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Mzbundifund posted:I'm not sure I understand this. By TE you mean Thermal Expansion, right? Do you not use itemducts or something? I think he's talking about the machines themselves. Pretty much all of the major TE machines are efficient and functional static cubes, with a couple of exceptions. I use TE exclusively, but my base never feels right to me until I've spent an unreasonable amount of time with unnecessary piping and decorative factory blocks. I don't use Buildcraft anymore because deep down it's a bad mod, but I loved the look of rows of engines pumping up and down, lasers zapping assembly tables, and quarries mowing their way through the landscape one block at a time. TE can capture some of that with pipes, but the machines themselves are a little boring to watch in action. That said, it's clear that TE machines are designed that way because the developers recognize how limited Minecraft really is.
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# ? Dec 22, 2015 19:04 |
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# ? May 30, 2024 14:04 |
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Rocko Bonaparte posted:The one thing keeping me fixated on a dedicated secondary dimension is having a safe lobby where a new player can start and review everything. I had a few stories from very new people that they got their asses handed to them repeatedly the first night because they blew the first daylight cycle just reading the materials. Have you looked into Recurrent Complex? I've played with it a little bit when setting up a server pack. The idea is that it adds a bunch of structures to world gen, as well as gives pretty good ingame tools to define structures to spawn. There's a specific setting that allows you to define a spawn structure-- something that always shows up at the spawn point of every world. You could start players in a nice, safe shelter, and then build up anything else you want to show them in that area, or have teleporters or whatever branching off into tutorial world.
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# ? Dec 22, 2015 19:18 |
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Playstation 4 posted:For what exactly, outside of the filler. Well, first off the rftools builder is way better than the filler from BC. I like buildcraft because it has cheap pipes great for early game. The pipe wire/logic gates are awesome for setting up contraptions. The use of the pipes is more explicit than ducts or conduits but I feel like the low cost of them makes it fun and challenging without being grindy - something very few mods manage to pull off. Also, there is something really satisfying about finding oil, pumping it out, refining it and burning that sweet fuel for energy.
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# ? Dec 22, 2015 20:23 |
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ptroll posted:Have you looked into Recurrent Complex? I've played with it a little bit when setting up a server pack. The idea is that it adds a bunch of structures to world gen, as well as gives pretty good ingame tools to define structures to spawn. There's a specific setting that allows you to define a spawn structure-- something that always shows up at the spawn point of every world. Can you think of a way I can do that without Lockdown? The trick would be carrying over the other dimensions into every new game. I suppose if I could just do it with Compact Machines, then it would just be metadata and I'd get away with it, but I think Compact Machines is using a separate dimension too.
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# ? Dec 22, 2015 21:01 |
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How does To the Core do it? It starts you off in a dimension that's the same for everyone, then you teleport to the Caves which are different. Admittedly you can't teleport back, but I think that is a config more than anything.
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# ? Dec 22, 2015 21:04 |
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Edminster posted:How does To the Core do it? It starts you off in a dimension that's the same for everyone, then you teleport to the Caves which are different. Admittedly you can't teleport back, but I think that is a config more than anything.
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# ? Dec 22, 2015 21:33 |
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Rocko Bonaparte posted:Do you mean the caves are different for each new game created? At least I assume so; I've got a different cave system and spawnpoint as compared to Yogscast but I haven't tested a new world against my existing one to be sure.
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# ? Dec 22, 2015 21:44 |
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Hey Rocko, throwing this idea out cuz you seem more capable of handling coding for this kinda thing: How about setting up the tutorial world like the alternate dimension in Twilight Forest? No need to futz with the overworld per se, some kinda portal that's easy to make whisks you off to a pre-defined dimension for all your museum/instructional needs. Fits more into the Nether/End portal aesthetic of minecraft and you'd have Twilight Forest's existing stuff to crib from.
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# ? Dec 22, 2015 21:51 |
Can you use Lockdown to save the Compact Machines dimension? Then you could just give out the boxes linked to each room as quest rewards. Plus that way you can have an example progression, and only hand them out when they become relevant instead of overloading the user with examples for everything right away. You'll probably just have to disable creation of Compact Machine boxes unless you can somehow set the next ID to be after all of yours (assuming it uses an integer ID system anyway).
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# ? Dec 22, 2015 21:54 |
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MacGyvers_Mullet posted:I think he's talking about the machines themselves. Pretty much all of the major TE machines are efficient and functional static cubes, with a couple of exceptions. I use TE exclusively, but my base never feels right to me until I've spent an unreasonable amount of time with unnecessary piping and decorative factory blocks. Yeah. I have no interest in going back to buildcraft because it's such a clunky mod, but my thermal expansion setups never have the whacky Rube Goldberg feeling that buildcraft has and it makes me sad cause I like all of the visually moving parts you get with buildcraft. It's just not even remotely worth the baggage that accompanies that aesthetic.
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# ? Dec 22, 2015 22:43 |
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chairface posted:Hey Rocko, throwing this idea out cuz you seem more capable of handling coding for this kinda thing: How about setting up the tutorial world like the alternate dimension in Twilight Forest? No need to futz with the overworld per se, some kinda portal that's easy to make whisks you off to a pre-defined dimension for all your museum/instructional needs. Fits more into the Nether/End portal aesthetic of minecraft and you'd have Twilight Forest's existing stuff to crib from. ImpactVector posted:Can you use Lockdown to save the Compact Machines dimension? Then you could just give out the boxes linked to each room as quest rewards. I actually can't remember. I was trying so much stuff last night that I forgot all the permutations. I think I have to freeze the overworld settings if I use Lockdown. I think they can specify a different seed or something, but they couldn't use a different terrain generator, for example. Maybe I should just be fine with that <shrugs>. IIRC, Compact Machines puts everything into one dimension, but just spaces them out so they get their own spaces. Lockdown will copy dimensions to new games if it's enabled. It's just that while enabled, it's not so flexible on how to handle the Overworld. One idea I had was to drop them into the overworld like usual, and give them some item that will launch them into the tutorial dimension. I was fine with that, but it comes back to getting that dimension through to Lockdown. If there was a way to declare small dimensions as metadata, then I think I could skip all of this and not even need Lockdown. Something that comes to mind are those space capsule modules from God-knows-what mod that was available in Hexxit back in the day. You could use that to store a pre-defined region and then restore it by putting the capsule in a builder box thing at will. It would just plop it down in the world around you. Actually, that could be bad news for dropping in tutorial stuff since that would lead to a lot of pollution of surrounding space--if it doesn't end up just wrecking the base accidentally. Now I'm muttering to myself.
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# ? Dec 22, 2015 23:07 |
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Rocko Bonaparte posted:The morbidly curious may want to know that in RFTools could handle the tutorial dimension idea fine, it's just Lockdown as it stands is not set up to do the overworld-overriding thing I want to do. If I delete the Overworld's region file from the template directory, it will indeed create a new one, but it will resort to the settings I used to originally create the Overworld in the original save. I submitted something up on GitHub, so who knows. Apparently, Lockdown is 1.8 now. If they see the merit in what I'm trying to do, and institute a fix, I'd be still out of luck. My only recourse really would be to roll back their repository to right before the 1.8 port and try to reinstitute the same code. Oh hey, I forgot about another modpack that starts you out in a non-overworld dimension. In this case, it's even an RFTools dimension with custom stuff in it. Look for the Jovian modpack.
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# ? Dec 22, 2015 23:21 |
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Magres posted:Yeah. I have no interest in going back to buildcraft because it's such a clunky mod, but my thermal expansion setups never have the whacky Rube Goldberg feeling that buildcraft has and it makes me sad cause I like all of the visually moving parts you get with buildcraft. It's just not even remotely worth the baggage that accompanies that aesthetic. You could probably fake it, if you decided to headspace certain "areas" to certain roles. You know, capture a Sim City style zoning vibe. "This side of my base is raw ore processing and sorting. This side of my base is metalworking. Both sides must be connected to power sources that run from outside their zones." kind of thing. Then limit direct access to a front counter-top of containers that get pulled into the pipes to lead to the various machines. Bonus aesthetic challenge points for space limitations. "Build a working ore processing area that priorities using any rich slag for certain rare metals first, then bumps said metals down the line if unable to be processed." Basically Botania's challenges but for ThermEx. I'm sure the thread can come up with a couple of them that make more sense, and are more of a challenge, then my example above. E: "Automate the crafting of Pulverised obsidian* in a 3x3x1 area, water and lava must be externally piped in, no machines may touch, end product must be stored in a container." Thyrork fucked around with this message at 23:45 on Dec 22, 2015 |
# ? Dec 22, 2015 23:42 |
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Magres posted:I mean it's because everything is on the verge of explosion because of some of Buildcraft's dumber mechanics, but it's very aesthetically pleasing. Engines exploding is off by default, there is no perdition (energy loss) any more (it is an experimental feature you can turn on)... what dumber mechanics are you talking about?
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# ? Dec 23, 2015 00:09 |
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McFrugal posted:Oh hey, I forgot about another modpack that starts you out in a non-overworld dimension. In this case, it's even an RFTools dimension with custom stuff in it. Look for the Jovian modpack. Okay big announcement here: Starting in an RFTools dimension is under control. The challenge is getting back to a randomly-generated Overworld from there.
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# ? Dec 23, 2015 00:39 |
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bigperm posted:Engines exploding is off by default, there is no perdition (energy loss) any more (it is an experimental feature you can turn on)... what dumber mechanics are you talking about? lol, only in minecraft mods could something that's been with a mod for as long as it has existed be labeled 'experimental' Anyway, weren't there TE tubes that let you see things passing through them?
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# ? Dec 23, 2015 00:57 |
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Rocko, have you considered just packaging a tutorial world as a separate save named "for new players" or whatnot?
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# ? Dec 23, 2015 01:33 |
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How much of buildcraft is actually involved in Regrowth? I never actually got to that stage of the game, I spent all my time making 10/10/10 plants and giving up in boredom
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# ? Dec 23, 2015 01:34 |
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Ciaphas posted:How much of buildcraft is actually involved in Regrowth? I never actually got to that stage of the game, I spent all my time making 10/10/10 plants and giving up in boredom The lasers and assembly table gate out higher tier progression (and the most reliable form of autofarming, forestry multifarms.) I powered all my stuff with a 2x2x2 high pressure boiler fed by 10 coke ovens, using botania's conjuration catalyst to dupe coal. (This is net mana positive after converting the coal to coal coke and feeding a field of endoflames the resultant coal coke blocks.)
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# ? Dec 23, 2015 02:38 |
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Is there a good quest based pack with a focus on tech? Ideally something like Blightfall but with less focus on magic/exploration and more on building. Whatever mod it is that adds rockets to the Moon/Mars and space stations would be a plus, that one looked fun but I never played with it.
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# ? Dec 23, 2015 02:43 |
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Hey Rocko, I don't have PM on SA forums, but you might want to remove your notes from the latest non-client upload.
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# ? Dec 23, 2015 03:44 |
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Glory of Arioch posted:The lasers and assembly table gate out higher tier progression (and the most reliable form of autofarming, forestry multifarms.) well, technically its not gated behind the assembly tables and such if you're willing to delve into Bees far enough to get your Saltpeter from Hazardous Bees. The Common-Imperial line of bees all demand temperate environments to do their thing in, though, and having to reset their enviromental tolerances in the Acclimitizer every time a bee mutates to something new gets really old quite quickly. I'd like to change the biome, but getting the materials for a Rite Of Shifting Seasons looks to be a GIGANTIC pain, especially since i've not seen a single Coven Witch out of the 4 i'd need anywhere. Does that Rite Of Summoning for a witch get me a good witch or an evil one?
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# ? Dec 23, 2015 03:46 |
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Glory of Arioch posted:The lasers and assembly table gate out higher tier progression (and the most reliable form of autofarming, forestry multifarms.) Don't know what any of that is besides the conjuration catalyst Guess one of these days I'll just try it for myself and see what Buildcraft is like for myself. edit I HAVE messed briefly with bees though and gently caress bees, is anything actually gated behind those fucks because if so nnnnnope
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# ? Dec 23, 2015 03:47 |
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Bremen posted:Is there a good quest based pack with a focus on tech? Ideally something like Blightfall but with less focus on magic/exploration and more on building. The oft mentioned Baby's First Space Race by our very own Rocko Bonaparte is probably what you're looking for. You can tone down the oregen if you don't want such abundant ores. quote:The idea for this game started to support a little team-based Minecraft game some colleagues and I wanted to play. Most of them had no played Minecraft before. Having tried technical mods with newcomers like that before, I found that people needed considerable guidance to know how things even worked in Minecraft. What to even do when you start a new world is unintuitive. We also ended up constantly starving to death because everybody would get hurt--which would deplete the food reserve--while not knowing anything about replenishing food and farming.
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# ? Dec 23, 2015 03:57 |
Ciaphas posted:Don't know what any of that is besides the conjuration catalyst the only stuff gated behind bees are honey/wax (which literally every basic bee will give you so you don't need to worry about breeding) and the thing used to make beekeeper outfits (which are only useful if you're breeding bees) and larger bags (possibly useful, but most modpacks have a bunch of bag mods in them anyway so you probably won't need to resort to these) everything else is just "breed bees to make infinite diamonds!!!!!!!"-type crap which you probably don't need to bother with unless you're a humongous sperg about everything being made renewable
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# ? Dec 23, 2015 03:57 |
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Rocko Bonaparte posted:Okay big announcement here: Starting in an RFTools dimension is under control. The challenge is getting back to a randomly-generated Overworld from there. Ohhhh, right, yeah. The Jovian guy was never able to do that via HQM or whatever, but there might be alternatives. I think the best you could do is somehow set up a Command Block to teleport you to 0,0 at an appropriate height in the Overworld. I know command blocks can teleport players, but I'm not sure if they can teleport you across dimensions. I'm also worried that it won't be possible to get a 100% reliable teleport height.
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# ? Dec 23, 2015 04:54 |
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Immersive Engineering version of Thermal Expansion Similar functions of cube machines, but the dynamos have pulsating lights and electric coils you can add for the mad science complex machinery. Long dynamos, fat dynamos with different tradeoffs with efficiency/power generation. Energy cells that are fluid containers, more redstone in the tank for more capacity and possibly other fluids for even more energy storage. Place the movement plates in machines to automatically use those plates from the machines, so after pulverizing ores the dusts are thrown across the room into a redstone furnace. Most of the machines have a glass window on the front so you can see the object being worked on, with the reception coil somewhere inside spitting relevant particles for the machine. Phytogentic Insolator has glass terrariums you can add to the base block that look like biosphere bottles with the relevant crop inside going through all the growth stages. Bunch of visually interesting bullshit that has no relevance and questionable complexity and choice but break up monotony and of course top of all this, the personduct that was teased a while ago but never added
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# ? Dec 23, 2015 05:08 |
Blind Duke posted:Immersive Engineering version of Thermal Expansion is this something you or someone else is working on or are you just posting your Cool Ideas I'm An Ideas Guy Someone Do This For Me in the thread
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# ? Dec 23, 2015 05:15 |
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The world can be peaceful a cure for cancer would be great man space would be great to colonize
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# ? Dec 23, 2015 05:17 |
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I'm not sure this belongs here, but I'm not sure where else to ask it. My server has Computercraft and Railcraft, along with Open Peripherals. I'm in the process of making a train station with a destination selection screen. What I want is to have options on the screen that can be selected, and have a confirmation button that will print a ticket from a ticket machine for the last selected destination. I can get the individual selection buttons to print a ticket using booleanInfo = TM.createTicket("A"), but I'm not sure what syntax to use to print a ticket using data from an existing variable. Anyone got any ideas?
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# ? Dec 23, 2015 05:49 |
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lolmer posted:Hey Rocko, I don't have PM on SA forums, but you might want to remove your notes from the latest non-client upload. Guhhh okay fixing. I don't know how that waddled into there. McFrugal posted:Ohhhh, right, yeah. The Jovian guy was never able to do that via HQM or whatever, but there might be alternatives. I think the best you could do is somehow set up a Command Block to teleport you to 0,0 at an appropriate height in the Overworld. I know command blocks can teleport players, but I'm not sure if they can teleport you across dimensions. I'm also worried that it won't be possible to get a 100% reliable teleport height. I wrote a teleport command that triggers on a command block already. It can figure out what the overworld spawn is supposed to be and use that. That part is under control. The trick is just getting a user-specified overworld. reignonyourparade posted:Rocko, have you considered just packaging a tutorial world as a separate save named "for new players" or whatnot? I don't know if I can package saves with modpack releases, but I'll experiment. At this point, I'm more inclined to just freeze everybody on a common overworld, but I'm not acting yet because I just don't want to put so much effort into something that could potentially be done better. Edit: I wanted to double-check if that would particularly irritate anybody. One reason I haven't done it is because it would irritate me. One of my things I like to do is perpetually re-do the first two hours or so on new worlds, so freezing the overworld takes a lot of that fun out. Of course, I know enough about the pack to bang it with a hatchet to do what I want locally, but whatever. Rocko Bonaparte fucked around with this message at 07:22 on Dec 23, 2015 |
# ? Dec 23, 2015 07:14 |
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Rocko Bonaparte posted:Guhhh okay fixing. I don't know how that waddled into there. Well I mean, if you teleport someone into an Overworld that hasn't been generated yet, won't it generate?
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# ? Dec 23, 2015 07:47 |
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McFrugal posted:Well I mean, if you teleport someone into an Overworld that hasn't been generated yet, won't it generate? Yeap, but it uses whatever settings I had specified when I originally created the overworld in the Lockdown template. Those settings are embedded into the level.dat file. I tried to get clever and, say, delete those data files, but that caused a royal crash. At this point, I'm butchering the Lockdown code to try to pass along the user settings from the GUI because I'm on drugs or something. Edit: It didn't work!
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# ? Dec 23, 2015 08:39 |
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I was just thinking how there should be a mod where you have to run power from + to - and make a real circuit, and if you run in parallel you get full power but serial means the machines run slower - but then i thought - Nah! too much wiring
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# ? Dec 23, 2015 09:18 |
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W00t! I think I managed to hatchet Lockdown to do what I wanted. I need to test it some more. I am kind of horrified of what I did. Apparently just passing the world settings forward wasn't enough due to an internal Minecraft check. I had to go a step ahead of flatten the save's settings myself before it really loads it. Edit: Yeap, got it! Now I'll clean up the code, submit a pull request to Adubbz, and watch it get rejected because of reasons. Then I'll just pack it with BFSR until drama. :p Rocko Bonaparte fucked around with this message at 09:45 on Dec 23, 2015 |
# ? Dec 23, 2015 09:37 |
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Rocko Bonaparte posted:I don't know if I can package saves with modpack releases, but I'll experiment. At this point, I'm more inclined to just freeze everybody on a common overworld, but I'm not acting yet because I just don't want to put so much effort into something that could potentially be done better. I know I've at least seen agrarian skies 2 do it, so I assume it's possible. Heck I think that was also how blightfall originally worked, you had to back up the save if you didn't want to redownload the whole pack if you ran out of lives.
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# ? Dec 23, 2015 09:47 |
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Man, I'm craving another good modpack after Blightfall, Regrowth, Agrarian Skies 2 and Obscurity. I like Hypovolemia but it's still in development and can't be finished yet which is bad. I wish Galactic Science wasn't so awful to start.Rocko Bonaparte posted:W00t! I think I managed to hatchet Lockdown to do what I wanted. I need to test it some more. I am kind of horrified of what I did. Apparently just passing the world settings forward wasn't enough due to an internal Minecraft check. I had to go a step ahead of flatten the save's settings myself before it really loads it. So, are players going to start on a completely random overworld and then use some item to warp to the tutorial world, or start on the tutorial world? Wolpertinger fucked around with this message at 10:14 on Dec 23, 2015 |
# ? Dec 23, 2015 10:02 |
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Wolpertinger posted:So, are players going to start on a completely random overworld and then use some item to warp to the tutorial world, or start on the tutorial world? For especially-new players--or at least players not really used the HQM--it gives them an opportunity to look at the quest book and the supplements before the evening sets in and they're boned. Before committing to it, I'll have to get the warpback part done and test all these things with a separate server because half this stuff falls apart as soon as it goes multiplayer. If I figure it out, I will probably zone out a layout for the tutorial world and then call for help in preparing it.
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# ? Dec 23, 2015 16:41 |
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If I've played Regrowth already, does Agrarian Skies 2 have enough stuff different to make it worth playing through as well? "Agricraft your way into growing everything ever" is fine once but if AS2 is the same with just a different mix of tech mods, ehhhhh.
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# ? Dec 23, 2015 16:45 |
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# ? May 30, 2024 14:04 |
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Rocko Bonaparte posted:They start on the tutorial world, and then step over to a "Go To Overworld" room that has a command block with a button on it. When they hit the button, it takes them to their randomly-generated overworld. They'll have an item that can take them back to the tutorial world at any time. one thing you might wanna shoehorn onto that command block is a command to set the current time on the map to day, maybe with a memory circuit in a bedrock cage that only lets the user do the set to day part once
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# ? Dec 23, 2015 16:50 |