sounds good but i agree with someones earlier post that it would be cool for non cube multiblocksLet me just get this out of the way, animated models aren't the easiest thing to do with massive structures. Don't get me wrong, I'd like to do it, but your going to get 24 flavors of lag that you're not going to enjoy.
Animated textures on the other hand, that I could get into.
But let me explain how the current multiblock system works, just so you guys get the idea.
There are three types of blocks, Walls, Frames, and Cores. Walls and Frames have both Efficiency and Speed stats that change depending on the material used. Walls are better at increasing the speed of a multiblock while frame are better at increasing the efficiency. Some walls are a bit special in the fact that they are able to accept energy, input/output items and liquids, and react to redstone. Cores on the other hand, have various attributes. There are various machine cores which allow the multiblock to become a certain type of machine ie. a furnace, or a pulverizer. Only one of these cores is allowed per multiblock machine. The other cores have special functions such as adding extra slots to the machines, increasing their energy capacity, increasing liquid storage capacity, and, most importantly, increasing the tier. The tier of the multiblock determines how large the multiblock can be, up to the config max of course. The larger you want the multiblock to be, the more tier blocks you're going to have to make. They are quite expensive which helps balance things out in the long run and inhibit people from makking massive lagging multiblocks.
That's the currently framework for the multiblocks. Let me know what you guys think.
It's extremely difficult to do "non cube" multiblocks other than just making them large rectangles, which is what I intend on. It's a pain to code and hard to make it look good.sounds good but i agree with someones earlier post that it would be cool for non cube multiblocks
It's extremely difficult to do "non cube" multiblocks other than just making them large rectangles, which is what I intend on. It's a pain to code and hard to make it look good.
Maybe later on. I might include more multiblocks later. For now it's primarily getting framework up and getting the basic multiblocks going.Is it bad that I'm hoping for more stuff with a magitech vibe?
How about tori? I've seen very few tori multiblocks, pretty much all of which are tokamaks. Could perhaps use that shape for another use? Centrifuges, perhaps?
I'm straying away from the "magic" whatnots and I'm going to stick with tech mostly. There will be some high tech stuff later on that will give it the magic feel though.As for a power alternative to RF, how about Blood Magic RP ?
I'd love to do ore processing and item fabrication with my blood power
That sucksIt's extremely difficult to do "non cube" multiblocks other than just making them large rectangles, which is what I intend on. It's a pain to code and hard to make it look good.
I get that I'm late, and forgot my wallet, but here goes>As many of you know, I'mamwas the modder behind Technomancy. I'm moving on to a new tech mod, but I'm still working around ideas and I'm curious what people would like to see in something like this. Since I'm basing it off of RF, that's the current plan at least, then most people are likely to use it with Thermal Expansion. In such cases, I have a few questions for the lot of you for what you'd like to see.
That's all I have for now. I'll update/post if I can think of anything else. Any feedback is appreciated!
- Should I stick with RF? If I strayed away from it and created my own energy net, then I'd be granted a bit more freedom with my machines since it would be entirely independent from Thermal Expansion. Just as a note, if I do turn away from RF, I will add a way to transfer to/from RF to my own E-net.
- If I do stick with RF, should I implement my own versions of some of the machines/conduits? This would primarily be the pulverizer/furnace so I could add some recipes using the both of those objects. As far as energy transfer goes, I'd probably add something to transfer energy similarly to conduits but with a different twist.
- Wireless Energy? It's something I've always considered via tesla coils, lasers, or some random transmitting thingymawhatzit.
- Should multiblocks be limited in size? I'm currently adding some new multiblock machines and I'm debating if there should be a size limit. It would be fairly reasonable as the machines are extremely powerful even if they are small.
To reduce strain, either turn the machine offal give it a short relief or let it break. However, if it breaks some of it's parts may disappear and it uses up a bit of power whenever it is turned back on. If it fails a process, a little strain will be lost too, but not much.
XD! That golem thing is hilarious! Here, have a cookie.I can just see too much strain resulting in catastrophe - a piece or pieces of the multiblock go shooting out in an approriate direction, punching holes in walls and landing far away from the base, burning whatever it lands on. Thaumcraft golem integration would be fun too, have your own collection of factory workers keeping everything in shape. At least until they form a union and go on strike..
As much as I love the idea, there is the implementation portion where there is going to be issues. Determining which machines "plug-and-play" together isn't going to be an easy task. I'm currently just working out some framework right now and getting everything I need to serve as a base to work properly. I may turn back to this idea though. I really do like it.-snip-
I'm not a fan of the "strain" idea. It's not a bad idea per say, I'm just not a fan of the RNG of it. I don't like my stuff randomly breaking when I'm not paying attention to it. The only time I've ever seen durability done well is with Rotarycraft gearboxes, but that can be easily solved by adding lubricant.Strain applied measures how much strain is put on the machine. The more stain it endures the higher of a chance there is for it to fail and use up some materials unnecessarily or break (Really just turn off and requires some good ol' fixing). If it breaks, a good few whacks with a wrench and maybe a couple of part replacements is all that's needed. To reduce strain, either turn the machine offal give it a short relief or let it break. However, if it breaks some of it's parts may disappear and it uses up a bit of power whenever it is turned back on. If it fails a process, a little strain will be lost too, but not much.
What do you think?
If you think there isn't going to be huge power generations then you're fooling yourself.Something I've always wanted to see is huge power generators for generating huge amounts of any of the major forms of power. I remember back when I was playing in my Minecraft FTB 1.4.6. playthrough that I eventually built as many as 40 industrial steam engines to serve my power generation needs. I soon got the idea that players should be able to craft massive power generators that will serve the same kind of function as 40 or more individual smaller power generators.
1) RF.api is independent of thermal expansion.
I'm fully aware of that. I'm the one using CoFHLib in my mod for the api, but if I add an "Electric Furnace" powered by RF, I'm going to get an incredible amount of hate, particularly from fanboys, for "copying". That's the only reason I'm weary of using it, because people can be extremely idiotic.Many have said RF isn't truly a part of TE3