RFTools - Support and Suggestions

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Golrith

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Nov 11, 2012
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I had an idea about this:

  • Added a feature to define custom material dimlets in a 'userdimlets.json' file.

What about a machine that is a "Block Digitizer", it takes a block, analyses it (destroys it in the process), and makes a dimlet from it. Catch is, if just 1 block, you get the most expensive dimlet, if you give it a full stack, you get the cheapest dimlet. That way you've got an ingame way of making custom dimlets, and the cost balances against how many blocks you are willing to destroy to get that dimlet. Not so bad if it's a common material, but very expensive sacrifice for those harder to obtain blocks.
 
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McJty

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I had an idea about this:



What about a machine that is a "Block Digitizer", it takes a block, analyses it (destroys it in the process), and makes a dimlet from it. Catch is, if just 1 block, you get the most expensive dimlet, if you give it a full stack, you get the cheapest dimlet. That way you've got an ingame way of making custom dimlets, and the cost balances against how many blocks you are willing to destroy to get that dimlet. Not so bad if it's a common material, but very expensive sacrifice for those harder to obtain blocks.

That's actually a nice idea. But I think I am going to combine it with a more involved idea which I'm going to explain here:

Currently we have the dimlet scrambler which is a way to recycle dimlets you don't want/need into hopefully more useful dimlets. It takes 3 dimlets (of which two should be non-craftable) and returns a new one.

I was thinking about adding a new mechanic to allow deconstruction of dimlets into parts and then constructing it again into new dimlets. Basically you would have a new machine which would be the Dimlet Workbench. You place a dimlet in it and press the deconstruct button. This will attempt to recover as many parts out of this dimlet as it can. This is a delicate operation however so there is some random element involved. Also deconstruting rarer dimlets will yield rarer parts. Out of a common dimlet you will never get really rare parts.

If you manage to collect sufficient parts of sufficient rarity you can use them in the workbench to construct new dimlets. This could be combined also with your idea above by allowing to construct material dimlets that way.

What do you think about this? Would this be an interesting mechanic?
 

Someone Else 37

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Feb 10, 2013
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That's actually a nice idea. But I think I am going to combine it with a more involved idea which I'm going to explain here:

Currently we have the dimlet scrambler which is a way to recycle dimlets you don't want/need into hopefully more useful dimlets. It takes 3 dimlets (of which two should be non-craftable) and returns a new one.

I was thinking about adding a new mechanic to allow deconstruction of dimlets into parts and then constructing it again into new dimlets. Basically you would have a new machine which would be the Dimlet Workbench. You place a dimlet in it and press the deconstruct button. This will attempt to recover as many parts out of this dimlet as it can. This is a delicate operation however so there is some random element involved. Also deconstruting rarer dimlets will yield rarer parts. Out of a common dimlet you will never get really rare parts.

If you manage to collect sufficient parts of sufficient rarity you can use them in the workbench to construct new dimlets. This could be combined also with your idea above by allowing to construct material dimlets that way.

What do you think about this? Would this be an interesting mechanic?
Sounds like it could be interesting. What, exactly, would your dimlet parts be/represent, though?

I'm imagining a system roughly inspired by Thaumcraft aspects. The most common parts might be something like the base elements (air, earth, fire, and water) and would only Workbench into the dimlets craftable without dimensional shards. These are mostly None dimlets, so they'll probably be different combinations of air, more air, and the others. The rarer parts would be combinations of more common parts, and although the Workbench won't be able to create them from more common parts, it CAN deconstruct rarer parts into several more common ones (think Arcane Centrifuge, but more efficient).
 

McJty

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May 13, 2014
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Sounds like it could be interesting. What, exactly, would your dimlet parts be/represent, though?

I'm imagining a system roughly inspired by Thaumcraft aspects. The most common parts might be something like the base elements (air, earth, fire, and water) and would only Workbench into the dimlets craftable without dimensional shards. These are mostly None dimlets, so they'll probably be different combinations of air, more air, and the others. The rarer parts would be combinations of more common parts, and although the Workbench won't be able to create them from more common parts, it CAN deconstruct rarer parts into several more common ones (think Arcane Centrifuge, but more efficient).

Well I see the dimlets as a kind of electronic circuit. So salvaging a dimlet would return some of the circuit parts (like chips, components, ...) that made up the dimlet. I would never allow a rarity 4 dimlet to be constructed from parts that can be obtained from rarity 3 or lower dimlets. To construct a rarity 4 dimlet I think you would (on average) have to deconstruct at least 2 other rarity 4 dimlets.
 
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McJty

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Just to get the ball rolling, a "simple" 1 chunk size skyscraper (needs a few more floors, but gives enough idea at this stage). Ignore the worldgen ruins around it. I was experimenting with the pattern blocks. Would need a block that is just the cross shape on all sides, and the diamond shape on all sides.
Floors are 3 blocks thickness, with a single block void inbetween, perfect for hiding spawners.

So Golrith, it is not a perfect replica of your building and I need to randomize rotating the building and we need more building and I have to add damage/explosions to it but it is a start:

jez8PLA.png



But we do need an easier way to import these structures into RFTools. It is annoying having to type the above by hand :)
 

Golrith

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Nov 11, 2012
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Ruins mod I believe can generate TML files from ingame. Example below. Don't know if that would be of any help?

Code:
# Author: Arrrg
# From: Minecraft Forums
#biomesToSpawnIn=crag,badlands,dead forest,dead swamp,deadlands,ominous woods,canyon,canyon ravine,thick ominous woods,volcano,wasteland
weight=2
embed_into_distance=3
acceptable_target_blocks=stone,grass,dirt,sand,gravel,snow_layer,clay
dimensions=46,12,12
allowable_overhang=36
max_cut_in=2
cut_in_buffer=1
max_leveling=3
leveling_buffer=1
preserve_water=0
preserve_lava=0
preserve_plants=0

rule1=0,100,preserveBlock
rule2=0,100,glowstone
rule3=0,100,snow
rule4=0,100,chisel:factoryblock-1
rule5=0,100,chisel:factoryblock-4
rule6=1,100,torch
rule7=0,100,HardChest
rule8=0,100,HardChest
rule9=0,100,UprightMobSpawn
rule10=0,100,MobSpawner:Creeper
rule11=0,100,TConstruct:GlassBlock.StainedClear-3
rule12=0,75,TConstruct:GlassBlock.StainedClear-3
rule13=0,88,TConstruct:GlassBlock.StainedClear-3



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layer
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layer
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layer
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layer
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layer
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layer
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layer
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Ruins mod I believe can generate TML files from ingame. Example below. Don't know if that would be of any help?

Is that something you could generate for me from your buildings? Is that what is called a 'schematic'?

Anyway. I'm talking to Ivorius who made these mods:

http://www.minecraftforum.net/forum...vorius-mods-structures-dungeons-drugs-statues

In particular Recurrent Complex solves our problem nicely. However if we go this route then this Recurrent Complex would become an optional dependency. That means that the ruined cities will only be available if that mod is present. I don't want a hard dependency though.
 

Golrith

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Is that something you could generate for me from your buildings? Is that what is called a 'schematic'?

Anyway. I'm talking to Ivorius who made these mods:

http://www.minecraftforum.net/forum...vorius-mods-structures-dungeons-drugs-statues

In particular Recurrent Complex solves our problem nicely. However if we go this route then this Recurrent Complex would become an optional dependency. That means that the ruined cities will only be available if that mod is present. I don't want a hard dependency though.
TBH, no idea, never used that part of the ruins mod. I'll take a look.

What does the java code look like for the structure? I might be able to write a program to convert one to the other. I've some knowledge of "simple" languages (Visual Basic, Visual FoxPro), good enough for text file manipulation. I have zero idea about Java :p
 

InfinityRaider

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Is that something you could generate for me from your buildings? Is that what is called a 'schematic'?

Anyway. I'm talking to Ivorius who made these mods:

http://www.minecraftforum.net/forum...vorius-mods-structures-dungeons-drugs-statues

In particular Recurrent Complex solves our problem nicely. However if we go this route then this Recurrent Complex would become an optional dependency. That means that the ruined cities will only be available if that mod is present. I don't want a hard dependency though.
The schematics can be gotten with MCEDIT, you select part of the world and then export schematic. This allows you to build your structures in mc itself. Then you open that world in mcedit, export the schematic and convert that schematic to a java class file
 

Golrith

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The schematics can be gotten with MCEDIT, you select part of the world and then export schematic. This allows you to build your structures in mc itself. Then you open that world in mcedit, export the schematic and convert that schematic to a java class file
Does MC Edit have full mod support? Last time I briefly used it, it could only handle the vanilla blocks.
 

McJty

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I think it is still limited that way. I think we better wait until Ivorius finishes a few final things (he told me he is going to add support for dimension specific structure spawning for example, which I obviously need). His mod allows to export structures in game and then import them in a mod. I think it might be the best solution. In the mean time I'm going to first concentrate on a few other things.

Golrith, if you have the time you can perhaps make a few more building proposals in that style?
 

McJty

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BTW, Ivorius mod also supports adding damage to buildings in a post-process step. This could be nice to make them into ruins.
 

McJty

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Golrith, some clarification. Basically you would install RFTools and Recurrent Complex, make your buildings, attach the appropriate modifiers (like the block breaker for damage), export it and send that to me for inclusion in the mod.

Sounds like a good solution to me.
 

Golrith

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Golrith, some clarification. Basically you would install RFTools and Recurrent Complex, make your buildings, attach the appropriate modifiers (like the block breaker for damage), export it and send that to me for inclusion in the mod.

Sounds like a good solution to me.
ok, just exported a schematic from MCEdit, boy was that a pain in the rear, control system is "clunky".

Is using Recurrent Complex going to force a dependancy?
 

McJty

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ok, just exported a schematic from MCEdit, boy was that a pain in the rear, control system is "clunky".

Is using Recurrent Complex going to force a dependancy?

Partially. It will be needed to get the ruined cities. Without Recurrent Complex RFTools will work but you will not get ruined cities.
 

Golrith

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Ok, as a test, here's a RC export of that tower I designed.

Hope it works, as I can no longer load the world that I designed it in (atm). I tried placing a structureGenerator block and I think telling it to generate that structure, and world always crashes now. May have to remove and replace the mod :D


No idea how to to the block damage, cannot see anything about that in the wiki.
 

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McJty

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Ok, as a test, here's a RC export of that tower I designed.

Hope it works, as I can no longer load the world that I designed it in (atm). I tried placing a structureGenerator block and I think telling it to generate that structure, and world always crashes now. May have to remove and replace the mod :D


No idea how to to the block damage, cannot see anything about that in the wiki.

I tell your problem to Ivorius. Do you have a stacktrace? That may help him debug the issue.
 

Golrith

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I tell your problem to Ivorius. Do you have a stacktrace? That may help him debug the issue.
Here you go. I basically took a copy of my mod pack, cut out most of it for a special version for dealing with these skyscrapers.

I placed a StructureGenerator, keyed in Tower1 in the top box of the GUI, nothing then happened, so assumed I needed a redstone signal, so went to get a lever via NEI, didn't even get chance to key in lever when I crashed.
TBH, I haven't a clue how the StructureGenerator block works, so took a stab in the dark.
 

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McJty

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Golrith, that crash points to CoroUtil and not Ivorius' mod? Very weird though...

I already had to tell you this:

<Ivorius> McJty: Also send him this http://minecraft-recurrent-complex....Building_a_Structure#Generating_the_Structure
<Ivorius> The structure block isn't designed to do anything on redstone input
It will spawn the structure when the containing structure generates

And this:

 
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