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
Ah, I understand where you come from. I have seemed to have left part of the design in my mind instead of transferring it into the written concept. That's what staying awake all night long does to you, sirs!
I shall attempt to reconvey the meaning to you, although I may have no luck. To begin with power, the basic system works just like redstone in where power sources come from. Levers, Buttons, etc. Redstone torches do not generate power for Mechanisms, though. Although, a powersource such as a Watermill may be an excellent idea, and I had planned to add Windmills in a design at some point. I will have to consider other points of power, as my original idea was based off simple levers and such things activation objects, although that really doesn't make sense.
Secondly, the crafting. I wish to break things up to make them smaller, but not so small that its as if you're just crafting in a Workbench. Clockwork is based on starting small and slowly working outwards. It is that principle which I had in mind. Smaller objects would be vital to the complex system, especially in Mechanisms.
By the example of a Helicopter, I attempted to convey that you would need to build parts seperately, such as the Rotor, the Tail, Tail rotor, Cockpit, and landing gear all seperately, and then combine them at once.
If that still doesn't make sense I will try again tomorrow, as I am incredibly weary as of now.
What do you think about a craftable generator that turns redstone power into mechanical power? With this application, one would be able to create 'smart' contraptions combining the practical power of steamcrafting with the programming power of redstone. I can see where this might be a bit overpowered, having an easy and unlimited power source from redstone, but the possibility of contraptions would be amazing.
It would be nice to see some of the objects from that anime in Minecraft, perhaps we could take a few designs and try to import their general use into Minecraft somehow. I do not own the movie so I will be unable to do so.
I shall attempt to reconvey the meaning to you, although I may have no luck. To begin with power, the basic system works just like redstone in where power sources come from. Levers, Buttons, etc. Redstone torches do not generate power for Mechanisms, though. Although, a powersource such as a Watermill may be an excellent idea, and I had planned to add Windmills in a design at some point. I will have to consider other points of power, as my original idea was based off simple levers and such things activation objects, although that really doesn't make sense.
Ah I see, so it's a simple button or lever that gives the machine power?
I was thinking that an important thing for mechanisms is to have a real source of power. Steam engines, windmills, watermills, giant hamster wheels, etc. I think that would give mechanisms a more real feeling, and also force players to use strategy when making contraptions.
I think that redstone systems should be integrated into mechanisms, so you can push a redstone button and activate a gearbox or something that'll provide power down the line of the mechanism though, which would make things a lot easier to manage.
Quote from Dreganius »
Secondly, the crafting. I wish to break things up to make them smaller, but not so small that its as if you're just crafting in a Workbench. Clockwork is based on starting small and slowly working outwards. It is that principle which I had in mind. Smaller objects would be vital to the complex system, especially in Mechanisms.
By the example of a Helicopter, I attempted to convey that you would need to build parts seperately, such as the Rotor, the Tail, Tail rotor, Cockpit, and landing gear all seperately, and then combine them at once.
Ah, I see. This is similar to what I was thinking of. The entire system of power-mechanism would take place in the game world like redstone circuits are now, it's just the mechanisms themselves that'd require more complex crafting. In that case, I agree.
Though still, I think a carpentry table+smaller mechanical table would be a better system for making said mechanisms. You assemble strictly mechanical parts in the smaller (maybe 3x3) mechanical table, and then stick it all together in the carpentry table to create the pump or winch or whatever.
Ah I see, so it's a simple button or lever that gives the machine power?
I was thinking that an important thing for mechanisms is to have a real source of power. Steam engines, windmills, watermills, giant hamster wheels, etc. I think that would give mechanisms a more real feeling, and also force players to use strategy when making contraptions.
I concur with this, actually. The construction of Steam-powered 'blocks' would be a valuable addition, and create even more of a need to search for Coal. However, I would also think that the Coal would be used a lot more efficiently than a piece of Coal in a Furnace, for it is a more advanced form of crafting we are using, and the coal only needs to boil water, not smelt metals, which results at a much lower required temperature, allowing the Coal to burn for longer. Although I would advise these Generators to only be required in advanced, automated Mechanisms. Mechanisms such as the Drawbridge concept I posted should only require the Player to use the Winch.
Perhaps a device such as the Factory Workbench itself would suffice, that you can make inside the Factory. A Steam Generator.
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That would be a nice recipe.
Quote from Blue_vision »
I think that redstone systems should be integrated into mechanisms, so you can push a redstone button and activate a gearbox or something that'll provide power down the line of the mechanism though, which would make things a lot easier to manage.
I disagree with this, as the powering devices would be different. I do agree with, however, using Redstone as a way of activating and deactivating a Steam Generator. This could help act as a modifier for the output or activation of the Mechanism in question.
Quote from Blue_vision »
Ah, I see. This is similar to what I was thinking of. The entire system of power-mechanism would take place in the game world like redstone circuits are now, it's just the mechanisms themselves that'd require more complex crafting. In that case, I agree.
Though still, I think a carpentry table+smaller mechanical table would be a better system for making said mechanisms. You assemble strictly mechanical parts in the smaller (maybe 3x3) mechanical table, and then stick it all together in the carpentry table to create the pump or winch or whatever.
I disagree with this, as I spent quite a while thinking of the pattern for my own workbench concept to compensate for this very idea of two seperate crafting benches. For lack of logic, it is Steampunk, it can do anything!
with the invention of gears and similar concepts, maybe we would be able to craft a primitive firearm. not a machine gun or a bazooka, but an alternative to the bow.
I concur with this, actually. The construction of Steam-powered 'blocks' would be a valuable addition, and create even more of a need to search for Coal. However, I would also think that the Coal would be used a lot more efficiently than a piece of Coal in a Furnace, for it is a more advanced form of crafting we are using, and the coal only needs to boil water, not smelt metals, which results at a much lower required temperature, allowing the Coal to burn for longer. Although I would advise these Generators to only be required in advanced, automated Mechanisms. Mechanisms such as the Drawbridge concept I posted should only require the Player to use the Winch.
Perhaps a device such as the Factory Workbench itself would suffice, that you can make inside the Factory. A Steam Generator.
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That would be a nice recipe.
It'd keep a similar furnace function, being able to use sticks and logs too. But if you did something like make resources last twice as long when burning (I think that would make sense,) coal becomes much, much better than wood for fuel usage. But you'd still be able to use wood, for whatever reason you want (like if you want to be environmentally friendly :biggrin.gif:)
Steam engines would be the basic power generator, but I think more power generators would be nice. Watermills at least, and hopefully other things.
Quote from Dreganius »
I disagree with this, as the powering devices would be different. I do agree with, however, using Redstone as a way of activating and deactivating a Steam Generator. This could help act as a modifier for the output or activation of the Mechanism in question.
That was explained wrong. I was trying to say that you'd have some blocks that require redstone input to relay their power through the machine, so you can have a redstone system managing some machines.
Quote from Dreganius »
I disagree with this, as the powering devices would be different. I do agree with, however, using Redstone as a way of activating and deactivating a Steam Generator. This could help act as a modifier for the output or activation of the Mechanism in question.
Quote from Dreganius »
I disagree with this, as I spent quite a while thinking of the pattern for my own workbench concept to compensate for this very idea of two seperate crafting benches. For lack of logic, it is Steampunk, it can do anything!
Really, whatever system works. I think a carpentry table would be required for other bigger things, so it might make sense to assemble bigger machines on it as well. But again, whatever system works best.
I like the concept. I would forget many of the people whom complain that the Crossbow's bow is made from wood. Maybe in olden days, this is true, however they have obviously not seen, let alone had the fortune to fire a Crossbow from around one-hundred years ago. I am fortunate, for my Uncle owns a very old crossbow, although it is technically illegal to own it for obvious, criminal reasons. He owns a very large piece of land and thus I've had the opportunity to fire it, and goodness, is it strong and extremely accurate. However, it takes an extremely long time to reload a bolt, much longer than it does when I fire my Recurve bow (I am part of an Archery club). The steps to fire are as followed (As if you have just fired)
Bow:
1) Take another arrow.
2) Nock it.
3) Take aim.
4) Fire.
I can usually cycle through this process every five seconds.
However, with the Crossbow:
1) Place Crossbow on the floor, Triangular Foothold on the ground.
2) Place foot in Foothold.
3) Manually load the string past the locking mechanism.
4) Load the bolt in.
5) Turn off the safety
6) Take aim.
7) Fire.
I could fire one Crossbow bolt every... Oh, fifteen to twenty seconds, if I got the string past the lock the very first try.
Anyway, your recipe suits a Crossbow reasonably well, although I shall edit it just slightly;
However, I would also think that the Coal would be used a lot more efficiently than a piece of Coal in a Furnace, for it is a more advanced form of crafting we are using, and the coal only needs to boil water, not smelt metals, which results at a much lower required temperature, allowing the Coal to burn for longer.
No. Things like coal, burn at a set temperature. There is a bit of a temperature range as far as coal is concerned because coal doesn't have a definite chemical composition, but a set burning temp. none-the-less. It doesn't matter what it's burning, it will always burn at that temperature. Unless your contraption incorporates some form of billows, in which case you'd be raising the temperature so it doesn't much matter in this argument.
Quote from Dreganius »
Quote from Blue_vision »
I think that redstone systems should be integrated into mechanisms, so you can push a redstone button and activate a gearbox or something that'll provide power down the line of the mechanism though, which would make things a lot easier to manage.
I disagree with this, as the powering devices would be different. I do agree with, however, using Redstone as a way of activating and deactivating a Steam Generator. This could help act as a modifier for the output or activation of the Mechanism in question.
Maybe I'm misreading this argument, but I think I disagree. I'm not fond of the way redstone dust works now, because it suggests that buttons and levers contain some form of power supply... which they shouldn't. Switches and buttons should only be used to complete a circuit. Currently, Notch has freed of from the need to worry of such things, but I think we should. The way I see it, you've got your power supply (steam engine, water-wheel, windmill, what-have-you) which produces, obviously, power, be it mechanical energy that you can use directly or translated into electrical energy by way of redstone dust (perhaps with some sort of converting mechanism. Dynamos are steam-punk enough. Dreganius, I'll let you come up with the craft formula). If used to create electric energy and sent through redstone wires, it will stop at a switches that you'd need to throw in order to allow the electricity to continue on and power objects down the line.
This, I won't say makes more sense, because not much in Minecraft does, is more SATISFYING (IMHO). Currently nothing about the red dust makes ANY sense. It carries a charge very well, but somehow applying it to a garden-variety stick allows it to produce a charge of it's own...? And somehow a single trail can carry both a positive and negative charge? You got me. We don't need to get all that complex, but needing an engine of sorts to first generate the charge to be carried would be a good addition to the game. It would require more logistical thinking in plan layouts.
No. Things like coal, burn at a set temperature. There is a bit of a temperature range as far as coal is concerned because coal doesn't have a definite chemical composition, but a set burning temp. none-the-less. It doesn't matter what it's burning, it will always burn at that temperature. Unless your contraption incorporates some form of billows, in which case you'd be raising the temperature so it doesn't much matter in this argument.
Firstly, good sir, I wish object to your use of the word 'argument' as that implies some sort of tension! Haha, we are all friendly in this thread. However, that is entirely your decision and I will speak no more of it, I merely wished to state my opinion on that.
Secondly, you are indeed correct, Coal is indeed rather high-temperature at it burns. Perhaps we could simply suffice with a few sticks, however I would still prefer to support the use of Coal, as the table is a rather advanced one, and thus should have a higher resource expenditure than using an almost immediately readily available resource. That is to say, Wood. Although Coal is quite common, it is much less common than a Tree.
Quote from Sneferu »
Maybe I'm misreading this argument, but I think I disagree. I'm not fond of the way redstone dust works now, because it suggests that buttons and levers contain some form of power supply... which they shouldn't. Switches and buttons should only be used to complete a circuit. Currently, Notch has freed of from the need to worry of such things, but I think we should. The way I see it, you've got your power supply (steam engine, water-wheel, windmill, what-have-you) which produces, obviously, power, be it mechanical energy that you can use directly or translated into electrical energy by way of redstone dust (perhaps with some sort of converting mechanism. Dynamos are steam-punk enough. Dreganius, I'll let you come up with the craft formula). If used to create electric energy and sent through redstone wires, it will stop at a switches that you'd need to throw in order to allow the electricity to continue on and power objects down the line.
It seems we are in agreement on that subject, sir, for I do not agree with Redstone being able to power any part of a Mechanism or Contraption on its own. However, as you stated, it could serve as a conduit of sorts for the actual generator, channeling power along its route.
Quote from Sneferu »
This, I won't say makes more sense, because not much in Minecraft does, is more SATISFYING (IMHO). Currently nothing about the red dust makes ANY sense. It carries a charge very well, but somehow applying it to a garden-variety stick allows it to produce a charge of it's own...? And somehow a single trail can carry both a positive and negative charge? You got me. We don't need to get all that complex, but needing an engine of sorts to first generate the charge to be carried would be a good addition to the game. It would require more logistical thinking in plan layouts.
My thoughts exactly. I wish to make Steamcrafting a very logistical, intelligent form of crafting, which rewards creativity, complexity and intuition, possibly even more so than the current Redstone Circuitry systems and gates.
Ah, I understand where you come from. I have seemed to have left part of the design in my mind instead of transferring it into the written concept. That's what staying awake all night long does to you, sirs!
I shall attempt to reconvey the meaning to you, although I may have no luck. To begin with power, the basic system works just like redstone in where power sources come from. Levers, Buttons, etc. Redstone torches do not generate power for Mechanisms, though. Although, a powersource such as a Watermill may be an excellent idea, and I had planned to add Windmills in a design at some point. I will have to consider other points of power, as my original idea was based off simple levers and such things activation objects, although that really doesn't make sense.
Secondly, the crafting. I wish to break things up to make them smaller, but not so small that its as if you're just crafting in a Workbench. Clockwork is based on starting small and slowly working outwards. It is that principle which I had in mind. Smaller objects would be vital to the complex system, especially in Mechanisms.
By the example of a Helicopter, I attempted to convey that you would need to build parts seperately, such as the Rotor, the Tail, Tail rotor, Cockpit, and landing gear all seperately, and then combine them at once.
If that still doesn't make sense I will try again tomorrow, as I am incredibly weary as of now.
It would be awesome to see all the stuff in this movie in mc, the difficulty would be enormous, but it would be awesome.
i second this motion...
I was thinking that an important thing for mechanisms is to have a real source of power. Steam engines, windmills, watermills, giant hamster wheels, etc. I think that would give mechanisms a more real feeling, and also force players to use strategy when making contraptions.
I think that redstone systems should be integrated into mechanisms, so you can push a redstone button and activate a gearbox or something that'll provide power down the line of the mechanism though, which would make things a lot easier to manage.
Ah, I see. This is similar to what I was thinking of. The entire system of power-mechanism would take place in the game world like redstone circuits are now, it's just the mechanisms themselves that'd require more complex crafting. In that case, I agree.
Though still, I think a carpentry table+smaller mechanical table would be a better system for making said mechanisms. You assemble strictly mechanical parts in the smaller (maybe 3x3) mechanical table, and then stick it all together in the carpentry table to create the pump or winch or whatever.
I concur with this, actually. The construction of Steam-powered 'blocks' would be a valuable addition, and create even more of a need to search for Coal. However, I would also think that the Coal would be used a lot more efficiently than a piece of Coal in a Furnace, for it is a more advanced form of crafting we are using, and the coal only needs to boil water, not smelt metals, which results at a much lower required temperature, allowing the Coal to burn for longer. Although I would advise these Generators to only be required in advanced, automated Mechanisms. Mechanisms such as the Drawbridge concept I posted should only require the Player to use the Winch.
Perhaps a device such as the Factory Workbench itself would suffice, that you can make inside the Factory. A Steam Generator.
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That would be a nice recipe.
I disagree with this, as the powering devices would be different. I do agree with, however, using Redstone as a way of activating and deactivating a Steam Generator. This could help act as a modifier for the output or activation of the Mechanism in question.
I disagree with this, as I spent quite a while thinking of the pattern for my own workbench concept to compensate for this very idea of two seperate crafting benches. For lack of logic, it is Steampunk, it can do anything!
I would love this to be in.
How about an ARROW LAUNCHER?
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Steam engines would be the basic power generator, but I think more power generators would be nice. Watermills at least, and hopefully other things.
That was explained wrong. I was trying to say that you'd have some blocks that require redstone input to relay their power through the machine, so you can have a redstone system managing some machines.
Really, whatever system works. I think a carpentry table would be required for other bigger things, so it might make sense to assemble bigger machines on it as well. But again, whatever system works best.
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Crossbow?
= String
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I like the concept. I would forget many of the people whom complain that the Crossbow's bow is made from wood. Maybe in olden days, this is true, however they have obviously not seen, let alone had the fortune to fire a Crossbow from around one-hundred years ago. I am fortunate, for my Uncle owns a very old crossbow, although it is technically illegal to own it for obvious, criminal reasons. He owns a very large piece of land and thus I've had the opportunity to fire it, and goodness, is it strong and extremely accurate. However, it takes an extremely long time to reload a bolt, much longer than it does when I fire my Recurve bow (I am part of an Archery club). The steps to fire are as followed (As if you have just fired)
Bow:
1) Take another arrow.
2) Nock it.
3) Take aim.
4) Fire.
I can usually cycle through this process every five seconds.
However, with the Crossbow:
1) Place Crossbow on the floor, Triangular Foothold on the ground.
2) Place foot in Foothold.
3) Manually load the string past the locking mechanism.
4) Load the bolt in.
5) Turn off the safety
6) Take aim.
7) Fire.
I could fire one Crossbow bolt every... Oh, fifteen to twenty seconds, if I got the string past the lock the very first try.
Anyway, your recipe suits a Crossbow reasonably well, although I shall edit it just slightly;
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I shall add it to the Original Post.
No. Things like coal, burn at a set temperature. There is a bit of a temperature range as far as coal is concerned because coal doesn't have a definite chemical composition, but a set burning temp. none-the-less. It doesn't matter what it's burning, it will always burn at that temperature. Unless your contraption incorporates some form of billows, in which case you'd be raising the temperature so it doesn't much matter in this argument.
Maybe I'm misreading this argument, but I think I disagree. I'm not fond of the way redstone dust works now, because it suggests that buttons and levers contain some form of power supply... which they shouldn't. Switches and buttons should only be used to complete a circuit. Currently, Notch has freed of from the need to worry of such things, but I think we should. The way I see it, you've got your power supply (steam engine, water-wheel, windmill, what-have-you) which produces, obviously, power, be it mechanical energy that you can use directly or translated into electrical energy by way of redstone dust (perhaps with some sort of converting mechanism. Dynamos are steam-punk enough. Dreganius, I'll let you come up with the craft formula). If used to create electric energy and sent through redstone wires, it will stop at a switches that you'd need to throw in order to allow the electricity to continue on and power objects down the line.
This, I won't say makes more sense, because not much in Minecraft does, is more SATISFYING (IMHO). Currently nothing about the red dust makes ANY sense. It carries a charge very well, but somehow applying it to a garden-variety stick allows it to produce a charge of it's own...? And somehow a single trail can carry both a positive and negative charge? You got me. We don't need to get all that complex, but needing an engine of sorts to first generate the charge to be carried would be a good addition to the game. It would require more logistical thinking in plan layouts.
Firstly, good sir, I wish object to your use of the word 'argument' as that implies some sort of tension! Haha, we are all friendly in this thread. However, that is entirely your decision and I will speak no more of it, I merely wished to state my opinion on that.
Secondly, you are indeed correct, Coal is indeed rather high-temperature at it burns. Perhaps we could simply suffice with a few sticks, however I would still prefer to support the use of Coal, as the table is a rather advanced one, and thus should have a higher resource expenditure than using an almost immediately readily available resource. That is to say, Wood. Although Coal is quite common, it is much less common than a Tree.
It seems we are in agreement on that subject, sir, for I do not agree with Redstone being able to power any part of a Mechanism or Contraption on its own. However, as you stated, it could serve as a conduit of sorts for the actual generator, channeling power along its route.
My thoughts exactly. I wish to make Steamcrafting a very logistical, intelligent form of crafting, which rewards creativity, complexity and intuition, possibly even more so than the current Redstone Circuitry systems and gates.
We're talking steampunk in a fantasy building game.
No arguments over trivial bits.