My kingdom for a single block that allows a frame to move omnidirectionally, without having to make an inchworm drive for every direction!
Or heck, even an one-axis inchworm drive in one block. A recipe with 4 motors and *other stuff* to give a block that can move an attached frame in two directions. Interface it with bundled cables from Immibis (http://www.minecraft...ontrollighting/) and a GUI to select what color moves in each direction. Less laggy, smaller, and simpler to use than inchworm drive spam?
Code/models/textures are made completely from scratch (code references Minecraft code of course), frame concept I got from RedPower2.
wow, nice work. may i sugest calling them something different? purely because some people might see the names of them and imediently think this is a blatant rip-off.
quite nice, i think i'll have to try it some time
EDIT: actually, IC2 recipe integration wouldnt be a bad idea either. not an addon, but if IC2 is installed it uses IC2 stuff in crafting
one small issue on a server when i install this it sends the tps down to like 2 and puts the ms lag to over 300 making it unplayable fine in single player only on a server "thats just installing it without making anything from it" the second i remove it its fixed not sure whats causing it
My kingdom for a single block that allows a frame to move omnidirectionally, without having to make an inchworm drive for every direction!
Or heck, even an one-axis inchworm drive in one block. A recipe with 4 motors and *other stuff* to give a block that can move an attached frame in two directions. Interface it with bundled cables from Immibis (http://www.minecraft...ontrollighting/) and a GUI to select what color moves in each direction. Less laggy, smaller, and simpler to use than inchworm drive spam?
I quite like designing big 6-directional drives, so it'll be hard to convince me to simpify them. I'll think about it though
so, i had a look at your src, cos i like to do that when i see a mod is open source, what's your reasoning for not just using 'proper' java? unless there's something im missing?
It's written is Scala, and I don't think I fully understand what you mean by 'proper' Java
one small issue on a server when i install this it sends the tps down to like 2 and puts the ms lag to over 300 making it unplayable fine in single player only on a server "thats just installing it without making anything from it" the second i remove it its fixed not sure whats causing it
I'm focusing on the performance in the next couple of builds, it's not very optimal right now.
one thing I'd like to ask is if you are planning on computercraft compatibility, being able to use these with CC would be awesome, especially if you could use them as peripherals (even more if you implemented the inchworm motor someone suggested above )
Ideally I want to make it compatible with all mods, CC included. I'll look into that after I get the mod a little bit more stable.
Yes, for the most part, our mods do the same thing. My mod has a variety of frames with different functionalities, while this mod looks much prettier. My mod deletes the blocks from the world and places them in an invisible placeholder block during transit, while this mod (if I understand it correctly) leaves them where they are until motion is complete and just changes their rendering. My mod uses reflection to get around vanilla limitations, while this mod uses a coremod access transformer.
I fired this up in single player. I'm seriously impressed with how well it works. Its just so straight forward and the rendering works great. It even pushes entities around no problem. My only request is please please please make it work with MCPC+, so I can share it with my friends. I'm sure it works great with vanilla servers, but they are far too limited.
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Give a man a fire and he'll be warm for the night. Set a man on fire and he'll be warm for the rest of his life.
I will definitely be keeping an eye out here. Once you get some more of your wishlist implemented, I'll probably be wanting to include it in my mod pack.
Once you get methods of deciding which side of a frame grabs or doesn't grab (I know the carriage mod is using a right-click to disable grabbing on a side method), it will be a very invaluable mod!
I will definitely be keeping an eye out here. Once you get some more of your wishlist implemented, I'll probably be wanting to include it in my mod pack.
Once you get methods of deciding which side of a frame grabs or doesn't grab (I know the carriage mod is using a right-click to disable grabbing on a side method), it will be a very invaluable mod!
I don't suppose you could somehow team up to reduce the work you each have to do? The perfect frames mod would
a) allow you to move blocks without always needing adjacency (the "platform" idea makes physical sense)
b ) Cost some kind of energy to move blocks, from IC2 or buildcraft or UE or all 3 like AE does
c) Have different recipe modes, from vanilla (so the mod can work standalone) to "gregtech", where it's super hard. The mod would switch to the hardest possible difficulty if it detected the relevant mod installed, so we don't have to bug server admins to do it.
d) Show you what block is binding the frame-set from moving.
And that's it, really. I'm totally fine with having to make a separate component for each direction for inchworm, or not having a direct computercraft interface. I do like the "platform' from redstone in motion, the other more OP carriages I could do without.
oh, and
e) A way to do multi-block movements where the frameset smoothly moves more than 1 block at once
f) A way to do diagonal movements (which is an extension of (e))
e and f can't be difficult if you have stuff moving at all, the tricky bit is how to conceptualize the engine. One approach would be that n frame motors placed next to each other and facing the same direction can be combined into a "n block long" engine that when activates moves the attached frameset n blocks.
I don't suppose you could somehow team up to reduce the work you each have to do? The perfect frames mod would
a) allow you to move blocks without always needing adjacency (the "platform" idea makes physical sense)
b ) Cost some kind of energy to move blocks, from IC2 or buildcraft or UE or all 3 like AE does
c) Have different recipe modes, from vanilla (so the mod can work standalone) to "gregtech", where it's super hard. The mod would switch to the hardest possible difficulty if it detected the relevant mod installed, so we don't have to bug server admins to do it.
d) Show you what block is binding the frame-set from moving.
And that's it, really. I'm totally fine with having to make a separate component for each direction for inchworm, or not having a direct computercraft interface. I do like the "platform' from redstone in motion, the other more OP carriages I could do without.
oh, and
e) A way to do multi-block movements where the frameset smoothly moves more than 1 block at once
f) A way to do diagonal movements (which is an extension of (e))
e and f can't be difficult if you have stuff moving at all, the tricky bit is how to conceptualize the engine. One approach would be that n frame motors placed next to each other and facing the same direction can be combined into a "n block long" engine that when activates moves the attached frameset n blocks.
Is ROTATION from Ugocraft possible? I was about to say no, but I just realized that it could work if the blocks, after each move, always maintained their original facing in terms of NESWUD. This could create amusing effects if you rotated a wall of machinery with sided blocks like mfes and transformers, because after the rotation, the blocks would face the same way as before, but the wiring would no longer be in the right place.
Or heck, even an one-axis inchworm drive in one block. A recipe with 4 motors and *other stuff* to give a block that can move an attached frame in two directions. Interface it with bundled cables from Immibis (http://www.minecraft...ontrollighting/) and a GUI to select what color moves in each direction. Less laggy, smaller, and simpler to use than inchworm drive spam?
wow, nice work. may i sugest calling them something different? purely because some people might see the names of them and imediently think this is a blatant rip-off.
quite nice, i think i'll have to try it some time
EDIT: actually, IC2 recipe integration wouldnt be a bad idea either. not an addon, but if IC2 is installed it uses IC2 stuff in crafting
I quite like designing big 6-directional drives, so it'll be hard to convince me to simpify them. I'll think about it though
I'll probably make some recipes that require bronze/gears in the future, when they are available.
It's written is Scala, and I don't think I fully understand what you mean by 'proper' Java
I'm focusing on the performance in the next couple of builds, it's not very optimal right now.
Ideally I want to make it compatible with all mods, CC included. I'll look into that after I get the mod a little bit more stable.
You can see all releases on that SourceForge link, if you click on TrussMod on the top.Update (build 16):
It's planned
Update (build 17):
Six of one, half a dozen of the other, really.
Once you get methods of deciding which side of a frame grabs or doesn't grab (I know the carriage mod is using a right-click to disable grabbing on a side method), it will be a very invaluable mod!
You already can, with microblocks
a) allow you to move blocks without always needing adjacency (the "platform" idea makes physical sense)
b ) Cost some kind of energy to move blocks, from IC2 or buildcraft or UE or all 3 like AE does
c) Have different recipe modes, from vanilla (so the mod can work standalone) to "gregtech", where it's super hard. The mod would switch to the hardest possible difficulty if it detected the relevant mod installed, so we don't have to bug server admins to do it.
d) Show you what block is binding the frame-set from moving.
And that's it, really. I'm totally fine with having to make a separate component for each direction for inchworm, or not having a direct computercraft interface. I do like the "platform' from redstone in motion, the other more OP carriages I could do without.
oh, and
e) A way to do multi-block movements where the frameset smoothly moves more than 1 block at once
f) A way to do diagonal movements (which is an extension of (e))
e and f can't be difficult if you have stuff moving at all, the tricky bit is how to conceptualize the engine. One approach would be that n frame motors placed next to each other and facing the same direction can be combined into a "n block long" engine that when activates moves the attached frameset n blocks.
so you want UgoCraft with Forge integration...
Doesn't everyone?