Got bored one evening, stapled these ideas together. Posting it straight here from notepad. Might move from ideas to WIP some day soon as this semester of college is on its last week.
An ACI, Automating Computer Interface mod for Minecraft.
All that's first needed is to build and power the first machine, the crafting automator, which takes in intermediate
materials(ingots and other ready materials), then crafts items, parts, and machines from them over time.
From there all machines can be built, which are hooked up to a universal wire frame which allows the machines to
automatically install the wires needed into the frame.
Just connect a machine to the frame, and it will be hooked into the system.
There are also system terminals one can install onto the wires to get a view into the system.
These terminals will display all crucial data at a glance, like how efficient certain portions of the system are, if the
frame network may need upgrading, if certain machines may be more bogged down than others, or if the placement of the
machines causes unnecessarily large amounts of traffic in the network.
The system should be very intuitive, the network frames should be automatically expandable in a direction so the user can
simply expand them by issuing a command from a terminal.
With enough programming, one should be able to see a GUI that shows the entire local system, which you can determine by
blacklisting anything past a certain distance of network frame, and you should be able to designate to which direction and
from which frame segment the network should expand.
You can even issue the network a command to expand the network that direction manually or even designate which segments to
expand upon based on priority.
The priority can be based on which segment gets however many expansions per expansion cycle(like priority seven getting seven
expansions while priority two gets two expansions), or by which should reach a certain distance or meet with another network
frame in front of it first(Like designating the first priority frame 64 blocks distance, or having first priority frame
complete a loop, meeting with another frame).
The system should also be remotely accessible via satelite connection from anywhere in certain normal or modded Minecraft
Also for earlier levels the system could use wireless connectivity when in range to maintain the same functionally at a
smaller scale for earlier capability.
The system can also make recommendations to the player based on functional logic, like inputting resources at the start of a
refining system rather than at the end where the resources will add unnecessary clutter throughout the entire length of the
refining network's length on their journey to reach the start where raw materials are handled.
One should also be able to access other systems off in the distance which may keep themselves loaded if they are even so much
as recharging during down time.
The player can designate an area for mining, where a network frame will add itself to the priority list as automatically
designated based on resource needs, or as determined by the designator(a player), and upon reaching the area, it will drill down into
the location and at certain distances place a miner as certain miners only cover so much height or width, and more may be
required in greater elevated places.
At higher marks of the system, one can cover greater expansion of area with the same amount of designation due to higher
grade miners which cover greater width and height of area.
The miners will do little to no damage to the land, merely merging with the blocks they're in as to produce visibly used,
harder to mine, undamaged terrain, which will require certain resources to extract the miner and frames from without damaging
One can set how they want the miners to operate when digging to designated areas and during extraction, or one can designate
less power to them manually(and maybe for a certain period of time) or set the system to automatically designate less power
to them to meet refinery and processor needs first while they are in use.
The miners can be set to operate just below the surface to hide the network frames from sight(requires more resources for
more frames), or as straight to the mining site(less costly, ugly frames above ground).
One can also set miner frame extraction type as either damaging(no extra cost in resources to fill holes, leaves dangerous
holes lying about if miner connective frames are above ground, costs less energy to extract), undamaging(extra resource
cost and more energy to process said resources and fill the hole), or to not extract at all to possibly save energy for other means.
The mining network connectors are the mostly horizontal wires which lead to the mining frame(the vertically descending portion), and
these lengths of frame can be set to be automatically removed along with the miners when all connected miners on a mining
network are extracted, or not so that further connections to new mining locations can be made from this system without
having to create a whole new network.
The mod should track all areas completely mined, mostly mined, wether they're barely or just starting being mined, and areas
not mined or currently being mined.
There are also different modes of mining; pathing, stripmining, phasing, and their advanced counterparts, advanced having the
ability to replace the ores with stone to preserve cave/ground/surface integrity.
Pathing is the least costly and first usable, which creates the shortest path from the mining unit to the resources, then
Stripmining strips everything, leaving a gaping hole which can be be set to completely fill automatically when done with an advanced
Phasing phases the ore chunks from the surrounding rock replacing them with air(requires air be filtered down to the miner),
and an advanced phaser phases the specific ores clean from the block they're a part of, replacing the small pockets with
stone instead of air(requires less resoures to replace in comparison to Stripmining and pathing).
Different marks or resource gatherers have different ranges. Like how Mk. 5 technology can allow some of the farthest range
from pathing, but less towards stripmining due to more complicated implementation, and least towards phasing, more
Marking up another mark in technological advancement requires an immense amount of resources, but unlike Mekanism which can be a crafting pain, this mod allows extensive automation and management of a system without having to leave a terminal.
Machine blocks can be repositioned and upgraded as well, all without leaving a terminal. One can even set network designated
areas to automatically upgrade when available.
When a block is being remotely created on a network, it with start as a chunk of wiring and tubes leaving the adjacent
network frames and entering a small cube centered at the block it will be created at.
Users of the mod will be encouraged to spread out their machines(even if they serve a similar function to other machines) to
abide by the "Don't put all your eggs in one basket" logic, in case something should happen to a portion of their machinery.
Should a rival player attack, a modded disaster strike(possibly meteors), or a friend get stupid/annoying and intentionally
(or not) set off an explosion near your machines, they won't damage the majority, but a small, separate minority.
There will be minimal mod inter-compatibility to allow people to switch over to ACI.
One can manually designate more crafting automators to be built, or more will be automatically built as determined by a
setting that sets higher mark crafting machines to requisition the creation of lower crafting machines based on need for
One can requisition the creation of parts or machines from terminals to be delivered to personal storage or automated
storage. Personal storage units can be directly accessed by the player, or remotely delivered from unto the player at network
connected, early-mid and higher mark terminals.
The automated system can also construct turrets for base defense. Some require ammo, others need none.
The system can also create special weaponry for the player that can be specially modified in certain ways that are too
expensive to do for every individual turret unless you've nothing all to do with millions of resources.
Settings for machines and networks can be set to presets that can be changed and/or reloaded onto another network, used to
replace or undo changes made to a network, or added to entirely new networks.
There will also be redstone cabling that can integrate into the network frame or stand alone, being capable of emitting and
transmitting advanced, configurable redstone settings.
Beyond certain singular block processing plants, there can be larger, more efficient structures capable of returning more
output from input, but are very space and logistics intensive. The endgame, large machinery requiring multiple, endgame,
logistic network frames for power, electronic processing capability(requires server for calculations), input/output of
materials, and additional processing requirements(chemicals, reactants, catalysts).
Servers help manage systems and networks, processing operations over time, and requiring coolant/replacement parts. They are
present throughout the game as your manage your system, and are eventually added in early game.
The capabilities of the system grow greatly with each mark of advancement, eventually leading to advanced alloys allowing
special components for powerful devices, and onwards from there even.
There are many weaponry systems to choose from:
40 and 25 mm grenade launchers/machineguns
Laser(bounce off shiny surfaces automatically(even metal ingots in item frames), no knockback for target or shooter, those
witnessing beam in close proximity to it are blinded depending on beam intensity and proximity(requires shooter eye
protection), may ignite, depending on intensity) shotguns/rifles/pistols/repeaters/bursters/repeater pistols/concentrators
(large, more focused laser rifle, exponentially energy consumption)
Plasma(Heavy, low plasmatic point weaponry; highly dense ammo requires ample turret support or special gun modifications.
Projectiles have hefty drop, travel time and knockback(affects you and the target hit) due to mass.) bouncers(bounce off
walls a minimal amount of times)/shotguns/steamers(high density, rapid volleys)/cannons(can be modified to bounce lightly,
they naturally explode on contact, heavy knockback and drop, wider area of effect)/rifles(cheaper than
accelerator)/accelerator(higher velocity, less drop, smaller projectile, less ammo consumption, much higher energy usage,
slightly higher knockback compared to rifle)
Battery link(pulls power straight from batteries to damage enemies, some usage modes like "Jumping"(can hit an enemy at range
or multiple if upgraded) and being in fluids require insulation to prevent suicide by intense voltage, can be modified to
launch electrified projectiles, frying anything in a lake from afar)
Physical Munitions Weaponry(bullets powered by combustible solids, no energy needed unless modified, EXTREMELY modifiable
(turn a pistol into a makeshift rifle, raise gun calibre, add all kinds of extensions, electronic/chemical chamber and rifle
cooling mechanisms, abnormally extended barrels,... electronically smart, auto-adjusting, recoil absorbing stocks,... auto
reloading, inventory mechanism(just deselect the gun in your hotbar, and it's reloaded by a device in your inventory), and
even modifiable bullets, like the self-adjusting, .50 bullet from real life for example, fire off target by a few feet and it
homes in anyway, and even shotgun and pistol applicable grenade rounds like those usable by the AA-12) Guns come as... well
one item that can be modified unto oblivion and back.
Electromagnetic Bombardment. Something almost like from a science fiction novel, this dish-ended device bombards enemies(and
friends in Minecraft you fool around with) with heavy electromagnetic radiation, causing disturbance of balance,
disorientation, brain damage, panic, the ability to see things that may be there, violent hallucinations, seizures, and if
that cocktail of hooey don't get'em, the Deoxyribonucleic Acid(DNA) damage to their body will. In lowest dosages, may help
stimulate healing from short exposure times. Great for screwing with people in multiplayer games. Short range, effects are
silent, gun loud, effects linger a while around area exposed. May be modified to inflict a horrifying supernatural presence
the haunts players with malevolent apparitions that damage player a minimal amount.
All weapons so far should have turret equivalents, and until a certain modification is available, plasma is limited to turrets due to weight of ammunition mass being comparable to a tank shell, in carrying weight and devastation inflicted(imagine hitting them with a tiny sun).
If anything of the above is questionable due to spelling errors(I almost spelled errors "airors") or lack of clarity due to missing definition, le'me know and I'll clarify it.