warn you though that gascraft is currently pretty buggy.
I've been looking into creating some sort of multi-block interface module. It's trickier than I originally thought, but its still doable. It will probably be a while before I get around to implementing it though.
Anyway, I've just put out a quick update (1.5.7). Here's the changelog:
- Removed unnecessary dependencies on BuildCraft (everything should work without BuildCraft installed now, hopefully anyway).
+ Added Item Extractor module (see below)
+ Added config option for EU to MJ ratio
* Fixed tank interface render bug
The Item Extractor works exactly like an item input, except it can pull from adjacent inventories. When it's not configured to use redstone, it will constantly pull items. If it is, it will pull an item every time it gets a redstone pulse.
I've been looking into creating some sort of multi-block interface module. It's trickier than I originally thought, but its still doable. It will probably be a while before I get around to implementing it though.
Anyway, I've just put out a quick update (1.5.7). Here's the changelog:
- Removed unnecessary dependencies on BuildCraft (everything should work without BuildCraft installed now, hopefully anyway).
+ Added Item Extractor module (see below)
+ Added config option for EU to MJ ratio
* Fixed tank interface render bug
The Item Extractor works exactly like an item input, except it can pull from adjacent inventories. When it's not configured to use redstone, it will constantly pull items. If it is, it will pull an item every time it gets a redstone pulse.
It should be fixed now. I haven't changed the version number, just re-download 1.5.7.
For some reason texture file names aren't case sensitive in MCP, but they are when you're running the game normally. I've run into this several times before. It was just a typo.
Aaaand sold! Once V manages to get the ID list compiled, I will definitely include this in a new LTR version of ShneekeyCraft.I've been looking into creating some sort of multi-block interface module. It's trickier than I originally thought, but its still doable. It will probably be a while before I get around to implementing it though.
Anyway, I've just put out a quick update (1.5.7). Here's the changelog:
- Removed unnecessary dependencies on BuildCraft (everything should work without BuildCraft installed now, hopefully anyway).
+ Added Item Extractor module (see below)
+ Added config option for EU to MJ ratio
* Fixed tank interface render bug
The Item Extractor works exactly like an item input, except it can pull from adjacent inventories. When it's not configured to use redstone, it will constantly pull items. If it is, it will pull an item every time it gets a redstone pulse.
So I've been thinking more about multi-blocks. They're doable, but redstone control is going to be an issue as the only method I can come up with to share it would cause way too much tick lag. I'm considering that perhaps rather than doing proper multi-blocks, it might be better to add an advanced multi I/O module that you can configure between extraction input and output for each resource type, which will also include redstone. The only downside to this is it will only be able to do one inventory or tank per face. The other option is multi-block modules that do everything but redstone. The earlier option is more likely at this point I think. Either way, this sort of thing isn't going to be implemented for a while yet.