RFTools Control: new mod in development

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McJty

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Hi, I would like to show you some progress screenshots for my new upcoming RFTools Control mod:

NPAmdfe.png


These three screenshots show the current status of the upcoming RFTools Control mod. In the top left you can see the programmer (on the left) and the processor (on the right). The programmer is where you make your 'programs' and the processor is what executes them.

BTW, to clarify. The purpose of RFTools Control is to bring an easy way to 1.10.2 to automate various tasks related to redstone, energy, items and so on. It features a programming system that somewhat resembles PSI but instead of making spells the programs you build with this system are for automation. Some examples of what you will be able to do with this mod once it is ready:

  • Make sure an inventory has a minimum amount of items in it
  • Send items from one place to another under certain conditions
  • React to redstone and send redstone signals
  • When a furnace has at least 8 items in it, send over a single coal item to start burning those 8 items
  • Shut down machines when energy gets low
  • Shut down automation when supplies are low
  • Interface with the RFTools Storage Scanner and proved auto crafting functionality for that scanner (i.e. you will be able to set up AE2 like auto crafting with this)


The screenshot on the right shows the interface for the programmer. The simply program shown there waits for a redstone pulse and when it gets one it will enable redstone output, wait a few ticks and then turn off redstone output again. The screenshot also shows how we are editing the yellow event opcode to set from which side we want to look for a redstone pulse. Many more opcodes will be added here as well as opcodes to do logic ('if' and so on). The parameter system is very generic. For every type of parameter you can set it as 'constant', 'variable' or a 'function'.

The screenshot at the bottom shows the interface for the processor. This processor has two cpu cores installed (allowing it to run two programs at the same time) as well as 2 ram chips to give it variable memory (the slots shown in the list on the left side of the screen). The gui of the processor is currently in 'card setup mode'. That means we have just inserted a program card (one of the six slots at the top) and are busy allocating the right amount of item slots and variables for it. Programs on cards can use variables and item slots but we need to tell the processor what variables and item slots are allowed to be used by the programs on that particular card.

The middle dark panel is a log of the processor output. You will be able to see status as well as errors there.
 

Henry Link

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I love the idea of this. Is this something that would be available in the sort of early mid game stage? Also, will you need some type of cable to attach various machines?
 

McJty

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The programmer and processor itself are not very expensive and their will be lower end cpu cores and ram chips available for earlier game usage.

As to cables, not sure yet on that part