Random Thread about Researched based tech mod (moders please steel our ideas)

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Saice

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This thread is about brainstorming ideas for other ways to blance existing and new tech mods. The core of this thread is about the idea behind and the mechanics for a resreach based system to gate your tech levels and pace the game instead of using complex nested recipes or neither stars all the time.

These qouted posts are from another thread and we will not speak of its orgins.

You know what I would love.

I mean I would really love to see in a tech mod.

Someone to steal TC's resreach idea. Lock machines behind a resreach tree that requires some sort of resreach system. Maybe not TC's system which you can hammer out fiarly quickly but something along that line. Maybe requiring the building of lab mahcines for resreach ect.

Man I so want that now.

I wish there was a research system that would involve actual thinking, trying out ideas, and analyzing results - not just burning a metric ton of cobblestone (TC2) or burning a metric ton of assorted items (TC3). The biggest challenge of the TC3 research system is hunting for dungeons or villagers to find FoLKs. (And trying not to get RSI from mashing the research button.) Perhaps add a way to further improve a machine that you've already discovered. Or some personalization: make it not just be a matter of unlocking everything and never looking back, make every person on a server have different technologies researched, and having to share with each other. Make every playthrough be different, with different tech tree available to you. Imagine not being able to build solars, but having advanced wind mills. But I'm afraid that something like that would be too complicated for the majority of the audience to appreciate.

To a degree this exists on a larger scale: not just to get access to crafting a specific block, but researching methods to make complicated setups work faster, more efficient, or be more compact. And as you can see, most people are content with just having pipes running everywhere and managing everything manually.

[relating to a few of the posts on the previous page about different ways to do tech trees and researching in technology based mods, a bit like Thaumcraft]

BuildCraft's system of fabricating items by inserting materials, selecting a target item, and providing energy, could be a good model of fabricating machinery. However I'd reverse the order to select an item, see the materials required, insert the materials, and provide energy to build it. This would allow it to start out with costly recipes which produce lower quality versions of machines, and over time players can improve this to require less materials to create a particular item, or produce better versions of it with the same materials (or improve both).
Improvements might be automatic after producing several copies of an item, or doing research could ever give specific benefits or give the player points to spend improving machines of their choice. (Or upgrading the quality of machines could be left to inserting upgrades into slots, or by another machine which applies bonuses similarly to the way enchantments work, though more directed.) Unlocking new recipes in the tech tree could be a process of trial and error, or could require researching particular items or machines similar to how Thaumcraft works, or might require villager trading, dungeon items, completing achievements (or similar), or creating particular configurations of machines as multiblock structures.

Actually perhaps a better way of looking at it is the RedPower project table, but if most things required the project table, and you couldn't arbitrarily create your own blueprints but had to discover or unlock them through various means. Except without needing to have a thousand separate blueprint items, rather you'd have them collected into blueprints for particular mods or parts of mods or areas of interest. And the recipes would be shapeless, might have more than 9 items, and can be made cheaper with research...
The Carpenter, Thermionic Fabricator, and Rolling Machine are other crafting blocks that could work in a similar way. (Oh, and the cart assembler of course.) Xycraft has its fabricator (eventually) and Factorization has its craftpacket maker and stamper, but like RedPower, neither of those are requirements for creating tech. So most mods have some kind of tech fabricator, though many of them are just fancy crafting tables which are optional, or else they are only needed for a subset of the mod's items. (AFAIK IC2 doesn't have anything like this, rather it relies on varies machines to create some of the parts that can be crafted)

So maybe if there was something in Forge that provided hooks for performing/unlocking research, which mods could optionally (depending on config) use to control what can be crafted and how, then there could be some universal tech tree research thing going on. But it would be a lot of work and would require individual modders to add stuff which might only be used for a small subset of players, so it would never happen. And the alternative would be for one mod to override even more stuff than GT does, and would be highly invasive and would easily lag behind changes to the mods and would be a nightmare to balance at all... so that would never happen either.

But it's nice to imagine for a few minutes. I think the only way anything like this could work would be to create an entirely new game from scratch :p



TL;DR
possibly cool ideas which would never be practical

I think that is most of them.
 

Abdiel

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Imagine creating a multi-block structure. You have several possible blocks to make it out of. You arrange the blocks in the world in a way that you think the MBS is supposed to be, and activate it somehow (stab it with an industrial magic wand). If what you built is close to one of the actual machines, you will get a positive signal. The closer you get, the stronger signal you get back. If you manage to exactly replicate one of the intended designs, the MBS transforms into the machine you just discovered. If the signal is too weak, there is a chance of losing the blocks. So you can't just bruteforce all the combinations with the same set of blocks over and over. Additionally, if you get good at recognizing the clues from the signals, you can save on a lot of resources. Think of something like Mastermind.

To prevent people from just posting a list of all the MBSes on the internet, you could make it require a different structure for everyone based on their player name, or even a combination of player name + server IP (to stop people from just bruteforcing it in a creative test world). Going off on a tangent, with a little algebra knowledge (specifically one-way functions), you could make it so that even by decompiling your code, one can't find the MBSes they need to research the machines without trying it themselves.

(Yes, I have thought about this before.)
 

EternalDensity

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Some more:
It's hard to come up with a research system which isn't "sacrifice raw materials to the machine", but there has to be a better way...
Maybe use "use XP to unlock", though that's a bit basic.
Actually, it could work. Unlocking planks, sticks, and workbench takes 1 level each, wooden tools are 2 levels each, stone tools, furnace, and leather armor are 3 levels each...
The recipes could still be visible but disabled, and you can spend the XP to unlock them at any time in any interface.
Then give out xp for doing achievements.

Oh and have unlock tokens available in dungeon chests, so XP isn't the only way to get the unlocks.
A possible system would be to assign a value to all the basic resources, and make the xp level cost to unlock the recipe be the sum of the values of the parts divided by the number of the outputs, rounded up. Though if we put diamonds at 4, then diamond blocks are 36, so anything requiring multiple diamond blocks is pretty pricey in XP!
Minium-stone-using recipes would include the cost of the minium stone recipe to unlock them, even though you get it back :p And you'd need to separately unlock any liquid transposer fill/empty recipes that you want. Oh, and furnace recipes, macerator/pulverizer recipes, etc :p

Perhaps some vanilla recipes could be available for trade from villages. Perhaps combine this with the MBS idea where you can unlock some of the recipes with multiblock structure puzzles to save using experience on them.
 

Saice

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Jul 29, 2019
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Not a huge fan of XP cost base systems as I never worry about XP as even the most basic vanila spawn room system will give me unlimited xp.

I do like puzzle based or time based resreach.

Maybe a new villager the scientist for tarde stuff.

I think you should be able to get started on your own ala TC. Build some sort of resreach lab to get started then use the puzzle MBS system to creat lab test systems that then unlock your resreach. Item by Item.
 

trunksbomb

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Jul 29, 2019
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Imagine creating a multi-block structure. You have several possible blocks to make it out of. You arrange the blocks in the world in a way that you think the MBS is supposed to be, and activate it somehow (stab it with an industrial magic wand). If what you built is close to one of the actual machines, you will get a positive signal. The closer you get, the stronger signal you get back. If you manage to exactly replicate one of the intended designs, the MBS transforms into the machine you just discovered. If the signal is too weak, there is a chance of losing the blocks. So you can't just bruteforce all the combinations with the same set of blocks over and over. Additionally, if you get good at recognizing the clues from the signals, you can save on a lot of resources. Think of something like Mastermind.

To prevent people from just posting a list of all the MBSes on the internet, you could make it require a different structure for everyone based on their player name, or even a combination of player name + server IP (to stop people from just bruteforcing it in a creative test world). Going off on a tangent, with a little algebra knowledge (specifically one-way functions), you could make it so that even by decompiling your code, one can't find the MBSes they need to research the machines without trying it themselves.

(Yes, I have thought about this before.)

No. This is the most convoluted, time intensive, and ridiculous way for a modder to spend his time. Obscuring the technology "research" like that is plain dumb. It's needlessly complex while adding nothing to the game. Do blueprints on paper or something, but nothing at all like this.
 

Saice

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No. This is the most convoluted, time intensive, and ridiculous way for a modder to spend his time. Obscuring the technology "research" like that is plain dumb. It's needlessly complex while adding nothing to the game. Do blueprints on paper or something, but nothing at all like this.

I could get behind a need to build resreach sturctions that then take time to complete and maybe use power.

Something like Random Lab test XYZ a 2x2 machine you give power and some sort of "test matiral" 30 minutes later BAM you give resreach item XYZ
 

Saice

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So are people asking for Civilization in Minecraft?

Sure I could go for some of that.

But I don't think anyone wants something THAT deep. Just something more that the current stock pile everything then build everything sort of system we have now.

I will say I dislike magic based mods but I was HOOKED on TC because of how it was presented to me with its research system.
 

Dravarden

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putting liquids in pipettes and glass cone and it blowing up in your face to create a dust...

so nice...
 

Golrith

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TC3 research system is "alright" but I'm finding there's not enough clues to what aspects are needed in the research, requiring a lot of random resource hopping until you find the right stuff you need.
At the moment I'm early tier 2, have 4 sets of research on the go, and haven't a clue what else I need to complete the research. That means looking online for some help.

A research system should not need you to go to another source for help to complete the research, but it should also offer incentives for experimenting. TC3 does this a bit with unlocking items that don't show up in the thaum book.


The best way IMO for tech mods is that a tier 1 machine has to make a resource, that is used in the construction of the tier 2 machine, and so on. Red Powers alloy furnace is a little bit like this. But, once you've built the basic one, you never need it again really once you can build the electric one.
 

Abdiel

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Read the name of the theory you're researching, and the lore text in the top left cornet of the research screen. They often provide clues about what to research.

Out of all the Thaumonomicon I was down to just blindly guessing maybe 3-4 times. Every other time I got to the point where the aspects show up by following the clues in the theory, and from other similar theories that I had already finished (e.g. all golem theories need the same two aspects, all transmutations need a similar aspect, etc.).
 

Golrith

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Well, the name is in glyph in the Thaumonomicon to start with, so that doesn't help, so only initial clue is the icon.

For example, I've got Warded Jars on research, uncovered the Glass and Magic aspects, but not sure what is needed for the 3rd. Plus, Tin Transmutation, there's a 3rd aspect that I haven't a clue (The metal and the arrow icon aspect are easy enough, being common). Inferno Oven (I think that's the name) I've unlocked 2 aspects, but there are 3 others that are needed.

What's also annoying is ending up with multiple identical research theories due to trial and error, and no way to combine them if the notes are about different aspects of that research.
 

Abdiel

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What's also annoying is ending up with multiple identical research theories due to trial and error, and no way to combine them if the notes are about different aspects of that research.
That it indeed is. The only way around it is to finish one theory before starting the next...

If you want hints:

You make the warded jar to contain something.
Look at an existing tin ingot, see which aspects it has.
For the infernal furnace, try researching infernal materials.
 

Lambert2191

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just putting random things in your table, research it a bit and if it goes grey, then it's not that... move on to the next aspect
 

Golrith

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That's what I'm doing, but still learning all the aspects, and what items have them. I do have a shortfall of some items so have to be careful of some wastage at the moment.
 

Carrington

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We did something like this on an old tekkit server via admin 'dungeonmastering' - basically the admins would enable blocks to be placed after players had 'funded' the research via diamonds in a series of central chests. Once FTB has a more robust plugin system this should be eminently possible via similar means.

It would actually be really great if the mods universally allowed for dynamic recipe toggles, but only a handful of APIs support that...
 

Saice

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Well, the name is in glyph in the Thaumonomicon to start with, so that doesn't help, so only initial clue is the icon.

For example, I've got Warded Jars on research, uncovered the Glass and Magic aspects, but not sure what is needed for the 3rd. Plus, Tin Transmutation, there's a 3rd aspect that I haven't a clue (The metal and the arrow icon aspect are easy enough, being common). Inferno Oven (I think that's the name) I've unlocked 2 aspects, but there are 3 others that are needed.

What's also annoying is ending up with multiple identical research theories due to trial and error, and no way to combine them if the notes are about different aspects of that research.

I agree thats why I was suggesting the whole 'Lab expariment' idea. Build a thingy that does the resreach and require multiple of these to complete the tree. The nice thing about the lab idea is when your done with a teir or tree you can break it down saving space.