I would first like to warn you that there is a tad of an explanation due at the beginning of this thread; if you do not wish to read it, skip ahead to the Index.
During a rather mediocre winter evening spent with a flu and my Warhammer 40,000 miniatures, I created a beautiful conversion of a Leman Russ Battle tank with many elements of Steampunk and Clockwork involved. This linked to Minecraft in my mind, for a while back, after rummaging through the files inside Minecraft.jar, I stumbled upon a file, or rather two files, that involved the use of a cog. Cognitive thinking (excuse the terrible, unintentional pun, which I will now have to use later) set the roots for this idea in my mind, and it was there that the Leman Russ conversions blossomed this concept further.
I propose adding an element of what is most commonly known as Steampunk, but not of the kind commonly seen (brass, steam energies, etcetera) for it would not fit the theme so well, as much as I would cheer with glee at the proposal of a fully operational Steampunk crafting set complete with steam-operated ships, vehicles, etc.
Nay, this idea involves the use of cogs, clockwork, and other mechanics to power advanced devices and gadgets, such as elevators, doors, proper working clocks (which, mind you, should be an item needing personal calibration instead of a simple craftable item!) and other such machinery.
I feel that, historically speaking, it is the next step up from where Minecraft sits (Although my knowledge of History has known to falter at times, especially this late at night). Also, this would allow for another advanced crafting technique, and allow for many of the supported ideas put forth by others (such as flying transports and larger boats) to come to fruition.
Well, here is the conceptual post on the subject of Steamcrafting. When I say I will give conceptual ideas on a topic such as this, I truly do intend to do so extravagantly.
Index:
Section 1: Benefits of Steamcrafting.
- Advancing Other Concepts
- Another Advanced Crafting
Section 2: Steamcrafting: How it works.
- Introduction
- Contraptions
- Mechanisms
- A 'Cog'nitive System
- On the Factory... Bench?
Section 3: Steamy Recipes.
- Dreganius' own
- Other's suggestions!
Keep in mind, a TL;DR version (or a Summary, in proper English) will be available at the end of each section, in Bold text, with the exception of the Recipes section. However I do suggest you read the entire thing as you will understand a lot more of the proposed methods involved by doing so.
Advancing other concepts.
To begin with, Steampunk/Clockwork will add quite a large middle-ground for other ideas to be implemented, as many other ideas which have been suggested in other thread will have a grounds of approach. Some examples of current concepts which would benefit from the implementation of a Steampunk Crafting system are:
* Cannons (Allows rotations, or at least a change in trajectory)
* Elevators (Gears, levers, winches, pulleys, rope/chain; what more do you need?)
* Vertical Mine Shafts (See Elevators)
* Telescopes (Simply as it will look better in Brass)
* Compasses
* Trapdoors (Gears would help in resetting the Trap-doors automatically)
* Boats
* Trains (Self-explanatory, but extremely, almost impossibly complex)
; to name a few.
Now, keep in mind that simply because I posted the relevant ideas that would benefit from this Concept, does not necessarily mean I support them!
In short, the Steamcrafting system would allow a great number of ideas to be implemented, and cause a greater influx of concepts based on this crafting system.
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Another Advanced Crafting Choice
This sub-section is explaining how Steamcrafting will differ from the other two major Advanced Crafting choices.
Although I am one whom heavily endorses the prospect of Alchemy which was posted by LightWarriorK in this thread, and I am also interested in the idea of Enchanting, although not quite as much, I believe that only having one or two Advanced Crafting tables would be a waste of the game's potential, honestly. Having the option of Alchemy, Enchanting or Steamcraft, or even all three, would add so much more depth to the game, and open up the world for even more possibilites.
Alchemy is a great concept, and has my support, but there are many who would find the effort required to create and transmute objects with the system too time-consuming, and possibly too random.
Enchanting is another advanced crafting option, but Enchanting will only seem to increase the efficiency of current objects.
Steamcrafting brings on a new set of options and objects, all very easily created in a universe such as a Minecraftian world. Some people seem to dislike the idea of Alchemy, and/or Enchanting, and perhaps they would prefer a system such as the one I propose. Steamcrafting offers new creations, very open to personal preference, and allows for added aesthetics, as well as practicalities. Enchanting only seeks to enhance what is currently owned, and from what I know of Alchemy, much of the proposed system is to do with experimentation, and transmutation.
It seems, also, that many people have an interest in elements of Steampunk. I've noticed quite an increase in the popularity of the Steampunk concept in general, in life. Perhaps this would increase the popularity of Minecraft.
In short, it would add another end-game Crafting system, as it would allow for more objects to be created, and allow players who may not be interested by Alchemy or Enchanting to still have an Advanced Crafting option.
Introduction.
This section is dedication to how the Crafting System of the proposed Steampunkery would work. This sub-section is an opening statement, explaining a few vital elements of the Steamcrafting system.
To begin with, products created with this crafting system are split into two major categories, but are by no means totally restricted to these categories. These categories are simply known as Contraptions and Mechanisms. Explanations follow.
Contraptions
Contraptions refer to items which you make using the special Steamcraft workbench, which will be elaborated on later. They are physical items which you can carry along on your person. Examples of Contraptions could include Stationary Telescopes, Cogs and Gears, Compasses, and Watches, just to name a few. Contraptions may be placeable objects, or may be used like a tool, depending on what the Contraption itself is. For example, a Telescope can be placed anywhere stable, and used to view distances quite far away. However, you would have to pack it up again and place it inside your inventory before moving it. A Compass, on the other hand, could be used simply by right clicking it while having it selected, and you would still be able to walk around while viewing the direction you are facing.
Mechanisms
Mechanisms refer to systems that are created through the placement of objects, which may include and/or modify Contraptions, most commonly stationary ones. This means that Mechanisms can involve mechanics from other parts of Minecraft, but will predominantly use Contraptions made in the Steamcrafting tree.
An example of a Mechanism might be a Trapdoor. Let's say that the Trapdoor concept in another thread was implemented. However, for a Trapdoor to truly work, you would need to make a Mechanism which involves a gear, before it will automatically reset itself. This could simply be done by placing a Gear on the same block as the Trapdoor in question. This example is an extremely, extraordinarily simple Mechanism. Other mechanisms could create elevators, and much more, or integrate placed Contraptions such as Cannons, for example, and allow them to turn horizontally, instead of merely adjusting on a vertical trajectory.
In summary, Contraptions are craftable objects that are either mobile, with comparison to tools, or stationary, with comparison to objects such as a pressure plate. Mechanisms are systems made up mostly of Contraptions, to modify other Contraptions or other game-world objects already present.
---
A 'Cog'-nitive System.
The very first object to build in the concept of a Steamcraft system would be: A Gear/Cog, henceforth referred to as just Cogs. This object would be paramount to the entire crafting process, for without these, almost none of your contraptions could possibly work!
Cogs may be crafted inside a Workshop, and require Wood, or Iron, to make. The difference between Wood and Iron cogs come with recipes (for example, Wooden cogs would not have the strength to support some of the heavier contraptions a player may be able to construct and thus the Cogs must use Iron materials.)
Recipes could be found as so:
Wooden Cog (x4) []
[] [] []
For future reference, the following will represent a Wooden Cog:
Iron Cog (x4) []
[] [] []
For future reference, the following will represent an Iron Cog:
Gold Cog (x4) []
[] [] []
There will be no future reference in which Gold will have to be displayed as an image, but will instead be referred to as a Gold Cog. The Iron inside the Gold Cog is, theoretically, to make the Gold slightly less malleable. Gold Cogs will primarily only be available for aesthetic creations such as Watches and Compasses. Nothing else.
Cogs would form the basis of all things Steamcraft. It will be the major functioning object in quite a few Contraptions, and intricate Mechanisms of cogs, levers, pulleys, and other such devices will make for extravagant machines with almost no limit to possibilities. These two reasons make Cogs a major component in crafting anything in this crafting system.
Wooden Cogs will be most commonly used in systems and roughly half the Contraptions. The other half of contraptions will require Iron Cogs to operate, thus balancing out their use of quite a few resources, as only 25% of the entire system will end up using Iron Cogs.
The uses for Cogs would be countable in the hundreds, if not thousands. You would be able to place two on the same blockspace, so that they could connect from a floor to a wall with relative ease. You would be able to create series of Cogs that all intertwine with eachother. Cogs would follow a Logic program, where if cogs were set a certain way they may simply not turn.
In summary, Cogs are the all-important ingredient to a successful career in Steampunkery, and have many, many, many uses.
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On the Factory... Bench?
What would an advanced crafting system be without its own craft bench? It is thus I present to you the concept of the concept for the Steamcrafter's own workbench, the Factory!
[Concept Only]
The Factory workbench would require the following materials to create:
[] []
[] []
Remember, the icon represents an Iron Cog.
The Factory Workbench is one of the major requirements to most of the Steampunk craft set, and incorporates complex mechanics and all manners of innovations. There are craftable objects available from the simplest devices, such as Telescopes, to perhaps the most complex mechanisms available to a Minecraftian! The Factory's UI would likely look something similar to this:
"What is this madness?" you may ask.
"TEN crafting slots? Two Furnace slots?! Are you truly insane, Dreganius??"
Yes, there are indeed ten crafting slots. Yes, there are indeed two 'furnace' slots, as they were. Yes, I am insane. However, this topic is not quite about my sanity, and I digress.
Ten crafting slots: The reason for the ten slots is quite simple, really. The amount of possibilities opened with the Steamcrafting concept could lead to quite a few Contraption designs, and slots for these Contraptions could fast run out. A 4X4 crafting grid seems a tad odd to me, as there are no real restrictions on size then. The two 'missing' slots in the top row really make for some interesting limitations on the Craft UI.
Two 'Furnace' slots: You may be wondering why such things exist in this UI. It should be self-explanatory, should it not? This is Steamcrafting. The Factory workbench will literally have to run off Steam Power. Now, I ask you a question. What is it that makes steam? That's right, heat and water! So this means that those two elements are needed as well before you are able to create anything in this crafting bench, namely a bucket of water in the top slot, and Coal in the lower slot. Water should be quite easy to come by, I suspect, especially with player-made waterholes. When the bucket and Coal are placed into the corresponding slots in the Factory, the bucket empties itself, one coal is consumed, and the countdown timer begins, which lasts for two minutes before the water is completely evaporated and the Factory loses its fuel.
During the use of the Factory, the 'mouth' will show a flame animation, precisely like the Furnace. However, at the same time, Steam will rise from the top of the Pipe on the top, and the gears on the side will likely spin, if possible. That way, the Factory will truly feel animate, not just be so visually. The Factory will not be able to be placed in an empty space unless the empty space in question has one, possibly two empty spaces directly above it. Once placed, the Factory will take up all three of those empty slots described.
Dreganius' Own
And finally, I have had a few ideas myself for constructs which could also be well implemented.
1) A Drawbridge. This would operate quite differently to the idea which has already been suggested, for instead of using purely a Winch and Pulley system, it would also use gears. With the use of gears a drawbridge would only need a lever to activate the whole mechanism, however with only a winch and pulley the player would need to manually pull the Drawbridge shut. Constructing the Drawbridge would use a Mechanism of several Contraptions.
Firstly, the Drawbridge would need at least 2 Iron Cogs ( ), 2 sets of Rope ( ) and a winch ( ).
Rope would very easily be made, in fact it was suggested and modeled in another thread which I cannot currently locate. Secondly, Iron Winches could be quite easily created in the Factory, using an Iron Cog and a Lever, in the following fashion: [] []
[] [>>-i>] []
[] [] [] []
= No space
[>>-i>] = Lever
This would leave us with the Winch ( ). The following scenario could then be used:
As you can guess, holding down Rightclick on the Winch Contraption will pull the Drawbridge up.
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2) Catapults
With the introduction of Clockwork, Cogs, Gears, and the like, it is completely viable that we have an opportunity to implement Catapults. They would work very simply. A Mechanism which uses a Rope, a Lever, a Winch, two Gears to reset, and Cobblestone as ammunition. I would elaborate on this further, but I have not the time currently and must rest.
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Other's Suggestions!
This section is dedicated to the Recipe Suggestions of others.
Sealystar - Crossbow
[Edited slightly by Dreganius]
[] []
= String = Cog (Serves as the Locking Mechanism)
Magellan - Arrow Trap
It's a block... that shoots arrows! It's programmable with red-stone. it shoots the arrow in the direction the red-stone is connected. You can right click to put in arrows (Up to 64), and it's self-reloading.
[>>-i>] []
[] []
= Lack of Space
[>>-i>] = Bow = String = Iron Gear
It's a tool/weapon. When It is used on trees, it cuts the tree very fast and instantly makes them into planks. When used on enemies/animals, it deals small, but continuous damage. It runs off of coal and water in your inventory.
[]
[] []
= Lack of Space = Iron Gear = Steam generator
Disclaimer: This concept has very little influence from the World of Warcraft, most of the concepts in my mind have formulated from other sources, foremost being Steampunk culture.
I guess what you're suggesting is complex mechanical parts that can be built together to power machinery? I do like the idea of machinery, as a system to accompany redstone. I'm not sure how well small complex mechanisms like clocks would work with the current game interface, but that's also worth working towards.
And I know people have suggested windmills and watermills before, which I fully support. Mechanisms that would use power from these things could be pumps, minecart motivators, pulleys/winches for elevators and such, and other ideas, which would be connected to power suppliers through means of gears, axels, belts and such.
Mechanisms like these would be awesome, and as I said before, would go well with redstone. Redstone's more of a magical/computing thing, while mechanisms would be for more physical work. And if magic gets explored further (like enchanting and such,) you could get a really cool theme like that of Thief.
Also, Steampunk for 40k army = amazing. I was boring and decided to make my guys from a lost system that didn't decay when the first empire of man went kaput. So all my guys have shiny weapons and my tanks are white and light blue with rubber treads, which completely pales in comparison to steampunkery!
But I like where this thread's going. I'd like to see more ideas!
Good to hear that you like the concept thus far! I shall post a slightly more in-depth idea tomorrow, but for now I must rest.
Quote from Blue_vision »
Also, Steampunk for 40k army = amazing. I was boring and decided to make my guys from a lost system that didn't decay when the first empire of man went kaput. So all my guys have shiny weapons and my tanks are white and light blue with rubber treads, which completely pales in comparison to steampunkery!
A small tip: Rip apart a large, plastic push-toggle pen. Some of them have a large component used for pushing the pen up or retracting it, which can make a perfect steampipe. Also, some other pens look very much like steampipes with the first centimeter of their tips removed. I would have to show you a diagram so you could see exactly what I meant but I was lucky enough to find three or four of them with both of those elements, so my Inquisitorial Armored Company can really have a nice theme, especially since the Witch Hunter Inquisitor model is rather Steampunk to begin with.
Nice idea, but the amount of time it would take to make, and the amount of intelligence required to make it work would frustrate some players. how bout we simplify it to Pipes and steam?
I have to agree, adding mechanics like windmills, watermills, gears and cogs to hook together to make other similar machinery, and fusing it all together with the rest of the Minecraft universe would create a fantastic combination.
While it might be hard for some people, Redstone is likewise difficult to grasp yet it is in game but only needed if you want to make interesting things happen, but not needed to play and enjoy the game.
It is only inevitable (in fact, steam power already exists in Minecraft in the form of powered mine carts.) With redstone wiring, cogs, forges, machinery in Minecraft shall be come more and more complex as it nears finalization! This thread is brilliant!
Well, good fellows, it is quite a good sign to see such support so far in this thread, so I shall post my thoughts tomorrow, as I have been quite busy with University.
Cogs would be awesome, but I'd also like to suggest axles as a method of transmitting power. These could be attached on to the end of cogs and would be able to efficiently transmit power across linear distances. And then, you could have pulleys and rope. I think the mechanic would be you right click a rope to a rope-able object (like an elevator,) and then you'd be able to right click pulleys to thread the rope through, linking as many pulleys that you have rope for, and finally attaching it to a winch. A winch could be powered by any form of motivation, from a windmill, to a steam engine, to a giant hamster wheel that you run around in (I'm serious about that.)
I think all of these would be good enough to create a basic redstone-like transmission system that looks aesthetically cool and seems to work. In your edit/post, you don't seem to go into detail in how power transmission would work exactly.
I have to admit, Iwas thinking of something kind of different from your factory workbench idea. I'd split the mechanisms into two different crafting categories, which you'd have two different benches for.
The first would be the "tinkering bench" (can't think of a better name.) This would be where you make cogs, axles, and all that other power transmission stuff.
The second would be the carpentry bench, which would be a very large grid (possibly 5x5) that you'd make the things tht actually do stuff, as well as other more complex things which may come in the future.
Also, a steam engine would be added, which would aesthetically be similar to your factory workbench. You put in fuel and water, and get power, which you could use by attaching machinery off either side or the back. A similar system would work for windmills and waterwheels, but power would come all the time.
So that's how I think the system would work in more detail. Does it fit with how you envision the system working?
EDIT: Also, how would cogs work, and what would be the difference between different types of cogs?
Cogs would be awesome, but I'd also like to suggest axles as a method of transmitting power. These could be attached on to the end of cogs and would be able to efficiently transmit power across linear distances. And then, you could have pulleys and rope. I think the mechanic would be you right click a rope to a rope-able object (like an elevator,) and then you'd be able to right click pulleys to thread the rope through, linking as many pulleys that you have rope for, and finally attaching it to a winch. A winch could be powered by any form of motivation, from a windmill, to a steam engine, to a giant hamster wheel that you run around in (I'm serious about that.)
I think all of these would be good enough to create a basic redstone-like transmission system that looks aesthetically cool and seems to work. In your edit/post, you don't seem to go into detail in how power transmission would work exactly.
I don't think a seperate, similar looking object would be quite necessary. We could use Cogs as multi-purpose tools. Cogs also work as Gears, although that is quite obvious. Power Transmission would work through the a Mechanism, or, to be more precise, what Contraptions make up the Mechanism. Cogs, Rope, etc. Just as a Lever is a power source for Redstone, it can do so the same for a Mechanism system.
Quote from Blue_vision »
I have to admit, Iwas thinking of something kind of different from your factory workbench idea. I'd split the mechanisms into two different crafting categories, which you'd have two different benches for.
The first would be the "tinkering bench" (can't think of a better name.) This would be where you make cogs, axles, and all that other power transmission stuff.
The second would be the carpentry bench, which would be a very large grid (possibly 5x5) that you'd make the things tht actually do stuff, as well as other more complex things which may come in the future.
Also, a steam engine would be added, which would aesthetically be similar to your factory workbench. You put in fuel and water, and get power, which you could use by attaching machinery off either side or the back. A similar system would work for windmills and waterwheels, but power would come all the time.
The reason I did not like the idea of a 5x5, or even a 4x4 grid was simply the fact that creating such a bench would lead to problems, as there are almost no limitations to combinations and placements. That means much, much, much more work for Notch, and his team if he ends up hiring any, and also it doesn't look as good, nor will it as well on the UI for some resolutions. I chose to have the system I posted simply because there is enough complexity in the Steamcrafting system as there is, with the systems running via complex machinery, where one error could potentially debunk the entire Mechanism's effectiveness. Secondly, I do not support large machinery being brought into Minecraft, I wished to keep it... Somewhat smaller than gargantuan. Clockwork is about smaller, individual components coming together to form something larger. I stated very early in my post that although I most definately do appreciate the larger contraptions, I feel they have no place in Minecraft currently. If you wished to make larger contraptions, then building up components of a larger contraption at a time seems much more realistic to Clockwork lore. For example, a Helicopter would not be built all at once in a crafting table, it would need to have each individual part manufactured seperately.
Quote from Blue_vision »
So that's how I think the system would work in more detail. Does it fit with how you envision the system working?
EDIT: Also, how would cogs work, and what would be the difference between different types of cogs?
As I also stated, Wooden cogs would form the main usage, making up almost all of the cogs used in Mechanisms. Iron Cogs were used in Contraptions that would require a stronger hold, such as a Winch, or a Factory. However, in very large Mechanisms, Wooden Cogs have a chance to break if not placed correctly.
Gold cogs would only be used for A: Decorative Mechanisms, or B: Clocks, compasses, other small devices.
Although your suggestions are quite well thought out, and I commend you for that, I do not see them working with my current vision of the Steamcrafting system. But thank you kindly for your critique and support!
RedMattis, The thread is more based on Clockwork with elements of Steampunk involved. So it is quite set that indeed, it is much more like the way you proposed!
I merely used 'Steampunk' as more or less a theme that more people can relate to and understand.
I don't think a seperate, similar looking object would be quite necessary. We could use Cogs as multi-purpose tools. Cogs also work as Gears, although that is quite obvious. Power Transmission would work through the a Mechanism, or, to be more precise, what Contraptions make up the Mechanism. Cogs, Rope, etc. Just as a Lever is a power source for Redstone, it can do so the same for a Mechanism system.
I'm confused, what similar looking object?
Quote from Dreganius »
The reason I did not like the idea of a 5x5, or even a 4x4 grid was simply the fact that creating such a bench would lead to problems, as there are almost no limitations to combinations and placements. That means much, much, much more work for Notch, and his team if he ends up hiring any, and also it doesn't look as good, nor will it as well on the UI for some resolutions. I chose to have the system I posted simply because there is enough complexity in the Steamcrafting system as there is, with the systems running via complex machinery, where one error could potentially debunk the entire Mechanism's effectiveness. Secondly, I do not support large machinery being brought into Minecraft, I wished to keep it... Somewhat smaller than gargantuan. Clockwork is about smaller, individual components coming together to form something larger. I stated very early in my post that although I most definately do appreciate the larger contraptions, I feel they have no place in Minecraft currently. If you wished to make larger contraptions, then building up components of a larger contraption at a time seems much more realistic to Clockwork lore. For example, a Helicopter would not be built all at once in a crafting table, it would need to have each individual part manufactured seperately.
I think the idea needs better explaining. With this paragraph, I feel totally lost in the system that you're trying to explain ): I thought I understood it, but I have no clue now
I imagine mechanisms as an alternate kind of redstone. You have something that provides power. That could be a windmill, watermill, etc. Then, you connect the power source via cogs and axles to the thing that requires power, be it a pump, winch, minecart booster, etc. Windmills and watermills would be precrafted things that you put in place (in this case, up in the air or by flowing water.) Then, you physically place around cogs and axles in the game world from the power source to the thing needing power, which would also be a precrafted item.
It feels like your suggestion focuses more on assembling gears within items through crafting, but I don't really understand it at all. It kind of feels like only half of the system was explained. Sorry :sad.gif:
I would first like to warn you that there is a tad of an explanation due at the beginning of this thread; if you do not wish to read it, skip ahead to the Index.
During a rather mediocre winter evening spent with a flu and my Warhammer 40,000 miniatures, I created a beautiful conversion of a Leman Russ Battle tank with many elements of Steampunk and Clockwork involved. This linked to Minecraft in my mind, for a while back, after rummaging through the files inside Minecraft.jar, I stumbled upon a file, or rather two files, that involved the use of a cog. Cognitive thinking (excuse the terrible, unintentional pun, which I will now have to use later) set the roots for this idea in my mind, and it was there that the Leman Russ conversions blossomed this concept further.
I propose adding an element of what is most commonly known as Steampunk, but not of the kind commonly seen (brass, steam energies, etcetera) for it would not fit the theme so well, as much as I would cheer with glee at the proposal of a fully operational Steampunk crafting set complete with steam-operated ships, vehicles, etc.
Nay, this idea involves the use of cogs, clockwork, and other mechanics to power advanced devices and gadgets, such as elevators, doors, proper working clocks (which, mind you, should be an item needing personal calibration instead of a simple craftable item!) and other such machinery.
I feel that, historically speaking, it is the next step up from where Minecraft sits (Although my knowledge of History has known to falter at times, especially this late at night). Also, this would allow for another advanced crafting technique, and allow for many of the supported ideas put forth by others (such as flying transports and larger boats) to come to fruition.
Well, here is the conceptual post on the subject of Steamcrafting. When I say I will give conceptual ideas on a topic such as this, I truly do intend to do so extravagantly.
Index:
Section 1: Benefits of Steamcrafting.
- Advancing Other Concepts
- Another Advanced Crafting
Section 2: Steamcrafting: How it works.
- Introduction
- Contraptions
- Mechanisms
- A 'Cog'nitive System
- On the Factory... Bench?
Section 3: Steamy Recipes.
- Dreganius' own
- Other's suggestions!
Keep in mind, a TL;DR version (or a Summary, in proper English) will be available at the end of each section, in Bold text, with the exception of the Recipes section. However I do suggest you read the entire thing as you will understand a lot more of the proposed methods involved by doing so.
Let us begin.
Section 1: Benefits of Steamcrafting.
Advancing other concepts.
To begin with, Steampunk/Clockwork will add quite a large middle-ground for other ideas to be implemented, as many other ideas which have been suggested in other thread will have a grounds of approach. Some examples of current concepts which would benefit from the implementation of a Steampunk Crafting system are:
* Cannons (Allows rotations, or at least a change in trajectory)
* Elevators (Gears, levers, winches, pulleys, rope/chain; what more do you need?)
* Vertical Mine Shafts (See Elevators)
* Telescopes (Simply as it will look better in Brass)
* Compasses
* Trapdoors (Gears would help in resetting the Trap-doors automatically)
* Boats
* Trains (Self-explanatory, but extremely, almost impossibly complex)
; to name a few.
Now, keep in mind that simply because I posted the relevant ideas that would benefit from this Concept, does not necessarily mean I support them!
In short, the Steamcrafting system would allow a great number of ideas to be implemented, and cause a greater influx of concepts based on this crafting system.
---
Another Advanced Crafting Choice
This sub-section is explaining how Steamcrafting will differ from the other two major Advanced Crafting choices.
Although I am one whom heavily endorses the prospect of Alchemy which was posted by LightWarriorK in this thread, and I am also interested in the idea of Enchanting, although not quite as much, I believe that only having one or two Advanced Crafting tables would be a waste of the game's potential, honestly. Having the option of Alchemy, Enchanting or Steamcraft, or even all three, would add so much more depth to the game, and open up the world for even more possibilites.
Alchemy is a great concept, and has my support, but there are many who would find the effort required to create and transmute objects with the system too time-consuming, and possibly too random.
Enchanting is another advanced crafting option, but Enchanting will only seem to increase the efficiency of current objects.
Steamcrafting brings on a new set of options and objects, all very easily created in a universe such as a Minecraftian world. Some people seem to dislike the idea of Alchemy, and/or Enchanting, and perhaps they would prefer a system such as the one I propose. Steamcrafting offers new creations, very open to personal preference, and allows for added aesthetics, as well as practicalities. Enchanting only seeks to enhance what is currently owned, and from what I know of Alchemy, much of the proposed system is to do with experimentation, and transmutation.
It seems, also, that many people have an interest in elements of Steampunk. I've noticed quite an increase in the popularity of the Steampunk concept in general, in life. Perhaps this would increase the popularity of Minecraft.
In short, it would add another end-game Crafting system, as it would allow for more objects to be created, and allow players who may not be interested by Alchemy or Enchanting to still have an Advanced Crafting option.
Steamcrafting: How it works.
Introduction.
This section is dedication to how the Crafting System of the proposed Steampunkery would work. This sub-section is an opening statement, explaining a few vital elements of the Steamcrafting system.
To begin with, products created with this crafting system are split into two major categories, but are by no means totally restricted to these categories. These categories are simply known as Contraptions and Mechanisms. Explanations follow.
Contraptions
Contraptions refer to items which you make using the special Steamcraft workbench, which will be elaborated on later. They are physical items which you can carry along on your person. Examples of Contraptions could include Stationary Telescopes, Cogs and Gears, Compasses, and Watches, just to name a few. Contraptions may be placeable objects, or may be used like a tool, depending on what the Contraption itself is. For example, a Telescope can be placed anywhere stable, and used to view distances quite far away. However, you would have to pack it up again and place it inside your inventory before moving it. A Compass, on the other hand, could be used simply by right clicking it while having it selected, and you would still be able to walk around while viewing the direction you are facing.
Mechanisms
Mechanisms refer to systems that are created through the placement of objects, which may include and/or modify Contraptions, most commonly stationary ones. This means that Mechanisms can involve mechanics from other parts of Minecraft, but will predominantly use Contraptions made in the Steamcrafting tree.
An example of a Mechanism might be a Trapdoor. Let's say that the Trapdoor concept in another thread was implemented. However, for a Trapdoor to truly work, you would need to make a Mechanism which involves a gear, before it will automatically reset itself. This could simply be done by placing a Gear on the same block as the Trapdoor in question. This example is an extremely, extraordinarily simple Mechanism. Other mechanisms could create elevators, and much more, or integrate placed Contraptions such as Cannons, for example, and allow them to turn horizontally, instead of merely adjusting on a vertical trajectory.
In summary, Contraptions are craftable objects that are either mobile, with comparison to tools, or stationary, with comparison to objects such as a pressure plate. Mechanisms are systems made up mostly of Contraptions, to modify other Contraptions or other game-world objects already present.
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A 'Cog'-nitive System.
The very first object to build in the concept of a Steamcraft system would be: A Gear/Cog, henceforth referred to as just Cogs. This object would be paramount to the entire crafting process, for without these, almost none of your contraptions could possibly work!
Cogs may be crafted inside a Workshop, and require Wood, or Iron, to make. The difference between Wood and Iron cogs come with recipes (for example, Wooden cogs would not have the strength to support some of the heavier contraptions a player may be able to construct and thus the Cogs must use Iron materials.)
Recipes could be found as so:
Wooden Cog (x4)
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For future reference, the following will represent a Wooden Cog:
Iron Cog (x4)
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For future reference, the following will represent an Iron Cog:
Gold Cog (x4)
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There will be no future reference in which Gold will have to be displayed as an image, but will instead be referred to as a Gold Cog. The Iron inside the Gold Cog is, theoretically, to make the Gold slightly less malleable. Gold Cogs will primarily only be available for aesthetic creations such as Watches and Compasses. Nothing else.
Cogs would form the basis of all things Steamcraft. It will be the major functioning object in quite a few Contraptions, and intricate Mechanisms of cogs, levers, pulleys, and other such devices will make for extravagant machines with almost no limit to possibilities. These two reasons make Cogs a major component in crafting anything in this crafting system.
Wooden Cogs will be most commonly used in systems and roughly half the Contraptions. The other half of contraptions will require Iron Cogs to operate, thus balancing out their use of quite a few resources, as only 25% of the entire system will end up using Iron Cogs.
The uses for Cogs would be countable in the hundreds, if not thousands. You would be able to place two on the same blockspace, so that they could connect from a floor to a wall with relative ease. You would be able to create series of Cogs that all intertwine with eachother. Cogs would follow a Logic program, where if cogs were set a certain way they may simply not turn.
In summary, Cogs are the all-important ingredient to a successful career in Steampunkery, and have many, many, many uses.
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On the Factory... Bench?
What would an advanced crafting system be without its own craft bench? It is thus I present to you the concept of the concept for the Steamcrafter's own workbench, the Factory!
[Concept Only]
The Factory workbench would require the following materials to create:
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Remember, the
The Factory Workbench is one of the major requirements to most of the Steampunk craft set, and incorporates complex mechanics and all manners of innovations. There are craftable objects available from the simplest devices, such as Telescopes, to perhaps the most complex mechanisms available to a Minecraftian! The Factory's UI would likely look something similar to this:
"What is this madness?" you may ask.
"TEN crafting slots? Two Furnace slots?! Are you truly insane, Dreganius??"
Yes, there are indeed ten crafting slots. Yes, there are indeed two 'furnace' slots, as they were. Yes, I am insane. However, this topic is not quite about my sanity, and I digress.
Ten crafting slots: The reason for the ten slots is quite simple, really. The amount of possibilities opened with the Steamcrafting concept could lead to quite a few Contraption designs, and slots for these Contraptions could fast run out. A 4X4 crafting grid seems a tad odd to me, as there are no real restrictions on size then. The two 'missing' slots in the top row really make for some interesting limitations on the Craft UI.
Two 'Furnace' slots: You may be wondering why such things exist in this UI. It should be self-explanatory, should it not? This is Steamcrafting. The Factory workbench will literally have to run off Steam Power. Now, I ask you a question. What is it that makes steam? That's right, heat and water! So this means that those two elements are needed as well before you are able to create anything in this crafting bench, namely a bucket of water in the top slot, and Coal in the lower slot. Water should be quite easy to come by, I suspect, especially with player-made waterholes. When the bucket and Coal are placed into the corresponding slots in the Factory, the bucket empties itself, one coal is consumed, and the countdown timer begins, which lasts for two minutes before the water is completely evaporated and the Factory loses its fuel.
During the use of the Factory, the 'mouth' will show a flame animation, precisely like the Furnace. However, at the same time, Steam will rise from the top of the Pipe on the top, and the gears on the side will likely spin, if possible. That way, the Factory will truly feel animate, not just be so visually. The Factory will not be able to be placed in an empty space unless the empty space in question has one, possibly two empty spaces directly above it. Once placed, the Factory will take up all three of those empty slots described.
Steamy Recipes.
Dreganius' Own
And finally, I have had a few ideas myself for constructs which could also be well implemented.
1) A Drawbridge. This would operate quite differently to the idea which has already been suggested, for instead of using purely a Winch and Pulley system, it would also use gears. With the use of gears a drawbridge would only need a lever to activate the whole mechanism, however with only a winch and pulley the player would need to manually pull the Drawbridge shut. Constructing the Drawbridge would use a Mechanism of several Contraptions.
Firstly, the Drawbridge would need at least 2 Iron Cogs (
Rope would very easily be made, in fact it was suggested and modeled in another thread which I cannot currently locate. Secondly, Iron Winches could be quite easily created in the Factory, using an Iron Cog and a Lever, in the following fashion:
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[>>-i>] = Lever
This would leave us with the Winch (
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As you can guess, holding down Rightclick on the Winch Contraption will pull the Drawbridge up.
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2) Catapults
With the introduction of Clockwork, Cogs, Gears, and the like, it is completely viable that we have an opportunity to implement Catapults. They would work very simply. A Mechanism which uses a Rope, a Lever, a Winch, two Gears to reset, and Cobblestone as ammunition. I would elaborate on this further, but I have not the time currently and must rest.
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Other's Suggestions!
This section is dedicated to the Recipe Suggestions of others.
Sealystar - Crossbow
[Edited slightly by Dreganius]
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Magellan - Arrow Trap
It's a block... that shoots arrows! It's programmable with red-stone. it shoots the arrow in the direction the red-stone is connected. You can right click to put in arrows (Up to 64), and it's self-reloading.
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[>>-i>] = Bow
Magellan - Circular Saw
It's a tool/weapon. When It is used on trees, it cuts the tree very fast and instantly makes them into planks. When used on enemies/animals, it deals small, but continuous damage. It runs off of coal and water in your inventory.
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Disclaimer: This concept has very little influence from the World of Warcraft, most of the concepts in my mind have formulated from other sources, foremost being Steampunk culture.
I guess what you're suggesting is complex mechanical parts that can be built together to power machinery? I do like the idea of machinery, as a system to accompany redstone. I'm not sure how well small complex mechanisms like clocks would work with the current game interface, but that's also worth working towards.
And I know people have suggested windmills and watermills before, which I fully support. Mechanisms that would use power from these things could be pumps, minecart motivators, pulleys/winches for elevators and such, and other ideas, which would be connected to power suppliers through means of gears, axels, belts and such.
Mechanisms like these would be awesome, and as I said before, would go well with redstone. Redstone's more of a magical/computing thing, while mechanisms would be for more physical work. And if magic gets explored further (like enchanting and such,) you could get a really cool theme like that of Thief.
Also, Steampunk for 40k army = amazing. I was boring and decided to make my guys from a lost system that didn't decay when the first empire of man went kaput. So all my guys have shiny weapons and my tanks are white and light blue with rubber treads, which completely pales in comparison to steampunkery!
But I like where this thread's going. I'd like to see more ideas!
A small tip: Rip apart a large, plastic push-toggle pen. Some of them have a large component used for pushing the pen up or retracting it, which can make a perfect steampipe. Also, some other pens look very much like steampipes with the first centimeter of their tips removed. I would have to show you a diagram so you could see exactly what I meant but I was lucky enough to find three or four of them with both of those elements, so my Inquisitorial Armored Company can really have a nice theme, especially since the Witch Hunter Inquisitor model is rather Steampunk to begin with.
Apologies for the off-topic rant.
I think this thread would make the best place for discussion on mechanisms
Just think of all the possiblities!
Kudos!
While it might be hard for some people, Redstone is likewise difficult to grasp yet it is in game but only needed if you want to make interesting things happen, but not needed to play and enjoy the game.
I can't believe you had to explain that.
._.
I'm in despair! The internet has left me in despair!
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Anyway, yes. Do want.
Cogs would be awesome, but I'd also like to suggest axles as a method of transmitting power. These could be attached on to the end of cogs and would be able to efficiently transmit power across linear distances. And then, you could have pulleys and rope. I think the mechanic would be you right click a rope to a rope-able object (like an elevator,) and then you'd be able to right click pulleys to thread the rope through, linking as many pulleys that you have rope for, and finally attaching it to a winch. A winch could be powered by any form of motivation, from a windmill, to a steam engine, to a giant hamster wheel that you run around in (I'm serious about that.)
I think all of these would be good enough to create a basic redstone-like transmission system that looks aesthetically cool and seems to work. In your edit/post, you don't seem to go into detail in how power transmission would work exactly.
I have to admit, Iwas thinking of something kind of different from your factory workbench idea. I'd split the mechanisms into two different crafting categories, which you'd have two different benches for.
The first would be the "tinkering bench" (can't think of a better name.) This would be where you make cogs, axles, and all that other power transmission stuff.
The second would be the carpentry bench, which would be a very large grid (possibly 5x5) that you'd make the things tht actually do stuff, as well as other more complex things which may come in the future.
Also, a steam engine would be added, which would aesthetically be similar to your factory workbench. You put in fuel and water, and get power, which you could use by attaching machinery off either side or the back. A similar system would work for windmills and waterwheels, but power would come all the time.
So that's how I think the system would work in more detail. Does it fit with how you envision the system working?
EDIT: Also, how would cogs work, and what would be the difference between different types of cogs?
I concur.
I don't think a seperate, similar looking object would be quite necessary. We could use Cogs as multi-purpose tools. Cogs also work as Gears, although that is quite obvious. Power Transmission would work through the a Mechanism, or, to be more precise, what Contraptions make up the Mechanism. Cogs, Rope, etc. Just as a Lever is a power source for Redstone, it can do so the same for a Mechanism system.
The reason I did not like the idea of a 5x5, or even a 4x4 grid was simply the fact that creating such a bench would lead to problems, as there are almost no limitations to combinations and placements. That means much, much, much more work for Notch, and his team if he ends up hiring any, and also it doesn't look as good, nor will it as well on the UI for some resolutions. I chose to have the system I posted simply because there is enough complexity in the Steamcrafting system as there is, with the systems running via complex machinery, where one error could potentially debunk the entire Mechanism's effectiveness. Secondly, I do not support large machinery being brought into Minecraft, I wished to keep it... Somewhat smaller than gargantuan. Clockwork is about smaller, individual components coming together to form something larger. I stated very early in my post that although I most definately do appreciate the larger contraptions, I feel they have no place in Minecraft currently. If you wished to make larger contraptions, then building up components of a larger contraption at a time seems much more realistic to Clockwork lore. For example, a Helicopter would not be built all at once in a crafting table, it would need to have each individual part manufactured seperately.
As I also stated, Wooden cogs would form the main usage, making up almost all of the cogs used in Mechanisms. Iron Cogs were used in Contraptions that would require a stronger hold, such as a Winch, or a Factory. However, in very large Mechanisms, Wooden Cogs have a chance to break if not placed correctly.
Gold cogs would only be used for A: Decorative Mechanisms, or B: Clocks, compasses, other small devices.
Although your suggestions are quite well thought out, and I commend you for that, I do not see them working with my current vision of the Steamcrafting system. But thank you kindly for your critique and support!
I merely used 'Steampunk' as more or less a theme that more people can relate to and understand.
I think the idea needs better explaining. With this paragraph, I feel totally lost in the system that you're trying to explain ): I thought I understood it, but I have no clue now
I imagine mechanisms as an alternate kind of redstone. You have something that provides power. That could be a windmill, watermill, etc. Then, you connect the power source via cogs and axles to the thing that requires power, be it a pump, winch, minecart booster, etc. Windmills and watermills would be precrafted things that you put in place (in this case, up in the air or by flowing water.) Then, you physically place around cogs and axles in the game world from the power source to the thing needing power, which would also be a precrafted item.
It feels like your suggestion focuses more on assembling gears within items through crafting, but I don't really understand it at all. It kind of feels like only half of the system was explained. Sorry :sad.gif: